-- Gen 2 title: colored TitleScreenTilemap BG, scrolling clouds, Ho-Oh -- wing-flap (Frameset_GSIntroHoOhLugia), spark trails, A/Start to continue. -- drawWidescreen fills the window with sky/clouds so widescreen has no -- pillarbox voids; the 160x144 art stays aspect-centered on top. -- Every Gold/Silver difference arrives as a title.lua key, defaulted to Gold. -- src/render/Assets.lua is the mod-override choke point: a raw -- love.graphics.newImage skips overrides/ and AssetTransform output. local Assets = require("src.render.Assets") local Chrome = require("src.ui.gen2.Chrome") local GbcPalette = require("src.render.GbcPalette") local Music = require("src.core.Music") local Runtime = require("src.mods.Runtime") local Sound = require("src.core.Sound") local SpriteAnims = require("src.ui.gen2.SpriteAnims") local TitleState = {} TitleState.__index = TitleState TitleState.isOpaque = true -- title_bg_gold.pal mid-sky shade, for a cache built before title.sky existed. local SKY = { 123 / 255, 165 / 255, 255 / 255, 1 } -- ...and its grey stand-in, for when COLOR is not GBC. The title art is the -- one thing in the port baked with its colours in (see the extractor), so the -- window fill that matches it has to be picked the same way the sheet is. -- The sky is BG colour 2, and LoadTitleScreenPals' rBGP (%11011000) sends -- that colour to shade 1, not to shade 2 -- the grey sheet is baked through -- the same register, so the fill has to follow it or the surround comes out -- darker than the screen it surrounds. local SKY_GRAY = { 170 / 255, 170 / 255, 170 / 255, 1 } local function tryImage(path) if not path then return nil end local ok, image = pcall(Assets.image, path) if ok then return image end return nil end function TitleState:wantsFillScale() return true end function TitleState:drawsWidescreen() return true end function TitleState.new(game, opts) opts = opts or {} local self = setmetatable({}, TitleState) self.game = game self.onContinue = opts.onContinue local title = opts.title or {} self.title = title self.screenColor = tryImage(title.screen or "assets/generated/title/title_screen.png") self.cloudsColor = tryImage(title.clouds or "assets/generated/title/clouds.png") self.trailColor = tryImage(title.trail or "assets/generated/title/trail.png") -- The uncoloured set, absent from a cache built before COLOR existed -- in -- which case pickArt falls back to the colour one and DMG simply looks the -- way it did before rather than failing to draw. self.screenGray = tryImage(title.screenGray) self.cloudsGray = tryImage(title.cloudsGray) self.trailGray = tryImage(title.trailGray) -- `depixel 12, 11` less the OAM bias and the pose's own origin; see the -- extractor, which writes the same pair into title.lua. self.hoohX = tonumber(title.hoohX) or 48 self.hoohY = tonumber(title.hoohY) or 56 self.cloudY = tonumber(title.cloudY) or 88 self.cloudScrollEvery = tonumber(title.cloudScrollEvery) or 8 -- AnimSeq_GSIntroHoOhLugia (engine/sprite_anims/functions.asm:820-838). self.hoohBobAmplitude = tonumber(title.hoohBobAmplitude) or 2 self.hoohBobStep = tonumber(title.hoohBobStep) or 1 local sky = title.sky self.sky = (type(sky) == "table" and #sky >= 3) and { sky[1], sky[2], sky[3], 1 } or SKY local below = title.below self.below = (type(below) == "table" and #below >= 3) and { below[1], below[2], below[3], 1 } or { 1, 1, 1, 1 } self.hoohColor, self.hoohGray = {}, {} local paths = title.hoohFrames if type(paths) == "table" then for i, path in ipairs(paths) do self.hoohColor[i] = tryImage(path) end end if #self.hoohColor == 0 then self.hoohColor[1] = tryImage(title.hooh or "assets/generated/title/hooh.png") end if type(title.hoohFramesGray) == "table" then for i, path in ipairs(title.hoohFramesGray) do self.hoohGray[i] = tryImage(path) end end self.sequence = title.hoohSequence or { { 1, 10 }, { 2, 9 }, { 3, 10 }, { 4, 10 }, { 3, 9 }, { 5, 10 }, } -- A frame shows duration + 1 ticks: GetSpriteAnimFrame stores the byte on -- the advancing tick and only decrements on the ones after -- (engine/sprite_anims/core.asm:400-434). Both editions' framesets total -- 64 ticks with it, locking the wing beat to the 64-tick sine bob. self.seqIndex = 1 self.seqLeft = (self.sequence[1] and self.sequence[1][2] or 10) + 1 self.frame = 1 -- AnimSeq_GSIntroHoOhLugia's SPRITEANIMSTRUCT_VAR1. self.hoohPhase = 0 self.frameCounter = 0 self.cloudScroll = 0 self.trails = {} -- UpdateTitleTrailSprite / TitleTrailCoords (intro_menu.asm:1069-1124), in -- pixels. self.trailSpawns = title.trailSpawns or { { 80, 88 }, { 104, 88 }, { 104, 88 }, { 120, 88 }, { 120, 88 }, { 88, 88 }, } self.trailSpawnIndex = 1 -- AnimSeq_GSTitleTrail (engine/sprite_anims/functions.asm:720-818). self.trailMode = title.trailMode or "gold" self.trailSpawnEvery = tonumber(title.trailSpawnEvery) or 4 self.trailStepX = tonumber(title.trailStepX) or 4 self.trailStepY = tonumber(title.trailStepY) or 1 self.trailBobAmplitude = tonumber(title.trailBobAmplitude) or 2 self.trailPhaseStep = tonumber(title.trailPhaseStep) or 3 self.trailPhase = tonumber(title.trailPhase) -- How far past the 160px frame trails may fly (GB pixels); set each draw. self.trailMaxX = 200 self.musicStarted = false -- engine/movie/title.asm:104-127,217-273,304-338 self.suicuneColor, self.suicuneGray = {}, {} if type(title.suicuneFrames) == "table" then for i, path in ipairs(title.suicuneFrames) do self.suicuneColor[i] = tryImage(path) end end if type(title.suicuneFramesGray) == "table" then for i, path in ipairs(title.suicuneFramesGray) do self.suicuneGray[i] = tryImage(path) end end self.suicuneX = tonumber(title.suicuneX) or 48 self.suicuneY = tonumber(title.suicuneY) or 96 -- SuicuneFrameIterator's `and %111` clock (engine/movie/title.asm:217-243). self.suicuneEvery = tonumber(title.suicuneEvery) or 8 self.suicuneTick = 0 self.suicuneFrame = 1 self.gemColor = tryImage(title.gem) self.gemGray = tryImage(title.gemGray) self.gemX = tonumber(title.gemX) or 56 self.gemRestY = tonumber(title.gemY) or 6 self.gemStep = tonumber(title.gemStep) or 2 -- TitleScreenEntrance (engine/menus/intro_menu.asm:1078-1123): hSCX walks -- to 0 while alternating logo lines converge and the gem descends. local entrance = type(title.entrance) == "table" and title.entrance or nil self.entrance = entrance self.entranceScx = entrance and (tonumber(entrance.scx) or 112) or 0 self.entranceStep = entrance and (tonumber(entrance.step) or 4) or 4 self.entranceLines = entrance and (tonumber(entrance.lines) or 80) or 0 self.entranceHideBelow = entrance and tonumber(entrance.hideBelow) or nil self.gemY = entrance and (tonumber(title.gemFromY) or -50) or self.gemRestY self.entranceSfx = title.entranceSfx -- engine/menus/intro_menu.asm:951-966 self.timeoutFrames = tonumber(title.timeoutFrames) or ((self.trailMode == "silver") and (73 * 60 + 36) or (84 * 60 + 16)) self.onTimeout = opts.onTimeout -- The copyright window line is pal 7 (engine/movie/title.asm:40-43); its -- colour 0 backs the whole band. local pals = type(title.palettes) == "table" and title.palettes.bg or nil local band = type(pals) == "table" and type(pals[8]) == "table" and pals[8][1] or nil self.bandColor = (type(band) == "table" and #band >= 3) and { band[1] / 255, band[2] / 255, band[3] / 255, 1 } or { 0, 0, 0, 1 } return self end function TitleState:startMusic() if self.musicStarted then return end local data = self.game and self.game.data if data and data.audio and data.audio.runtime then Music.play(data, "Music_TitleScreen", true, { reason = "title" }) self.musicStarted = true end end function TitleState:enter() if self.entrance then -- _TitleScreen silences the channels and plays the entrance sting; -- MUSIC_TITLE waits for the entrance to land -- (engine/movie/title.asm:184,210-213; engine/menus/intro_menu.asm:1118-1119). Music.stop() local data = self.game and self.game.data if data and data.audio and data.audio.runtime and self.entranceSfx and data.audio.sfx and data.audio.sfx[self.entranceSfx] then Sound.play(data, self.entranceSfx) end else self:startMusic() end -- intro.boot.title: the last card of the GS boot cinema, up with its music -- started. Gen 2 only, like the rest of intro.boot.* (see -- src/ui/gen2/CopyrightSplash.lua for why the set is new rather than shared). -- Its end is the main menu opening, which src/ui/gen2/MainMenu.lua owns, so -- there is no `ended` name here. The title's MENU is a different seam again: -- that is Gen 1's `ui.title_menu.items`, which Gold reaches through the main -- menu rather than through this screen. if Runtime.wants("intro.boot.title") then Runtime.emit("intro.boot.title", { screen = self, game = self.game }) end end -- Sprites_Sine hands back the byte the ASM leaves in a, so the down half of -- the wave arrives in two's complement and is a signed pixel delta here. local function signed(value) if value >= 0x80 then return value - 0x100 end return value end -- AnimSeq_GSIntroHoOhLugia (engine/sprite_anims/functions.asm:820-838). function TitleState:hoohBob() return signed(SpriteAnims.sine(self.hoohPhase, self.hoohBobAmplitude)) end function TitleState:advanceHooh() self.hoohPhase = (self.hoohPhase + self.hoohBobStep) % 256 self.seqLeft = self.seqLeft - 1 if self.seqLeft > 0 then return end self.seqIndex = self.seqIndex + 1 if self.seqIndex > #self.sequence then self.seqIndex = 1 end local step = self.sequence[self.seqIndex] self.frame = step[1] self.seqLeft = step[2] + 1 end function TitleState:spawnTrail() if not (self.trailColor or self.trailGray) then return end if #self.trailSpawns == 0 then return end if self.frameCounter % self.trailSpawnEvery ~= 0 then return end local spawn = self.trailSpawns[self.trailSpawnIndex] self.trailSpawnIndex = self.trailSpawnIndex % #self.trailSpawns + 1 if not spawn then return end self.trails[#self.trails + 1] = { x = spawn[1], y = spawn[2], phase = self.trailPhase or love.math.random(0, 255), } end function TitleState:stepTrails() local alive = {} local maxX = self.trailMaxX or 200 local silver = self.trailMode == "silver" for _, t in ipairs(self.trails) do t.x = t.x + self.trailStepX t.y = t.y + self.trailStepY t.phase = t.phase + self.trailPhaseStep if silver then t.drawY = t.y + signed(SpriteAnims.sine(t.phase, self.trailBobAmplitude)) else t.drawY = t.y + math.floor(math.sin(t.phase / 16) * self.trailBobAmplitude) end if t.x < maxX then alive[#alive + 1] = t end end self.trails = alive end -- SuicuneFrameIterator (engine/movie/title.asm:217-249): advance once per -- `suicuneEvery` frames, cycling the four frame bases. function TitleState:advanceSuicune() if #self.suicuneColor == 0 then return end local c = self.suicuneTick self.suicuneTick = (c + 1) % 256 if c % self.suicuneEvery ~= 0 then return end self.suicuneFrame = math.floor(c % (self.suicuneEvery * 4) / self.suicuneEvery) + 1 end function TitleState:update(_dt) self.frameCounter = self.frameCounter + 1 self:advanceHooh() self:advanceSuicune() if self.frameCounter % self.cloudScrollEvery == 0 then self.cloudScroll = (self.cloudScroll - 1) % 160 end self:spawnTrail() self:stepTrails() if self.entranceScx > 0 then -- TitleScreenEntrance polls no buttons and moves the gem by 2 a frame -- (engine/menus/intro_menu.asm:1078-1107; engine/movie/title.asm:340-362). self.entranceScx = math.max(0, self.entranceScx - self.entranceStep) if self.gemY < self.gemRestY then self.gemY = math.min(self.gemRestY, self.gemY + self.gemStep) end if self.entranceScx == 0 then self:startMusic() -- TitleScreenTimer only starts once the entrance scene hands over -- (engine/menus/intro_menu.asm:1110-1136). self.timeoutStart = self.frameCounter end return end -- engine/menus/intro_menu.asm:1023-1059 if self.timeoutFrames and self.onTimeout then if self.fadeStart then if self.frameCounter - self.fadeStart >= 60 then self.onTimeout() end return end if self.frameCounter - (self.timeoutStart or 0) >= self.timeoutFrames then self.fadeStart = self.frameCounter Music.fadeOut(8) return end end local input = self.game.input if input and (input:wasPressed("a") or input:wasPressed("start")) then if self.onContinue then self.onContinue() end end end function TitleState:gray() return GbcPalette.mode == "dmg" or GbcPalette.mode == "classic" end function TitleState:art() if self:gray() then return self.screenGray or self.screenColor, self.cloudsGray or self.cloudsColor, self.trailGray or self.trailColor, (#self.hoohGray > 0) and self.hoohGray or self.hoohColor end return self.screenColor, self.cloudsColor, self.trailColor, self.hoohColor end -- Tile the cloud strip across [x0, x1) in GB pixel space (y = 0 of strip). function TitleState:drawCloudSpan(x0, x1) local _, clouds = self:art() if not clouds then return end local G = love.graphics local s = self.cloudScroll % 160 -- First tile origin such that the scroll lines up with the 160px frame. local start = math.floor((x0 + s) / 160) * 160 - s for x = start, x1, 160 do G.draw(clouds, x, 0) end end -- TitleScreenEntrance's interlace: even lines slide in from the left, odd -- from the right, converging as hSCX walks to 0 -- (engine/menus/intro_menu.asm:1084-1103). function TitleState:drawEntranceScreen(screen) local G = love.graphics local scx = self.entranceScx if scx <= 0 then G.draw(screen, 0, 0) return end local w, h = screen:getDimensions() local lines = math.min(self.entranceLines, h) self.entranceQuad = self.entranceQuad or G.newQuad(0, 0, w, 1, w, h) for line = 0, lines - 1 do self.entranceQuad:setViewport(0, line, w, 1, w, h) G.draw(screen, self.entranceQuad, line % 2 == 0 and -scx or scx, line) end -- hWY holds the copyright window off screen until the entrance lands -- (engine/movie/title.asm:198-199; engine/menus/intro_menu.asm:1121-1122). local bottom = (self.entranceHideBelow or h) - lines if bottom > 0 then self.entranceQuad:setViewport(0, lines, w, bottom, w, h) G.draw(screen, self.entranceQuad, 0, lines) end end function TitleState:drawContent() local G = love.graphics local screen, _, trail, hoohFrames = self:art() G.setColor(1, 1, 1, 1) local gem = self:gray() and (self.gemGray or self.gemColor) or self.gemColor local suicuneFrames = nil if #self.suicuneColor > 0 then suicuneFrames = (self:gray() and #self.suicuneGray > 0) and self.suicuneGray or self.suicuneColor end if gem or suicuneFrames then -- Crystal's layering: the gem is OAM_PRIO so every BG colour 1-3 pixel -- beats it; Suicune is BG; the window copyright covers Suicune's last -- row (engine/movie/title.asm:81-85,334; engine/menus/intro_menu.asm:1121-1122). local fill = self:gray() and SKY_GRAY or self.sky G.setColor(fill[1], fill[2], fill[3], 1) G.rectangle("fill", 0, 0, 160, 144) G.setColor(1, 1, 1, 1) if gem then G.draw(gem, self.gemX, self.gemY) end if suicuneFrames then local frame = suicuneFrames[self.suicuneFrame] or suicuneFrames[1] if frame then G.draw(frame, self.suicuneX, self.suicuneY) end end if self.entranceScx <= 0 then -- The pal-7 window line covers the BG once hWY lands at $88 -- (engine/movie/title.asm:40-43; engine/menus/intro_menu.asm:1121-1122). local bandTop = self.entranceHideBelow or 136 local band = self.bandColor G.setColor(band[1], band[2], band[3], 1) G.rectangle("fill", 0, bandTop, 160, 144 - bandTop) G.setColor(1, 1, 1, 1) end if screen then self:drawEntranceScreen(screen) end return end if screen then -- title_screen.png already carries the cart's © GAME FREAK line on row 17. G.draw(screen, 0, 0) else G.rectangle("fill", 0, 0, 160, 144) end -- Center cloud scroll (matches the side tiles from drawWidescreen). G.push() G.translate(0, self.cloudY) self:drawCloudSpan(0, 160) G.pop() local bob = self:hoohBob() local hooh = hoohFrames[self.frame] or hoohFrames[1] if hooh then G.draw(hooh, self.hoohX, self.hoohY + bob) end if trail then for _, t in ipairs(self.trails) do G.draw(trail, t.x, t.drawY or t.y) end end end -- Letterboxed fallback (non-widescreen hosts). function TitleState:draw() self:drawContent() end -- Full-window sky + cloud wrap, then centered 160x144 art. function TitleState:drawWidescreen(winW, winH) local G = love.graphics local scale = Chrome.fitScale(winW, winH) local ox, oy = Chrome.fitOrigin(winW, winH, scale) local cloudTop = oy + self.cloudY * scale -- Let trails fly into the side bands. self.trailMaxX = math.ceil((winW - ox) / scale) + 16 -- Sky above the cloud line, title.below under it (Gold's white cloud -- field, Silver's black sea) : edge to edge. The fill has to match -- whichever baked set is showing, or the surround would stay blue around a -- grey screen. local sky = self:gray() and SKY_GRAY or self.sky G.setColor(sky[1], sky[2], sky[3], 1) G.rectangle("fill", 0, 0, winW, math.max(0, cloudTop)) local below = self.below G.setColor(below[1], below[2], below[3], 1) G.rectangle("fill", 0, cloudTop, winW, winH - cloudTop) G.setColor(1, 1, 1, 1) -- Clouds across the full window width, aligned to the GB cloud band. G.push() G.translate(ox, cloudTop) G.scale(scale, scale) local left = -math.ceil(ox / scale) - 160 local right = math.ceil((winW - ox) / scale) + 160 self:drawCloudSpan(left, right) G.pop() -- Centered original composition (logo / Ho-Oh / copyright / trails). G.push() G.translate(ox, oy) G.scale(scale, scale) self:drawContent() G.pop() end return TitleState