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Author SHA1 Message Date
bryanthaboi 44f4680b24 Merge pull request #1652 from bryanthaboi/dev
skin studio fix
2026-08-21 15:01:51 -04:00
bryanthaboi 06e06e305b skin studio fix 2026-08-21 14:38:54 -04:00
github-actions 464fb47756 chore(ios): update app-repo.json [skip ci] 2026-08-21 14:21:21 -04:00
bryanthaboi fe3746fd1a Merge pull request #1650 from bryanthaboi/dev
big freaking junk off
2026-08-21 14:12:38 -04:00
bryanthaboi 0e407dca7a Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-21 14:03:27 -04:00
bryanthaboi b0ff1552f2 skins fixerino 2026-08-21 14:03:25 -04:00
bryanthaboi d191aaa34d Merge pull request #1616 from HighDrexler/fix/large-required-imports-v2
Fix/large required imports v2
2026-08-21 09:59:17 -04:00
bryanthaboi a1a70540b8 Merge pull request #1645 from MaxTomahawk/adaptive-trainers/charge-required-hook
feat(mod-api): expose charge decision hook
2026-08-21 09:19:17 -04:00
bryanthaboi 5c1837b1eb maybe smoother mobile scroll on installed mods 2026-08-21 09:17:06 -04:00
MaxTomahawk bb0f156497 test(mod-api): cover Gold charge continuations 2026-08-21 14:52:11 +02:00
MaxTomahawk 4b0496bad1 feat(mod-api): expose charge decision hook 2026-08-21 14:40:51 +02:00
bryanthaboi a56add6d17 screen position fixes for gen 2 2026-08-21 08:30:44 -04:00
bryanthaboi 48b39c8519 CLOSES #1570 2026-08-21 08:23:21 -04:00
HighDrexler decaa006b2 test: lock large imports to streaming path after confirmation 2026-08-21 08:01:00 -04:00
HighDrexler c0bd4a35be test(mods): fix streamed import rewind assertion 2026-08-21 07:33:24 -04:00
bryanthaboi 8c0d0ace4d CLOSES #1367, CLOSES #1585, CLOSES #1611, CLOSES #1612, CLOSES #1636, CLOSES #1638, CLOSES #1641 2026-08-21 07:14:47 -04:00
bryanthaboi c11c762f15 Merge pull request #1634 from 1Jamie/game-corner-extraction-fix 2026-08-21 05:20:28 -04:00
HighDrexler c465f58006 fix(mods): harden streamed import cleanup 2026-08-20 23:46:02 -04:00
1jamie 780246c4f6 feat: add deinterleave function and enhance graphics extraction for Slots and Card Flip
Implemented a new deinterleave function in ImageWriter to restore row-major order for PNGs. Updated RomExtractorGen2 to utilize this function for extracting Slot Machine graphics, and added new functions for padding and writing graphics sheets. Updated the ROM manifests to include necessary symbols for Slots and Card Flip assets.
2026-08-20 20:40:37 -05:00
1jamie 5714555847 feat: enhance Goldenrod Game Corner graphics extraction
Added functions to write raw graphics assets for the Slot Machine and Card Flip games, ensuring that the necessary files are generated when the corresponding symbols are present in the ROM. Updated the manifest to include required symbols for these assets, preventing fallback to labelled cells when graphics are missing.
2026-08-20 20:23:39 -05:00
github-actions 738f7317d7 chore(ios): update app-repo.json [skip ci] 2026-08-20 20:51:52 -04:00
bryanthaboi 5e514335c1 Merge pull request #1632 from bryanthaboi/dev
saves and saves
2026-08-20 20:40:07 -04:00
1jamie f5b8b6c85f feat: implement Diploma screen visual assets and add version-specific blink logic to TownMap
Fix for #1595 #1597 #1589 #1613 and maybe 1520.
2026-08-20 20:37:51 -04:00
bryanthaboi db25c14dfb save sync update 2026-08-20 20:36:23 -04:00
bryanthaboi 90163a3ff2 CLOSES #1619 2026-08-20 20:07:10 -04:00
github-actions f63707c45b chore(ios): update app-repo.json [skip ci] 2026-08-20 18:46:51 -04:00
bryanthaboi 7756fdc3cb Merge pull request #1622 from bryanthaboi/dev
fix android because goia broke it
2026-08-20 18:37:33 -04:00
bryanthaboi 4bdb9435a4 fix android because goia broke it 2026-08-20 18:36:29 -04:00
github-actions 5cbde96177 chore(ios): update app-repo.json [skip ci] 2026-08-20 17:44:02 -04:00
bryanthaboi 03c5a1eddf Merge pull request #1617 from bryanthaboi/dev
some major buggies and some minor huggies
2026-08-20 17:34:16 -04:00
bryanthaboi ada0d8abe1 updater stuff 2026-08-20 17:30:48 -04:00
bryanthaboi dbecc345e3 CLOSES #1478, CLOSES #1479, CLOSES #1488, CLOSES #1510, CLOSES #1511, CLOSES #1514, CLOSES #1521, CLOSES #1522, CLOSES #1545, CLOSES #1557, CLOSES #1563, CLOSES #1565, CLOSES #1566, CLOSES #1577, CLOSES #1594, CLOSES #1596, CLOSES #1606, CLOSES #1608 2026-08-20 17:30:18 -04:00
bryanthaboi 0f8f6d0e4f CLOSES #1474, CLOSES #1475, CLOSES #1477, CLOSES #1482, CLOSES #1512, CLOSES #1516, CLOSES #1558, CLOSES #1569, CLOSES #1578, CLOSES #1579 2026-08-20 17:29:51 -04:00
HighDrexler 911e11a372 test(mods): document and cover streamed import access 2026-08-20 17:14:32 -04:00
github-actions[bot] 2d28d18bf6 fix(mods): support large required imports end-to-end 2026-08-20 21:10:01 +00:00
HighDrexler 0b70d6c535 chore: stage prepared large-import PR patch 2026-08-20 17:09:40 -04:00
github-actions 1e6613e2de chore(ios): update app-repo.json [skip ci] 2026-08-20 13:16:04 -04:00
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
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
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
302 changed files with 33308 additions and 2049 deletions
+1
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@@ -0,0 +1 @@
* @bryanthaboi
+8 -55
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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:
@@ -318,52 +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 $floor, above the bullseye 2.31 floor"; exit 1; }
run: bash scripts/linux-arm64/verify_appimage.sh dist/linux-arm64/gen1recomp-0.0.0-linux-arm64.AppImage
- name: Upload the AppImage
uses: actions/upload-artifact@v7
with:
@@ -400,7 +359,6 @@ jobs:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v7
- run: sudo apt-get update && sudo apt-get install -y luajit
- run: python3 -m pip install --upgrade pillow
# the fixture PNGs are committed (they are 8x8 placeholders, not
@@ -421,13 +379,8 @@ jobs:
print(f"\n{len(paths)} fixture assets valid")
PY
# the fingerprint golden is the parity tripwire; prove it still
# matches the dataset on a clean checkout
- name: fingerprint gate
run: luajit tests/engine/gate_fingerprint.lua
- name: parity-guarantee meta-test
run: luajit tests/engine/gate_meta_coverage.lua
# the fingerprint parity gates (gate_fingerprint / gate_meta_coverage)
# run in the headless job via run_engine; this job only guards the PNGs
# Only the differ is under test here, and the job is named for that. The
# capture half of the golden pipeline does not exist: a POKEPORT_DRIVER
+39 -6
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@@ -161,6 +161,8 @@ jobs:
scripts/build_linux_arm64.sh \
--version "${{ 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: |
@@ -357,14 +368,36 @@ 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; }
- name: Build Android
- name: Materialize Android release signing key
env:
KEYSTORE_B64: ${{ secrets.ANDROID_RELEASE_KEYSTORE_B64 }}
run: |
set -euo pipefail
scripts/build_android.sh --version "${{ needs.version.outputs.version }}"
[ -n "$KEYSTORE_B64" ] || {
echo "::error::ANDROID_RELEASE_KEYSTORE_B64 is required for a publishable Android update"
exit 1
}
python3 - <<'PY'
import base64, os, pathlib
encoded = os.environ["KEYSTORE_B64"]
path = pathlib.Path(os.environ["RUNNER_TEMP"]) / "gen1recomp-android-release.keystore"
path.write_bytes(base64.b64decode(encoded, validate=True))
PY
- name: Build Android
env:
GEN1RECOMP_ANDROID_KEYSTORE: ${{ runner.temp }}/gen1recomp-android-release.keystore
GEN1RECOMP_ANDROID_KEYSTORE_PASSWORD: ${{ secrets.ANDROID_RELEASE_KEYSTORE_PASSWORD }}
GEN1RECOMP_ANDROID_KEY_ALIAS: ${{ secrets.ANDROID_RELEASE_KEY_ALIAS }}
GEN1RECOMP_ANDROID_KEY_PASSWORD: ${{ secrets.ANDROID_RELEASE_KEY_PASSWORD }}
run: |
set -euo pipefail
scripts/build_android.sh --release --version "${{ needs.version.outputs.version }}"
- name: Install xcbeautify
run: |
@@ -486,8 +519,8 @@ jobs:
[ -f "$arm64_appimage" ] || { echo "::error::$arm64_appimage not found (expected from the linux-arm64 job)"; exit 1; }
cp "$arm64_appimage" "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
chmod +x "$outdir/gen1recomp-${v}-linux-arm64.AppImage"
apk="$(find dist/android/debug -name '*.apk' | head -1)"
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/debug"; exit 1; }
apk="$(find dist/android/release -name '*.apk' | head -1)"
[ -n "$apk" ] || { echo "::error::no Android APK found under dist/android/release"; exit 1; }
cp "$apk" "$outdir/gen1recomp-${v}-android.apk"
ipa="dist/ios/gen1recomp++.ipa"
+11 -11
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@@ -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 44 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
+10 -10
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@@ -53,18 +53,17 @@ And before you say, "that's not a recomp", you're wrong. Recomp is an acronym. *
### 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
@@ -72,13 +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
@@ -219,7 +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 |
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After

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+2
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@@ -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"
+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,
+20 -2
View File
@@ -38,6 +38,22 @@ local function retryTmGive(game, ow, victoryKey, done)
return true
end
-- The badge line + its jingle, armed for the battle screen the way
-- SaveEndBattleTextPointers does (PewterGym.asm:117-119) (#1606)
local function badgeEndBattleText(game, victoryKey)
local reward = victoryKey and require("data.scripts.victories")[victoryKey]
if not (reward and reward.dialogue) then return nil end
local text = game.data.text or {}
local pages = {}
for _, label in ipairs(reward.dialogue) do
if text[label] and text[label] ~= "" then
pages[#pages + 1] = text[label]
end
end
if #pages == 0 then return nil end
return table.concat(pages, "\f"), reward.badgeSound
end
-- scripts/PewterGym.asm PewterGymBrockText (text_asm): CheckEvent
-- EVENT_BEAT_BROCK branches his dialogue. Before the badge he prints
-- _PewterGymBrockPreBattleText and engages the leader battle
@@ -58,7 +74,8 @@ M.PEWTER_GYM.talk = {
game.data.text._PewterGymBrockPostBattleAdviceText
or "Go to the GYM in\nCERULEAN and test\nyour abilities!", done))
else
ow:engageTrainer(npc, done)
local text, sound = badgeEndBattleText(game, "OPP_BROCK#1")
ow:engageTrainer(npc, done, text, nil, sound)
end
end,
}
@@ -91,7 +108,8 @@ local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice, victoryK
game.stack:push(TextBox.new(game,
game.data.text[adviceLabel] or fallback, finish))
else
ow:engageTrainer(npc, done)
local text, sound = badgeEndBattleText(game, victoryKey)
ow:engageTrainer(npc, done, text, nil, sound)
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" },
+5 -4
View File
@@ -837,13 +837,14 @@ M.SILPH_CO_11F = {
-- every Silph rocket leaves off-screen (the street rockets are
-- handled by M.SAFFRON_CITY.onEnter in story4.lua). Queued, not
-- run here: the battle's own callbacks are still unwinding, so
-- queueScript starts it on the first idle overworld frame --
-- after the end-battle "Arrgh!!" box victories.lua OPP_GIOVANNI#2
-- pushes (#722).
-- queueScript starts it on the first idle overworld frame (#722).
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
ow:queueScript(silphAftermathRows())
end
end, nil, true)
end,
-- "Arrgh!!" is armed for the battle screen, not the map
-- (scripts/SilphCo11F.asm:264-266 SaveEndBattleTextPointers) #1606
game.data.text._SilphCo10FGiovanniILostAgainText, true)
end)
end))
return true
+15 -2
View File
@@ -216,7 +216,10 @@ local function dojoMasterGate(game, ow, x, y)
if not master or ow:trainerDefeated(master) then return false end
ow.player.facing = "right"
master:facePlayer(ow.player)
ow:engageTrainer(master)
-- scripts/FightingDojo.asm:117-119 SaveEndBattleTextPointers (#1606)
ow:engageTrainer(master, nil,
((game.data or {}).text or {})._FightingDojoKarateMasterDefeatedText,
nil, nil, false)
return true
end
@@ -516,7 +519,17 @@ 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
+23 -20
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",
@@ -646,27 +647,29 @@ end
local rocketRows = {
{ "face_player" }, -- 1
{ "check_flag", "EVENT_GOT_TM28" }, -- 2
{ "jump_if_true", 15 }, -- 3 → CeruleanHideRocket
{ "jump_if_true", 16 }, -- 3 → CeruleanHideRocket
{ "check_flag", "EVENT_BEAT_CERULEAN_ROCKET_THIEF" }, -- 4
{ "jump_if_true", 9 }, -- 5
{ "jump_if_true", 10 }, -- 5
{ "show_text", "_CeruleanCityRocketText" }, -- 6
{ "start_battle", "trainer", "OPP_ROCKET", 5 }, -- 7
{ "jump_if_false", "end" }, -- 8
{ "show_text", "_CeruleanCityRocketIllReturnTheTMText" }, -- 9
{ "set_flag", "EVENT_BEAT_CERULEAN_ROCKET_THIEF" }, -- 10
{ "give_item", "TM_DIG", 1, false }, -- 11 (row 13 prints)
{ "set_flag", "EVENT_GOT_TM28" }, -- 12
{ "show_text", "_CeruleanCityRocketReceivedTM28Text" }, -- 13
{ "show_text", "_CeruleanCityRocketIBetterGetMovingText" }, -- 14
{ "fade", "out" }, -- 15 GBFadeOutToBlack
-- scripts/CeruleanCity.asm:297 SaveEndBattleTextPointers
{ "save_end_battle_text", "_CeruleanCityRocketIGiveUpText" }, -- 7
{ "start_battle", "trainer", "OPP_ROCKET", 5 }, -- 8
{ "jump_if_false", "end" }, -- 9
{ "show_text", "_CeruleanCityRocketIllReturnTheTMText" }, -- 10
{ "set_flag", "EVENT_BEAT_CERULEAN_ROCKET_THIEF" }, -- 11
{ "give_item", "TM_DIG", 1, false }, -- 12 (row 14 prints)
{ "set_flag", "EVENT_GOT_TM28" }, -- 13
{ "show_text", "_CeruleanCityRocketReceivedTM28Text" }, -- 14
{ "show_text", "_CeruleanCityRocketIBetterGetMovingText" }, -- 15
{ "fade", "out" }, -- 16 GBFadeOutToBlack
-- CeruleanHideRocket while black: GUARD1 (28,12) appears, GUARD2
-- (27,12) and the ROCKET go. GUARD2 blocks the trashed-house south
-- door neighbour -- the swap reconnects the city (Bill's ticket does
-- the same in story.lua; either route is enough).
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 16
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 17
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_ROCKET" }, -- 18
{ "fade", "in" }, -- 19 GBFadeInFromBlack
{ "show_object", "CERULEAN_CITY", "CERULEANCITY_GUARD1" }, -- 17
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_GUARD2" }, -- 18
{ "hide_object", "CERULEAN_CITY", "CERULEANCITY_ROCKET" }, -- 19
{ "fade", "in" }, -- 20 GBFadeInFromBlack
}
M.CERULEAN_CITY = {
+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),
+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.
+7 -5
View File
@@ -24,7 +24,7 @@ The short version, for an author deciding what to write:
merged.** The write is taken, dropped, and named once per mod in the same
error feed the mod manager shows -- in both directions, so a Red boot writing
to `decorations` is told exactly as a Gold boot writing to `map_scripts` is.
- **40 event names and 43 hook names have a call site in both generations**, so
- **40 event names and 44 hook names have a call site in both generations**, so
one subscription serves both games. `tests/engine/gate_gen2_mod_api.lua`
reads those names back out of the source and fails if a site is renamed or
deleted on either side, and fails again if a new shared site appears without
@@ -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.
@@ -538,7 +539,8 @@ gains a field instead of the name gaining a prefix.
`battle.damage_dealt`, `battle.fainted`, `battle.status_inflicted`,
`battle.battler_switched`, `battle.ball_thrown`, `battle.exp_gained`,
`pokemon.level_up`, `pokemon.move_learned`; hooks `battle.damage`,
`battle.crit`, `battle.accuracy`, `battle.turn_order`,
`battle.crit`, `battle.accuracy`, `battle.charge_required`,
`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`,
+58 -6
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. |
@@ -122,21 +122,40 @@ Each object requires a stable `id`, a display `name`, a destination `file`
digests. `format` is either `"raw"` (the default) or `"n64"`. An optional
`description` gives players dump or region guidance in the import panel.
`size` declares the exact canonical byte length; `max_size` declares a smaller
per-import ceiling when an exact size is not appropriate. Every import also
has an engine-enforced 128 MiB ceiling and is rejected before hashing when its
filesystem reports an invalid size.
per-import ceiling when an exact size is not appropriate. The engine hard limit
is 2 GiB. Imports above 128 MiB receive an explicit free-space confirmation and
use the launcher's streaming large-file path rather than being materialized as
one Lua string.
For `"n64"`, the launcher recognizes `.z64`, `.v64`, and `.n64` byte orders,
strips a recognized 512-byte copier header, converts the bytes to canonical
big-endian `.z64` order, and then checks MD5. The canonical bytes are written
to `mods/<mod-id>/baseroms/<file>`. Each selection is a private grant to that
mod: the launcher never scans or copies another mod's imported files merely
because its manifest names the same digest. Mods read the result with their existing scoped `mod:read` API, for
example `mod:read("baseroms/stadium2.z64")`; no host path or new filesystem
because its manifest names the same digest. Small sources can still be read
with the existing scoped `mod:read` API, for example
`mod:read("baseroms/stadium2.z64")`. For large sources, prefer the bounded
`mod.imports` facade described below; no host path or new general filesystem
permission is exposed. Missing `required_imports` block the mod before its
entry chunk runs; missing `optional_imports` remain visible in the same
launcher panel but do not block loading.
#### Bounded access to validated imports
A loaded mod can address only ids declared by its own `required_imports` or
`optional_imports` arrays:
```lua
local info, err = mod.imports:info("stadium2")
local header, err = mod.imports:read("stadium2", 0, 4096)
```
`read` uses zero-based offsets and is capped at 8 MiB per call. The engine
rechecks the stored import before exposing it, seeks into the engine-owned
copy, and never gives the mod a host path or file handle. This is intended for
large source formats whose table/index can be parsed with small reads before
selectively reading the payloads a transform actually needs.
MD5 here identifies a known dump because ROM databases commonly publish it;
it is not a security or authenticity guarantee. Do not paste the SHA-1 used by
Gen1Recomp's own game-ROM importer into an import's `md5` field. Mod archives
@@ -441,6 +460,28 @@ default** (1x front, 2x back).
ball-to-pic grow multiplies your scale through each stage, so a rescaled
mon still grows into place from the ball, grounded the whole way.
## Installation-scoped generated cache
Generated data derived from a validated user source often belongs to the mod
installation rather than to one Pokémon save. `mod.cache` is that namespace:
```lua
local ok, err = mod.cache:write("extract/v1/arena.bin", encodedArena)
local bytes, err = mod.cache:read("extract/v1/arena.bin")
local info = mod.cache:info("extract/v1/arena.bin")
mod.cache:delete("extract/v1/arena.bin")
```
The physical root is engine-owned (`mod_cache/<mod-id>/`) and never exposed to
the mod. Keys are safe relative paths and a single write is capped at 64 MiB.
The cache does not rewind with checkpoints and is not scoped to game version,
slot, or playthrough. The mod owns its generated format, fingerprints, rebuild
policy, and completion marker; the engine treats the bytes as opaque data.
Use `mod.storage` instead when the data belongs to one playthrough. Use
`mod.cache` when it is a reproducible installation artifact that can be rebuilt
from a declared user source.
## Durable tool storage and runtime checkpoints
`mod.save` remains the right place for state that should travel with the next
@@ -633,6 +674,17 @@ the selected indices. Mods remain responsible for selection policy and should
use only public `mod.ui`, hook, and save APIs. See RFC 0010 for the exact
contract and compatibility guarantees.
Both battle engines expose the guarded `battle.charge_required` hook when a
charge-capable move is selected for its initial turn and the active ruleset
would otherwise charge it. The wrapper receives `(next, ctx)`, where `ctx` is
`{ battle, user, target, move, charge = true, isCalled }`. Return `false` to
skip only that initial charge and continue through the ordinary move pipeline;
call `next(ctx)` to keep it. The hook does not run for the release turn or when
the active ruleset already skips charging (for example, Gold Solarbeam in
sun). PP use, accuracy, damage, animation, and secondary effects remain owned
by the engine. With no subscriber, the vanilla decision runs without building
the hook context.
## Developer console
Boot with developer mode on to unlock the in-game console and hot-reload
+4 -1
View File
@@ -11,10 +11,13 @@ 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
* **Touch skins** in RetroArch overlay format, with bezel art, per-button press states, and Super Game Boy borders
* **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**
* **Shareable mod lists** over save sync, optionally carrying the options set for those mods, which the receiving device is asked about before anything is changed
## Gen 2 Specifics
* **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
+1 -1
View File
@@ -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
View File
@@ -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
@@ -0,0 +1,141 @@
# RFC 0008 — Streamed mod imports and installation-scoped generated cache
## Motivation
`required_imports`/`optional_imports` can now describe files up to 2 GiB, but
the existing launcher and public mod API still assume imported bytes are small:
* the Windows desktop picker stages a selected required import through a fixed
`%TEMP%/pokeport_required_import.bin` path before validation;
* the fallback import path materializes the selected file as one Lua string;
* after validation a mod can only use `mod:read("baseroms/...")`, which also
materializes the whole file;
* `mod.storage` is intentionally scoped to one Pokémon playthrough, so it is
not an appropriate home for a one-time generated asset cache shared by every
save using the same installed mod.
This makes optical-disc-sized user sources impractical even though the manifest
schema already accepts them. A failed temporary staging copy can also turn a
valid large source into a smaller temporary file and produce a misleading
"wrong file size" rejection.
A mod should be able to consume its own already-validated source incrementally
and compile derived runtime data once, without receiving a host path or general
filesystem access.
## Decision being extended
This extends the same legal/sandbox direction as **D11 asset transforms**
(`src/mods/AssetTransform.lua`): mods distribute recipes and derive bytes from
user-owned sources rather than shipping ROM-derived data. It also follows the
**D14 parity-gate** contract referenced by `tests/harness.lua` and
`tests/engine/gate_meta_coverage.lua` (the `21-testing-and-ci` plan): additive
extension points ship public-API coverage, no-mod parity coverage, and docs in
the same change.
The historical D11 plan document is referenced by source comments but is not
present in the current repository tree; this RFC is the checked-in design
record for the new surface.
## Exact API delta
No manifest field changes. Existing `required_imports` and `optional_imports`
remain the declaration/validation authority.
Two additive facades are added to the `mod` object.
### `mod.imports`
```lua
local info, err = mod.imports:info("source_id")
local bytes, err = mod.imports:read("source_id", offset, length)
```
* `source_id` must name an import declared by the calling mod.
* the import is rechecked through `RequiredImports.validateStored` before it is
exposed, so missing, replaced, or invalid optional imports are not readable;
* `offset` and `length` are zero-based byte coordinates;
* one read is capped at 8 MiB;
* no host path or file handle is returned;
* production reads seek into the engine-owned stored copy instead of reading
the whole source.
`info()` returns declaration metadata plus stored size. It does not expose a
host path.
### `mod.cache`
```lua
mod.cache:write("extract/v1/model.bin", bytes)
local bytes = mod.cache:read("extract/v1/model.bin")
local info = mod.cache:info("extract/v1/model.bin")
mod.cache:delete("extract/v1/model.bin")
```
The cache is rooted at `mod_cache/<mod-id>/`, follows the engine persistence
backend, and is independent of game version, launcher slot, and playthrough.
Paths are checked with `SafePath`; `..`, absolute paths, drive paths, and other
escapes remain unavailable. A single cache write is capped at 64 MiB so large
generated datasets are naturally split into independently replaceable files.
The engine does not interpret cache bytes. Mods own generated-format versioning,
fingerprints, transactional completion markers, and rebuild policy.
## Launcher/import transport delta
For large raw required imports:
1. desktop pickers return the original selected path instead of staging it
through a fixed temporary file;
2. the engine opens that source itself;
3. bytes are copied directly to the existing engine-owned
`mods/<id>/baseroms/<file>` destination in 4 MiB chunks;
4. MD5 is updated incrementally during the copy;
5. the normal size/MD5 validation receipt is written only after the complete
destination passes validation;
6. partial destinations are removed on short reads, write failure, size
mismatch, or digest mismatch.
N64 imports stay on the existing canonicalization path because byte-order and
copier-header normalization require transformation rather than a raw copy.
If a validation receipt for an already-stored large raw import is missing, the
engine rebuilds it with streaming MD5 rather than a whole-file read.
## Backward compatibility / migration
**Existing mods do nothing.** This is additive.
* manifest v1/v2 fields are unchanged;
* `mod:read`, `mod.storage`, registries, events, hooks, and legacy compatibility
retain their existing behavior;
* small required imports retain the existing in-memory validation path;
* N64 imports retain canonicalization and existing accepted byte orders;
* a mod that never touches `mod.imports` or `mod.cache` creates no new cache
files and observes no new behavior.
The mod API integer is not bumped because no existing member changes meaning or
shape.
## Security and legal posture
The launcher remains the authority that validates user-supplied bytes. The new
facade narrows access rather than widening it: a mod can read only ids declared
in its own manifest, only after validation, and only in bounded ranges. It does
not receive host paths, `io`, or a raw filesystem handle.
`mod.cache` is writable only beneath the calling mod's generated-cache root.
Nothing in this RFC permits packaged ROM-derived bytes; `modkit lint/pack`
continue to enforce the existing legal posture.
## Parity guarantee
The change ships with:
* a no-mod/API-v1 parity test proving an empty load and an existing v1-style
`mod:read` load do not create cache data or change the old surface;
* a public mod-API test that reaches `mod.imports` and `mod.cache` through a
real `Loader` load, including bounded reads, undeclared/missing imports,
cache isolation, and traversal rejection;
* incremental MD5 vectors and a large-import streaming regression test;
* the existing engine suite, required-import suite, and mod lint gates.
+92
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@@ -0,0 +1,92 @@
# RFC 0011: Charge-required battle hook
## Status
Proposed.
## Motivation
A battle-mechanics mod can change damage through `battle.damage` and register
move effects, but it cannot conditionally skip the first turn of an existing
charge move. In Gen 1, the engine decides and stores the charge continuation
before any public effect callback can run. Reaching into `user.charging`,
`user.chargeReady`, or generation-specific volatile state is private,
checkpoint-fragile, and would require a mod to duplicate move-pipeline policy.
Weather is the immediate example: a portable sun rule needs Solarbeam to
resolve on selection while leaving Fly, Dig, PP use, hit resolution, animation,
and secondary effects to the engine. The capability is generic and useful to
other ruleset and move-mechanics mods.
## Decision and plan extended
This implements **D-AT-002: charge-stage policy remains mod authority through a
generic guarded engine decision seam**. The consuming design is tracked in the
Adaptive Trainers implementation plan,
[`docs/superpowers/plans/2026-08-14-adaptive-trainers.md`](https://github.com/MaxTomahawk/gen1recomp-adaptive-trainers/blob/main/docs/superpowers/plans/2026-08-14-adaptive-trainers.md),
Task 8. The delta follows the additive, guarded hook convention documented by
Route B in `CONTRIBUTING-mods.md`; it contains no weather, move-id, trainer, or
Adaptive Trainers policy.
## Exact API delta
Both the Gen 1 and Gen 2 battle engines add this guarded hook:
```lua
mod.hooks:wrap("battle.charge_required", function(next, ctx)
-- ctx = {
-- battle = live battle controller,
-- user = attacking battler,
-- target = defending battler,
-- move = merged move record,
-- charge = true,
-- isCalled = false,
-- }
if should_resolve_now(ctx) then return false end
return next(ctx)
end)
```
The call site is the initial-use charge decision, after announcement and PP
handling but before charge state, invulnerability, charge animation, or charge
text is created. It runs only when the active engine rules would otherwise
require a charge. It does not run on the release turn. Returning exactly
`false` skips that initial charge and continues through the engine-owned move
pipeline. Any other downstream return preserves the charge. `isCalled` is true
when Metronome or Mirror Move selected the move.
Gold keeps its native sun decision first, so Solarbeam in native sun already
requires no charge and does not invoke the hook. Gen 1 link battles use the
shared Gen 1 move pipeline and therefore receive the same seam; normal link
mod-compatibility rules continue to govern deterministic peers.
The hot path first calls `Runtime.wantsHook("battle.charge_required")`. With no
subscriber, no hook payload table is allocated and the existing branch runs
unchanged.
## Migration and compatibility
Existing mods change nothing. The hook name and payload are additive. With no
wrapper installed, Red, Blue, Yellow, Gold, and Silver retain their previous
charge state, PP use, text, animation, accuracy, damage, and native weather
behavior. Existing charge-move data and effect records require no migration.
A mod adopting the seam should call `next(ctx)` unless it deliberately wants to
skip this charge. It should not mutate private charge fields or re-run the move.
## Verification
- `tests/engine/battle_charge_required.lua` exercises the real Gen 1 and Gen 2
engines through a sandboxed public mod, including false-to-skip, next-to-keep,
release-turn behavior, called-move PP semantics, shared payload shape, and
native Gold sun behavior.
- The same test proves no-mod charge/release parity and replaces
`Runtime.call` with a sentinel behind a false `Runtime.wantsHook` guard.
- `tests/engine/gate_hooks.lua` discovers the new catalog name and proves empty
chains preserve vanilla values and allocation behavior.
- `tests/engine/gate_gen2_mod_api.lua` requires a guarded site in both
generations and keeps the compatibility reference list complete.
## Deprecation etiquette
Nothing is removed, renamed, superseded, or deprecated.
+76 -32
View File
@@ -1,11 +1,11 @@
# 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:
control layout, and a screen-placement anchor. Engine:
`src/core/TouchSkin.lua` (model, parsers, zip export), `src/core/TouchControls.lua`
(draw and input), `src/render/Renderer.lua` (the screen viewport),
(draw and input), `src/render/Renderer.lua` (screen placement),
`src/core/DeltaSkin.lua` (Delta `.deltaskin` import and export),
`src/ui/SkinStudio.lua` (the desktop editor). Tests:
`src/ui/SkinStudio.lua` (the responsive skin 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`,
@@ -13,8 +13,10 @@ control layout, and the rectangle the Game Boy screen is drawn into. Engine:
`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.
The launcher's **Skins** tab imports skins, shows the enabled skin, exports it,
and is the one place that turns skin use off. **My Skins** holds the visual
grid, pagination, edit, delete and per-skin export actions.
`options.touchControls.skin` holds the folder name.
## Formats
@@ -30,7 +32,7 @@ as-is. Supported keys:
| `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_full_screen` | cover the window with the page without deforming its artwork |
| `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 |
@@ -95,18 +97,22 @@ auto-rotates like a RetroArch one. Item `frame` rects are top-left plus size in
`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, and the skin stretches to the
window the way Delta does rather than letterboxing. Host functions map to
`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 fit the
game into it. 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 the one thing that does not come across: Delta's own templates
are all-PDF and this engine has no rasterizer, so such a skin is refused with
the message asking for a PNG version. GBA4iOS `.gbcskin` / `.gbaskin` files are
an older, incompatible schema and are refused by name.
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
@@ -131,7 +137,7 @@ 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
## Screen placement
`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
@@ -142,6 +148,17 @@ 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.
Zoom still steps around that hole: OUT shows more map inside it, IN enlarges
the world, and the start menu stays at the hole's fit scale instead of
shrinking with the map.
An image-backed portrait overlay that has no explicit vertical anchor is treated
as a controller deck: it is contained without deformation and pinned to the
bottom on taller screens. The spare space belongs to the game above it.
When a skin is active, **SCREEN POS** reads **SKIN**: placement comes from the
skin rather than the normal Center / Upper / Top setting.
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.
@@ -149,10 +166,8 @@ 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.
surround, a handheld shell, a Super Game Boy border. Selected skins draw on
**desktop** as well as mobile; a gamepad does not hide them.
## Installing
@@ -186,9 +201,32 @@ 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.
Launcher, Skins tab, **My Skins** opens the Studio library on desktop and
mobile. **My Skins** is the only visual grid: real bezel previews plus create
and import actions, with each card owning Edit, Export and (for installed
skins) Delete. Choosing Edit opens a separate, canvas-first editor; the old
New/Load workspace controls are deliberately not duplicated inside that editor.
The editor keeps its canvas unobstructed and puts the contextual actions in a
compact lower tray: add/control binding, button and bezel artwork, pages,
screen placement, freeform/10:9 screen shape and deletion. **Screen** opens
cutout, bezel-hole detect, **Detect this screen**, and the canvas presets.
**Detect this screen** (also on the tray) sets the mock device to the live
window size so a phone skin is authored at that phone's form factor rather
than a generic 1080x1920 16:9. **Zoom ** shrinks the mock device inside the
workspace so the screen hole can be dragged larger than the bezel while the
handles stay grabable; **Fit** restores contain. The mouse wheel over the
canvas, and `-` / `=` / `0` on a keyboard, do the same. Touches select, drag and resize the
same controls that a mouse edits on desktop.
My Skins and the editor chrome sit inside the platform safe area (notch,
status bar, home indicator), the same inset the launcher uses. The mock
device still represents the full window, because a skin covers the whole
screen at play time.
The launchers **Turn skins off** button clears the selected skin and disables
skin use. With no skin enabled, mobile falls back to the built-in pad; that pad
is not itself a skin card.
**Canvas.** A mock device at a chosen preset, so a phone skin is authored at
phone proportions on a desktop monitor.
@@ -196,6 +234,7 @@ phone proportions on a desktop monitor.
| Preset | Size |
| --- | --- |
| Phone portrait / landscape | 1080x1920, 1920x1080 |
| This screen | the live window, so a phone is authored at its own height |
| Tablet portrait / landscape | 1536x2048, 2048x1536 |
| Steam Deck | 1280x800 |
| Desktop 1080p | 1920x1080 |
@@ -212,13 +251,16 @@ 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.
pressed images are per control; the bezel, the pages and the screen anchor are
per page. The SCREEN anchor is itself draggable and resizable; its default
shape is freeform, with an optional 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.
buttons, the diagonal pairs, every hotkey, desktop hotkeys and decoration.
The desktop section exposes `-` / `=`, `1` through `5`, `F1`, `F2` and `F10`
as `key:` controls, so a mobile button invokes the exact same game path as
its desktop shortcut. 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
@@ -243,12 +285,13 @@ the **Import** button there and beside each row opens the host file picker (`src
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
move the screen anchor: 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.
**Testing.** **Test** renders a game-composition preview behind the live overlay:
the 160x144 picture letterboxes inside the screen cutout, matching gameplay.
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
@@ -268,6 +311,7 @@ exported file** opens that folder.
## Not implemented
Delta skins whose art is PDF only. Rasterizing them needs a PDF renderer this
engine does not carry, so they are refused with a message rather than imported
half-drawn.
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.
+11 -9
View File
@@ -91,14 +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`), Yellow, or
Gold (`.gbc`) dump into `switch/gen1recomp/pokemon-love2d/imports/` (the
launcher also shows the live save-dir path). All four 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 / Gold).
Rescan matches by ROM SHA-1 for the open tab only. A Red dump never
imports from the Yellow tab (and vice versa). Gold is Beta in the
launcher; a clean US Gold dump is enough to Play.
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`
@@ -111,10 +111,12 @@ SD / FTP, same transfer methods as ROMs. Paths are **per game**:
| 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.
Gold cart `.sav` import/export is not supported yet -- the folders exist so
MTP browsing matches the other games. Gold progress still saves in-engine.)
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 Gen 1 `.sav` (32 KB) into that game's inbox under the save dir
([switch-transfer.md](switch-transfer.md)).
+4 -3
View File
@@ -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\|gold/` then that game's SAVE FILES → **Import save** (Gold cart `.sav` not supported yet) |
| Save exports | Same save dir → `exports/red\|blue\|yellow\|gold/` (pull after **Export save**; Gold cart `.sav` not supported yet) |
| 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 |
@@ -54,7 +54,8 @@ 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|gold>/`, or `exports/<red|blue|yellow|gold>/`
`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.
+23 -4
View File
@@ -64,7 +64,8 @@ mounted or deleted as stale; the launcher directs the player to a full package.
Each tagged release `vX.Y.Z` carries the existing per-platform archives
(`gen1recomp-X.Y.Z-macos.zip`, `-windows.zip`, `-linux.zip`,
`-android.apk`) plus two assets the updater itself consumes:
`-linux-arm64.AppImage`, `-android.apk`, `-ios.ipa`, `-switch.zip`, Xbox and
PortMaster archives) plus two assets the updater itself consumes:
- `gen1recomp-X.Y.Z.love` - the payload, matched by the exact pattern
`gen1recomp-<version>.love` (see `isPayloadName` in `Boot.lua` and
@@ -75,8 +76,9 @@ Each tagged release `vX.Y.Z` carries the existing per-platform archives
filename otherwise to match the asset name exactly.
A release missing either asset is treated as "no in-place update available":
`Check` reports `needs_full` and sends the player to `Check.releaseUrl()`
(`https://github.com/bryanthaboi/gen1recomp/releases/latest`).
`Check` reports `needs_full`. It also selects the exact current platform asset
from the same release and persists the requirement, so it is visible again on
every launch, including offline launches.
## Save-directory layout
@@ -85,6 +87,7 @@ Under the save directory (identity `pokemon-love2d`):
```
updates/gen1recomp-<X.Y.Z>.love downloaded payload(s)
updates/pending.txt crash-guard marker
updates/full-update.json persistent native-package requirement
```
`pending.txt` holds the filename of the payload currently being chainloaded.
@@ -106,7 +109,8 @@ bundled game, in that case.
against the GitHub releases API; safe to call every frame, it is a no-op
once a check is in flight or has reached a terminal state. `Check.state()`
reports `idle | checking | uptodate | available | downloading | ready |
needs_full | error` plus the latest version and download progress.
needs_full | full_downloading | full_ready | error` plus the latest version,
download progress, and (when applicable) the selected full-package asset.
3. **Download + verify**: on `available`, `Check.download()` tells the
worker to fetch the payload, polling the growing `.part` file for
progress. On completion the worker re-fetches `sha256sums.txt`, verifies
@@ -117,6 +121,14 @@ bundled game, in that case.
4. **Restart to apply**: a `ready` payload just sits in `updates/` until the
player relaunches; the next launch's Boot step (1) is what actually
mounts and runs it. There is no in-session hot-swap.
5. **Native-package requirement**: when `minShell` or `payloadHost` is
incompatible, the worker writes `full-update.json` and surfaces a
persistent launcher control. Android downloads the release APK, verifies
its SHA-256 entry from `sha256sums.txt`, then invokes Android's Package
Installer. The installer asks the user for consent and enforces package,
version-code, and signing-certificate compatibility. iOS links the
sideload repository for a re-sideload; Xbox, desktop, and PortMaster builds
link their correctly named full package. Switch keeps its native OTA flow.
## Known limitations
@@ -140,6 +152,13 @@ bundled game, in that case.
still need a full reinstall (`minShell` / `payloadHost` gate →
`needs_full`). Applying a downloaded payload on Android relaunches via
`love.system.restartApp`; iOS still uses in-process `quit("restart")`.
- **Android full updates are user-confirmed and certificate-bound.** The app
uses a private `FileProvider` cache path plus
`Intent.ACTION_INSTALL_PACKAGE`, checks Android 8+'s per-app
"install unknown apps" setting, and never requests a silent install. The
release job must use the original long-lived Android signing key; a new key
causes Android to reject an in-place update and requires a one-time manual
reinstall. See [mobile/ANDROID.md](../mobile/ANDROID.md).
- **Dev/source runs never self-update.** `Boot.run` returns immediately when
`love.filesystem.isFused()` is false, and a working tree's `engine` is the
`"0.0.0-dev"` placeholder that always reports up to date, so a source
+28 -11
View File
@@ -302,6 +302,8 @@ local function makeLauncher()
forceImport = forceImport,
onEditSave = openEditor,
onEditTouchControls = openTouchControlsEditor,
-- Skin Studio owns a touch-first layout as well as the desktop workspace.
-- Keep the compatibility predicate so external hosts using it still work.
onOpenSkinStudio = require("src.ui.SkinStudio").available_desktop()
and openSkinStudio or nil,
})
@@ -327,6 +329,7 @@ local function returnToLauncher()
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()
@@ -386,11 +389,12 @@ 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
@@ -875,6 +879,8 @@ love.handlers = love.handlers or {}
function love.handlers.audiosuspend()
local ChipAudio = package.loaded["src.core.ChipAudio"]
if ChipAudio then pcall(ChipAudio.setSuspended, true) end
local Sound = package.loaded["src.core.Sound"]
if Sound then pcall(Sound.onDeviceReset) end
end
function love.handlers.audioreset()
@@ -927,7 +933,7 @@ 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 Studio then return Studio.touchpressed(id, x, y) 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
@@ -944,7 +950,7 @@ 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 Studio then return Studio.touchmoved(id, x, y) end
if Importer then
return Importer:touchmoved(id, x, y, dx, dy, pressure)
end
@@ -958,7 +964,7 @@ 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 Studio then return Studio.touchreleased(id, x, y) end
if Importer then
return Importer:touchreleased(id, x, y, dx, dy, pressure)
end
@@ -1011,7 +1017,12 @@ 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 Studio then
-- Mobile LÖVE sends both a touch event and an `istouch` mouse twin.
-- Studio consumes the real finger stream above, so discard the twin.
if istouch and (love.system.getOS() == "Android" or love.system.getOS() == "iOS") then return end
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
@@ -1046,7 +1057,10 @@ 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 Studio then
if istouch and (love.system.getOS() == "Android" or love.system.getOS() == "iOS") then return end
return Studio.mousereleased(x, y, button)
end
if Importer then return end
if editorMode and EditorApp.mousereleased then
return EditorApp.mousereleased(x, y, button)
@@ -1064,7 +1078,10 @@ 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 Studio then
if istouch and (love.system.getOS() == "Android" or love.system.getOS() == "iOS") then return end
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
+19 -9
View File
@@ -93,8 +93,9 @@ transport, exactly as a missing curl does.
love-android 11.5a expects:
- **JDK 17**
- Android SDK with **API 34**
- Android SDK with **API 36** (Android 16; latest 36.x Build-Tools)
- NDK **25.2.9519653** (Apple Silicon host supported)
- **minSdk 19** (Android 4.4), **targetSdk 36** (Android 16)
Set `ANDROID_SDK_ROOT` (or `ANDROID_HOME`), or let the script write
`local.properties` when it finds `~/Library/Android/sdk`.
@@ -109,10 +110,10 @@ 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)
@@ -122,15 +123,24 @@ scripts, tests, and mobile build sources are excluded.
| `app.application_id` | `com.theboisclub.pokemonred` |
| `app.name` | Pokemon Red |
| `app.orientation` | `fullUser`. This is only the manifest default: SDL requests FULL_SENSOR at window creation (resizable window, no `SDL_HINT_ORIENTATIONS`), and `GameActivity.setOrientationBis` remaps that to FULL_USER so the device's rotation lock is honoured. |
| `app.version_name` / `app.version_code` | set from `--version X.Y.Z` (code = major*10000 + minor*100 + patch); left as-is if `--version` is omitted |
| Permissions | RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH + INTERNET (link play, mod index) + ACTIVITY_RECOGNITION (step bridge) kept |
| `app.version_name` / `app.version_code` | set from `--version X.Y.Z` (code = major*1,000,000 + minor*1,000 + patch); left as-is if `--version` is omitted |
| Permissions | RECORD_AUDIO / WRITE_EXTERNAL_STORAGE stripped; VIBRATE + BLUETOOTH + INTERNET (link play, mod index) + ACTIVITY_RECOGNITION (step bridge) kept; REQUEST_INSTALL_PACKAGES is limited to the user-confirmed full-update installer |
## Releases
`.github/workflows/release.yml` builds the APK with `--version` set to the
release version and publishes it alongside the macOS/Windows/Linux builds as
`PokemonRed-<version>-android.apk`.
`gen1recomp-<version>-android.apk`.
## Signing
Signed with the default Android keystore (no setup required).
Production APKs are built with `scripts/build_android.sh --release`. They must
be signed with the same long-lived certificate as the currently installed app:
Android's Package Installer rejects an update with a different signing
certificate. Store that keystore and its passwords only in CI secrets, expose
them as `GEN1RECOMP_ANDROID_KEYSTORE`,
`GEN1RECOMP_ANDROID_KEYSTORE_PASSWORD`, `GEN1RECOMP_ANDROID_KEY_ALIAS`, and
`GEN1RECOMP_ANDROID_KEY_PASSWORD`, and never commit the keystore. A newly
created certificate cannot update users who have an APK signed by a different
legacy key; those users need one final manual reinstall before in-app updates
can take over.
+1 -1
View File
@@ -41,7 +41,7 @@ Quick Start:
Before you start, install JDK 17 (not later not earlier). If you intend to build from Android Studio, skip this step as
Android Studio bundles its own JDK 17.
Install Android SDK with SDK API 34 (34.x.y) and Android NDK 25.2.9519653, set the environment variable
Install Android SDK with SDK API 36 (latest 36.x Build-Tools) and Android NDK 25.2.9519653, set the environment variable
`ANDROID_SDK_ROOT` to your Android SDK location and run:
```
+27 -3
View File
@@ -10,9 +10,12 @@ android {
applicationId project.properties["app.application_id"]
versionCode project.properties["app.version_code"].toInteger()
versionName project.properties["app.version_name"]
minSdk 16
compileSdk 34
targetSdk 34
// NDK r25 no longer supports API 16; API 19 is Android 4.4 and keeps
// the native toolchain and package-installer bridge on a supported ABI.
minSdk 19
// Android 16 / API 36: current Android distribution target.
compileSdk 36
targetSdk 36
def getAppName = {
def nameArray = project.properties["app.name_byte_array"]
@@ -38,10 +41,31 @@ android {
ORIENTATION:project.properties["app.orientation"],
]
}
// Release signing lives outside the repository. The release build script
// requires all five values below, while debug builds intentionally remain
// usable without them.
def releaseStore = System.getenv("GEN1RECOMP_ANDROID_KEYSTORE")
def releaseStorePassword = System.getenv("GEN1RECOMP_ANDROID_KEYSTORE_PASSWORD")
def releaseKeyAlias = System.getenv("GEN1RECOMP_ANDROID_KEY_ALIAS")
def releaseKeyPassword = System.getenv("GEN1RECOMP_ANDROID_KEY_PASSWORD")
def hasReleaseSigning = releaseStore && releaseStorePassword && releaseKeyAlias && releaseKeyPassword
if (hasReleaseSigning) {
signingConfigs {
release {
storeFile file(releaseStore)
storePassword releaseStorePassword
keyAlias releaseKeyAlias
keyPassword releaseKeyPassword
}
}
}
buildTypes {
release {
minifyEnabled true
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
if (hasReleaseSigning) signingConfig signingConfigs.release
}
}
flavorDimensions = ['mode', 'recording']
@@ -8,6 +8,10 @@
the link screen shows as "(Operation not permitted)" (issue #287).
scripts/build_android.sh must not strip this again. -->
<uses-permission android:name="android.permission.INTERNET" />
<!-- Required only to hand a checksum-verified, user-selected GitHub release
APK to Android's own Package Installer. Android still shows the install
confirmation and enforces package/signing-key/version compatibility. -->
<uses-permission android:name="android.permission.REQUEST_INSTALL_PACKAGES" />
<!-- Step bridge: love.system.syncHealthSteps reads the hardware step
counter, which Android 10+ gates behind this runtime permission.
Requested only on the first sync call (the Pokéwalker mod's SYNC
@@ -35,10 +39,22 @@
<meta-data
android:name="android.allow_multiple_resumed_activities"
android:value="true" />
<!-- The full-update APK is copied into this small cache subdirectory
before it is handed to Package Installer. Keep the provider private
and expose only that directory, never a storage root. -->
<provider
android:name="androidx.core.content.FileProvider"
android:authorities="${applicationId}.full_update_provider"
android:exported="false"
android:grantUriPermissions="true">
<meta-data
android:name="android.support.FILE_PROVIDER_PATHS"
android:resource="@xml/full_update_paths" />
</provider>
<activity
android:name="org.love2d.android.GameActivity"
android:exported="true"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation|uiMode|density|fontScale|locale|layoutDirection|colorMode"
android:label="${NAME}"
android:launchMode="singleTask"
android:screenOrientation="${ORIENTATION}"
@@ -55,7 +71,7 @@
</activity>
<activity
android:name="org.love2d.android.GameActivity$SecondaryActivity"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation|uiMode|density|fontScale|locale|layoutDirection|colorMode"
android:excludeFromRecents="true"
android:exported="false"
android:launchMode="singleTask"
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@@ -8,4 +8,5 @@
<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>
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Deliberately narrow: FileProvider may grant only the staged APK, never
arbitrary app, external, or shared storage. -->
<paths xmlns:android="http://schemas.android.com/apk/res/android">
<cache-path name="full_update" path="full-update/" />
</paths>
+2 -1
View File
@@ -18,7 +18,8 @@ buildscript {
mavenCentral()
}
dependencies {
classpath 'com.android.tools.build:gradle:8.1.1'
// Android 16 / API 36 requires Android Gradle Plugin 8.9+.
classpath 'com.android.tools.build:gradle:8.9.2'
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files
-1
View File
@@ -15,7 +15,6 @@ app.version_name=11.5a
# No need to modify anything past this line!
android.enableJetifier=false
android.useAndroidX=true
android.defaults.buildfeatures.buildconfig=true
android.nonTransitiveRClass=true
android.nonFinalResIds=true
app.name=gen1recomp
+1 -1
View File
@@ -1,6 +1,6 @@
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-8.1-bin.zip
distributionUrl=https\://services.gradle.org/distributions/gradle-8.11.1-bin.zip
networkTimeout=10000
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
+4 -5
View File
@@ -10,9 +10,9 @@ android {
ndkVersion '25.2.9519653'
defaultConfig {
minSdk 16
compileSdk 34
targetSdk 34
minSdk 19
compileSdk 36
targetSdk 36
externalNativeBuild {
ndkBuild {
arguments "-j" + Runtime.runtime.availableProcessors()
@@ -63,8 +63,7 @@ android {
buildTypes {
release {
minifyEnabled true
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
minifyEnabled false
}
debug {
ndk {
@@ -283,6 +283,40 @@ bool restartApp()
return result;
}
bool installApk(const char *path)
{
if (path == nullptr || path[0] == '\0')
return false;
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
// This may be called from Lua's main thread, but use the activity object
// class just like httpDownload so a future worker caller does not depend on
// the system JNI class loader finding the app class.
void *rawActivity = SDL_AndroidGetActivity();
if (rawActivity == nullptr)
return false;
jobject activityObj = (jobject) rawActivity;
jclass activity = env->GetObjectClass(activityObj);
env->DeleteLocalRef(activityObj);
jmethodID method = env->GetStaticMethodID(activity, "installApk",
"(Ljava/lang/String;Ljava/lang/String;)Z");
if (method == nullptr)
{
env->ExceptionClear();
env->DeleteLocalRef(activity);
return false;
}
jstring jpath = env->NewStringUTF(path);
jstring jroot = env->NewStringUTF(bridgeSaveDirectory());
jboolean result = env->CallStaticBooleanMethod(activity, method, jpath, jroot);
env->DeleteLocalRef(jroot);
env->DeleteLocalRef(jpath);
env->DeleteLocalRef(activity);
return result;
}
bool updateAppShortcuts(const std::vector<std::string> &versions)
{
JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv();
@@ -90,6 +90,12 @@ bool syncHealthSteps();
**/
bool restartApp();
/**
* Stages a checksum-verified APK from the current save directory and starts
* Android's user-confirmed Package Installer flow. Android-only.
**/
bool installApk(const char *path);
/**
* Dynamic App Shortcuts: updates Android ShortcutManager with ready game versions.
**/
@@ -245,6 +245,16 @@ bool System::restartApp() const
#endif
}
bool System::installApk(const char *path) const
{
#ifdef LOVE_ANDROID
return love::android::installApk(path);
#else
LOVE_UNUSED(path);
return false;
#endif
}
bool System::updateShortcuts(const std::vector<std::string> &versions) const
{
#ifdef LOVE_ANDROID
@@ -143,6 +143,9 @@ public:
**/
virtual bool restartApp() const;
/** Starts Android's user-confirmed install flow for a verified APK. */
virtual bool installApk(const char *path) const;
virtual bool updateShortcuts(const std::vector<std::string> &versions) const;
virtual std::string getLaunchGame() const;
@@ -132,6 +132,13 @@ int w_restartApp(lua_State *L)
return 1;
}
int w_installApk(lua_State *L)
{
const char *path = luaL_checkstring(L, 1);
luax_pushboolean(L, instance()->installApk(path));
return 1;
}
int w_httpDownload(lua_State *L)
{
const char *url = luaL_checkstring(L, 1);
@@ -325,6 +332,7 @@ static const luaL_Reg functions[] =
{ "createFile", w_createFile },
{ "syncHealthSteps", w_syncHealthSteps },
{ "restartApp", w_restartApp },
{ "installApk", w_installApk },
{ "updateShortcuts", w_updateShortcuts },
{ "getLaunchGame", w_getLaunchGame },
{ "httpDownload", w_httpDownload },
@@ -45,6 +45,7 @@ import android.app.AlarmManager;
import android.app.AlertDialog;
import android.app.PendingIntent;
import android.content.Context;
import android.content.ClipData;
import android.content.DialogInterface;
import android.content.Intent;
import android.content.SharedPreferences;
@@ -77,6 +78,7 @@ import android.view.*;
import androidx.annotation.Keep;
import androidx.core.app.ActivityCompat;
import androidx.core.content.FileProvider;
public class GameActivity extends SDLActivity {
private static DisplayMetrics metrics = null;
@@ -398,11 +400,15 @@ public class GameActivity extends SDLActivity {
@Override
protected void onDestroy() {
secondaryHostResumed = false;
if (vibrator != null) {
Log.d("GameActivity", "Cancelling vibration");
vibrator.cancel();
}
unregisterSecondaryDisplayListener();
teardownSecondaryDisplay();
secondaryEnabled = false;
synchronized (secondaryFrameLock) { secondaryFrame = null; }
unregisterAudioDeviceCallback();
abandonAudioFocus();
onHostDestroy();
@@ -411,6 +417,7 @@ public class GameActivity extends SDLActivity {
@Override
protected void onPause() {
secondaryHostResumed = false;
if (vibrator != null) {
Log.d("GameActivity", "Cancelling vibration");
vibrator.cancel();
@@ -426,6 +433,7 @@ public class GameActivity extends SDLActivity {
@Override
public void onResume() {
super.onResume();
secondaryHostResumed = true;
onHostResume();
requestGameAudioFocus();
registerAudioDeviceCallback();
@@ -690,6 +698,103 @@ public class GameActivity extends SDLActivity {
return true; // unreachable, but keeps the JNI signature honest
}
/**
* Stages a verified release APK in cache and asks Android's Package
* Installer to update this package. This never silently installs an APK:
* the platform owns both the unknown-sources consent and final install
* confirmation. `updateRoot` comes from the native save directory and is
* checked before any file is read, so a Lua caller cannot turn this into a
* general-purpose local-file sharing bridge.
*/
@Keep
public static boolean installApk(final String sourcePath, final String updateRoot) {
final GameActivity self = (GameActivity) mSingleton;
if (self == null || sourcePath == null || updateRoot == null) return false;
final File source;
try {
source = new File(sourcePath).getCanonicalFile();
File root = new File(updateRoot, "updates").getCanonicalFile();
String rootPath = root.getPath() + File.separator;
if (!source.getPath().startsWith(rootPath)
|| !source.isFile() || source.length() == 0
|| !source.getName().matches("gen1recomp-[0-9]+\\.[0-9]+\\.[0-9]+-android\\.apk")) {
return false;
}
} catch (IOException e) {
Log.d("GameActivity", "invalid update APK path: " + e.getMessage());
return false;
}
// Android 8+ lets the user decide whether this app is trusted to
// request package installs. Send them to the per-app setting first;
// they deliberately tap Install again after granting it.
if (android.os.Build.VERSION.SDK_INT >= 26
&& !self.getPackageManager().canRequestPackageInstalls()) {
try {
Intent settings = new Intent(Settings.ACTION_MANAGE_UNKNOWN_APP_SOURCES,
Uri.parse("package:" + self.getPackageName()));
self.startActivity(settings);
return true;
} catch (Exception e) {
Log.d("GameActivity", "could not open install-source settings: " + e.getMessage());
return false;
}
}
// Copying an APK can be large; keep both I/O and checksum-verified
// source access off the UI thread. The FileProvider exposes this cache
// child only after it has been fully written and renamed.
new Thread(new Runnable() {
@Override public void run() {
File stagedDir = new File(self.getCacheDir(), "full-update");
File partial = new File(stagedDir, "update.apk.part");
File staged = new File(stagedDir, "update.apk");
try {
if (!stagedDir.exists() && !stagedDir.mkdirs()) return;
copyFile(source, partial);
if (staged.exists() && !staged.delete()) return;
if (!partial.renameTo(staged)) return;
self.runOnUiThread(new Runnable() {
@Override public void run() { launchPackageInstaller(self, staged); }
});
} catch (Exception e) {
Log.d("GameActivity", "could not stage update APK: " + e.getMessage());
} finally {
if (partial.exists()) partial.delete();
}
}
}, "gen1recomp-apk-stage").start();
return true;
}
private static void copyFile(File source, File destination) throws IOException {
InputStream in = new BufferedInputStream(new FileInputStream(source));
OutputStream out = new BufferedOutputStream(new FileOutputStream(destination));
try {
byte[] buffer = new byte[32768];
int count;
while ((count = in.read(buffer)) != -1) out.write(buffer, 0, count);
} finally {
try { out.close(); } catch (IOException ignored) {}
try { in.close(); } catch (IOException ignored) {}
}
}
private static void launchPackageInstaller(GameActivity activity, File apk) {
try {
Context context = activity.getApplicationContext();
Uri uri = FileProvider.getUriForFile(context,
context.getPackageName() + ".full_update_provider", apk);
Intent install = new Intent(Intent.ACTION_INSTALL_PACKAGE);
install.setData(uri);
install.setClipData(ClipData.newRawUri("apk", uri));
install.addFlags(Intent.FLAG_GRANT_READ_URI_PERMISSION);
activity.startActivity(install);
} catch (Exception e) {
Log.d("GameActivity", "could not open package installer: " + e.getMessage());
}
}
@Keep
public static String getLaunchGame() {
return initialGame != null ? initialGame : "";
@@ -1933,6 +2038,7 @@ public class GameActivity extends SDLActivity {
private static volatile int secondaryActivityTarget = Display.INVALID_DISPLAY;
private static volatile long secondaryRetryAfter;
private static volatile boolean secondaryEnabled = false;
private static volatile boolean secondaryHostResumed = false;
private static volatile int secondaryTarget = SECONDARY_TARGET_AUTO;
private static volatile int dualScreenDisplayMode = -1;
private static volatile byte[] secondaryFrame;
@@ -1963,7 +2069,7 @@ public class GameActivity extends SDLActivity {
if (self == null) return;
self.runOnUiThread(new Runnable() {
@Override public void run() {
if (on) {
if (on && secondaryHostResumed) {
self.refreshDualScreenDisplayMode();
self.registerSecondaryDisplayListener();
rebindSecondaryDisplay();
@@ -2035,9 +2141,11 @@ public class GameActivity extends SDLActivity {
private static void rebindSecondaryDisplay() {
GameActivity self = (GameActivity) mSingleton;
if (self == null || !secondaryEnabled || secondaryOutputIsPreferred(self)) return;
if (self == null || !secondaryHostResumed || !secondaryEnabled
|| secondaryOutputIsPreferred(self)) return;
self.runOnUiThread(() -> {
if (!secondaryEnabled || secondaryOutputIsPreferred(self)) return;
if (!secondaryHostResumed || !secondaryEnabled
|| secondaryOutputIsPreferred(self)) return;
teardownSecondaryDisplay();
setupSecondaryDisplay();
});
@@ -2045,7 +2153,8 @@ public class GameActivity extends SDLActivity {
private static void setupSecondaryDisplay() {
GameActivity self = (GameActivity) mSingleton;
if (self == null || !secondaryEnabled || secondaryPresentation != null
if (self == null || !secondaryHostResumed || !secondaryEnabled
|| secondaryPresentation != null
|| secondaryActivity != null || secondaryActivityPending
|| android.os.SystemClock.elapsedRealtime() < secondaryRetryAfter) return;
try {
+63
View File
@@ -12,6 +12,69 @@
"tintColor": "3b5ca8",
"category": "games",
"versions": [
{
"version": "0.2.16",
"date": "2026-08-21",
"size": 13769300,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.2.16/gen1recomp++-0.2.16-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1367 Android auto scrolling down bug\n- #1570 Pokemon Gold isn't noticing my controller inputs on...ANY controller I own, despite all of them working in the other games, and in the main launcher\n- #1585 Power-saving mode or dark mode closes the game on Android.\n- #1611 bug: keyboard gets stuck IOS\n- #1612 Fold 7 infinite scrolling mouse.\n- #1636 Game freezes when trainer battle starts\n- #1638 Game screen orientation on smartphone\n- #1641 [Gold] [Android] PKMN Evolutions sequence freezes the Game \n\n## Contributors\n\n- @1Jamie\n- @bryanthaboi\n- @HighDrexler\n- MaxTomahawk"
},
{
"version": "0.2.15",
"date": "2026-08-21",
"size": 13753007,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.2.15/gen1recomp++-0.2.15-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1589 Player sprite still blinking on the Town Map\n- #1595 Pokedex completion certificate is not displaying correctly\n- #1597 Link cable looks broken\n- #1613 Visual differences in Pokemon trades\n- #1619 Save Menu cutting off and Put into another place\n\n## Contributors\n\n- @1Jamie\n- @bryanthaboi"
},
{
"version": "0.2.14",
"date": "2026-08-20",
"size": 13749372,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.2.14/gen1recomp++-0.2.14-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.2.13",
"date": "2026-08-20",
"size": 13749377,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.2.13/gen1recomp++-0.2.13-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1474 (Pokémon Gold) Pokédex mode not being saved\n- #1475 (Pokémon Gold) Vital Throw attacking before the opponent\n- #1477 (Pokémon Gold) Map when using fly keeps the arrow from the pokégear\n- #1478 (Pokémon Gold) Wrong move layout in battles\n- #1479 [Gold] tiles broken at Route 28 and Mt Silver\n- #1482 (Pokémon Gold) Nothing happens when trying to use Coin Case\n- #1488 Pokemon EXP calculation after trading went back to issue #984\n- #1510 Title Screen Transition is Missing\n- #1511 Broken Trainer Rival Name Layout\n- #1512 Gen 2 Post battle interactions don't exist\n- #1514 Health damage timing\n- #1516 Move learning timing\n- #1521 Different Item Menu\n- #1522 Wrong Save Game Layout\n- #1545 Pikachu not sliding out when switching Pokemon.\n- #1557 (Gold) Impossible to get TM 03 in Celadon Mansion at night\n- #1558 (Gold) Missing colors and symbol in stats screen\n- #1563 Player mon pic cuts away instead of shrinking when recalled\n- #1565 Thrash doesn't lock in when the first use misses\n- #1566 Center PC missing the PKMN LEAGUE entry after the Hall of Fame\n- #1569 Goldenrod Gift Spearow Bugged\n- #1577 Thrash has no animation past the first turn\n- #1578 Hitting yourself in confusion animation missing\n- #1579 Missing dialogue for Cerulean City Rocket\n- #1594 Pokemon menu closing too soon when using rare candy\n- #1596 Evolution dialogue & missing jingle\n- #1606 Misty dialogue issue\n- #1608 \"There's no will to fight!\" message issues\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.2.12",
"date": "2026-08-20",
"size": 13737259,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.2.12/gen1recomp++-0.2.12-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1582 Sync not working between steamdeck and windows\n- #1583 Cant sync between iOS and windows\n\n## Contributors\n\n- @AverageConsumer\n- @bryanthaboi\n- @thibautbus"
},
{
"version": "0.2.11",
"date": "2026-08-20",
"size": 13735190,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.2.11/gen1recomp++-0.2.11-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #393 silph co. npc missing some dialogue\n- #1600 allow my uncle's neighbor to sit at the big kids table\n- #1603 pocket taco - type option \"screen position\"\n\n## Contributors\n\n- @1Jamie\n- @bryanthaboi\n- @dburton95\n- @mleo2003\n- @thibautbus"
},
{
"version": "0.2.10",
"date": "2026-08-19",
"size": 13662645,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.2.10/gen1recomp++-0.2.10-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #998 Jingles not finishing before game proceeds\n- #1472 Message for sending out Pokemon not closing automatically\n- #1526 No screen shake when getting poisoned\n- #1529 Messages missing when interacting with PC\n- #1530 No message for interacting with bikes in the bike shop\n- #1532 Thrash animation incomplete\n- #1534 Dialogue missing when switching out Pokemon\n- #1547 Save states can be used to bypass certain NPCs\n- #1549 Menu Cartridge 3D model has visual issues\n- #1550 Nugget Bridge Rocket repeating dialogue\n- #1551 No scripted dialogue after beating Nugget Bridge Rocket\n\n## Contributors\n\n- @bryanthaboi\n- @castdrian"
},
{
"version": "0.2.9",
"date": "2026-08-19",
"size": 13656293,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.2.9/gen1recomp++-0.2.9-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.2.8",
"date": "2026-08-19",
"size": 13653911,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.2.8/gen1recomp++-0.2.8-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #1502 Gold doesn't show trainer balls\n- #1533 Retroarch Skin Problem 2 (#1503)\n\n## Contributors\n\n- @1Jamie\n- @AverageConsumer\n- @bryanthaboi\n- @castdrian\n- @thibautbus"
},
{
"version": "0.2.7",
"date": "2026-08-18",
+21
View File
@@ -6,6 +6,27 @@
// Registered from a constructor so no LÖVE/SDL source needs to know about it.
#import <UIKit/UIKit.h>
#import <sys/utsname.h>
@interface GRDeviceBridge : NSObject
+ (NSString *)deviceModel;
@end
@implementation GRDeviceBridge
+ (NSString *)deviceModel
{
#if TARGET_OS_SIMULATOR
NSString *simulatorModel = NSProcessInfo.processInfo.environment[@"SIMULATOR_MODEL_IDENTIFIER"];
if (simulatorModel.length > 0) return simulatorModel;
#endif
struct utsname systemInfo;
if (uname(&systemInfo) == 0) {
NSString *model = [NSString stringWithUTF8String:systemInfo.machine];
if (model.length > 0) return model;
}
return @"";
}
@end
__attribute__((constructor))
static void GRBootstrapInstall(void)
+29
View File
@@ -156,6 +156,7 @@ int w_syncHealthSteps(lua_State *L)
""" % MARKER
WRAP_REGISTRATION = """#ifdef LOVE_IOS
{ "getDeviceModel", w_getDeviceModel },
{ "pickFile", w_pickFile },
{ "pickFileKinds", w_pickFileKinds },
{ "createFile", w_createFile },
@@ -202,6 +203,7 @@ int w_syncHealthSteps(lua_State *L)
"""
WRAP_SYNC_REGISTRATION = """#ifdef LOVE_IOS
{ "getDeviceModel", w_getDeviceModel },
{ "syncHealthSteps", w_syncHealthSteps },
{ "httpDownload", w_httpDownload },
{ "httpRequest", w_httpRequest },
@@ -210,6 +212,33 @@ WRAP_SYNC_REGISTRATION = """#ifdef LOVE_IOS
BRIDGE_EXTRA_FUNCS = """
#ifdef LOVE_IOS
int w_getDeviceModel(lua_State *L)
{
Class cls = objc_getClass("GRDeviceBridge");
if (cls == nullptr)
{
lua_pushnil(L);
return 1;
}
typedef id (*GRObj)(Class, SEL);
id value = ((GRObj)objc_msgSend)(cls, sel_registerName("deviceModel"));
if (value == nullptr)
{
lua_pushnil(L);
return 1;
}
typedef const char *(*GRUTF8)(id, SEL);
const char *bytes = ((GRUTF8)objc_msgSend)(value,
sel_registerName("UTF8String"));
if (bytes == nullptr || bytes[0] == '\\0')
{
lua_pushnil(L);
return 1;
}
lua_pushstring(L, bytes);
return 1;
}
int w_httpDownload(lua_State *L)
{
const char *url = luaL_checkstring(L, 1);

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@@ -0,0 +1,12 @@
# Changelog
Format: [keep a changelog](https://keepachangelog.com/en/1.1.0/).
Version headings match `manifest.json`'s `version`.
## 1.0.0
### Added
- `intro.oak_speech.build` wrap that injects toast / MEW / snack / rival-trust / pineapple beats.
- Answers written to `mod.save` via `intro.oak_speech.answered`.
- Custom `toast_kid.png` sprite shown mid-speech.
+43
View File
@@ -0,0 +1,43 @@
# Silly Oak Intro Example
Hooks Oak's NEW GAME speech: extra questions, sprite swaps (Oak, rival,
player, MEW, and a custom Toast Kid pic), and answers stored in `mod.save`.
## Try it (play through yourself)
```sh
rm -rf mods/example_silly_oak
cp -r mods/examples/example_silly_oak mods/
love .
```
Then **NEW GAME** and mash A / pick the menus. Disable or delete
`mods/example_silly_oak` when you're done so vanilla boots clean.
## Headless check
```sh
luajit mods/examples/example_silly_oak/tests/example_silly_oak_test.lua
```
## Auto driver (screenshots + save asserts)
```sh
rm -rf mods/example_silly_oak
cp -r mods/examples/example_silly_oak mods/
SHOT_DIR=/tmp/silly_oak POKEPORT_IDENTITY=silly_oak_driver_test \
POKEPORT_DRIVER=tests/drivers/silly_oak_intro_test.lua POKEPORT_SPEED=8 love .
```
`POKEPORT_IDENTITY` keeps this run's save out of your normal slot.
## What it demonstrates
| Seam | Where |
|---|---|
| `hooks:wrap("intro.oak_speech.build")` | `main.lua` -- reshape the step list |
| `mod.ui.insertStepAfter` / `insertStepBefore` | `main.lua` -- anchored on vanilla step ids |
| step kinds `say` / `yesno` / `choice` | `main.lua` |
| pics: `"oak"`, `"rival"`, `"player"`, pokemon, custom image | `main.lua` |
| `events:on("intro.oak_speech.answered")` | `main.lua``mod.save` |
| `events:on("intro.oak_speech.finished")` | `main.lua` |
Binary file not shown.

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+107
View File
@@ -0,0 +1,107 @@
-- Gallery entry: reshape Oak's intro speech with extra questions, sprite
-- swaps (oak / rival / player / pokemon / a custom image), and answers
-- that land in mod.save.
--
-- Uses hooks:wrap("intro.oak_speech.build") plus intro.oak_speech.answered.
return function(mod)
local toastPic = mod.path .. "/assets/toast_kid.png"
mod.hooks:wrap("intro.oak_speech.build", function(next, steps, speech)
steps = next(steps, speech)
-- after oak says hello, immediately derail
mod.ui.insertStepAfter(steps, "oak_welcome", {
id = "silly_quiz_intro",
kind = "say",
pic = "oak",
text = "Before we start,\nI have a few\vquestions.\fImportant ones.\nScientific ones.",
})
mod.ui.insertStepAfter(steps, "silly_quiz_intro", {
id = "silly_toast",
kind = "yesno",
pic = "oak",
saveKey = "likes_toast",
text = "Do you like\ntoast?",
})
-- brand new sprite mid-speech
mod.ui.insertStepAfter(steps, "silly_toast", {
id = "silly_toast_kid",
kind = "say",
pic = { type = "image", path = toastPic },
reveal = "fade",
saveKey = nil,
text = "This is Toast Kid.\nHe is not a\vPOKéMON.\fHe just showed up\none day.\fAnyway.",
})
-- existing mon with a wipe + cry, parked after the real demo mon
mod.ui.insertStepAfter(steps, "demo_mon", {
id = "silly_mew",
kind = "say",
pic = { type = "pokemon", id = "MEW" },
reveal = "wipe",
cry = "MEW",
text = "This is MEW.\nPlease do not\vtell anyone\vI showed you.",
})
mod.ui.insertStepAfter(steps, "silly_mew", {
id = "silly_snack",
kind = "choice",
pic = "oak",
saveKey = "snack",
text = "Pick a snack.\nThis goes on\vyour permanent\vrecord.",
choices = { "BERRIES", "LEFTOVERS", "OLD ROD" },
})
-- swap to rival pic for a loaded question before naming him
mod.ui.insertStepBefore(steps, "ask_rival_name", {
id = "silly_trust",
kind = "choice",
pic = "rival",
reveal = "fade",
saveKey = "trusts_rival",
text = "Look at this kid.\nTrustworthy?",
choices = { "SURE", "NO" },
values = { true, false },
})
-- player pic for one last bit after both names are set
mod.ui.insertStepAfter(steps, "name_rival", {
id = "silly_pineapple",
kind = "yesno",
pic = "player",
saveKey = "pineapple_on_pizza",
text = "{PLAYER}. Be honest.\nPineapple on\vpizza?",
})
mod.ui.insertStepAfter(steps, "silly_pineapple", {
id = "silly_closing",
kind = "say",
pic = "oak",
text = "Great. Terrible.\nI have notes.\fLet's pretend this\nwas normal.",
})
return steps
end)
-- every answered step with a saveKey lands in mod.save (and therefore
-- save.modData[mod.id] once the slot is written)
mod.events:on("intro.oak_speech.answered", function(ev)
if not ev.saveKey then return end
mod.save:set(ev.saveKey, ev.value)
mod.log:info("intro answer %s = %s", tostring(ev.saveKey), tostring(ev.value))
end)
mod.events:on("intro.oak_speech.finished", function(ev)
local answers = ev.answers or {}
for key, value in pairs(answers) do
if mod.save:get(key) == nil then
mod.save:set(key, value)
end
end
mod.save:set("quiz_done", true)
mod.log:info("silly oak quiz done")
end)
end
@@ -0,0 +1,15 @@
{
"id": "example_silly_oak",
"name": "Silly Oak Intro Example",
"version": "1.0.0",
"api": 2,
"entry": "main.lua",
"profile": "content",
"category": "UI",
"game_version": ">=0.0.0-0 <2.0.0",
"priority": 100,
"dependencies": [],
"optional_dependencies": [],
"conflicts": [],
"description": "Reshapes Oak's intro speech with extra questions, sprite swaps, and answers saved to mod.save."
}
+21
View File
@@ -0,0 +1,21 @@
-- Sharing metadata for the manager detail pane.
return {
summary = "Oak asks dumb questions during the intro and remembers your answers.",
author = "Pokemon Gen 1 Recompilation Project",
contact = "https://github.com/bryanthaboi/gen1recomp",
tags = { "intro", "ui", "oak", "hooks" },
differences = {
changed = {
"Oak's NEW GAME speech gains extra questions and sprite beats",
},
added = {
"mod.save keys: likes_toast, snack, trusts_rival, pineapple_on_pizza, quiz_done",
"Custom Toast Kid pic mid-intro",
},
known = { "vanilla naming and the shrink-away still run" },
},
credits = {
{ who = "Pokemon Gen 1 Recompilation Project", for_ = "the intro.oak_speech hooks" },
},
compat = { engine = ">=0.0.0 <2.0.0", modApi = 2 },
}
@@ -0,0 +1,159 @@
-- Standalone: luajit mods/examples/example_silly_oak/tests/example_silly_oak_test.lua
-- Covers the intro.oak_speech build hook, step helpers, sprite descriptors,
-- and answers landing in mod.save.
--
-- Needs an imported ROM dataset (data/generated/). Headless CI and a
-- fresh checkout without a ROM skip cleanly -- the gallery is also
-- covered by tests/mod_examples_tests.lua when generated data is present.
package.path = "./?.lua;./?/init.lua;" .. package.path
local function hasGenerated()
local handle = io.open("data/generated/constants.lua", "r")
if handle then handle:close() return true end
return false
end
if not hasGenerated() then
print("example_silly_oak_test skipped (needs data/generated/)")
os.exit(0)
end
local T = require("tests.modkit")
local Runtime = require("src.mods.Runtime")
local OakSpeech = require("src.ui.OakSpeech")
local Data = require("src.core.Data")
Data:load()
local run = T.sdk.loadMod("mods/examples/example_silly_oak", { data = Data })
T.eq(#run.errors, 0, "loads clean (" .. tostring(run.errors[1]) .. ")")
local mod = run.mod
T.check(mod ~= nil and mod.state == "loaded", "mod reached the loaded state")
local ModUI = require("src.ui.ModUI")
local bucket = function()
return run.loader.modSave.example_silly_oak or {}
end
local toastPath = (mod.path or "mods/examples/example_silly_oak")
.. "/assets/toast_kid.png"
-- ------- build hook injects every silly beat around vanilla anchors
local speech = OakSpeech.new({
data = Data,
save = { player = { name = "RED", rival = "BLUE" } },
stack = { push = function() end, pop = function() end },
}, nil)
local steps = speech:buildSteps()
local ids = {}
for _, step in ipairs(steps) do ids[#ids + 1] = step.id end
local function has(id)
for _, x in ipairs(ids) do if x == id then return true end end
return false
end
T.check(has("oak_welcome") and has("name_player") and has("shrink"),
"vanilla anchors still present")
T.check(has("silly_quiz_intro") and has("silly_toast") and has("silly_toast_kid"),
"toast quiz beats injected")
T.check(has("silly_mew") and has("silly_snack"),
"MEW reveal and snack choice injected")
T.check(has("silly_trust") and has("silly_pineapple") and has("silly_closing"),
"rival trust + pineapple beats injected")
-- order: toast kid before demo_mon, mew after demo_mon, trust before rival ask
local function indexOf(id)
for i, x in ipairs(ids) do if x == id then return i end end
return 0
end
T.check(indexOf("silly_toast_kid") < indexOf("demo_mon"),
"Toast Kid shows before the demo mon")
T.check(indexOf("demo_mon") < indexOf("silly_mew"),
"MEW shows after the demo mon")
T.check(indexOf("silly_trust") < indexOf("ask_rival_name"),
"trust question is before rival naming")
T.check(indexOf("name_rival") < indexOf("silly_pineapple")
and indexOf("silly_pineapple") < indexOf("legend"),
"pineapple lands between rival name and the legend beat")
-- ------- step shapes cover choice / yesno / custom image / pokemon
local byId = {}
for _, step in ipairs(steps) do byId[step.id] = step end
T.eq(byId.silly_toast.kind, "yesno", "toast is a yes/no")
T.eq(byId.silly_toast.saveKey, "likes_toast", "toast writes likes_toast")
T.eq(byId.silly_snack.kind, "choice", "snack is a multi choice")
T.eq(#byId.silly_snack.choices, 3, "snack has three options")
T.check(byId.silly_toast_kid.pic and byId.silly_toast_kid.pic.type == "image",
"Toast Kid uses a custom image pic")
T.check(byId.silly_mew.pic and byId.silly_mew.pic.type == "pokemon"
and byId.silly_mew.pic.id == "MEW" and byId.silly_mew.cry == "MEW",
"MEW beat uses pokemon pic + cry")
T.eq(byId.silly_trust.pic, "rival", "trust question shows the rival pic")
-- ------- resolvePic covers trainer / pokemon / player / image shorthand
local oakImg = OakSpeech.resolvePic({ data = Data }, "oak", speech)
local rivalImg = OakSpeech.resolvePic({ data = Data }, "rival", speech)
local playerImg = OakSpeech.resolvePic({ data = Data }, "player", speech)
local mewImg, mewFlip = OakSpeech.resolvePic({ data = Data },
{ type = "pokemon", id = "MEW", flip = true }, speech)
local customImg = OakSpeech.resolvePic({ data = Data },
{ type = "image", path = toastPath }, speech)
-- headless love stub may return nil images; the call itself must not throw
T.check(oakImg == speech.oakPic or oakImg == nil or type(oakImg) == "userdata"
or type(oakImg) == "table",
"oak shorthand resolves without error")
T.check(rivalImg == speech.rivalPic or rivalImg == nil or type(rivalImg) == "userdata"
or type(rivalImg) == "table",
"rival shorthand resolves without error")
T.check(playerImg == speech.playerPic or playerImg == nil
or type(playerImg) == "userdata" or type(playerImg) == "table",
"player shorthand resolves without error")
T.check(mewFlip == true, "pokemon flip flag is honored")
T.check(customImg ~= nil or true, "custom image path is accepted")
-- ------- answered event writes mod.save (loader.modSave bucket)
Runtime.emit("intro.oak_speech.answered", {
saveKey = "likes_toast", value = true, label = "YES", index = 1,
step = byId.silly_toast, speech = speech,
})
Runtime.emit("intro.oak_speech.answered", {
saveKey = "snack", value = "OLD ROD", label = "OLD ROD", index = 3,
step = byId.silly_snack, speech = speech,
})
Runtime.emit("intro.oak_speech.answered", {
saveKey = "trusts_rival", value = false, label = "NO", index = 2,
step = byId.silly_trust, speech = speech,
})
Runtime.emit("intro.oak_speech.answered", {
saveKey = "pineapple_on_pizza", value = true, label = "YES", index = 1,
step = byId.silly_pineapple, speech = speech,
})
Runtime.emit("intro.oak_speech.finished", {
speech = speech, answers = speech.answers,
})
local saved = bucket()
T.eq(saved.likes_toast, true, "likes_toast saved")
T.eq(saved.snack, "OLD ROD", "snack saved")
T.eq(saved.trusts_rival, false, "trusts_rival saved")
T.eq(saved.pineapple_on_pizza, true, "pineapple_on_pizza saved")
T.eq(saved.quiz_done, true, "quiz_done stamped on finish")
-- ------- ModUI step helpers (public surface)
local tiny = {
{ id = "a", kind = "say" },
{ id = "b", kind = "say" },
}
ModUI.insertStepAfter(tiny, "a", { id = "mid", kind = "choice" })
T.eq(tiny[2].id, "mid", "insertStepAfter lands behind the anchor")
ModUI.insertStepBefore(tiny, "b", { id = "pre_b", kind = "yesno" })
T.eq(tiny[3].id, "pre_b", "insertStepBefore lands ahead of the anchor")
ModUI.removeStep(tiny, "mid")
T.check(tiny[2].id ~= "mid", "removeStep drops by id")
run.release()
T.finish("example_silly_oak")
+40 -21
View File
@@ -6,6 +6,7 @@
#
# Usage: scripts/build.sh [mac|win|linux|android|ios|all] [--version X.Y.Z] [--identity "Developer ID Application: ..."]
# [--notary-profile NAME] [--no-notarize]
# [--game-love PATH] # fuse a prebuilt payload (scripts/pack_love.sh) instead of packing one
# [--release] # ios only: release config instead of debug
#
# Output: dist/mac/gen1recomp-macos.zip
@@ -36,6 +37,7 @@ NOTARY_PROFILE="notary-profile"
NOTARIZE=true
IOS_RELEASE=false
IOS_IPA=false
GAME_LOVE_IN=""
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; }
@@ -48,6 +50,7 @@ while [ $# -gt 0 ]; do
--identity) IDENTITY="$2"; shift ;;
--notary-profile) NOTARY_PROFILE="$2"; shift ;;
--no-notarize) NOTARIZE=false ;;
--game-love) GAME_LOVE_IN="${2:?--game-love needs a path}"; shift ;;
--release) IOS_RELEASE=true ;;
--ipa) IOS_IPA=true ;;
*) fail "unknown argument: $1" ;;
@@ -62,16 +65,23 @@ mkdir -p "$CACHE" "$WORK" "$DIST/mac" "$DIST/win" "$DIST/linux"
# launcher's Edit button on a save row opens it in-process (main.lua), and
# `--editor` / POKEPORT_EDITOR=1 opens it standalone. It is required through
# love.filesystem's require path, so it has to live inside the archive.
say "packing game.love"
LOVE_FILE="$WORK/game.love"
rm -f "$LOVE_FILE"
# The launcher UI kit lives at src/ui/kit (inside src/, packed wholesale);
# the vendored libs/flexlove tree it replaced is gone.
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
main.lua conf.lua src data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
if [ -n "$GAME_LOVE_IN" ]; then
[ -f "$GAME_LOVE_IN" ] || fail "--game-love: no such file: $GAME_LOVE_IN"
say "using prebuilt payload: $GAME_LOVE_IN"
cp "$GAME_LOVE_IN" "$LOVE_FILE"
else
say "packing game.love"
# The launcher UI kit lives at src/ui/kit (inside src/, packed wholesale);
# the vendored libs/flexlove tree it replaced is gone.
(cd "$ROOT" && zip -q -9 -r "$LOVE_FILE" \
main.lua conf.lua src data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json \
-x '*.DS_Store' 'data/generated/*' 'assets/generated/*')
fi
# Materialize the listing once and grep the file: piping unzip straight into
# grep -q under `set -o pipefail` SIGPIPEs unzip when grep exits early on a
# match, and the pipeline's failure reads as "missing <file>" for whichever
@@ -90,7 +100,8 @@ for required in tools/save-editor/App.lua tools/save-editor/Kit.lua \
tools/save-editor/panels/Party.lua \
src/ui/kit/Kit.lua \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json; do
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json; do
grep -qxF "$required" "$LOVE_LISTING" \
|| fail "game.love is missing $required"
done
@@ -105,18 +116,26 @@ say "game.love: $(du -h "$LOVE_FILE" | cut -f1)"
# mistaken for a release. The stamp is then read back out of the archive and the
# build fails if it did not take.
if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then
say "stamping engine version $VERSION into game.love"
stamp_dir="$WORK/stamp"
rm -rf "$stamp_dir"
mkdir -p "$stamp_dir/src/core"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
unzip -p "$LOVE_FILE" src/core/Version.lua \
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|| fail "version stamp failed: game.love does not report engine $VERSION"
say "stamped engine version: $VERSION"
if [ -n "$GAME_LOVE_IN" ]; then
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
unzip -p "$LOVE_FILE" src/core/Version.lua \
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|| fail "prebuilt payload does not report engine $VERSION (pack it with pack_love.sh --version $VERSION)"
say "prebuilt payload already stamped: $VERSION"
else
say "stamping engine version $VERSION into game.love"
stamp_dir="$WORK/stamp"
rm -rf "$stamp_dir"
mkdir -p "$stamp_dir/src/core"
sed -E "s/(engine[[:space:]]*=[[:space:]]*\")[^\"]*(\")/\1$VERSION\2/" \
"$ROOT/src/core/Version.lua" > "$stamp_dir/src/core/Version.lua"
(cd "$stamp_dir" && zip -q "$LOVE_FILE" src/core/Version.lua)
version_re="$(printf '%s' "$VERSION" | sed 's/\./\\./g')"
unzip -p "$LOVE_FILE" src/core/Version.lua \
| grep -Eq "engine[[:space:]]*=[[:space:]]*\"$version_re\"" \
|| fail "version stamp failed: game.love does not report engine $VERSION"
say "stamped engine version: $VERSION"
fi
else
say "version '$VERSION' is not X.Y.Z, shipping default engine (no stamp)"
fi
+93 -10
View File
@@ -1,19 +1,20 @@
#!/usr/bin/env bash
# Packages the LÖVE2D Pokémon Red port into an Android APK via love-android 11.5a.
#
# Usage: scripts/build_android.sh [--version X.Y.Z] [--package-only]
# Usage: scripts/build_android.sh [--version X.Y.Z] [--release] [--package-only]
#
# --version X.Y.Z set app.version_name / app.version_code (else left as-is)
# --release build the production-signed release APK (requires the
# GEN1RECOMP_ANDROID_* signing environment variables)
# --package-only zip game.love + apply branding; skip gradle
#
# Prerequisites:
# - mobile/android vendored love-android tree at tag 11.5a (in-repo; see mobile/ANDROID.md)
# - Android SDK + NDK (SDK API 34, NDK 25.2.9519653)
# - Android SDK + NDK (SDK API 36, NDK 25.2.9519653)
# - JDK 17
#
# Output (after gradle):
# dist/android/debug/*.apk (convenience copy)
# mobile/android/app/build/outputs/apk/embedNoRecord/debug/*.apk
# dist/android/debug/*.apk (normal local build) or dist/android/release/*.apk
set -euo pipefail
@@ -26,13 +27,17 @@ APP_NAME="gen1recomp"
APPLICATION_ID="com.theboisclub.pokemonred"
LOVE_ANDROID_VERSION="11.5a"
NDK_VERSION="25.2.9519653"
ANDROID_API="36"
YELLOW_MANIFEST_RELATIVE="tools/rom_manifest_yellow.json"
YELLOW_MANIFEST_URL="${YELLOW_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_yellow.json}"
GOLD_MANIFEST_RELATIVE="tools/rom_manifest_gold.json"
GOLD_MANIFEST_URL="${GOLD_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_gold.json}"
SILVER_MANIFEST_RELATIVE="tools/rom_manifest_silver.json"
SILVER_MANIFEST_URL="${SILVER_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_silver.json}"
VERSION=""
PACKAGE_ONLY=false
RELEASE=false
say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; }
warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; }
@@ -42,11 +47,12 @@ while [ $# -gt 0 ]; do
case "$1" in
--version) VERSION="$2"; shift ;;
--package-only) PACKAGE_ONLY=true ;;
--release) RELEASE=true ;;
-h|--help)
sed -n '2,20p' "$0"
exit 0
;;
*) fail "unknown argument: $1 (try --version X.Y.Z or --package-only)" ;;
*) fail "unknown argument: $1 (try --version X.Y.Z, --release, or --package-only)" ;;
esac
shift
done
@@ -60,7 +66,22 @@ if [ -n "$VERSION" ]; then
rest="${VERSION#*.}"
minor="${rest%%.*}"
patch="${rest##*.}"
VERSION_CODE=$((major * 10000 + minor * 100 + patch))
# Reserve three digits for each lower component. This stays monotonic across
# 1.0.100 -> 1.1.0, unlike the old two-digit encoding, and remains inside
# Android's signed 32-bit versionCode range for normal release versions.
if [ "$minor" -gt 999 ] || [ "$patch" -gt 999 ] || [ "$major" -gt 2099 ]; then
fail "--version components exceed Android versionCode limits"
fi
VERSION_CODE=$((major * 1000000 + minor * 1000 + patch))
fi
if $RELEASE; then
for var in GEN1RECOMP_ANDROID_KEYSTORE GEN1RECOMP_ANDROID_KEYSTORE_PASSWORD \
GEN1RECOMP_ANDROID_KEY_ALIAS GEN1RECOMP_ANDROID_KEY_PASSWORD; do
[ -n "${!var:-}" ] || fail "--release requires $var"
done
[ -f "$GEN1RECOMP_ANDROID_KEYSTORE" ] \
|| fail "Android signing keystore does not exist: $GEN1RECOMP_ANDROID_KEYSTORE"
fi
# --------------------------------------------------------------- preconditions
@@ -177,6 +198,54 @@ ensure_gold_manifest() {
fail "Gold import manifest is unavailable. Git recovery failed and could not download $GOLD_MANIFEST_URL"
}
silver_manifest_is_valid() {
local path="$1"
python3 - "$path" <<'PY'
import json, pathlib, sys
try:
manifest = json.loads(pathlib.Path(sys.argv[1]).read_text())
except (OSError, ValueError):
raise SystemExit(1)
raise SystemExit(0 if manifest.get("romSha1") ==
"49b163f7e57702bc939d642a18f591de55d92dae" else 1)
PY
}
ensure_silver_manifest() {
local manifest="$ROOT/$SILVER_MANIFEST_RELATIVE"
local staged
staged="$(mktemp)"
if silver_manifest_is_valid "$manifest"; then
rm -f "$staged"
return
fi
warn "Silver import manifest is missing or invalid; recovering it before packaging"
if git -C "$ROOT" show "HEAD:$SILVER_MANIFEST_RELATIVE" > "$staged" 2>/dev/null \
&& silver_manifest_is_valid "$staged"; then
mkdir -p "$(dirname "$manifest")"
mv "$staged" "$manifest"
say "restored Silver import manifest from this checkout's Git data"
return
fi
if command -v curl >/dev/null 2>&1 \
&& curl --fail --location --retry 2 --connect-timeout 15 \
--output "$staged" "$SILVER_MANIFEST_URL" \
&& silver_manifest_is_valid "$staged"; then
mkdir -p "$(dirname "$manifest")"
mv "$staged" "$manifest"
say "downloaded Silver import manifest from the project repository"
return
fi
rm -f "$staged"
fail "Silver import manifest is unavailable. Git recovery failed and could not download $SILVER_MANIFEST_URL"
}
# --------------------------------------------------------------- branding
# love-android 11.5+ reads app id / name / orientation from gradle.properties.
# Manifest still gets permission trims. Re-applied every build so refreshing
@@ -242,6 +311,7 @@ pack_game_love() {
say "packing game.love for love-android embed flavor"
ensure_yellow_manifest
ensure_gold_manifest
ensure_silver_manifest
mkdir -p "$EMBED_ASSETS"
rm -f "$LOVE_FILE"
# tools/save-editor ships with the app: the launcher's Edit button on a save
@@ -256,6 +326,7 @@ pack_game_love() {
main.lua conf.lua src data assets tools/save-editor \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json \
-x '*.DS_Store' -x '*/.git/*' -x '*/.DS_Store' \
-x 'data/generated/*' -x 'assets/generated/*')
# List once and match against the captured text: piping unzip straight into
@@ -277,6 +348,8 @@ pack_game_love() {
|| fail "game.love is missing the Yellow ROM import manifest"
grep -qx 'tools/rom_manifest_gold.json' <<< "$archive_entries" \
|| fail "game.love is missing the Gold ROM import manifest"
grep -qx 'tools/rom_manifest_silver.json' <<< "$archive_entries" \
|| fail "game.love is missing the Silver ROM import manifest"
# This gate exists because the launcher's UI toolkit once lived outside
# src/ (libs/flexlove) and was added to scripts/build.sh's payload and to
# no other packager, so Android and iOS built an APK/IPA whose launcher
@@ -335,13 +408,18 @@ require_android_sdk() {
export ANDROID_SDK_ROOT=\$HOME/Library/Android/sdk
or create mobile/android/local.properties with:
sdk.dir=/path/to/Android/sdk
love-android $LOVE_ANDROID_VERSION expects SDK API 34 and NDK $NDK_VERSION
love-android $LOVE_ANDROID_VERSION expects SDK API $ANDROID_API and NDK $NDK_VERSION
(see mobile/ANDROID.md)."
fi
export ANDROID_SDK_ROOT="$sdk"
export ANDROID_HOME="$sdk"
if [ ! -d "$sdk/platforms/android-$ANDROID_API" ]; then
fail "Android SDK platform android-$ANDROID_API is not installed.
Install Android $ANDROID_API (and the latest 36.x Build-Tools) in SDK Manager."
fi
local props="$ANDROID_DIR/local.properties"
# Always rewrite so a leftover Docker sdk.dir=/opt/android-sdk cannot stick.
printf 'sdk.dir=%s\n' "$sdk" > "$props"
@@ -358,7 +436,12 @@ require_android_sdk() {
# --------------------------------------------------------------- gradle
run_gradle() {
local task="assembleEmbedNoRecordDebug"
local variant="debug"
$RELEASE && variant="release"
# Keep this compatible with macOS's bundled Bash 3.2 (no ${var^}).
local variant_title="Debug"
$RELEASE && variant_title="Release"
local task="assembleEmbedNoRecord$variant_title"
local build_dir="$ANDROID_DIR"
# ndk-build is GNU make underneath and cannot cope with spaces anywhere in
@@ -393,12 +476,12 @@ run_gradle() {
You can still iterate on the .love payload with: scripts/build_android.sh --package-only"
fi
local out_dir="$build_dir/app/build/outputs/apk/embedNoRecord/debug"
local out_dir="$build_dir/app/build/outputs/apk/embedNoRecord/$variant"
if [ -d "$out_dir" ]; then
say "APK output:"
find "$out_dir" -name '*.apk' -exec ls -lh {} \;
local dist_dir="$DIST/debug"
local dist_dir="$DIST/$variant"
rm -rf "$dist_dir"
mkdir -p "$dist_dir"
find "$out_dir" -name '*.apk' -exec cp {} "$dist_dir/" \;
+2
View File
@@ -366,6 +366,8 @@ cp "$IN/game.love" "$APPDIR/game.love"
unzip -Z1 "$APPDIR/game.love" > "$WORK/love-listing.txt"
grep -qxF "tools/rom_manifest_gold.json" "$WORK/love-listing.txt" \
|| fail "game.love is missing tools/rom_manifest_gold.json"
grep -qxF "tools/rom_manifest_silver.json" "$WORK/love-listing.txt" \
|| fail "game.love is missing tools/rom_manifest_silver.json"
# The .desktop's Icon= resolves against the AppDir root by basename, and
# .DirIcon is what appimaged and file-manager thumbnailers read.
cp "$IN/icon.png" "$APPDIR/$APP_NAME.png"
@@ -169,5 +169,7 @@ unzip -p "$temp_dir/game.love" src/core/Version.lua \
|| fail "shared payload version was not stamped"
grep -qxF "tools/rom_manifest_gold.json" "$temp_dir/love-listing.txt" \
|| fail "shared payload is missing tools/rom_manifest_gold.json"
grep -qxF "tools/rom_manifest_silver.json" "$temp_dir/love-listing.txt" \
|| fail "shared payload is missing tools/rom_manifest_silver.json"
say "Linux arm64 self-test passed"
+57
View File
@@ -0,0 +1,57 @@
#!/usr/bin/env bash
# Verifies a built arm64 AppImage is self-contained and bullseye-compatible.
# Usage: scripts/linux-arm64/verify_appimage.sh <AppImage>
set -euo pipefail
image="${1:?usage: verify_appimage.sh <AppImage>}"
[ -f "$image" ] || { echo "::error::no such AppImage: $image"; exit 1; }
image="$(cd "$(dirname "$image")" && pwd)/$(basename "$image")"
workdir="$(mktemp -d)"
trap 'rm -rf "$workdir"' EXIT
cd "$workdir"
# --appimage-extract needs no FUSE, so this works on a runner
# without /dev/fuse and still exercises the real payload.
"$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; }
echo "AppImage verified: $image"
+2
View File
@@ -50,6 +50,7 @@ rm -f "$OUTPUT"
main.lua conf.lua src 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 [ -f "$ROOT/PATCH_NOTES.md" ]; then
(cd "$ROOT" && zip -q "$OUTPUT" PATCH_NOTES.md)
@@ -94,6 +95,7 @@ for required in tools/save-editor/App.lua tools/save-editor/Kit.lua \
tools/save-editor/panels/Party.lua \
tools/rom_manifest.json tools/rom_manifest_blue.json \
tools/rom_manifest_yellow.json tools/rom_manifest_gold.json \
tools/rom_manifest_silver.json \
src/ui/kit/Kit.lua \
src/import/LauncherView.lua; do
grep -qxF "$required" "$LISTING" \
+3 -1
View File
@@ -17,7 +17,9 @@ fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; }
if [ ! -f "$ROOT/data/generated/maps.lua" ] \
&& [ ! -f "$ROOT/blue/data/generated/maps.lua" ] \
&& [ ! -f "$ROOT/yellow/data/generated/maps.lua" ]; then
&& [ ! -f "$ROOT/yellow/data/generated/maps.lua" ] \
&& [ ! -f "$ROOT/gold/data/generated/maps.lua" ] \
&& [ ! -f "$ROOT/silver/data/generated/maps.lua" ]; then
fail "generated data missing, run scripts/setup.sh first"
fi
+10 -4
View File
@@ -71,15 +71,15 @@ First install or update (same steps):
your saves, imported ROMs, mods, and options. Re-extracting only
replaces the NRO(s) and these help files.
3. Launch with title override (hold R on HOME, open any title → hbmenu).
4. Copy a legal Pokemon Red/Blue .gb or Yellow/Gold .gbc into:
4. Copy a legal Pokemon Red/Blue .gb or Yellow/Gold/Silver .gbc into:
switch/gen1recomp/pokemon-love2d/imports/
then use Scan again in the launcher if needed.
Inboxes (drop files here via MTP / SD / FTP):
imports/ — ROM .gb / .gbc
imports/mods/ — community mod .zip
imports/saves/red|blue|yellow|gold/ — raw .sav import (Gold cart .sav not yet)
exports/red|blue|yellow|gold/ — pull after Export save (Gold not yet)
imports/saves/red|blue|yellow|gold|silver/ — raw .sav import (Gold/Silver cart .sav not yet)
exports/red|blue|yellow|gold|silver/ — pull after Export save (Gold/Silver not yet)
Full guide: https://github.com/bryanthaboi/gen1recomp/blob/main/docs/switch-install.md
EOF
@@ -92,7 +92,7 @@ write_readme() {
}
write_readme "$SAVE_ROOT/imports/README.txt" \
"Put a legal Pokemon Red/Blue .gb or Yellow/Gold .gbc here, then Scan again in the launcher."
"Put a legal Pokemon Red/Blue .gb or Yellow/Gold/Silver .gbc here, then Scan again in the launcher."
write_readme "$SAVE_ROOT/imports/mods/README.txt" \
"Put community mod .zip files here, then MODS → Scan again."
write_readme "$SAVE_ROOT/imports/saves/red/README.txt" \
@@ -103,6 +103,8 @@ write_readme "$SAVE_ROOT/imports/saves/yellow/README.txt" \
"Put a Yellow .sav (32 KB) here, then Yellow tab → SAVE FILES → Import save."
write_readme "$SAVE_ROOT/imports/saves/gold/README.txt" \
"Gold cart .sav import is not supported yet. Folder reserved so MTP matches the other games."
write_readme "$SAVE_ROOT/imports/saves/silver/README.txt" \
"Silver cart .sav import is not supported yet. Folder reserved so MTP matches the other games."
write_readme "$SAVE_ROOT/exports/red/README.txt" \
"After Export save (Red), copy the .sav out of this folder via MTP / SD / FTP."
write_readme "$SAVE_ROOT/exports/blue/README.txt" \
@@ -111,6 +113,8 @@ write_readme "$SAVE_ROOT/exports/yellow/README.txt" \
"After Export save (Yellow), copy the .sav out of this folder via MTP / SD / FTP."
write_readme "$SAVE_ROOT/exports/gold/README.txt" \
"Gold cart .sav export is not supported yet. Folder reserved so MTP matches the other games."
write_readme "$SAVE_ROOT/exports/silver/README.txt" \
"Silver cart .sav export is not supported yet. Folder reserved so MTP matches the other games."
rm -f "$OUT_ZIP"
(
@@ -140,10 +144,12 @@ REQUIRED=(
"switch/gen1recomp/pokemon-love2d/imports/saves/blue/README.txt"
"switch/gen1recomp/pokemon-love2d/imports/saves/yellow/README.txt"
"switch/gen1recomp/pokemon-love2d/imports/saves/gold/README.txt"
"switch/gen1recomp/pokemon-love2d/imports/saves/silver/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/red/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/blue/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/yellow/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/gold/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/silver/README.txt"
)
for rel in "${REQUIRED[@]}"; do
printf '%s\n' "$LISTING" | grep -Fq "$rel" || fail "zip missing $rel"
+3 -1
View File
@@ -271,10 +271,12 @@ for rel in \
"switch/gen1recomp/pokemon-love2d/imports/saves/blue/README.txt" \
"switch/gen1recomp/pokemon-love2d/imports/saves/yellow/README.txt" \
"switch/gen1recomp/pokemon-love2d/imports/saves/gold/README.txt" \
"switch/gen1recomp/pokemon-love2d/imports/saves/silver/README.txt" \
"switch/gen1recomp/pokemon-love2d/exports/red/README.txt" \
"switch/gen1recomp/pokemon-love2d/exports/blue/README.txt" \
"switch/gen1recomp/pokemon-love2d/exports/yellow/README.txt" \
"switch/gen1recomp/pokemon-love2d/exports/gold/README.txt"
"switch/gen1recomp/pokemon-love2d/exports/gold/README.txt" \
"switch/gen1recomp/pokemon-love2d/exports/silver/README.txt"
do
printf '%s\n' "$ZIP_LIST" | grep -Fq "$rel" || PACK_MISSING="${PACK_MISSING} ${rel}"
done
+1
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@@ -67,6 +67,7 @@ run_tier() {
# ------- ROM-free tiers: these are what CI runs
run_tier "T0 ROM builder version routing" python3 tests/build_rom_data_cli_test.py
run_tier "T0 ROM manifest generator pin/overrides" python3 tests/rom_manifest_generator_test.py
run_tier "T0 switch CI workflow content gate" "$LUA" tests/switch_ci_workflows_test.lua
run_tier "T0 switch transfer docs gate" "$LUA" tests/switch_transfer_docs_test.lua
# NX Blue/Yellow asset overlay: ROM-free, must run on every checkout so a
+1
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@@ -8,6 +8,7 @@ local BattleSafety = {}
local BATTLE_BUSY_FIELDS = {
"current", "afterQueue", "nextInsert", "pendingHit", "waitingUI",
"waitingSound", "waitFrames", "draining", "animPlaying", "growIn",
"shrinkOut",
"introSlide", "ghostReveal", "mimicCtx", "mimicMoves", "result",
}
+301 -90
View File
@@ -1008,9 +1008,23 @@ end
-- flickers the OBJ palette, DoBallTossSpecialEffects)
function BattleState:animNext(name, isPlayer, shakes, ball)
self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, self.nextInsert,
{ anim = name, attackerIsPlayer = isPlayer, shakes = shakes,
ball = ball })
local row = { anim = name, attackerIsPlayer = isPlayer, shakes = shakes,
ball = ball }
table.insert(self.queue, self.nextInsert, row)
return row
end
-- an animation row ahead of the move's own, with PlayBattleAnimation2's
-- applying-animation shake (engine/battle/effects.asm:1461-1471)
function BattleState:animBeforeMove(name, isPlayer)
local at
for i, item in ipairs(self.queue) do
if item == self.moveAnimRow then at = i break end
end
self.nextInsert = (self.nextInsert or 0) + 1
table.insert(self.queue, at or self.nextInsert,
{ anim = name, attackerIsPlayer = isPlayer, animDelayed = true,
hit = { animType = isPlayer and 6 or 3 } })
end
-- insert an act right after the current queue item
@@ -1350,7 +1364,7 @@ function BattleState:updateQueue()
-- subanimation (or just the coarse fx when animations are off).
-- item.hit carries the target's blink + damage sound, applied when
-- the animation ends (hitRow rows carry a hit with no animation --
-- thrash/rage continuation turns that skip the announcement).
-- Mimic, whose animation waits on a successful copy).
if item.anim or item.hitRow then
-- PlayMoveAnimation writes wAnimationID, calls Delay3, and only then
-- jumps to MoveAnimation (core.asm:6635-6640), so three frames pass
@@ -1554,8 +1568,13 @@ end
function BattleState:sendOutText(name)
local e = self.enemy and self.enemy.mon
local pct = 100
if e and e.hp > 0 and math.floor(e.stats.hp / 4) > 0 then
pct = math.floor(e.hp * 25 / math.floor(e.stats.hp / 4))
if e and e.hp > 0 then
-- the same routine stamps wLastSwitchInEnemyMonHP
-- (engine/battle/common_text.asm:105-110)
self.lastSwitchInEnemyHP = e.hp
if math.floor(e.stats.hp / 4) > 0 then
pct = math.floor(e.hp * 25 / math.floor(e.stats.hp / 4))
end
end
if pct >= 70 then return Strings("Go! %s!", name) end
if pct >= 40 then return Strings("Do it! %s!", name) end
@@ -1563,6 +1582,27 @@ function BattleState:sendOutText(name)
return self:romText("_EnemysWeakText", "The enemy's weak!\nGet'm! %s!", name)
end
-- RetreatMon / PlayerMon2Text (engine/battle/common_text.asm:167-243): the
-- adjective reads the enemy HP lost since this mon switched in
function BattleState:withdrawText(name)
local e = self.enemy and self.enemy.mon
local drop = 0
if e and self.lastSwitchInEnemyHP and math.floor(e.stats.hp / 4) > 0 then
drop = math.floor((self.lastSwitchInEnemyHP - e.hp) * 25
/ math.floor(e.stats.hp / 4))
end
local word = ""
if drop <= 0 then
word = self:romText("_EnoughText", "enough!")
elseif drop >= 70 then
word = self:romText("_GoodText", "good!")
elseif drop >= 30 then
word = self:romText("_OKExclamationText", "OK!")
end
return self:romText("_PlayerMon2Text", "%s ", name) .. word
.. self:romText("_ComeBackText", "\nCome back!")
end
-- The cry a mon makes as it takes the field. Yellow does not run its
-- starter Pikachu through PlayCry at all: SendOutMon branches to
-- .starterPikachu (engine/battle/core.asm:1807-1817) and voices PCM
@@ -1678,9 +1718,14 @@ function BattleState:enter()
-- _PlayerBlackedOutText2 (data/text/text_2.asm:896): the two paragraphs
-- playerMonFainted queues on the battle screen; there is no battle
-- screen to queue them on here, so they print over the map.
-- _PlayerBlackedOutText (no "2") extracts to the identical wording from
-- a different ROM address and is unused anywhere in this engine -- not
-- a fallback for this one, just pokered printing the same paragraph
-- from a second call site elsewhere.
self.game.stack:push(require("src.render.TextBox").new(self.game,
Strings("%s is out of\nuseable POKéMON!", name) .. "\f"
.. Strings("%s blacked\nout!", name), blackedOut))
self:romText("_PlayerBlackedOutText2",
"%s is out of\nuseable POKéMON!\f%s blacked\nout!", name, name),
blackedOut))
return
end
self.musicKind = self:computeMusicKind()
@@ -1816,7 +1861,9 @@ function BattleState:enter()
self.enemySendingOut = true
self:slidePic("foe")
end)
self:say(Strings("%s sent\nout %s!", foeName, self.enemy.name))
-- _TrainerSentOutText ends `done`, not `prompt` (data/text/text_2.asm:923)
self:sayAuto(self:romText("_TrainerSentOutText", "%s sent\nout %s!",
foeName, self.enemy.name))
self:act(function()
-- EnemySendOutFirstMon (core.asm:1421-1434): after the text the
-- pic grows out of the ball (AnimateSendingOutMon), then the cry
@@ -1845,7 +1892,8 @@ function BattleState:enter()
self.sendingOut = true
self:slidePic("back")
end)
self:say(self:sendOutText(self.player.name))
-- _GoText.._PlayerMon1Text carry no prompt (data/text/text_2.asm:1274-1294)
self:sayAuto(self:sendOutText(self.player.name))
-- then the POOF plays and the mon appears with its cry
-- (SendOutMon: message -> AnimateSendingOutMon -> PlayCry)
self:queueSendOutAnim(true)
@@ -2447,9 +2495,12 @@ function BattleState:openOldManBag()
-- POKé BALLs; pokeyellow's SimulatedInputBattleItemList, shared by
-- the Viridian tutorial and Oak's catch, has one.
local qty = require("src.core.GameVersion").isYellow() and "x1" or "x50"
-- the tutorial bag rides DisplayBagMenu's LIST_MENU_BOX over the battle
-- screen (engine/battle/core.asm:2210)
list = ListMenu.new(game, "ITEMS", {
{ value = "POKE_BALL", label = Strings("POKé BALL"), right = qty },
}, {
itemBox = true,
script = function(l)
l.scriptTimer = (l.scriptTimer or 0) + 1
if l.scriptTimer == 81 then
@@ -2659,22 +2710,30 @@ function BattleState:resolveSwitch(newMon)
self.phase = "messages"
self.afterQueue = "menu"
self:act(function()
self:restoreMimicked(self.player) -- the battle copy leaves with it
local previous = self.player
self.player = makeBattler(self.data, newMon, true, self.game.save)
-- SendOutMon (core.asm:1761-1762): player's send-out clears the
-- foe's USING_TRAPPING_MOVE -- Wrap/Bind/etc. ends on any switch
clearTrapping(self.enemy)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[1], battler = self.player,
previous = previous,
})
self:markParticipant()
sendOutMonCursors(self)
self.sendingOut = true
self:sayNext(self:sendOutText(self.player.name))
self:queueSendOutAnim(false)
-- SwitchPlayerMon (core.asm:2419-2423): RetreatMon prints over the
-- outgoing pic and holds 50 frames, then AnimateRetreatingPlayerMon
-- runs before the mon is recalled
self:sayNextAuto(self:withdrawText(self.player.name),
Timing.SWITCH_PLAYER_MON)
self:queueRetreatAnim()
self:actNext(function()
self:restoreMimicked(self.player) -- the battle copy leaves with it
local previous = self.player
self.player = makeBattler(self.data, newMon, true, self.game.save)
-- SendOutMon (core.asm:1761-1762): player's send-out clears the
-- foe's USING_TRAPPING_MOVE -- Wrap/Bind/etc. ends on any switch
clearTrapping(self.enemy)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[1], battler = self.player,
previous = previous,
})
self:markParticipant()
sendOutMonCursors(self)
self.sendingOut = true
self:sayNextAuto(self:sendOutText(self.player.name))
self:queueSendOutAnim(false)
end)
end)
self:act(function()
self:executeAction(self.enemy, self.player, self:enemyAction())
@@ -2703,7 +2762,12 @@ function BattleState:residualFor(b, opp)
if b.residualDone then return end
b.residualDone = true
local msgs = Status.residual(b, opp, self)
local rec = Status.recordFor(self.data and self.data.statuses, b.mon.status)
for _, m in ipairs(msgs) do self:sayNext(prefixEnemy(m, b)) end
-- engine/battle/core.asm:490-493
if rec and rec.residual then
self:animNext("BURN_PSN_ANIM", b.isPlayer)
end
if b.leechSeeded and b.mon.hp > 0 then
-- the drain plays the ABSORB animation from the healing side
-- (core.asm:506-517 flips hWhoseTurn before PlayMoveAnimation)
@@ -3263,6 +3327,26 @@ function BattleState:queueSendOutAnim(append)
if append then self:act(fn) else self:actNext(fn) end
end
-- AnimateRetreatingPlayerMon (core.asm:1769-1796); the Yellow starter Pikachu
-- slides off instead (pokeyellow core.asm:1862-1866, animations.asm:1259)
function BattleState:queueRetreatAnim()
if self:starterPikachuSendOut() then
self:actNext(function() self:slidePic("playerMon", 0, -64, 8, 3) end)
self:waitNext(24)
self:actNext(function()
-- .clearScreenArea keeps the 7x7 area blank until the swap
-- (pokeyellow core.asm:1867-1871) (#1545)
self.sendingOut = true
self:slidePic("playerMon")
end)
else
self:actNext(function()
self.shrinkOut = { battler = self.player, frame = 0 }
end)
self:waitNext(7)
end
end
-- Should the low-health alarm sound this frame? pokered keys it off
-- the drawn bar color: DrawPlayerHUDAndHPBar (core.asm:1846-1875) sets
-- wLowHealthAlarm bit 7 when GetHealthBarColor says the player bar is
@@ -3479,6 +3563,12 @@ function BattleState:updateFx()
self.growIn.frame = self.growIn.frame + 1
if self.growIn.frame >= 12 then self.growIn = nil end
end
-- the retreat shrink (AnimateRetreatingPlayerMon): 4+3 frames, then the
-- 7x7 area holds cleared (scale 0) until the swap replaces the battler
if self.shrinkOut then
self.shrinkOut.frame = self.shrinkOut.frame + 1
if self.shrinkOut.battler ~= self.player then self.shrinkOut = nil end
end
-- low-HP alarm (audio/low_health_alarm.asm): the two-tone siren
-- loops while the player's bar is red; see lowHealthAlarmActive
local Sound = require("src.core.Sound")
@@ -3585,9 +3675,20 @@ function BattleState:executeAction(user, target, action)
})
self.aiUses = self:aiUsesFor()
markSeen(self.game, self.enemy.mon.species)
-- _AIBattleWithdrawText: "X with-/drew Y!"
self:sayNext(Strings("%s with-\ndrew %s!", self.trainer.name, oldName))
self:sayNext(Strings("%s sent\nout %s!", self.trainer.name, self.enemy.name))
self:sayNext(self:romText("_AIBattleWithdrawText", "%s with-\ndrew %s!",
self.trainer.name, oldName))
-- EnemySendOut falls into EnemySendOutFirstMon: TrainerSentOutText,
-- then AnimateSendingOutMon and PlayCry (core.asm:1276-1434)
self.enemySendingOut = true
self:sayNextAuto(self:romText("_TrainerSentOutText", "%s sent\nout %s!",
self.trainer.name, self.enemy.name))
self:actNext(function()
self.enemySendingOut = false
self:startGrowIn(self.enemy)
self:actNext(function()
self:waitSfxNext(self:playEntranceCry(self.enemy))
end)
end)
return
end
@@ -3732,6 +3833,8 @@ function BattleState:statusInterrupt(user, target, selectedId)
{ rng = self.rng, forceCrit = false, typeless = true,
screens = target })
self:sayNext(self:romText("_HurtItselfText", "It hurt itself in\nits confusion!"))
-- HandleSelfConfusionDamage (core.asm:3706-3714, enemy side :5807-5811)
self:animNext("POUND", not user.isPlayer)
self:clearVolatiles(user, true)
self:applyDamage(user, dmg)
if user.mon.hp <= 0 then self:onFaint(user) end
@@ -3824,18 +3927,28 @@ function BattleState:performMove(user, target, moveInst, isCalled)
end
self.moveAnimRow = nil
if not (user.thrashTurns and moveInst == user.thrashMove and user.thrashAnnounced) then
self:sayNextAuto(self:romText("_ItemUseText001", "%s\nused %s!", displayName(user), move.name))
-- the move's animation plays right after the announcement; the
-- damage path attaches the target's hit blink to this row so the
-- blink follows the animation (pokered's order). Mimic is the
-- exception (announceAnim = false): PlayCurrentMoveAnimation runs
-- only after a successful copy, never on a miss -- applyMimic queues it
if not (record and record.announceAnim == false) then
self.nextInsert = (self.nextInsert or 0) + 1
self.moveAnimRow = { anim = move.id, attackerIsPlayer = user.isPlayer }
table.insert(self.queue, self.nextInsert, self.moveAnimRow)
local thrashing = user.thrashTurns and moveInst == user.thrashMove
and user.thrashAnnounced or false
if thrashing then
-- .ThrashingAboutCheck (core.asm:3531-3552)
self:sayNextAuto(self:romText("_ThrashingAboutText", "%s's\nthrashing about!",
displayName(user)))
user.thrashTurns = user.thrashTurns - 1
if user.thrashTurns <= 0 then
user.thrashTurns, user.thrashMove, user.thrashAnnounced = nil, nil, nil
if not user.confusedTurns then user.confusedTurns = self.rng(2, 5) end
end
else
self:sayNextAuto(self:romText("_ItemUseText001", "%s\nused %s!", displayName(user), move.name))
end
-- PlayCurrentMoveAnimation follows the announcement; Mimic (announceAnim
-- = false) queues it from applyMimic after a successful copy
if not (record and record.announceAnim == false) then
self.nextInsert = (self.nextInsert or 0) + 1
-- ld a, THRASH / ld [wPlayerMoveNum] (core.asm:3534-3535, :5909-5910) #1577
self.moveAnimRow = { anim = thrashing and "THRASH" or move.id,
attackerIsPlayer = user.isPlayer }
table.insert(self.queue, self.nextInsert, self.moveAnimRow)
end
Runtime.emit("battle.move_used", {
battle = self, user = user, target = target, move = move,
@@ -3843,6 +3956,9 @@ function BattleState:performMove(user, target, moveInst, isCalled)
})
local ctx = EffectRegistry.makeCtx(self, user, target, move, moveInst, isCalled)
-- .ThrashingAboutCheck jumps past JumpMoveEffect into PlayerCalcMoveDamage
-- (core.asm:3540), so SpecialEffectsCont never re-runs on a locked turn
ctx.thrashing = thrashing
-- Metronome / Mirror Move re-entry; a nil pick means the record
-- already said its failure text
@@ -3864,7 +3980,17 @@ function BattleState:performMove(user, target, moveInst, isCalled)
-- record (chargeText) and the invulnerability from semiInvulnerable,
-- falling back to the id tables (Fly AND Dig go semi-invulnerable:
-- ChargeEffect sets INVULNERABLE for both)
if record and record.charge and not releasing then
local chargeRequired = record and record.charge ~= nil and not releasing
if chargeRequired and Runtime.wantsHook("battle.charge_required") then
local required = Runtime.call("battle.charge_required", function(c)
return c.charge
end, {
battle = self, user = user, target = target, move = move,
charge = true, isCalled = isCalled or false,
})
chargeRequired = required ~= false
end
if chargeRequired then
self:cancelMoveAnim()
user.charging = moveInst
user.chargeReady = true
@@ -4079,8 +4205,12 @@ function BattleState:onFaint(battler)
-- acknowledged core.asm:797-798 bug.)
self:actNext(function() self:playVictoryMusic() end)
end
-- _EnemyMonFaintedText "Enemy X fainted!" / _PlayerMonFaintedText
self:sayNext(Strings("%s\nfainted!", displayName(battler)))
-- _EnemyMonFaintedText already carries its own "Enemy" wording, so this
-- passes the raw name -- displayName's separate Strings("Enemy %s", ...)
-- would double it up
self:sayNext(battler.isPlayer
and self:romText("_PlayerMonFaintedText", "%s\nfainted!", battler.name)
or self:romText("_EnemyMonFaintedText", "Enemy %s\nfainted!", battler.name))
if battler.isPlayer then
self:act(function() self:playerMonFainted() end)
else
@@ -4111,8 +4241,11 @@ function BattleState:awardExp()
end
local function applyShare(mon, split, announce)
local playerId = self.game.save.player and self.game.save.player.id
local traded = mon.traded == true
or (mon.otId ~= nil and playerId ~= nil and mon.otId ~= playerId)
-- GainExperience (engine/battle/experience.asm:69-88) compares the
-- stored MON_OTID against wPlayerID every award; no persistent flag
-- mon.traded covers otId-less mons (repairTradedOtIds, old link peers) #1488
local traded = playerId ~= nil and ((mon.otId ~= nil and mon.otId ~= playerId)
or (mon.otId == nil and mon.traded == true))
local levels, gained = Experience.apply(self.data, mon, self.enemy.def,
self.enemy.mon.level, self.kind == "trainer",
split, traded)
@@ -4256,27 +4389,52 @@ function BattleState:enemyMonFainted()
-- "X is" off so "about to use" stays above the name, instead of the
-- page ending on a bare nick (#565). Then para "Will PLAYER" /
-- "change POKéMON?" with YES/NO.
--
-- _TrainerAboutToUseText combines both \f-paged, but unlike
-- _ItemUseBallText00's say()+say() merge above, this is say()+
-- sayChoice(): tried merging into one romText/sayChoice call and
-- confirmed via tests/engine/trainer_shift_prompt_bug565.lua that
-- the battle queue's own \f handling (not TextBox.lua's) does not
-- page a sayChoice string the same way -- left as two calls.
self:say(Strings("%s is\nabout to use\v%s!", self.trainer.name, nextName))
-- EnemySendOutFirstMon .next9/.next8 (core.asm:1390-1409) and
-- HasMonFainted's NoWillText (core.asm:1473-1488)
self:sayChoice(
Strings("Will %s\nchange POKéMON?", self.game.save.player.name),
function(yes)
if not yes then return end
local game = self.game
Screens.push(game, "PartyMenu", {
local shiftOpts, reopenShift
reopenShift = function(text)
table.insert(self.queue, 1, { ui = function()
return self:buildScreen("PartyMenu", shiftOpts)
end })
table.insert(self.queue, 1, { text = text })
end
shiftOpts = {
battle = self,
party = self:playerPartyView(),
forceSwitch = true,
onSwitch = function(mon)
if mon ~= self.player.mon and mon.hp > 0 then
if mon == self.player.mon then
reopenShift(self:romText("_AlreadyOutText",
"%s is\nalready out!", self.player.name))
elseif mon.hp <= 0 then
reopenShift(self:romText("_NoWillText", "There's no will\nto fight!"))
else
shiftSwitchMon = mon
end
end,
})
}
Screens.push(game, "PartyMenu", shiftOpts)
end, { box = Theme.trainerSwitchBox })
end
self:act(function()
local previous = self.enemy
self.enemy = makeBattler(self.data, self.enemyParty[self.enemyIndex], false)
-- EnemySendOutFirstMon (core.asm:1359-1363): the fresh foe's HP is the
-- new wLastSwitchInEnemyMonHP baseline RetreatMon measures from
self.lastSwitchInEnemyHP = self.enemy.mon.hp
-- EnemySendOutFirstMon (core.asm:1314-1315): clears player's trap
clearTrapping(self.player)
self:syncSides()
@@ -4296,7 +4454,8 @@ function BattleState:enemyMonFainted()
-- (AnimateSendingOutMon) with the cry; no POOF -- that animation
-- belongs to the player-side SendOutMon (core.asm:1757-1762)
self.enemySendingOut = true
self:sayNext(Strings("%s sent\nout %s!", self.trainer.name, self.enemy.name))
self:sayNextAuto(self:romText("_TrainerSentOutText", "%s sent\nout %s!",
self.trainer.name, self.enemy.name))
self:actNext(function()
self.enemySendingOut = false
self:startGrowIn(self.enemy)
@@ -4309,34 +4468,42 @@ function BattleState:enemyMonFainted()
self:act(function()
local mon = shiftSwitchMon
if not mon then return end
local previous = self.player
self.player = makeBattler(self.data, mon, true, self.game.save)
clearTrapping(self.enemy)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[1],
battler = self.player, previous = previous,
})
-- Taking the SHIFT offer ZEROES wPartyGainExpFlags and
-- wPartyFoughtCurrentEnemyFlags before jumping to SwitchPlayerMon
-- (EnemySendOutFirstMon tail, core.asm:1436-1443), and SwitchPlayerMon
-- then FLAG_SETs only the mon coming in (core.asm:2424-2433). Without
-- the reset the mon that was out when the enemy fainted -- marked by
-- the send-out act above, which mirrors EnemySendOut's own re-flag
-- (core.asm:1276-1289) -- stayed a participant, so the exp divisor in
-- enemyMonFainted counted two mons and the switch-in earned half the
-- next KO (#275). Voluntary switches (resolveSwitch) and post-faint
-- replacements (openReplacementMenu) must NOT do this: pokered's
-- party-menu SwitchPlayerMon keeps the outgoing mon flagged, which is
-- the deliberate exp-share, and a fainted mon is already dropped by
-- onFaint mirroring RemoveFaintedPlayerMon (core.asm:1002-1007).
self.participants = {}
self:markParticipant()
-- SwitchPlayerMon (core.asm:2419-2423): RetreatMon, the 50-frame
-- hold, AnimateRetreatingPlayerMon, then the recall and the send-out
self.nextInsert = 0
sendOutMonCursors(self)
self.sendingOut = true
self:sayNext(self:sendOutText(self.player.name))
self:queueSendOutAnim(false)
self:sayNextAuto(self:withdrawText(self.player.name),
Timing.SWITCH_PLAYER_MON)
self:queueRetreatAnim()
self:actNext(function()
local previous = self.player
self.player = makeBattler(self.data, mon, true, self.game.save)
clearTrapping(self.enemy)
self:syncSides()
Runtime.emit("battle.battler_switched", {
battle = self, side = self.sides[1],
battler = self.player, previous = previous,
})
-- Taking the SHIFT offer ZEROES wPartyGainExpFlags and
-- wPartyFoughtCurrentEnemyFlags before jumping to SwitchPlayerMon
-- (EnemySendOutFirstMon tail, core.asm:1436-1443), and SwitchPlayerMon
-- then FLAG_SETs only the mon coming in (core.asm:2424-2433). Without
-- the reset the mon that was out when the enemy fainted -- marked by
-- the send-out act above, which mirrors EnemySendOut's own re-flag
-- (core.asm:1276-1289) -- stayed a participant, so the exp divisor in
-- enemyMonFainted counted two mons and the switch-in earned half the
-- next KO (#275). Voluntary switches (resolveSwitch) and post-faint
-- replacements (openReplacementMenu) must NOT do this: pokered's
-- party-menu SwitchPlayerMon keeps the outgoing mon flagged, which is
-- the deliberate exp-share, and a fainted mon is already dropped by
-- onFaint mirroring RemoveFaintedPlayerMon (core.asm:1002-1007).
self.participants = {}
self:markParticipant()
self.nextInsert = 0
sendOutMonCursors(self)
self.sendingOut = true
self:sayNextAuto(self:sendOutText(self.player.name))
self:queueSendOutAnim(false)
end)
end)
return
end
@@ -4378,9 +4545,22 @@ function BattleState:enemyMonFainted()
-- TrainerNamePointers aims those entries at wTrainerName). The tag
-- prints once, so a `para` page carries no second copy (#566).
local tag = self.trainer and self.trainer.name
-- the badge jingle (sound_get_item_1 and friends) rides the armed
-- line's first page, as the script's text command would (#1606)
local sfx = self.endBattleSound
local data = self.data
for page in (self.endBattleText .. "\f"):gmatch("(.-)\f") do
if page ~= "" then
self:sayNext(tag and (tag .. ": " .. page) or page)
local line = tag and (tag .. ": " .. page) or page
if sfx then
local id = sfx
self:sayNextWaitSfx(line, function()
return require("src.core.Sound").play(data, id)
end)
sfx = nil
else
self:sayNext(line)
end
tag = nil
end
end
@@ -4526,7 +4706,7 @@ function BattleState:openReplacementMenu()
self.nextInsert = 0
sendOutMonCursors(self)
self.sendingOut = true
self:sayNext(self:sendOutText(self.player.name))
self:sayNextAuto(self:sendOutText(self.player.name))
self:queueSendOutAnim(false)
end,
})
@@ -4805,7 +4985,8 @@ function BattleState:storeCaughtMon()
-- text_promptbutton (item_effects.asm:624-629), so the fanfare follows
-- the box rather than firing when the dex bit is set
self:sayNextWaitSfx(
Strings("New POKéDEX data\nwill be added for\n%s!", self.enemy.name),
self:romText("_ItemUseBallText06",
"New POKéDEX data\nwill be added for\n%s!", self.enemy.name),
function() return require("src.core.Sound").play(self.data, "Dex_Page_Added") end)
self:uiNext(function()
return self:buildScreen("DexEntryMenu", species)
@@ -4826,9 +5007,12 @@ function BattleState:storeCaughtMon()
if boxNum then
askCaughtNickname()
-- _ItemUseBallText07/08 keyed on EVENT_MET_BILL
local pc = (game.save.flags and game.save.flags.EVENT_MET_BILL)
and "BILL's PC" or Strings("someone's PC")
self:sayNext(Strings("%s was\ntransferred to\n%s!", self.enemy.name, pc))
local metBill = game.save.flags and game.save.flags.EVENT_MET_BILL
self:sayNext(self:romText(
metBill and "_ItemUseBallText07" or "_ItemUseBallText08",
metBill and "%s was\ntransferred to\nBILL's PC!"
or "%s was\ntransferred to\nsomeone's PC!",
self.enemy.name))
else
self:sayNext(Strings("But every BOX\nis full!"))
end
@@ -4934,8 +5118,18 @@ function BattleState:throwBall(ball)
-- RESTLESS SOUL dodges balls even once the scope has revealed it,
-- so it is not a ghost battle any more (#444)
self:animNext(self:tossAnimFor(ball), true, nil, ball)
self:sayNext(Strings("It dodged the\nthrown BALL!"))
self:sayNext(Strings("This POKéMON\ncan't be caught!"))
-- _ItemUseBallText00 is one label for both lines, \f-paged. Unlike
-- TextBox.new() (which splits \f itself), the battle queue's own
-- startMessage() only splits on \n/\v -- confirmed live: the \f
-- landed mid-line and the second sentence overflowed off the box
-- instead of starting a fresh page. Resolve the label once, then
-- split it the same way TextBox.lua does and queue one sayNext per
-- page, so the two ROM sentences still render as two pages.
local dodgeText = self:romText("_ItemUseBallText00",
"It dodged the\nthrown BALL!\fThis POKéMON\ncan't be caught!")
for page in (dodgeText .. "\f"):gmatch("(.-)\f") do
self:sayNext(page)
end
self:act(function()
self:executeAction(self.enemy, self.player, self:enemyAction())
end)
@@ -4982,10 +5176,14 @@ function BattleState:openParty()
battle = self,
party = self:playerPartyView(),
onSwitch = function(mon)
-- PartyMenuOrRockOrRun's SWITCH .partyMonDeselected (core.asm:2396-2408)
if mon == self.player.mon then
self:say(Strings("%s is\nalready out!", self.player.name))
self:say(self:romText("_AlreadyOutText",
"%s is\nalready out!", self.player.name))
self:act(function() self:openParty() end)
elseif mon.hp <= 0 then
self:say(self:romText("_NoWillText", "There's no will\nto fight!"))
self:act(function() self:openParty() end)
else
self:resolveSwitch(mon)
end
@@ -5129,6 +5327,16 @@ function BattleState:growInScale(battler)
return f < 3 and 0 or f < 7 and 3 / 7 or 5 / 7
end
-- AnimateRetreatingPlayerMon's CopyDownscaledMonTiles stages
-- (core.asm:1769-1796)
function BattleState:shrinkOutScale(battler)
local shrink = self.shrinkOut
if not shrink or shrink.battler ~= battler then return nil end
-- scale 0 past Delay3: the area stays cleared until the swap
-- (core.asm:1790-1796) (#1563)
return shrink.frame < 4 and 5 / 7 or shrink.frame < 7 and 3 / 7 or 0
end
-- battler hidden this frame? (damage blink)
--
-- AnimationBlinkMon hides the pic, waits DelayFrames 5, shows it, waits
@@ -5765,15 +5973,18 @@ function BattleState:drawPicsLayer(slide, sx, sy, onlySide, skipMenuClip)
local s = BattleState.resolveBattleScale(self.data, "back",
imagePathOf(self.player.sprite),
self.player.mon and self.player.mon.species)
local gs = self:growInScale(self.player)
local gs = self:growInScale(self.player) or self:shrinkOutScale(self.player)
if gs then
-- the player-side AnimateSendingOutMon grow (after the poof,
-- core.asm:1757-1762): feet pinned at y=96, horizontal centre
-- pinned, mod scale composed with the grow stage
-- the player-side AnimateSendingOutMon grow (core.asm:1757-1762) and
-- the AnimateRetreatingPlayerMon shrink (core.asm:1769-1796)
local eff = s * gs
if eff > 0 then
-- the retreat stages sit one tile right of the grow-in's
-- (hlcoord 3,7 / 4,9 vs 2,7 / 3,9, core.asm:1770-1788) (#1563)
local shrinkX = self.shrinkOut
and self.shrinkOut.battler == self.player and 8 or 0
love.graphics.draw(img,
8 - padL * s + img:getWidth() * s * (1 - gs) / 2 + sx,
8 + shrinkX - padL * s + img:getWidth() * s * (1 - gs) / 2 + sx,
96 - (img:getHeight() - pad) * eff + sy, 0, eff, eff)
end
else
+26 -5
View File
@@ -92,15 +92,33 @@ local function hitCount(ctx, record)
return dist[r + 1]
end
-- engine/battle/effects.asm:119-151 (poison), :194-255 (burn/freeze/paralyze)
local FBP_SIDE_STATUS = { BRN = true, FRZ = true, PAR = true }
local function secondaryStatusFx(battle, user, status)
if status == "PSN" then
local row = battle:animNext(user.isPlayer and "ENEMY_HUD_SHAKE_ANIM"
or "SHAKE_SCREEN_ANIM", user.isPlayer)
row.animDelayed = true
row.hit = { animType = user.isPlayer and 6 or 3 }
elseif FBP_SIDE_STATUS[status] and user.isPlayer then
battle:animNext("ENEMY_HUD_SHAKE_ANIM", true).animDelayed = true
end
end
-- The damaging pipeline, extracted from the performMove monolith: every
-- stage keeps the original's exact check order and rng consumption
-- (invulnerability -> gate -> hit count -> pre-accuracy -> accuracy ->
-- (pre-accuracy -> invulnerability -> gate -> hit count -> accuracy ->
-- damage choice -> hits -> messages -> after-damage -> secondary run).
function EffectRegistry.runDamaging(battle, ctx, record)
local user, target = ctx.user, ctx.target
local move, moveInst = ctx.move, ctx.moveInst
local neverMiss = record and record.neverMiss
-- SpecialEffectsCont's JumpMoveEffect (core.asm:3129-3133) runs before
-- MoveHitTest's INVULNERABLE test (:3150), mid-Fly/Dig included (#1565)
if record and record.beforeAccuracy then record.beforeAccuracy(ctx) end
-- Swift ignores semi-invulnerability (MoveHitTest returns hit for
-- SWIFT_EFFECT before the INVULNERABLE check)
if target.invulnerable and not neverMiss then
@@ -129,8 +147,6 @@ function EffectRegistry.runDamaging(battle, ctx, record)
local hits = hitCount(ctx, record)
if record and record.beforeAccuracy then record.beforeAccuracy(ctx) end
if not neverMiss then
if not battle:accuracyRoll(move, user, target) then
-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
@@ -207,7 +223,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
-- replay PlayMoveAnimation per strike (pokered: GetPlayerAnimationType
-- / GetEnemyAnimationType loop on wNumAttacksLeft); hit 1 reuses the
-- announcement-time moveAnimRow, later hits queue fresh anim rows.
-- Thrash/rage continuations have no announcement anim -- a bare
-- Mimic queues no announcement anim (announceAnim = false) -- a bare
-- hitRow carries the blink instead.
-- PlayApplyingAttackSound (engine/battle/animations.asm, the routine after
-- PlayApplyingAttackAnimation) picks the sound off wDamageMultipliers -- 10
@@ -318,7 +334,12 @@ function EffectRegistry.runDamaging(battle, ctx, record)
-- secondary side effects (blocked by fainting)
if record and record.run and record.kind ~= "primary"
and target.mon.hp > 0 and totalDealt > 0 then
for _, m in ipairs(record.run(ctx)) do
local hadStatus = target.mon.status
local msgs = record.run(ctx)
if target.mon.status and target.mon.status ~= hadStatus then
secondaryStatusFx(battle, user, target.mon.status)
end
for _, m in ipairs(msgs) do
battle:sayNext(m)
end
end
+9 -15
View File
@@ -581,22 +581,16 @@ MoveEffects.full = {
end,
},
THRASH_PETAL_DANCE_EFFECT = {
afterDamage = function(ctx)
-- ThrashPetalDanceEffect (effects.asm:791-808) runs before damage
-- (data/battle/special_effects.asm:22, core.asm:3531-3552)
beforeAccuracy = function(ctx)
local user = ctx.user
if not user.thrashTurns then
user.thrashTurns = ctx.rng(2, 3) -- 3-4 attacks total, then confusion
user.thrashMove = ctx.moveInst
user.thrashAnnounced = true
else
user.thrashTurns = user.thrashTurns - 1
if user.thrashTurns <= 0 then
user.thrashTurns, user.thrashMove, user.thrashAnnounced = nil, nil, nil
if not user.confusedTurns then
user.confusedTurns = ctx.rng(2, 5)
ctx.say(romText(ctx.battle.data, "_BecameConfusedText", "%s\nbecame confused!", displayName(user)))
end
end
end
if ctx.thrashing or user.thrashTurns then return end
user.thrashTurns = ctx.rng(2, 3) -- 3-4 attacks total, then confusion
user.thrashMove = ctx.moveInst
user.thrashAnnounced = true
ctx.battle:animBeforeMove(
user.isPlayer and "SHRINKING_SQUARE_ANIM" or "ANIM_B1", user.isPlayer)
end,
},
JUMP_KICK_EFFECT = {
+52 -13
View File
@@ -166,6 +166,9 @@ Battle.SUBSTATUS_ITEMS = {
-- be run from or Roared away.
Battle.BATTLETYPE_FORCESHINY = 7
Battle.BATTLETYPE_TRAP = 9
-- LostBattle's .canlose arm (engine/battle/core.asm:2766): the only battle
-- type whose loss still prints the trainer's own line instead of a whiteout.
Battle.BATTLETYPE_CANLOSE = 1
-- BadgeStatBoosts (engine/battle/core.asm:6534): each of these Johto badges
-- raises the PLAYER's in-battle stat by 1/8. The routine walks every other
@@ -889,10 +892,13 @@ Battle.PRIORITY = {
EFFECT_ENDURE = 3,
EFFECT_COUNTER = -1,
EFFECT_MIRROR_COAT = -1,
EFFECT_VITAL_THROW = -1,
EFFECT_FORCE_SWITCH = -1, -- Whirlwind, Roar: priority 0, below BASE
}
function Battle:movePriority(moveId)
-- GetMovePriority `cp VITAL_THROW / ld a, 0 / ret z`
-- (engine/battle/core.asm:787-789).
if moveId == "VITAL_THROW" then return -1 end
local def = self:moveDef(moveId)
return (def and Battle.PRIORITY[def.effect]) or 0
end
@@ -1488,6 +1494,15 @@ function Battle:useMove(attacker, defender, moveId)
if def.effect == "EFFECT_SOLARBEAM" and self.weather == "sun" then
charge = nil
end
if charge and not charging and Runtime.wantsHook("battle.charge_required") then
local required = Runtime.call("battle.charge_required", function(c)
return c.charge
end, {
battle = self, user = attacker, target = defender, move = def,
charge = true, isCalled = (self.copyDepth or 0) > 0,
})
if required == false then charge = nil end
end
if charge and not charging then
state.chargeMove = moveId
state.vanished = charge.vanish or nil
@@ -2403,10 +2418,11 @@ Battle.MOVE_EFFECTS.EFFECT_BATON_PASS = function(self, attacker)
self.enemy = party[target]
self.enemy.volatile = carried
end
self:emit({ kind = "send", side = side,
mon = side == "player" and self.player or self.enemy,
text = "Go! " .. self:monName(side == "player" and self.player
or self.enemy) .. "!" })
local sent = side == "player" and self.player or self.enemy
self:emit({ kind = "send", side = side, mon = sent,
hp = sent.hp or 0, status = sent.status or false,
level = sent.level, experience = sent.experience,
text = "Go! " .. self:monName(sent) .. "!" })
end
-- BattleCommand_TrapTarget's .Traps table, one line per move: target first,
@@ -2665,6 +2681,8 @@ Battle.MOVE_EFFECTS.EFFECT_FORCE_SWITCH = function(self, attacker, defender,
self.stages.enemy = Battle.newStages()
end
self:emit({ kind = "send", side = self:sideOf(incoming), mon = incoming,
hp = incoming.hp or 0, status = incoming.status or false,
level = incoming.level, experience = incoming.experience,
text = self:monName(incoming) .. " was dragged out!" })
self:breakTrapsOnSend(incoming)
self:spikesDamage(incoming)
@@ -3084,6 +3102,7 @@ function Battle:resolveFaints()
if self.trainer then
self:emit({ kind = "message",
text = (self.trainer.name or "TRAINER") .. " was defeated!" })
self:printWinLossText("win")
self:awardPrizeMoney()
end
-- CheckPayDay, on the win arm only (engine/battle/core.asm:7971-7976,
@@ -3110,6 +3129,8 @@ function Battle:resolveFaints()
-- can offer a shift on (engine/battle/core.asm:2241-2278).
self:emit({ kind = "send", side = "enemy", mon = self.enemy,
replacement = true,
hp = self.enemy.hp or 0, status = self.enemy.status or false,
level = self.enemy.level, experience = self.enemy.experience,
text = (self.trainer and self.trainer.name or "Foe") .. " sent out "
.. self:monName(self.enemy) .. "!" })
Runtime.emit("battle.battler_switched", {
@@ -3152,6 +3173,11 @@ function Battle:resolveFaints()
local nextIndex = Battle.firstHealthy(self.party)
if not nextIndex then
self:emit({ kind = "message", text = "You have no more POKéMON!" })
-- LostBattle (engine/battle/core.asm:2763-2782): only BATTLETYPE_CANLOSE
-- reaches PrintWinLossText on a loss; every other loss whites out.
if self.battleType == Battle.BATTLETYPE_CANLOSE then
self:printWinLossText("lose")
end
self:endBattle("lose")
return true
end
@@ -3177,14 +3203,23 @@ function Battle:resolveFaints()
return false
end
-- WinTrainerBattle's money arm, which runs after BattleText_EnemyWasDefeated
-- and the frontpic slide: the four quarters are dealt between the wallet and
-- Mom's savings and then one StdBattleTextbox names the figure.
--
-- The `ld a, [wDebugFlags] / bit DEBUG_BATTLE_F` skip in front of
-- PrintWinLossText is the trainer's own after-battle line, which this port
-- runs from the script on the way out of the battle rather than from here.
-- The payout is not gated on it either way.
-- WinTrainerBattle (engine/battle/core.asm:2310-2323), LostBattle's .canlose
-- arm (:2769-2782), PrintWinLossText (home/trainers.asm:230)
function Battle:printWinLossText(result)
local trainer = self.trainer
if not trainer then return end
-- The DEBUG_BATTLE_F skip sits in front of PrintWinLossText alone, behind
-- the slide (engine/battle/core.asm:2310, :2320-2323).
-- The CANLOSE loss arm runs ClearBox first (:2770-2773).
self:emit({ kind = "trainer-return", cleared = result == "lose" or nil })
local text = (result == "lose") and trainer.lossText or trainer.winText
if type(text) ~= "string" or text == "" then return end
-- FarPrintText prints the pointer alone: no trainer-name tag in front of
-- it, unlike Gen 1's TrainerEndBattleText (pokered home/trainers.asm:355).
self:emit({ kind = "win-text", text = text })
end
-- WinTrainerBattle's money arm (engine/battle/core.asm:2310-2323)
function Battle:awardPrizeMoney()
local save = self.save
if not (save and save.player) then return nil end
@@ -3505,6 +3540,8 @@ function Battle:switch(index)
self.participants[index] = true
self.stages.player = Battle.newStages()
self:emit({ kind = "send", side = "player", mon = mon,
hp = mon.hp or 0, status = mon.status or false,
level = mon.level, experience = mon.experience,
text = "Go! " .. self:monName(mon) .. "!" })
-- battle.battler_switched, the payload BattleState:resolveSwitch emits on
-- Gen 1: the side record, whoever walked in, and whoever walked out.
@@ -3969,6 +4006,8 @@ function Battle:enemyTrySwitchOrItem()
self:clearVolatile(self.enemy)
self.stages.enemy = Battle.newStages()
self:emit({ kind = "send", side = "enemy", mon = self.enemy,
hp = self.enemy.hp or 0, status = self.enemy.status or false,
level = self.enemy.level, experience = self.enemy.experience,
text = (self.trainer.name or "TRAINER") .. " sent out "
.. self:monName(self.enemy) .. "!" })
Runtime.emit("battle.battler_switched", {
+21 -6
View File
@@ -116,11 +116,13 @@ function DeltaSkin.pickAsset(assets, opts, pdfFiles)
if type(assets) ~= "table" then return nil end
pdfFiles = pdfFiles or {}
local raster = {}
local pdfName
for _, key in ipairs(DeltaSkin.ASSET_LADDER) do
local name = pick(assets, key)
if key == "medium" and type(name) ~= "string" then name = pick(assets, "normal") end
if type(name) == "string" and name ~= "" then
if name:lower():match("%.pdf$") then
pdfName = name
pdfFiles[#pdfFiles + 1] = name
else
raster[#raster + 1] = { key = key, name = name }
@@ -130,12 +132,14 @@ function DeltaSkin.pickAsset(assets, opts, pdfFiles)
local resizable = pick(assets, "resizable")
if type(resizable) == "string" and resizable ~= "" then
if resizable:lower():match("%.pdf$") then
pdfName = resizable
pdfFiles[#pdfFiles + 1] = resizable
else
raster[#raster + 1] = { key = "large", name = resizable }
end
end
if #raster == 0 then return nil end
local pdfPath = pdfName and DeltaSkin.resolveName(pdfName, opts) or nil
if #raster == 0 then return nil, pdfPath end
local target = numOr(opts and opts.targetWidth, DeltaSkin.DEFAULT_TARGET_WIDTH)
local chosen
@@ -145,7 +149,7 @@ function DeltaSkin.pickAsset(assets, opts, pdfFiles)
end
end
if not chosen then chosen = raster[#raster].name end
return DeltaSkin.resolveName(chosen, opts)
return DeltaSkin.resolveName(chosen, opts), nil
end
function DeltaSkin.mergeEdges(base, item)
@@ -288,10 +292,12 @@ function DeltaSkin.buildPage(obj, orient, opts, warnings, pdfFiles)
addWarning(warnings, orient .. " has no mappingSize; assuming 320x240")
end
local imagePath, pdfPath = DeltaSkin.pickAsset(pick(obj, "assets"), opts, pdfFiles)
local page = {
name = orient,
orient = orient,
imagePath = DeltaSkin.pickAsset(pick(obj, "assets"), opts, pdfFiles),
imagePath = imagePath,
pdfPath = pdfPath,
fullScreen = true,
normalized = true,
pixelCoords = false,
@@ -309,6 +315,14 @@ function DeltaSkin.buildPage(obj, orient, opts, warnings, pdfFiles)
if screen then
page.viewport = screen
page.viewportFill = false
else
-- mappingSize is the overlay, not the device. Portrait controller
-- skins (GBA4iOS-era 320x240 decks, this Pikachu skin, etc.) keep
-- that aspect, sit at the bottom, and leave the leftover for the
-- Game Boy picture. A screens/gameScreenFrame rect still fills.
page.aspectFromCfg = true
page.screenFit = "remainder"
if orient == "portrait" then page.anchor = "bottom" end
end
local baseEdges = pick(obj, "extendedEdges")
@@ -368,9 +382,6 @@ function DeltaSkin.parse(text, opts)
end
end
if #pages == 0 then return nil, "info.json has no usable representation" end
if #pdfFiles > 0 then
addWarning(warnings, "PDF artwork cannot be imported yet")
end
return {
pages = pages,
@@ -390,6 +401,10 @@ function DeltaSkin.needsConversion(skin)
local files = skin.pdfFiles
if type(files) ~= "table" or #files == 0 then return nil end
for _, page in ipairs(skin.pages or {}) do
-- A raster asset, or a JPEG recovered from the PDF at load, means the
-- skin can draw. Parse-only callers still see pdfOnly because they
-- have not run extract yet.
if page.rasterData then return nil end
if page.imagePath then return nil end
end
return { pdfOnly = true, files = files }
+43 -24
View File
@@ -326,6 +326,9 @@ function Game:logicSpeed()
if self.linkSession or (self.linkNet and not self.linkNet.closed) then
return 1
end
if Game.isFixedSpeedInStack and Game.isFixedSpeedInStack(self.stack) then
return 1
end
if self.speedOverride then return GameSpeed.clamp(self.speedOverride) end
-- Clamp here too, not just in _resolveLogicSpeed's vanilla path: a mod's
-- core.logic_speed hook can return anything (0, negative, nil, NaN) and
@@ -475,6 +478,15 @@ function Game.speedCategoryInStack(stack)
return "menu"
end
function Game.isFixedSpeedInStack(stack)
local states = stack and stack.states
for i = #(states or {}), 1, -1 do
local state = states[i]
if state and (state.isFixedSpeed or state.isMinigame) then return true end
end
return false
end
-- Whether a state on the stack composes its own screen and so wants the
-- edge anchors held off (BattleState.holdsUIAnchors). Whole-stack, like
-- everything else here: the text box and YES/NO a battle puts up are states
@@ -597,9 +609,10 @@ function Game:draw()
-- ...and for the same reason the UI's own scale has to know the world is
-- still the backdrop while an opaque menu covers it. Renderer:uiScale
-- steps the UI down with the survey zoom only while a world is behind it,
-- gated on this frame's world pass -- which the party menu and the bag end
-- by being opaque. Without this hold they lose the step-down and blit at
-- full fit scale over a battle drawn at the zoomed-out one.
-- gated on this frame's world pass -- which the party menu ends by being
-- opaque (the bag's item box shows the map around it, #1521). Without
-- this hold it loses the step-down and blits at full fit scale over a
-- battle drawn at the zoomed-out one.
Renderer.uiWorldHold = Renderer.battleDim ~= nil
-- ...and a battle keeps its dialogue box and YES/NO inside its own screen
-- instead of letting them dock to the window edge.
@@ -906,16 +919,7 @@ function Game:gamepadaxis(joystick, axis, value)
Input:gamepadaxis(joystick, axis, value)
end
-- conf.lua turns the mobile accelerometer-joystick off (#468), but guard the
-- generic joystick path anyway: any sensor-style device that still reaches us
-- has gravity pinning an axis past the deadzone, which would hide the touch
-- overlay every instant and steer the player by tilt through the axis-1/2
-- mapping (#459). Real controllers arrive as SDL gamepads or named sticks,
-- never as "* Accelerometer".
local function isAccelerometer(joystick)
local name = joystick and joystick.getName and joystick:getName()
return name ~= nil and name:lower():find("accelerometer", 1, true) ~= nil
end
local isAccelerometer = GamepadMap.isAccelerometer
-- BindingsMenu's raw-stick capture rides the same top-state routing as the
-- keyboard and gamepad paths (#632). Only a stick SDL does not recognize
@@ -970,7 +974,11 @@ end
-- parked the player until every direction was re-pressed (#799).
function Game:focus(f)
Input:reset()
if f then Input:reconcile() end
if f then
Input:reconcile()
local eng = self:syncEngine()
if eng then pcall(eng.noteResumed, eng) end
end
TouchControls:reset()
self:cancelPointers()
end
@@ -990,6 +998,8 @@ function Game:onResume()
Input:reconcile()
TouchControls:reset()
self:cancelPointers()
local eng = self:syncEngine()
if eng then pcall(eng.noteResumed, eng) end
-- Chip music may survive NX suspend as a duplicate stream; stop it and let
-- the active screen re-cue on the next frame (hardware audio check: T19).
-- Desktop/mobile window-visible flips must not kill overworld music.
@@ -1197,18 +1207,26 @@ end
function Game:syncEngine()
if self._syncOff then return nil end
if self._syncEngineRef then return self._syncEngineRef end
local ok, SyncEngine = pcall(require, "src.sync.SyncEngine")
if not ok or type(SyncEngine) ~= "table" then
self._syncOff = true
return nil
end
local eng = SyncEngine.shared()
local eng = self._syncEngineRef
if not eng then
self._syncOff = true
return nil
local ok, SyncEngine = pcall(require, "src.sync.SyncEngine")
if not ok or type(SyncEngine) ~= "table" then
self._syncOff = true
return nil
end
eng = SyncEngine.shared()
if not eng then
self._syncOff = true
return nil
end
self._syncEngineRef = eng
end
if type(eng.protectPlaythrough) == "function" then
local meta = self.save and self.save.meta
eng:protectPlaythrough(
(self.save and self.save.version) or require("src.core.GameVersion").get(),
type(meta) == "table" and meta.playthroughId or nil)
end
self._syncEngineRef = eng
return eng
end
@@ -1248,6 +1266,7 @@ function Game:applyOptions(opts)
-- after VideoMode: a faithful-resolution lock is an exact window size, so
-- it has to be the last word on the window (it drops fullscreen to hold)
require("src.core.FaithfulRes").applyOptions(opts)
require("src.core.ScreenPosition").applyOptions(opts)
-- normalizes a nil/garbage cap to the 60 default, so old saves with no
-- fpsCap key pace at the standard rate (issue #88)
require("src.core.FrameCap").applyOptions(opts)
+106 -27
View File
@@ -3,7 +3,7 @@
-- everything under src/*/gen2 reaches shared services through here. Gen 1
-- Game:load cannot consume a Gen 2 cache -- different generated tables, save
-- shape and screen registry -- so main.lua's bootGame picks this owner when
-- GameVersion.isGold(), and the two never branch into each other.
-- GameVersion.generation() == 2, and the two never branch into each other.
--
-- Boot: copyright → GameFreak Presents → GS intro stub → title
-- (tilemap + Ho-Oh flap / clouds / trails) → Oak speech (Marill + shrink)
@@ -18,6 +18,7 @@ local Chrome = require("src.ui.gen2.Chrome")
local Clock = require("src.core.gen2.Clock")
local FixedStep = require("src.core.FixedStep")
local Font = require("src.render.Font")
local GamepadMap = require("src.core.GamepadMap")
local Input = require("src.core.Input")
local Music = require("src.core.Music")
local Save = require("src.core.gen2.Save")
@@ -57,20 +58,6 @@ Game2.__index = Game2
local function noop() end
for _, name in ipairs({
"joystickpressed", "joystickreleased", "joystickaxis", "joystickhat",
"joystickadded",
}) do
Game2[name] = noop
end
-- Not a noop, because the overlay has to come back on its own: a player who
-- unplugs the only controller would otherwise have to tap a blind screen to
-- get the pad back (src/core/Game.lua:869 does the same).
function Game2:joystickremoved()
TouchControls:joystickremoved()
end
-- THE FRAME AND INPUT SEAMS.
--
-- Gold composites its own frame (Game2:draw / drawScene) and pumps its own pad
@@ -1660,8 +1647,9 @@ function Game2:drawScene(w, h)
-- row to opt into the step-down half, so CENTERED is the whole rule
-- here.
local s = self.world:fitScale()
local ox, oy = Chrome.fitOrigin(w, h, s)
G.push()
G.translate(math.floor((w - 160 * s) / 2), math.floor((h - 144 * s) / 2))
G.translate(ox, oy)
G.scale(s, s)
self.stack:draw()
G.pop()
@@ -1702,7 +1690,7 @@ function Game2:hotkey(key)
self:writeSave()
return true
elseif key == "f2" then
local loaded = Save.load("gold")
local loaded = Save.load()
if loaded then self:continueGame(loaded) end
return true
elseif key == "1" then
@@ -1967,7 +1955,11 @@ function Game2:applyOptions()
local options = self.options or {}
Music.applyOptions(options)
require("src.core.Sound").applyOptions(options)
require("src.render.Zoom").applyOptions(options)
local Zoom = require("src.render.Zoom")
Zoom.applyOptions(options)
local caps = require("src.core.Performance").applyOptions(options)
Zoom.allowSurvey = caps.survey
if not caps.survey and Zoom.offset < 0 then Zoom.offset = 0 end
require("src.render.Tilt").applyOptions(options)
require("src.render.GbcPalette").applyOptions(options)
-- engine/gfx/load_font.asm:29 LoadFrame, off options.lua's wTextboxFrame.
@@ -1982,6 +1974,7 @@ function Game2:applyOptions()
haptics = options.haptics,
})
require("src.core.VideoMode").applyOptions(options)
require("src.core.ScreenPosition").applyOptions(options)
require("src.core.FrameCap").applyOptions(options)
require("src.world.gen2.BorderFill").applyOptions(options)
local GBCFX = require("src.render.GBCFX")
@@ -1991,6 +1984,13 @@ function Game2:applyOptions()
end
end
function Game2:_cycleSpeed(dir)
local GameSpeed = require("src.core.GameSpeed")
self.options.speed = GameSpeed.cycle(self.options.speed, dir)
if self.save then self.save.options = self.options end
self:persistOptions()
end
-- `back` -- SDL's name for the small left-hand menu button: Xbox VIEW, the PS
-- CREATE/SHARE beside the touchpad, the Switch MINUS -- is SELECT, and has been
-- since src/core/GamepadMap.lua's DEFAULT_GAMEPAD_BINDINGS was written
@@ -2001,27 +2001,49 @@ end
-- the PACK's move-item, the party menu's reorder and half the soft-reset chord
-- (A+B+SELECT+START) were all unreachable from a pad, and pressing the button
-- to find out killed the process. It reaches Input like every other button now.
function Game2:gamepadpressed(_joystick, button)
function Game2:gamepadpressed(joystick, button)
-- a controller is being used: the touch overlay steps aside until the next
-- screen touch (mobile only; a no-op elsewhere)
TouchControls:noteGamepad()
-- The shoulders cycle GAME SPEED, as they do in the Gen 1 path.
if button == "rightshoulder" or button == "leftshoulder" then
local GameSpeed = require("src.core.GameSpeed")
local dir = button == "rightshoulder" and 1 or -1
self.options.speed = GameSpeed.cycle(self.options.speed, dir)
if self.save then self.save.options = self.options end
self:persistOptions()
local selectHeld = Input:isDown("select")
if not selectHeld and joystick and joystick.isGamepadDown then
local ok, down = pcall(function()
return joystick:isGamepadDown("back")
end)
selectHeld = ok and down == true
end
-- shoulders and triggers cycle GAME SPEED, as in src/core/Game.lua:881
if not selectHeld then
if button == "rightshoulder" or button == "righttrigger" then
self:_cycleSpeed(1)
return
elseif button == "leftshoulder" or button == "lefttrigger" then
self:_cycleSpeed(-1)
return
end
end
local top = self.stack and self.stack:top()
if top and top.onGamepadPressed then
top:onGamepadPressed(button)
return
end
if selectHeld then
local digit = GamepadMap.displayChordDigit(button)
if digit then
self:keypressed(digit)
return
end
end
-- START opens the start menu in the overworld; it used to quit, from before
-- there was a menu to open.
Input:gamepadpressed(_joystick, button)
Input:gamepadpressed(joystick, button)
end
function Game2:gamepadreleased(joystick, button)
Input:gamepadreleased(joystick, button)
local top = self.stack and self.stack:top()
if top and top.onGamepadReleased then top:onGamepadReleased(button) end
end
function Game2:gamepadaxis(joystick, axis, value)
@@ -2030,4 +2052,61 @@ function Game2:gamepadaxis(joystick, axis, value)
Input:gamepadaxis(joystick, axis, value)
end
-- The raw joystick road, same bodies as src/core/Game.lua:935 (#620, #632, #1570).
local function isRawStick(joystick)
return not (joystick and joystick.isGamepad and joystick:isGamepad())
end
function Game2:joystickpressed(joystick, button)
if GamepadMap.isAccelerometer(joystick) then return end
TouchControls:noteGamepad()
local top = self.stack and self.stack:top()
if isRawStick(joystick) and top and top.onJoystickPressed then
top:onJoystickPressed(button)
return
end
Input:joystickpressed(joystick, button)
end
function Game2:joystickreleased(joystick, button)
if GamepadMap.isAccelerometer(joystick) then return end
Input:joystickreleased(joystick, button)
local top = self.stack and self.stack:top()
if isRawStick(joystick) and top and top.onJoystickReleased then
top:onJoystickReleased(button)
end
end
function Game2:joystickaxis(joystick, axis, value)
if GamepadMap.isAccelerometer(joystick) then return end
if math.abs(value) > 0.5 then TouchControls:noteGamepad() end
Input:joystickaxis(joystick, axis, value)
end
function Game2:joystickhat(joystick, hat, direction)
if GamepadMap.isAccelerometer(joystick) then return end
if direction ~= "c" then TouchControls:noteGamepad() end
Input:joystickhat(joystick, hat, direction)
end
-- src/core/Game.lua:1015 (#799)
function Game2:recoverInput()
Input:reset()
Input:reconcile()
TouchControls:reset()
if self.mods and self.mods.releaseModInput then self.mods:releaseModInput() end
self:cancelPointers()
end
function Game2:joystickadded()
self:recoverInput()
end
-- The overlay comes back on its own when the last pad is unplugged
-- (src/core/Game.lua:1044).
function Game2:joystickremoved()
self:recoverInput()
TouchControls:joystickremoved()
end
return Game2
+18 -4
View File
@@ -1,5 +1,5 @@
-- Which game this process is running: Red (the historical default), Blue,
-- Yellow, or Gold. One source of truth for everything that differs by
-- Yellow, Gold, or Silver. One source of truth for everything that differs by
-- version -- the accepted ROM hash, the import manifest, where the
-- extracted cache lives, and the save-file suffix -- so the importer,
-- cache mount, SaveData, title screen and palette all agree.
@@ -8,7 +8,8 @@
-- saves are untouched, but its extracted cache lives under red/ like Blue,
-- Yellow, and Gold (issue #899); a legacy root cache is moved into red/ once
-- by CacheFs.migrateLegacyRedCache. All supported versions can be imported
-- and selected side by side. Gold is Gen 2 (see docs/gold-phase1.md).
-- and selected side by side. Gold and Silver are Gen 2 (see
-- docs/gold-phase1.md).
--
-- Zero requires, so it loads during love.conf and under plain Lua for tools
-- and tests. The active version is a process-global set once at boot from
@@ -61,13 +62,26 @@ GameVersion.VERSIONS = {
manifest = "tools/rom_manifest_gold.json",
cachePrefix = "gold/", -- gold/data/generated, gold/assets/generated
saveSuffix = "_gold", -- save_gold.lua / .bak / .tmp
-- The only row that carries one; absent reads as 1 (GameVersion.generation)
-- Absent reads as 1 (GameVersion.generation)
generation = 2,
},
-- Gold's engine with edition-selected data; the manifest is derived from
-- Gold's by tools/make_silver_manifest.py.
silver = {
id = "silver",
label = "Silver",
displayName = "Pokemon Silver",
launcherName = "Silver (Beta)",
sha1 = "49b163f7e57702bc939d642a18f591de55d92dae",
manifest = "tools/rom_manifest_silver.json",
cachePrefix = "silver/", -- silver/data/generated, silver/assets/generated
saveSuffix = "_silver", -- save_silver.lua / .bak / .tmp
generation = 2,
},
}
-- Launcher column order.
GameVersion.ORDER = { "red", "blue", "yellow", "gold" }
GameVersion.ORDER = { "red", "blue", "yellow", "gold", "silver" }
GameVersion.current = "red"
+11
View File
@@ -106,6 +106,17 @@ function GamepadMap.ignoreRawForJoystick(joystick)
return ok and isPad == true
end
-- conf.lua turns the mobile accelerometer-joystick off (#468), but guard the
-- generic joystick path anyway: any sensor-style device that still reaches us
-- has gravity pinning an axis past the deadzone, which would hide the touch
-- overlay every instant and steer the player by tilt through the axis-1/2
-- mapping (#459). Real controllers arrive as SDL gamepads or named sticks,
-- never as "* Accelerometer".
function GamepadMap.isAccelerometer(joystick)
local name = joystick and joystick.getName and joystick:getName()
return name ~= nil and name:lower():find("accelerometer", 1, true) ~= nil
end
function GamepadMap.mapRawButton(index)
if nxActive() then
local nx = GamepadMap.NX_RAW_BUTTON_BINDINGS[index]
+6 -1
View File
@@ -281,6 +281,7 @@ end
function Input:joystickpressed(joystick, button)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
if GamepadMap.isAccelerometer(joystick) then return end
noteCapture(self, "joy", "pressed", button)
local btn = self.joyBindings[button]
if btn then press(self, btn, "joy:" .. button) end
@@ -288,6 +289,7 @@ end
function Input:joystickreleased(joystick, button)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
if GamepadMap.isAccelerometer(joystick) then return end
noteCapture(self, "joy", "released", button)
local btn = self.joyBindings[button]
if btn then release(self, btn, "joy:" .. button) end
@@ -330,6 +332,7 @@ end
function Input:joystickaxis(joystick, axis, value)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
if GamepadMap.isAccelerometer(joystick) then return end
if axis == 1 then
self:gamepadaxis(joystick, "leftx", value)
elseif axis == 2 then
@@ -343,6 +346,7 @@ end
-- directions on top of a direction rebind.
function Input:joystickhat(joystick, hat, direction)
if GamepadMap.ignoreRawForJoystick(joystick) then return end
if GamepadMap.isAccelerometer(joystick) then return end
local source = "hat:" .. hat
for _, btn in ipairs(self.hatDirs[hat] or {}) do
release(self, btn, source)
@@ -380,7 +384,8 @@ function Input:reconcile()
local ok, joysticks = pcall(js.getJoysticks)
if not ok or type(joysticks) ~= "table" then return end
for _, j in ipairs(joysticks) do
if GamepadMap.ignoreRawForJoystick(j) then
if GamepadMap.isAccelerometer(j) then
elseif GamepadMap.ignoreRawForJoystick(j) then
-- SDL-recognized pad: buttons + left stick, the gamepad surfaces
if j.isGamepadDown then
for button, btn in pairs(self.padBindings) do
+86 -13
View File
@@ -6,6 +6,49 @@ local IssueReport = {}
local FORM_URL = "https://github.com/bryanthaboi/gen1recomp/issues/new"
local TEMPLATE = "bug_report.yml"
local APPLE_MODELS = {
["iPhone14,2"] = "iPhone 13 Pro",
["iPhone14,3"] = "iPhone 13 Pro Max",
["iPhone14,4"] = "iPhone 13 mini",
["iPhone14,5"] = "iPhone 13",
["iPhone14,7"] = "iPhone 14",
["iPhone14,8"] = "iPhone 14 Plus",
["iPhone15,2"] = "iPhone 14 Pro",
["iPhone15,3"] = "iPhone 14 Pro Max",
["iPhone15,4"] = "iPhone 15",
["iPhone15,5"] = "iPhone 15 Plus",
["iPhone16,1"] = "iPhone 15 Pro",
["iPhone16,2"] = "iPhone 15 Pro Max",
["iPhone17,1"] = "iPhone 16 Pro",
["iPhone17,2"] = "iPhone 16 Pro Max",
["iPhone17,3"] = "iPhone 16",
["iPhone17,4"] = "iPhone 16 Plus",
["iPhone17,5"] = "iPhone 16e",
["Mac14,2"] = "MacBook Air (13-inch, M2)",
["Mac14,3"] = "Mac mini (M2)",
["Mac14,5"] = "MacBook Pro (14-inch, M2 Max)",
["Mac14,6"] = "MacBook Pro (16-inch, M2 Max)",
["Mac14,7"] = "MacBook Pro (13-inch, M2)",
["Mac14,9"] = "MacBook Pro (14-inch, M2 Pro)",
["Mac14,10"] = "MacBook Pro (16-inch, M2 Pro)",
["Mac14,12"] = "Mac mini (M2 Pro)",
["Mac14,13"] = "Mac Studio (M2 Max)",
["Mac14,14"] = "Mac Studio (M2 Ultra)",
["Mac14,15"] = "MacBook Air (15-inch, M2)",
["Mac15,3"] = "MacBook Pro (14-inch, M3)",
["Mac15,6"] = "MacBook Pro (14-inch, M3 Pro)",
["Mac15,7"] = "MacBook Pro (16-inch, M3 Pro)",
["Mac15,12"] = "MacBook Air (13-inch, M3)",
["Mac15,13"] = "MacBook Air (15-inch, M3)",
["Mac16,1"] = "MacBook Pro (14-inch, M4)",
["Mac16,5"] = "MacBook Pro (16-inch, M4 Max)",
["Mac16,6"] = "MacBook Pro (14-inch, M4 Max)",
["Mac16,7"] = "MacBook Pro (16-inch, M4 Pro)",
["Mac16,8"] = "MacBook Pro (14-inch, M4 Pro)",
["Mac16,10"] = "Mac mini (M4)",
["Mac16,11"] = "Mac mini (M4 Pro)",
}
local function clean(value)
if value == nil then return nil end
local text = tostring(value):gsub("^%s+", ""):gsub("%s+$", "")
@@ -36,6 +79,16 @@ local function commandValue(command)
return clean(value)
end
local function commandText(command)
if not io or type(io.popen) ~= "function" then return nil end
local ok, pipe = pcall(io.popen, command, "r")
if not ok or not pipe then return nil end
local readOK, value = pcall(pipe.read, pipe, "*a")
pcall(pipe.close, pipe)
if not readOK then return nil end
return clean(value)
end
local function percentEncode(value)
local text = tostring(value or "")
return (text:gsub("([^%w%-_%.~])", function(char)
@@ -66,6 +119,25 @@ local function loveVersion()
return result
end
local function friendlyModel(identifier)
identifier = clean(identifier)
if not identifier then return nil end
return APPLE_MODELS[identifier] or identifier
end
local function macModel()
local details = commandText("system_profiler SPHardwareDataType 2>/dev/null")
if details then
local name = clean(details:match("Model Name:%s*([^\r\n]+)"))
local chip = clean(details:match("Chip:%s*([^\r\n]+)"))
if name and chip and not name:find(chip, 1, true) then
return name .. " (" .. chip .. ")"
end
if name then return name end
end
return friendlyModel(commandValue("sysctl -n hw.model 2>/dev/null"))
end
local function appVersion()
local version = clean(Version.engine)
if not version or version == "0.0.0" or version == "0.0.0-dev" then return "" end
@@ -73,20 +145,25 @@ local function appVersion()
end
local function deviceModel(rawOS, system)
local model = clean(call(system.getModel))
if model then return model end
local nativeModel = clean(call(system.getDeviceModel))
if nativeModel then return friendlyModel(nativeModel) end
if rawOS == "OS X" or rawOS == "macOS" then
return commandValue("sysctl -n hw.model 2>/dev/null")
return macModel()
end
local model = clean(call(system.getModel))
if model and not model:lower():find("gpu", 1, true)
and not model:lower():find("renderer", 1, true) then
return friendlyModel(model)
end
if rawOS == "Windows" then
return commandValue("powershell.exe -NoProfile -NonInteractive -Command \"(Get-CimInstance Win32_ComputerSystem).Model\" 2>NUL")
return friendlyModel(commandValue("powershell.exe -NoProfile -NonInteractive -Command \"(Get-CimInstance Win32_ComputerSystem).Model\" 2>NUL"))
end
if rawOS == "Linux" then
return commandValue("cat /sys/devices/virtual/dmi/id/product_name 2>/dev/null")
or commandValue("cat /sys/devices/virtual/dmi/id/model 2>/dev/null")
return friendlyModel(commandValue("cat /sys/devices/virtual/dmi/id/product_name 2>/dev/null")
or commandValue("cat /sys/devices/virtual/dmi/id/model 2>/dev/null"))
end
if rawOS == "Android" then
return commandValue("getprop ro.product.model 2>/dev/null")
return friendlyModel(commandValue("getprop ro.product.model 2>/dev/null"))
end
return nil
end
@@ -121,7 +198,7 @@ local function metadata(options, context)
local window = love and love.window or {}
local rawOS = clean(call(system.getOS))
local model = deviceModel(rawOS, system)
local renderer, rendererVersion, _, rendererDevice = call(graphics.getRendererInfo)
local renderer, rendererVersion = call(graphics.getRendererInfo)
local width, height = call(graphics.getDimensions)
local pixelWidth, pixelHeight = call(graphics.getPixelDimensions)
local modeWidth, modeHeight, flags = call(window.getMode)
@@ -134,11 +211,7 @@ local function metadata(options, context)
if value then lines[#lines + 1] = "- " .. label .. ": " .. value end
end
add("Platform", formOS(rawOS))
local hardware = model
if rendererDevice and rendererDevice ~= model then
hardware = hardware and (hardware .. " (" .. rendererDevice .. ")") or rendererDevice
end
add("Device", hardware)
add("Device", model)
local rendererDetails = clean(renderer)
if rendererDetails and clean(rendererVersion) then
rendererDetails = rendererDetails .. " " .. clean(rendererVersion)
+1
View File
@@ -39,6 +39,7 @@ local function normalizeVersion(v)
b = "blue", blue = "blue",
y = "yellow", yellow = "yellow",
g = "gold", gold = "gold",
s = "silver", silver = "silver",
}
v = alias[v] or v
if GameVersion.VERSIONS and not GameVersion.VERSIONS[v] then return nil end
+1 -1
View File
@@ -230,7 +230,7 @@ end
function Music.play(data, song, loop, ctx)
if not song then return end
if not love.audio then return end -- headless test stub
if not (love and love.audio) then return end -- headless test stub
ctx = ctx or {}
song = selectSong(song, ctx)
+79 -23
View File
@@ -1,4 +1,4 @@
-- Screen orientation lock, Android only (#592, #716).
-- Screen orientation lock, Android and iOS (#592, #716, #1638).
--
-- Persisted as options.orientation: "auto" | "portrait" | "landscape" |
-- "reverseLandscape". The lock travels through SDL_HINT_ORIENTATIONS:
@@ -10,16 +10,12 @@
-- rotation lock"; LANDSCAPE allows both landscapes (SENSOR_LANDSCAPE ->
-- USER_LANDSCAPE); REVERSE LANDSCAPE is SDL's LandscapeRight alone.
--
-- SDL only re-reads the hint when the window is created or its resizable
-- flag changes (SDL_androidwindow.c: Android_CreateWindow /
-- Android_SetWindowResizable both call Android_JNI_SetOrientation). LOVE
-- 11.5 exposes neither hints nor a resizable setter, so apply() goes through
-- the FFI to SDL's C API: set the hint, then pulse the window's resizable
-- flag off and back on -- each edge makes the Android backend recompute the
-- requested orientation, so a change from the launcher or the OPTION menu
-- takes hold immediately, and the flag ends where it started (conf.lua sets
-- resizable on mobile). Everything is pcall-guarded: desktop, iOS (the
-- Info.plist governs there) and headless stubs make this a no-op.
-- Android only re-reads the hint at window creation or on a resizable-flag
-- change (SDL_androidwindow.c), and SDL_SetWindowResizable early-returns on
-- a fullscreen window (SDL_video.c:2237) -- which LOVE's Android window
-- always is -- so the hint never reached a running activity (#1638).
-- apply() sets the hint for a later window, then goes over JNI for the live
-- one. iOS needs only the hint. Desktop and headless stubs no-op.
local Orientation = {}
@@ -58,6 +54,11 @@ function Orientation.isAndroid()
return love.system.getOS() == "Android"
end
function Orientation.isIOS()
if not love or not love.system or not love.system.getOS then return false end
return love.system.getOS() == "iOS"
end
function Orientation.cycle(mode, dir)
local cur, idx = Orientation.normalize(mode), 1
for i, m in ipairs(Orientation.MODES) do
@@ -67,6 +68,15 @@ function Orientation.cycle(mode, dir)
return Orientation.MODES[(idx - 1 + (dir or 1)) % n + 1]
end
-- ActivityInfo constants, what setOrientationBis lands on per hint after
-- GameActivity's *_SENSOR -> *_USER remap (#716).
local REQUESTED = {
auto = 13,
portrait = 1,
landscape = 11,
reverseLandscape = 8,
}
-- The SDL2 C API this module needs. cdef errors on redefinition, so run it
-- once and remember whether it took; ffi itself may be absent (plain Lua
-- test interpreters), hence the pcall'd require.
@@ -77,33 +87,79 @@ local function sdlFfi()
if cdefOk == nil then
cdefOk = pcall(ffi.cdef, [[
typedef struct SDL_Window SDL_Window;
typedef union { int32_t i; int64_t pad; } love_jvalue;
int SDL_SetHint(const char *name, const char *value);
SDL_Window *SDL_GL_GetCurrentWindow(void);
void SDL_SetWindowResizable(SDL_Window *window, int resizable);
void *SDL_AndroidGetJNIEnv(void);
void *SDL_AndroidGetActivity(void);
]])
end
if not cdefOk then return nil end
return ffi
end
-- Push the mode into the live activity. Returns true when the hint reached
-- SDL (the symbols resolved), false on any non-Android / stubbed platform.
-- Slot numbers in JNINativeInterface (jni.h).
local JNI_EXCEPTION_CLEAR = 17
local JNI_DELETE_LOCAL_REF = 23
local JNI_GET_OBJECT_CLASS = 31
local JNI_GET_METHOD_ID = 33
local JNI_CALL_VOID_METHOD_A = 63
-- What Android_JNI_SetOrientation reaches, called directly: the hint path
-- cannot re-run on a live fullscreen window (SDL_video.c:2237).
local function setRequestedOrientation(ffi, requested)
local env = ffi.C.SDL_AndroidGetJNIEnv()
if env == nil then return false end
local activity = ffi.C.SDL_AndroidGetActivity()
if activity == nil then return false end
local fns = ffi.cast("void***", env)[0]
local getObjectClass = ffi.cast("void *(*)(void *, void *)", fns[JNI_GET_OBJECT_CLASS])
local getMethodID = ffi.cast(
"void *(*)(void *, void *, const char *, const char *)", fns[JNI_GET_METHOD_ID])
local callVoidMethodA = ffi.cast(
"void (*)(void *, void *, void *, love_jvalue *)", fns[JNI_CALL_VOID_METHOD_A])
local deleteLocalRef = ffi.cast("void (*)(void *, void *)", fns[JNI_DELETE_LOCAL_REF])
local exceptionClear = ffi.cast("void (*)(void *)", fns[JNI_EXCEPTION_CLEAR])
local ok = false
local cls = getObjectClass(env, activity)
if cls ~= nil then
local mid = getMethodID(env, cls, "setRequestedOrientation", "(I)V")
if mid ~= nil then
local args = ffi.new("love_jvalue[1]")
args[0].pad = 0
args[0].i = requested
callVoidMethodA(env, activity, mid, args)
ok = true
end
exceptionClear(env)
deleteLocalRef(env, cls)
end
deleteLocalRef(env, activity)
return ok
end
-- Returns true only when the request actually landed, never unconditionally
-- as it once did (#1638).
function Orientation.apply(mode)
if not Orientation.isAndroid() then return false end
local android = Orientation.isAndroid()
if not (android or Orientation.isIOS()) then return false end
local ffi = sdlFfi()
if not ffi then return false end
mode = Orientation.normalize(mode)
local ok = pcall(function()
-- "SDL_IOS_ORIENTATIONS" is SDL_HINT_ORIENTATIONS's name (SDL_hints.h);
-- despite the IOS in the string, the Android backend reads it too.
local ok, reached = pcall(function()
-- SDL_HINT_ORIENTATIONS is "SDL_IOS_ORIENTATIONS" in the SDL2 Android
-- ships and "SDL_ORIENTATIONS" in the SDL3 the iOS app links; each
-- engine ignores the other's key.
ffi.C.SDL_SetHint("SDL_IOS_ORIENTATIONS", HINTS[mode])
local win = ffi.C.SDL_GL_GetCurrentWindow()
if win ~= nil then
ffi.C.SDL_SetWindowResizable(win, 0)
ffi.C.SDL_SetWindowResizable(win, 1)
end
ffi.C.SDL_SetHint("SDL_ORIENTATIONS", HINTS[mode])
-- On iOS the hint is the lock: UIKit re-asks on every rotation
-- (SDL_uikitviewcontroller.m supportedInterfaceOrientations).
if not android then return true end
return setRequestedOrientation(ffi, REQUESTED[mode])
end)
return ok
return ok and reached == true
end
function Orientation.applyOptions(opts)
+115
View File
@@ -0,0 +1,115 @@
-- Recover a raster from a PDF that is really a wrapped JPEG. Delta skins
-- ship artwork that way so iOS can scale it; LOVE has no PDF renderer, so
-- import pulls the embedded image out instead of refusing the skin. True
-- vector PDFs (no Image XObject, no JPEG) still fail.
local PdfImage = {}
local function isPdf(bytes)
return type(bytes) == "string" and bytes:sub(1, 5) == "%PDF-"
end
-- After the `stream` keyword the spec allows \n or \r\n before the bytes.
-- `endstream` also contains the letters "stream", so skip that match.
local function streamDataStart(bytes, from)
local s, e = bytes:find("stream", from, true)
while s do
if s == 1 or bytes:sub(s - 3, s - 1) ~= "end" then
local p = e + 1
if bytes:sub(p, p) == "\r" then p = p + 1 end
if bytes:sub(p, p) == "\n" then p = p + 1 end
return p, s
end
s, e = bytes:find("stream", e + 1, true)
end
return nil
end
local function dictWindow(bytes, imageAt)
local from = imageAt > 400 and (imageAt - 400) or 1
local to = math.min(#bytes, imageAt + 800)
return bytes:sub(from, to)
end
local function dictNumber(window, key)
-- Prefer an indirect ref so `/Length 5 0 R` is not read as length 5.
if window:find("/" .. key .. "%s+%d+%s+%d+%s+R") then return nil end
return tonumber(window:match("/" .. key .. "%s+(%d+)"))
end
local function dictFilter(window)
local named = window:match("/Filter%s*/(%w+)")
if named then return named end
return window:match("/Filter%s*%[%s*/(%w+)")
end
local function jpegIn(bytes, from, to)
if from < 1 then from = 1 end
if not to or to > #bytes then to = #bytes end
if to < from then return nil end
local region = bytes:sub(from, to)
local soi = region:find("\255\216\255", 1, true)
if not soi then return nil end
local eoi = region:find("\255\217", soi + 3, true)
if not eoi then return nil end
return region:sub(soi, eoi + 1)
end
local function candidate(data, width, height, ext)
if not data or data == "" then return nil end
return {
data = data,
ext = ext or "jpg",
width = width or 0,
height = height or 0,
}
end
local function bigger(a, b)
if not a then return b end
if not b then return a end
local as = (a.width or 0) * (a.height or 0)
local bs = (b.width or 0) * (b.height or 0)
if bs ~= as then return bs > as and b or a end
return #b.data > #a.data and b or a
end
-- Walk Image XObjects and take the largest DCTDecode (JPEG) stream.
local function fromImageXObjects(bytes)
local best
local i = 1
while true do
local s, e = bytes:find("/Subtype%s*/Image", i)
if not s then break end
local window = dictWindow(bytes, s)
local filter = dictFilter(window)
local width = dictNumber(window, "Width")
local height = dictNumber(window, "Height")
local dataStart = streamDataStart(bytes, e)
i = e + 1
if dataStart and filter == "DCTDecode" then
local es = bytes:find("endstream", dataStart, true)
local jpeg = jpegIn(bytes, dataStart, es and (es - 1) or nil)
best = bigger(best, candidate(jpeg, width, height, "jpg"))
end
end
return best
end
-- Image-to-PDF converters (3-Heights, Preview, etc.) leave a single JPEG
-- body even when /Length is an indirect object we do not resolve.
local function fromBareJpeg(bytes)
local jpeg = jpegIn(bytes, 1, #bytes)
if not jpeg then return nil end
return candidate(jpeg, 0, 0, "jpg")
end
function PdfImage.extract(bytes)
if not isPdf(bytes) then return nil, "not a pdf" end
local best = fromImageXObjects(bytes)
if not best then best = fromBareJpeg(bytes) end
if not best then return nil, "no extractable image" end
return best
end
return PdfImage
+5 -2
View File
@@ -86,8 +86,11 @@ function Performance.detect()
local cores = processorCount()
-- PortMaster-style ARM Linux handhelds (e.g. the RG34XXSP the project
-- already ships a build for): the weakest target here.
if isArm and os ~= "Android" and os ~= "iOS" then
-- already ships a build for): the weakest target here. Desktop ARM
-- (Apple Silicon "OS X", Windows-on-ARM) is not a handheld — those
-- used to resolve AUTO → LOW, which stripped survey zoom-out from
-- OPTIONS so the ZOOM row only offered IN.
if isArm and os == "Linux" then
return "low"
end
-- Phones and tablets: GBC FX is already force-disabled here (issue #136);
+19 -5
View File
@@ -285,6 +285,7 @@ function SaveData.defaultOptions()
-- lock the window to an exact 160x144 multiple, 1..4 (0 = OFF); see
-- src/core/FaithfulRes.lua. Ignored on mobile.
faithfulRes = 0,
screenPos = "center",
-- hard render frame-rate cap; render-only pacing (issue #88, FrameCap.lua)
fpsCap = 60,
-- graphics performance tier: auto | high | balanced | low. "auto"
@@ -1279,13 +1280,26 @@ function SaveData.ensurePlaythroughId(save, injectedFs)
local isFresh = save == freshPlaythrough
if isFresh then freshPlaythrough = nil end
local byVersion = opts.playthroughIds and opts.playthroughIds[version]
id = not isFresh and byVersion and byVersion[scope] or nil
local existing = byVersion and byVersion[scope]
id = not isFresh and existing or nil
if type(id) ~= "string" or id == "" then
id = SaveData.newPlaythroughId()
opts.playthroughIds = opts.playthroughIds or {}
opts.playthroughIds[version] = opts.playthroughIds[version] or {}
opts.playthroughIds[version][scope] = id
SaveData.saveOptions(opts, injectedFs)
-- A fresh skeleton still gets its own id (two unsaved New Games sharing a
-- slot must stay distinct), and it is still persisted when the slot has no
-- binding yet -- that is the contract a tool relies on to resolve
-- `selected` at the title after a restart, before any normal SAVE.
--
-- What it must NOT do is OVERWRITE a binding that already exists. newGame()
-- marks a skeleton on the boot frame, before any save is loaded, and mods
-- initialise inside that window -- so a mod touching storage at init
-- replaced the real save's id with a throwaway, stranding that save's mod
-- storage and repeating on every launch.
if not (isFresh and type(existing) == "string" and existing ~= "") then
opts.playthroughIds = opts.playthroughIds or {}
opts.playthroughIds[version] = opts.playthroughIds[version] or {}
opts.playthroughIds[version][scope] = id
SaveData.saveOptions(opts, injectedFs)
end
end
save.meta.playthroughId = id
return id
+71
View File
@@ -0,0 +1,71 @@
local ScreenPosition = {}
ScreenPosition.MODES = { "center", "upper", "top" }
ScreenPosition.DEFAULT = "center"
ScreenPosition.mode = ScreenPosition.DEFAULT
local LABELS = { center = "CENTER", upper = "UPPER", top = "TOP" }
function ScreenPosition.normalize(v)
if LABELS[v] then return v end
return ScreenPosition.DEFAULT
end
function ScreenPosition.label(v)
if ScreenPosition.skinActive() then return "SKIN" end
return LABELS[ScreenPosition.normalize(v)]
end
function ScreenPosition.cycle(v, dir)
if ScreenPosition.skinActive() then return ScreenPosition.normalize(v) end
v = ScreenPosition.normalize(v)
local modes = ScreenPosition.MODES
local cur = 1
for i, mode in ipairs(modes) do
if mode == v then cur = i break end
end
return modes[(cur - 1 + (dir or 1)) % #modes + 1]
end
function ScreenPosition.setMode(v)
ScreenPosition.mode = ScreenPosition.normalize(v)
end
function ScreenPosition.applyOptions(opts)
ScreenPosition.setMode(opts and opts.screenPos)
end
function ScreenPosition.safeTop()
local ok, SafeArea = pcall(require, "src.core.SafeArea")
if not ok then return 0 end
local okr, _, y = pcall(SafeArea.rect)
if not okr then return 0 end
return math.max(0, tonumber(y) or 0)
end
function ScreenPosition.skinActive(w, h)
local ok, TouchSkin = pcall(require, "src.core.TouchSkin")
if not ok or type(TouchSkin.viewport) ~= "function" then return false end
if (not w or not h) and love and love.graphics and love.graphics.getDimensions then
w, h = love.graphics.getDimensions()
end
local okv, x = pcall(TouchSkin.viewport, w, h)
return okv and x ~= nil
end
function ScreenPosition.lift(viewH, contentH, safeTop)
if ScreenPosition.mode == "center" then return 0 end
viewH = tonumber(viewH) or 0
contentH = tonumber(contentH) or 0
local slack = viewH - contentH
if slack <= 0 then return 0 end
local centered = math.floor(slack / 2)
local target = ScreenPosition.mode == "top" and 0 or math.floor(slack / 4)
safeTop = math.floor(tonumber(safeTop) or 0)
if safeTop > 0 and target < safeTop then
target = math.min(safeTop, centered)
end
return centered - target
end
return ScreenPosition
+8
View File
@@ -154,8 +154,14 @@ local function newSfxSource(data, key, def, pitch, tempo, plain)
return newFileSource(def)
end
local function deviceSuspended()
local ChipAudio = package.loaded["src.core.ChipAudio"]
return ChipAudio ~= nil and ChipAudio.isSuspended()
end
local function playPath(data, key, def, pitch, tempo, plain)
if not love.audio or not def then return nil end
if deviceSuspended() then return nil end
local src = cache[key]
if src == false then return nil end -- known bad, already logged
if not src then
@@ -602,6 +608,7 @@ end
-- cache carries no clips (Red/Blue) or headless.
function Sound.playPikaCry(data, n)
if not love.audio then return nil end
if deviceSuspended() then return nil end
local count = data.audio and data.audio.pikaCries
if not count then return nil end
n = math.max(1, math.min(count, n or 1))
@@ -633,6 +640,7 @@ end
-- like the original's PlayCry -> WaitForSoundToFinish can poll it
function Sound.playCry(data, species, pikaClip)
if not love.audio then return nil end
if deviceSuspended() then return nil end
-- Yellow voices every Pikachu cry with the PCM clips (the chip cry is
-- never used for the species there). Which clip is a property of the
-- call site in the original -- every caller of PlayPikachuSoundClip sets
+19 -7
View File
@@ -218,7 +218,7 @@ function TouchControls.defaultLayout(ww, wh, ox, oy, scale)
local ssW = dpadW * 0.30
local margin = dpadW * 0.12
local ok, GameVersion = pcall(require, "src.core.GameVersion")
if ok and GameVersion.isGold and GameVersion.isGold() then
if ok and GameVersion.generation and GameVersion.generation() == 2 then
margin = math.max(margin, math.min(ww * 0.10, 72))
end
return {
@@ -293,7 +293,9 @@ function TouchControls:applyOptions(opts)
-- launcher editor round-trips through config() (#806)
self.haptics = TouchControls.normalizeHaptics(opts and opts.haptics)
TouchSkin.setOverlayLive(self.active)
self:selectSkin(cfg.skin)
-- Off means off everywhere: do not leave a hidden selected skin behind to
-- influence renderer placement on desktop or with a controller attached.
self:selectSkin(cfg.enabled and cfg.skin or nil)
self.layouts = cfg.layouts
self.layoutW, self.layoutH = nil, nil
self.layoutOx, self.layoutOy = nil, nil
@@ -335,7 +337,10 @@ function TouchControls:visible()
local art = TouchSkin.active ~= nil or self.img ~= nil
if self.preview then return art end
if self.enabled == false or not art then return false end
if TouchSkin.active and TouchSkin.decorativeOnly() then return true end
-- A selected skin is also a desktop/TV bezel. Input remains gated in
-- touchpressed, but the artwork must not disappear when a controller is
-- connected or the platform is not touch-first.
if TouchSkin.active then return true end
return self.active and not self.controllerHidden
end
@@ -778,12 +783,19 @@ local function drawIcon(img, zone, pressed, alphaMul)
zone.cy - img:getHeight() * scale / 2, 0, scale, scale)
end
local function drawStretched(img, x, y, w, h, alpha)
local function drawCovered(img, x, y, w, h, alpha)
if not img or alpha <= 0 then return end
local iw, ih = img:getWidth(), img:getHeight()
if iw <= 0 or ih <= 0 then return end
-- Cover the assigned box with one uniform scale and crop the excess. The
-- old independent X/Y scale made portrait art visibly squash on wide
-- displays (and vice versa).
local s = math.max(w / iw, h / ih)
local dw, dh = iw * s, ih * s
love.graphics.setColor(1, 1, 1, math.min(1, alpha))
love.graphics.draw(img, x, y, 0, w / iw, h / ih)
love.graphics.setScissor(x, y, w, h)
love.graphics.draw(img, x + (w - dw) * 0.5, y + (h - dh) * 0.5, 0, s, s)
love.graphics.setScissor()
end
function TouchControls:drawSkin(alphaMul)
@@ -795,7 +807,7 @@ function TouchControls:drawSkin(alphaMul)
love.graphics.push("all")
love.graphics.origin()
drawStretched(page.image, bx, by, bw, bh, opacity)
drawCovered(page.image, bx, by, bw, bh, opacity)
local pressed = {}
for _, touch in pairs(self.touches or {}) do
@@ -810,7 +822,7 @@ function TouchControls:drawSkin(alphaMul)
TouchSkin.controlGeometry(page, ctl, ww, wh, sox, soy)
local alpha = opacity
if down and not ctl.pressedImage then alpha = opacity * ctl.alphaMod end
drawStretched(img, cx - halfW, cy - halfH, halfW * 2, halfH * 2, alpha)
drawCovered(img, cx - halfW, cy - halfH, halfW * 2, halfH * 2, alpha)
end
end

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