Files
gen1recomp/mods/pokewalker/README.md
T
Myles Resnick 902f0d73d4 iOS: native document-picker + Apple Health bridges, working device builds
Makes the iOS build a first-class citizen: ROM/mod/save import through
the system document picker (the README's missing "UIDocumentPicker
handoff"), Files-app drop-in support, and an opt-in Apple Health
step-sync seam consumed by a new gallery mod (Pokewalker).

Native layer (mobile/ios/native/, wired by mobile/ios/patch_love_src.py
on every build, so the fetched love-src tree stays pristine + re-patchable):
- GRPickerBridge.swift: love.system.pickFile("rom"|"mod"|"sav") and
  love.system.createFile on iOS with the same contract as love-android's
  SAF picker (picked_rom.gb / picked_mod.zip / picked_save.sav /
  export_done.flag in the save dir). Reached from wrap_System.cpp via the
  ObjC runtime, so liblove needs no Swift interop.
- GRBootstrap.m: sweeps .gb/.gbc/.zip/.sav dropped in Documents (Files
  app / Finder sharing) into the save dir on every activation;
  UIFileSharingEnabled + LSSupportsOpeningDocumentsInPlace in the plist
  overlay. Drop a ROM, open the app, it imports with zero taps.
- GRHealthBridge.swift: love.system.syncHealthSteps() -> read-only
  HealthKit step query anchored to the last sync, delivered as
  steps_pending.json (merge-not-overwrite). HealthKit entitlement +
  usage description included.

Lua:
- RomImporter: iOS rides the Android mobile flows; a 0.5s poll consumes
  picker deliveries (iOS pickers are in-process modals, so the Android
  refocus rescan never fires); failed pick copies surface as an
  on-screen notice via pick_error.txt.
- main.lua: on iOS, stop forwarding touchpressed to the Importer - LOVE
  already synthesizes a mousepressed for the primary touch, and the
  resulting same-frame double-present made the document picker
  auto-dismiss with zero documents (silent import failure).
- mods/pokewalker: opt-in Pokewalker mod (manifest v2, MECHANIC,
  permissions declared, mod.card, CHANGELOG, headless test suite 9/9,
  modkit validate --base imported + lint clean). Fused into iOS
  game.love only; loads dormant anywhere without the bridge.

Build (scripts/build_ios.sh):
- Fix Xcode 26: the global PRODUCT_NAME override also renamed liblove.a
  and broke the app link; the app bundle is renamed after the build
  instead.
- Fix nondeterministic pack failures: grep -q + pipefail races SIGPIPE
  on the game.love content checks.
- Simulator builds sign ad-hoc so entitlements embed (HealthKit works in
  the simulator).
- Device builds: signing team auto-detected from the keychain,
  CODE_SIGN_STYLE=Automatic + -allowProvisioningUpdates for CLI-only
  provisioning, per-team derived bundle ID (explicit App IDs are
  globally unique, so third parties can't sign the project default),
  gitignored mobile/ios/bundle_id.local pin, and --install to push to a
  connected iPhone.
- docs/ios-install.md: a zero-knowledge walkthrough from bare Mac to
  playing on an iPhone.

Backward compatibility: no behavior change on desktop or Android. The
new love.system functions exist only under LOVE_IOS; RomImporter's
mobile flag simply includes iOS alongside Android; the main.lua change
is iOS-gated; the Pokewalker mod is packed only by the iOS build script
and its option defaults off.

Verified on an iPhone 17 Pro simulator and an iPhone 16 Pro device:
scripted ROM import to title screen, Files-drop zero-tap import,
picker-driven mod install and save import/export, HealthKit permission
sheet + step credit (4000 steps -> +200 EXP at the default rate through
the engine growth curve).
2026-07-30 09:46:48 -04:00

3.4 KiB

Pokéwalker (Apple Health) — a Gen1Recomp mod

Your real-world steps become EXP for your Pokémon party — the HeartGold/ SoulSilver Pokéwalker, except it's the iPhone already in your pocket.

A mod for gen1recomp (the Gen 1 Recompilation Project). Opt-in, data-safe, and dormant on any platform that doesn't provide the native step source (see Requirements).

Install

Grab pokewalker-<version>.modpkg from Releases (or use GitHub's Code → Download ZIP — the importer handles both), then:

  • In the launcher: MODS tab → Import mod .zip → pick the file, or drag it onto the window on desktop.
  • iOS: you can also drop the zip into the app's folder in the Files app; it installs on next launch.

Then, in the mod manager → POKEWALKER → options, turn on SYNC STEPS. iOS asks for read-only access to your step count the first time.

Options

Option Values Default
SYNC STEPS on / off off
STEPS PER EXP 10 / 20 / 50 20
GIVE EXP TO lead mon / whole party (split) lead mon

Mechanics & guardrails

  • EXP applies through the engine's own growth curves and rare-candy stat math, so levels, stats, and HP top-ups are exact.
  • Steps are anchored to the last sync — the same walk is never credited twice — and any single sync is clamped to 50,000 steps.
  • The engine levelCap constant is respected.
  • Credits land at quiet moments (save load, map change, battle end) with a walk-report textbox.

Requirements

The Lua mod is platform-neutral, but it feeds on a native step bridge that currently ships in an iOS build of gen1recomp. Without the bridge the mod loads and stays dormant — safe to install anywhere.

The bridge contract (for porters)

Any platform can light this mod up by providing:

  • love.system.syncHealthSteps()boolean — kick off an async step query (requesting OS permission on first use). On completion, write steps_pending.json to the LÖVE save directory:

    { "steps": 4312, "from": "2026-07-30T08:00:00Z", "to": "2026-07-30T17:00:00Z" }
    

    Count steps from a persisted anchor (last successful sync) so a walk is never delivered twice, and merge with an unconsumed pending file rather than overwriting it. The mod consumes and deletes the file.

The reference iOS implementation is a small Swift class (HealthKit HKStatisticsQuery over stepCount) exposed to Lua through a one-line wrap_System.cpp addition. Open an issue here if you're porting the bridge (Android: Health Connect / Google Fit would slot straight in).

Known limitations (v1)

  • Level-ups granted while walking don't prompt for new moves, and level evolutions wait for the next in-battle level — same behavior as over-leveling with rare candies.
  • Steps sync on launch/activation; no background delivery yet.

Developing

From a gen1recomp checkout with this mod at mods/pokewalker and an imported data cache:

luajit mods/pokewalker/tests/pokewalker_test.lua
python3 tools/modkit.py validate mods/pokewalker --base imported
python3 tools/modkit.py pack mods/pokewalker

License

MIT — see LICENSE. Not affiliated with Nintendo, Game Freak, or The Pokémon Company. This mod contains no ROM-derived content (modkit lint clean).