Files
gen1recomp/src/ui/gen2/SaveMenu.lua
T
thibautbus 0d14980205 Translate the PC's CHANGE BOX save flow (PcMenu.lua)
PcMenu.lua's own CHANGE BOX save confirmation stayed in English on every
non-English build: its overwrite/saving/done prompts and its YES/NO choice
were bare literals, invisible to a translation mod's `strings` registry,
even though the overwrite/saving prompts are the exact same two cart
messages Gold's SAVE screen (SaveMenu.lua) already routes through
Strings().

SaveMenu.lua now exports OVERWRITE_PROMPT_SOURCE, SAVING_PROMPT_SOURCE and
twoLines() so PcMenu:savePrompt() can call through them instead of
duplicating the two shared prompts. The now-unused plain
OVERWRITE_PROMPT/SAVING_PROMPT tables (PcMenu's old direct-read contract)
are gone along with them, removing a second copy of the same literal text
that had to be kept in sync by hand. The CHANGE BOX confirm prompt itself
("#MON BOX, data\nwill be saved. OK?") gets its own new Strings.source()
key -- it is not shared with SaveMenu, and the port's own English text is
already a same-shape truncation of the cart's three-line
_ChangeBoxSaveText, confirmed against poke-corpus GoldSilver
en_msg.txt:4897. The done message and YES/NO now go through the exact
same Strings() keys SaveMenu.lua already uses ("%s saved\nthe game.",
"Could not save.", "YES", "NO"), so a translation covering SaveMenu's
screen needs no PcMenu-specific fork for any of those.

Added tests/engine/gen2_pcmenu_changebox_save_translation_test.lua,
mirroring gen2_save_menu_translation_test.lua's technique for PcMenu's own
CHANGE BOX flow, and updated the stale cross-file-contract regression case
in gen2_save_menu_translation_test.lua to match the new shared-export
shape instead of the old plain-table one.
2026-08-24 15:55:08 +02:00

281 lines
10 KiB
Lua

-- SAVE from the start menu (engine/menus/save.asm SaveMenu).
--
-- Transcribed rather than laid out by eye. SaveMenu is four calls:
--
-- DisplayNormalContinueData with `lb de, 4, 0`, which is the *same* panel
-- CONTINUE shows, moved: _OffsetMenuHeader keeps the header's 15x9 size
-- but puts its left edge at 4 and its top at 0, so MenuBox draws a 16x10
-- box over (4,0)..(19,9). GetMenuTextStartCoord then lands the four
-- labels at (5,2), (5,4), (5,6), (5,8) -- border + 1, plus one more row
-- because the header does not set STATICMENU_NO_TOP_SPACING, and no extra
-- column because it does not set STATICMENU_CURSOR.
-- SpeechTextbox, the ordinary 18x4 box over rows 12-17.
-- SaveTheGame_yesorno, which prints into that box and puts the yes/no at
-- `lb bc, 0, 7` -- left 0, top 7, so a 6x5 box at (0,7) with YES at (2,8)
-- and NO at (2,10). YesNoMenuHeader sets STATICMENU_CURSOR and
-- STATICMENU_NO_TOP_SPACING, which is what puts the labels one column in
-- from the cursor and skips the blank row.
-- SavingDontTurnOffThePower, which is a timed sequence and not a prompt:
-- "SAVING… DON'T TURN / OFF THE POWER." for 16 frames, the write, 32
-- frames, "<PLAYER> saved / the game.", SFX_SAVE, then 30 more.
--
-- Overwriting an existing file gets a second yes/no first
-- (AskOverwriteSaveFile), which is the whole reason this is a state and not a
-- one-line call.
local Chrome = require("src.ui.gen2.Chrome")
local Logger = require("src.core.Logger")
local Save = require("src.core.gen2.Save")
local Sound = require("src.core.Sound")
local Strings = require("src.core.Strings")
local SaveMenu = {}
SaveMenu.__index = SaveMenu
SaveMenu.isOpaque = true
-- SFX_SAVE ($25, constants/sfx_constants.asm:40) is what plays as the file is
-- written: `ld de, SFX_SAVE / call PlaySFX` right after ResumeGameLogic in
-- SaveGameData (engine/menus/save.asm:110), and again under SavedTheGameText
-- (:265). It is an index into the sfx pointer table, so an id that is off by
-- anything plays a different sound rather than nothing -- $1f is
-- SFX_ENTER_DOOR, which is what saving used to creak with.
local SFX_SAVE = 0x25
-- SavingDontTurnOffThePower's DelayFrames counts, at the 60 Hz logic clock.
local SAVING_FRAMES = 16
local SAVED_FRAMES = 32 + 30
-- MenuBox coordinates after _OffsetMenuHeader(4, 0).
local PANEL_X, PANEL_Y, PANEL_W, PANEL_H = 4, 0, 16, 10
local LABEL_X, LABEL_Y = 5, 2
-- Continue_DisplayBadgesDex / Continue_PrintGameTime add these to the box's
-- own origin, so they are (4,0) + (13,4) / (12,6) / (9,8).
local BADGES_X, BADGES_Y = 17, 4
local DEX_X, DEX_Y = 16, 6
local TIME_X, TIME_Y = 13, 8
local YESNO_X, YESNO_Y, YESNO_W, YESNO_H = 0, 7, 6, 5
-- AlreadyASaveFileText (AskOverwriteSaveFile, engine/menus/save.asm:47) and
-- SavingDontTurnOffThePower's own line -- one \n-joined translatable key
-- each, used both by this screen's own prompt() below and, through the
-- SOURCE/twoLines() exports at the bottom of this file, by the PC's CHANGE
-- BOX save (src/ui/gen2/PcMenu.lua:savePrompt()), which shares these exact
-- same two cart messages. One key per prompt lets a translation write one
-- whole, freely reordered sentence instead of two fragments translated in
-- isolation, and lets a cart whose own text is a single line (German's
-- SAVING prompt) say so directly by simply omitting the "\n" -- the
-- per-line override style used elsewhere requires a non-empty value for
-- every line, so it can't express "this line is blank".
--
-- Written as a literal, not built from a table: the translation tooling's
-- string harvester only recognizes a literal inside Strings.source(...),
-- not a computed expression, so a concat call here would quietly never
-- reach a translator.
local OVERWRITE_PROMPT_SOURCE = Strings.source("There is already a\nsave file. Is it")
local SAVING_PROMPT_SOURCE = Strings.source("SAVING… DON'T TURN\nOFF THE POWER.")
-- Splits a translated "line one\nline two" string back into the two-slot
-- table drawPanel's fixed Chrome.print calls expect. No "\n" at all (a
-- single-line message, or German's one-line SAVING prompt) lands whole on
-- the first slot, matching the untranslated code's own { text, "" } shape.
--
-- Only the first "\n" splits, since this box has room for exactly two
-- lines. A third line would otherwise draw as a raw newline byte -- garbage
-- glyph data -- with no other sign anything went wrong, so this warns once
-- per string instead.
local warnedTooManyLines = {}
local function twoLines(text)
local first, second = text:match("^(.-)\n(.*)$")
if second and second:find("\n", 1, true) and not warnedTooManyLines[text] then
warnedTooManyLines[text] = true
Logger.warn("SaveMenu: translation of %q has more than two lines; " ..
"only the first two fit this box", text)
end
return { first or text, second or "" }
end
function SaveMenu:wantsFillScale() return true end
function SaveMenu:drawsWidescreen() return true end
-- opts: save, onDone(saved), existed (override), writer (injected for tests)
function SaveMenu.new(game, opts)
opts = opts or {}
local self = setmetatable({}, SaveMenu)
self.game = game
self.save = opts.save or (game and game.save)
self.onDone = opts.onDone
self.writer = opts.writer or Save.save
local existed = opts.existed
if existed == nil then existed = Save.exists() end
self.existed = existed
-- confirm -> overwrite (only when a file exists) -> saving -> done
self.phase = "confirm"
self.choice = 1 -- 1 YES, 2 NO
self.timer = 0
return self
end
function SaveMenu.playSaveSfx(game, id)
local data = game and game.data
local audio = data and data.audio
if not (audio and audio.sfxOrder) then return end
local name = audio.sfxOrder[id + 1]
if name and audio.sfx and audio.sfx[name] then Sound.play(data, name) end
end
function SaveMenu:playSfx(id)
SaveMenu.playSaveSfx(self.game, id)
end
function SaveMenu:finish(saved)
if self.onDone then self.onDone(saved) end
end
function SaveMenu:playerName()
return (self.save and self.save.player and self.save.player.name) or "GOLD"
end
-- The write itself, which the cart does between the two messages.
function SaveMenu:writeNow()
local ok = self.writer(self.save)
self.saved = ok and true or false
if ok then self:playSfx(SFX_SAVE) end
end
function SaveMenu:accept()
if self.phase == "confirm" then
if self.choice == 2 then
self:finish(false)
return
end
if self.existed then
self.phase = "overwrite"
self.choice = 1
return
end
self.phase = "saving"
self.timer = 0
return
end
if self.phase == "overwrite" then
if self.choice == 2 then
self:finish(false)
return
end
self.phase = "saving"
self.timer = 0
end
end
function SaveMenu:update(_dt)
-- The saving and saved messages are DelayFrames, not prompts: no button
-- does anything until the sequence runs out.
if self.phase == "saving" then
self.timer = self.timer + 1
if self.timer >= SAVING_FRAMES then
self:writeNow()
self.phase = "done"
self.timer = 0
end
return
end
if self.phase == "done" then
self.timer = self.timer + 1
if self.timer >= SAVED_FRAMES then self:finish(self.saved) end
return
end
local input = self.game and self.game.input
if not input then return end
if input:wasPressed("up") or input:wasPressed("down") then
self.choice = self.choice == 1 and 2 or 1
return
end
if input:wasPressed("a") then
self:accept()
elseif input:wasPressed("b") then
-- B out of a yes/no is NO (InterpretTwoOptionMenu returns carry).
self:finish(false)
end
end
-- The two lines the speech box holds, in the cart's own wording. `line` puts
-- the second one on the box's lower line; `cont` scrolls, which the overwrite
-- prompt uses for its third line and which this shows as a second page.
function SaveMenu:prompt()
if self.phase == "overwrite" then
-- AlreadyASaveFileText when the file is this player's; AnotherSaveFileText
-- when the ID differs. Only the first can happen here.
return twoLines(Strings(OVERWRITE_PROMPT_SOURCE))
end
if self.phase == "saving" then
return twoLines(Strings(SAVING_PROMPT_SOURCE))
end
if self.phase == "done" then
if self.saved then
return twoLines(Strings("%s saved\nthe game.", self:playerName()))
end
return twoLines(Strings("Could not save."))
end
return twoLines(Strings("Would you like to\nsave the game?"))
end
function SaveMenu:drawPanel()
Chrome.clear()
local summary = Save.summary(self.save)
Chrome.box(PANEL_X, PANEL_Y, PANEL_W, PANEL_H)
if summary then
Chrome.print(Strings("PLAYER %s", summary.name), LABEL_X, LABEL_Y)
Chrome.print(Strings("BADGES"), LABEL_X, LABEL_Y + 2)
Chrome.print(Strings("POKéDEX"), LABEL_X, LABEL_Y + 4)
Chrome.print(Strings("TIME"), LABEL_X, LABEL_Y + 6)
-- PrintNum fills its field from the left, space padded.
Chrome.print(Chrome.number(summary.badges, 2), BADGES_X, BADGES_Y)
Chrome.print(Chrome.number(summary.caught, 3), DEX_X, DEX_Y)
Chrome.print(Chrome.number(summary.hours, 3), TIME_X, TIME_Y)
Chrome.print(":", TIME_X + 3, TIME_Y)
Chrome.print(Chrome.number(summary.minutes, 2, true), TIME_X + 4, TIME_Y)
end
-- SpeechTextbox: interior 18x4 at (0,12), so the two lines are at (1,14)
-- and (1,16) -- `line` is the box's lower line, two rows down.
Chrome.textbox(0, 12, 18, 4)
local lines = self:prompt()
Chrome.print(lines[1] or "", 1, 14)
Chrome.print(lines[2] or "", 1, 16)
if self.phase == "confirm" or self.phase == "overwrite" then
Chrome.box(YESNO_X, YESNO_Y, YESNO_W, YESNO_H)
Chrome.print(Strings("YES"), YESNO_X + 2, YESNO_Y + 1)
Chrome.print(Strings("NO"), YESNO_X + 2, YESNO_Y + 3)
Chrome.cursor(YESNO_X + 1, YESNO_Y + (self.choice == 1 and 1 or 3))
end
love.graphics.setColor(1, 1, 1, 1)
end
function SaveMenu:draw()
self:drawPanel()
end
function SaveMenu:drawWidescreen(winW, winH)
local G = love.graphics
G.setColor(1, 1, 1, 1)
G.rectangle("fill", 0, 0, winW, winH)
local scale = Chrome.fitScale(winW, winH)
G.push()
G.translate(Chrome.fitOrigin(winW, winH, scale))
G.scale(scale, scale)
self:drawPanel()
G.pop()
end
SaveMenu.SFX_SAVE = SFX_SAVE
SaveMenu.SAVING_FRAMES = SAVING_FRAMES
SaveMenu.SAVED_FRAMES = SAVED_FRAMES
SaveMenu.OVERWRITE_PROMPT_SOURCE = OVERWRITE_PROMPT_SOURCE
SaveMenu.SAVING_PROMPT_SOURCE = SAVING_PROMPT_SOURCE
SaveMenu.twoLines = twoLines
return SaveMenu