#!/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] # # --version X.Y.Z set app.version_name / app.version_code (else left as-is) # --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) # - JDK 17 # # Output (after gradle): # dist/android/debug/*.apk (convenience copy) # mobile/android/app/build/outputs/apk/embedNoRecord/debug/*.apk set -euo pipefail ROOT="$(cd "$(dirname "$0")/.." && pwd)" ANDROID_DIR="$ROOT/mobile/android" EMBED_ASSETS="$ANDROID_DIR/app/src/embed/assets" LOVE_FILE="$EMBED_ASSETS/game.love" DIST="$ROOT/dist/android" APP_NAME="gen1recomp" APPLICATION_ID="com.theboisclub.pokemonred" LOVE_ANDROID_VERSION="11.5a" NDK_VERSION="25.2.9519653" YELLOW_MANIFEST_RELATIVE="tools/rom_manifest_yellow.json" # A fresh source checkout normally supplies this through Git. This URL is # deliberately only a last resort for incomplete source exports: the manifest # contains extraction metadata, never a ROM or extracted game data. YELLOW_MANIFEST_URL="${YELLOW_MANIFEST_URL:-https://raw.githubusercontent.com/bryanthaboi/gen1recomp/main/tools/rom_manifest_yellow.json}" VERSION="" PACKAGE_ONLY=false say() { printf '\033[1;32m==>\033[0m %s\n' "$*"; } warn() { printf '\033[1;33mwarn:\033[0m %s\n' "$*" >&2; } fail() { printf '\033[1;31merror:\033[0m %s\n' "$*" >&2; exit 1; } while [ $# -gt 0 ]; do case "$1" in --version) VERSION="$2"; shift ;; --package-only) PACKAGE_ONLY=true ;; -h|--help) sed -n '2,20p' "$0" exit 0 ;; *) fail "unknown argument: $1 (try --version X.Y.Z or --package-only)" ;; esac shift done VERSION_CODE="" if [ -n "$VERSION" ]; then if ! printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then fail "invalid --version '$VERSION' (expected X.Y.Z)" fi major="${VERSION%%.*}" rest="${VERSION#*.}" minor="${rest%%.*}" patch="${rest##*.}" VERSION_CODE=$((major * 10000 + minor * 100 + patch)) fi # --------------------------------------------------------------- preconditions if [ ! -f "$ANDROID_DIR/settings.gradle" ] || [ ! -f "$ANDROID_DIR/gradlew" ]; then fail "love-android not found at mobile/android/. The love-android $LOVE_ANDROID_VERSION tree is vendored in this repo, your checkout looks incomplete. Re-clone or 'git checkout -- mobile/android'. See mobile/ANDROID.md." fi if [ ! -d "$ANDROID_DIR/love/src/jni/love/src" ]; then fail "liblove sources missing under mobile/android/love/src/jni/love/. They are vendored in this repo, your checkout looks incomplete. Re-clone or 'git checkout -- mobile/android'. See mobile/ANDROID.md." fi # ------------------------------------------------------- Yellow import metadata # Android packages game.love itself rather than reusing scripts/build.sh's # archive. Keep a partial source export from silently shipping an APK that can # list Yellow but cannot import it. Prefer the exact manifest from this # checkout's Git object database; only then fall back to the public repository. yellow_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") == "cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1" else 1) PY } ensure_yellow_manifest() { local manifest="$ROOT/$YELLOW_MANIFEST_RELATIVE" local staged staged="$(mktemp)" if yellow_manifest_is_valid "$manifest"; then rm -f "$staged" return fi warn "Yellow import manifest is missing or invalid; recovering it before packaging" if git -C "$ROOT" show "HEAD:$YELLOW_MANIFEST_RELATIVE" > "$staged" 2>/dev/null \ && yellow_manifest_is_valid "$staged"; then mkdir -p "$(dirname "$manifest")" mv "$staged" "$manifest" say "restored Yellow import manifest from this checkout's Git data" return fi if command -v curl >/dev/null 2>&1 \ && curl --fail --location --retry 2 --connect-timeout 15 \ --output "$staged" "$YELLOW_MANIFEST_URL" \ && yellow_manifest_is_valid "$staged"; then mkdir -p "$(dirname "$manifest")" mv "$staged" "$manifest" say "downloaded Yellow import manifest from the project repository" return fi rm -f "$staged" fail "Yellow import manifest is unavailable. Git recovery failed and could not download $YELLOW_MANIFEST_URL" } # --------------------------------------------------------------- branding # love-android 11.5+ reads app id / name / orientation from gradle.properties. # Manifest still gets permission trims. Re-applied every build so refreshing # the vendored love-android tree does not lose project settings. apply_android_branding() { local props="$ANDROID_DIR/gradle.properties" local manifest="$ANDROID_DIR/app/src/main/AndroidManifest.xml" [ -f "$props" ] || fail "missing $props" [ -f "$manifest" ] || fail "missing $manifest" say "applying Android branding (gradle.properties + permission trim)" python3 - "$props" "$APPLICATION_ID" "$APP_NAME" "$VERSION" "$VERSION_CODE" <<'PY' import pathlib, re, sys path = pathlib.Path(sys.argv[1]) app_id, name, version, version_code = sys.argv[2], sys.argv[3], sys.argv[4], sys.argv[5] text = path.read_text() def set_prop(text, key, value): pat = re.compile(rf"(?m)^{re.escape(key)}=.*$") line = f"{key}={value}" if pat.search(text): return pat.sub(line, text) return text.rstrip() + "\n" + line + "\n" # Prefer plain app.name; clear byte-array form so it cannot win. text = re.sub(r"(?m)^app\.name_byte_array=.*\n?", "", text) text = set_prop(text, "app.name", name) text = set_prop(text, "app.application_id", app_id) text = set_prop(text, "app.orientation", "fullUser") if version: text = set_prop(text, "app.version_name", version) text = set_prop(text, "app.version_code", version_code) path.write_text(text) PY python3 - "$manifest" <<'PY' import pathlib, re, sys path = pathlib.Path(sys.argv[1]) text = path.read_text() # Drop mic / legacy storage, not needed by this game. # Keep VIBRATE (love.system.vibrate), BLUETOOTH (optional gamepads) and # INTERNET: link play is not offline-only any more, and stripping INTERNET # made every LAN host and every relay connect fail with EPERM (issue #287). # Orientation / label come from gradle.properties placeholders. for perm in ( "android.permission.RECORD_AUDIO", "android.permission.WRITE_EXTERNAL_STORAGE", ): text = re.sub( rf'\s*\s*', "\n", text, ) text = re.sub(r'\s*android:usesCleartextTraffic="true"', "", text) path.write_text(text) PY } # --------------------------------------------------------------- game.love pack_game_love() { say "packing game.love for love-android embed flavor" ensure_yellow_manifest mkdir -p "$EMBED_ASSETS" rm -f "$LOVE_FILE" # tools/save-editor ships with the app: the launcher's Edit button on a save # row opens it in-process, so it must be inside the archive (see build.sh). # Deliberately NO fused mods: a mod inside game.love sits in the read-only # APK, so the mod manager's Delete can't remove it and it reappears every # launch. Pokewalker ships as an importable .zip instead, which gives it # a real install/upgrade/delete lifecycle. # 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' -x '*/.git/*' -x '*/.DS_Store' \ -x 'data/generated/*' -x 'assets/generated/*') # List once and match against the captured text: piping unzip straight into # grep under `set -o pipefail` SIGPIPEs unzip as soon as grep exits early, # and the pipeline's 141 outranks grep's own status. For the generated-data # guard that inverted the test -- an archive that really did carry generated # ROM data made grep match, killed unzip, and the `if` read the 141 as "no # match" and let the build through (#774). Same listing feeds the # required-file gates below, as in scripts/build.sh and scripts/pack_love.sh. local archive_entries archive_entries="$(unzip -Z1 "$LOVE_FILE")" if grep -Eq '^(data|assets)/generated/[^/]+|^(data|assets)/generated/.+/' \ <<< "$archive_entries"; then fail "game.love unexpectedly contains generated ROM data" fi grep -qx 'tools/save-editor/App.lua' <<< "$archive_entries" \ || fail "game.love is missing the save editor (Edit on a save row would crash)" grep -qx "$YELLOW_MANIFEST_RELATIVE" <<< "$archive_entries" \ || fail "game.love is missing the Yellow ROM import manifest" grep -qx 'tools/rom_manifest_gold.json' <<< "$archive_entries" \ || fail "game.love is missing the Gold ROM import manifest" # This gate exists because the launcher's UI toolkit once lived outside # src/ (libs/flexlove) and was added to scripts/build.sh's payload and to # no other packager, so Android and iOS built an APK/IPA whose launcher # threw before drawing anything. The kit now lives inside src/, but the # gate stays: source runs read the working tree, so only a build can catch # a packaging miss. grep -qx 'src/ui/kit/Kit.lua' <<< "$archive_entries" \ || fail "game.love is missing the launcher UI kit (launcher dies on frame 1)" say "game.love: $(du -h "$LOVE_FILE" | cut -f1) -> $LOVE_FILE" # This script packs its own game.love (it does not reuse build.sh's), so it # stamps the release version the same way: patch a copy of Version.lua # (engine set to $VERSION) under a throwaway staging dir and replace the # entry inside the archive in place -- never the source tree. VERSION is # already validated as X.Y.Z above; when it is empty the packaged game keeps # the "0.0.0-dev" default. The stamp is read back out and the build fails if # it did not take. if printf '%s' "$VERSION" | grep -Eq '^[0-9]+\.[0-9]+\.[0-9]+$'; then say "stamping engine version $VERSION into game.love" local stamp_dir stamp_dir="$(mktemp -d)" 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) local version_re 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 $VERSION" rm -rf "$stamp_dir" say "stamped engine version: $VERSION" else say "no X.Y.Z --version, shipping default engine (no stamp)" fi } # --------------------------------------------------------------- SDK check require_android_sdk() { local sdk="${ANDROID_SDK_ROOT:-${ANDROID_HOME:-}}" if [ -z "$sdk" ]; then for candidate in \ "$HOME/Library/Android/sdk" \ "$HOME/Android/Sdk" \ /usr/local/lib/android/sdk; do if [ -d "$candidate" ]; then sdk="$candidate" break fi done fi if [ -z "$sdk" ] || [ ! -d "$sdk" ]; then fail "Android SDK not found. Install Android Studio (or command-line tools), then either: 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 $NDK_VERSION (see mobile/ANDROID.md)." fi export ANDROID_SDK_ROOT="$sdk" export ANDROID_HOME="$sdk" local props="$ANDROID_DIR/local.properties" # Always rewrite so a leftover Docker sdk.dir=/opt/android-sdk cannot stick. printf 'sdk.dir=%s\n' "$sdk" > "$props" if ! command -v java >/dev/null 2>&1; then fail "java not found. Install JDK 17 (Android Studio's bundled JDK is fine)." fi if [ ! -d "$sdk/ndk/$NDK_VERSION" ]; then warn "NDK $NDK_VERSION not found under $sdk/ndk/" warn "Install via SDK Manager (Show Package Details → NDK $NDK_VERSION)." fi } # --------------------------------------------------------------- gradle run_gradle() { local task="assembleEmbedNoRecordDebug" local build_dir="$ANDROID_DIR" # ndk-build is GNU make underneath and cannot cope with spaces anywhere in # the project path ("Your APP_BUILD_SCRIPT points to an unknown file"). # When this checkout lives at a spaced path (e.g. "~/xCode Projects/..."), # shadow the android tree to a space-free location and build there; the # shadow persists across runs so gradle/ndk builds stay incremental. case "$ANDROID_DIR" in *" "*) build_dir="${TMPDIR:-/tmp}/gen1recomp-android-shadow" say "path contains spaces (ndk-build cannot handle them);" say "shadow-building in: $build_dir" mkdir -p "$build_dir" rsync -a --delete \ --exclude=".gradle" --exclude="app/build" --exclude="love/build" \ --exclude="local.properties" \ "$ANDROID_DIR/" "$build_dir/" if [ -f "$ANDROID_DIR/local.properties" ]; then cp "$ANDROID_DIR/local.properties" "$build_dir/local.properties" fi ;; esac say "building APK ($task)" if ! ( cd "$build_dir" ./gradlew --no-daemon "$task" ); then fail "gradle $task failed. Packaging already wrote: $LOVE_FILE Common causes: missing SDK/NDK $NDK_VERSION, or JDK ≠ 17. See mobile/ANDROID.md. You can still iterate on the .love payload with: scripts/build_android.sh --package-only" fi local out_dir="$build_dir/app/build/outputs/apk/embedNoRecord/debug" if [ -d "$out_dir" ]; then say "APK output:" find "$out_dir" -name '*.apk' -exec ls -lh {} \; local dist_dir="$DIST/debug" rm -rf "$dist_dir" mkdir -p "$dist_dir" find "$out_dir" -name '*.apk' -exec cp {} "$dist_dir/" \; say "copied to $dist_dir/" else warn "gradle finished but no APK dir at $out_dir, check gradle logs above" fi } # --------------------------------------------------------------- main apply_android_branding pack_game_love if $PACKAGE_ONLY; then say "package-only: skipping gradle (game.love + branding ready under mobile/android/)" exit 0 fi require_android_sdk run_gradle say "done"