-- Native LÖVE2D port of Pokemon Red. A packaged build creates its private -- game-data cache from a user-provided ROM on first boot. -- -- Set POKEPORT_EDITOR=1 or pass `--editor` to `love .` to boot the save -- editor tool (tools/save-editor/) instead of the game. local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE == true local Game, EditorApp, Importer local autopilot -- optional scripted-input dev tool (tests/autopilot.lua) local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a -- coroutine that receives `Game` and yields once per -- frame; used headless (xvfb) for scripted screenshots -- --speed N / POKEPORT_SPEED=N: run the logic clock N times faster without -- touching audio (src/core/GameSpeed.lua). Overrides the saved option so a -- bot or screenshot run is not at the mercy of the player's last choice. local speedOverride = tonumber(os.getenv("POKEPORT_SPEED")) -- POKEPORT_TOUCH=1 forces the mobile on-screen controls on and lets the -- mouse stand in for a finger, so the overlay can be exercised on desktop -- (see src/core/TouchControls.lua). local mouseTouch = os.getenv("POKEPORT_TOUCH") == "1" -- How many times to run a scripted act+step loop per rendered frame. Only -- scripted runs use this; interactive play fast-forwards through -- Game.speedOverride / the GAME SPEED option instead. local function scriptedIterations() if not (autopilot or driverCo) then return 1 end return math.max(1, math.floor(require("src.core.GameSpeed").clamp(speedOverride))) end local function bootGame(version) -- The launcher hands us the chosen game (Red / Blue); scripted and headless -- runs fall back to POKEPORT_VERSION, then Red. Set the active version and -- overlay its extracted cache BEFORE anything requires generated data, so -- data/generated + assets/generated resolve to that version's files. local GameVersion = require("src.core.GameVersion") GameVersion.set(version or os.getenv("POKEPORT_VERSION") or "red") require("src.import.CacheFs").mountVersion(GameVersion.get()) if love.window and love.window.setTitle then local Version = require("src.core.Version") love.window.setTitle(Version.title( GameVersion.info().displayName .. " (Gen 1 Recompilation Project)")) end Game = require("src.core.Game") Game:load() if os.getenv("POKEPORT_AUTOPILOT") then autopilot = require("tests.autopilot") end local driverPath = os.getenv("POKEPORT_DRIVER") if driverPath then local fn = assert(loadfile(driverPath))() driverCo = coroutine.create(fn) end -- After the two above are known: a scripted run drives the multiplier -- from love.update's loop, so the in-engine one must stay at 1 or the -- two would compound (10x10 = 100 steps per observation). Game.speedOverride = (autopilot or driverCo) and 1 or speedOverride end function love.load(args) -- Self-updater boot shell: a fused build may mount and chainload a newer -- downloaded payload here. True means it took over, so we must stop. A -- dev / source checkout no-ops (see src/update/Boot.lua). local Boot = require("src.update.Boot") if Boot.run(args) then return end local savePath for i, a in ipairs(args or {}) do if a == "--editor" then editorMode = true elseif a == "--developer" then _G.POKEPORT_DEV_MODE = true elseif a == "--save" and args[i + 1] and args[i + 1] ~= "" then savePath = args[i + 1] elseif a == "--speed" and tonumber(args[i + 1]) then speedOverride = tonumber(args[i + 1]) end end love.graphics.setDefaultFilter("nearest", "nearest") if editorMode then package.path = love.filesystem.getSource() .. "/tools/save-editor/?.lua;" .. love.filesystem.getSource() .. "/tools/save-editor/panels/?.lua;" .. package.path EditorApp = require("App") EditorApp.load(savePath) return end local RomImporter = require("src.import.RomImporter") local forceImport = os.getenv("POKEPORT_FORCE_IMPORT") == "1" local importPath = os.getenv("POKEPORT_IMPORT_ROM") -- Scripted / headless runs pick their game from POKEPORT_VERSION (default -- Red); the launcher's per-column choice does not apply to them. local scriptedVersion = os.getenv("POKEPORT_VERSION") or "red" local ready = RomImporter.isReady(scriptedVersion) -- Scripted / headless runs have to reach the game with no human pressing -- Play: an autopilot, a frame driver, an import-only build step, or an -- explicit ROM path all bypass the interactive launcher and keep today's -- import-then-boot (or boot-straight-in) behavior. local scripted = os.getenv("POKEPORT_AUTOPILOT") or os.getenv("POKEPORT_DRIVER") or os.getenv("POKEPORT_IMPORT_ONLY") == "1" or importPath ~= nil if scripted then if forceImport or not ready then -- The importer detects the dropped/loaded ROM's version by SHA-1 and -- passes it to onComplete; boot that version. Importer = RomImporter.new(function(version) if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then love.event.quit() return end Importer = nil bootGame(version or scriptedVersion) end) if importPath then Importer:startPath(importPath) end return end bootGame(scriptedVersion) return end -- Interactive: the launcher always runs. Red and Blue are each live: a -- column shows Play when that game's ROM is already imported, or Choose ROM -- / drag-drop when it is not (Yellow is still a placeholder). Any dropped -- .gb is routed to Red or Blue by its SHA-1; pressing Play boots that game. Importer = RomImporter.new(function(version) Importer = nil bootGame(version) end, { launcher = true, forceImport = forceImport }) end function love.update(dt) if editorMode then return EditorApp.update(dt) end if Importer then return Importer:update(dt) end -- Scripted runs (autopilot / POKEPORT_DRIVER) observe and act exactly -- once per Game:update, so they must keep a 1:1 relationship with the -- logic step. Fast-forwarding them by scaling the step inside -- Game:update would run N steps per observation: a held direction walks -- through all N, the player slides past the waypoint, and the script -- re-plans from an overshot cell. So iterate the whole act+step loop -- instead -- same script, just more of it per rendered frame. local iterations = scriptedIterations() if autopilot then for _ = 1, iterations do autopilot.update() Game:update(1 / 60) -- deterministic stepping for the autopilot end return end if driverCo then for _ = 1, iterations do local ok, err = coroutine.resume(driverCo, Game) if not ok then print("driver error: " .. tostring(err)) love.event.quit(1) return end if coroutine.status(driverCo) == "dead" then love.event.quit() return end Game:update(1 / 60) end return end Game:update(dt) end function love.draw() if editorMode then return EditorApp.draw() end if Importer then return Importer:draw() end Game:draw() -- frame capture requested by a driver if Game.capturePath then local path = Game.capturePath Game.capturePath = nil love.graphics.captureScreenshot(function(imagedata) local fd = imagedata:encode("png") local f = io.open(path, "wb") if f then f:write(fd:getString()) f:close() end end) end end function love.keypressed(key, scancode, isrepeat) if editorMode then return EditorApp.keypressed(key) end if Importer then return Importer:keypressed(key) end Game:keypressed(key) end function love.keyreleased(key) if editorMode then return end if Importer then return end Game:keyreleased(key) end function love.gamepadpressed(joystick, button) if editorMode then return end if Importer then return end Game:gamepadpressed(joystick, button) end function love.gamepadreleased(joystick, button) if editorMode then return end if Importer then return end Game:gamepadreleased(joystick, button) end function love.gamepadaxis(joystick, axis, value) if editorMode then return end if Importer then return end Game:gamepadaxis(joystick, axis, value) end function love.joystickremoved(joystick) if editorMode then return end if Importer then return end Game:joystickremoved(joystick) end -- f is true on focus gained, false on focus lost (e.g. alt-tab). A held -- direction's key-up can be delivered to the OS instead of the game while -- unfocused, so reset input on either transition rather than trust it. function love.focus(f) if editorMode then return end if Importer then if Importer.focus then Importer:focus(f) end return end Game:focus(f) end -- v is true when the window becomes visible again, false on minimize. function love.visible(v) if editorMode then return end if Importer then return end Game:visible(v) end function love.touchpressed(id, x, y, dx, dy, pressure) if editorMode then return end if Importer then return Importer:mousepressed(x, y, 1) end Game:touchpressed(id, x, y) end function love.touchmoved(id, x, y, dx, dy, pressure) if editorMode then return end if Importer then return end Game:touchmoved(id, x, y) end function love.touchreleased(id, x, y, dx, dy, pressure) if editorMode then return end if Importer then return end Game:touchreleased(id, x, y) end function love.wheelmoved(x, y) if editorMode then if EditorApp.wheelmoved then return EditorApp.wheelmoved(x, y) end return end if Importer then return end Game:wheelmoved(x, y) end function love.mousepressed(x, y, button) if Importer then return Importer:mousepressed(x, y, button) end if editorMode and EditorApp.mousepressed then return EditorApp.mousepressed(x, y, button) end if mouseTouch and Game and button == 1 then Game:touchpressed("mouse", x, y) end end function love.mousereleased(x, y, button) if Importer then return end if editorMode and EditorApp.mousereleased then return EditorApp.mousereleased(x, y, button) end if mouseTouch and Game and button == 1 then Game:touchreleased("mouse", x, y) end end function love.mousemoved(x, y) if editorMode or Importer then return end if mouseTouch and Game and love.mouse.isDown(1) then Game:touchmoved("mouse", x, y) end end function love.textinput(text) if Importer then return end if editorMode and EditorApp.textinput then return EditorApp.textinput(text) end end function love.quit() if editorMode and EditorApp.quit then return EditorApp.quit() -- return true to abort quit end pcall(function() require("src.core.DiscordPresence").shutdown() end) end function love.filedropped(file) if editorMode and EditorApp and EditorApp.filedropped then return EditorApp.filedropped(file) end if Importer then Importer:filedropped(file) end end local function pacingEnabled() if os.getenv("POKEPORT_AUTOPILOT") then return false end if os.getenv("POKEPORT_DRIVER") then return false end if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then return false end return true end function love.run() if love.load then love.load(love.arg.parseGameArguments(arg), arg) end -- don't let love.load's cost land in the first frame's dt if love.timer then love.timer.step() end local FrameCap = require("src.core.FrameCap") local paced = pacingEnabled() -- The deadline the next present() should not beat. Carried forward one -- budget per frame so pacing stays even instead of drifting with the -- per-frame sleep-granularity jitter. local nextFrame = love.timer and love.timer.getTime() or 0 local dt = 0 return function() -- process events if love.event then love.event.pump() for name, a, b, c, d, e, f in love.event.poll() do if name == "quit" then if not love.quit or not love.quit() then return a or 0 end end love.handlers[name](a, b, c, d, e, f) end end -- update dt if love.timer then dt = love.timer.step() end -- call update and draw if love.update then love.update(dt) end if love.graphics and love.graphics.isActive() then love.graphics.origin() love.graphics.clear(love.graphics.getBackgroundColor()) if love.draw then love.draw() end love.graphics.present() end if love.timer then if paced then -- Sleep out the remainder of the frame budget, measured from the -- carried deadline, in small chunks so the OS timer stays -- responsive. vsync is untouched: when it already paces slower -- than the cap the remainder is <= 0 and this rounds to a no-op. local budget = 1 / FrameCap.current nextFrame = nextFrame + budget local now = love.timer.getTime() -- A stall (alt-tab, a GC pause, a blocked import) can leave the -- deadline more than a full budget in the past; re-anchor to now so -- we pace the next frame rather than burst uncapped to catch up. if now - nextFrame > budget then nextFrame = now end while true do local remaining = nextFrame - love.timer.getTime() if remaining <= 0 then break end love.timer.sleep(remaining < 0.001 and remaining or 0.001) end else love.timer.sleep(0.001) end end end end