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Author SHA1 Message Date
bryanthaboi debfaf28e6 Merge pull request #1607 from bryanthaboi/dev
sometimes adrian be reading these PR titles
2026-08-20 13:05:45 -04:00
bryanthaboi 83463a5a59 Merge pull request #1605 from AverageConsumer/codex/android-secondary-lifecycle
Fix secondary display lifecycle cleanup
2026-08-20 13:04:55 -04:00
bryanthaboi d66a72ac95 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-20 12:43:05 -04:00
bryanthaboi 1b659dab01 CLOSES #1582, CLOSES #1583 2026-08-20 12:43:04 -04:00
AverageConsumer 9e01fe2c2c Fix secondary display lifecycle cleanup 2026-08-20 18:23:20 +02:00
bryanthaboi 5fa5005786 Merge pull request #1559 from thibautbus/fix/route-more-messages-through-romtext
Route more battle/overworld/menu messages through their real ROM text
2026-08-20 11:54:40 -04:00
bryanthaboi 1ac5b867bb for that one guy who has a mouse but for some reason it doesnt have a scroll wheel 2026-08-20 11:54:08 -04:00
github-actions 69ef1bfc77 chore(ios): update app-repo.json [skip ci] 2026-08-20 11:00:28 -04:00
bryanthaboi 9ed7e05dc1 Merge pull request #1601 from bryanthaboi/dev
bug fixes and uncles neighbor
2026-08-20 10:48:57 -04:00
bryanthaboi 25166ff3a1 CLOSES #1603 2026-08-20 10:46:27 -04:00
bryanthaboi c777e85641 Merge pull request #1598 from thibautbus/fix/text-extractor-underscore-requirement
Route a handful of pokered dialogue labels through game.data.text
2026-08-20 09:51:38 -04:00
bryanthaboi 06299328f5 CLOSES #1600 2026-08-20 09:49:57 -04:00
bryanthaboi 5b19259928 Merge pull request #1581 from 1Jamie/feat/pikachu-surf-and-gold-gamecorner
feat: surfing minigame overhaul + authentic Game Corner rendering
2026-08-20 09:46:43 -04:00
bryanthaboi c2b6a7b937 pipeline fixes (Hopefully) 2026-08-20 09:45:47 -04:00
bryanthaboi 7c9c2380d2 Update LauncherView.lua 2026-08-20 09:19:59 -04:00
bryanthaboi 2468d5042d clean up and larger importer 2026-08-20 08:53:31 -04:00
bryanthaboi 51c4766ead Merge branch 'my-uncles-neighbor' into dev
# Conflicts:
#	src/import/RomImporter.lua
2026-08-20 08:28:19 -04:00
bryanthaboi ec9dc29646 Pokemon Silver as a full launcher version, plus launcher mods-list and title-tempo fixes
Silver: derived import manifest (tools/make_silver_manifest.py re-resolves
the Gold manifest's symbols from pokesilver.sym), silver GameVersion row,
generation-keyed extractor routing, required-files override, edition save
stamping (a Silver playthrough no longer writes into the Gold save),
checkver-driven edition data, SILVER/KAMON/OSCAR/MAX presets, GOLD rival
default, edition credits banner, Lugia title screen (OAM layouts, bob,
trail, palettes as title.lua data keys with Gold defaults so old caches
need no re-import), packaging for every build target, docs, and tests.

Launcher: the installed-mods list is one continuous scroll (rows culled to
the viewport) instead of a pager with an inner scroll viewport; the pad
cursor's edge-scroll no longer runs it to the bottom. The game dropdown
shows just the initial and caret. Find-tab behavior unchanged.

Title tempo: a sprite-anim frame shows duration+1 ticks
(engine/sprite_anims/core.asm GetSpriteAnimFrame), which locks both
editions' 64-tick wing beat to the 64-tick sine bob; the title screens no
longer run fast and out of phase.
2026-08-20 08:27:25 -04:00
thibautbus 934a4c55ca Route a handful of pokered dialogue labels through game.data.text
Several hand-ported scripts carry pokered dialogue as inline English
literals instead of reading game.data.text, because the real ROM
label was never reachable from data/generated/text.lua:
ViridianCityYoungster2OkThenText/CaterpieAndWeedleDescriptionText,
TMNotebookText, the SS Anne kitchen cook's three dish lines, and the
Viridian fisher's pre-gift line (data/scripts/story5.lua's gift()
already read t[label] here, just had a stale comment and a missing
fallback).

Traced the actual cause carefully -- there are two independent,
differently-behaved label scanners in this codebase:

- tools/extract/text.py's parse_text_file() requires a label to
  start with "_" to be collected. This is a real bug (confirmed
  against a real pret/pokered checkout), but this function has no
  callers anywhere in the tree and no __main__ entry point -- it
  looks like dead code left over from an earlier version of the
  pipeline.
- The function that actually produces the shipped label list is
  text_metadata() in tools/make_rom_manifest.py, which feeds
  manifest["text"]["labels"], which build_rom_data.py's
  extract_text() iterates to decode each label straight from the
  ROM. text_metadata() already uses the permissive regex (no "_"
  requirement) since commit 0f581e2f.

So the actual blocker is that the committed tools/rom_manifest.json
was stale relative to text_metadata()'s current code, not a source
bug. Verified by rebuilding pret/pokered from source with RGBDS
(reproducible -- the resulting pokered.gbc/pokeblue.gbc hash to the
same canonical SHA-1s gen1recomp already pins, so no cartridge dump
was involved anywhere here) and running the real, unmodified
make_rom_manifest.py against it: 2595 labels against the committed
manifest's 2585, a clean superset containing everything these
scripts need. SilphCo2FSilphWorkerFPleaseTakeThisText is the one
exception already in the manifest -- confirmed by commit 0f581e2f
("so many bugs i cannot even breathe") that it was hand-patched in
exactly this same targeted way, for issue #393.

Fix:
- tools/extract/text.py: relaxed parse_text_file()'s regex to match
  text_metadata()'s, for consistency (no effect on what ships, since
  nothing calls this function, but no reason to leave a legacy copy
  of the same scanner out of sync).
- Four scripts read the real label first (t[label] or fallback, the
  established pattern): celadon_eevee.lua, ss_anne_kitchen.lua,
  viridian_city.lua, story5.lua (comment/fallback only, lookup was
  already correct).
- tools/rom_manifest.json and tools/rom_manifest_blue.json:
  regenerated for real -- both files are the direct, unedited output
  of running make_rom_manifest.py/make_blue_manifest.py against a
  real pret/pokered checkout at POKERED_REVISION, not hand-assembled
  or reverse-engineered to match. Only safe because of the two fixes
  below, which exist specifically so a real run doesn't regress
  anything the previously-committed files had. Diffing a real
  make_rom_manifest.py run against that previous file (1143 lines
  out of 45253) found exactly what a naive "just regenerate against
  whatever pokered HEAD is handy" would have silently broken:
  - pret/pokered commit 079d1cc92fc3b0ec82bc1418c2b4045bfca84620
    (PR #596, 2026-08-06) renamed
    _SilphCo10FGiovanniILostAgainText/_SilphCo10FPorygonText to
    _SilphCo11F... (they live in text/SilphCo11F.asm, Giovanni's
    floor). data/scripts/victories.lua:183 still hardcodes the old
    name, and extracting under pokered's new name would silently
    blank Giovanni's "I lost again!?" rematch line. Fix is the pin
    below: POKERED_REVISION is pinned to the last commit before this
    rename, so today's generator output matches victories.lua
    natively, no engine code touched, no generator-side workaround
    either. Advancing the pin past this commit is a real, welcome
    future upgrade -- it just needs victories.lua's labels (and
    anything else's) fixed up in the same change.
  - trainerPartyOverrides.OPP_CHIEF (Giovanni's Celadon gym team)
    wasn't produced by any code under tools/ at all. Traced why:
    pret/pokered's data/trainers/parties.asm has "ChiefData: ; none"
    -- the Celadon Chief's battle is unused/cut content in the
    original game, and RomExtractor.lua's own comment confirms
    gen1recomp reimplements it as a real fight using a hand-authored
    party for exactly that reason -- no pokered commit, old or new,
    will ever produce this data. Added a TRAINER_PARTY_OVERRIDES
    constant to make_rom_manifest.py so this survives every future
    regeneration automatically; verified it reproduces the committed
    value byte-for-byte and flows through to Blue/Yellow for free
    via their existing derive-from-Red path.
  - trainerHeaders.MtMoonB2F's Super Nerd slot is pre-existing
    fabricated data, not pokered drift: his event name,
    EVENT_BEAT_MT_MOON_3_SUPER_NERD, has never existed in pokered at
    any point in its history (the real name,
    EVENT_BEAT_MT_MOON_EXIT_SUPER_NERD, has been stable since 2015),
    nor in gen1recomp's own event_flags.lua; trainerDefeated()
    checks defeatedTrainers[npc.id] first, the same pattern already
    used for the Fighting Dojo's Karate Master, so this entry is
    very likely already inert. field.seafoam also differs from a
    fresh regeneration (two showObject boulder-toggle IDs in the B3F
    puzzle, a live gameplay system nobody has verified either value
    against), and field.tradeArt is new content a fresh extraction
    produces that was never shipped. None of those three are this
    PR's problem to fix, but a real generator run has to do
    something with them regardless -- so make_rom_manifest.py gets a
    new apply_known_nonreproducible_overrides(), called right after
    text_metadata()/field_metadata(), that pins MtMoonB2F and
    seafoam back to what was already shipped and drops tradeArt,
    each with a comment explaining why and what the real fix looks
    like (MtMoonB2F needs a Data:seedMtMoonB2FSuperNerd()-style
    engine seed, not manifest data). Verified this override function
    was complete and correct -- diffed a real run against the
    previously-committed file first, empty -- before trusting it to
    write tools/rom_manifest.json/_blue.json directly; both are now
    literally that generator's output, not hand-assembled.
    tools/rom_manifest_yellow.json isn't touched by this PR at all:
    it already had all ten labels, and make_yellow_manifest.py has
    no matching override yet for its own field.oldManBattle outlier,
    so regenerating it for real isn't safe the same way yet.
- tools/make_rom_manifest.py: added a POKERED_REVISION pin --
  cf621a76d4941c93c078eb38e0880fe8db48ef40, the last pret/pokered
  commit before the Silph Co rename above, chosen deliberately
  rather than current HEAD -- and a check_pokered_revision() guard
  main() calls before generating: fails loudly if --pokered isn't
  at that commit instead of silently absorbing whatever upstream
  renames or restructures since, with an explicit
  --allow-revision-mismatch escape hatch for a deliberate pin bump.
  That's the intended way this pin moves forward: diff a fresh run
  against the committed manifest, fix up whatever engine code
  depends on by exact name, and bump POKERED_REVISION in the same
  change -- a conscious, reviewable decision instead of a silent
  contributor default. Wired the same guard into
  make_blue_manifest.py and make_yellow_manifest.py for their own
  --pokered/--pokeyellow checkouts; make_yellow_manifest.py gets its
  own POKEYELLOW_REVISION (e6ba56989b0f2694f393e6924820be11dcc1fbb8,
  verified here). The pin and its guard live entirely in the
  generator source, not also embedded as a field in the shipped
  manifests -- that would be redundant with the .py constant next to
  it in the same commit, for no protection the guard doesn't already
  give.
- tools/make_rom_manifest.py, make_blue_manifest.py,
  make_yellow_manifest.py: switched json.dump(..., ensure_ascii=
  False, ...) to ensure_ascii=True to match how the committed
  manifests were actually encoded (escaped \uXXXX rather than
  literal UTF-8). Purely cosmetic -- json.load parses both
  identically -- but needed so that a fresh make_rom_manifest.py run
  at POKERED_REVISION now produces tools/rom_manifest.json
  byte-for-byte (plain diff empty), not just content-equal. One
  small, pre-existing cosmetic mismatch remains and wasn't chased: a
  single nested dict, field.cardKeyDoors.doors, has its
  SILPH_CO_10F/11F keys in natural floor order in the committed file
  instead of the sort_keys=True lexicographic order everything else
  in the file uses -- same content either way.
- tests/rom_manifest_generator_test.py: new ROM-free unit tests (same
  style as the existing tests/build_rom_data_cli_test.py, wired into
  scripts/test.sh as a T0 tier) for check_pokered_revision() and
  apply_known_nonreproducible_overrides() -- matching/mismatched/
  bypassed/unresolvable-checkout revision cases, and that the
  MtMoonB2F/seafoam/tradeArt overrides land correctly (including
  alongside a populated map entry, and without erroring when
  tradeArt is already absent). Doesn't replace the manual real-ROM
  verification above, which needs an actual pokered/RGBDS toolchain
  -- but a future typo or logic slip in either function now fails
  immediately instead of only surfacing next time someone happens to
  redo that manual check.
- Left data/scripts/flavor/silph_co_9f.lua's nurse dialogue (labels
  also added to both manifests here) untouched code-wise: static
  command table, not a function, needs its
  face_player/heal_party/fade state machine restructured to use
  t[label] safely, and show_text's un-resolved-label fallback prints
  the label name literally rather than English -- not safe without
  interactive testing.

Checked Yellow's equivalent case (Melanie's House) since it looked
like the same shape: it isn't actually broken.
tools/make_yellow_manifest.py's YELLOW_EXTRA_TEXT_LABELS already
force-includes those eight labels, and a real built
dialogue_yellow.lua already has correct French translations for
them. tools/rom_manifest_yellow.json also already carries all ten
labels this PR adds to Red/Blue. No label changes needed there.

Tested: patched parse_text_file() against a real pret/pokered
checkout (+11 labels, 0 removed, all clearly dialogue-shaped);
rebuilt pokered.gbc/pokeblue.gbc with RGBDS at current pret/pokered
HEAD (confirmed hashes to gen1recomp's own canonical SHA-1s) and
diffed a fresh make_rom_manifest.py run there against the committed
manifest to map out what a full regen at HEAD would need; re-checked
out the same pokered checkout at cf621a76 (POKERED_REVISION),
rebuilt both ROMs again (same canonical hashes); with
apply_known_nonreproducible_overrides() and the ensure_ascii fix in
place, ran both generators to a scratch path first and diffed
against the then-committed manifests -- empty -- before running them
again writing tools/rom_manifest.json/_blue.json directly, so both
files are now the generator's literal, unedited output (git diff on
that final write: 18 lines moved in rom_manifest.json, exactly the
pre-existing SILPH_CO_10F/11F ordering quirk; zero lines changed in
rom_manifest_blue.json); rebuilt pokeyellow.gbc the same way, confirmed its
canonical hash, and confirmed make_yellow_manifest.py's symbols/
text/trainerHeaders/trainerPartyOverrides also come out byte-for-
byte identical to the committed tools/rom_manifest_yellow.json; ran
the real build_rom_data.py --only text against all three rebuilt
ROMs and confirmed every added label decodes from real ROM bytes
matching the English fallback literals exactly; verified
check_pokered_revision() actually raises on a deliberate mismatch
before relying on it to gate the runs above; python3
tests/rom_manifest_generator_test.py: 9/9 pass; luajit
tests/run_engine.lua: 250/250 suites pass.
2026-08-20 09:42:20 +02:00
thibautbus 72592665d7 Cover the romText fixes with targeted regression tests
Every existing test around these callsites only ever runs with an
empty/fixture Data.text, so none of them could tell a properly-wired
romText/t._X call apart from a literal that never looked at the
catalog at all -- every assertion passed either way, the same coverage
gap the museum ticket clerk and status abbreviation fixes hit earlier.

Seven new tests fake the real label for each fix and assert the pushed
or queued message uses the translated value, plus a vanilla case per
fix confirming the no-catalog fallback still matches the original
English literal exactly:
- box_release_confirmation_romtext.lua (BoxMenu _OnceReleasedText, via
  a TextBox.new spy so real pagination/choice behavior stays intact)
- slot_machine_lined_up_romtext.lua (SlotMachine _LinedUpText, symbol
  concatenated in front of the translated suffix)
- battle_fainted_message_romtext.lua (BattleState onFaint, both
  _PlayerMonFaintedText and _EnemyMonFaintedText, confirming the raw
  name reaches each without a duplicated "Enemy")
- battle_catch_messages_romtext.lua (BattleState storeCaughtMon,
  _ItemUseBallText06 plus both _ItemUseBallText07/08 branches on
  EVENT_MET_BILL)
- battle_ball_dodge_romtext.lua (BattleState throwBall,
  _ItemUseBallText00's \f-merge collapsing to exactly one queued
  message)
- overworld_field_faint_heal_romtext.lua (OverworldController
  applyFieldPoison's _PokemonFaintedText, and
  useSoftboiledFieldMove's _ItemUseNoEffectText/_PotionText including
  the recovered-amount slot the old literal never showed)
- overworld_hidden_item_romtext.lua (OverworldController
  tryHiddenObject's _FoundHiddenItemText, both the {PLAYER} token and
  the item name landing in the right slots)

Confirmed several of these fail against the pre-fix code and pass
against the current code, not just reasoned about it. Not every one of
the 15 fixed callsites has its own dedicated test -- the ShopMenu,
LinkBattle, trainer-withdraw/sent-out and the normal (non-hidden)
found-item sites share the same romText mechanism already proven
correct by the seven tests above, and building the heavier fixtures
each would need (a full mart flow, a link session, a trainer AI
switch, an object_event NPC) wasn't judged worth it for what would be
the same assertion shape again.
2026-08-20 09:18:56 +02:00
thibautbus 8f88d01cf2 Route the link battle's opening line through its real ROM text
LinkBattle.lua's "%s wants\nto fight!" intro was a plain Lua literal,
even though the comment right above it already named the real label
(_TrainerWantsToFightText). The battle object built at this point is
already a BattleState, so this reuses its self:romText convenience
method rather than requiring the module-level helper separately.
2026-08-20 09:18:56 +02:00
thibautbus 2279617b29 Route the mart's price confirmation prompts through their real ROM text
ShopMenu.lua's buy/sell price confirmations were plain Lua literals,
even though the comment on each line already named the real label
(_PokemartTellBuyPriceText, _PokemartTellSellPriceText). This file's
own txt(game, key, fallback) helper doesn't support substitution
arguments, so it can't be reused as-is; added the module-level romText
helper instead, same as every other file in this batch.
2026-08-20 09:18:56 +02:00
thibautbus 17fbf6cec4 Route the slot machine's lined-up message through the real ROM text
SlotMachine.lua built "%s lined up!\nScored %d coins!" as a plain Lua
literal, substituting the symbol id (sym) as if it were part of the
translatable sentence. The real extracted _LinedUpText label
(" lined up!\nScored {RAM:wStringBuffer} coins!") shows the original
never had a slot for the symbol at all -- it was drawn separately and
only this fixed suffix was ROM text. Concatenate sym in front of
romText's real, already-translated label instead of interpolating it
into an engine literal.
2026-08-20 09:18:56 +02:00
thibautbus 34c4481f96 Route the box-release confirmation through the real ROM text
BoxMenu.lua's "Once released,\n%s is\ngone forever. OK?" prompt and its
"%s was\nreleased outside.\fBye %s!" follow-up (shown after confirming)
were both plain Lua literals, bypassing the extracted _OnceReleasedText
and _MonWasReleasedText labels entirely even though both exist and are
already translated in a real corpus build. Wrapped both in the same
t._X or Strings(...) pattern already used four lines above for the
Pikachu-unhappy prompt in this same function, with the same trailing
gsub to fill the {RAM:wStringBuffer} token(s) either branch leaves in
place -- _MonWasReleasedText's real text repeats the token twice (the
name appears at both ends of the sentence), and gsub's default
replace-all handles that the same way a single occurrence does.

Independent code review flagged a separate issue on this line and the
pre-existing Pikachu one right above it: both pass the nickname as a
bare gsub replacement string, which Lua %-escapes ("%" followed by a
digit 1-9 crashes with "invalid capture index", confirmed directly).
Checked how reachable that actually is: the naming screen's charset
can't produce a literal "%", and neither can a real cartridge import
(the Gen 1/2 character-decode tables never map any ROM byte to "%"
either) -- the only way in is editing a save's plain-Lua-source
nickname field directly. Not fixed here, to stay consistent with the
separate branch (fix/gsub-percent-escape-crash) already carrying this
exact fix across every callsite that shares it, including this one --
splitting the same bug's fix across two branches by which one happened
to touch the line first isn't a real reason to fix it in one place and
not the other.
2026-08-20 09:18:56 +02:00
thibautbus bff40a5d90 Route OverworldController's field messages through their real ROM text
Four message families in OverworldController.lua were plain Lua
literals instead of their already-extracted, already-translated ROM
text labels:

- applyFieldPoison()'s faint message: the third of three collapsed
  "%s\nfainted!" ROM strings (the other two, in BattleState.lua, are
  fixed in the previous commit) -- routed through _PokemonFaintedText.
- useSoftboiledFieldMove()'s two outcome messages: _ItemUseNoEffectText
  and _PotionText, the exact labels ItemEffects.lua's real potion
  message already uses, including _PotionText's second slot (the
  actual amount healed) the old literal never showed at all.
- tryHiddenObject()'s two hidden-item finds: _FoundHiddenItemText.
- The normal item-ball pickup path's two finds (one Yellow-only
  bag-full variant): a comment already named _FoundItemText
  ("FoundItemText: text_far, sound_get_item_1, text_end").

Both found-item labels lead with a {PLAYER} token that romText
auto-fills from a 2-arg call (player name, item name) in the same
order the literal already used. The fallback text for both is plain
"%s found\n%s!", matching the original literal's shape exactly --
an earlier version of this fix used a "{PLAYER} found\n%s!" fallback
that relied on TextBox.new's later TextBox.substitute pass to resolve
{PLAYER}, which works but needlessly made the fallback path depend on
a downstream call instead of being self-contained.
2026-08-20 09:18:56 +02:00
thibautbus 354a8b476d Route BattleState's trainer/catch/faint messages through their real ROM text
Nine message families in BattleState.lua were plain Lua literals,
bypassing already-extracted, already-translated ROM text labels --
some with a comment right next to them already naming the real label:

- storeCaughtMon(): the new-Pokedex-data line (_ItemUseBallText06) and
  the box-transfer line, which used a hardcoded "BILL's PC"/"someone's
  PC" as if it were a substituted argument in one shared template --
  _ItemUseBallText07/08 are two full, independently translated ROM
  strings, not a template with a substituted PC name.
- throwBall(): the dodged-ball and can't-be-caught lines were two
  separate Strings() calls; _ItemUseBallText00 is one \f-paged ROM
  label covering both. Unlike TextBox.new() (which splits \f itself),
  sayNext() goes through the battle queue's own startMessage(), which
  only splits on \n/\v -- confirmed live in a real build (the second
  sentence overflowed off the box instead of starting a fresh page).
  Resolves the label once, splits it the same way TextBox.lua does,
  and queues one sayNext per page.
- onFaint(): displayName(battler) runs the enemy name through a
  separate Strings("Enemy %s", ...) call, then the shared "%s\nfainted!"
  literal added the rest -- but _EnemyMonFaintedText already carries
  its own "Enemy" wording, so this passes the raw battler.name and
  picks _PlayerMonFaintedText/_EnemyMonFaintedText by battler.isPlayer.
- enter()'s pre-battle black-out message (_PlayerBlackedOutText2, a
  \f-paged pair like _ItemUseBallText00 above).
- The AI switch-in withdraw/send-out line and the enemy trainer's
  first send-out (3 callsites, one shared by the link-battle intro
  path): _AIBattleWithdrawText and _TrainerSentOutText.

Also investigated folding _TrainerAboutToUseText's SHIFT-switch offer
(say() then sayChoice(), both plain Strings(), which the label also
\f-pages) into one romText + sayChoice call the same way. That does
NOT work: tests/engine/trainer_shift_prompt_bug565.lua caught that the
battle queue's own text renderer pages a sayChoice string differently
from TextBox.lua's \f handling that the say()+say() merges above rely
on. Left as two calls, unchanged, with a comment explaining why.
2026-08-20 09:18:56 +02:00
1jamie f0d3c014a7 feat: surfing minigame overhaul + authentic Game Corner rendering
Surfing minigame:
- Add title screen (ROUTINE_TITLE) with Pikachu intro, logo banner, instructions
- Add GLSL HBlank wave distortion shader, OAM water spray/splash sprites
- Add multi-path asset loader, isMinigame/isFixedSpeed flags, crash recovery fixes
- Extract SurfingPikachu graphics + composite title_bg.png from ROM

Game Corner (built visual layer from ROM assets; logic existed, rendering was placeholder):
- SlotMachine: GBC tilemap background, authentic reel symbol sprites, Golem/Chansey
  near-miss animations, lit/unlit lights, payout panel
- CardFlip: GBC tilemap board, hardware-accurate card flip sequence, OAM cursor frame
- RomExtractorGen2: extract slots + card_flip sprite sheets and tilemaps

Tests: SurfingMinigame units 8-13; 500-spin SlotMachine and 500-hand CardFlip stress tests
2026-08-19 18:14:42 -05:00
bryanthaboi 0dd889b35b Merge pull request #1505 from mleo2003/fix/launcher-split-layout
rg34xxsp launcher: also resolve GAMEDIR on split-tree firmwares (muOS)
2026-08-19 16:57:41 -04:00
bryanthaboi 032f894f7f Merge pull request #1495 from mleo2003/fix/fresh-skeleton-playthrough-id
SaveData: a fresh skeleton must not overwrite an existing playthrough binding
2026-08-19 16:57:30 -04:00
bryanthaboi 9922e235c6 Merge pull request #1576 from dburton95/dev
Fixes the greyscale cutoff for boulder.png
2026-08-19 16:56:17 -04:00
Dorian Burton 667267d9bb Fixes the greyscale cutoff for boulder.png
A fixed cutoff (e.g. "<=200 is ink") only makes sense for sprites with a light background to split against; a mostly-opaque 16x16 icon has almost no pixel above that cutoff, so every such icon collapsed onto the same "all ink" hash and was flagged as a near-duplicate of anything else that also collapsed -- which was most of them, boulder.png included. Thresholding against the image's own mean keeps the split meaningful (and roughly balanced) no matter how light or dark the source is.
2026-08-19 14:56:08 -04:00
github-actions ecdea61cfd chore(ios): update app-repo.json [skip ci] 2026-08-19 14:14:00 -04:00
bryanthaboi 872d6b4516 Merge pull request #1572 from bryanthaboi/dev
bugs and bug reporting
2026-08-19 14:03:47 -04:00
bryanthaboi def270f7c7 Merge pull request #1560 from castdrian/device-report-bug-tab
feat(launcher): add bug tab and native device reporting
2026-08-19 13:54:38 -04:00
bryanthaboi 93e336b7cb Update video link and thumbnail in README 2026-08-19 13:36:35 -04:00
bryanthaboi 4c8c1cf36b CLOSES #998, CLOSES #1472, CLOSES #1526, CLOSES #1529, CLOSES #1530, CLOSES #1532, CLOSES #1534, CLOSES #1547, CLOSES #1549, CLOSES #1550, CLOSES #1551 2026-08-19 11:19:54 -04:00
Adrian Castro 7d9e99ea18 chore(repo): add code owners 2026-08-19 15:59:42 +02:00
Adrian Castro b27e5ab017 fix(launcher): simplify bug report card title 2026-08-19 15:51:23 +02:00
Adrian Castro fd9f3da91a fix(launcher): use rounded bug report icon 2026-08-19 15:51:23 +02:00
Adrian Castro a7c19be88f fix(launcher): use standard bug report icon 2026-08-19 15:51:22 +02:00
Adrian Castro 9ab80adaca feat(launcher): add bug tab and native device reporting 2026-08-19 15:50:50 +02:00
github-actions 518d61e039 chore(ios): update app-repo.json [skip ci] 2026-08-19 06:53:26 -04:00
bryanthaboi 4349a1142f Merge pull request #1554 from bryanthaboi/dev
adrian if ur reading this im ....
2026-08-19 06:44:22 -04:00
bryanthaboi 9713977755 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-19 06:41:12 -04:00
bryanthaboi 63448ca640 shamona 2026-08-19 06:41:10 -04:00
github-actions b36d38815f chore(ios): update app-repo.json [skip ci] 2026-08-19 06:21:12 -04:00
bryanthaboi e24f812475 Merge pull request #1553 from bryanthaboi/dev
fix stuff baby
2026-08-19 06:10:44 -04:00
bryanthaboi fddf619ed2 Merge pull request #1527 from thibautbus/fix/status-abbreviation-translation
Translate the status abbreviations shown outside battle
2026-08-19 06:01:14 -04:00
bryanthaboi bf83509ef2 Merge pull request #1542 from AverageConsumer/codex/gen2-ball-cache-invalidation
fix(gen2): refresh caches missing trainer HUD balls
2026-08-19 06:00:48 -04:00
bryanthaboi 6c05b854c4 Merge pull request #1543 from AverageConsumer/codex/gen2-party-grid-navigation
fix(gen2): honor battle party grid navigation
2026-08-19 06:00:21 -04:00
bryanthaboi 2baafab027 Merge pull request #1544 from castdrian/safe-mode-report-issue
feat(launcher): add safe mode and issue reporting
2026-08-19 06:00:00 -04:00
bryanthaboi 813f9d959b Merge pull request #1546 from 1Jamie/feat/android-exit-game-to-launcher
feat(android): add adaptive icons, dynamic shortcuts, in-process hot-swap, and exit-to-launcher
2026-08-19 05:59:34 -04:00
bryanthaboi fba87f028c Merge pull request #1552 from thibautbus/fix/pikachu-unhappy-gsub-crash
Fix a crash releasing your own caught Pikachu in Yellow
2026-08-19 05:59:06 -04:00
bryanthaboi cb4647daf0 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-19 05:57:46 -04:00
bryanthaboi 93374fbbbb skin studio updates, save sync CLOSES #1533 2026-08-19 05:57:44 -04:00
thibautbus abe176b26c Fix a crash releasing your own caught Pikachu in Yellow
BoxMenu.lua's release() pushes both its "Once released...OK?" prompt
and its Yellow-only "Pikachu looks unhappy" message through
TextBox.new(game, (t._X or Strings(...)):gsub(...)) -- gsub returns
two values (the text and a substitution count), and since the gsub
call is the last argument in the TextBox.new(...) call with nothing
after it, Lua expands both into the call: the count lands in
TextBox.new's third parameter, onDone. TextBox.lua later calls
onDone() once the box is dismissed; a number is not callable, so
every release of your own caught Pikachu in Yellow crashed --
regardless of its nickname (unlike the separate %-escape gsub bug,
this one needs no special save content, ordinary play reaches it
every time).

Fixed by wrapping the gsub call in an extra pair of parens, which
truncates it to its first return value only -- the same fix already
applied to the neighboring _OnceReleasedText/_MonWasReleasedText
lines on the (separate, unmerged) fix/route-more-messages-through-romtext
branch, where this exact bug shape was first noticed while adding a
third callsite with the same pattern.

tests/engine/pikachu_unhappy_release_crash.lua: registers a fake
Data.pokemon.PIKACHU cloned from the fixture species (ROM-free) so
the species == "PIKACHU" check can be exercised, drives the real
interactive release flow in Yellow on a mon owned by the player, and
confirms the crash. Verified failing pre-fix (exact same
"attempt to call field 'onDone' (a number value)" error) and passing
post-fix.
2026-08-19 11:34:20 +02:00
thibautbus 085180992d Cover the status abbreviation translation fix with a targeted test
Neither tests/parity_status_true_color.lua (SGB recolor rectangle) nor
tests/parity_party_icon_mirror.lua (icon mirroring) check the drawn
status text, so this fix had no coverage. Drive SummaryMenu:draw() and
PartyMenu:draw() with a mod-patched statuses registry and check the
patched label reaches Font.draw instead of the raw status id, plus a
vanilla case confirming the no-mod fallback is unchanged.

Also cover the hudLabel-shadowing bug directly through the real
Registry:patch (not a hand-built table): a label-only patch, the exact
shape a translation mod would send, must reach Status.hudLabelFor for
all five vanilla ids. Confirmed both regressions: reverting
src/ui/*.lua and src/battle/*.lua to dev's pre-fix content fails 2 of
the draw-site checks; reverting only the vanilla hudLabel removal in
Status.lua fails the 3 checks whose French label differs from English
(FRZ/BRN/SLP).
2026-08-19 08:08:20 +02:00
thibautbus 9984958193 Translate the status abbreviations shown outside battle
src/ui/SummaryMenu.lua:148 and src/ui/PartyMenu.lua:824 drew mon.status
(PSN/PAR/BRN/FRZ/SLP) as a bare literal, bypassing translation. Unlike
plain text, a mod translates status labels through the statuses content
registry (mod.content.statuses:patch(id, { label = value }), the same
registry src/battle/BattleState.lua:statusLabel already reads in battle.
Route both screens through the same lookup, extracted as
Status.hudLabelFor(statuses, id) and shared with BattleState:statusLabel
so the hudLabel-or-label fallback rule lives in one place, with the raw
status id kept as the fallback when no record overrides it.

Found along the way: Status.RECORDS' five vanilla entries duplicated
hudLabel = label ("FRZ", hudLabel = "FRZ", ...) for no functional
reason. Since hudLabelFor reads hudLabel before label, and
Registry:patch only overrides fields a mod actually passes, a
translation mod's label-only patch (the natural shape for a status
catalog carrying one string per id, with no separate hudLabel data to
patch) was silently shadowed by the untouched vanilla hudLabel -- the
translation was stored but never displayed, in or out of battle. This
affected BattleState:statusLabel too, before this change and
independently of it. Dropped the redundant hudLabel field from all
five vanilla records: it's declared optional in the schema, and
nothing in this codebase ever gives it a value different from label --
setting it here only recreated the shadowing trap for no observed
benefit. Left a comment above Status.RECORDS warning against
re-adding it.
2026-08-19 08:08:20 +02:00
1jamie 5871469002 fix(tests): avoid false positive Game: pattern match in skin_studio test 2026-08-18 21:16:32 -05:00
1jamie 302b2c9591 feat(android): add adaptive icons, dynamic shortcuts, in-process hot-swap, and exit-to-launcher 2026-08-18 20:37:25 -05:00
Adrian Castro 67a170fd6e feat(launcher): add safe mode and issue reporting 2026-08-19 00:44:30 +02:00
AverageConsumer 66079686fc fix(gen2): honor battle party grid navigation 2026-08-19 00:35:39 +02:00
AverageConsumer cc5ff987ac fix(gen2): refresh caches missing trainer HUD balls 2026-08-18 23:52:25 +02:00
github-actions f8ba51636b chore(ios): update app-repo.json [skip ci] 2026-08-18 17:18:36 -04:00
bryanthaboi fb97318e87 Merge pull request #1541 from bryanthaboi/dev
tuesday afternoon squashing
2026-08-18 17:08:46 -04:00
bryanthaboi 580449b8df Merge pull request #1538 from castdrian/ios-audio-stuff
fix(ios): recover audio after route changes
2026-08-18 17:02:10 -04:00
bryanthaboi fd73ab2a11 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-18 16:58:12 -04:00
bryanthaboi 48f710c3d6 Update bug_report.yml 2026-08-18 16:58:04 -04:00
bryanthaboi 794a5fc6cb Merge pull request #1540 from 1Jamie/fix/grass-standing-overdraw
fixes #1537 #1528  also fixes feet layering of gold with grass. Unifies gen1/gen2 grass layering into a single system
2026-08-18 16:55:39 -04:00
1jamie 286988a1e3 fixes #1537 #1528
also fixes feet layering of gold with grass. Unifies gen1/gen2 grass layering into a single system
2026-08-18 15:37:27 -05:00
Adrian Castro 48a3140a28 fix(ios): recover audio after route changes 2026-08-18 22:36:11 +02:00
bryanthaboi f7bdaa81f8 true color sprites shouldnt show in non color modes 2026-08-18 16:06:15 -04:00
bryanthaboi a1ab5e2cff title screen on gold going the wrong dir 2026-08-18 15:54:48 -04:00
bryanthaboi 99806ead25 Potentially CLOSES #1310, CLOSES #1005, CLOSES #1291 2026-08-18 15:49:47 -04:00
1jamie def967a8f8 fix(render): replace per-entity grass overdraw with full-screen cell pass
The previous drawCellBottom calls fired only for cells containing a
tracked entity.  While walking this worked acceptably because the
sprite's sub-pixel tween kept the visual overlap plausible, but while
standing still the sprite is pixel-aligned with the cell and the opaque
leaf-edge pixels in the grass bottom row paint over the player's feet.

This change removes the per-entity isGrassCell checks and replaces them
with a single post-sprite pass that overdraws every visible grass cell.

TileRenderer:
- ensureWindow now builds grassCells (all paths) and grassBatch (DMG/SGB
  shader path) alongside winBatch during the existing tile scan loop.
  A grassSeen table deduplicates cells so each cx/cy pair is only
  recorded once despite having two bottom-row tiles.
- drawGrassOverdraw: DMG/SGB draws the grassBatch under color0KeyShader
  in one call; GBC iterates grassCells and calls drawCellBottomRaw per
  cell (pre-keyed images can't share a SpriteBatch).
- markGrassOverdrawRedraw: iterates grassCells and calls
  markCellBottomRedraw for the post-zone OBP-replay pass (GBC only).
- releaseBatches cleans up grassBatch and grassCells.

OverworldController (flat path):
- Entity loop draws sprites only; grass overdraw fires once after the
  loop via drawGrassOverdraw + markGrassOverdrawRedraw.

OverworldController (tilt path):
- Grass cells are injected into the billboard sort queue keyed on the
  world-pixel foot of each cell's bottom tile row (cy*16+16), so they
  depth-sort correctly against entities at different y positions.  Each
  grass cell billboards via drawCellBottomRaw inside the upright pass.

Fixes: standing-in-tall-grass feet overdraw (Gen 2 confirmed, Gen 1
improved); NPCs and Pikachu follower in grass benefit automatically.
Parity test: tests/parity_grass_seam.lua 10/10, engine 228/228.
2026-08-18 13:23:10 -05:00
bryanthaboi 7583ba8729 CLOSES #1471 2026-08-18 14:19:42 -04:00
github-actions fc83ecd52f chore(ios): update app-repo.json [skip ci] 2026-08-18 12:05:11 -04:00
bryanthaboi 5ba49bdf3f Merge pull request #1524 from bryanthaboi/dev
squishing some fun ones
2026-08-18 11:55:28 -04:00
bryanthaboi abf95ce1c4 CLOSES #1519 2026-08-18 11:43:23 -04:00
bryanthaboi bd1046f398 CLOSES #1393 2026-08-18 11:29:50 -04:00
bryanthaboi d5ad830fb8 CLOSES #1418 2026-08-18 10:49:04 -04:00
bryanthaboi c2c7fdafcf CLOSES #1430 2026-08-18 10:36:44 -04:00
github-actions c01bda3570 chore(ios): update app-repo.json [skip ci] 2026-08-18 10:28:41 -04:00
bryanthaboi 74e04cb086 Merge pull request #1523 from bryanthaboi/dev
some bugs and some switch stuff
2026-08-18 10:18:58 -04:00
bryanthaboi 25ec896545 fix(audio): do not stop the move sfx source the replay just restarted
The takeover stop in Sound.playMove moved after the new source starts in
cfa84063, but an equal-id replay reuses the cached source, so the stop
killed the sound it had just restarted.
2026-08-18 10:14:44 -04:00
bryanthaboi 8240205254 ingested 2026-08-18 09:51:22 -04:00
bryanthaboi 55616fc03d CLOSES #1390 2026-08-18 09:20:07 -04:00
bryanthaboi 675971068e CLOSES #1503 2026-08-18 09:16:04 -04:00
bryanthaboi cfa8406306 CLOSES #1508 2026-08-18 04:52:00 -04:00
mleo2003 6588901e9a rg34xxsp launcher: also resolve GAMEDIR on split-tree firmwares
The generated launcher resolves the game folder as "$SHDIR/gen1recomp" -- the
sibling of the script. That is right on Anbernic stock, and the comment above
it explains why PortMaster's \$directory was not used there (casing and mount
points differ).

Firmwares that keep launcher scripts and port data in SEPARATE trees -- muOS
puts scripts in roms/ports and data in ports, as does PortMaster on several
devices -- have no game beside the script, so the launcher exits without
starting anything.

Try the sibling first, unchanged, and fall back to the split layouts only when
the sibling holds no game.

Probe for bin/love.aarch64, not for the directory: on a split layout the script
has usually already created "$SHDIR/gen1recomp/conf" and log.txt on an earlier
failed run (its own mkdir and tee), so a directory test matches a decoy of the
script's own making. Verified on a muOS RG35XXSP, where exactly that decoy
exists and holds only conf/ and log.txt.

Stock is unaffected: its sibling holds the real binary and wins the first test,
including when a populated path exists elsewhere. With no game anywhere the
value is unchanged, so the failure mode stays what it was.
2026-08-17 21:36:49 -07:00
github-actions 0ea224d5db chore(ios): update app-repo.json [skip ci] 2026-08-17 23:13:43 -04:00
bryanthaboi c2e1db0f89 Merge pull request #1501 from bryanthaboi/dev 2026-08-17 23:03:49 -04:00
bryanthaboi 7b1e796c48 CLOSES #1496 2026-08-17 22:52:33 -04:00
github-actions 4c13770e70 chore(ios): update app-repo.json [skip ci] 2026-08-17 20:51:52 -04:00
bryanthaboi cf45cbbf92 Merge pull request #1498 from bryanthaboi/dev
more stuff
2026-08-17 20:41:58 -04:00
bryanthaboi 4e1ab1879b updated skin studio 2026-08-17 20:39:53 -04:00
bryanthaboi 917735a41c Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-17 20:15:40 -04:00
bryanthaboi c877ea80a7 importer for skins now w file picker 2026-08-17 20:15:39 -04:00
github-actions 7d1ddf9b7c chore(ios): update app-repo.json [skip ci] 2026-08-17 20:09:51 -04:00
bryanthaboi faf82c2cec Merge pull request #1491 from AverageConsumer/codex/gen2-move-grid-hook
fix(gen2): honor mod move-grid navigation
2026-08-17 19:58:35 -04:00
bryanthaboi 5bc6036735 Merge pull request #1420 from anxiousintrovert/fix/required-import-platform-pickers
Fix required imports on Android legacy picker bridges
2026-08-17 19:58:13 -04:00
bryanthaboi 809628f0fa Merge pull request #1494 from AverageConsumer/codex/gen2-catch-previews
feat(gen2): expose stock ball catch previews
2026-08-17 19:57:37 -04:00
bryanthaboi 4817ff8bf9 Merge pull request #1492 from thibautbus/fix/museum-1f-ticket-clerk-strings
Route the museum 1F ticket clerk's remaining lines through Strings
2026-08-17 19:57:29 -04:00
anxiousintrovert 4f8739c029 Fix required imports on legacy Android picker bridges 2026-08-17 18:35:25 -05:00
mleo2003 142d1358dd SaveData: a fresh skeleton must not overwrite an existing playthrough binding
ensurePlaythroughId() treats a fresh New Game skeleton as having no id, mints
one, and persists it into opts.playthroughIds[version][scope] -- even when that
slot already names a playthrough.

newGame() marks the skeleton on the boot frame, before any save is loaded, and
mods initialise inside that window: Storage:selected needs TitleState, which
does not exist yet, so Storage:context -> _scope -> ensurePlaythroughId is the
only path open to them. A mod touching mod.storage at init therefore replaces
the real save's id with a throwaway, stranding that save's mod storage, and it
repeats on every launch.

Observed on an RG35XXSP (engine 0.2.1, PotatoVoxel 1.7.11): a new playthrough
id in options.lua after every launch, 32 orphaned mod_storage directories, and
the mod's ~400MB prebuilt mesh cache abandoned under the id options.lua used to
name -- so every map rebuilt from scratch.

Keep both existing behaviours: a fresh skeleton still gets its own id, so two
unsaved New Games sharing a slot stay distinct, and it is still persisted when
the slot has no binding yet -- the contract tests/modkit/cases/
title_playthrough_context.lua pins, where a tool persists before the first
normal SAVE and the title must resolve it after a restart.

Only the overwrite of an EXISTING binding is dropped.

./scripts/test.sh: ALL TIERS PASSED (44/44 title_playthrough_context,
18/18 playthrough_identity).
2026-08-17 16:19:46 -07:00
AverageConsumer c655217120 feat(gen2): expose stock ball catch previews 2026-08-17 23:00:38 +02:00
thibautbus fbdfc1c053 Cover the museum 1F ticket clerk's translated lines with a targeted test 2026-08-17 21:44:43 +02:00
thibautbus 72c244b433 Route the museum 1F ticket clerk's remaining lines through Strings 2026-08-17 21:38:04 +02:00
AverageConsumer e0e030003b fix(gen2): honor mod move-grid navigation 2026-08-17 20:38:48 +02:00
github-actions ce2afb83f1 chore(ios): update app-repo.json [skip ci] 2026-08-17 14:13:48 -04:00
bryanthaboi 28f741f72f Merge pull request #1489 from bryanthaboi/dev
Update LauncherView.lua
2026-08-17 14:04:35 -04:00
bryanthaboi 22bcd95da1 Update LauncherView.lua 2026-08-17 14:03:07 -04:00
github-actions ea28f886f3 chore(ios): update app-repo.json [skip ci] 2026-08-17 13:20:07 -04:00
bryanthaboi 6cd8f0ddea Merge pull request #1487 from bryanthaboi/dev
[release 0.2.0]
2026-08-17 13:10:08 -04:00
bryanthaboi 7e25da70f0 CLOSES #1467 2026-08-17 13:06:09 -04:00
bryanthaboi df3d3e7600 [release 0.2.0] 2026-08-17 10:35:40 -04:00
bryanthaboi 8c9af95598 CLOSES #1396, CLOSES #1398, CLOSES #1400, CLOSES #1401, CLOSES #1406, CLOSES #1407, CLOSES #1411, CLOSES #1413, CLOSES #1415, CLOSES #1416, CLOSES #1417, CLOSES #1419, CLOSES #1421, CLOSES #1422, CLOSES #1423, CLOSES #1424, CLOSES #1425, CLOSES #1427, CLOSES #1428, CLOSES #1429, CLOSES #1431, CLOSES #1432, CLOSES #1433, CLOSES #1435, CLOSES #1437, CLOSES #1440, CLOSES #1441, CLOSES #1442, CLOSES #1443, CLOSES #1444, CLOSES #1447, CLOSES #1449, CLOSES #1456, CLOSES #1461, CLOSES #1464, CLOSES #1465, CLOSES #1466, CLOSES #1468, CLOSES #1469, CLOSES #1470 2026-08-17 10:27:14 -04:00
bryanthaboi 45519ad550 CLOSES #1396, CLOSES #1398, CLOSES #1400, CLOSES #1401, CLOSES #1406, CLOSES #1407, CLOSES #1411, CLOSES #1413, CLOSES #1415, CLOSES #1416, CLOSES #1417, CLOSES #1419, CLOSES #1421, CLOSES #1422, CLOSES #1423, CLOSES #1424, CLOSES #1425, CLOSES #1427, CLOSES #1428, CLOSES #1429, CLOSES #1431, CLOSES #1432, CLOSES #1433, CLOSES #1435, CLOSES #1437, CLOSES #1440, CLOSES #1441, CLOSES #1442, CLOSES #1443, CLOSES #1447, CLOSES #1449, CLOSES #1456, CLOSES #1464, CLOSES #1465, CLOSES #1468, CLOSES #1469, CLOSES #1470 2026-08-17 10:15:06 -04:00
bryanthaboi 3cca70608f skins and skin studio 2026-08-17 06:47:33 -04:00
github-actions fb4eaeda10 chore(ios): update app-repo.json [skip ci] 2026-08-16 22:37:21 -04:00
bryanthaboi 69100301a1 Merge pull request #1460 from bryanthaboi/dev 2026-08-16 22:28:20 -04:00
bryanthaboi a5b674f9da Merge pull request #1454 from ShaneMcGovernIE/feat/mod-compute-permission 2026-08-16 22:05:10 -04:00
bryanthaboi 4356b94483 Merge pull request #1404 from emre155/fix/save-editor-cycle-move-safety 2026-08-16 22:04:49 -04:00
bryanthaboi c8bd205d0c Merge pull request #1378 from syybott/experiment/fixed-extended-world-alignment 2026-08-16 22:04:28 -04:00
bryanthaboi 995444774b Merge pull request #1458 from AverageConsumer/codex/android-asymmetric-display-routing 2026-08-16 22:00:33 -04:00
AverageConsumer 360b692963 android: route asymmetric companion displays 2026-08-17 03:00:05 +02:00
bryanthaboi 051040371f Merge pull request #1439 from thibautbus/fix/stat-rise-message-translation 2026-08-16 20:43:54 -04:00
bryanthaboi c5ff95edcf Merge pull request #1450 from thibautbus/fix/translate-clock-and-day-of-week 2026-08-16 20:43:36 -04:00
bryanthaboi d6627eda4c Merge pull request #1426 from thibautbus/fix/manager-state-draw-color 2026-08-16 20:36:13 -04:00
bryanthaboi 6e28cd5dca Merge pull request #1434 from sanjinpepic/upstream-fixes 2026-08-16 20:34:55 -04:00
bryanthaboi 08ddb882af Merge pull request #1448 from AverageConsumer/codex/android-companion-contract 2026-08-16 20:33:22 -04:00
bryanthaboi 2f6f094559 Merge pull request #1446 from 1Jamie/feat/launcher-fixes-and-patch-notes 2026-08-16 20:33:11 -04:00
bryanthaboi 6ac425144d Merge pull request #1436 from ShaneMcGovernIE/feat/android-post-bridge 2026-08-16 20:32:47 -04:00
James Hall 73f561e256 Merge branch 'bryanthaboi:dev' into experiment/fixed-extended-world-alignment 2026-08-16 19:30:19 -05:00
Shane McGovern b739fa76c0 mods: gate love.thread behind a compute permission
Threads open a fresh Lua state with a full standard library, so they
stayed blocked wholesale. PotatoVoxel's prebuilder wants to run its
pure geometry phase on worker threads; the mod declares the new
"compute" permission and the sandbox hands out love.thread only
then. The worker runs the mod's own source (source-only, like every
mod file) and receives data only through channels.
2026-08-16 23:45:09 +01:00
Shane McGovern 0b00faf38e feat(android): add httpPost bridge for mod.postLog log sends
Android ships no curl and the JNI bridge was GET-only, so mod.postLog
failed there with 'no POST transport on this platform' (HostShell.lua).
Add the mirror of httpDownload: GameActivity.httpPost (https-only,
hand-followed redirects re-POSTing the body, one-way), the JNI bridge
with the same old-APK-skew tolerance, the love.system.httpPost binding,
and the HostShell arm that rides it when curl is absent. The body
crosses the JNI as raw bytes (jbyteArray) so a log ring with arbitrary
UTF-8 cannot corrupt through modified-UTF-8 jstring conversion.
2026-08-16 22:22:38 +01:00
thibautbus b20b1370ab Reset ManagerState's draw color after Font.drawBox
Font.drawBox leaves the caller's color at white; every other screen
resets to black right after calling it, but ManagerState.lua's draw()
and drawOverlay() never did. That's invisible on the vanilla tile font
(tile glyphs are black-on-transparent regardless of color) but renders
fully invisible white-on-white text once a mod's TTF font is active.
2026-08-16 23:15:59 +02:00
thibautbus 467566c799 Cover Gold's Light Screen / Reflect fix in the same test
The targeted test only covered the RBY side (ItemEffects.lua,
TrainerAI.lua); src/battle/gen2/Battle.lua's EFFECT_LIGHT_SCREEN/
EFFECT_REFLECT fix had no test at all, spotted when asked whether the
Gold changes were covered.

Adds a minimal MACHOP/TACKLE gen2 fixture (same shape as
tests/gen2_move_effects_test.lua's), calls both MOVE_EFFECTS directly,
and checks a loaded catalog reaches the whole message template (Gold
wraps the full sentence, not just the stat name). Confirmed it catches
the regression: reverting Battle.lua to its pre-fix state fails 2 of
the suite's now 8 checks.
2026-08-16 23:15:18 +02:00
thibautbus d6ddf23f97 Add targeted coverage for the stat-rise message translation fix
No existing test could tell a translated stat name apart from a raw
stat:upper() that never went through Strings() at all: every rose!
message assertion in the suite runs with no catalog loaded, where
Strings() is an identity function either way.

Loads a real catalog (Strings.load) that translates one stat name at a
time and checks it actually reaches the X-item, vitamin, and AI-trainer
X-item messages -- ROM-free, over tests/fixture_data. Confirmed this
catches the regression: reverting src/inventory/ItemEffects.lua and
src/battle/TrainerAI.lua to their pre-fix state fails 5 of 6 checks.
2026-08-16 23:15:18 +02:00
thibautbus 9423337bcc Make the rose! messages' stat name harvestable by the mod catalog tool
Strings(stat:upper()) is a dynamic argument -- tools/modkit.py's
STRINGS_CALL harvester only matches a literal string right after
Strings(/Strings.source(, so it can't discover "ATTACK"/"DEFENSE"/etc.
from these call sites. Translation coverage happened to still work
only because the same literals are independently harvested from
unrelated call sites (MoveEffects.lua's STAT_LABEL, BattleState.lua's
literal Strings("ATTACK") calls) -- real but fragile, found in review.

Reuse the codebase's existing pattern for exactly this situation
(MoveEffects.lua's STAT_LABEL): a local table built at require time
with Strings.source(...), which the harvester can see, resolved to a
translated label at use time with Strings(TABLE[key]). Adds one such
table to ItemEffects.lua (covering its X-item and vitamin call sites,
including "hp") and one to TrainerAI.lua.
2026-08-16 23:15:18 +02:00
thibautbus c280119d03 Translate Gold's Light Screen / Reflect rose! messages
Same theme as the RBY fix, found while checking whether Gold had the
same gap: EFFECT_LIGHT_SCREEN and EFFECT_REFLECT built their "'s
SPCL.DEF/DEFENSE rose!" message by raw string concatenation, bypassing
Strings() entirely -- unlike most other messages in this file (e.g.
"%s\nused %s!" a few lines up), which already go through it.

Wrap the whole message template in Strings(), matching that existing
pattern; the substituted name still comes from monName() as before.

Gold's gen2/Battle.lua has many more messages built the same
unwrapped way (fainted!, learned..., missed!, and so on) -- that is
the much larger "Battle messages" gap already tracked separately and
deliberately left out of this change.
2026-08-16 23:15:18 +02:00
thibautbus 24d0c6528d Translate the stat name in RBY's X-item and vitamin rose! messages
Both the player-side and AI-trainer stat-rise messages (X ATTACK/
DEFENSE/etc. and the vitamins) passed the raised stat's name as a raw
uppercase Lua string (stat:upper()), bypassing Strings() entirely, so
it always rendered in English regardless of the active language even
though the surrounding sentence template was already translated.

Wrap the substituted stat name in Strings() at every call site
(src/inventory/ItemEffects.lua's two player-side messages and
src/battle/TrainerAI.lua's AI-trainer X-item message, found in
review), reusing the same "ATTACK"/"DEFENSE"/"SPEED"/"SPECIAL"/"HP"
keys SummaryMenu.lua's stat labels already look up the same way.
2026-08-16 23:15:18 +02:00
AverageConsumer 1fc34da2a9 android: extend secondary display presentation 2026-08-16 22:57:10 +02:00
sanjinpepic 70b9def0b0 Make Mon.syncIdentity's shiny recompute monotonic
syncIdentity unconditionally recomputed mon.shiny from the mon's DVs,
overwriting whatever was there. It is wired into refreshStats, which
SummaryMenu.new calls on every menu open, so a forced shiny -- Mon.new's
opts.shiny path, DVs that do not themselves read as shiny -- got
un-shinied the moment the summary screen opened, even though opts.shiny
already wins over shiny.roll at construction for exactly this case (a
scripted shiny is the cart overriding the roll, not a roll to be
hooked).

mon.shiny now only ever gets PROMOTED by the DV check, never demoted:
`mon.shiny or Mon.isShiny(...)`. A naturally shiny mon and a plain one
are unaffected -- the DV check still runs and still decides the first
time -- and a mon whose DVs are edited to justify shininess later still
promotes normally; only an already-true shiny stops being able to flip
back to false on a later refresh.
2026-08-16 22:48:34 +02:00
sanjinpepic d03d2af5f8 Pass data through to ItemEffects.partyAction for Gen 2 pack items
Both call sites -- Game2:usePartyItem (the field pack) and
BattleState:useItem (the battle pack) -- asked ItemEffects.partyAction
for an item's family with no `data` argument, even though every other
call in the same functions (useOnMon, usePpItem, applyPartyItem) passed
it through correctly. partyAction resolves through recordFor, which
reads data.gen2ItemEffects when given a dataset and falls back to the
module's own built-in RECORDS table when not -- so with no data, a
mod's own item_effects record was invisible and every mod-defined Gen 2
field or battle item resolved to a nil action, falling straight through
to "isn't going to help here" / "isn't going to help here" without ever
opening the party picker.

Both now pass the live dataset (self.data on Game2, self.game.data on
the battle screen) the same way their sibling calls already did.
2026-08-16 22:48:34 +02:00
sanjinpepic c23f85cba9 Bind gen2Constants in the save editor's Gold bootstrap
bindGoldData points gen2Palettes, gen2Icons, gen2Pokedex, gen2Landmarks,
gen2Roofs and gen2Sprites at the extractor's own Gold tables through
loadGen, but never gen2Constants -- despite Schemas.GEN2 routing
`constants` to that same namespaced-and-differently-shaped category
palettes and icons are in. A save editor boot left data.gen2Constants
unset, so mod.content.constants:get(...) read an empty table instead
of the cart's ordered name lists, misreading the generation and
rejecting every record a mod shaped off it.

data.gen2Constants now goes through the same loadGen("constants") path
the other five already use, falling back the same way they do when no
ROM cache is active.
2026-08-16 22:48:33 +02:00
sanjinpepic 455ff21aff Validate a map object's pokemon field against the pokemon registry
R.maps.objects was f.opt(f.list(f.any)): a static wild encounter's
species (OverworldController.lua's d.pokemon, handed straight to
BattleState.newWild) went completely unchecked at load time, unlike an
encounter slot's species. A typo'd or removed id sat in a loaded mod
and only surfaced as a crash the moment a player reached that object.

Objects share one array across every kind -- NPCs, signs, warps and
static encounters all coexist with no field the loader could use to
tell them apart ahead of time -- so a strict f.rec covering the whole
shape would reject every kind this schema does not enumerate. Added
f.partial, an open counterpart to f.rec: it type-checks (and, through
collectRefs, cross-reference-checks) only the fields it is given and
leaves everything else on the value alone, the same extensibility
f.rec already grants at a record's top level but nowhere further in.
R.maps.objects now types just `pokemon` through it, so a bad species
id is a load-time "unresolved reference" error instead of a runtime
crash, while an NPC object's sprite/movement/range/... fields -- never
named in this schema -- still pass through untouched.
2026-08-16 22:48:33 +02:00
sanjinpepic 2da2168dac Refuse a TM/HM on a species with no tmhm list instead of crashing
ItemEffects.use walked speciesDef.tmhm with a bare ipairs() to check
whether the species could learn the machine's move. A record with no
tmhm field at all -- a mod species that never set one, or any record
missing it for whatever reason -- hit ipairs(nil) and took the whole
game down on the first TM/HM use, rather than reaching the ordinary
"can't learn that move" refusal a species whose list simply omits the
move already gets.

An absent list now reads the same as an empty one: nothing to learn,
same refusal, same sound, same text.
2026-08-16 22:48:33 +02:00
sanjinpepic f62b1268c8 Add an item.use hook around BagMenu's item-use dispatch
useOn was a plain Lua local: every result ItemEffects.use returned fell
through to one unconditional showMessages with no seam a mod could
reach, unlike menu.lua/boxmark.lua/formview.lua's screens, which wrap
their own default behavior as a table field or a Runtime hook. A mod
could not suppress a message, delay it behind a screen of its own, or
substitute a different outcome for one item id -- exactly the gap noted
against Ultra Burst's item-driven fusion, which had nowhere left to
attach a bespoke animation once TextBox.new turned out to be the only
other reachable seam.

This wraps the whole dispatch in a Runtime.call("item.use", ...) hook,
the same mechanism "battle.overlay", "ui.party.submenu" and the rest of
src/ui already use, rather than exporting BagMenu.useOn as a table
field. A hook is the smaller commitment: it is additive (a fresh
Runtime.call site needs no schema or manifest change and costs nothing
unsubscribed -- see tests/engine/gate_hooks.lua's null-object case) and
a mod can still run the vanilla flow unchanged by calling the handed-in
vanilla function, whereas a table field would fix useOn's exact
signature as public API the moment it shipped. If the maintainer would
rather match the sibling screens' convention directly, exporting
BagMenu.useOn is the alternative and does not conflict with this hook
existing alongside it.

vanillaUseOn keeps the original function body; useOn is now the thin
wrapper mods observe through, and every internal caller in this file
still goes through useOn so the hook fires on every path into it.
2026-08-16 22:48:33 +02:00
sanjinpepic 82ae667611 Update the crossValidate comment for growth_rates / evolution_methods
The comment above the gatedFor skip in Schemas.crossValidate still
described growth_rates and evolution_methods as unconfirmable Gen 2
namespaces, the way they were before each got a real Gen 2 id space:
growth_rates keeps its Gen 1 target and is seeded from the extractor's
data.pokemon.growthRates (src/battle/gen2/Mon.lua), and
evolution_methods routes to gen2EvolutionMethods, a fixed literal set
(src/core/gen2/Evolution.lua) that exists with or without a ROM
import. Schemas.GEN2 does not gate either name -- gate_gen2_mod_api.lua
pins that directly, including a case that a bad evolution method on a
Gold species is still caught -- so the two are validated like any other
reference today, not skipped.  Nothing here changes that behavior;
only the comment, which was describing an earlier state of the code,
is corrected.
2026-08-16 22:48:33 +02:00
sanjinpepic 2b5229e73f Deny require("jit.util") in the mod sandbox
DENIED_PREFIX blocked love.* and ffi.* submodule requires but had no
entry for jit, so require("jit.util") walked straight through to the
real module.  jit.util is LuaJIT's own equivalent of the debug library
this file already denies by name: funcbc, funck and the rest read the
bytecode and constants of any function a chunk can reach, which is
enough to recover upvalues -- the real _G, love, io -- that the sandbox
exists to keep out of a mod's hands.

Adding "jit" to DENIED_PREFIX blocks jit.* submodule requires the same
way love.* and ffi.* already are, while leaving the bare jit global
(env.jit, handed over directly for jit.on/off/flush) and a bare
require("jit") untouched -- jit.util is not a field of that table
without its own require, so neither route was ever a way to reach it.
2026-08-16 22:48:33 +02:00
sanjinpepic 881670db91 Clear drainHold once the HP-bar drain actually finishes
stepHPDrain counts drainHold down to 0 as the last step of every phase
(pixel slide, HP-number step, closing frames) but never let go of the
field afterward, so it sat at 0 -- not nil -- for the rest of the
battle.  BattleSafety.inspect uses drainHold ~= nil as its
settled-presentation gate for checkpoint capture, so the very first HP
change in a battle permanently refused every checkpoint after it with
battle_phase_busy, even once the bar had long since caught up.

Only nil the field when the whole drain is actually over (bar pixel,
HP number and the closing-frame hold all settled), not on every
mid-sequence 0 -- a fresh HP change still needs drainHold to read as
busy so BattleSafety keeps refusing captures until that one settles
too.
2026-08-16 22:48:33 +02:00
1jamie a542ed90ba refactor: consolidate loose constants into tables in World.lua and add GameViewport module dependency
and updated the behavior of the patch notes
also fixed manual update checking
added test to make sure no prs or build tasks are able to pass if the luajit limits ar exceeded.
2026-08-16 15:47:56 -05:00
1jamie e9a4a592a4 feat(update): cache fetched release notes and strict-match patch notes version 2026-08-16 15:47:56 -05:00
thibautbus 70f7d5c028 Translate the clock-setting screens' day names and time-of-day word
DAYS (SUNDAY..SATURDAY), the MORN/DAY/NITE word PrintHour prints, and the
"o'clock"/"min." suffixes bypassed src/core/Strings.lua entirely -- they
were plain Lua literals with no lookup, so a translation mod's `strings`
registry had nothing to catch and Oak's clock screens, the day-of-week
wheel, the main menu clock box and the Pokegear's clock card kept printing
English regardless of the loaded language (reported from a real Spanish
Gold build).

Both live in src/core/gen2/Clock.lua, which already owns weekday/hour
arithmetic and is already required by InitClock.lua, MainMenu.lua and
Pokegear.lua: Clock.DAY_NAMES + Clock.weekdayName(day) is the one place the
three screens read a weekday's name from, so a fix to it cannot land on one
screen and silently miss the other two. Clock.daytimeLabel(hour) is the
translated counterpart to Palettes.clockDaytime, which keeps answering the
untranslated MORN/DAY/NITE key every FORCED_DAYTIME lookup in Palettes.lua
compares against -- src/world/gen2/Palettes.lua itself is untouched, so
that module stays pure table/color math with no Strings coupling.
2026-08-16 22:45:03 +02:00
bryanthaboi 46f73b7bb3 Merge pull request #1445 from AverageConsumer/codex/desktop-companion-display 2026-08-16 16:40:10 -04:00
AverageConsumer 99d9908017 render: add cross-platform desktop companion display 2026-08-16 22:24:12 +02:00
bryanthaboi b72d1d34b5 Merge pull request #1438 from AverageConsumer/codex/fix-gen2-viewport-local-limit 2026-08-16 16:15:05 -04:00
AverageConsumer f3619a00c2 fix(gen2): stay below LuaJIT local limit 2026-08-16 20:43:38 +02:00
syybott 524138ff27 Fix wide battle shake test fixture 2026-08-16 11:52:00 -05:00
bryanthaboi fdffb12571 Merge pull request #1399 from AverageConsumer/codex/mod-battle-special-intents 2026-08-16 12:09:03 -04:00
bryanthaboi 0c941cecd4 Merge pull request #1402 from AverageConsumer/codex/mod-field-advanced-actions 2026-08-16 12:08:47 -04:00
bryanthaboi dd59175c71 Merge pull request #1405 from AverageConsumer/codex/mod-render-viewport 2026-08-16 12:08:03 -04:00
github-actions 114352b75f chore(ios): update app-repo.json [skip ci] 2026-08-16 10:23:08 -04:00
AverageConsumer 1f3d13adaf mods: add OS-independent game viewport composition 2026-08-16 15:17:35 +02:00
Yunus Emre Umar 393a1013e4 fix(save-editor): guard cycleMove against undefined moves in catalog
Closes #1403
2026-08-16 16:11:32 +03:00
AverageConsumer a3a20a07e1 feat(mods): expose Fly and Softboiled field actions 2026-08-16 14:57:46 +02:00
AverageConsumer b39e11b7cd feat(mods): add special battle intents 2026-08-16 14:43:08 +02:00
syybott 90eb53b00c Keep WIDE battle visible beneath opaque menus 2026-08-15 23:29:04 -05:00
syybott 6780393f45 Add extended battle HUD visual coverage 2026-08-15 19:39:48 -05:00
syybott 530f2bdd15 Add optional extended widescreen battle HUD 2026-08-15 19:39:48 -05:00
1655 changed files with 317085 additions and 150071 deletions
+1
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@@ -0,0 +1 @@
* @bryanthaboi
+16 -10
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@@ -5,6 +5,10 @@ body:
- type: markdown
attributes:
value: |
**Turn off all mods before filing.** Disable everything in the launcher's MODS
tab, confirm the bug still happens, then open this. Bugs that only show up with
mods on belong with the mod author, not here.
A screenshot is worth more than any description. If you can grab one, grab one.
If you genuinely can't, that's fine, but then the details below need to be thorough
enough that someone can find the bug without ever seeing your screen.
@@ -51,22 +55,24 @@ body:
validations:
required: true
- type: dropdown
id: mods_enabled
- type: checkboxes
id: mods_off
attributes:
label: Were any mods on
description: Check the MODS tab in the launcher if you're not sure.
label: Mods off
description: >
Turn off every mod in the launcher's MODS tab and reproduce the bug
before submitting. Do not file vanilla bugs with mods still enabled.
options:
- "No"
- "Yes"
validations:
required: true
- label: I turned off all mods and can still reproduce this
required: true
- type: input
id: mods_which
attributes:
label: Which mods (if any were on)
description: List the enabled mods. Leave blank if none were on.
label: Which mods (if you first noticed this with any on)
description: >
Optional. If you originally hit this with mods enabled, list them —
but only after you've confirmed it still happens with all of them off.
placeholder: nuzlocke 1.0.0, running-shoes 0.3
validations:
required: false
-118
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@@ -1,118 +0,0 @@
name: Feature request
description: Ask for something new in the engine, launcher, or platform — not a content/gameplay mod.
labels: ["enhancement"]
body:
- type: markdown
attributes:
value: |
Use this for **engine / launcher / platform** work (ports, video options, save
tooling, networking, mod API seams, docs).
If what you want is a gameplay, cosmetic, audio, or QoL change that a Lua mod
could ship — running shoes, alternate sprites, day/night, shiny indicators,
Gen 2-like battle toggles, soundtrack packs — open a
**[Mod request](https://github.com/bryanthaboi/gen1recomp/issues/new?template=mod_request.yml)**
instead.
"Can we add X" on its own is hard to act on. Say what you want, why you want it,
and how you picture it working.
- type: input
id: summary
attributes:
label: One line summary
description: What you want, in a sentence.
placeholder: Add Linux AppImage releases next to the macOS and Windows builds
validations:
required: true
- type: dropdown
id: game
attributes:
label: Which game is this about
description: Pick every version it applies to. Use N/A if it isn't game-specific.
multiple: true
options:
- Red
- Blue
- Yellow
- Gold
- N/A
validations:
required: true
- type: input
id: discord
attributes:
label: Discord username (optional)
description: >
So maintainers can ping you on Discord if they need a quick follow-up.
Leave blank if you'd rather keep everything on GitHub.
placeholder: yourname
validations:
required: false
- type: textarea
id: what
attributes:
label: What do you want
description: >
Describe it properly. What is it, where does it live (launcher, options,
engine), what does the player see or do. If it changes something that already
exists, say what it does today and what it should do instead.
placeholder: |
Ship a Linux AppImage on each release, same version as the macOS/Windows builds,
with the same save folder layout and mod discovery path.
validations:
required: true
- type: textarea
id: why
attributes:
label: Why is this worth doing
description: >
What's annoying or missing right now. What does this fix. If it's just because you
think it would be fun, say that, it's a real answer.
placeholder: |
LÖVE already runs on Linux; without a packaged build, players have to assemble
it themselves and miss release notes / update checks.
validations:
required: true
- type: textarea
id: how
attributes:
label: How should it work
description: >
The specifics. Which menu, what happens in the edge cases. If you don't
know, say what you'd expect as a player and leave the rest open.
placeholder: |
- GitHub Releases asset next to the .dmg / .exe
- Same options.lua / mods/ layout as desktop
- Documented in the README install section
validations:
required: true
- type: dropdown
id: scope
attributes:
label: Does this change how the original game plays
description: >
Some requests are quality of life, some change the actual game. Both are fine,
it just helps to know which one you're asking for.
options:
- Quality of life, original game is untouched
- Changes how the game plays
- Not sure
validations:
required: true
- type: textarea
id: extra
attributes:
label: Anything else
description: >
Reference screenshots, how another game does it, related issues. Leave blank
if nothing comes to mind.
validations:
required: false
-130
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@@ -1,130 +0,0 @@
name: Mod request
description: Ask for a gameplay, cosmetic, audio, or QoL change that belongs as a Lua mod.
labels: ["mod request"]
body:
- type: markdown
attributes:
value: |
This tracker is for ideas that should ship as **mods**, not as core engine
features — alternate sprites, running shoes, day/night, shiny indicators,
soundtrack packs, Gen 2-like battle toggles, map cosmetics, bag QoL, etc.
The engine already exposes a lot of this through registries and hooks
([modding wiki](https://github.com/bryanthaboi/gen1recomp/wiki)).
Use a **Feature request** instead for launcher / ports / video options /
networking / save tooling / new API seams.
- type: input
id: summary
attributes:
label: One line summary
description: What the mod should do, in a sentence.
placeholder: Hold B to run at bike speed on the overworld
validations:
required: true
- type: dropdown
id: game
attributes:
label: Which game is this for
description: Pick every version the mod should cover. Use N/A if it isn't game-specific.
multiple: true
options:
- Red
- Blue
- Yellow
- Gold
- N/A
validations:
required: true
- type: input
id: discord
attributes:
label: Discord username (optional)
description: >
So maintainers or mod authors can ping you on Discord if they pick this up.
Leave blank if you'd rather keep everything on GitHub.
placeholder: yourname
validations:
required: false
- type: textarea
id: what
attributes:
label: What should the mod do
description: >
Describe the player-facing behavior. What changes, where, what does the
player see or press. If it toggles from Options or a START-menu entry, say so.
placeholder: |
Hold B while walking outdoors to move at bike speed. Release to walk again.
Same places the bike is allowed; no effect in battles or menus.
validations:
required: true
- type: textarea
id: why
attributes:
label: Why is this worth doing as a mod
description: >
Why optional/modded rather than a core option. Who wants it on, who wants
vanilla left alone.
placeholder: |
Great for replaying and backtracking, but some people want a strict Gen 1
pace. A mod (or an opt-in mod option) keeps both camps happy.
validations:
required: true
- type: textarea
id: how
attributes:
label: How should it work
description: >
Buttons, menus, edge cases, whether it needs new art/audio. If you know a
hook or registry that fits (movement.speed, pokemon.sprite, rulesets, …),
mention it — otherwise leave it open.
placeholder: |
- Hold B on the overworld
- Same step timing as the bike
- Disabled where the bike is disabled
- Prefer hooks:wrap("movement.speed") if that still fits
validations:
required: true
- type: dropdown
id: vanilla
attributes:
label: With the mod off, is vanilla unchanged
options:
- Yes — parity when disabled
- No — it would replace something always-on
- Not sure
validations:
required: true
- type: dropdown
id: category
attributes:
label: Best-fit mod category
description: Same taxonomy as example mods (BALANCE, GRAPHICS, AUDIO, …).
options:
- GAMEPLAY / QoL
- GRAPHICS
- AUDIO
- BALANCE / ruleset
- CONTENT (maps, encounters, trainers)
- UI / TOOL
- TOTAL_CONVERSION-ish
- Not sure
validations:
required: true
- type: textarea
id: extra
attributes:
label: Anything else
description: >
Reference screenshots, other games/hacks that do it, related issues, or
"I'd like to try writing this myself." Leave blank if nothing comes to mind.
validations:
required: false
+12 -56
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@@ -12,10 +12,11 @@ name: ci
#
on:
push:
# Integration branch + release branch. PRs already run via pull_request
# (any base); this list is only for post-merge push runs.
branches: [dev, main]
# PRs into dev only: a dev -> main ship PR reuses the required checks the
# dev push already put on the same head SHA, so it needs no second run.
pull_request:
branches: [dev]
# a force-push while CI is mid-run should cancel the stale run, not queue
concurrency:
@@ -120,7 +121,7 @@ jobs:
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(scripts/build_switch\.sh$|scripts/switch/|docs/switch-.*\.md$|tests/switch_ci_workflows_test\.lua$|tests/switch_transfer_docs_test\.lua$|\.github/workflows/(ci|release|switch-artifact-comment)\.yml$|src/core/(NxAssetOverlay|Platform|GameVersion)\.lua$|src/import/CacheFs\.lua$|tests/engine/(assets_version_fallback|nx_generated_guard|nx_yellow_boot|switch_diagnostics)_test\.lua$|tests/engine/platform_nx)'; then
if git diff --name-only "$BASE_SHA" "$HEAD_SHA" | grep -Eq '^(scripts/build_switch\.sh$|scripts/switch/|docs/switch-.*\.md$|tests/switch_ci_workflows_test\.lua$|tests/switch_transfer_docs_test\.lua$|\.github/workflows/(ci|release|switch-artifact-comment)\.yml$|src/core/(NxAssetOverlay|Platform|GameVersion)\.lua$|src/import/CacheFs\.lua$|tests/engine/(assets_version_fallback|nx_generated_guard|nx_yellow_boot|switch_diagnostics|cache_fs_gold_nx_load)_test\.lua$|tests/engine/platform_nx)'; then
echo "changed=true" >> "$GITHUB_OUTPUT"
else
echo "changed=false" >> "$GITHUB_OUTPUT"
@@ -151,6 +152,9 @@ jobs:
luajit tests/engine/assets_version_fallback_test.lua
luajit tests/engine/nx_generated_guard_test.lua
luajit tests/engine/nx_yellow_boot_test.lua
luajit tests/engine/cache_fs_gold_nx_load_test.lua
luajit tests/engine/cache_fs_blue_mount_test.lua
luajit tests/engine/switch_diagnostics_test.lua
switch-build:
name: Switch fused build
@@ -315,52 +319,10 @@ jobs:
run: |
set -euo pipefail
scripts/build_linux_arm64.sh --version 0.0.0
# Shared with the release workflow so shipped images get the same
# self-contained / glibc-floor checks as PR builds.
- name: Verify the AppImage is self-contained and bullseye-compatible
run: |
set -euo pipefail
image="dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage"
# --appimage-extract needs no FUSE, so this works on a runner
# without /dev/fuse and still exercises the real payload.
"$image" --appimage-extract >/dev/null
for required in AppRun bin/love game.love lib/liblove-11.5.so; do
[ -e "squashfs-root/$required" ] \
|| { echo "::error::AppImage is missing $required"; exit 1; }
done
# Every bundled object must resolve once AppRun's LD_LIBRARY_PATH is
# applied; an unresolved soname here is a user-visible launch crash.
#
# This runs on a HEADLESS runner on purpose, and that is the point.
# The first version of this build bundled Debian's SDL2, which
# hard-links libpulse/libasound/libX11/libwayland, so it only ever
# started on a full desktop -- a bare runner is what exposed it.
missing="$(LD_LIBRARY_PATH="$PWD/squashfs-root/lib" \
ldd squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
| grep 'not found' || true)"
[ -z "$missing" ] || { echo "::error::unresolved deps:"; echo "$missing"; exit 1; }
# Nothing may hard-link a driver, session or audio-stack library:
# those must be reached through dlopen so the AppImage runs on a box
# with only ALSA, only Wayland, or only KMSDRM.
linked="$(for f in squashfs-root/bin/love squashfs-root/lib/*.so*; do
objdump -p "$f" 2>/dev/null | awk '/NEEDED/{print $2}'
done | sort -u | grep -E '^lib(pulse|asound|X11|wayland|GL|EGL|drm|gbm|xcb|cairo|sndio|dbus)' || true)"
[ -z "$linked" ] \
|| { echo "::error::these must be dlopened, not linked:"; echo "$linked"; exit 1; }
# The whole point of compiling on bullseye. If a future change moves
# the builder to a newer base, the glibc floor silently rises and
# every user on an older distro gets "GLIBC_2.xx not found" -- catch
# it here instead of in a release.
floor="$(objdump -T squashfs-root/bin/love squashfs-root/lib/*.so* 2>/dev/null \
| grep -o 'GLIBC_[0-9.]*' | sort -V | tail -1)"
echo "highest required glibc symbol version: $floor"
[ -n "$floor" ] \
|| { echo "::error::found no versioned glibc symbols -- objdump read nothing"; exit 1; }
highest="$(printf '%s\n' "$floor" "GLIBC_2.31" | sort -V | tail -1)"
[ "$highest" = "GLIBC_2.31" ] \
|| { echo "::error::AppImage requires $floor, above the bullseye 2.31 floor"; exit 1; }
run: bash scripts/linux-arm64/verify_appimage.sh dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage
- name: Upload the AppImage
uses: actions/upload-artifact@v7
with:
@@ -397,7 +359,6 @@ jobs:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- run: sudo apt-get update && sudo apt-get install -y luajit
- run: python3 -m pip install --upgrade pillow
# the fixture PNGs are committed (they are 8x8 placeholders, not
@@ -418,13 +379,8 @@ jobs:
print(f"\n{len(paths)} fixture assets valid")
PY
# the fingerprint golden is the parity tripwire; prove it still
# matches the dataset on a clean checkout
- name: fingerprint gate
run: luajit tests/engine/gate_fingerprint.lua
- name: parity-guarantee meta-test
run: luajit tests/engine/gate_meta_coverage.lua
# the fingerprint parity gates (gate_fingerprint / gate_meta_coverage)
# run in the headless job via run_engine; this job only guards the PNGs
# Only the differ is under test here, and the job is named for that. The
# capture half of the golden pipeline does not exist: a POKEPORT_DRIVER
+14 -2
View File
@@ -161,6 +161,8 @@ jobs:
scripts/build_linux_arm64.sh \
--version "${{ needs.version.outputs.version }}" \
--game-love .bazinga/work/game.love
- name: Verify the AppImage is self-contained and bullseye-compatible
run: bash scripts/linux-arm64/verify_appimage.sh "dist/linux-arm64/gen1recomp-${{ needs.version.outputs.version }}-linux-arm64.AppImage"
- name: Upload Linux arm64 release
uses: actions/upload-artifact@v7
with:
@@ -285,7 +287,7 @@ jobs:
retention-days: 1
release:
needs: [version, xbox-uwp, linux-arm64, native-tls-win]
needs: [version, love-payload, xbox-uwp, linux-arm64, native-tls-win]
runs-on: ${{ fromJSON(github.repository == 'bryanthaboi/gen1recomp' && '["self-hosted", "macOS"]' || '"macos-latest"') }}
steps:
@@ -307,6 +309,15 @@ jobs:
name: gen1tls-win-x64
path: dist/native/win-x64
# The same game.love the arm64 AppImage and Xbox UWP builds fused, so
# every release asset ships one identical payload (build.sh's own pack
# would omit PATCH_NOTES.md and mobile/ios/app-repo.json).
- name: Download shared payload
uses: actions/download-artifact@v8
with:
name: gen1recomp-release-love
path: dist/payload
- name: Import signing certificate into a temporary keychain
if: github.repository == 'bryanthaboi/gen1recomp'
run: |
@@ -357,7 +368,8 @@ jobs:
echo "::error::gen1tls.dll missing at $GEN1TLS_DLL (native-tls-win job)"
exit 1
fi
scripts/build.sh all --version "${{ needs.version.outputs.version }}" --no-notarize
scripts/build.sh all --version "${{ needs.version.outputs.version }}" --no-notarize \
--game-love dist/payload/game.love
unzip -l dist/win/gen1recomp-win64.zip | grep -F gen1tls.dll \
|| { echo "::error::Windows zip is missing gen1tls.dll"; exit 1; }
+118
View File
@@ -0,0 +1,118 @@
# AI Disclosure
This is a disclosure of the use of AI in this project.
## AI Use
Anyone who demands the dislosure of how AI was used in an engineering project,
has no idea what AI is, or how it works.
AI was used in this project as a tool. Several contributors used AI in their
commits, and so you will see like 7 commits by Claude or Codex or Cursor.
However those commits were reviewed by human beings, and it was declared that
the exact same fix would have been done by a human, so they were accepted.
AI was not used to make decisions, or to create the project.
If you would like to read more, well then continue reading:
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Quisque ante leo, luctus in semper a, maximus ut est. Vivamus nec magna vitae quam luctus suscipit nec eu orci. Vestibulum ut felis a dolor cursus vulputate. Phasellus pharetra elementum sollicitudin. Aenean elementum imperdiet ultrices. In risus mauris, scelerisque sed viverra in, iaculis non eros. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Proin quam justo, maximus sit amet fringilla in, tristique eget sapien.
Pellentesque rhoncus, erat nec elementum ultricies, augue purus suscipit augue, in condimentum nisl enim vel velit. Etiam at semper turpis. Vestibulum ipsum magna, ultrices non sem ut, hendrerit bibendum mi. Curabitur in varius sapien. Morbi posuere bibendum ex, at ultrices orci. Fusce feugiat ultrices varius. Suspendisse sed ante ligula. Sed dignissim lorem est, nec tristique arcu commodo sed. Cras consectetur sapien dolor, vitae finibus enim lacinia id.
Donec quis magna est. Maecenas dui arcu, venenatis sit amet libero nec, lacinia eleifend leo. Quisque lobortis vulputate lacus a elementum. Proin nec metus lectus. Donec eu auctor sem, at finibus ipsum. Curabitur eget dignissim justo. Donec lobortis leo eu arcu tristique, in volutpat augue eleifend. Morbi lacinia a risus in suscipit. Maecenas suscipit est eu interdum dictum. Cras in nulla imperdiet, dapibus mauris posuere, facilisis velit. Nunc dapibus, leo quis interdum tempor, elit mi mattis dolor, sagittis dictum mi urna sed lectus. Maecenas elementum, mauris id molestie dapibus, diam arcu egestas erat, at tempor justo orci vitae nibh. Etiam sagittis facilisis erat a vulputate. Praesent condimentum ac odio quis sollicitudin.
Fusce vitae orci vestibulum, sagittis dolor non, cursus urna. Morbi eleifend pretium pellentesque. Pellentesque ornare elementum sem in imperdiet. Maecenas dapibus, erat et lobortis porttitor, velit magna auctor odio, quis interdum elit est eu justo. In posuere euismod odio, in porttitor magna iaculis eget. In id quam pulvinar, ultrices dolor in, pellentesque dolor. Nunc varius ante at felis dictum, id porttitor sem efficitur. Integer pretium dignissim commodo. Suspendisse in est a arcu blandit faucibus. Donec quis lacus mollis, tincidunt nunc quis, suscipit nunc. Nunc non arcu dignissim, dignissim sem in, finibus neque. Aliquam non porta eros. Donec et pretium augue, non cursus eros.
Nunc at dignissim nisi. Nam nec metus augue. Proin nulla sapien, tristique a purus vel, vulputate commodo mi. Sed id erat leo. Quisque ullamcorper a nisl id molestie. Aliquam erat volutpat. Donec eget hendrerit mauris. Fusce tincidunt nisl a lorem tincidunt dapibus. Nam volutpat rhoncus tortor.
Nunc et sapien enim. Proin at nunc a nulla maximus consectetur nec eget tortor. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Mauris orci odio, sodales et elementum laoreet, porta at lacus. Maecenas vestibulum lectus risus, pulvinar scelerisque dolor posuere viverra. Proin gravida tellus vitae accumsan dignissim. Nunc non sapien aliquet ex cursus ultricies ac quis diam. Sed luctus feugiat risus eu tincidunt. Duis auctor lacinia fringilla. Donec pretium cursus magna a feugiat. Duis tristique, leo vulputate semper iaculis, est ipsum dapibus lacus, et molestie nulla enim nec ex. Nunc non feugiat neque.
Fusce euismod egestas elit ut pretium. Nulla eros quam, auctor sit amet faucibus eu, scelerisque eu neque. Sed nisi felis, lobortis in sapien a, tempor efficitur nunc. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Pellentesque ut justo est. Sed maximus, tellus in bibendum posuere, quam augue finibus eros, sed gravida arcu diam quis lectus. Donec eu placerat ligula. Ut quis imperdiet lorem. Maecenas a mi ac augue semper sodales. Curabitur in justo velit. Praesent et felis quis enim porttitor sagittis.
Nulla sed sagittis felis, sit amet placerat tortor. Ut metus est, sollicitudin ac turpis quis, aliquet congue lorem. Fusce auctor erat non convallis aliquet. Nullam sodales rutrum tellus ac malesuada. Quisque sem diam, iaculis in ultricies sit amet, fermentum quis sem. Integer condimentum placerat purus non lacinia. Integer hendrerit ultricies tellus, at dignissim nibh. Suspendisse accumsan eget tortor nec cursus. Proin accumsan rhoncus leo, eget pretium est tristique ac.
Sed feugiat sed diam a porta. Nullam varius lacus at fermentum fringilla. Morbi pharetra scelerisque pharetra. Nulla placerat vitae ligula non efficitur. Suspendisse quam dui, rutrum eget nulla eu, semper eleifend ante. Aenean ut condimentum arcu. Suspendisse auctor metus non sem ornare, vel tincidunt odio vehicula. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos.
Donec vel metus ut libero sollicitudin posuere a nec nulla. Vivamus a scelerisque nisi. Aliquam eu sollicitudin tortor. Aliquam purus eros, blandit et quam et, pretium porttitor sem. Nunc iaculis arcu enim, et maximus sem malesuada in. Morbi nec nunc volutpat, semper diam sit amet, gravida elit. Vestibulum eu turpis vel lacus imperdiet congue. Donec rhoncus auctor sem.
Suspendisse eu lorem non dolor pretium finibus euismod quis dolor. Cras finibus egestas velit, commodo rutrum est placerat sit amet. Pellentesque vitae semper diam, sit amet auctor metus. Sed porttitor porttitor nunc, vel imperdiet neque volutpat quis. Sed hendrerit sapien et lacus imperdiet, nec hendrerit lorem sodales. Integer lobortis rutrum odio at ullamcorper. Aliquam tincidunt magna a tellus suscipit, at porta turpis dapibus. Ut ultricies auctor felis eu feugiat. Sed tempus sem et dictum fringilla. Nunc non pellentesque tortor. Suspendisse pulvinar, arcu ut imperdiet gravida, eros ex mattis mauris, vel ultricies est erat et dui. Praesent porttitor tortor et erat interdum efficitur. Phasellus et luctus lectus, et egestas ante. Praesent ex ipsum, rutrum id efficitur et, vulputate non tortor. Aenean maximus nunc ac purus sodales, et venenatis lacus laoreet.
Cras egestas ultrices dui, at tempor leo varius vitae. Donec porta, nisl nec ornare maximus, est arcu auctor mauris, varius elementum nisl arcu venenatis neque. Aenean metus quam, vestibulum eget justo non, hendrerit dapibus nunc. Vivamus diam ante, mattis sed nulla at, iaculis elementum magna. Sed massa diam, efficitur vel nunc sed, malesuada interdum tortor. Aliquam non neque aliquet ex imperdiet finibus eget ac neque. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae;
Pellentesque fringilla tortor metus, luctus commodo leo gravida et. Fusce nec turpis at lorem rutrum porta vel in justo. Curabitur mattis suscipit felis, id dapibus arcu ornare ut. Proin sapien felis, pulvinar ut tristique vitae, aliquet ac dui. Vestibulum a erat tellus. Vestibulum sagittis dolor eget augue egestas fringilla. Fusce et purus a nunc auctor dapibus vel sed dui. Fusce interdum, libero vel pellentesque rutrum, urna massa iaculis tellus, et aliquam lectus diam vel sem. Donec a nunc et dui semper gravida. Donec posuere, eros eu consequat efficitur, justo metus ullamcorper lectus, et molestie massa ipsum eu sapien. Mauris eu suscipit neque. Morbi convallis sit amet leo a scelerisque. Cras ultrices libero ac mattis accumsan. Nam gravida ligula id erat semper ornare. Duis consequat ut ipsum eu volutpat. Quisque egestas sollicitudin ullamcorper.
Cras pellentesque quam non neque porta fringilla. Integer elementum, augue mattis blandit consequat, enim ipsum finibus ex, quis finibus neque eros eu ex. Fusce at urna justo. Donec erat eros, maximus id mauris vel, rutrum rutrum sapien. Morbi sed rutrum ex. Suspendisse lacus velit, varius ut elementum vitae, finibus non enim. Suspendisse vehicula euismod ipsum, id consequat nulla sodales vel. Morbi eu sem id leo congue dapibus a nec velit. Sed nec neque quam. Etiam rhoncus id nulla id volutpat. Nulla facilisi. Donec non maximus enim. Aenean consequat, sapien sit amet malesuada rutrum, erat sem euismod sapien, et feugiat lectus mauris id velit.
Fusce sodales porttitor gravida. Proin placerat ante nec nibh tempor aliquam. Sed ut diam eu sem fringilla malesuada. Maecenas aliquam risus vel quam dictum, at iaculis nibh pretium. Mauris convallis quam vitae dolor varius suscipit. Etiam nec fermentum dui. Aliquam in magna tincidunt, consectetur quam eget, aliquam purus. Ut dictum aliquet finibus. Pellentesque vel lacinia felis. Nulla malesuada vestibulum varius. Sed quam diam, efficitur id felis in, volutpat bibendum erat. Praesent luctus vulputate urna at interdum. Aenean ac aliquam eros. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Morbi mollis, nisl vel consequat vehicula, massa tellus porta arcu, vel dictum sapien mauris sit amet nunc. Integer sed maximus neque, ac iaculis urna.
Integer non erat a leo euismod convallis quis eget magna. Morbi gravida ac urna sed ornare. Nunc vehicula mauris accumsan, ornare sem in, egestas mauris. Vestibulum vel vulputate felis. Nulla eu scelerisque diam. Suspendisse ac odio tempor nunc pellentesque hendrerit at a magna. Vivamus ultrices nunc ut orci fermentum pharetra. Nullam laoreet hendrerit ligula ut gravida. Proin scelerisque magna sit amet arcu malesuada, pharetra ultrices est molestie. Nullam pulvinar placerat dui, vitae hendrerit tortor luctus sed. Pellentesque elementum tellus eget arcu pulvinar varius.
Ut placerat, magna vitae tincidunt ultricies, est orci aliquet urna, at luctus augue erat vel ipsum. Fusce odio sem, venenatis vel consequat nec, bibendum sed dolor. Cras a sodales eros. Nullam eget dui congue, vehicula purus ut, condimentum dui. Maecenas libero ipsum, condimentum tincidunt nisi in, sodales lacinia ex. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.
Duis gravida velit ac euismod suscipit. Proin sed ligula erat. Nullam eu ornare massa, non fringilla felis. Curabitur eu erat ex. Quisque sit amet dolor id arcu mattis scelerisque at at eros. In arcu nulla, fermentum non maximus eget, rhoncus in lacus. Nulla sit amet augue eu tortor vulputate congue. Vivamus laoreet condimentum tempus. Maecenas tempor, diam sed laoreet venenatis, mauris arcu lacinia enim, quis facilisis nunc turpis a ligula. Pellentesque quis placerat nisi, sit amet ullamcorper diam. Suspendisse a elementum elit, vel tristique dolor. Nam pretium ante tortor, vel tristique ipsum ultricies ut. Quisque non lectus imperdiet, placerat erat ac, pharetra tellus. In condimentum at magna a posuere. Aliquam et fringilla ipsum. Sed facilisis, nulla a finibus gravida, elit elit vulputate velit, dictum ornare est sapien a nisl.
Mauris eleifend vulputate felis sed mattis. Praesent id velit vitae ex porta pretium. Cras mollis malesuada justo, ut ornare quam placerat ac. Donec lobortis arcu tellus, luctus tempor mi malesuada quis. Maecenas condimentum libero vitae finibus malesuada. Vestibulum sollicitudin fringilla diam eget egestas. Sed vulputate urna nec ipsum maximus hendrerit. Maecenas blandit ex ut massa sodales, vitae tincidunt lorem ullamcorper. Phasellus vitae nisl ornare, cursus sem a, pulvinar arcu. Vestibulum faucibus risus nec tincidunt pellentesque. Pellentesque vel porttitor ex. Vivamus sollicitudin gravida lacus in suscipit. Aliquam urna neque, sodales quis quam ac, suscipit condimentum ante.
Morbi id arcu sit amet sapien ornare gravida eget quis sapien. In hac habitasse platea dictumst. In quis interdum ligula. Donec sed mi vulputate, scelerisque turpis vitae, interdum odio. Proin tristique condimentum arcu, et malesuada tellus convallis in. Fusce egestas maximus magna, sit amet convallis velit porttitor ut. Curabitur venenatis lacus ut blandit convallis. Phasellus scelerisque congue turpis eget vehicula. Nam venenatis mi sit amet rhoncus pretium. Nulla sed odio purus. Phasellus cursus id sapien ut feugiat. Duis et ipsum vel dui tempus porta. Curabitur non tortor consectetur, sollicitudin tellus mollis, sollicitudin lorem.
Ut quis ornare justo. Nunc aliquam, leo sit amet placerat placerat, dui nulla luctus dui, ac iaculis nisl orci id metus. Vestibulum nunc nunc, porta nec dictum id, feugiat et ante. Quisque lobortis, lacus tristique vestibulum rhoncus, massa nulla dignissim massa, at scelerisque massa nunc at velit. Donec eu ipsum nec dui luctus pulvinar et et turpis. Quisque eu neque erat. Donec varius egestas nunc, ut pretium libero tempor ac. Vestibulum pellentesque mi erat, et semper dolor semper vitae. Morbi enim dui, laoreet non venenatis sit amet, dignissim a orci. Sed id odio turpis. Phasellus non rutrum magna. Maecenas placerat arcu ultricies ultrices congue. Nulla quis neque ligula. Etiam in diam commodo, pharetra mauris ac, pretium nisi. Praesent sed nibh nec odio condimentum commodo vel vel lacus.
Pellentesque id libero vitae ex egestas pharetra placerat nec augue. Ut eget lobortis lorem, at vehicula sapien. Aliquam eu tincidunt ligula. Aenean et vestibulum dui, quis porttitor dui. Nullam quis dolor libero. Sed accumsan eros vitae nisi ornare congue. Aliquam nisi sapien, sollicitudin quis odio vel, pharetra maximus urna.
Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Morbi accumsan felis id urna malesuada, non vulputate velit maximus. Proin urna velit, viverra a metus vel, sollicitudin faucibus nulla. Vivamus ipsum lectus, pharetra sit amet varius vel, ullamcorper nec neque. Suspendisse potenti. Vivamus sit amet justo ac augue placerat hendrerit in eu felis. Integer luctus ex quam, in pellentesque eros interdum sed. Fusce finibus quis neque vitae efficitur. Pellentesque vulputate consectetur egestas. Integer a neque fermentum, tincidunt ligula id, gravida urna. Pellentesque ultrices, leo et suscipit accumsan, lorem nunc porta dui, non congue ligula leo ut urna. Duis vehicula risus in mi eleifend luctus. Duis convallis, mi faucibus pellentesque cursus, libero mauris varius sem, sit amet fermentum massa metus nec tellus. In tortor ligula, faucibus eu nibh id, lobortis viverra erat. Morbi non nisi suscipit, mollis enim at, convallis velit.
Pellentesque consequat imperdiet felis quis scelerisque. Duis aliquam mollis nibh quis tincidunt. Vivamus elit odio, blandit quis volutpat at, blandit nec tortor. Cras maximus ex at odio maximus, dapibus condimentum risus malesuada. Pellentesque viverra orci at ante commodo, quis posuere sapien efficitur. Nunc tristique imperdiet diam elementum lobortis. Fusce velit dui, ultrices id ante pharetra, fermentum egestas augue. Curabitur ante augue, vestibulum non magna quis, feugiat pulvinar diam. Suspendisse sagittis dui a tellus scelerisque, ut tincidunt neque accumsan. Cras pharetra metus vel eros tincidunt, vel tincidunt lacus egestas. Donec eget pellentesque sapien. Cras condimentum in justo pulvinar feugiat. Quisque malesuada ac odio eget rhoncus. Fusce posuere justo sed finibus ornare.
Duis a auctor tortor. Pellentesque lobortis auctor risus, ultrices varius mi cursus quis. Sed dui nulla, mattis sit amet justo mattis, condimentum commodo justo. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Pellentesque hendrerit diam vel lacinia volutpat. Sed et luctus nunc, vitae congue arcu. Aenean placerat tincidunt ipsum. Ut molestie orci eu dapibus viverra. Cras sodales ullamcorper augue, at aliquam ex. Sed et justo augue.
Nullam feugiat risus et turpis faucibus, vel tincidunt nulla consequat. Aliquam libero erat, pellentesque sit amet tellus in, tempor ornare nisl. Donec viverra eget magna non pharetra. Cras sollicitudin, justo ut porttitor venenatis, risus nulla auctor est, at commodo sem urna in mi. Vestibulum mattis sapien vel nibh pulvinar, vel dignissim lacus cursus. Maecenas vel dictum tortor, ac ultricies justo. Praesent quis venenatis nisl. Morbi a diam fringilla, auctor lectus sed, varius est. Praesent faucibus auctor dolor, a commodo nisi mattis id. Fusce porta molestie ultrices. Sed pulvinar, leo ac consectetur hendrerit, erat velit gravida enim, eu blandit ligula justo sit amet neque.
Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Aenean libero risus, porttitor in congue vel, consequat sed felis. Vivamus eget blandit ante. Vivamus vitae mattis massa. In ut dolor sit amet tellus sollicitudin mattis. Mauris iaculis nisl neque, in gravida lectus ultricies nec. Fusce vehicula vehicula lacinia. Fusce viverra sed nisl id rhoncus. Donec sed porta mi. Nam tempus purus non massa tincidunt iaculis. Morbi viverra massa ut gravida vestibulum.
Proin dapibus mi a libero sagittis, id vehicula nulla iaculis. Proin a enim in tortor tincidunt egestas. Integer finibus neque eu nibh pretium, et pellentesque urna finibus. Integer a sollicitudin mauris, at convallis erat. Nullam sit amet lectus sed turpis commodo efficitur. Nulla nec turpis dapibus, suscipit diam quis, vulputate urna. Aenean sed posuere justo.
Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Sed luctus purus nibh, id imperdiet risus pulvinar in. Quisque auctor sem lacinia turpis mollis, nec pretium ipsum suscipit. Aliquam sed metus sagittis, mollis nisi eget, hendrerit libero. Nulla sodales erat semper nisl condimentum, ultricies rhoncus lacus commodo. Ut suscipit libero augue, non vulputate dui tristique vel. Praesent convallis efficitur est, sed tincidunt mauris aliquet in. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos.
Etiam a vehicula purus. Curabitur lacus erat, ultrices et dictum id, posuere ut risus. Etiam at auctor leo. Pellentesque eleifend est a metus lacinia rutrum. Nullam justo ligula, tempor non facilisis vel, volutpat sed nulla. Integer non dolor consequat, dapibus lectus eu, luctus turpis. Aenean enim erat, sagittis vitae ornare bibendum, faucibus sit amet magna. Phasellus suscipit ultrices faucibus. Sed at risus molestie, viverra ipsum vel, bibendum lectus. Pellentesque molestie vitae risus non viverra. Phasellus eleifend massa id odio sagittis mattis. Nullam velit mauris, viverra quis fermentum sit amet, vestibulum ut ex. Suspendisse imperdiet, sapien sed sagittis pharetra, nisi nibh vulputate metus, quis mattis dolor nisi ut lorem. Praesent vestibulum nibh vulputate lacus pulvinar tempor. Vestibulum vulputate diam ligula, vitae efficitur enim dapibus non. Etiam at ornare enim.
Curabitur aliquet velit enim, euismod faucibus urna euismod sit amet. Vivamus viverra vulputate nulla, ut gravida neque rutrum in. Suspendisse potenti. Nulla vitae neque felis. Etiam eu erat ac nulla ornare volutpat. Quisque ut diam dui. Sed ut massa quis dolor volutpat eleifend. Duis posuere dolor sit amet varius auctor. Donec mollis malesuada erat, eu luctus libero viverra feugiat. Curabitur fermentum velit eu purus fringilla, consequat tincidunt diam rutrum. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc volutpat vel est in vehicula. Morbi euismod, tortor ut posuere ullamcorper, velit justo ultricies lorem, vitae tincidunt erat ante vitae sem. Praesent semper, quam eget condimentum finibus, metus leo imperdiet augue, nec fringilla sem nunc id sapien.
Aliquam vestibulum ante porta sem finibus, ut rhoncus elit sodales. Phasellus a lacus congue, sagittis nulla eget, cursus libero. Duis laoreet fringilla faucibus. Aenean gravida lorem sed fringilla facilisis. Pellentesque sodales urna lorem, non rutrum tortor vulputate eget. Duis a enim semper, iaculis sem ac, facilisis urna. Donec iaculis nulla sit amet dignissim volutpat. Mauris cursus dui id feugiat suscipit. Fusce tempor placerat nulla vitae vestibulum. Vivamus imperdiet blandit nulla, in aliquet justo viverra in. Cras malesuada molestie ligula sit amet volutpat. Praesent ornare orci sit amet rutrum eleifend. Ut placerat metus felis, id malesuada justo mollis eget. Etiam mi turpis, pulvinar in pulvinar in, tincidunt in neque.
In venenatis euismod neque, eu convallis diam semper ac. Mauris auctor mi non massa vestibulum viverra. Aenean non turpis sapien. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Praesent gravida feugiat interdum. Vivamus sit amet consequat ligula. Praesent dictum nunc ac sapien ullamcorper consectetur. Ut malesuada blandit neque.
Duis tincidunt mauris sit amet odio dictum accumsan. Suspendisse efficitur nibh magna, ac dapibus augue vulputate nec. Etiam lectus neque, sollicitudin quis sapien vitae, aliquet fermentum mi. Aenean interdum interdum rhoncus. Donec eu libero urna. Donec semper lacus eu nunc scelerisque, vitae viverra quam consectetur. Integer sagittis, nulla congue venenatis auctor, purus justo mollis metus, at rutrum magna arcu nec est. Maecenas felis lorem, consequat non cursus vitae, lobortis vitae nisi. Cras eget magna justo. Nullam sagittis tellus id luctus ultricies. Etiam a arcu efficitur, consectetur libero non, imperdiet turpis. Donec ac velit et nisl semper semper. Duis iaculis interdum nunc sed tempor.
Sed diam odio, sagittis non dignissim nec, accumsan ac diam. Fusce sit amet dui sit amet justo ultrices viverra. Sed vel massa suscipit nibh porttitor laoreet in id nunc. Nam quis libero vitae nunc blandit sollicitudin et a lorem. Duis urna arcu, accumsan sed dignissim sit amet, vulputate at ex. Mauris porttitor libero mauris, vel fringilla diam euismod quis. Sed varius placerat tellus vel efficitur. Phasellus pulvinar gravida magna. Nulla dignissim consectetur finibus.
Nunc quis aliquet nisi. Cras luctus bibendum eros ac dignissim. Aenean suscipit felis vitae elementum eleifend. Proin commodo nunc non diam dignissim, in tincidunt nulla ultrices. Vivamus faucibus quam scelerisque interdum finibus. Sed porttitor vehicula urna, in laoreet arcu condimentum non. Praesent ac lacus diam. Vivamus aliquam euismod risus, luctus dictum lectus sodales et. Proin quis velit ac massa tristique scelerisque.
Sed non dolor efficitur, tincidunt mi eget, sagittis tortor. Quisque at varius felis, at finibus sem. Vestibulum vel lectus tincidunt, pharetra diam sit amet, interdum nulla. Sed ut elit tortor. Nam tincidunt tempus aliquam. Vivamus rhoncus faucibus sapien eget facilisis. Aliquam erat volutpat. Phasellus placerat aliquam lacus, eget ultrices orci pretium hendrerit. Fusce vitae dolor sit amet ante condimentum placerat. Nunc varius risus id tellus mollis, euismod luctus sapien viverra. Donec sodales est vel massa suscipit, eu sollicitudin ante convallis. Curabitur eu condimentum velit. Sed pharetra euismod tincidunt.
Nam at libero eros. Quisque bibendum, ligula quis sagittis ullamcorper, eros leo consectetur ex, quis elementum dolor justo vitae mi. Maecenas et elementum erat, et auctor enim. Nunc at nibh fermentum, ullamcorper mi elementum, facilisis erat. Vestibulum vestibulum leo ut pellentesque placerat. Suspendisse imperdiet nisl vitae justo sodales pellentesque. Interdum et malesuada fames ac ante ipsum primis in faucibus. In faucibus pretium nunc, sed interdum lectus vestibulum quis. Vestibulum luctus viverra ex at efficitur. Etiam ac est lorem. Maecenas mollis, orci at rhoncus congue, nulla leo rutrum dui, et pellentesque orci ligula eget ipsum. Suspendisse fermentum nisi turpis, ut sollicitudin purus imperdiet non. Maecenas vitae quam ornare, porta sem quis, rhoncus neque. Donec mattis purus a erat tristique, ac mollis est convallis. Duis vitae ipsum viverra, condimentum ante vel, sagittis ex. Maecenas placerat odio libero, id interdum turpis fermentum at.
Praesent faucibus nulla eget vehicula accumsan. Nulla elementum ante a nibh venenatis hendrerit. Proin nec nunc mattis, imperdiet nisl rutrum, sollicitudin libero. Nullam bibendum dignissim faucibus. Sed eget tortor vitae sapien cursus faucibus nec et lectus. Duis pharetra non odio id consectetur. Suspendisse at est sem. Nunc mauris ligula, ultrices id ante non, venenatis mattis erat. Vivamus sit amet viverra nisl.
Sed cursus vel nisi in mattis. Nunc porttitor dictum leo ac euismod. Sed blandit ornare nunc id lobortis. Aenean convallis ligula at volutpat commodo. Vestibulum sit amet laoreet urna. Donec et pellentesque orci, ac egestas nulla. In accumsan venenatis porta. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia curae; Donec scelerisque, metus nec viverra pharetra, dolor libero dictum velit, id ullamcorper enim nisi eu nibh. Aliquam nec dapibus quam. Curabitur vulputate, libero sit amet tempor ullamcorper, libero purus congue quam, nec sollicitudin orci erat non massa. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas.
Aenean faucibus mollis placerat. Praesent lacinia venenatis turpis eu scelerisque. Nam tempus tortor a varius posuere. Cras ut viverra tortor. Cras facilisis mauris ut ante imperdiet, a malesuada justo luctus. Ut eu enim sit amet arcu porttitor pulvinar ac ac odio. Ut odio neque, molestie vitae ligula quis, dignissim viverra erat. In ullamcorper erat sed elementum varius. Sed in lacus maximus, euismod nisi vitae, tempus mi. Nunc tellus justo, auctor at luctus ac, feugiat sit amet dui.
Donec imperdiet purus lorem, sed venenatis dolor finibus non. Aenean lacus nunc, elementum nec arcu eget, faucibus elementum turpis. Aliquam lacinia massa ac quam efficitur, et tincidunt eros pretium. Fusce condimentum mi vel pharetra egestas. Quisque consectetur nibh vel leo dignissim sollicitudin. Duis ultrices felis ipsum, sed maximus arcu ornare vitae. Curabitur porttitor ligula in turpis facilisis, id venenatis augue ultricies. Phasellus vel dolor id tellus finibus sodales ut quis nisi. Integer id orci cursus erat tincidunt sagittis non in nunc. Pellentesque ligula lacus, vestibulum eu ante vel, facilisis viverra massa. Sed ut tincidunt metus, vel tristique est. Ut et cursus justo. Ut ac porttitor eros, at dictum felis. Phasellus ornare nisi sit amet risus varius, sed sollicitudin nulla ornare. Donec aliquam ipsum urna. Aliquam id bibendum magna, quis venenatis diam.
Duis tempor odio id iaculis egestas. Cras consequat neque ac posuere iaculis. Nulla tempus et nisi eu auctor. Vestibulum metus massa, dignissim ut metus eget, ullamcorper consectetur turpis. Integer vel est tellus. Ut ac vestibulum massa. Pellentesque nec venenatis erat. Nam vel pellentesque lectus.
Morbi a placerat est. Ut eleifend ante ut placerat porta. Donec sagittis semper leo, ut scelerisque nisi imperdiet feugiat. Mauris purus turpis, consequat ut fringilla ac, cursus eget augue. Fusce arcu dolor, sagittis et facilisis ut, scelerisque non lacus. Aliquam sit amet eleifend tellus. Mauris id est luctus, iaculis tortor eget, gravida justo. Suspendisse at tellus nisl. Nullam felis erat, vehicula eu porttitor bibendum, pulvinar et dui. Sed molestie lacus nec sagittis rutrum. Aliquam erat volutpat. Nullam ut aliquet eros. Sed feugiat, massa id pharetra auctor, leo turpis condimentum purus, sit amet volutpat sem nunc sed nisi.
Pellentesque feugiat ipsum at accumsan iaculis. Morbi et dui in lorem commodo hendrerit. Mauris tempor ex mollis mollis blandit. Cras eu turpis feugiat, suscipit velit quis, volutpat magna. Vestibulum varius ligula ut quam mollis, a volutpat nibh lobortis. Sed sodales euismod leo non suscipit. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Nullam ultricies sagittis justo, sit amet lacinia eros tincidunt tristique. Etiam faucibus turpis in lacus efficitur, vitae rutrum magna porttitor. Cras finibus eros vel ante semper, facilisis vestibulum erat accumsan. Ut mollis dui ut commodo varius. In et sem malesuada erat egestas pellentesque. Maecenas pulvinar sodales risus, at euismod ligula aliquet in. Quisque fringilla malesuada dui vel cursus. Curabitur eu ex vulputate, pretium elit non, sodales sapien. Integer egestas facilisis odio et pretium.
Integer eleifend, felis vitae faucibus tempus, tellus lectus placerat nunc, eu efficitur lacus mi vel nisl. Mauris commodo pretium feugiat. In aliquet nibh diam, ac egestas mauris consequat ut. Integer cursus, tortor pharetra pellentesque pulvinar, neque risus ultricies felis, et consequat felis eros at eros. Pellentesque fermentum velit ac sodales facilisis. Suspendisse vestibulum metus quis convallis lacinia. Donec in pharetra magna. Proin gravida dolor eget ligula lobortis sagittis.
Nullam consectetur ut massa id ultrices. Fusce consectetur at eros at mollis. Donec nec nibh fringilla, porttitor ipsum eget, aliquam neque. Quisque suscipit tortor in dui commodo, sed venenatis augue cursus. Etiam feugiat purus id justo elementum placerat. Sed interdum dictum nibh at sodales. Maecenas lobortis, metus ac sagittis lacinia, elit arcu varius felis, quis facilisis magna elit in leo. Proin condimentum orci sit amet dignissim imperdiet. Fusce sed iaculis felis. Maecenas sodales non magna vitae rutrum.
Nulla id ex massa. Sed vehicula sed quam non elementum. Aliquam luctus, enim vel molestie posuere, sem arcu laoreet justo, quis finibus nisl justo et magna. Vivamus malesuada elit in aliquam dignissim. Sed at tellus in orci vulputate ullamcorper. Integer magna sem, mattis id hendrerit non, tincidunt in est. Praesent posuere aliquet lobortis. Quisque euismod leo ut nisl pellentesque, et imperdiet dui dapibus.
Sed a erat nec risus pulvinar venenatis. Integer ultrices eros at aliquet efficitur. Orci varius natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Quisque ac maximus ante. Sed sodales, nisi et sagittis accumsan, diam odio consequat elit, et mollis dolor turpis tincidunt metus. Proin justo quam, tincidunt id convallis a, molestie hendrerit massa. Etiam pharetra turpis eu ultrices mollis.
Proin fermentum libero in purus cursus molestie. In varius magna eu ante maximus, eget rutrum felis iaculis. Maecenas hendrerit, diam eget vestibulum vehicula, est quam porta magna, a dictum urna mi ut libero. Vestibulum dictum quis lacus vitae eleifend. Integer sapien libero, pretium vitae euismod eget, semper eget ante. Vivamus mollis elementum odio vel hendrerit. Phasellus tristique, metus eget luctus tincidunt, ex enim faucibus ipsum, at dictum eros urna ac mi. Aenean imperdiet felis eu ultricies egestas. Vivamus fermentum convallis nisi, non sollicitudin felis posuere nec. Ut commodo sit amet felis semper dictum. Aenean accumsan, tellus id blandit aliquet, lorem nibh pellentesque mi, sit amet volutpat erat ligula ut est. Vivamus non posuere velit. Sed vel rutrum diam, non pulvinar nulla. Suspendisse quis gravida lectus, ac accumsan justo. Sed lobortis neque ante, a imperdiet nisl iaculis nec.
+11 -11
View File
@@ -140,17 +140,17 @@ ship text.
### 4. `games` (and the legacy `gen2compat`)
Pokemon Gold is Gen 2, and it runs its own battle engine, overworld, script
VM and save format. The mod API is shared across both generations (same hook
names, same event names, same registry names) but Gold cannot serve all of it
yet, so Gen 2 is opt-in. Say which games the mod is for:
Pokemon Gold and Silver are Gen 2, and they run their own battle engine,
overworld, script VM and save format. The mod API is shared across both
generations (same hook names, same event names, same registry names) but Gen 2
cannot serve all of it yet, so it is opt-in. Say which games the mod is for:
```json
"games": ["gen1", "gen2"]
```
Each entry is a version id (`"red"`, `"blue"`, `"yellow"`, `"gold"`), a
generation (`"gen1"`, `"gen2"`) or `"all"`;
Each entry is a version id (`"red"`, `"blue"`, `"yellow"`, `"gold"`,
`"silver"`), a generation (`"gen1"`, `"gen2"`) or `"all"`;
`src/mods/ModTargets.lua` resolves them off `GameVersion.ORDER` so nothing
restates the game list. `python3 tools/modkit.py scaffold my_mod --games
gen1,gen2` writes the key for you. The mod still installs to one directory,
@@ -159,10 +159,10 @@ gen1,gen2` writes the key for you. The mod still installs to one directory,
Absent means Gen 1 only, which is what every mod written before the key existed
was tested as. `"gen2compat": true` is the legacy spelling, still accepted and
purely additive (it *adds* the Gen 2 games), so no manifest can lose a game it
already ran on. On a Gold boot a mod claiming no Gen 2 game is not loaded at
all: the manager lists it as `ENABLED (NOT THIS GAME)` and says why, because a
mod that half-applies reads as a broken mod. Claim Gen 2 once you have actually
run your mod on Gold.
already ran on. On a Gold or Silver boot a mod claiming no Gen 2 game is not
loaded at all: the manager lists it as `ENABLED (NOT THIS GAME)` and says why,
because a mod that half-applies reads as a broken mod. Claim Gen 2 once you
have actually run your mod on Gold or Silver.
Every token is enforced, per game: the loader gates on the same
`ModTargets.supports` answer both mod surfaces draw, so `"games": ["blue"]`
@@ -173,7 +173,7 @@ before the key existed changes behavior; list both generations or say `"all"`
when you mean everywhere.
`docs/mod-api-gen2-compat.md` is the compatibility matrix: what works on Gold
today (40 of the 46 registries, 40 event and 43 hook names shared with Gen 1,
and Silver today (40 of the 46 registries, 40 event and 43 hook names shared with Gen 1,
and 24 Gen 2-only ones), which registries have no Gen 2 home and drop their
writes with a report, and which hooks and events are still to come.
`docs/preparing-your-mod-for-gen2.md` is the step-by-step migration guide for a
+18 -19
View File
@@ -4,8 +4,12 @@ A native LÖVE2D recreation of Poke Red, Blue and Yellow. The engine and map
behavior are hand-written Lua; game data and graphics are decoded from a ROM
supplied by the player.
And before you say, "that's not a recomp", you're wrong. Recomp is an acronym. ***Reverse Engineering Causes Obsessive Mental Problems***
[Click Here for the AI Use Disclosure!](AIDisclosure.md)
> [!CAUTION]
> **We are NOT affiliated with the website `gen1recomp[.]com`** That website is not run by this project, was not authorized by us, and we have no idea who operates it. It is impersonating this project; do not download anything from it, and treat anything it hosts or claims as untrustworthy. Even if the site currently links back to this repository, the people behind it can change its content at any time, so nothing on it should ever be trusted. This GitHub repository and the Discord linked below are the only official sources for this project.
> **We are NOT affiliated with the website `gen1recomp[.]com`** That website is not run by this project, was not authorized by us, and we have no idea who operates it. It is impersonating this project; do not download anything from it, and treat anything it hosts or claims as untrustworthy. Even if the site currently links back to this repository, the people behind it can change its content at any time, so nothing on it should ever be trusted. This GitHub repository and the Discord linked below are the only official sources for this project. Also, as I assumed would eventually happen, the idiot that made that website now pumped it full of adware. Please stay away from that website.
<p align="center"><img src="https://raw.githubusercontent.com/bryanthaboi/gen1recomp/refs/heads/dev/assets/logo/logo.png"></p>
@@ -49,18 +53,17 @@ supplied by the player.
### Watch the latest update video
[![Watch the latest update video](https://img.youtube.com/vi/8IOgqbe4YvA/maxresdefault.jpg)](https://www.youtube.com/watch?v=8IOgqbe4YvA)
[![Watch the latest update video](https://img.youtube.com/vi/yi7LkWQPKKM/maxresdefault.jpg)](https://youtu.be/yi7LkWQPKKM)
This project does not include a ROM, emulate the Game Boy, transpile assembly,
or download a disassembly. A canonical US Poke Red, Blue, Yellow, or Gold ROM
is the only game content input.
or download a disassembly. A canonical US Poke Red, Blue, Yellow, Gold, or
Silver ROM is the only game content input.
The ROM is verified, used during import, and then released from memory. It is
not copied into the cache. Later launches load the private generated cache and
do not ask for the ROM again. Red, Blue, Yellow, and Gold can all be imported
side by side. Gold is Gen 2 Phase 1 (import + launcher; see
`docs/gold-phase1.md`): the Gen 2 engine is still under construction.
do not ask for the ROM again. Red, Blue, Yellow, Gold, and Silver can all be
imported side by side. Gold and Silver are Gen 2 Phase 1 (import + launcher;
see `docs/gold-phase1.md`): the Gen 2 engine is still under construction.
## Quick Start
@@ -68,13 +71,14 @@ Open the desktop app. On first boot, choose your legally obtained `.gb` /
`.gbc` file or drop it onto the window. Import takes a few seconds and the
game starts automatically.
Only the canonical US Red, Blue, Yellow (1 MiB), and Gold (2 MiB) ROMs are
accepted. The importer verifies SHA-1 before creating any game data:
Only the canonical US Red, Blue, Yellow (1 MiB), Gold, and Silver (2 MiB)
ROMs are accepted. The importer verifies SHA-1 before creating any game data:
- Red: `ea9bcae617fdf159b045185467ae58b2e4a48b9a`
- Blue: `d7037c83e1ae5b39bde3c30787637ba1d4c48ce2`
- Yellow: `cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1`
- Gold: `d8b8a3600a465308c9953dfa04f0081c05bdcb94`
- Silver: `49b163f7e57702bc939d642a18f591de55d92dae`
The packaged app contains neither a ROM nor pre-extracted game data. Music,
sound effects, and cries are synthesized while the game runs from compact
@@ -215,7 +219,7 @@ entry: a desktop shortcut per game, a Steam entry, or a handheld frontend.
| Option | Effect |
| --- | --- |
| `--game=red` | boot Red, skipping the launcher (`blue` and `yellow` too, or just `r` / `b` / `y`) |
| `--game=red` | boot Red, skipping the launcher (`blue`, `yellow`, `gold` and `silver` too, or just `r` / `b` / `y` / `g` / `s`) |
| `--slot=2` | load that save slot; takes a slot number or a slot id |
| `--launcher` | open the launcher anyway, so you can edit a shortcut you already made |
@@ -328,7 +332,7 @@ Maps can be edited in our own build of [Tiled](https://www.mapeditor.org),
and exported back out as a mod; see
[docs/tiled-map-editing.md](docs/tiled-map-editing.md).
## Bugs and Ideas
## Bugs
Found a bug? A warp dropping you somewhere it shouldn't, a battle doing math
that looks wrong, text in the wrong box, anything that does not match the
@@ -337,12 +341,6 @@ original game.
Attach a screenshot if you can. It saves a lot of back and forth, and if you
can't get one, the form asks you to describe what you saw instead.
Thought of a feature that could be good, or a way to improve one that already
exists?
[Open a feature request](https://github.com/bryanthaboi/gen1recomp/issues/new?template=feature_request.yml).
Say what you want, why it is worth doing, and how you picture it working. A
request with real detail is one that can actually get built.
## More
- [Link play](https://github.com/bryanthaboi/gen1recomp/wiki/Guide-Link-Play)
@@ -350,7 +348,8 @@ request with real detail is one that can actually get built.
- [Save editor](https://github.com/bryanthaboi/gen1recomp/wiki/Guide-Save-Editor)
— edit party, boxes, items, events, and Pokédex flags outside the game.
- `docs/architecture.md` — runtime details;
`docs/behavior-porting-notes.md` — formula provenance.
`docs/behavior-porting-notes.md` — formula provenance;
`docs/link-security.md` — what link play defends against, and what it doesn't.
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@@ -0,0 +1,10 @@
# gb_anim -- bundled touch skin
Bezel art and overlay layout from libretro's `common-overlays`
(`gamepads/gb_anim_portrait`), licensed CC-BY-4.0:
https://github.com/libretro/common-overlays
`overlay.cfg` is the upstream `gb_big.cfg`, unmodified. It ships as the
reference skin for the RetroArch-overlay loader in
`src/core/TouchSkin.lua`: a full-device bezel, per-button press art, a
screen viewport, and page switching between the DMG and Color shells.
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+89
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@@ -0,0 +1,89 @@
overlays = 2
overlay0_name = "GameBoy"
overlay0_overlay = img/gb_back.png
overlay0_full_screen = true
overlay0_normalized = true
overlay0_range_mod = 1.0
overlay0_alpha_mod = 0.001
overlay0_viewport = "0.0,0.0,1.0,0.505"
overlay0_viewport_fill = true
overlay1_name = "GameBoyColor"
overlay1_overlay = img/gbc_back.png
overlay1_full_screen = true
overlay1_normalized = true
overlay1_range_mod = 1.0
overlay1_alpha_mod = 0.001
overlay1_viewport = "0.0,0.0,1.0,0.505"
overlay1_viewport_fill = true
# GameBoy
overlay0_descs = 18
overlay0_desc0 = "left,0.12778,0.73417,radial,0.09630,0.04635"
overlay0_desc0_overlay = img/gb_left.png
overlay0_desc1 = "right,0.35370,0.73417,radial,0.09630,0.04635"
overlay0_desc1_overlay = img/gb_right.png
overlay0_desc2 = "up,0.24074,0.67063,radial,0.08241,0.05417"
overlay0_desc2_overlay = img/gb_up.png
overlay0_desc3 = "down,0.24074,0.79771,radial,0.08241,0.05417"
overlay0_desc3_overlay = img/gb_down.png
overlay0_desc4 = "left|up,0.09259,0.65188,rect,0.06481,0.03646"
overlay0_desc5 = "right|up,0.38704,0.65188,rect,0.06481,0.03646"
overlay0_desc6 = "left|down,0.09259,0.81750,rect,0.06481,0.03646"
overlay0_desc7 = "right|down,0.38704,0.81750,rect,0.06481,0.03646"
overlay0_desc8 = "a,0.87407,0.72417,radial,0.08889,0.05000"
overlay0_desc8_overlay = img/gb_a_b.png
overlay0_desc9 = "b,0.68148,0.76584,radial,0.08889,0.05000"
overlay0_desc9_overlay = img/gb_a_b.png
overlay0_desc10 = "a|b,0.77037,0.73417,radial,0.02963,0.01667"
overlay0_desc11 = "a|b,0.78518,0.75584,radial,0.02963,0.01667"
overlay0_desc12 = "start,0.66666,0.93000,radial,0.07037,0.03958"
overlay0_desc12_overlay = img/gb_start_select.png
overlay0_desc13 = "select,0.33333,0.93000,radial,0.07037,0.03958"
overlay0_desc13_overlay = img/gb_start_select.png
overlay0_desc14 = "menu_toggle,0.05000,0.52800,radial,0.041296,0.02323"
overlay0_desc14_overlay = img/menu.png
overlay0_desc15 = "overlay_next,0.95000,0.52800,radial,0.041296,0.02323"
overlay0_desc15_overlay = img/rotate.png
overlay0_desc15_next_target = "GameBoyColor"
overlay0_desc16 = "rewind,0.05000,0.97500,radial,0.041296,0.02323"
overlay0_desc16_overlay =
overlay0_desc17 = "hold_fast_forward,0.95000,0.97500,radial,0.041296,0.02323"
overlay0_desc17_overlay =
# GameBoyColor
overlay1_descs = 18
overlay1_desc0 = "left,0.14078,0.73417,radial,0.08530,0.04635"
overlay1_desc0_overlay = img/gbc_left.png
overlay1_desc1 = "right,0.34270,0.73417,radial,0.08530,0.04635"
overlay1_desc1_overlay = img/gbc_right.png
overlay1_desc2 = "up,0.24074,0.67863,radial,0.08241,0.04617"
overlay1_desc2_overlay = img/gbc_up.png
overlay1_desc3 = "down,0.24074,0.78971,radial,0.08241,0.04617"
overlay1_desc3_overlay = img/gbc_down.png
overlay1_desc4 = "left|up,0.09259,0.65188,rect,0.06481,0.03646"
overlay1_desc5 = "right|up,0.38704,0.65188,rect,0.06481,0.03646"
overlay1_desc6 = "left|down,0.09259,0.81750,rect,0.06481,0.03646"
overlay1_desc7 = "right|down,0.38704,0.81750,rect,0.06481,0.03646"
overlay1_desc8 = "a,0.87407,0.72417,radial,0.08889,0.05000"
overlay1_desc8_overlay = img/gbc_a.png
overlay1_desc9 = "b,0.68148,0.76584,radial,0.08889,0.05000"
overlay1_desc9_overlay = img/gbc_b.png
overlay1_desc10 = "a|b,0.77037,0.73417,radial,0.02963,0.01667"
overlay1_desc11 = "a|b,0.78518,0.75584,radial,0.02963,0.01667"
overlay1_desc12 = "start,0.66666,0.93000,radial,0.07037,0.03958"
overlay1_desc12_overlay = img/gbc_start_select.png
overlay1_desc13 = "select,0.33333,0.93000,radial,0.07037,0.03958"
overlay1_desc13_overlay = img/gbc_start_select.png
overlay1_desc14 = "menu_toggle,0.05000,0.52800,radial,0.041296,0.02323"
overlay1_desc14_overlay = img/menu.png
overlay1_desc15 = "overlay_next,0.95000,0.52800,radial,0.041296,0.02323"
overlay1_desc15_overlay = img/rotate.png
overlay1_desc15_next_target = "GameBoy"
overlay1_desc16 = "rewind,0.05000,0.97500,radial,0.041296,0.02323"
overlay1_desc16_overlay =
overlay1_desc17 = "hold_fast_forward,0.95000,0.97500,radial,0.041296,0.02323"
overlay1_desc17_overlay =
+10
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@@ -0,0 +1,10 @@
# tv_crt -- bundled desktop bezel
CRT television border from libretro's `common-overlays`
(`borders/tv-integer.cfg` + `borders/img/tv-integer.png`), licensed
CC-BY-4.0: https://github.com/libretro/common-overlays
`overlay.cfg` is the upstream file, unmodified. It is the reference
DESKTOP skin: 1920x1080, `descs = 0` (pure decoration, no touch buttons),
and a `viewport` naming the transparent screen hole, so the Game Boy
picture is fitted into the TV's tube instead of the whole window.
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+6
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@@ -0,0 +1,6 @@
overlays = 1
overlay0_overlay = img/tv-integer.png
overlay0_full_screen = true
overlay0_descs = 0
overlay0_viewport = "0.2335,0.0855,0.5335,0.830"
overlay0_viewport_fill = true
+2
View File
@@ -133,6 +133,8 @@ mkdir -p "$GAME_SRC"
(cd "$SOURCE_DIR" && zip -q -9 -r "$WORK/game-payload.zip" \
main.lua conf.lua src libs data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
if unzip -Z1 "$WORK/game-payload.zip" \
| grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/'; then
+23
View File
@@ -92,6 +92,7 @@ mkdir -p "$GAME_SRC"
main.lua conf.lua src libs data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
payload_list="$(unzip -Z1 "$WORK/game-payload.zip")"
printf '%s\n' "$payload_list" \
@@ -99,6 +100,8 @@ printf '%s\n' "$payload_list" \
&& fail "payload unexpectedly contains generated ROM data"
printf '%s\n' "$payload_list" | grep -qxF "tools/rom_manifest_gold.json" \
|| fail "payload is missing tools/rom_manifest_gold.json"
printf '%s\n' "$payload_list" | grep -qxF "tools/rom_manifest_silver.json" \
|| fail "payload is missing tools/rom_manifest_silver.json"
unzip -q "$WORK/game-payload.zip" -d "$GAME_SRC"
rm -f "$WORK/game-payload.zip"
@@ -193,6 +196,26 @@ get_controls
[ -f "${controlfolder}/mod_${CFW_NAME}.txt" ] && source "${controlfolder}/mod_${CFW_NAME}.txt"
GAMEDIR="$SHDIR/gen1recomp"
# Anbernic stock keeps the launcher and the game folder side by side, so the
# SHDIR-relative path above is correct there and is tried first.
#
# Other firmwares (muOS, and PortMaster's layout on several devices) keep
# launcher scripts and port data in SEPARATE trees -- scripts under roms/ports,
# data under ports -- so the sibling folder holds no game.
#
# Probe for the BINARY, not the directory: on a split layout this script has
# usually already created "$SHDIR/gen1recomp/conf" and log.txt on an earlier
# failed run (see mkdir/tee below), so an existence test matches a decoy of our
# own making. Stock is unaffected -- its sibling holds the real binary and wins
# on the first test.
if [ ! -f "$GAMEDIR/bin/love.aarch64" ]; then
for candidate in "/$directory/ports/gen1recomp" \
"/mnt/sdcard/ports/gen1recomp" \
"/mnt/mmc/ports/gen1recomp" \
"/roms/ports/gen1recomp"; do
if [ -f "$candidate/bin/love.aarch64" ]; then GAMEDIR="$candidate"; break; fi
done
fi
CONFDIR="$GAMEDIR/conf"
mkdir -p "$CONFDIR"
+15 -2
View File
@@ -6,18 +6,30 @@ function love.conf(t)
local editor = os.getenv("POKEPORT_EDITOR") == "1"
local developer = os.getenv("POKEPORT_DEV") == "1"
local companion = nil
if arg then
for _, a in ipairs(arg) do
if a == "--editor" then editor = true end
if a == "--developer" then developer = true end
local port, token = a:match("^%-%-display%-companion=(%d+),([%w]+)$")
if port then companion = { port = tonumber(port), token = token } end
end
end
-- main.lua runs in the same Lua state right after conf.lua; stash the
-- decision in a global so it doesn't need to reparse `arg`.
_G.POKEPORT_EDITOR_MODE = editor
_G.POKEPORT_DEV_MODE = developer
_G.POKEPORT_DISPLAY_COMPANION = companion
if editor then
if companion then
t.identity = "pokemon-love2d-companion"
t.window.title = "gen1recomp Secondary Display"
t.window.width = 640
t.window.height = 576
t.window.minwidth = 160
t.window.minheight = 144
t.window.resizable = true
elseif editor then
-- Same identity as the game, deliberately: the editor edits the game's
-- saves and reads the game's ROM cache, both of which live under this
-- folder. A private editor identity would point love.filesystem at an
@@ -51,7 +63,8 @@ function love.conf(t)
end
t.version = love._os == "iOS" and "12.0" or "11.5"
t.window.vsync = 1
t.modules.joystick = true
t.modules.audio = not companion
t.modules.joystick = not companion
t.modules.physics = false
-- love.system is not loaded during love.conf; love._os is set by the
+6 -3
View File
@@ -25,8 +25,10 @@
local Menu = require("src.ui.Menu")
local TextBox = require("src.render.TextBox")
-- TMNotebookText (data/text/text_2.asm) has no leading underscore, so the
-- extractor never collects it and the pamphlet's text is inlined.
-- TMNotebookText (data/text/text_2.asm) has no leading underscore, but the
-- extractor now collects any top-level label in a dedicated text file
-- regardless (tools/extract/text.py), so this is the real ROM label --
-- the literal below is only the fallback for a catalog without it.
local TM_NOTEBOOK_TEXT = "It's a pamphlet\non TMs.\f...\f"
.. "There are 50 TMs\nin all.\f"
.. "There are also 5\nHMs that can be\vused repeatedly.\f"
@@ -70,7 +72,8 @@ return {
return true
end
if fx == 3 and fy == 4 then
game.stack:push(TextBox.new(game, TM_NOTEBOOK_TEXT))
local text = game.data.text or {}
game.stack:push(TextBox.new(game, text.TMNotebookText or TM_NOTEBOOK_TEXT))
return true
end
return false
+19
View File
@@ -5,8 +5,27 @@
-- voucher exchange and the BICYCLE/CANCEL price window need more than
-- command rows (#568).
local TextBox = require("src.render.TextBox")
-- data/events/hidden_events.asm:542
local BIKE_DISPLAYS = {
{ 1, 0 }, { 2, 1 }, { 1, 2 }, { 3, 2 }, { 0, 4 }, { 1, 5 },
}
return {
BIKE_SHOP = {
-- engine/events/hidden_events/new_bike.asm:1
onInteract = function(game, ow, fx, fy)
for _, c in ipairs(BIKE_DISPLAYS) do
if c[1] == fx and c[2] == fy then
game.stack:push(TextBox.new(game,
(game.data.text or {})._NewBicycleText or "A shiny new\nBICYCLE!"))
return true
end
end
return false
end,
talk = {
-- BikeShopMiddleAgedWomanText (pokered/scripts/BikeShop.asm):
-- always shows the same flavor line, no branching.
+10 -7
View File
@@ -15,10 +15,10 @@ return {
-- pick the dish: bit 7 set (~50%) -> Salmon du Salad, else bit 4
-- set (~25%) -> Eels au Barbecue, else (~25%) -> Prime Beef Steak.
-- The three dish texts (SSAnneKitchenCook7SalmonDuSaladText /
-- ...EelsAuBarbecueText / ...PrimeBeefSteakText) aren't extracted
-- into data/generated/text.lua (no leading underscore in
-- pokered/text/SSAnneKitchen.asm), so their literal strings are
-- ported here verbatim.
-- ...EelsAuBarbecueText / ...PrimeBeefSteakText) have no leading
-- underscore in pokered/text/SSAnneKitchen.asm, but the extractor
-- collects them regardless (tools/extract/text.py); the literals
-- below are only the fallback for a catalog without them.
TEXT_SSANNEKITCHEN_COOK7 = function(game, ow, npc, done)
local t = game.data.text
push(game, t._SSAnneKitchenCook7MainCourseIsText
@@ -27,13 +27,16 @@ return {
local dish
if roll <= 2 then
-- bit 7 of hRandomAdd set (~50%)
dish = "Salmon du Salad!\fLes guests may\ngripe it's fish\vagain, however!"
dish = t.SSAnneKitchenCook7SalmonDuSaladText
or "Salmon du Salad!\fLes guests may\ngripe it's fish\vagain, however!"
elseif roll == 3 then
-- bit 4 set, bit 7 clear (~25%)
dish = "Eels au Barbecue!\fLes guests will\nmutiny, I fear."
dish = t.SSAnneKitchenCook7EelsAuBarbecueText
or "Eels au Barbecue!\fLes guests will\nmutiny, I fear."
else
-- neither bit set (~25%)
dish = "Prime Beef Steak!\fBut, have I enough\nfillets du beef?"
dish = t.SSAnneKitchenCook7PrimeBeefSteakText
or "Prime Beef Steak!\fBut, have I enough\nfillets du beef?"
end
push(game, dish, done)
end)
+11 -10
View File
@@ -60,22 +60,23 @@ M.VIRIDIAN_CITY = {
-- you want to know about the two kinds of caterpillar Pokemon;
-- YES -> CATERPIE/WEEDLE description, NO -> "Oh, OK then!".
-- ViridianCityYoungster2OkThenText and
-- ViridianCityYoungster2CaterpieAndWeedleDescriptionText are
-- defined without a leading underscore in pokered/text/ViridianCity.asm
-- and aren't present in data/generated/text.lua, so we fall back to
-- the literal strings from pokered. Those fallbacks have to carry the
-- extractor's markers, not plain newlines: line -> \n, cont -> \v,
-- para -> \f. Spelling cont/para as \n and \n\n put all six lines on
-- one page with nothing to wait on, so the whole speech scrolled past
-- without a button press (#250).
-- ViridianCityYoungster2CaterpieAndWeedleDescriptionText are defined
-- without a leading underscore in pokered/text/ViridianCity.asm, but
-- tools/extract/text.py now collects them regardless -- the literal
-- strings below are only the fallback for a catalog without them.
-- Those fallbacks have to carry the extractor's markers, not plain
-- newlines: line -> \n, cont -> \v, para -> \f. Spelling cont/para as
-- \n and \n\n put all six lines on one page with nothing to wait on,
-- so the whole speech scrolled past without a button press (#250).
TEXT_VIRIDIANCITY_YOUNGSTER2 = function(game, ow, npc, done)
local t = text(game)
ask(game, t._ViridianCityYoungster2YouWantToKnowAboutText
or "You want to know\nabout the 2 kinds\vof caterpillar\vPOKéMON?", function(yes)
if yes then
push(game, "CATERPIE has no\npoison, but\vWEEDLE does.\fWatch out for its\nPOISON STING!", done)
push(game, t.ViridianCityYoungster2CaterpieAndWeedleDescriptionText
or "CATERPIE has no\npoison, but\vWEEDLE does.\fWatch out for its\nPOISON STING!", done)
else
push(game, "Oh, OK then!", done)
push(game, t.ViridianCityYoungster2OkThenText or "Oh, OK then!", done)
end
end)
end,
+1
View File
@@ -168,6 +168,7 @@ return {
{ "jump_if_true", "come_see" },
{ "set_flag", "EVENT_GOT_POKEBALLS_FROM_OAK" },
{ "give_item", "POKE_BALL", 5, false },
{ "text_sound", "Get_Key_Item" }, -- OaksLab.asm:1060
{ "show_text", "_OaksLabOak1ReceivedPokeballsText" },
{ "show_text", "_OaksLabGivePokeballsExplanationText" },
{ "jump", "end" },
+23 -3
View File
@@ -702,6 +702,23 @@ M.MT_MOON_B2F = {
return false
end,
talk = {
-- MtMoonB2FSuperNerdText: once beaten his line turns on the fossils
-- (scripts/MtMoonB2F.asm:187), which the header's flat `after` can't hold
TEXT_MTMOONB2F_SUPER_NERD = function(game, ow, npc, done)
if not superNerdBeaten(ow) then
engageSuperNerd(game, ow, done)
return
end
local TextBox = require("src.render.TextBox")
local t = game.data.text
local flags = game.save.flags
local line = (flags.EVENT_GOT_DOME_FOSSIL or flags.EVENT_GOT_HELIX_FOSSIL)
and (t._MtMoonB2FSuperNerdTheresAPokemonLabText
or "Far away, on\nCINNABAR ISLAND,\nthere's a POKéMON\nLAB.")
or (t._MtMoonB2fSuperNerdEachTakeOneText
or "We'll each take\none!\nNo being greedy!")
game.stack:push(TextBox.new(game, line, done))
end,
TEXT_MTMOONB2F_DOME_FOSSIL = mtMoonFossil(
"DOME_FOSSIL", "MTMOONB2F_HELIX_FOSSIL", "EVENT_GOT_DOME_FOSSIL"),
TEXT_MTMOONB2F_HELIX_FOSSIL = mtMoonFossil(
@@ -716,7 +733,8 @@ local function museumClerk(game, ow, done, onDecline)
local t = game.data.text or {}
if game.save.flags.EVENT_BOUGHT_MUSEUM_TICKET then
game.stack:push(TextBox.new(game,
"Take your time,\nand enjoy it all!", done))
t._Museum1FScientist1TakePlentyOfTimeText
or "Take your time,\nand enjoy it all!", done))
return
end
-- scripts/Museum1F.asm:72
@@ -734,10 +752,12 @@ local function museumClerk(game, ow, done, onDecline)
{ money = money }))
elseif yes then
game.stack:push(TextBox.new(game,
"You don't have\nenough money.", onDecline or done, { money = money }))
t._Museum1FScientist1DontHaveEnoughMoneyText
or "You don't have\nenough money.", onDecline or done, { money = money }))
else
game.stack:push(TextBox.new(game,
"Come again!", onDecline or done, { money = money }))
t._Museum1FScientist1ComeAgainText
or "Come again!", onDecline or done, { money = money }))
end
end }))
end
+41 -28
View File
@@ -118,33 +118,36 @@ M.ROUTE_15_GATE_2F = {
M.MT_MOON_POKECENTER = {
talk = {
TEXT_MTMOONPOKECENTER_MAGIKARP_SALESMAN = function(game, ow, npc, done)
local t = text(game)
if game.save.flags.EVENT_BOUGHT_MAGIKARP then
push(game, t._MtMoonPokecenterMagikarpSalesmanNoRefundsText
or "Well, I don't\ngive refunds!", done)
return
end
ask(game, t._MtMoonPokecenterMagikarpSalesmanOfferText
or "MAGIKARP! A\nsteal at ¥500!\nWant one?", function(yes)
if not yes then
push(game, t._MtMoonPokecenterMagikarpSalesmanNoText
or "No? I'm only\nselling today!", done)
return
end
if game.save.money < 500 then
push(game, t._MtMoonPokecenterMagikarpSalesmanNoMoneyText
or "You'll need more\nmoney than that!", done)
return
end
game.save.money = game.save.money - 500
game.save.flags.EVENT_BOUGHT_MAGIKARP = true
local Commands = require("src.script.Commands")
Commands.give_pokemon({ save = game.save, game = game, overworld = ow },
"MAGIKARP", 5)
push(game, t._GotMonText or "{PLAYER} got\n{RAM:wNameBuffer}!", done)
end)
end,
-- command rows, not a Lua handler: give_pokemon needs a runner to AskName (#1407)
TEXT_MTMOONPOKECENTER_MAGIKARP_SALESMAN = {
{ "check_flag", "EVENT_BOUGHT_MAGIKARP" },
{ "jump_if_true", "no_refunds" },
-- MONEY_BOX goes up between the offer and YesNoChoice -- MtMoonPokecenter.asm:31
{ "text_opts", { money = true } },
{ "ask", "_MtMoonPokecenterMagikarpSalesmanIGotADealText" },
{ "jump_if_false", "declined" },
{ "check_money", 500 },
{ "jump_if_false", "no_money" },
{ "give_pokemon", "MAGIKARP", 5 },
-- MtMoonPokecenter.asm:49 `jr nc, .done`: a refused gift is never charged
{ "jump_if_false", "box_full" },
{ "take_money", 500 },
{ "set_flag", "EVENT_BOUGHT_MAGIKARP" },
{ "text_sound", "Get_Item1" },
{ "show_text", "_GotMonText", { RAM = "MAGIKARP" } },
{ "jump", "end" },
{ "label", "box_full" },
{ "show_text", "_BoxIsFullText" },
{ "jump", "end" },
{ "label", "declined" },
{ "show_text", "_MtMoonPokecenterMagikarpSalesmanNoText" },
{ "jump", "end" },
{ "label", "no_money" },
{ "show_text", "_MtMoonPokecenterMagikarpSalesmanNoMoneyText" },
{ "jump", "end" },
{ "label", "no_refunds" },
{ "show_text", "_MtMoonPokecenterMagikarpSalesmanNoRefundsText" },
},
},
}
@@ -513,7 +516,17 @@ M.ROUTE_24 = {
push(game, text(game)._Route24CooltrainerM1YouCouldBecomeATopLeaderText,
done)
else
ow:engageTrainer(npc, done)
-- scripts/Route24.asm:125
ow:engageTrainer(npc, function()
if ow:trainerDefeated(npc) then
-- scripts/Route24.asm:62
push(game,
text(game)._Route24CooltrainerM1YouCouldBecomeATopLeaderText,
done)
else
done()
end
end, text(game)._Route24CooltrainerM1DefeatedText, true)
end
end
if not flags.EVENT_GOT_NUGGET then
+6 -5
View File
@@ -122,9 +122,8 @@ M.CINNABAR_LAB_METRONOME_ROOM = {
-- TM42 Dream Eater (scripts/ViridianCity.asm, the fisher). The fisher's
-- YouCanHaveThisText prints before GiveItem, so this gift needs a pre
-- text (#775). Like the SilphCo2F worker (#393) that label carries no
-- leading underscore, and on Red it sits outside the extractor's symbol
-- set, so the literal from text/ViridianCity.asm rides along as the
-- fallback; Yellow resolves the ROM string instead.
-- leading underscore; tools/extract/text.py now collects it regardless,
-- so preFallback below is just the safety net for a catalog without it.
M.VIRIDIAN_CITY = {
talk = {
TEXT_VIRIDIANCITY_FISHER = gift({
@@ -146,9 +145,11 @@ M.SILPH_CO_2F = {
talk = {
TEXT_SILPHCO2F_SILPH_WORKER_F = gift({
flag = "EVENT_GOT_TM36", item = "TM_SELFDESTRUCT",
-- the label carries no leading underscore: pokered keeps this one in
-- the script bank, not the far-text bank (#393)
-- the label carries no leading underscore (#393); collected like any
-- other text/*.asm label now, preFallback is just the safety net
pre = "SilphCo2FSilphWorkerFPleaseTakeThisText",
preFallback = "Eeek!\nNo! Stop! Help!\fOh, you're not\nwith TEAM ROCKET."
.. "\vI thought...\vI'm sorry. Here,\vplease take this!",
received = "_SilphCo2FSilphWorkerFReceivedTM36Text",
explain = "_SilphCo2FSilphWorkerFTM36ExplanationText",
noRoom = "_SilphCo2FSilphWorkerFTM36NoRoomText",
+5 -4
View File
@@ -7,9 +7,9 @@ local M = {}
local function text(game) return game.data.text end
local function push(game, s, done)
local function push(game, s, done, opts)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, done))
game.stack:push(TextBox.new(game, s, done, opts))
end
-- PrintText on a text_end string returns with the box still drawn and
@@ -236,7 +236,6 @@ M.CINNABAR_GYM = {
if yes == machine.yes then
-- CinnabarGymQuizCorrectText: item jingle, then the gate
-- slides open (SFX_GO_INSIDE) if it was still locked
Sound.play(game.data, "Get_Item1")
push(game, t._CinnabarGymQuizCorrectText
or "You're absolutely\ncorrect!\fGo on through!", function()
if not game.save.flags[gymGateFlag(index)] then
@@ -244,7 +243,9 @@ M.CINNABAR_GYM = {
Sound.play(game.data, "Go_Inside")
end
applyGymGates(game, ow)
end)
end, { preSound = function()
return Sound.play(game.data, "Get_Item1")
end })
return
end
Sound.play(game.data, "Denied")
+6 -6
View File
@@ -17,9 +17,9 @@ local function surfingPikachu(game)
return nil
end
local function push(game, text, done)
local function push(game, text, done, opts)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, text, done))
game.stack:push(TextBox.new(game, text, done, opts))
end
-- the two-variant posters: the surf-capable line once a surfing
@@ -69,11 +69,11 @@ return {
TEXT_SUMMERBEACHHOUSE_PIKACHU = function(game, ow, npc, done)
local t = game.data.text
-- scripts/SummerBeachHouse.asm:68
push(game, t._SummerBeachHousePikachuText or "PIKACHU: Pikaa!",
function()
require("src.core.Sound").playCry(game.data, "PIKACHU")
done()
end)
done, { auto = { wait = true, delay = 0, sound = function()
return require("src.core.Sound").playCry(game.data, "PIKACHU")
end } })
end,
TEXT_SUMMERBEACHHOUSE_POSTER1 = poster(1),
+120
View File
@@ -0,0 +1,120 @@
# Link play: threat model and what the code actually guarantees
Link play is the only part of this game that reads bytes written by
somebody else. This is what it defends against, what it does not, and
where each guarantee lives.
## The boundary
Everything a peer or the relay sends arrives as one JSON object per line.
There is exactly one place it becomes a message:
src/link/Net.lua reads bytes, frames lines, decodes JSON
src/link/Wire.lua rebuilds each line as a typed message
src/link/Session.lua the only path from a transport into a mode
`Session:update` runs `Wire.sanitize` on every message before anything
else sees it. A schema returns a **new** table holding only the fields it
names, at the Lua types it names, so the rest of `src/link/` can read
`msg.slot`, `msg.parts.actives` or `msg.mons[i].dvs.hp` directly and be
right by construction. A message with no schema (a mod's, or a future
build's) keeps a bounded, scalar-only copy of its payload instead of
being dropped.
A message that fails its schema is **dropped and logged**, never fatal.
Latching a terminal failure would hand a hostile peer a cheaper
disconnect than sending nothing at all.
### Why the bounds are loose
Wire's numeric bounds are deliberately wider than the game's own clamps in
`Protocol.unpackMon`. Both peers run identical clamps over identical
packets; a bound that bit an honest value would change one side's copy of
a mon and desync the lockstep. Wire's job is types and sizes. Rules are
`Protocol`'s job, and it keeps its own clamps for the callers that reach
it without a Session (the mod API, `tests/`).
### Containment behind it
Assume something still gets through:
- `Game:step` pcalls the link pump, and pcalls `stack:update` **only
while a link session is active**. On a throw, `Game:breakLink` closes
the connection, unwinds to the overworld and says "The link was
broken." Outside link play the stack is unguarded on purpose: a blanket
pcall would swallow real engine bugs and leave the game silently wrong
instead of loudly broken.
- `Net` caps `rxBuf` at 256KB and its per-frame read at 512KB, so a peer
that never sends a newline ends as a clean disconnect.
- `Json.decode` refuses documents nested past 64 levels, and takes an
optional length cap that the link path passes and the mod-manifest path
does not.
## The relay (`../pokeserver`)
- A line that is not a JSON **object** with a string `type` is dropped
before any handler runs, and `onLine` is wrapped in try/catch.
`server.js` installs `uncaughtException`/`unhandledRejection` handlers:
one bad packet must never take every live match down with the process.
- Line buffers are capped, lines per second are capped, connections per
IP and in total are capped, and an unbound connection that never hosts
or joins is swept after 30s.
- `SERVER_ONLY` is the set of message types the server is the only
legitimate author of (`peer_gone`, `bracket_update`, `match_start`,
`tournament_over`, `spectate`, ...). A peer that sends one has them
dropped rather than forwarded, so a bracket opponent cannot forge a
tournament result or fake "your opponent left".
- Trainer names are reduced to a printable subset and capped at the same
10 characters the game enforces, on the way in, because they are
rendered by the dashboard and broadcast to every participant.
`pokeserver/test/hostile.js` is the regression net for all of that.
## What is NOT defended
**Party legality is trust-the-client.** Online play meets strangers, and
`Handshake.onlineAllowed` is a Lua function in the same VM the mods load
into. It cannot be made tamper-proof in-process, and pretending otherwise
would only cost honest mod authors. What lockstep and
`Protocol.unpackMon`'s recompute-from-species-data *do* guarantee is that
a cheater cannot invent stats, moves, or a shiny: every derived value is
rebuilt locally from real species data. They can send a legal party they
farmed or edited. That is the honest boundary.
What the relay does instead is **observe and record**. It already sees
every `hello`, so it keeps each connection's self-reported
`engineVersion`, `fingerprint` and `linkModified`, compares the two sides
of a room or a live tournament match, and logs and surfaces a
`modded` / `fingerprint_mismatch` / `version_skew` flag on the dashboard.
A patched client can still lie; what it cannot do is lie without the
tournament organizer having a record of it.
Client-side attestation is deliberately not built. This is an
open-source Lua game: it would be theater, and it would break honest
mods.
**The relay has no TLS.** Port 7778 is plaintext, so party contents,
trades and trainer names are visible to anyone on the network path. There
is nothing secret in a Pokemon party, but it is a real property of the
system and not an oversight. Fixing it means a TLS terminator in front of
the relay and a client that speaks it, which is a version break for every
shipped build.
**The dashboard has no default password.** `DASHBOARD_PASSWORD` is
required; with it unset the relay runs and the dashboard simply does not
start. It is still Basic Auth over plain HTTP, so it belongs behind an
IP restriction or an SSH tunnel (`pokeserver/DEPLOY.md`).
## Tests
luajit tests/link_hostile.lua every message type x every wrong type
luajit tests/link_desync_fuzz.lua lockstep fuzz, plus a mutation mode
luajit tests/run_link_tests.lua both of the above, plus the rest
cd ../pokeserver && npm test relay smoke, 16-player bracket, hostile
`tests/link_hostile.lua` builds its corpus from a template per message
type, replaces each field (and several nested ones) with every wrong Lua
type, and drives the survivors through the real trade session, a real
lockstep battle, a real spectator battle, and the tournament screen
**including its draw** -- because the two nastiest payloads are
delayed-fuse ones that crash on render rather than on receipt.
+11 -8
View File
@@ -105,8 +105,9 @@ trixie.
This is a statement about the *compile environment*, not about where the
artifact runs — building on your own newer distro would silently raise that
floor and strand every user on an older one, with no symptom until they
download it. CI enforces the floor: `linux-arm64-build` fails if the highest
required glibc symbol version climbs above 2.31.
download it. `scripts/linux-arm64/verify_appimage.sh` enforces the floor in
both CI (`linux-arm64-build`) and the release workflow: the build fails if
the highest required glibc symbol version climbs above 2.31.
### Why five libraries are built from source
@@ -172,13 +173,15 @@ Three jobs, path-gated on `scripts/build_linux_arm64.sh`,
exclude list still classifies known sonames correctly, that AppRun still
launches `game.love` with `--fused`, and that the host-arch guard actually
fires. Needs no container and no arm64 machine.
- **`linux-arm64-build`** (`ubuntu-24.04-arm`) — the real build, then extracts
the artifact and asserts the layout, that every bundled object resolves
under AppRun's `LD_LIBRARY_PATH`, and that the glibc floor is still ≤ 2.31.
Uploads the AppImage for 7 days.
- **`linux-arm64-build`** (`ubuntu-24.04-arm`) — the real build, then
`scripts/linux-arm64/verify_appimage.sh` extracts the artifact and asserts
the layout, that every bundled object resolves under AppRun's
`LD_LIBRARY_PATH`, and that the glibc floor is still ≤ 2.31. Uploads the
AppImage for 7 days.
- **release**`linux-arm64` runs on `ubuntu-24.04-arm`, reuses the shared
`game.love` from the `love-payload` job, and the AppImage is staged and
published like every other release asset.
`game.love` from the `love-payload` job, runs the same
`verify_appimage.sh` checks on the shipped image, and the AppImage is
staged and published like every other release asset.
Unlike the Switch job, none of this needs secrets or self-hosted hardware, so
it runs on fork PRs too.
+11 -8
View File
@@ -55,9 +55,10 @@ The short version, for an author deciding what to write:
```
`games` is an optional array of version ids (`"red"`, `"blue"`, `"yellow"`,
`"gold"`), generations (`"gen1"`, `"gen2"`, case-insensitive) or `"all"`.
`src/mods/ModTargets.lua` resolves the tokens off `GameVersion.ORDER` and
`GameVersion.generation`, so nothing anywhere restates the game list.
`"gold"`, `"silver"`), generations (`"gen1"`, `"gen2"`, case-insensitive) or
`"all"`. `src/mods/ModTargets.lua` resolves the tokens off `GameVersion.ORDER`
and `GameVersion.generation`, so nothing anywhere restates the game list.
`"gen2"` now expands to both Gold and Silver.
`Manifest.validate` stores the resolved, ORDER-sorted ids on `manifest.games`
and **derives** `manifest.gen2compat` from them, which is the one field the
loader's gate reads.
@@ -512,8 +513,9 @@ gains a field instead of the name gaining a prefix.
id under Gen 1's `name` key, which is the one payload difference the
numeric flag space forces.
- *Menus (`src/ui/gen2/`):* `ui.start_menu.items`, `ui.title_menu.items`,
`ui.options.rows`, `ui.party.submenu`, `ui.naming.grid`, `ui.pc.items`,
`ui.list_menu`, `transition.style`. `ui.list_menu` covers Gold's script
`ui.options.rows`, `ui.party.submenu`, `ui.party.grid_navigation`,
`ui.naming.grid`, `ui.pc.items`, `ui.list_menu`, `transition.style`.
`ui.list_menu` covers Gold's script
menus (`ScriptMenu.lua`); the `Chrome.List` widget the START and title
menus draw with does not raise it yet, so those two are composed through
their own hooks only.
@@ -540,8 +542,9 @@ gains a field instead of the name gaining a prefix.
`battle.crit`, `battle.accuracy`, `battle.turn_order`,
`battle.enemy_action`, `battle.run`, `battle.exp_award`, `exp.gain`,
`catch.rate`, `trainer.party`, `battle.overlay`, `battle.low_health_alarm`,
`battle.catch_exp`, `battle.bottom_ui_visible` and
`battle.status_hud_visible`. One payload difference: Gen 1's vanilla
`battle.catch_exp`, `battle.bottom_ui_visible`,
`battle.status_hud_visible` and `battle.move_grid_navigation`. One payload
difference: Gen 1's vanilla
`battle.low_health_alarm` link reads `ctx.battle.data`, and Gold's battle
screen has no `.data` field, so the Gen 2 site **adds** `ctx.data` beside the
Gen 1 keys. A mod that calls `nextFn` is unaffected; one that reaches through
@@ -554,7 +557,7 @@ gains a field instead of the name gaining a prefix.
passes `game`; positions 2-4 (mon, row, trigger) match.
- *The frame (`src/core/Game2.lua`):* hooks `input.step`, `input.pointer`,
`render.zones`, `render.compose`, `render.output_enabled`, `render.output`,
`render.letterbox`, `render.hud`. Each sits
`render.letterbox`, `render.hud`, `render.viewport`, `render.window`. Each sits
at the same moment `src/core/Game.lua` and `src/render/Renderer.lua` raise it
-- the logic tick before the pad is read, a pointer the touch overlay gets
first refusal on, the palette zone list handed to the present pass, the
+66 -19
View File
@@ -81,7 +81,7 @@ Every mod contains a root `manifest.json` defining its metadata, supported games
| `entry` | `string` | Entry Lua file path relative to mod root (usually `"main.lua"`). |
| `profile` | `string` | Mod profile: `"content"`, `"overhaul"`, or `"total_conversion"`. |
| `category` | `string` | Categorization chip (e.g. `"GAMEPLAY"`, `"CONTENT"`, `"UI"`, `"AUDIO"`). |
| `games` | `array` | Supported game versions: `["gen1"]`, `["gen2"]`, `["red"]`, `["blue"]`, `["yellow"]`, `["gold"]`, or `["all"]`. |
| `games` | `array` | Supported game versions: `["gen1"]`, `["gen2"]`, `["red"]`, `["blue"]`, `["yellow"]`, `["gold"]`, `["silver"]`, or `["all"]`. |
| `game_version`| `string` | Semver range of required engine version (e.g. `">=0.0.0-dev <2.0.0"`). |
| `priority` | `integer` | Load priority order (lower numbers load earlier; dependencies always precede dependents regardless of priority). |
| `dependencies` | `array` | Hard required dependencies. A mod will not load if a required dependency is missing or disabled for the active game. |
@@ -223,20 +223,29 @@ scripts, battles, and transitions leave the party untouched.
start at the player's current position. Both games expose `bicycle`, `fish`,
`cut`, `surf`, `strength`, `flash`, `dig`, and `teleport`; Gold additionally
exposes `headbutt`, `whirlpool`, `waterfall`, `sweet_scent`, and the
contextual `squirtbottle` key item. Fishing rows include the owned rods that
are valid choices. The list is empty while the world is busy, and omits an
action whenever its item, move, badge, terrain, or engine state forbids it.
contextual `squirtbottle` key item. Red additionally exposes `softboiled` with
eligible `sources`; each source contains its eligible `targets`. Fishing rows
include the owned rods that are valid choices. The list is empty while the
world is busy, and omits an action whenever its item, move, badge, terrain, or
engine state forbids it.
The optional second return is `"world is busy"` during transient input locks
or `"no overworld"` before a playable world exists.
Call `mod.world:useFieldAction(id, opts)` to perform a listed action through
the active game's own field-item path. Fishing accepts `{ rod = "OLD_ROD" }`
and chooses automatically when only one rod is available. Invalid, stale, and
busy requests return `nil` plus a reason without changing game state. Mods do
not need generation-specific badge, terrain, bike, fishing, or field-move
and chooses automatically when only one rod is available. Red's `softboiled`
accepts one-based `{ sourceSlot, targetSlot }` values copied from its action
record. Invalid, stale, and busy requests return `nil` plus a reason without
changing game state. Mods do not need generation-specific badge, terrain,
bike, fishing, or field-move
logic. Action lists are extensible; callers should render the records they
understand and ignore unknown ids rather than assuming a fixed list length.
Red exposes FLY separately because it requires a destination picker:
`mod.world:canFly()` reports whether FLY is eligible at the current location,
and `mod.world:flyTo(mapId)` accepts only a visited destination from the native
Fly town list. Gold does not expose these two methods yet.
## Read-only battle snapshots
`mod.battle:snapshot()` returns `nil` outside a battle and a copied battle
@@ -259,10 +268,10 @@ an optional stock `catchChance` percentage.
`prompt` describes the currently visible choice (`menu`, `moves`, `party`,
`advance`, `safari`, or `mimic`) and is `locked` when another screen or battle
phase owns input. Generation-specific features remain optional: Gen 1 includes
battle medicine, balls, catch previews, Safari balls, and Mimic choices;
Gold currently returns an empty `items` list rather than guessing at its
pocketed PACK flow. Callers should ignore unknown fields and tolerate absent
optional ones.
battle medicine, balls, catch previews, Safari balls, and Mimic choices. Gold
exposes balls and their exact stock catch previews; targeted medicine remains
screen-owned and is omitted rather than guessing at its pocketed PACK flow.
Callers should ignore unknown fields and tolerate absent optional ones.
## Battle menu intents
@@ -278,10 +287,16 @@ The shared Red, Blue, Yellow, and Gold intents are:
- `{ kind = "move", slot = 1..4 }`
- `{ kind = "back" }` while the move menu is active
Red, Blue, and Yellow also expose their generation-specific choices:
- `{ kind = "safari", action = "ball" }` (`bait`, `rock`, and `run` are the
other accepted actions)
- `{ kind = "mimic", index = 1 }` using an entry's snapshot `index`
Menu choices and moves use the same engine methods as the native controls;
`party` and `item` open the native screens rather than exposing or duplicating
their mutable logic. Tutorial, link, Safari, forced, stale, and covered battle
states refuse these core intents. Use `mod.input` for ordinary text advance.
their mutable logic. Tutorial, link, forced, stale, and covered battle states
refuse core intents. Use `mod.input` for ordinary text advance.
## Rendering pipelines
@@ -654,11 +669,14 @@ the wrapper is visible during that same fixed step. The callback receives
`input.pointer` delivers uncaptured gameplay pointer events -- touches and
real mouse input alike. The callback receives `(next, game, ev)` where `ev`
is `{ phase, source, id, x, y, dx, dy, pressure, button }`: `phase` is
is `{ phase, source, id, x, y, gameX, gameY, insideGame, dx, dy, pressure,
button }`: `phase` is
`"pressed"`, `"moved"`, `"released"` or `"cancelled"`; `source` is `"touch"`
or `"mouse"`; `id` is the LÖVE touch id or `"mouse"`; and the coordinates
are LOVE window units, the same space `render.hud`'s viewport and the touch
overlay lay out in. The on-screen touch controls keep first refusal: a
`x` / `y` are LOVE window units, while `gameX` / `gameY` are local to the
active game viewport and `insideGame` says whether the pointer is inside it.
Without a custom viewport both coordinate pairs are identical. The on-screen
touch controls keep first refusal: a
pointer that begins on a virtual control belongs to the pad for its whole
lifecycle and never reaches the hook, while one that begins outside stays
visible even if it later crosses a control. A real mouse reaches the hook
@@ -691,6 +709,22 @@ composited and before touch controls draw. The window-space viewport contains
and `dpiY`, so a tool can use the letterbox margins without drawing over the
playfield or pushing an updating game state.
`render.viewport` lets a layout mod reserve the window-space rectangle in which
the game renders. It receives `(next, ctx)` with the full window's `width`,
`height`, `pixelWidth`, `pixelHeight`, `dpiX`, `dpiY`, and `generation`, and
returns `{ x, y, width, height }`. The engine clamps that rectangle to the
window and makes game layout, safe-area calculations, and rendering use it as
their display. Set `capture = true` to request a composition canvas even when
the rectangle fills the window. With no subscriber, no canvas is allocated and
the normal presentation path is unchanged.
When a viewport is active, `render.window` receives `(next, game, ctx)` after
the game frame has been captured. `ctx` contains its `canvas`, `x`, `y`,
`width`, `height`, the full `windowWidth` / `windowHeight`, `dpiX`, `dpiY`, and
`generation`. Calling `next(game, ctx)` draws the game at the requested origin;
a wrapper may instead compose that canvas with its own UI. Touch controls remain
full-size OS-window chrome and draw after this hook.
`render.compose` wraps the whole-window composite in `Renderer:endFrame`. It
receives `(next, renderer, ctx)`; returning `true` without calling `next` hands
the mod full control of the window, while calling `next` runs the engine's
@@ -699,11 +733,24 @@ the finished `worldCanvas` and `uiCanvas` with their SGB `zones` / `worldZones`,
`worldActive`, the frame metrics (`ww`, `wh`, `pw`, `ph`, `ox`, `oy`, `vpw`,
`vph`, `scale`, `Sx`, `Sy`, `dpiX`, `dpiY`), `renderer:blitCanvas(...)` for a
palette-correct blit of either canvas into an arbitrary screen rect, and the
`secondScreen` bridge (`available()` / `push(imageData, w, h)` / `pollTouch()` /
`setEnabled`) for driving a second physical display. `pollTouch()` returns the
oldest queued event as `"action,x,y"` in submitted-frame coordinates, or `nil`.
`secondScreen` bridge (`available()` / `detected()` / `push(...)` /
`pollTouch()` / `setEnabled`) for driving a second physical display.
`detected()` reports a connected target even while its output is being created;
`available()` means it can accept a frame now. `push(imageData, w, h)` retains
the original contract. Its optional `background` (`0xRRGGBB`) and `preference`
arguments request an extended presentation; a preference ending in `:cover`
fills and crops the target, while other values preserve the whole frame.
Android also accepts `handheld` or `secondary` (with an optional `:cover`
suffix) as routing hints; unsupported or unavailable targets fall back to the
other connected display.
`pollTouch()` returns the oldest queued event as `"action,x,y"` in submitted-frame
coordinates, or `nil`.
This is what lets a mod lay the two passes out as two stacked Game Boy screens,
or push one onto a second screen, without the engine knowing the layout.
On process-capable Windows, Linux and macOS hosts without a native display
bridge, enabling this facade opens a second resizable app window instead. It
uses the same `available`, `detected`, `push`, `pollTouch` and `setEnabled`
contract, so a mod does not need a desktop-specific rendering path.
`render.output_enabled` and `render.output` are the later, whole-window seam
for mods that need the engine's normal composite rather than its separate
+4 -20
View File
@@ -11,28 +11,12 @@ Features intentionally added beyond the original Pokémon Red, Blue, and Yellow
* **Persistent custom options** stored separately from game saves
* **Optional widescreen battle layout**
* **Mobile touch controls** with editable layouts, vibration, and orientation settings
* **Translation and custom font support**
* **Built-in save editor** for parties, boxes, items, events, maps, and Pokédex data
* **Tiled map editing tools** for mod authors
* **Screen position setting** (center, upper, top) shared across all games, for clamp-on controllers that cover the lower screen
* **Touch skins** in RetroArch overlay format and Delta `.deltaskin` (including PDF-wrapped bezel art), with per-button press states and Super Game Boy borders
* **Pokédex diploma and printer image exports**
* **Community mod browser**
* **Soft reset button combination**
* **Keyboard and controller rebinding**
* **Mod profiles** with separate mod settings and save slots
* **Sandboxed mods**: an installed mod can read only its own folder and write only its own storage
* **Improved launcher and save editor UI**, including background downloads and update checks
* **Direct-launch options** for shortcuts, Steam entries, and handheld frontends
## Pokémon Gold (Gen 2)
## Gen 2 Specifics
* **COLOR, zoom, tilt, GBC FX, and quick save/load**
* **UI that stays fixed while the overworld zooms**
* **Border-block surrounds** for maps smaller than the screen
* **Gold-specific launcher options**
* **Optional widescreen battle layout**
* **Skippable trade animation** with B or START
* **QUIT and EXIT GAME** from the menus
* **Pokémon Silver** as an importable, launcher-selectable version alongside Gold
* **Mod manager** with Gen 1 mod adapters, per-game targeting, and `modkit gen2check`
* **Followers** for mods, plus Gen 2-only registries and hooks
* **On-screen touch pad** and controller SELECT for registered items
* **Older mods keep loading** after the sandbox change, through per-mod compat stand-ins for the pre-sandbox globals
+1 -1
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@@ -176,7 +176,7 @@ something the filesystem encodes.
| token | means |
| --- | --- |
| `"red"`, `"blue"`, `"yellow"`, `"gold"` | that one game (a version id from `GameVersion.ORDER`) |
| `"red"`, `"blue"`, `"yellow"`, `"gold"`, `"silver"` | that one game (a version id from `GameVersion.ORDER`) |
| `"gen1"`, `"gen2"` | every game of that generation (case-insensitive; `"gen 2"` also parses) |
| `"all"` | every game this engine has |
+4 -2
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@@ -1,7 +1,8 @@
# What This Port Requires
The packaged desktop app requires one user-supplied input on first boot: a
canonical 1 MiB US Pokemon Red, Blue, or Yellow ROM.
canonical 1 MiB US Pokemon Red, Blue, or Yellow ROM, or a canonical 2 MiB US
Pokemon Gold or Silver ROM.
The importer verifies the SHA-1 for the game (see `src/core/GameVersion.lua`
for specific hashes). Other revisions and Virtual Console releases are rejected
@@ -15,7 +16,8 @@ Python and Pillow are not required by the packaged app.
Assembly removes high-level names and some relationships that the Lua port
needs. The version-specific files `tools/rom_manifest.json`,
`tools/rom_manifest_blue.json`, and `tools/rom_manifest_yellow.json` therefore
`tools/rom_manifest_blue.json`, `tools/rom_manifest_yellow.json`,
`tools/rom_manifest_gold.json`, and `tools/rom_manifest_silver.json` therefore
contain:
- the ROM symbol addresses actually read by the extractor
+278
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@@ -0,0 +1,278 @@
# Touch skins and the Skin Studio
A **skin** replaces the on-screen controls wholesale: a bezel image, a
control layout, and the rectangle the Game Boy screen is drawn into. Engine:
`src/core/TouchSkin.lua` (model, parsers, zip export), `src/core/TouchControls.lua`
(draw and input), `src/render/Renderer.lua` (the screen viewport),
`src/core/DeltaSkin.lua` (Delta `.deltaskin` import and export),
`src/ui/SkinStudio.lua` (the desktop editor). Tests:
`tests/engine/touch_skin_test.lua`, `tests/engine/skin_studio_test.lua`,
`tests/engine/skin_studio_ux.lua`,
`tests/engine/skin_studio_image_import.lua`,
`tests/engine/skin_format_import_test.lua`,
`tests/engine/launcher_skins_tab.lua`,
`tests/engine/launcher_skins_ux.lua`.
Skins are picked in the launcher's **Skins** tab, which also imports them and
opens the studio. `options.touchControls.skin` holds the folder name.
## Formats
Three load: the native `skin.lua`, a RetroArch overlay `.cfg`, and a Delta
`.deltaskin`. `skin.lua` wins when a folder has more than one. The launcher
badges each installed skin with the format it was read from.
**RetroArch overlay `.cfg`.** The libretro `common-overlays` collection loads
as-is. Supported keys:
| Key | Meaning |
| --- | --- |
| `overlays` | page count |
| `overlayN_name` | page name, the target of `next_target` |
| `overlayN_overlay` | bezel image |
| `overlayN_full_screen` | stretch the page to the window |
| `overlayN_rect` | page placement, default `0,0,1,1` |
| `overlayN_aspect_ratio` | design aspect; the overlay letterboxes to it even when full screen |
| `overlayN_range_mod`, `overlayN_alpha_mod` | desc defaults |
| `overlayN_viewport` | `x,y,w,h`, the screen cutout |
| `overlayN_viewport_fill` | parsed; the engine always fits, see below |
| `overlayN_descM` | `binds,x,y,shape,range_x,range_y` |
| `overlayN_descM_overlay` | control art |
| `overlayN_descM_next_target` | page to switch to |
| `overlayN_descM_range_mod`, `_alpha_mod` | per-control overrides |
| `overlayN_descM_reach_x/_y/_up/_down/_left/_right` | hitbox reach |
`x,y` is the centre and `range_x,range_y` are half extents, both normalized.
Hitboxes are `radial` or `rect`. Pipe-separated binds (`left|down`) are one
control that holds both. A `nul` desc is decoration: it draws and never
captures a touch.
The area desc types are expanded rather than ignored: `dpad_area`,
`abxy_area`, `analog_left` and `analog_right` each become eight hitboxes over
the same area, one per 45 degree sector measured from its centre, the way
RetroArch resolves them: there is no neutral middle, and the four corner
sectors fire two inputs. Any `_up` / `_down` / `_left` / `_right` override and
the per-side reach are honoured, and the desc's own art is kept as decoration
over the top. Exporting a cfg folds the eight back into the one area desc they
came from. `retrok_<key>` is a keyboard bind.
Alpha follows RetroArch (`input_driver.c`, `input_overlay_post_poll`): every
image sits at the overlay opacity, and a pressed control's image swaps to
`opacity * alpha_mod`. So `alpha_mod` above 1 lights a control up and below 1
fades it out, and both directions read as a press animation.
**Native `skin.lua`.** This module's own model written back out: one Lua
table, no flat key space, and a separate `imagePressed` per control that a
`.cfg` cannot express. Loaded with an empty environment, so a skin authored by
a stranger cannot reach `love` or `io`. Sizes here are full width and height
rather than RetroArch's half extents, because that is what an editor's numeric
fields mean.
```lua
return {
name = "my_skin",
pages = {
{
name = "main",
image = "img/bezel.png",
fullScreen = true,
viewport = { x = 0.0, y = 0.0, w = 1.0, h = 0.5, fill = false },
controls = {
{ bind = "a", x = 0.87, y = 0.72, w = 0.18, h = 0.10,
shape = "radial", image = "img/a.png", imagePressed = "img/a_down.png" },
},
},
},
}
```
**Delta `.deltaskin`.** A zip (any wrapping folder is stripped) holding an
`info.json` plus its art. The `representations` tree is walked
device / display type / orientation, and every orientation that exists becomes
a page; `page.orient` is the orientation key, so a portrait/landscape pair
auto-rotates like a RetroArch one. Item `frame` rects are top-left plus size in
`mappingSize` points and are converted to the native centre plus half extent;
`extendedEdges` merge per key into the reach fields; `mask: "circle"` becomes a
radial hitbox. A `dpad` or `thumbstick` item expands into the 3x3 grid, so the
corners fire two directions. `screens[1].outputFrame` (or the legacy
`gameScreenFrame`) becomes the screen cutout. A portrait page with neither
keeps `mappingSize` as the overlay aspect, sits at the bottom of the
window, and puts the Game Boy picture in the leftover space above -- the
usual GBA4iOS controller-deck layout. Pages that name a screen rect still
stretch to the window the way Delta does. Host functions map to
engine hotkeys: `menu` to `menu_toggle`, `fastForward` to
`hold_fast_forward`, `toggleFastForward` to `toggle_fast_forward`;
`quickSave` and `quickLoad` have nothing to bind to and drop to decoration.
Both `com.rileytestut.delta.game.*` and Manic's `public.aoshuang.game.*`
identifiers are accepted, and a non Game Boy system warns instead of failing.
PDF artwork is usually a JPEG wrapped so iOS can scale it (Delta's
Image-to-PDF skins, Preview exports, and the like). Import extracts that
JPEG and draws it; a true vector PDF with no embedded image is still refused,
with a message asking for a PNG version. GBA4iOS `.gbcskin` / `.gbaskin` files
are an older, incompatible schema and are refused by name.
## Bindable actions
The eight Game Boy buttons: `a`, `b`, `start`, `select`, `up`, `down`,
`left`, `right`.
Engine hotkeys, handled in `Game:touchSkinHotkey`:
| Bind | Effect |
| --- | --- |
| `overlay_next`, `overlay_previous` | switch page, honouring `next_target` |
| `hold_fast_forward`, `fast_forward` | fast forward while held |
| `toggle_fast_forward` | step the speed option |
| `reset` | soft reset to the title |
| `menu_toggle` | open OPTIONS |
`screenshot`, `pause_toggle` and `exit_emulator` are recognised but have no
handler yet: a control bound to them draws and does nothing. Anything else,
`rewind` included, is not in the bind table at all, so the control falls back
to decoration and never captures a touch.
As an extension to the format, `key:<name>` presses any keyboard key, which is
how a skin button reaches a mod hotkey.
## The screen viewport
`overlayN_viewport` is the cutout the picture is fitted into. The Game Boy
screen keeps its whole-pixel scale and letterboxes inside that rect rather than
stretching to it, so a bezel gets an exact 160x144 picture; `viewport_fill` is
parsed but does not stretch. `overlayN_viewport_expand = true` is an extension
that lets a widescreen bezel take the filling survey-zoom world view instead.
A viewport also implies the faithful-ratio lock. Without it the world pass
expands to fill the cutout and you get more map instead of a Game Boy screen.
Border art often ships with a transparent hole and no `viewport` key. **Detect
screen from bezel** in the studio measures the hole out of the art's alpha
channel and writes the rect.
## Bezels versus pads
A skin whose active page binds nothing is a frame rather than a pad: a TV
surround, a handheld shell, a Super Game Boy border. Those draw on **desktop**
as well, where the touch overlay itself does not, and a gamepad does not hide
them. Anything that binds a button still follows the usual mobile /
`POKEPORT_TOUCH` rule.
## Installing
Four roads, all of them landing in `skins/` in the save directory:
* **Import** on the Skins tab opens the host file picker for a `.zip` or a
`.deltaskin`.
* **Paste a skin link** in the tab's URL row, then **Add**. The download runs
on the fetch pool (`src/net/Fetch.lua`), so the launcher stays live, and the
row shows a spinner until it lands. A link to a bare `overlay.cfg` is wrapped
into an archive on the way in. This is the road that works on a phone, where
there is no file picker to speak of.
* Drop a `.zip` or `.deltaskin` on the launcher window while the Skins tab is
open.
* Copy a folder or archive into `skins/` by hand.
An archive is mounted in place, so there is nothing to unpack. It needs one
`skin.lua`, `.cfg` (`overlay.cfg` is preferred when there are several) or
`info.json`, plus the images it names.
Two ship bundled, both from libretro's `common-overlays` under CC-BY-4.0:
| Skin | Source | Shape |
| --- | --- | --- |
| `gb_anim` | `gamepads/gb_anim_portrait` | handheld shell, working buttons, two pages |
| `tv_crt` | `borders/tv-integer` | CRT television frame, no buttons |
Attribution lives in each folder's `README.md`. `tv_crt` is a photograph of a
real television: CC-BY-4.0 upstream, but treat it as a test asset rather than
shipping branding.
## The studio
Launcher, Skins tab, **Open Skin Studio**, or the gear on any skin row to open
that skin. Desktop only: the launcher does not offer it on Android or iOS,
because it wants a mouse, typed coordinates and room for an inspector.
**Canvas.** A mock device at a chosen preset, so a phone skin is authored at
phone proportions on a desktop monitor.
| Preset | Size |
| --- | --- |
| Phone portrait / landscape | 1080x1920, 1920x1080 |
| Tablet portrait / landscape | 1536x2048, 2048x1536 |
| Steam Deck | 1280x800 |
| Desktop 1080p | 1920x1080 |
| Ultrawide 21:9 | 2560x1080 |
| Super Game Boy border | 256x224 |
The Super Game Boy preset locks the viewport to the real screen window,
160x144 at (48,40), so an SGB border cannot be drawn out of register.
**Editing.** Click a control to select it, drag to move, eight handles to
resize. Arrow keys nudge the selection one canvas pixel, shift-arrow ten. While
a control is dragged it snaps to the centres and edges of the other controls
and of the page itself when it comes within a few pixels, and the guide it
snapped to is drawn. X / Y / W / H are in canvas pixels, so a control can be
typed to the coordinate its art was drawn at. **Back** and **Front** move the
selection through the draw order. Bind, hitbox shape, hit reach and idle and
pressed images are per control; the bezel, the pages and the screen cutout are
per page. The cutout is itself a draggable element with a 10:9 lock.
**Bind** opens a grid of every bind the engine understands: the eight Game Boy
buttons, the diagonal pairs, every hotkey, a few `key:` entries, and
decoration. The COMBINE chips at the top toggle one part at a time, which is
how a pipe bind like `left|down` is built without typing it.
**Undo** and **Redo** in the top bar cover every edit (ctrl+Z / ctrl+Y, or
`u` / shift+`u` without a keyboard modifier). The stack holds the last 50
actions. `L` toggles the bind captions drawn on the canvas.
Each page can **Lock** to portrait or landscape. With **Match canvas** on
(the default), the page list picks a matching mock device and the canvas preset
picks a matching page. Turn Match canvas off to look at a portrait page on a
landscape device. **Pages** opens the page list, where a page is selected,
renamed or deleted.
Starting a new skin, opening another one or closing the studio with unsaved
edits prompts first, with Save first / Discard / Cancel.
A RetroArch overlay whose pages are already named portrait / landscape
(the auto-rotate convention) locks those pages and turns Match canvas on
when you open it. You do not have to click Lock first.
**Art.** The **Bezel**, **Idle art** and **Pressed art** rows open a
thumbnail grid of the images already in the skin folder, with `(none)` first;
the **Import** button there and beside each row opens the host file picker (`src/core/FilePicker.lua`: osascript, PowerShell,
zenity/kdialog) and copies the chosen PNG or JPG into `img/` under the name in
the SKIN field, then assigns it to that slot. Dropping a PNG or JPG on the
window does the same for whichever slot was last touched. A new bezel does not
move the screen cutout: press **Detect screen from bezel** to measure it out of
the art's alpha.
**Testing.** **Test** makes the canvas live: clicking presses real Game Boy
buttons and the footer reports what is held. **Play** saves the skin, selects
it, and boots the game with it.
**Saving.** **Save** writes `skins/<name>/skin.lua` and copies every image the
skin names, so the folder stands alone. **Export** offers three formats, and
the Skins tab's gear offers the same three for any installed skin:
| Export | Contents |
| --- | --- |
| gen1recomp `.zip` | the native `skin.lua`, the images, and the original `.cfg` when it came from one |
| RetroArch `.zip` | an `overlay.cfg` generated from the model, plus the images |
| Delta `.deltaskin` | an `info.json` generated from the model, plus the images |
All three are written store-only (`src/core/SkinZip.lua`) into `skins/_export/`
in the save directory, which is outside the folder the skin list scans, so an
export can never shadow the skin it came from. The notice names the full path
so a phone can find the file in its own file manager. On desktop **Show the
exported file** opens that folder.
## Not implemented
True vector Delta skins (PDF artwork with no embedded JPEG). Those still need
a PDF renderer this engine does not carry, so they are refused with a message
rather than imported half-drawn. PDF files that wrap a JPEG, the usual Delta
skin case, extract on import.
+3 -1
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@@ -169,6 +169,7 @@ the NX runtime modules `src/core/NxAssetOverlay.lua`, `src/core/Platform.lua`,
`tests/engine/assets_version_fallback_test.lua`,
`tests/engine/nx_generated_guard_test.lua`,
`tests/engine/nx_yellow_boot_test.lua`,
`tests/engine/cache_fs_gold_nx_load_test.lua`,
`tests/engine/switch_diagnostics_test.lua`, `tests/engine/platform_nx_*`,
or the Switch-related workflow YAML), CI runs:
@@ -179,7 +180,8 @@ or the Switch-related workflow YAML), CI runs:
`luajit tests/switch_transfer_docs_test.lua`, and the NX engine suites
headlessly (`luajit tests/engine/assets_version_fallback_test.lua`,
`luajit tests/engine/nx_generated_guard_test.lua`,
`luajit tests/engine/nx_yellow_boot_test.lua`).
`luajit tests/engine/nx_yellow_boot_test.lua`,
`luajit tests/engine/cache_fs_gold_nx_load_test.lua`).
2. **Fused NRO build** only on the **main** repository
(`bryanthaboi/gen1recomp`), on the self-hosted Mac runner
(`scripts/build_switch.sh --fetch --fused`), and only when the workflow
+15 -9
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@@ -3,7 +3,7 @@
Every GitHub Release that includes Switch support ships an SD-ready zip:
`gen1recomp-*-switch.zip`. Extract it at the root of your microSD (install
or update, same steps), launch with **title override**, then import your
own legal `.gb` ROM.
own legal `.gb` / `.gbc` ROM.
> You need a console that can run Switch homebrew (custom firmware / hbmenu).
> This project does not help you set that up.
@@ -91,13 +91,14 @@ Do **not** launch from the Album applet path for normal play.
This project ships **no** game data. On first launch:
1. Put your own legally obtained Pokémon Red, Blue (`.gb`), or Yellow
(`.gbc`) dump into `switch/gen1recomp/pokemon-love2d/imports/` (the
launcher also shows the live save-dir path). All three can sit in the
1. Put your own legally obtained Pokémon Red, Blue (`.gb`), Yellow, Gold, or
Silver (`.gbc`) dump into `switch/gen1recomp/pokemon-love2d/imports/` (the
launcher also shows the live save-dir path). All five can sit in the
same folder.
2. Use **Scan again** on that game's tab (Red / Blue / Yellow). Rescan
matches by ROM SHA-1 for the open tab only. A Red dump never imports
from the Yellow tab (and vice versa).
2. Use **Scan again** on that game's tab (Red / Blue / Yellow / Gold /
Silver). Rescan matches by ROM SHA-1 for the open tab only. A Red dump
never imports from the Yellow tab (and vice versa). Gold and Silver are
Beta in the launcher; a clean US dump of either is enough to Play.
## 5. Import / Export a raw `.sav`
@@ -109,10 +110,15 @@ SD / FTP, same transfer methods as ROMs. Paths are **per game**:
| Red | `imports/saves/red/` | `exports/red/` |
| Blue | `imports/saves/blue/` | `exports/blue/` |
| Yellow | `imports/saves/yellow/` | `exports/yellow/` |
| Gold | `imports/saves/gold/` | `exports/gold/` |
| Silver | `imports/saves/silver/` | `exports/silver/` |
(Under the save dir `pokemon-love2d/`. The zip already creates these folders.)
(Under the save dir `pokemon-love2d/`. The zip already creates these folders.
Gold and Silver cart `.sav` import/export is not supported yet -- the folders
exist so MTP browsing matches the other games. Gold and Silver progress still
saves in-engine.)
1. Copy a Gen1 `.sav` (32 KB) into that game's inbox under the save dir
1. Copy a Gen 1 `.sav` (32 KB) into that game's inbox under the save dir
([switch-transfer.md](switch-transfer.md)).
2. With the game's ROM already imported, open **that game's tab**
**SAVE FILES****Import save**. Only that folder is scanned.
+5 -4
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@@ -22,8 +22,8 @@ Player install (what to download, title override) stays in
| Loose iteration pair | `sdmc:/switch/gen1recomp/gen1recomp.nro` **and** `game.love` beside it |
| ROM inbox | LÖVE save dir → `imports/` (launcher shows the live `getSaveDirectory()` path; under MTP often `1: SD Card/<save identity>/imports/`) |
| Mod zip inbox | Same save dir → `imports/mods/` then MODS → **Scan again** |
| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow/` then that game's SAVE FILES → **Import save** |
| Save exports | Same save dir → `exports/red\|blue\|yellow/` (pull after **Export save**; MTP / SD / FTP) |
| Save `.sav` inbox | Same save dir → `imports/saves/red\|blue\|yellow\|gold\|silver/` then that game's SAVE FILES → **Import save** (Gold / Silver cart `.sav` not supported yet) |
| Save exports | Same save dir → `exports/red\|blue\|yellow\|gold\|silver/` (pull after **Export save**; Gold / Silver cart `.sav` not supported yet) |
| Opt-in diagnostics | Empty `switch-debug.txt` in the save dir → `switch.log` |
| Lua error log | `lua-error.log` in the save dir |
@@ -54,8 +54,9 @@ macOS, not a Mac-only requirement.
3. Create `switch/gen1recomp/` if needed; extract the release zip at SD root
(or copy NRO / `game.love` for loose).
4. For ROMs/mods/saves, open the save-dir `imports/`, `imports/mods/`,
`imports/saves/<red|blue|yellow>/`, or `exports/<red|blue|yellow>/` path the
launcher prints.
`imports/saves/<red|blue|yellow|gold|silver>/`, or
`exports/<red|blue|yellow|gold|silver>/`
path the launcher prints.
5. Wait for the queue; refresh; exit MTP responder; title-override launch.
macOS clients often create AppleDouble sidecars (`._Something.zip`,
+65
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@@ -0,0 +1,65 @@
# Tiled map editing (mod authoring)
`tools/tiled_export.py` turns the imported ROM cache into a
[Tiled](https://www.mapeditor.org) workspace, so maps can be edited in a
real map editor and exported back out as a mod. The original had no map
editor at all; the port's own map data is plain Lua, which is what makes
this a data path rather than an asset path.
Editing is done in our own Tiled build,
[bryanthaboi/tiled_gen1recomp](https://github.com/bryanthaboi/tiled_gen1recomp/releases),
which ships the `gen1-mod-export` extension the workspace relies on. Grab it
from that repo's releases; upstream Tiled opens the workspace but cannot
export a mod out of it.
```sh
python3 tools/tiled_export.py # -> build/tiled/ (gitignored)
```
Then open `build/tiled/gen1.tiled-project` in that build of Tiled.
- **The overworld is one surface.** All 222 maps become `maps/*.tmj`, and
`kanto.world` places the 36 connected overworld maps at their real
connection offsets. That world is pre-loaded (seeded into the workspace's
Tiled session), so opening any one overworld map draws its neighbors around
it and you scroll and edit straight across the seams. Everything else is a
double-click away in Tiled's project panel.
- **Extending Kanto wires both ends.** A connection lives on both maps, so
hooking a new map onto a base map also emits the return connection as a
patch on that base map, keeping its other directions intact. The return
offset is derived, not guessed: all 78 vanilla reciprocal pairs satisfy
`back.offset == -offset`.
- **A Tiled tile is a gen1 block.** Each of the 24 tilesets becomes a Tiled
tileset whose tiles are its 32x32 blocks, composited from the 8x8 sheet,
so a tile layer *is* the map's `blocks` array. Warps, signs and objects
sit on the 16px cell grid in object layers, which is the grid the engine
addresses them on.
- **Collision is visible.** View > Show Tile Collision Shapes draws the real
walkability: a rectangle covers each cell whose feet tile is not in the
tileset's `walkable` list, which is the rule `src/world/Map.lua` applies.
- **Maps are shown in their real colors.** Each map is atlased in the SGB
palette it renders with, so Cerulean is blue and Lavender is purple in the
editor exactly as in game. Vanilla resolves that through a cascade with
interiors inheriting the last outdoor map, so the workspace mirrors the
cascade and walks the warp graph to colour interiors. Changing a map's
`palette` exports `palette = "..."` on the record, which beats the cascade,
and the editor offers the real palette names as a dropdown.
- **New blocks and new tilesets.** `blocksets/*.tmj` show a tileset's blocks
as raw 8x8 tiles, four by four, so new blocks can be composed there;
per-tile flags on `tilesets/tiles_*.tsj` become `walkable`, `waterTiles`,
`doorTiles` and the rest.
- **Export is a diff, not a fork of the data.** The `gen1-mod-export`
extension (shipped in `tiled_gen1recomp`) writes either one map file or a whole
loadable mod folder. An edited vanilla map diffs against the imported data
and emits `mod.content.maps:patch` carrying *only* the fields that moved, so
a mod covers the parts it changes and leaves the rest to the base game; a
new map gets `:register` at an index of 1000 or above. An unchanged map
exports nothing at all. Exports pass `tools/modkit.py validate` and `lint`.
- **Or the whole record, on request.** Ticking `exactExport` on a map switches
it to `mod.content.maps:override`, pinning the map to exactly what the
editor shows. It is off by default because an override wins outright over
any other mod patching that map, where a patch composes.
No ROM-derived art travels into an exported mod: a tileset still drawing on
the player's own imported sheet references that path rather than shipping the
pixels, and only a sheet the author supplied is copied in.
+1
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@@ -120,6 +120,7 @@ bundled game, in that case.
## Known limitations
- **`love.run` persists across handoff.** By the time `chainload` runs, the
bundled `love.run` has already returned its stepper to LOVE; redefining the
global `love.run` from the payload's `main.lua` does not affect the loop
+234 -25
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@@ -8,6 +8,11 @@
-- opens the editor on that slot's file, and restores the launcher when
-- the editor's Close button is pressed (openEditor / closeEditor below)
if POKEPORT_DISPLAY_COMPANION then
return require("src.render.DesktopCompanion").install(
POKEPORT_DISPLAY_COMPANION)
end
local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE == true
local SwitchDiagnostics = require("src.debug.SwitchDiagnostics")
@@ -15,6 +20,7 @@ local LaunchOptions = require("src.core.LaunchOptions")
local NxDisplay = require("src.core.NxDisplay")
local PlatformHooks = require("src.core.PlatformHooks")
local HostDisplay = require("src.core.HostDisplay")
local GameViewport = require("src.render.GameViewport")
-- Lua errors: persist a redacted trace in the save dir and surface a hint.
do
@@ -30,7 +36,7 @@ do
end
end
local Game, EditorApp, Importer, TouchEditor
local Game, EditorApp, Importer, TouchEditor, Studio
-- #887: quit-to-launcher state, shared by love.load and love.quit (both need
-- it, so it is declared here rather than next to love.quit).
@@ -249,7 +255,116 @@ function closeTouchControlsEditor()
end
end
local function bootGame(version)
-- ------------------------------------------------------------ skin studio
local studioHost
local closeSkinStudio
local bootGame
local function openSkinStudio(version, skinId)
local SkinStudio = require("src.ui.SkinStudio")
if not SkinStudio.available_desktop() then return end
studioHost = Importer
if Importer and Importer.prepareOverlayHandoff then
Importer:prepareOverlayHandoff()
end
Importer = nil
Studio = SkinStudio
Studio.load({
version = version,
skinId = skinId,
onClose = function() closeSkinStudio() end,
onPlay = function(v)
closeSkinStudio()
Importer = nil
bootGame(v or version)
end,
})
end
function closeSkinStudio()
if Studio and Studio.unload then Studio.unload() end
Studio = nil
Importer = studioHost
studioHost = nil
if Importer and Importer.resumeAfterOverlay then
Importer:resumeAfterOverlay()
end
end
local function makeLauncher()
local RomImporter = require("src.import.RomImporter")
local forceImport = os.getenv("POKEPORT_FORCE_IMPORT") == "1"
return RomImporter.new(function(version)
Importer = nil
bootGame(version)
end, {
launcher = true,
forceImport = forceImport,
onEditSave = openEditor,
onEditTouchControls = openTouchControlsEditor,
onOpenSkinStudio = require("src.ui.SkinStudio").available_desktop()
and openSkinStudio or nil,
})
end
local function returnToLauncher()
if not Game then return end
pcall(function() require("src.core.Music").stop() end)
pcall(function() require("src.core.Sound").stop() end)
if package.loaded["src.core.ChipAudio"] then
pcall(package.loaded["src.core.ChipAudio"].shutdown)
end
if package.loaded["src.core.DiscordPresence"] then
pcall(package.loaded["src.core.DiscordPresence"].shutdown)
end
if package.loaded["src.core.gen2.Clock"] then
pcall(package.loaded["src.core.gen2.Clock"].shutdown)
end
if package.loaded["src.net.Gen1Tls"] then
pcall(package.loaded["src.net.Gen1Tls"].shutdown)
end
if love.audio and love.audio.stop then
pcall(love.audio.stop)
end
pcall(function() require("src.render.SecondScreen").setEnabled(false) end)
local GameVersion = require("src.core.GameVersion")
local currentVersion = GameVersion.get()
if currentVersion then
require("src.import.CacheFs").unmountVersion(currentVersion)
end
require("src.core.Data"):unloadGenerated()
local Runtime = require("src.mods.Runtime")
if Runtime.reset then
Runtime.reset()
end
Game = nil
autopilot = nil
driverCo = nil
local Input = require("src.core.Input")
local TouchControls = require("src.core.TouchControls")
Input:reset()
TouchControls:reset()
require("src.core.Orientation").applyOptions(
require("src.core.SaveData").loadOptions())
local preload = require("src.mods.LauncherMods").translationStrings()
if preload then require("src.core.Strings").load({ strings = preload }) end
if love.window and love.window.setTitle then
local Version = require("src.core.Version")
love.window.setTitle(Version.title("Gen 1 Recompilation Project"))
end
Importer = makeLauncher()
end
function bootGame(version)
-- The launcher hands us the chosen game (Red / Blue / Yellow / Gold);
-- scripted and headless runs fall back to POKEPORT_VERSION, then Red.
-- Set the active version and overlay its extracted cache BEFORE anything
@@ -272,11 +387,12 @@ local function bootGame(version)
love.window.setTitle(Version.title(
GameVersion.info().displayName .. " (Gen 1 Recompilation Project)"))
end
-- Gold: Gen 1 Game:load cannot consume a Gen 2 cache -- different generated
-- tables, save shape and screen registry -- so Gold boots its own service
-- owner, which mounts src/world/gen2 (walk / warps / connections) and the
-- Gen 2 screens instead of src/core/Game.lua's Gen 1 wiring.
if GameVersion.isGold() then
-- Gen 2: Gen 1 Game:load cannot consume a Gen 2 cache -- different generated
-- tables, save shape and screen registry -- so Gold and Silver boot their
-- own service owner, which mounts src/world/gen2 (walk / warps /
-- connections) and the Gen 2 screens instead of src/core/Game.lua's Gen 1
-- wiring.
if GameVersion.generation() == 2 then
Game = require("src.core.Game2").new()
Game:load()
else
@@ -340,7 +456,7 @@ function love.load(args)
-- Apply the persisted Android orientation lock (#592) before the launcher
-- shows: SDL created the window with no orientation hint, so without this
-- the launcher would rotate freely until Game:applyOptions runs at boot.
-- the launcher would rotate freely until options are applied at boot.
-- No-op on desktop / iOS / when options.lua does not exist yet.
require("src.core.Orientation").applyOptions(
require("src.core.SaveData").loadOptions())
@@ -400,8 +516,8 @@ function love.load(args)
-- (#767) only pays off if something fills that catalog this early, and no
-- restart could: the ordering is the same on every launch. Read the
-- enabled mods' string catalogs -- data only, no entry chunk -- so a
-- translation reaches the launcher too. Game:load replaces this with the
-- real merged catalog once a version boots.
-- translation reaches the launcher too. The active game's loader replaces
-- this with the real merged catalog once a version boots.
do
local preload = require("src.mods.LauncherMods").translationStrings()
if preload then require("src.core.Strings").load({ strings = preload }) end
@@ -442,15 +558,7 @@ function love.load(args)
-- by its SHA-1 (GameVersion.forSha1); pressing Play boots that game (Gold
-- goes to its own service owner, src/core/Game2.lua -- docs/gold-phase1.md).
-- Edit on a save row opens the bundled editor on that slot (openEditor).
Importer = RomImporter.new(function(version)
Importer = nil
bootGame(version)
end, {
launcher = true,
forceImport = forceImport,
onEditSave = openEditor,
onEditTouchControls = openTouchControlsEditor,
})
Importer = makeLauncher()
end
function love.update(dt)
@@ -460,7 +568,9 @@ function love.update(dt)
NxDisplay.sync()
if editorMode then return EditorApp.update(dt) end
if TouchEditor then return TouchEditor.update(dt) end
if Studio then return Studio.update(dt) end
if Importer then return Importer:update(dt) end
if not Game then return end
-- Scripted runs (autopilot / POKEPORT_DRIVER) observe and act exactly
-- once per Game:update, so they must keep a 1:1 relationship with the
@@ -503,24 +613,36 @@ end
function love.draw()
if editorMode then
GameViewport.reset()
HostDisplay.beginFrame("editor", EditorApp)
local result = EditorApp.draw()
HostDisplay.endFrame("editor", EditorApp)
return result
end
if TouchEditor then
GameViewport.reset()
HostDisplay.beginFrame("touch_editor", TouchEditor)
local result = TouchEditor.draw()
HostDisplay.endFrame("touch_editor", TouchEditor)
return result
end
if Studio then
HostDisplay.beginFrame("skin_studio", Studio)
local result = Studio.draw()
HostDisplay.endFrame("skin_studio", Studio)
return result
end
if Importer then
GameViewport.reset()
HostDisplay.beginFrame("launcher", Importer)
local result = Importer:draw()
HostDisplay.endFrame("launcher", Importer)
return result
end
if not Game then return end
if not Game then
GameViewport.reset()
return
end
HostDisplay.beginFrame("game", Game)
Game:draw()
@@ -543,13 +665,16 @@ end
function love.keypressed(key, scancode, isrepeat)
if editorMode then return EditorApp.keypressed(key) end
if TouchEditor then return TouchEditor.keypressed(key) end
if Studio then return Studio.keypressed(key) end
if Importer then return Importer:keypressed(key) end
if not Game then return end
Game:keypressed(key)
end
function love.keyreleased(key)
if editorMode or TouchEditor then return end
if editorMode or TouchEditor or Studio then return end
if Importer then return end
if not Game then return end
Game:keyreleased(key)
end
@@ -567,7 +692,9 @@ function love.gamepadpressed(joystick, button)
end
return
end
if Studio then return end
if Importer then return Importer:gamepadpressed(joystick, button) end
if not Game then return end
Game:gamepadpressed(joystick, button)
end
@@ -585,7 +712,9 @@ function love.gamepadreleased(joystick, button)
end
return
end
if Studio then return end
if Importer then return Importer:gamepadreleased(joystick, button) end
if not Game then return end
Game:gamepadreleased(joystick, button)
end
@@ -603,7 +732,9 @@ function love.gamepadaxis(joystick, axis, value)
end
return
end
if Studio then return end
if Importer then return Importer:gamepadaxis(joystick, axis, value) end
if not Game then return end
Game:gamepadaxis(joystick, axis, value)
end
@@ -621,7 +752,9 @@ function love.joystickpressed(joystick, button)
end
return
end
if Studio then return end
if Importer then return Importer:joystickpressed(joystick, button) end
if not Game then return end
Game:joystickpressed(joystick, button)
end
@@ -639,7 +772,9 @@ function love.joystickreleased(joystick, button)
end
return
end
if Studio then return end
if Importer then return Importer:joystickreleased(joystick, button) end
if not Game then return end
Game:joystickreleased(joystick, button)
end
@@ -657,7 +792,9 @@ function love.joystickaxis(joystick, axis, value)
end
return
end
if Studio then return end
if Importer then return Importer:joystickaxis(joystick, axis, value) end
if not Game then return end
Game:joystickaxis(joystick, axis, value)
end
@@ -675,21 +812,25 @@ function love.joystickhat(joystick, hat, direction)
end
return
end
if Studio then return end
if Importer then return Importer:joystickhat(joystick, hat, direction) end
if not Game then return end
Game:joystickhat(joystick, hat, direction)
end
function love.joystickadded(joystick)
SwitchDiagnostics.onJoystickEvent("joystickadded", joystick)
if editorMode or TouchEditor then return end
if editorMode or TouchEditor or Studio then return end
if Importer then return end
if not Game then return end
Game:joystickadded(joystick)
end
function love.joystickremoved(joystick)
SwitchDiagnostics.onJoystickEvent("joystickremoved", joystick)
if editorMode or TouchEditor then return end
if editorMode or TouchEditor or Studio then return end
if Importer then return end
if not Game then return end
Game:joystickremoved(joystick)
end
@@ -698,29 +839,79 @@ end
-- unfocused, so reset input on either transition rather than trust it.
function love.focus(f)
if editorMode or TouchEditor then return end
if Studio then
if Studio.focus then Studio.focus(f) end
return
end
if Importer then
require("src.core.Input"):reset()
if Importer.focus then Importer:focus(f) end
return
end
if not Game then return end
Game:focus(f)
end
-- v is true when the window becomes visible again, false on minimize.
function love.visible(v)
if editorMode or TouchEditor then return end
if Studio then
if Studio.visible then Studio.visible(v) end
return
end
if Importer then
require("src.core.Input"):reset()
return
end
if not Game then return end
Game:visible(v)
end
function love.lowmemory()
if editorMode or TouchEditor or Importer then return end
if editorMode or TouchEditor or Studio or Importer then return end
if Game then Game:onResume() end
end
love.handlers = love.handlers or {}
function love.handlers.audiosuspend()
local ChipAudio = package.loaded["src.core.ChipAudio"]
if ChipAudio then pcall(ChipAudio.setSuspended, true) end
end
function love.handlers.audioreset()
local ChipAudio = package.loaded["src.core.ChipAudio"]
if ChipAudio then
pcall(ChipAudio.setSuspended, false)
pcall(ChipAudio.rebuildPlayback)
end
local Music = package.loaded["src.core.Music"]
if Music then pcall(Music.onDeviceReset) end
local Sound = package.loaded["src.core.Sound"]
if Sound then pcall(Sound.onDeviceReset) end
end
function love.handlers.intent_game(version)
if type(version) ~= "string" or version == "" then return end
version = version:lower():gsub("^%s+", ""):gsub("%s+$", "")
local GameVersion = require("src.core.GameVersion")
if GameVersion.VERSIONS and not GameVersion.VERSIONS[version] then return end
local RomImporter = require("src.import.RomImporter")
if not RomImporter.isReady(version) then return end
local currentVersion = GameVersion.get()
if Game and currentVersion == version then
return
end
if Game then
returnToLauncher()
end
Importer = nil
bootGame(version)
end
function love.touchpressed(id, x, y, dx, dy, pressure)
if editorMode then
-- iOS synthesizes mousepressed for the primary touch; forwarding here
@@ -738,12 +929,14 @@ function love.touchpressed(id, x, y, dx, dy, pressure)
if love.system.getOS() == "iOS" then return end
return TouchEditor.touchpressed(id, x, y)
end
if Studio then return end
if Importer then
-- Both mobiles: FlexLove scroll needs the real touch stream. Clicks are
-- polled inside the view; the istouch filter on mousepressed still drops
-- Android's synthesized mouse twin so Import cannot double-fire (#553).
return Importer:touchpressed(id, x, y, dx, dy, pressure)
end
if not Game then return end
Game:touchpressed(id, x, y, dx, dy, pressure)
end
@@ -753,9 +946,11 @@ function love.touchmoved(id, x, y, dx, dy, pressure)
if love.system.getOS() == "iOS" then return end
return TouchEditor.touchmoved(id, x, y)
end
if Studio then return end
if Importer then
return Importer:touchmoved(id, x, y, dx, dy, pressure)
end
if not Game then return end
Game:touchmoved(id, x, y, dx, dy, pressure)
end
@@ -765,9 +960,11 @@ function love.touchreleased(id, x, y, dx, dy, pressure)
if love.system.getOS() == "iOS" then return end
return TouchEditor.touchreleased(id, x, y)
end
if Studio then return end
if Importer then
return Importer:touchreleased(id, x, y, dx, dy, pressure)
end
if not Game then return end
Game:touchreleased(id, x, y, dx, dy, pressure)
end
@@ -777,7 +974,9 @@ function love.wheelmoved(x, y)
return
end
if TouchEditor then return end
if Studio then return Studio.wheelmoved(x, y) end
if Importer then return end
if not Game then return end
Game:wheelmoved(x, y)
end
@@ -814,6 +1013,7 @@ function love.mousepressed(x, y, button, istouch)
if love.system.getOS() == "Android" then return end
return TouchEditor.mousepressed(x, y, button)
end
if Studio then return Studio.mousepressed(x, y, button) end
if Importer then
-- love.touchpressed already forwards the primary touch into FlexLove for
-- scroll. LÖVE ALSO synthesizes a mouse press for that same touch; if both
@@ -848,6 +1048,7 @@ function love.mousereleased(x, y, button, istouch)
if love.system.getOS() == "Android" then return end
return TouchEditor.mousereleased(x, y, button)
end
if Studio then return Studio.mousereleased(x, y, button) end
if Importer then return end
if editorMode and EditorApp.mousereleased then
return EditorApp.mousereleased(x, y, button)
@@ -865,6 +1066,7 @@ function love.mousemoved(x, y, dx, dy, istouch)
if love.system.getOS() == "Android" then return end
return TouchEditor.mousemoved(x, y)
end
if Studio then return Studio.mousemoved(x, y) end
if editorMode or Importer then return end
if mouseTouch then
if Game and love.mouse.isDown(1) then Game:touchmoved("mouse", x, y) end
@@ -875,6 +1077,7 @@ end
function love.textinput(text)
if TouchEditor then return end
if Studio then return Studio.textinput(text) end
if Importer then return Importer:textinput(text) end
if editorMode and EditorApp.textinput then
return EditorApp.textinput(text)
@@ -914,11 +1117,16 @@ function love.quit()
-- docs/modding.md's core.quit_to_launcher entry) may veto returning to
-- this Lua launcher via that hook. Vanilla behavior (used when no mod
-- claims the hook) is exactly the condition below.
local isAndroid = (love.system and love.system.getOS and love.system.getOS() == "Android")
local wouldReturnToLauncher = PlatformHooks.quitToLauncher(function()
return Game and not Importer and not quitToLauncher and not scripted
and not launchedIntoGame
and (isAndroid or not launchedIntoGame)
end)
if wouldReturnToLauncher then
if isAndroid then
returnToLauncher()
return true -- abort this quit; the restart lands back in the launcher
end
quitToLauncher = true
-- Tell the fresh boot to ignore any boot-straight-into-a-game option this
-- once, so the restart really does land in the launcher (#887). A failed
@@ -952,6 +1160,7 @@ function love.filedropped(file)
if editorMode and EditorApp and EditorApp.filedropped then
return EditorApp.filedropped(file)
end
if Studio then return Studio.filedropped(file) end
if Importer then Importer:filedropped(file) end
end
+4 -4
View File
@@ -109,10 +109,10 @@ The APK lands under `app/build/outputs/apk/embedNoRecord/debug/`.
`app/src/embed/assets/game.love` - zip of `main.lua`, `conf.lua`, `src/`,
`libs/` (the vendored FlexLove toolkit the launcher UI needs), `data/`,
`assets/`, and the Red, Blue, and Yellow ROM manifests. The Android
packer verifies the Yellow manifest before it packages; if a partial source
export omitted it, it restores the file from this checkout's Git data and then
falls back to the project's GitHub copy. Generated game data,
`assets/`, and the Red, Blue, Yellow, Gold, and Silver ROM manifests. The
Android packer verifies the Yellow, Gold, and Silver manifests before it
packages; if a partial source export omitted one, it restores the file from
this checkout's Git data and then falls back to the project's GitHub copy. Generated game data,
scripts, tests, and mobile build sources are excluded.
## Branding (applied by the build script)
@@ -29,14 +29,18 @@
<application
android:allowBackup="true"
android:icon="@drawable/love"
android:icon="@mipmap/ic_launcher"
android:roundIcon="@mipmap/ic_launcher_round"
android:label="${NAME}" >
<meta-data
android:name="android.allow_multiple_resumed_activities"
android:value="true" />
<activity
android:name="org.love2d.android.GameActivity"
android:exported="true"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation"
android:label="${NAME}"
android:launchMode="singleInstance"
android:launchMode="singleTask"
android:screenOrientation="${ORIENTATION}"
android:resizeableActivity="false"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >
@@ -49,5 +53,15 @@
<action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" />
</intent-filter>
</activity>
<activity
android:name="org.love2d.android.GameActivity$SecondaryActivity"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation"
android:excludeFromRecents="true"
android:exported="false"
android:launchMode="singleTask"
android:resizeableActivity="false"
android:screenOrientation="${ORIENTATION}"
android:taskAffinity="${applicationId}.secondary"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" />
</application>
</manifest>
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@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@color/ic_launcher_background" />
<foreground android:drawable="@drawable/ic_launcher_foreground" />
</adaptive-icon>
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@color/ic_launcher_background" />
<foreground android:drawable="@drawable/ic_launcher_foreground" />
</adaptive-icon>
@@ -3,4 +3,10 @@
<color name="colorPrimary">#3F51B5</color>
<color name="colorPrimaryDark">#303F9F</color>
<color name="colorAccent">#FF4081</color>
<color name="ic_launcher_background">#FFFFFF</color>
<color name="shortcut_red">#E53935</color>
<color name="shortcut_blue">#1E88E5</color>
<color name="shortcut_yellow">#FDD835</color>
<color name="shortcut_gold">#D4AF37</color>
<color name="shortcut_silver">#BEC6D2</color>
</resources>
@@ -45,6 +45,11 @@
// own, which can name a different volume on merged / adopted-SD storage.
#include "filesystem/Filesystem.h"
#include "common/Module.h"
#include "audio/Audio.h"
#include "audio/openal/Audio.h"
#include "event/Event.h"
namespace love
{
namespace android
@@ -278,6 +283,70 @@ bool restartApp()
return result;
}
bool updateAppShortcuts(const std::vector<std::string> &versions)
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
if (activity == nullptr)
return false;
jmethodID method = env->GetStaticMethodID(activity, "updateAppShortcuts", "([Ljava/lang/String;)Z");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
jclass stringClass = env->FindClass("java/lang/String");
jobjectArray array = env->NewObjectArray((jsize) versions.size(), stringClass, nullptr);
for (size_t i = 0; i < versions.size(); ++i)
{
jstring jstr = env->NewStringUTF(versions[i].c_str());
env->SetObjectArrayElement(array, (jsize) i, jstr);
env->DeleteLocalRef(jstr);
}
jboolean result = env->CallStaticBooleanMethod(activity, method, array);
env->DeleteLocalRef(array);
env->DeleteLocalRef(stringClass);
env->DeleteLocalRef(activity);
return result;
}
std::string getLaunchGame()
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
if (activity == nullptr)
return "";
jmethodID method = env->GetStaticMethodID(activity, "getLaunchGame", "()Ljava/lang/String;");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return "";
}
jstring jgame = (jstring) env->CallStaticObjectMethod(activity, method);
if (jgame == nullptr)
{
env->DeleteLocalRef(activity);
return "";
}
const char *str = env->GetStringUTFChars(jgame, nullptr);
std::string result = (str != nullptr) ? str : "";
if (str != nullptr)
env->ReleaseStringUTFChars(jgame, str);
env->DeleteLocalRef(jgame);
env->DeleteLocalRef(activity);
return result;
}
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept)
{
if (url == nullptr || destPath == nullptr)
@@ -325,6 +394,153 @@ bool httpDownload(const char *url, const char *destPath, const char *userAgent,
return result;
}
bool httpPost(const char *url, const char *body, int bodyLen, const char *contentType, const char *userAgent)
{
if (url == nullptr || body == nullptr || bodyLen < 0)
return false;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
// Same resolution rule as httpDownload: the activity's own class via
// SDL_AndroidGetActivity, never FindClass -- this bridge is called off
// the main thread (love.thread workers), whose class loader cannot see
// app classes.
jobject activityObj = (jobject) SDL_AndroidGetActivity();
if (activityObj == nullptr)
return false;
jclass activity = env->GetObjectClass(activityObj);
env->DeleteLocalRef(activityObj);
// Old APK / new liblove skew: report "no transport" the same way a
// missing curl does, instead of aborting on a missing method (#597).
jmethodID method = env->GetStaticMethodID(activity, "httpPost",
"(Ljava/lang/String;[BLjava/lang/String;Ljava/lang/String;)Z");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
jstring jurl = env->NewStringUTF(url);
// raw bytes across the bridge: a log ring can carry arbitrary UTF-8,
// and a jstring would run it through modified UTF-8
jbyteArray jbody = env->NewByteArray(bodyLen);
if (jbody != nullptr)
env->SetByteArrayRegion(jbody, 0, bodyLen, (const jbyte*) body);
jstring jct = contentType != nullptr ? env->NewStringUTF(contentType) : nullptr;
jstring jua = userAgent != nullptr ? env->NewStringUTF(userAgent) : nullptr;
jboolean result = env->CallStaticBooleanMethod(activity, method, jurl, jbody, jct, jua);
env->DeleteLocalRef(jurl);
if (jbody != nullptr)
env->DeleteLocalRef(jbody);
if (jct != nullptr)
env->DeleteLocalRef(jct);
if (jua != nullptr)
env->DeleteLocalRef(jua);
env->DeleteLocalRef(activity);
return result;
}
bool httpRequest(const char *url, const char *method,
const char *const *headerPairs, int headerPairCount,
const char *body, int bodyLen, const char *userAgent, std::string &out)
{
out.clear();
if (url == nullptr)
return false;
if (headerPairCount < 0 || (headerPairCount > 0 && headerPairs == nullptr))
return false;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
// Same resolution rule as httpDownload: the activity's own class via
// SDL_AndroidGetActivity, never FindClass for an app class -- save sync
// runs on a love.thread worker, whose class loader cannot see them.
jobject activityObj = (jobject) SDL_AndroidGetActivity();
if (activityObj == nullptr)
return false;
jclass activity = env->GetObjectClass(activityObj);
env->DeleteLocalRef(activityObj);
// Old APK / new liblove skew: report "no transport" instead of aborting
// on a missing method (#597).
jmethodID method_id = env->GetStaticMethodID(activity, "httpRequest",
"(Ljava/lang/String;Ljava/lang/String;[Ljava/lang/String;[BLjava/lang/String;)[B");
if (method_id == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
jobjectArray jheaders = nullptr;
if (headerPairCount > 0)
{
// java/lang/String, unlike an app class, resolves from any thread.
jclass stringClass = env->FindClass("java/lang/String");
if (stringClass == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
jheaders = env->NewObjectArray((jsize) headerPairCount, stringClass, nullptr);
env->DeleteLocalRef(stringClass);
if (jheaders == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
for (int i = 0; i < headerPairCount; i++)
{
jstring field = env->NewStringUTF(headerPairs[i] != nullptr ? headerPairs[i] : "");
env->SetObjectArrayElement(jheaders, (jsize) i, field);
if (field != nullptr)
env->DeleteLocalRef(field);
}
}
jstring jurl = env->NewStringUTF(url);
jstring jmethod = env->NewStringUTF(method != nullptr ? method : "GET");
// raw bytes across the bridge, as httpPost does: a request body is JSON
// carrying a base64 save, and a jstring would run it through modified UTF-8
jbyteArray jbody = nullptr;
if (body != nullptr && bodyLen >= 0)
{
jbody = env->NewByteArray((jsize) bodyLen);
if (jbody != nullptr && bodyLen > 0)
env->SetByteArrayRegion(jbody, 0, (jsize) bodyLen, (const jbyte*) body);
}
jstring jua = env->NewStringUTF(userAgent != nullptr ? userAgent : "gen1recomp");
jobject result = env->CallStaticObjectMethod(activity, method_id, jurl, jmethod,
jheaders, jbody, jua);
env->DeleteLocalRef(jurl);
env->DeleteLocalRef(jmethod);
if (jheaders != nullptr)
env->DeleteLocalRef(jheaders);
if (jbody != nullptr)
env->DeleteLocalRef(jbody);
env->DeleteLocalRef(jua);
env->DeleteLocalRef(activity);
if (result == nullptr)
return false;
jbyteArray bytes = (jbyteArray) result;
jsize length = env->GetArrayLength(bytes);
if (length > 0)
{
out.resize((size_t) length);
env->GetByteArrayRegion(bytes, 0, length, (jbyte*) &out[0]);
}
env->DeleteLocalRef(result);
return true;
}
/*
* TLS sockets. Same resolution rule as httpDownload above -- the activity's
* own class, never FindClass -- and the same tolerance for an old APK: a
@@ -1180,6 +1396,68 @@ void love_android_secondary_enable(int on)
env->DeleteLocalRef(activity);
}
extern "C" __attribute__((visibility("default")))
void love_android_secondary_target(int target)
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
jmethodID method = env->GetStaticMethodID(activity,
"setSecondaryDisplayTarget", "(I)V");
if (method)
env->CallStaticVoidMethod(activity, method, target);
else
env->ExceptionClear();
env->DeleteLocalRef(activity);
}
extern "C" __attribute__((visibility("default")))
int love_android_secondary_detected()
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
jmethodID method = env->GetStaticMethodID(activity,
"hasSecondaryDisplayCandidate", "()Z");
jboolean detected = JNI_FALSE;
if (method)
detected = env->CallStaticBooleanMethod(activity, method);
else
env->ExceptionClear();
env->DeleteLocalRef(activity);
return detected ? 1 : 0;
}
extern "C" __attribute__((visibility("default")))
int love_android_present_secondary(const void *rgba, int width, int height,
unsigned int background, int cover)
{
if (!rgba || width <= 0 || height <= 0)
return 0;
jlong size = (jlong) width * (jlong) height * 4;
if (size <= 0)
return 0;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
jclass activity = env->FindClass("org/love2d/android/GameActivity");
jmethodID method = env->GetStaticMethodID(activity, "presentSecondaryFrame",
"(Ljava/nio/ByteBuffer;IIIZ)Z");
if (!method)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return 0;
}
jobject frame = env->NewDirectByteBuffer((void *) rgba, size);
if (!frame)
{
env->DeleteLocalRef(activity);
return 0;
}
jboolean shown = env->CallStaticBooleanMethod(activity, method, frame,
width, height, (jint) background, cover ? JNI_TRUE : JNI_FALSE);
env->DeleteLocalRef(frame);
env->DeleteLocalRef(activity);
return shown ? 1 : 0;
}
extern "C" __attribute__((visibility("default")))
const char *love_android_poll_secondary_touch()
{
@@ -1209,4 +1487,98 @@ const char *love_android_poll_secondary_touch()
return event.empty() ? nullptr : event.c_str();
}
static love::audio::openal::Audio *love_android_openal_audio()
{
love::audio::Audio *audio = love::Module::getInstance<love::audio::Audio>(love::Module::M_AUDIO);
if (audio == nullptr)
return nullptr;
const char *name = audio->getName();
if (name == nullptr || strcmp(name, "love.audio.openal") != 0)
return nullptr;
return (love::audio::openal::Audio *) audio;
}
extern "C" JNIEXPORT void JNICALL
Java_org_love2d_android_GameActivity_nativeAudioFocusLost(JNIEnv *env, jclass cls)
{
(void) env;
(void) cls;
love::audio::openal::pushAudioSuspendEvent();
love::audio::openal::Audio *audio = love_android_openal_audio();
if (audio != nullptr)
audio->pauseContext();
}
extern "C" JNIEXPORT void JNICALL
Java_org_love2d_android_GameActivity_nativeAudioFocusGained(JNIEnv *env, jclass cls)
{
(void) env;
(void) cls;
love::audio::openal::Audio *audio = love_android_openal_audio();
if (audio == nullptr)
return;
audio->resumeContext();
if (!audio->isDeviceConnected())
audio->reopenDevice();
love::audio::openal::pushAudioResetEvent();
}
extern "C" JNIEXPORT void JNICALL
Java_org_love2d_android_GameActivity_nativeAudioDeviceChanged(JNIEnv *env, jclass cls)
{
(void) env;
(void) cls;
love::audio::openal::Audio *audio = love_android_openal_audio();
if (audio == nullptr)
return;
audio->pauseContext();
audio->reopenDevice();
audio->resumeContext();
love::audio::openal::pushAudioResetEvent();
}
static void pushGameIntentEvent(const char *game)
{
auto eventmodule = love::Module::getInstance<love::event::Event>(love::Module::M_EVENT);
if (eventmodule == nullptr || game == nullptr)
return;
std::vector<love::Variant> args;
args.push_back(love::Variant(std::string(game)));
love::event::Message *msg = new love::event::Message("intent_game", args);
eventmodule->push(msg);
msg->release();
}
extern "C" JNIEXPORT void JNICALL
Java_org_love2d_android_GameActivity_nativeOnGameIntent(JNIEnv *env, jclass cls, jstring game)
{
(void) cls;
if (game == nullptr)
return;
const char *str = env->GetStringUTFChars(game, nullptr);
if (str != nullptr)
{
pushGameIntentEvent(str);
env->ReleaseStringUTFChars(game, str);
}
}
#endif // LOVE_ANDROID
@@ -90,6 +90,16 @@ bool syncHealthSteps();
**/
bool restartApp();
/**
* Dynamic App Shortcuts: updates Android ShortcutManager with ready game versions.
**/
bool updateAppShortcuts(const std::vector<std::string> &versions);
/**
* Returns the game version requested via initial launch Intent (if any).
**/
std::string getLaunchGame();
/**
* Blocking HTTPS GET into destPath (GameActivity.httpDownload). Android has
* no curl binary, so this is the transport src/core/HostShell.lua uses there
@@ -98,6 +108,29 @@ bool restartApp();
**/
bool httpDownload(const char *url, const char *destPath, const char *userAgent, const char *accept);
/**
* Blocking HTTPS POST of a raw byte body (GameActivity.httpPost). The
* mirror of httpDownload for mod.postLog log sends, which need POST and
* have no curl on Android. contentType / userAgent may be null. Returns
* whether the server accepted the send (2xx).
**/
bool httpPost(const char *url, const char *body, int bodyLen, const char *contentType, const char *userAgent);
/**
* Blocking HTTPS request with a method, headers and a byte body
* (GameActivity.httpRequest). What save sync needs and neither of the two
* above can give it: PUT, per-request auth headers, and the response body of
* a 4xx as well as a 2xx. headerPairs is a flat name, value array of
* headerPairCount entries; body/userAgent may be null. `out` receives the
* Java side's envelope -- a head line of "STATUS <code>" or "ERROR <text>",
* a newline, then the raw response bytes. False means the platform has no
* such bridge at all (an old APK under a newer liblove), which the Lua side
* reports as "update the app" rather than as a failed request.
**/
bool httpRequest(const char *url, const char *method,
const char *const *headerPairs, int headerPairCount,
const char *body, int bodyLen, const char *userAgent, std::string &out);
/**
* TLS client sockets (GameActivity.tls*, implemented by TlsSocket.java).
* LuaSocket, which is what LOVE ships, does TCP only, so wss:// is otherwise
@@ -22,6 +22,7 @@
#include "common/delay.h"
#include "RecordingDevice.h"
#include "sound/Decoder.h"
#include "event/Event.h"
#include <cstdlib>
#include <iostream>
@@ -30,6 +31,10 @@
#include "common/ios.h"
#endif
#ifndef ALC_CONNECTED
#define ALC_CONNECTED 0x313
#endif
namespace love
{
namespace audio
@@ -37,9 +42,35 @@ namespace audio
namespace openal
{
Audio::PoolThread::PoolThread(Pool *pool)
: pool(pool)
static const int DISCONNECT_CHECK_INTERVAL = 200;
static void pushAudioEvent(const char *name)
{
auto eventmodule = Module::getInstance<event::Event>(Module::M_EVENT);
if (eventmodule == nullptr)
return;
event::Message *msg = new event::Message(name);
eventmodule->push(msg);
msg->release();
}
void pushAudioSuspendEvent()
{
pushAudioEvent("audiosuspend");
}
void pushAudioResetEvent()
{
pushAudioEvent("audioreset");
}
Audio::PoolThread::PoolThread(Audio *audio, Pool *pool)
: audio(audio)
, pool(pool)
, finish(false)
, paused(false)
{
threadName = "AudioPool";
}
@@ -51,6 +82,8 @@ Audio::PoolThread::~PoolThread()
void Audio::PoolThread::threadFunction()
{
int disconnectCheck = 0;
while (true)
{
{
@@ -61,7 +94,23 @@ void Audio::PoolThread::threadFunction()
}
}
if (paused.load())
{
disconnectCheck = 0;
sleep(5);
continue;
}
pool->update();
if (audio != nullptr && ++disconnectCheck >= DISCONNECT_CHECK_INTERVAL)
{
disconnectCheck = 0;
if (!audio->isDeviceConnected() && audio->reopenDevice())
pushAudioResetEvent();
}
sleep(5);
}
}
@@ -72,6 +121,11 @@ void Audio::PoolThread::setFinish()
finish = true;
}
void Audio::PoolThread::setPaused(bool paused)
{
this->paused.store(paused);
}
ALenum Audio::getFormat(int bitDepth, int channels)
{
if (bitDepth != 8 && bitDepth != 16)
@@ -99,6 +153,8 @@ Audio::Audio()
, pool(nullptr)
, poolThread(nullptr)
, distanceModel(DISTANCE_INVERSE_CLAMPED)
, alcReopenDeviceSOFT(nullptr)
, reopenChecked(false)
{
// Before opening new device, check if recording
// is requested.
@@ -189,13 +245,6 @@ Audio::Audio()
throw;
}
poolThread = new PoolThread(pool);
poolThread->start();
#ifdef LOVE_IOS
love::ios::initAudioSessionInterruptionHandler();
#endif
#ifdef LOVE_ANDROID
bool hasPauseDeviceExt = alcIsExtensionPresent(device, "ALC_SOFT_pause_device") == ALC_TRUE;
alcDevicePauseSOFT = hasPauseDeviceExt
@@ -205,6 +254,13 @@ Audio::Audio()
? (LPALCDEVICERESUMESOFT) alcGetProcAddress(device, "alcDeviceResumeSOFT")
: nullptr;
#endif
poolThread = new PoolThread(this, pool);
poolThread->start();
#ifdef LOVE_IOS
love::ios::initAudioSessionInterruptionHandler();
#endif
}
Audio::~Audio()
@@ -314,6 +370,9 @@ std::vector<love::audio::Source*> Audio::pause()
void Audio::pauseContext()
{
if (poolThread != nullptr)
poolThread->setPaused(true);
#ifdef LOVE_ANDROID
if (alcDevicePauseSOFT)
alcDevicePauseSOFT(device);
@@ -350,6 +409,52 @@ void Audio::resumeContext()
if (context && alcGetCurrentContext() != context)
alcMakeContextCurrent(context);
#endif
if (poolThread != nullptr)
poolThread->setPaused(false);
}
bool Audio::reopenDevice()
{
if (device == nullptr)
return false;
thread::Lock lock(deviceMutex);
if (!reopenChecked)
{
reopenChecked = true;
if (alcIsExtensionPresent(device, "ALC_SOFT_reopen_device") == ALC_TRUE)
alcReopenDeviceSOFT = (LPALCREOPENDEVICESOFT) alcGetProcAddress(device, "alcReopenDeviceSOFT");
}
if (alcReopenDeviceSOFT == nullptr)
return false;
alcGetError(device);
return alcReopenDeviceSOFT(device, nullptr, nullptr) == ALC_TRUE;
}
bool Audio::isDeviceConnected()
{
if (device == nullptr)
return false;
thread::Lock lock(deviceMutex);
if (alcIsExtensionPresent(device, "ALC_EXT_disconnect") != ALC_TRUE)
return true;
ALCint connected = 1;
alcGetError(device);
alcGetIntegerv(device, ALC_CONNECTED, 1, &connected);
if (alcGetError(device) != ALC_NO_ERROR)
return true;
return connected != 0;
}
void Audio::setVolume(float volume)
@@ -22,6 +22,7 @@
#define LOVE_AUDIO_OPENAL_AUDIO_H
// STD
#include <atomic>
#include <queue>
#include <map>
#include <vector>
@@ -97,6 +98,8 @@ public:
std::vector<love::audio::Source*> pause();
void pauseContext();
void resumeContext();
bool reopenDevice();
bool isDeviceConnected();
void setVolume(float volume);
float getVolume() const;
@@ -155,6 +158,7 @@ private:
class PoolThread: public thread::Threadable
{
protected:
Audio *audio;
Pool *pool;
// Set this to true when the thread should finish.
@@ -162,13 +166,16 @@ private:
// will read from it.
volatile bool finish;
std::atomic<bool> paused;
// finish lock
love::thread::MutexRef mutex;
public:
PoolThread(Pool *pool);
PoolThread(Audio *audio, Pool *pool);
virtual ~PoolThread();
void setFinish();
void setPaused(bool paused);
void threadFunction();
};
@@ -177,6 +184,13 @@ private:
DistanceModel distanceModel;
//float metersPerUnit = 1.0;
#ifndef ALC_SOFT_reopen_device
typedef ALCboolean (ALC_APIENTRY*LPALCREOPENDEVICESOFT)(ALCdevice *device, const ALCchar *deviceName, const ALCint *attribs);
#endif
LPALCREOPENDEVICESOFT alcReopenDeviceSOFT;
bool reopenChecked;
love::thread::MutexRef deviceMutex;
#ifdef LOVE_ANDROID
# ifndef ALC_SOFT_pause_device
typedef void (ALC_APIENTRY*LPALCDEVICEPAUSESOFT)(ALCdevice *device);
@@ -188,6 +202,9 @@ private:
#endif
}; // Audio
void pushAudioSuspendEvent();
void pushAudioResetEvent();
#ifdef ALC_EXT_EFX
// Effect objects
extern LPALGENEFFECTS alGenEffects;
@@ -245,6 +245,25 @@ bool System::restartApp() const
#endif
}
bool System::updateShortcuts(const std::vector<std::string> &versions) const
{
#ifdef LOVE_ANDROID
return love::android::updateAppShortcuts(versions);
#else
LOVE_UNUSED(versions);
return false;
#endif
}
std::string System::getLaunchGame() const
{
#ifdef LOVE_ANDROID
return love::android::getLaunchGame();
#else
return "";
#endif
}
bool System::httpDownload(const char *url, const char *destPath,
const char *userAgent, const char *accept) const
{
@@ -259,6 +278,42 @@ bool System::httpDownload(const char *url, const char *destPath,
#endif
}
bool System::httpPost(const char *url, const char *body, int bodyLen,
const char *contentType, const char *userAgent) const
{
#ifdef LOVE_ANDROID
return love::android::httpPost(url, body, bodyLen, contentType, userAgent);
#else
LOVE_UNUSED(url);
LOVE_UNUSED(body);
LOVE_UNUSED(bodyLen);
LOVE_UNUSED(contentType);
LOVE_UNUSED(userAgent);
return false;
#endif
}
bool System::httpRequest(const char *url, const char *method,
const char *const *headerPairs, int headerPairCount,
const char *body, int bodyLen, const char *userAgent,
std::string &out) const
{
#ifdef LOVE_ANDROID
return love::android::httpRequest(url, method, headerPairs, headerPairCount,
body, bodyLen, userAgent, out);
#else
LOVE_UNUSED(url);
LOVE_UNUSED(method);
LOVE_UNUSED(headerPairs);
LOVE_UNUSED(headerPairCount);
LOVE_UNUSED(body);
LOVE_UNUSED(bodyLen);
LOVE_UNUSED(userAgent);
out.clear();
return false;
#endif
}
int System::tlsOpen(const char *host, int port) const
{
#ifdef LOVE_ANDROID
@@ -143,6 +143,9 @@ public:
**/
virtual bool restartApp() const;
virtual bool updateShortcuts(const std::vector<std::string> &versions) const;
virtual std::string getLaunchGame() const;
/**
* Blocking HTTPS GET into an absolute host path (Android only; false
* elsewhere). Android has no curl, which is what every other platform
@@ -151,6 +154,26 @@ public:
virtual bool httpDownload(const char *url, const char *destPath,
const char *userAgent = nullptr, const char *accept = nullptr) const;
/**
* Blocking HTTPS POST of a raw byte body (Android only; false
* elsewhere). The mirror of httpDownload for mod.postLog log sends,
* which need POST and have no curl on Android (#597).
**/
virtual bool httpPost(const char *url, const char *body, int bodyLen,
const char *contentType = nullptr, const char *userAgent = nullptr) const;
/**
* Blocking HTTPS request with a method, headers and a byte body (Android
* only; false elsewhere). Save sync needs PUT, auth headers and the body
* of a 4xx, none of which the two bridges above can express. headerPairs
* is a flat name, value array; `out` receives the response envelope
* ("STATUS <code>" or "ERROR <text>", a newline, then the raw body).
**/
virtual bool httpRequest(const char *url, const char *method,
const char *const *headerPairs, int headerPairCount,
const char *body, int bodyLen, const char *userAgent,
std::string &out) const;
/**
* TLS client sockets (Android only; every call fails elsewhere, where
* LuaSec or another provider is the answer). Non-blocking by contract:

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