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gen1recomp/src/ui/gen2/MagnetTrainRide.lua
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2026-08-26 12:04:06 -04:00

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16 KiB
Lua

-- The Magnet Train ride, drawn (pokegold engine/events/magnet_train.asm).
--
-- src/core/gen2/MagnetTrain.lua is the routine: the jumptable, the three SCX
-- bands and the player's frameset, all love-free. This is the presentation,
-- and it is the cart's presentation rather than an approximation of it:
--
-- * MagnetTrain_LoadGFX_PlayMusic loads NO background tiles. The train, the
-- bushes and the window are all drawn out of whatever the map's tileset
-- already had in VRAM, which for both stations is TILESET_TRAIN_STATION --
-- so the sheet this screen bakes from is the same one the overworld was
-- drawing a frame earlier.
-- * The two tilemaps behind DrawMagnetTrain (MagnetTrainBGTiles, a 2x18
-- vertical strip repeated across all 32 columns, and MagnetTrainTilemap,
-- the 20x4 train laid over rows 6-9) come from the extracted cache at
-- data.gen2Field.magnetTrain. A cache built before the extractor
-- learned to follow them has neither, and then the ride runs with a
-- blank screen rather than with invented art.
-- * The background is baked into a 256x144 canvas once, because the only
-- thing that changes per frame is the per-band SCX.
-- * SetMagnetTrainPals gives the four bush rows and the four bottom rows
-- PAL_BG_GREEN, the ten train rows PAL_BG_GRAY and the six window tiles
-- PAL_BG_YELLOW, out of a TOWN palette set at the current time of day
-- (the routine pushes wEnvironment, forces TOWN, and pops it back).
--
-- Two hardware details from the cart are faithfully reproduced:
-- 1. Viewport wrapping: the 256x144 background scrolls in 3 LY override bands,
-- wrapped strictly within the 160x144 GB screen so pixels do not bleed into
-- the widescreen surround.
-- 2. OAM Priority (OAM_PRIO): the four player OBJs sit behind background
-- colours 1-3 and only show through the window's colour 0. This is drawn
-- via a base background pass, the player sprite, and an overlay pass where
-- shade 0 is transparent and solid train tiles mask the sprite.
local Assets = require("src.render.Assets")
local Chrome = require("src.ui.gen2.Chrome")
local FieldMoves = require("src.world.gen2.FieldMoves")
local GbcPalette = require("src.render.GbcPalette")
local MagnetTrain = require("src.core.gen2.MagnetTrain")
local Music = require("src.core.Music")
local Palettes = require("src.world.gen2.Palettes")
local Sound = require("src.core.Sound")
local MagnetTrainRide = {}
MagnetTrainRide.__index = MagnetTrainRide
MagnetTrainRide.isOpaque = true
local SCREEN_W, SCREEN_H = 160, 144
local BG_W = 256 -- TILEMAP_WIDTH * 8
local TILES_PER_ROW = 16 -- every 2bpp sheet the importer writes
local BLACK = { 0, 0, 0 }
-- Overlay shader for OAM_PRIO: shade 0 is transparent; shades 1-3 are solid
-- palette colors, masking any sprites beneath solid background tiles.
local OVERLAY_SHADER_SOURCE = [[
extern vec3 pal0;
extern vec3 pal1;
extern vec3 pal2;
extern vec3 pal3;
vec4 effect(vec4 tint, Image tex, vec2 uv, vec2 screen) {
vec4 px = Texel(tex, uv);
float shade = floor((1.0 - px.r) * 3.0 + 0.5);
vec3 rgb = pal0;
if (shade > 2.5) {
rgb = pal3;
} else if (shade > 1.5) {
rgb = pal2;
} else if (shade > 0.5) {
rgb = pal1;
}
float alpha = shade < 0.5 ? 0.0 : px.a;
return vec4(rgb, alpha) * tint;
}
]]
function MagnetTrainRide:wantsFillScale() return true end
-- opts: toGoldenrod (the wScriptVar the officer's script set), onDone()
function MagnetTrainRide.new(game, opts)
opts = opts or {}
local self = setmetatable({}, MagnetTrainRide)
self.game = game
self.data = game and game.data
self.onDone = opts.onDone
self.finished = false
local save = opts.save or (game and game.save)
self.gender = save and save.player and save.player.gender or nil
local field = self.data and self.data.gen2Field
local gfx = field and field.magnetTrain
self.ride = MagnetTrain.new({
toGoldenrod = opts.toGoldenrod,
bgTiles = gfx and gfx.bgTiles,
fgTilemap = gfx and gfx.tilemap,
})
self.tileset = self.data and self.data.gen2Tilesets
and self.data.gen2Tilesets.TILESET_TRAIN_STATION
self.palettes = self:bgPalettes()
self.spriteSheet = self:playerSheet()
-- PlayMusic2 MUSIC_MAGNET_TRAIN, the last thing the GFX load does.
local songs = self.data and self.data.audio and self.data.audio.songs
if songs and songs.Music_MagnetTrain then
Music.stop()
Music.play(self.data, "Music_MagnetTrain", true, { reason = "magnettrain" })
end
return self
end
-- GetSGBLayout with wEnvironment forced to TOWN and wTimeOfDayPal taken from
-- the real clock, so the bushes are the colour the outside world is right now
-- even though both stations are INDOOR maps.
function MagnetTrainRide:bgPalettes()
local data = self.data
local palettes = data and data.gen2Palettes
if not palettes then return nil end
return Palettes.bgSet(palettes, { environment = "TOWN" },
Palettes.clockDaytime())
end
function MagnetTrainRide:palette(slot)
local set = self.palettes
local colors = set and (set[slot] or set[1])
return colors
end
--------------------------------------------------------------------------
-- Sheets & Shaders
--------------------------------------------------------------------------
local function sheetFor(path)
if not path then return nil end
-- `and` would truncate pcall's second return, so this cannot fold into one
-- expression.
local ok, image = pcall(Assets.image, path)
if not (ok and image) then return nil end
image:setFilter("nearest", "nearest")
local width, height = image:getDimensions()
local quads = {}
for tile = 0, math.floor(width / 8) * math.floor(height / 8) - 1 do
quads[tile] = love.graphics.newQuad(
tile % TILES_PER_ROW * 8, math.floor(tile / TILES_PER_ROW) * 8,
8, 8, width, height)
end
return { image = image, quads = quads, width = width, height = height }
end
function MagnetTrainRide:tileSheet()
if self.sheet == nil then
self.sheet = sheetFor(self.tileset and self.tileset.image) or false
end
return self.sheet or nil
end
-- The player's own overworld sheet: six 16x16 frames stacked vertically, of
-- which MagnetTrain.SHEET_FRAME names the two the cutscene requests. Quads
-- are cut per 8x8 sub-tile rather than by the sheet's 16-pixel width, because
-- the OAM data addresses the four tiles of a frame individually.
function MagnetTrainRide:playerSheet()
local def = self:playerSpriteDef()
local path = def and def.image
if not path then return nil end
local ok, image = pcall(Assets.image, path)
if not (ok and image) then return nil end
image:setFilter("nearest", "nearest")
return { image = image }
end
-- The quad for one vtile of the two loaded blocks. A 2x2 frame is stored
-- top-left, top-right, bottom-left, bottom-right, which is the order
-- .OAMData_MagnetTrainRed's four `dbsprite` rows walk.
function MagnetTrainRide:playerQuad(vtile)
local sheet = self.spriteSheet
if not sheet then return nil end
local frame = MagnetTrain.SHEET_FRAME[vtile - (vtile % 4)]
if not frame then return nil end
self.playerQuads = self.playerQuads or {}
local quad = self.playerQuads[vtile]
if not quad then
local sub = vtile % 4
local w, h = sheet.image:getDimensions()
quad = love.graphics.newQuad(
(sub % 2) * 8, frame * 16 + math.floor(sub / 2) * 8, 8, 8, w, h)
self.playerQuads[vtile] = quad
end
return quad
end
function MagnetTrainRide:overlayShader()
if self.ovShader ~= nil then return self.ovShader or nil end
if not (love and love.graphics and love.graphics.newShader) then
self.ovShader = false
return nil
end
local ok, result = pcall(love.graphics.newShader, OVERLAY_SHADER_SOURCE)
self.ovShader = ok and result or false
return self.ovShader or nil
end
local function palChannel(colors, index)
local c = colors and colors[index]
if not c then return 0, 0, 0 end
return (c[1] or 0) / 255, (c[2] or 0) / 255, (c[3] or 0) / 255
end
function MagnetTrainRide:useOverlayShader(colors)
local sh = self:overlayShader()
if not sh then return false end
local resolved = GbcPalette.resolve(colors)
for i = 0, 3 do
local u = "pal" .. i
if sh:hasUniform(u) then
local r, g, b = palChannel(resolved, i + 1)
sh:send(u, { r, g, b })
end
end
love.graphics.setShader(sh)
return true
end
--------------------------------------------------------------------------
-- The baked backgrounds (Base + OAM_PRIO Overlay)
--------------------------------------------------------------------------
-- DrawMagnetTrain plus SetMagnetTrainPals, rendered once into 256x144 canvases.
-- Base canvas contains the full opaque background; Overlay canvas contains
-- solid shades 1-3 with shade 0 transparent for OAM_PRIO window masking.
function MagnetTrainRide:backgrounds()
if self.bgCanvas ~= nil then
return self.bgCanvas or nil, self.bgOverlayCanvas or nil
end
self.bgCanvas = false
self.bgOverlayCanvas = false
local rows = self.ride:tilemap()
local sheet = self:tileSheet()
if not (rows and sheet) then return nil, nil end
local ok1, baseCanvas = pcall(love.graphics.newCanvas, BG_W, SCREEN_H)
if not ok1 then return nil, nil end
baseCanvas:setFilter("nearest", "nearest")
local ok2, overlayCanvas = pcall(love.graphics.newCanvas, BG_W, SCREEN_H)
if ok2 and overlayCanvas then
overlayCanvas:setFilter("nearest", "nearest")
else
overlayCanvas = nil
end
local groups = {}
for row = 1, #rows do
for col = 1, #rows[row] do
local slot = MagnetTrain.paletteSlot(col - 1, row - 1)
groups[slot] = groups[slot] or {}
local list = groups[slot]
list[#list + 1] = { rows[row][col], (col - 1) * 8, (row - 1) * 8 }
end
end
local G = love.graphics
local previous = G.getCanvas()
G.push("all")
G.origin()
G.setScissor()
-- 1. Base background canvas (shades 0-3)
G.setCanvas(baseCanvas)
G.clear(0, 0, 0, 1)
G.setColor(1, 1, 1, 1)
local shader = GbcPalette.available()
for slot, list in pairs(groups) do
local colors = self:palette(slot)
if shader and colors then GbcPalette.use(colors) end
for _, cell in ipairs(list) do
local quad = sheet.quads[cell[1]]
if quad then G.draw(sheet.image, quad, cell[2], cell[3]) end
end
end
if shader then GbcPalette.clear() end
-- 2. Overlay canvas for OAM_PRIO (shades 1-3 solid, shade 0 transparent)
if overlayCanvas then
G.setCanvas(overlayCanvas)
G.clear(0, 0, 0, 0)
G.setColor(1, 1, 1, 1)
local ovShader = self:overlayShader()
for slot, list in pairs(groups) do
local colors = self:palette(slot)
if ovShader and colors then self:useOverlayShader(colors) end
for _, cell in ipairs(list) do
local quad = sheet.quads[cell[1]]
if quad then G.draw(sheet.image, quad, cell[2], cell[3]) end
end
end
if ovShader then G.setShader() end
end
G.setCanvas(previous)
G.pop()
self.bgCanvas = baseCanvas
self.bgOverlayCanvas = overlayCanvas
return baseCanvas, overlayCanvas
end
function MagnetTrainRide:background()
local base = self:backgrounds()
return base
end
--------------------------------------------------------------------------
-- Frame
--------------------------------------------------------------------------
function MagnetTrainRide:playSfx(name)
local audio = self.data and self.data.audio
local sfx = audio and audio.sfx
if sfx and sfx[Sound.resolve(self.data, name)] then
Sound.play(self.data, name)
end
end
function MagnetTrainRide:finish()
if self.finished then return end
self.finished = true
if self.onDone then self.onDone() end
end
function MagnetTrainRide:update(_dt)
if self.finished then return end
local sfx = self.ride:update()
if sfx then self:playSfx(sfx) end
if self.ride:done() then
-- MagnetTrain's .done tears the screen back down and returns to the
-- script, which then runs `warpcheck` and `newloadmap MAPSETUP_TRAIN`.
self:finish()
end
end
-- Draws the 3 LY override bands strictly wrapped inside the 160px GB screen.
function MagnetTrainRide:drawBands(canvas)
if not canvas then return end
local G = love.graphics
G.setColor(1, 1, 1, 1)
self.bandQuad = self.bandQuad
or love.graphics.newQuad(0, 0, SCREEN_W, 1, BG_W, SCREEN_H)
for _, band in ipairs(self.ride:bands()) do
local top, bottom, scx = band[1], band[2], band[3] % BG_W
local height = bottom - top + 1
local w1 = math.min(SCREEN_W, BG_W - scx)
self.bandQuad:setViewport(scx, top, w1, height, BG_W, SCREEN_H)
G.draw(canvas, self.bandQuad, 0, top)
if w1 < SCREEN_W then
local w2 = SCREEN_W - w1
self.bandQuad:setViewport(0, top, w2, height, BG_W, SCREEN_H)
G.draw(canvas, self.bandQuad, w1, top)
end
end
end
-- GetPlayerIcon's sheet, which .InitPlayerSpriteAnim pairs with
-- SPRITE_ANIM_OBJ_MAGNET_TRAIN_RED or _BLUE
-- (../pokecrystal/engine/events/magnet_train.asm:131-141, :291-305).
function MagnetTrainRide:playerSpriteDef()
local sprites = self.data and self.data.gen2Sprites
if not sprites then return nil end
return sprites[FieldMoves.playerSprite(self.gender)]
or sprites.SPRITE_CHRIS or sprites.SPRITE_KRIS
end
-- MapObjectPals' PAL_OW_RED, the palette every .OAMData_MagnetTrainRed entry
-- names, or PAL_OW_BLUE for the _BLUE object Kris rides under.
function MagnetTrainRide:playerPalette()
local palettes = self.data and self.data.gen2Palettes
if not palettes then return nil end
return Palettes.spritePalette(palettes, Palettes.clockDaytime(),
self:playerSpriteDef())
end
function MagnetTrainRide:drawPlayer()
local sheet = self.spriteSheet
if not sheet then return end
local oam = self.ride:playerOam()
if #oam == 0 then return end
local G = love.graphics
local shader = GbcPalette.available()
local colors = shader and self:playerPalette()
if colors then GbcPalette.use(colors) end
G.setColor(1, 1, 1, 1)
for _, entry in ipairs(oam) do
if entry.x >= -8 and entry.x < SCREEN_W and entry.y >= -16 and entry.y < SCREEN_H then
local quad = self:playerQuad(entry.tile)
if quad then
G.draw(sheet.image, quad,
entry.x + (entry.xflip and 8 or 0), entry.y, 0,
entry.xflip and -1 or 1, 1)
end
end
end
if colors then GbcPalette.clear() end
end
-- The backdrop is BG colour 0 of the gray palette the train body uses; on the
-- cart it is what shows wherever nothing was drawn.
function MagnetTrainRide:backdrop()
return GbcPalette.color(self:palette(MagnetTrain.PAL_BG_GRAY), 1) or BLACK
end
function MagnetTrainRide:drawPanel()
local G = love.graphics
local backdrop = self:backdrop()
G.setColor(backdrop[1] / 255, backdrop[2] / 255, backdrop[3] / 255, 1)
G.rectangle("fill", 0, 0, SCREEN_W, SCREEN_H)
G.setColor(1, 1, 1, 1)
local base, overlay = self:backgrounds()
-- 1. Base background (bushes, train body, window aperture)
self:drawBands(base)
-- 2. Player sprite (OAM_PRIO: sits behind train body, visible through window)
self:drawPlayer()
-- 3. Train body / frame overlay (colors 1-3 mask sprite; color 0 is transparent)
self:drawBands(overlay)
G.setColor(1, 1, 1, 1)
end
function MagnetTrainRide:draw()
local G = love.graphics
G.push("all")
G.setScissor(0, 0, SCREEN_W, SCREEN_H)
self:drawPanel()
G.pop()
end
-- MagnetTrain_LoadGFX_PlayMusic opens on ClearBGPalettes / ClearSprites
-- (engine/events/magnet_train.asm:101-103), so nothing of the station is left
-- behind the ride. The surround has to be the same gray backdrop the panel
-- computes: a white letterbox would frame the train in a colour the cart never
-- puts on this screen.
function MagnetTrainRide:drawsWidescreen() return true end
function MagnetTrainRide:drawWidescreen(winW, winH)
local G = love.graphics
local backdrop = self:backdrop()
Chrome.letterbox(winW, winH, backdrop[1] / 255, backdrop[2] / 255, backdrop[3] / 255)
G.setColor(1, 1, 1, 1)
local scale = Chrome.fitScale(winW, winH)
local ox, oy = Chrome.fitOrigin(winW, winH, scale)
G.push("all")
G.setScissor(ox, oy, SCREEN_W * scale, SCREEN_H * scale)
G.translate(ox, oy)
G.scale(scale, scale)
self:drawPanel()
G.pop()
end
return MagnetTrainRide