Files
gen1recomp/tools/save-editor/panels/Items.lua
T
bryanthaboi ca4d3d283c Add Pokemon Crystal as a sixth supported version
Crystal boots from a user-supplied ROM, imports a full cache and is playable:
copyright, the Crystal intro movie, the animated title, gender select, Oak,
and out into Johto. 122 of the cart's 169 script specials are implemented.

Import and data
- tools/make_crystal_manifest.py derives the manifest by importing
  make_gold_manifest as a library, with three additive keyword seams. Gold and
  Silver still regenerate byte-identical, which is the standing requirement for
  touching that generator.
- crystal_symbol_deltas.py and crystal_movie_symbols.py carry the symbol delta:
  Crystal renames the credits mons, splits the trainer card, Pokegear and
  pack-pal blocks by gender, and replaces the intro and title outright.
- Crystal-only manifest keys: engineFlagOrder (162 flags to Gold's 93, so the
  badge block sits one higher) and unownCharmap (the main charmap parser stops
  at the first newcharmap so the two cannot contaminate each other).

Extractor
- RomExtractorGen2 becomes three-edition. Crystal corrections: PAL_MAP_BANK
  0x13, a flat PICS_FIX pic bank, audio bank 0x5e, the mapSongs id-100 hole,
  seven NPC trades, a TradeTexts stride of 8, the five Crystal tileset anim
  steps with per-row degrade, and the column-major trainer card portraits.
- New: animated front sprites (frames, bitmasks, play and idle scripts), the
  Battle Tower roster, Kris assets, Mobile System GB art, and the Crystal
  intro and title via src/import/CrystalMovie.lua.

Engine
- GameVersion gains engine(id) and fixes(id). Gold and Silver keep their
  original bugs where the bug is not hardware dependent; Crystal gets the fixes
  Crystal shipped: Lucky Number boxes 10-14, surfing onto an NPC, and the
  Reflect and Light Screen defence overflow.
- Crystal story: Suicune and Eusine, Celebi behind the GS Ball flag, the Ruins
  of Alph chambers, Buena, the Move Tutor, the Poke Seer, and the Battle Tower
  including the wInBattleTowerBattle badge-boost guard.
- Kris and the gender flag, animated fronts in battle and the summary screen,
  and mon caught data.

Verification
- Every extracted asset is pixel-compared against pret's own source PNGs.
- Gold caches are byte-identical before and after, file for file.
- New Crystal suites plus a T2 Gen 2 tier; the full suite passes.
2026-08-23 12:10:28 -04:00

340 lines
13 KiB
Lua

-- Items panel: money, the shared item picker, badges, the configurable bag
-- (Bag.add/remove, ordered by Bag.order) and PC item storage (a plain
-- S.save.pcItems dict with no slot cap).
--
-- The picker is a searchable list rather than the old pair of arrows that
-- cycled one id at a time through ~250 items, which was the single worst
-- interaction in the editor. It scrolls under the mouse wheel too (#595):
-- typing used to be the only way to reach an id past the first screenful.
-- Badges sit in the wallet column as toggle chips because they are boolean
-- inventory flags, not stackable items, and must not look like quantity rows.
--
-- #715 reflow: side by side the wallet column plus the two quantity lists
-- need about 900 real px (a quantity row's -/+/x cluster alone is ~110px).
-- Below that the five cards stack in one full-width column that scrolls in
-- pixels (Kit.scrollPixels); the inner lists keep their own wheel/drag
-- regions, which claim the notch first when the pointer is over them.
local Bag = require("src.inventory.Bag")
local Theme = require("Theme")
local Ops = require("Ops")
local Gen = require("Gen")
local PAL = Theme.PAL
local M = {}
local MONEY_STEPS = { -1000, -100, 100, 1000 }
-- One quantity row shape, shared by the bag and the PC list: id, qty, then
-- the -/+/drop cluster. Returns true when the row body was clicked.
local function quantityRow(S, Kit, x, y, w, h, id, qty, selected, onMinus, onPlus, onDrop)
local s = Kit.scale
local clicked = Kit.row(x, y, w, h, selected, PAL.blue, 9 * s)
local btn = 24 * s
local bx = x + w - 10 * s - 3 * btn - 2 * (6 * s)
if Kit.stepper(bx, y + (h - btn) / 2, btn, btn, "-", { font = "small" }) then
onMinus()
end
if Kit.stepper(bx + btn + 6 * s, y + (h - btn) / 2, btn, btn, "+",
{ font = "small" }) then
onPlus()
end
if Kit.button(bx + 2 * (btn + 6 * s), y + (h - btn) / 2, btn, btn, "x",
{ kind = "danger", font = "tiny", radius = 6 * s }) then
onDrop()
end
local qtyText = ("x%d"):format(qty)
local qtyW = Kit.textWidth("monoRow", qtyText)
Kit.textRight("monoRow", qtyText, bx - 10 * s,
y + (h - Kit.textHeight("monoRow")) / 2, PAL.heading)
local label = id
if Gen.of(S.save) == 2 then
label = (Bag.pocketOf(id, S.data) or "ITEM") .. " " .. id
end
Kit.text("mono", Kit.ellipsize("mono", label, bx - qtyW - 30 * s - (x + 10 * s)),
x + 10 * s, y + (h - Kit.textHeight("mono")) / 2, PAL.text)
return clicked
end
-- ---------------------------------------------------------------- sections
-- Each card is a function of its own rect so the wide (three column) and the
-- stacked (#715) layouts are the same drawing code with different geometry.
local function moneyHeight(Kit, s, pad, S)
local h = pad * 2 + Kit.textHeight("caption") + 8 * s
+ Kit.textHeight("headline") + 10 * s + 30 * s
if S and Gen.of(S.save) == 2 then
h = h + 28 * s
end
return h
end
local function drawMoney(S, Kit, x, y, w, h)
local s = Kit.scale
local pad = 16 * s
Kit.card(x, y, w, h)
Kit.caption(x + pad, y + pad, "MONEY")
local maxW = 74 * s
if Kit.button(x + w - pad - maxW, y + pad - 4 * s, maxW, 26 * s, "Max out",
{ kind = "accent", font = "tiny", radius = 7 * s,
enabled = Gen.money(S.save) < Ops.MONEY_MAX }) then
Ops.maxMoney(S)
end
Kit.text("headline", ("$%d"):format(Gen.money(S.save)), x + pad,
y + pad + Kit.textHeight("caption") + 8 * s, PAL.yellow)
if Gen.of(S.save) == 2 then
Kit.text("mono", ("COINS %d"):format(Gen.coins(S.save)), x + pad + 160 * s,
y + pad + Kit.textHeight("caption") + 8 * s, PAL.muted)
if Kit.button(x + w - pad - 74 * s, y + pad + 26 * s, 74 * s, 22 * s, "+100 coins",
{ kind = "ghost", font = "tiny", radius = 6 * s }) then
Ops.addCoins(S, 100)
end
end
local mbY = y + h - pad - 30 * s
local mbW = (w - 2 * pad - 3 * 8 * s) / 4
for i, delta in ipairs(MONEY_STEPS) do
local label = (delta > 0 and "+" or "") .. tostring(delta)
if Kit.button(x + pad + (i - 1) * (mbW + 8 * s), mbY, mbW, 30 * s, label,
{ kind = "accent", font = "tiny", radius = 8 * s }) then
Ops.addMoney(S, delta)
end
end
end
-- engine/menus/init_gender.asm:55-56
local GENDERS = { { "BOY", "male" }, { "GIRL", "female" } }
local function trainerHeight(Kit, s, pad)
return pad * 2 + Kit.textHeight("caption") + 10 * s + 28 * s
end
local function drawTrainer(S, Kit, x, y, w, h)
local s = Kit.scale
local pad = 16 * s
Kit.card(x, y, w, h)
Kit.caption(x + pad, y + pad, "TRAINER")
Kit.textRight("mono", tostring((S.save.player and S.save.player.name) or "?"),
x + w - pad, y + pad, PAL.caption)
local cy = y + pad + Kit.textHeight("caption") + 10 * s
local chipW = (w - 2 * pad - 8 * s) / 2
local gender = Gen.playerGender(S.save)
for i, pair in ipairs(GENDERS) do
if Kit.chip(x + pad + (i - 1) * (chipW + 8 * s), cy, chipW, 28 * s,
pair[1], gender == pair[2], PAL.green, PAL.steel) then
Ops.setPlayerGender(S, pair[2])
end
end
end
local BADGE_COLS = 4
local function badgeHeight(S, Kit, s, pad)
local badgeRows = math.ceil(#Ops.badgeIds(S) / BADGE_COLS)
return pad * 2 + Kit.textHeight("caption") + 10 * s
+ badgeRows * (28 * s + 7 * s) - 7 * s
end
local function drawBadges(S, Kit, x, y, w, h)
local s = Kit.scale
local pad = 16 * s
local badgeIds = Ops.badgeIds(S)
Kit.card(x, y, w, h)
local earned = 0
for _, id in ipairs(badgeIds) do
if Gen.hasBadge(S.save, id) then earned = earned + 1 end
end
Kit.caption(x + pad, y + pad, "BADGES")
Kit.textRight("mono", ("%d/%d"):format(earned, #badgeIds), x + w - pad,
y + pad, PAL.caption)
local bTop = y + pad + Kit.textHeight("caption") + 10 * s
local bW = (w - 2 * pad - (BADGE_COLS - 1) * 7 * s) / BADGE_COLS
for i, id in ipairs(badgeIds) do
local bc = (i - 1) % BADGE_COLS
local br = math.floor((i - 1) / BADGE_COLS)
local on = Gen.hasBadge(S.save, id)
local short = id:gsub("BADGE$", "")
if Kit.chip(x + pad + bc * (bW + 7 * s), bTop + br * (28 * s + 7 * s),
bW, 28 * s, Kit.ellipsize("micro", short, bW - 8 * s), on,
PAL.green, PAL.steel) then
Ops.toggleBadge(S, id)
end
end
end
-- The "add an item" card. It used to hold the whole catalog inline: a search
-- field plus a scrolling list, sharing this tab's height with the bag and PC
-- lists beside it, which on a phone left about three catalog rows visible.
-- Adding a Pokemon was already a full-screen modal; adding an item now opens
-- the same kind (panels/ItemPicker.lua), so this card is just the door.
local function drawPicker(S, Kit, x, y, w, h)
local s = Kit.scale
local pad = 16 * s
Kit.card(x, y, w, h)
Kit.caption(x + pad, y + pad, "ADD ITEM")
local cy = y + pad + Kit.textHeight("caption") + 10 * s
local inner = w - 2 * pad
Kit.text("mono", Kit.ellipsize("mono",
"Search the full item list and add to the bag or the PC.", inner),
x + pad, cy, PAL.muted)
cy = cy + Kit.textHeight("mono") + 12 * s
local btnH = math.max(34 * s, 34)
local half = (inner - 8 * s) / 2
if Kit.button(x + pad, cy, half, btnH, "+ Add to bag",
{ font = "small", kind = "primary" }) then
Ops.openItemPicker(S, Kit, "bag")
end
if Kit.button(x + pad + half + 8 * s, cy, half, btnH, "+ Add to PC",
{ font = "small", kind = "accent" }) then
Ops.openItemPicker(S, Kit, "pc")
end
end
-- The bag and PC cards share one shape: a caption line, an optional meter,
-- a quantity-row list with wheel/drag + pager.
local function drawQuantityCard(S, Kit, x, y, w, h, cfg)
local s = Kit.scale
local pad = 16 * s
Kit.card(x, y, w, h)
Kit.caption(x + pad, y + pad, cfg.title)
Kit.textRight("mono", cfg.counter, x + w - pad, y + pad, PAL.caption)
local rowsTop = y + pad + Kit.textHeight("caption") + 8 * s
if cfg.meterFrac then
Kit.meter(x + pad, rowsTop, w - 2 * pad, 5 * s, cfg.meterFrac * 100,
cfg.meterFrac >= 1 and PAL.yellow or PAL.blue)
rowsTop = rowsTop + 5 * s + 12 * s
else
rowsTop = rowsTop + 12 * s
end
local pagerH = 30 * s
local pagerY = y + h - pad - pagerH
local rowH = 36 * s
local rowGap = 6 * s
local listH = pagerY - 12 * s - rowsTop
local perPage = math.max(1, math.floor(listH / (rowH + rowGap)))
local order = cfg.order
local offset = Ops.clamp(cfg.offset or 0, 0, math.max(0, #order - perPage))
-- the wheel moves the same offset the pager below does (#595)
offset = Kit.scroll(x + pad, rowsTop, w - 2 * pad, listH, offset, #order, perPage)
if #order == 0 then
Kit.emptyBox(x + pad, rowsTop, w - 2 * pad, math.min(listH, 70 * s), cfg.empty)
end
Kit.pushClip(x + pad, rowsTop, w - 2 * pad, listH)
for i = 1, math.min(perPage, #order - offset) do
local id = order[offset + i]
local ry = rowsTop + (i - 1) * (rowH + rowGap)
if quantityRow(S, Kit, x + pad, ry, w - 2 * pad, rowH, id,
cfg.qty(id), id == cfg.selected(),
function() cfg.adjust(id, -1) end,
function() cfg.adjust(id, 1) end,
function() cfg.drop(id) end) then
cfg.select(id)
end
end
Kit.popClip()
Kit.scrollbar(x + pad, rowsTop, w - 2 * pad, listH, offset, #order, perPage)
return Kit.pager(x + pad, pagerY, w - 2 * pad, offset, #order, perPage)
end
local function drawBag(S, Kit, x, y, w, h)
local order = Bag.order(S.save)
local capacity = Bag.capacity(S.data)
S.bagOffset = drawQuantityCard(S, Kit, x, y, w, h, {
title = "BAG",
counter = ("%d/%d slots"):format(Bag.slots(S.save), capacity),
meterFrac = Bag.slots(S.save) / capacity,
order = order,
offset = S.bagOffset,
empty = "Bag is empty.",
qty = function(id) return S.save.inventory[id] or 0 end,
selected = function() return S.selectedBagId end,
select = function(id)
S.selectedBagId = id
Ops.say(S, ("Selected %s in the bag"):format(id))
end,
adjust = function(id, d) Ops.bagAdjust(S, id, d) end,
drop = function(id) Ops.bagDrop(S, id) end,
})
end
local function drawPc(S, Kit, x, y, w, h)
local pcOrder = Ops.pcOrder(S)
S.pcOffset = drawQuantityCard(S, Kit, x, y, w, h, {
title = "PC STORAGE",
counter = ("%d kinds"):format(#pcOrder),
order = pcOrder,
offset = S.pcOffset,
empty = "PC storage is empty. Items sent here have no slot cap.",
qty = function(id) return S.save.pcItems[id] or 0 end,
selected = function() return S.selectedPcId end,
select = function(id)
S.selectedPcId = id
Ops.say(S, ("Selected %s in PC storage"):format(id))
end,
adjust = function(id, d) Ops.pcAdjust(S, id, d) end,
drop = function(id) Ops.pcDrop(S, id) end,
})
end
function M.draw(S, Kit, x, y, w, h)
local s = Kit.scale
local gap = 20 * s
local pad = 16 * s
Ops.pcItems(S)
if w < 900 * s then
-- stacked (#715): one full-width column, scrolled in pixels. The offset
-- from LAST frame's scrollPixels call positions this frame, and the call
-- itself comes after the cards so their inner lists claim the wheel or a
-- drag over their own bodies first.
local off = Theme.clamp(S.itemsScroll or 0, 0,
math.max(0, (S._itemsContentH or 0) - h))
local moneyH = moneyHeight(Kit, s, pad, S)
local badgeH = badgeHeight(S, Kit, s, pad)
local pickH = 280 * s
local listH = 300 * s
Kit.pushClip(x, y, w, h)
local cy = y - off
if Gen.hasPlayerGender(S.save, S.version) then
local trainerH = trainerHeight(Kit, s, pad)
drawTrainer(S, Kit, x, cy, w, trainerH); cy = cy + trainerH + gap
end
drawMoney(S, Kit, x, cy, w, moneyH); cy = cy + moneyH + gap
drawPicker(S, Kit, x, cy, w, pickH); cy = cy + pickH + gap
drawBadges(S, Kit, x, cy, w, badgeH); cy = cy + badgeH + gap
drawBag(S, Kit, x, cy, w, listH); cy = cy + listH + gap
drawPc(S, Kit, x, cy, w, listH); cy = cy + listH
Kit.popClip()
S._itemsContentH = (cy + off) - y
S.itemsScroll = Kit.scrollPixels(x, y, w, h, off, S._itemsContentH)
return
end
local leftW = math.max(260 * s, math.min(320 * s, w * 0.26))
local listW = (w - leftW - 2 * gap) / 2
local bagX = x + leftW + gap
local pcX = bagX + listW + gap
-- Money and badges are fixed-height so the picker gets every pixel left
-- over: cycling through ~250 item ids in a two-row list was the thing that
-- made the old panel unusable.
local moneyH = moneyHeight(Kit, s, pad, S)
local badgeH = badgeHeight(S, Kit, s, pad)
local topH = 0
if Gen.hasPlayerGender(S.save, S.version) then
topH = trainerHeight(Kit, s, pad) + gap
drawTrainer(S, Kit, x, y, leftW, topH - gap)
end
drawMoney(S, Kit, x, y + topH, leftW, moneyH)
drawPicker(S, Kit, x, y + topH + moneyH + gap, leftW,
h - topH - moneyH - badgeH - 2 * gap)
drawBadges(S, Kit, x, y + h - badgeH, leftW, badgeH)
drawBag(S, Kit, bagX, y, listW, h)
drawPc(S, Kit, pcX, y, listW, h)
end
return M