# Native modding The modding book lives on the [project wiki](https://github.com/bryanthaboi/gen1recomp/wiki). - [Getting started](https://github.com/bryanthaboi/gen1recomp/wiki/Getting-Started) — install a mod, write a first one, enable and disable it. - [Tutorials](https://github.com/bryanthaboi/gen1recomp/wiki/Tutorials) — twelve dependency-ordered rungs, each a runnable mod. - [Cookbook](https://github.com/bryanthaboi/gen1recomp/wiki/Cookbook) — task-sized recipes. - [Registry reference](https://github.com/bryanthaboi/gen1recomp/wiki/Reference-Registries) — every registry, generated from `src/mods/Schemas.lua`. Regenerate the reference straight into a wiki checkout: ```sh luajit tools/gen_registry_docs.lua ../gen1recomp.wiki ``` ## Editing maps in Tiled Maps are data, not assets, so they can be authored in a real map editor and exported as a mod. `tools/tiled_export.py` builds a [Tiled](https://www.mapeditor.org) workspace out of the imported ROM cache: ```sh python3 tools/tiled_export.py # -> build/tiled/ (gitignored) ``` Open `build/tiled/gen1.tiled-project`, edit any of the 222 maps (or `kanto.world` for the stitched overworld), and export with the `gen1-mod-export` extension — one map file, or a whole loadable mod folder. An edited vanilla map becomes a `mod.content.maps:patch` carrying only the fields that moved; a new map becomes a `:register`. See `docs/new-features.md` and the extension's own README. ## Rendering pipelines Most registries hand the engine *content*. `render_pipelines` hands it *drawing*: a pipeline is a display mode a mod owns, which may replace the overworld's world pass with geometry of its own and/or post-process the finished image. `mods/voxel_world` is the worked example — a 3D diorama overworld plus a tilt-shift miniature pass, in about 120 lines of glue over its renderer. A record declares what the mode *is*; the engine (`src/render/Pipelines.lua`) supplies everything about *being a display mode*: the OFF/1/2/3 ladder, an options row next to TILT, a hotkey, persistence in `save.options.pipelines`, and the rule that a world pipeline and the engine's own TILT are mutually exclusive. ```lua mod.content.render_pipelines:register("diorama", { label = "DIORAMA", -- options row label levels = { "OFF", "15", "35", "50" }, -- ladder; defaults to OFF/ON hotkey = "6", -- checked after the engine's keys priority = 20, -- highest eligible wins the world available = function() return Renderer3D.ok() end, update = function(dt, level) Camera.ease(dt, level) end, drawWorld = function(ctx) return renderScene(ctx) end, }) ``` Three draw stages, each optional; a record needs at least one: | stage | signature | runs | | --- | --- | --- | | `drawWorld` | `(ctx) -> canvas \| nil` | instead of the flat/tilt world pass | | `worldPresent` | `(canvas, ctx) -> canvas` | over the world, **before** the UI composites | | `present` | `(canvas, ctx) -> canvas` | over the whole frame, world and UI alike | `worldPresent` is the one to reach for when an effect must leave dialog boxes and menus crisp — a depth-of-field or colour grade on the world only. `present` is for effects that genuinely own the screen, like a CRT curve. `ctx` carries the frame: `state`, `cam`, `vw`/`vh` (world-pixel view), `width`/`height` (window pixels), `scale`, `level`, `paletteFor(map)` and `spriteColors(map)`. It also carries `ctx.drawFx(project, scale)` — call it with your own projection and the engine draws every active field effect (the "!" bubble, the Poké Center heal machine, the Fly bird, the fishing rod, Rock Tunnel darkness) at its correct anchor under your camera. There is exactly one copy of each effect, so a new engine effect works in your pipeline without you touching anything. Three rules worth knowing: - **`gate` governs input, never the draw.** It decides whether the player may *change* the mode (default: free-roam overworld only). A mode that stopped rendering during a warp would flash the flat 2D world every time the player walked through a door. - **`available` is re-read every frame** and is the only thing that decides whether the mode can render at all. Answer `false` on a headless run or a driver with no depth canvas and the engine silently keeps the vanilla 2D path — which is why shipping a pipeline enabled is safe. - **A callback that throws retires its pipeline**, attributed to your mod in the manager's error feed, and the frame falls back to 2D. A broken renderer costs the player a display mode, never the game. Returning `nil` from `drawWorld` is a normal answer meaning "not this frame"; the engine draws the vanilla world instead. ## Battle sprite scaling The enemy's front pic draws at 1x and the player's back pic at 2x, the way the Game Boy did. A mod can override either, per species or per image. Per species, on the `pokemon` record: ```lua -- MEW's back pic renders 1.5x; its front pic is untouched mod.content.pokemon:patch("MEW", { battleScaleBack = 1.5 }) ``` `battleScaleFront` scales the enemy pic, `battleScaleBack` the player pic; both take a number in `0.25 .. 4.0`. Per image, on the `battle_sprite_scales` registry, keyed by the asset path exactly as the data references it: ```lua mod.content.battle_sprite_scales:register("abra_back", { path = "assets/generated/battle/back/abrab.png", scale = 1.5, }) ``` An image-level entry beats the species scale for that one pic, and it is the only way to scale a pic that is not species-keyed — the player's trainer back sprite, held on screen until "Go!", is a bare image path. The resolution order at draw time is **image-level → species-level → default** (1x front, 2x back). - **The pic stays grounded at every scale.** The player pic keeps its feet flush on the text-box top (`y = 96`); the enemy pic keeps its bottom edge and horizontal centre pinned in its 7×7 slot. A larger pic grows upward and outward from that anchor, never off the shelf. - **Scaling composes with the send-out grow.** The `AnimateSendingOutMon` 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. ## Durable tool storage and runtime checkpoints `mod.save` remains the right place for state that should travel with the next normal Pokémon SAVE. Tools that need independently written, larger data-only records can use `mod.storage`; the engine scopes every logical key by game version, opaque playthrough identity, and mod id, and routes it through the same standard or portable persistence backend as saves: ```lua local context, code, message = mod.storage:context(game) local ok, code, message = mod.storage:write(game, "history/quick/q0001", { format = 1, createdAt = os.time(), payload = { money = 3000 }, }) local value, code, message = mod.storage:read(game, "history/quick/q0001") local keys, code, message = mod.storage:list(game, "history/quick") local deleted, code, message = mod.storage:delete(game, "history/quick/q0001") ``` Values must be tables containing serializable data only. Keys are conservative slash-separated segments (letters, digits, `_`, `-`); paths and filesystem handles are never exposed. Writes are staged and decode-verified, reads recover from a valid staged/backup generation, and methods return structured errors for normal data or I/O failures. The playthrough identity is allocated lazily on the first storage/checkpoint call, so an unused API changes no save bytes. `mod.checkpoints` captures and reconstructs engine-owned semantic runtime state: ```lua local capability = mod.checkpoints:inspect(game) if capability.canCapture then local checkpoint, code, message = mod.checkpoints:capture(game) -- Store the detached data-only checkpoint through mod.storage. end local ok, code, message = mod.checkpoints:restore(game, checkpoint) ``` Checkpoint format 1 supports settled overworld control only: the overworld must be topmost, the player stationary on a tile, and no transition, menu, script, queued script movement, or partial field animation may be active. Refusals carry a stable `reason` and readable `message`. Capture excludes global options and runtime objects. Restore validates format, game/playthrough identity, content, and coordinates before mutation; preserves current options; suppresses normal map-entry/save-load side effects; verifies a recapture; and rolls back in memory if reconstruction fails. Callers that need crash recovery should durably capture their own recovery checkpoint before restore. See RFC 0003 and RFC 0004 for exact contracts and error codes. ## Developer console Boot with developer mode on to unlock the in-game console and hot-reload hotkeys. Either set `POKEPORT_DEV=1` in the environment or pass `--developer` on the command line: ```sh love . --developer ``` While developer mode is active: - `` ` `` (backtick) opens the console overlay — a Lua REPL with `game`, `data` and `mods` in scope. Press `` ` `` again to close it. - `F5` hot-reloads mods and asset caches without restarting. The console understands these verbs (anything else is evaluated as Lua): - `warp MAP [x y]` — teleport to a map (default cell 5,5). - `give ID [n|level]` — add an item (count) or a Pokémon (level). - `flag NAME [on|off]` — read or set an event flag. - `party` — dump the current party. - `mods` — list loaded mods and their state. - `reload` — hot-reload mods (same as `F5`). - `trace PAT | trace off` — trace events/hooks matching a glob pattern. - `help` — list the verbs. ## Tool input and title-menu hooks Tool mods that need to act once per game logic tick can wrap `input.step`. It runs immediately before queued button edges are promoted, so input added by the wrapper is visible during that same fixed step. The callback receives `(next, game, dt)` and must call `next(game, dt)`. `input.pointer` delivers uncaptured gameplay pointer events -- touches and real mouse input alike. The callback receives `(next, game, ev)` where `ev` is `{ phase, source, id, x, y, dx, dy, pressure, button }`: `phase` is `"pressed"`, `"moved"`, `"released"` or `"cancelled"`; `source` is `"touch"` or `"mouse"`; `id` is the LÖVE touch id or `"mouse"`; and the coordinates are LOVE window units, the same space `render.hud`'s viewport and the touch overlay lay out in. The on-screen touch controls keep first refusal: a pointer that begins on a virtual control belongs to the pad for its whole lifecycle and never reaches the hook, while one that begins outside stays visible even if it later crosses a control. A real mouse reaches the hook without `POKEPORT_TOUCH` (synthesized `istouch` mouse twins are dropped, so a mobile touch fires once), and focus or visibility loss and input recovery deliver a `"cancelled"` for every pointer the hook saw pressed but not yet released. Return `true` without calling `next` to consume the event. `mod.input` presses GB buttons source-safely. `mod.input:tap(game, btn)` queues exactly one `wasPressed` edge for the next fixed step and holds nothing; `local token = mod.input:press(game, btn)` holds the button until `mod.input:release(token)`. Buttons are `up`, `down`, `left`, `right`, `a`, `b`, `start` and `select`. Every press is its own input source inside the engine's multi-source bookkeeping, so releasing a token never clears a hold the keyboard, a controller, the touch overlay or another mod still owns; `release` is idempotent and refuses tokens taken by another mod. Outstanding tokens are released automatically on entry-chunk rollback, hot reload and input recovery. `ui.title_menu.items` receives `(next, game, items)` and follows the same decorate-after-`next` convention as `ui.start_menu.items`. It is the safe place for a tool to offer a fresh-session action before gameplay begins. Ephemeral tools can wrap `save.write(next, game)` and return `false` to veto a progress write before world state is captured or any bytes reach disk. `render.hud` receives `(next, game, viewport)` after the finished game frame is composited and before touch controls draw. The window-space viewport contains `width`, `height`, `gameX`, `gameY`, `gameWidth`, `gameHeight`, `scale`, `dpiX`, and `dpiY`, so a tool can use the letterbox margins without drawing over the playfield or pushing an updating game state. `render.compose` wraps the whole-window composite in `Renderer:endFrame`. It receives `(next, renderer, ctx)`; returning `true` without calling `next` hands the mod full control of the window, while calling `next` runs the engine's normal single-window composite so the mod can decorate around it. `ctx` carries the finished `worldCanvas` and `uiCanvas` with their SGB `zones` / `worldZones`, `worldActive`, the frame metrics (`ww`, `wh`, `pw`, `ph`, `ox`, `oy`, `vpw`, `vph`, `scale`, `Sx`, `Sy`, `dpiX`, `dpiY`), `renderer:blitCanvas(...)` for a palette-correct blit of either canvas into an arbitrary screen rect, and the `secondScreen` bridge (`available()` / `push(imageData, w, h)` / `setEnabled`) for driving a second physical display. This is what lets a mod lay the two passes out as two stacked Game Boy screens, or push one onto a second screen, without the engine knowing the layout. `screen.render_visible` receives `(next, state)` while the main screen is being composed. Return `false` to omit that state from drawing, opacity selection and palette-zone ownership. The state remains on the stack and keeps its normal update and input ownership, so a mod can mirror a native menu on another display without reimplementing it. The default is `true`. Treat the wrapper as a pure predicate: the renderer may ask it more than once per frame. Developer mode also arms the mod loader's dev tripwire, which flags mods that reach outside their permission set.