mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-28 18:06:09 +02:00
1905261c5b
CLOSES #1483, CLOSES #1610, CLOSES #1615, CLOSES #1646, CLOSES #1649, CLOSES #1651, CLOSES #1653, CLOSES #1656, CLOSES #1683, CLOSES #1685, CLOSES #1686, CLOSES #1687, CLOSES #1688, CLOSES #1689, CLOSES #1690, CLOSES #1693, CLOSES #1694, CLOSES #1695, CLOSES #1696, CLOSES #1702, CLOSES #1704, CLOSES #1705, CLOSES #1706, CLOSES #1707, CLOSES #1708, CLOSES #1710, CLOSES #1711, CLOSES #1712, CLOSES #1713, CLOSES #1716, CLOSES #1717, CLOSES #1718, CLOSES #1719, CLOSES #1720, CLOSES #1721, CLOSES #1725, CLOSES #1732, CLOSES #1745, CLOSES #1748, CLOSES #1749, CLOSES #1751, CLOSES #1754
239 lines
10 KiB
Lua
239 lines
10 KiB
Lua
-- The START menu (engine/menus/start_menu.asm): entries appear as they
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-- become usable -- POKéDEX once Oak gives it, POKéMON once you have any,
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-- SAVE with a confirmation, plus ITEM / OPTION / LINK / QUIT. The built
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-- item list runs through the ui.start_menu.items hook before the menu
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-- opens, so mods insert or remove rows without patching this file.
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local Font = require("src.render.Font")
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local Logger = require("src.core.Logger")
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local Menu = require("src.ui.Menu")
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local Renderer = require("src.render.Renderer")
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local Runtime = require("src.mods.Runtime")
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local Screens = require("src.ui.Screens")
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local Strings = require("src.core.Strings")
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local Theme = require("src.ui.Theme")
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local StartMenu = {}
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local function sameItems(_, items) return items end
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function StartMenu.new(game)
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local flags = game.save.flags or {}
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local items = {}
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local menu
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-- vanilla start submenus return here on B (RedisplayStartMenu): the
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-- generic Menu pops the start menu when a row is selected, so each
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-- submenu gets an onCancel that re-opens it
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local function reopen() Screens.push(game, "StartMenu") end
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-- POKéDEX: only after Oak hands it over
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if flags.EVENT_GOT_POKEDEX then
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table.insert(items, { label = Strings("POKéDEX"), onSelect = function()
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Screens.push(game, "PokedexMenu", { onCancel = reopen })
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end })
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end
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-- POKéMON is always listed (draw_start_menu.asm prints it even with
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-- an empty party; selecting it then just no-ops)
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table.insert(items, { label = Strings("POKéMON"),
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keepOpen = #game.save.party == 0, onSelect = function()
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if #game.save.party == 0 then return end
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Screens.push(game, "PartyMenu", { onCancel = reopen })
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end })
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-- StartMenu_Item draws LIST_MENU_BOX over the still-drawn START menu and
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-- only redisplays it on the way out (start_sub_menus.asm:302-329) #1745
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table.insert(items, { label = Strings("ITEM"), keepOpen = true,
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onSelect = function()
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Screens.push(game, "BagMenu", { onClose = function()
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if menu and game.stack:top() == menu then game.stack:pop() end
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end })
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end })
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-- the player's name opens the trainer card (StartMenu_TrainerInfo)
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table.insert(items, { label = game.save.player.name or "RED",
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onSelect = function()
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Screens.push(game, "TrainerCard", { onCancel = reopen })
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end })
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-- SAVE shows the player/badges/dex/time panel then asks to confirm
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-- (PrintSaveScreenText); StartMenu_SaveReset never clears the START menu
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-- box, so it stays on screen beside the panel (start_sub_menus.asm:641-647)
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table.insert(items, { label = Strings("SAVE"), keepOpen = true,
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onSelect = function()
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local TextBox = require("src.render.TextBox")
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local badges = require("src.inventory.Badges").count(game.data, game.save)
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local owned = 0
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for _ in pairs(game.save.pokedex and game.save.pokedex.owned or {}) do
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owned = owned + 1
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end
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-- the panel is a static snapshot; the cart prints it once
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-- (main_menu.asm:390-401)
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local t = math.floor(game.save.playTime or 0)
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-- PrintSaveScreenText draws its own border at hlcoord 4,0 (b=8, c=$e) and
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-- leaves it up under the prompt -- engine/menus/main_menu.asm:381-405
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local panel
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panel = {
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-- the panel overlaps the kept-open START menu box (start_sub_menus.asm:
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-- 641-647), so neither can be docked to a screen edge on its own
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holdsUIAnchors = true,
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delay = 0,
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update = function()
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-- ld c, 30 / jp DelayFrames: the bare panel holds before the
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-- prompt (main_menu.asm:404-405)
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panel.delay = panel.delay + 1
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if panel.delay == 30 then panel.openPrompt() end
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end,
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draw = function()
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Font.drawBox(4, 0, 16, 10)
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(Strings("PLAYER"), 5 * 8, 2 * 8)
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Font.draw(game.save.player.name or "RED", 12 * 8, 2 * 8)
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Font.draw(Strings("BADGES"), 5 * 8, 4 * 8)
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Font.draw(("%2d"):format(badges), 17 * 8, 4 * 8)
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Font.draw(Strings("POKéDEX"), 5 * 8, 6 * 8)
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Font.draw(("%3d"):format(owned), 16 * 8, 6 * 8)
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Font.draw(Strings("TIME"), 5 * 8, 8 * 8)
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Font.draw(("%3d:%02d"):format(math.floor(t / 3600),
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math.floor(t / 60) % 60), 13 * 8, 8 * 8)
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love.graphics.setColor(1, 1, 1, 1)
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end,
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}
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local function closePanel()
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if game.stack:top() == panel then game.stack:pop() end
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-- SaveMenu returns into HoldTextDisplayOpen, not RedisplayStartMenu
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-- (start_sub_menus.asm:645-647): the kept-open START menu goes too
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if menu and game.stack:top() == menu then game.stack:pop() end
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end
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panel.openPrompt = function()
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game.stack:push(TextBox.new(game,
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Strings("Would you like to\nSAVE the game?"), nil, {
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-- SaveTheGame_YesOrNo pins its TWO_OPTION_MENU at hlcoord 0, 7 rather
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-- than the shared right-hand one -- engine/menus/save.asm:186-192
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choiceBox = Theme.saveBox,
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choice = function(yes)
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if not yes then closePanel() return end
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-- SaveMenu .save (engine/menus/save.asm:164-181): "Now saving..."
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-- is a bare PlaceString held by DelayFrames 120, then GameSavedText,
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-- which ends in `done` and so never reaches TX_PROMPT_BUTTON.
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-- Neither page takes a button press (#765); the second waits on
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-- SFX_SAVE (PlaySoundWaitForCurrent + WaitForSoundToFinish) and then
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-- DelayFrames 30. The write itself is invisible either side of the
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-- "Now saving..." hold, so it stays on that box's onDone.
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game.stack:push(TextBox.new(game, Strings("Now saving..."), function()
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game:writeSave()
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game.stack:push(TextBox.new(game,
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Strings("%s saved\nthe game!", game.save.player.name or "RED"),
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closePanel, { auto = {
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sound = function()
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return require("src.core.Sound").play(game.data, "Save")
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end,
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delay = 30,
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} }))
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end, { auto = { delay = 120 } }))
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end,
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}))
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end
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game.stack:push(panel)
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end })
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table.insert(items, { label = Strings("OPTION"), onSelect = function()
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Screens.push(game, "OptionsMenu", { onCancel = reopen })
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end })
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-- LINK needs a party
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if #game.save.party > 0 then
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table.insert(items, { label = Strings("LINK"), onSelect = function()
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local LinkState = require("src.link.LinkState")
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game.stack:push(LinkState.new(game))
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end })
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end
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-- the manager's pause-menu entry (18-mod-manager-ux): gated on at least
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-- one discovered mod so a vanilla install's menu is unchanged
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local status = game.modStatus
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if status and #(status.available or {}) > 0 then
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table.insert(items, { label = Strings("MODS"), onSelect = function()
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Screens.push(game, "ManagerState")
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end })
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end
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-- the original's EXIT just closed the menu (CloseStartMenu); with a
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-- window close button covering that, QUIT instead power-cycles back
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-- to the title after a confirm (defaultNo guards accidental quits)
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table.insert(items, { label = Strings("QUIT"), onSelect = function()
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local TextBox = require("src.render.TextBox")
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game.stack:push(TextBox.new(game, Strings("RETURN TO MAIN\nMENU?"), nil, {
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defaultNo = true,
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choice = function(yes)
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if yes then game:returnToTitle() end
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end,
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}))
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end })
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local hooked = Runtime.call("ui.start_menu.items", sameItems, game, items)
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if type(hooked) == "table" then
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items = hooked
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else
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Logger.error("ui.start_menu.items returned %s; keeping the vanilla items",
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type(hooked))
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end
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-- the start menu's mask is PAD_DOWN | PAD_UP | PAD_START | PAD_B | PAD_A
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-- (engine/menus/draw_start_menu.asm), so START closes it back to the
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-- overworld -- unlike most menus, whose masks omit PAD_START.
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--
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-- item count isn't fixed: POKéDEX/LINK/MODS come and go with save state,
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-- and mods can append their own rows through the hook above, so the
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-- double-spaced box (the original's style) can grow past the 18-tile
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-- canvas. Cap it at however many rows actually fit and scroll the rest,
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-- with Menu's moreArrow showing while there's more below.
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local rowStep = 2
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local maxVisible = math.floor((Renderer.HEIGHT / 8 - 2) / rowStep)
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menu = Menu.new(game, items,
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-- the START menu hugs the top-right corner of the SCREEN, not of a
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-- centred letterbox: at 9,0 x 11 it is already flush with the top and
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-- right of the 20x18 grid, so the anchor keeps it flush when the view
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-- is zoomed out and the letterbox no longer fills the window
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{ tx = 9, ty = 0, tw = 11, maxVisible = maxVisible, startCloses = true,
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anchor = "topright" })
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-- the cursor position survives closing the menu
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-- (wBattleAndStartSavedMenuItem, home/start_menu.asm)
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menu.index = math.min(game.save.startMenuIndex or 1, #items)
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menu:clampScroll()
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local baseUpdate = menu.update
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menu.update = function(self, dt)
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baseUpdate(self, dt)
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game.save.startMenuIndex = self.index
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end
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-- inside the Safari Zone the start menu also shows remaining steps and
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-- SAFARI BALLs (PrintSafariZoneSteps, engine/overworld/player_state.asm:
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-- 219-224): a 9x5 border at the top-left with "steps/500" and "BALL xx".
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-- It opens with `cp SAFARI_ZONE_EAST / ret c`, so only the nine interior
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-- maps ($D9..$E1) get it -- SAFARI_ZONE_GATE is $9C and falls under that
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-- early out, and used to show "502/500" while the player was still
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-- standing at the counter (#540). Same map set as the step counter's
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-- (FieldDefaults safari.stepMaps via OverworldState:inSafariStepZone).
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local ow = game.overworld
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if game.save.safari and ow and ow.map and ow.inSafariStepZone
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and ow:inSafariStepZone() then
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local baseDraw = menu.draw
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menu.draw = function(self)
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baseDraw(self)
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local safari = game.save.safari
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Font.drawBox(0, 0, 9, 5)
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(("%3d"):format(math.floor(safari.steps or 0)), 8, 8)
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Font.draw("/500", 32, 8)
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Font.draw(Strings("BALL"), 8, 24)
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Font.draw(("%2d"):format(math.floor(safari.balls or 0)), 48, 24)
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love.graphics.setColor(1, 1, 1, 1)
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end
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end
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return menu
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end
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return StartMenu
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