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bryanthaboi ae6cac89e1 G2 support
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Preparing your mod for Gen 2 (Gold)

You have a mod that works on Red, Blue or Yellow, and you want it to work on Gold. This is the migration guide: what breaks, what the engine papers over for you, what it refuses to paper over, and the order to do the work in.

docs/mod-api-gen2-compat.md is the reference for what Gold serves. This document is the procedure for getting your mod there. Read that one when you need to know whether a registry or a hook exists; read this one first.

What actually breaks, and why

Gold is not a skin over the Gen 1 engine. It is a second engine living beside the first one: src/core/Game2.lua owns the boot, src/world/gen2/World.lua is the overworld, src/battle/gen2/Battle.lua is the battle, and src/script/gen2/Vm.lua runs the cart's own bytecode instead of a Lua row list. A Gold boot never loads src/core/Game.lua, src/world/OverworldController.lua or src/battle/BattleState.lua at all. The mod API on top is deliberately one API -- the same registry names, the same hook names, the same event names, the same mod.* facade -- so a mod that stays on that surface mostly moves across unchanged. What does not move is everything underneath it.

The failure that motivated all of this is quiet, which is what makes it worth a whole document. A mod with engine_internals writes local Game = require("src.core.Game") and patches a method on it. Under Gold that require used to succeed: the file is on disk, require finds it, hands back a perfectly good module table, and your patch lands on it. Nothing ever instantiates that table, so the patch runs zero times and the only symptom is that your mod does nothing. No error, no warning, no crash to bisect. Two things fixed that. First, a mod is not loaded on a Gold boot unless it says it is for Gold, so the default outcome is "not running" rather than "running wrong". Second, when it does say so, a require made from your own file is answered by an adapter (src/mods/Gen2Compat.lua) that presents the Gen 1 API over Gold's internals, and a member the adapter cannot honestly back reads nil instead of reading plausibly-wrong.

Step 1: run the checker before you change anything

modkit gen2check reads your manifest, statically scans every .lua the package carries, and cross-references what it finds against the adapter's own coverage table. Run it first, because it tells you the size of the job in a few seconds.

python3 tools/modkit.py gen2check <id-or-path> [<id-or-path>...]

Real output, against a follower mod written for Yellow:

-- PokePCFollowers_VoxelMerge: api 1, profile content, no games declared, permissions engine_internals, 0 dependencies, game_version unset
MK400 ERROR manifest.json: no Gen 2 game in "games" (and no gen2compat), so a Gen 2 boot skips this mod; the rest of this report is what it would hit once it claims one
MK404 ERROR main.lua:575: BattleState.newWild has no Gen 2 backing: Gold has no factory that returns an unpushed battle, and World:startBattle constructs and pushes in one call. A mod that wraps newWild to rewrite the species must be pointed at the encounter.species hook, which Gold raises with the same name and shape (World:rollEncounter); this reads nil
MK404 ERROR main.lua:576: BattleState.newWild has no Gen 2 backing: ... ; nothing on a Gen 2 boot reads this write
MK409 WARN  main.lua:13: allow-lists a Gen 1 version string, which excludes this mod from a Gen 2 game by construction; test for the capability the code needs instead of the version
MK409 WARN  main.lua:424: ... (same, a second allow-list)
MK409 WARN  main.lua:565: ... (and a third)
modkit: unresolved: 1 site: requires whose result is neither bound to a name nor indexed here, so where the module goes is not followed (main.lua:221)
modkit: unresolved: 5 debug upvalue calls whose target function this scan could not tie to an engine module, so the local they reach could not be resolved (main.lua:279, main.lua:285, main.lua:288, main.lua:321 and 1 more)
modkit: src.world.PikachuFollower.onMapEntered closes over 'shouldSpawn' on a Gen 2 boot, so the upvalue surgery at main.lua:325 lands as it does on Gen 1
FAIL PokePCFollowers_VoxelMerge on gen 2: will not work (3 errors, 3 warnings)

Three kinds of line, and the difference matters:

  • MK4xx ERROR / MK4xx WARN are findings with a file and a line. Errors set the exit code; warnings do not unless you pass --strict.
  • modkit: notes are things the tool derived rather than found, or could not decide at all. They never change the exit code. The shouldSpawn note above is the tool resolving that member through the adapter on a Gen 2 boot, enumerating the function's real upvalues, and confirming the surgery lands; the unresolved: notes are the tool naming, with file and line, every reach it saw and could not follow.
  • The verdict: will load, will load but degrade, or will not work.

The rule ladder:

rule what it means
MK400 the manifest claims no Gen 2 game, so a Gen 2 boot skips the mod
MK401 a dependency claims no Gen 2 game, which takes you down with it
MK402 you require a Gen 1-only module the adapter does not serve
MK403 a Gen 2 boot runs a gen2/ sibling of the module instead
MK404 a member you touch has no Gen 2 backing (the adapter's own reason is quoted)
MK405 a member you touch degrades and says so once
MK406 the signature moved under an alias
MK407 debug upvalue surgery the Gen 2 arm cannot take: the member is not a function there, or the function does not close over that local
MK408 upvalue surgery the scan could not resolve either way
MK409 a version allow-list, or a Gen 1 screen id
MK410 the entry chunk reads a member of a game that is not up yet

Flags: --strict promotes warnings to failures, --notes prints the adapter's note for every backed member you touch (worth reading once per mod, because several backed members are backed with a caveat), --json emits one document for the whole batch, --quiet drops everything except the findings -- no header, no notes, no verdict line, so a clean mod prints nothing at all and the exit code is the whole answer. Exit code is 0 clean, 1 on a fatal finding, 2 on usage.

Name several mods in one invocation and they are read as one install set, so a mod and its dependencies can answer each other's MK401.

What the checker cannot see, and now says so. It is a static scan, not a run. It follows more than it used to -- a require made through your own tryRequire-style wrapper, local ok, M = pcall(require, "..."), an inline require("src.world.Map").waterTiles(...), a bracket index M["member"], a local hop local F = M -- so reaches that used to be invisible now produce real findings, and a mod that passed before can fail now.

Two places where it used to answer confidently and wrongly now do not. local A, B = require("src.world.Map") is read as binding A, which is what Lua does; it used to take the name nearest the = and pin the module on B, so every reach off A went unchecked and every reach off B was checked against a module that was never there. And a helper of your own is only read as upvalue surgery when the scan can see it forward its own (function, name) pair into the debug call; a helper that merely mentions upvalue, or that finds the slot by walking debug.getupvalue, no longer has its call sites read as naming an engine local, because they do not.

What it still cannot follow it names instead of ignoring. Every unfollowed reach comes back as an unresolved: note carrying a file and a line. The scan side raises one for:

  • a require name built at runtime, whether handed in whole or concatenated (require("src.world." .. name) is as unfollowable as require(name));
  • an engine module name handed to a call the scan does not follow;
  • an engine module name spelled in a literal with no require attached;
  • a require whose result is neither bound to a name nor indexed on the spot;
  • a require in a multiple assignment whose value it cannot pair to a name;
  • a name bound to a member of a module rather than the module;
  • an engine module indexed with a computed key;
  • rawget or rawset on a bound module: that goes straight to the table the require shim hands back, so on a Gen 2 boot it reads or writes the Gen2Compat facade and not the module behind it;
  • an engine module read as a value rather than indexed, so where it goes from there (a table field, a call argument, a metatable's __index) is not followed;
  • a debug upvalue call whose target function could not be tied to a module;
  • a call through one of your own upvalue helpers that the scan could not confirm carries an upvalue name through to the debug call.

Four more come from the coverage side rather than the scan: a dependency that is not installed beside your mod, a required name that is neither an adapter nor a module in this checkout, a module with no coverage row at all, and a Gen 1 member the coverage table does not classify.

The practical consequence is worth stating plainly: an empty finding list plus no unresolved: notes now means the scan followed everything it saw, and an empty finding list on its own does not.

It is still silent on any member the adapter's coverage table does not record: the table lists 481 members across the 15 served modules, which is a large majority of what real mods touch and is not the whole Gen 1 API. A clean gen2check means "nothing known-broken was found", not "this works". Boot it.

Step 2: declare which games the mod is for

Nothing moves on disk. A mod is installed once, into mods/<id>/, and that one directory serves every game. There is no mods/gen1/, no mods/gen2/, and no per-generation copy: targeting is something the manifest declares, not something the filesystem encodes.

{
  "id": "my_mod",
  "name": "My Mod",
  "version": "1.0.0",
  "entry": "main.lua",
  "api": 2,
  "games": ["gen1", "gen2"]
}

games is an optional array. Each entry is one of:

token means
"red", "blue", "yellow", "gold" that one game (a version id from GameVersion.ORDER)
"gen1", "gen2" every game of that generation (case-insensitive; "gen 2" also parses)
"all" every game this engine has

src/mods/ModTargets.lua is the one place those tokens are resolved, and it derives the list from GameVersion.ORDER rather than restating it, so a game added later needs no edit there. The scaffold writes the key for you:

python3 tools/modkit.py scaffold my_mod --games gen1,gen2

Omitting games keeps the old meaning exactly. No games key means Gen 1 only, plus Gen 2 if the legacy "gen2compat": true flag is set. Every manifest written before the key existed means precisely what it always meant. gen2compat is still accepted and is purely additive: it adds the Gen 2 games to whatever games says, so no manifest can lose a game it already ran on. Manifest.validate (src/mods/Manifest.lua:210-224) resolves the two into one ORDER-sorted manifest.games array and derives manifest.gen2compat from it, which is why "games": ["gen2"] is honoured by the loader's gate today with no other change.

An unknown token warns and is dropped under api 1 and refuses the manifest under api 2 (the normal violation() rule). A games array that names no game this engine knows falls back to the default rather than orphaning the mod. A non-array games is a hard error.

What you are claiming

Adding a game to games is you saying I have run this there. It is not a request for best-effort support and the loader does not treat it as one: a mod that claims a game is loaded on that boot in full, with its registrations, its subscriptions and its entry chunk, exactly like a mod written for it. If it is half-working, the player sees a broken mod, not a partially-supported one. That is the whole reason the key exists rather than being inferred.

Every token is enforced, per game. Loader:_gateGeneration (src/mods/Loader.lua:447) gates on ModTargets.supports(manifest, version, generation) -- the same call both mod surfaces make -- so "games": ["blue"] really does not load on Red, and the skip line is the launcher's line, For Blue, not Red. "games": ["gold"] alone no longer loads on Red either: it names one game, and that game is Gold. A manifest with no games and no gen2compat still covers every Gen 1 game, so nothing written before the key existed changes behavior; what changed is that a version-id token is now a statement the boot keeps rather than a label the UIs draw. If you want a mod everywhere, say so: ["gen1", "gen2"] or ["all"].

Dependencies are contagious. A mod whose hard dependency does not run here is left out too, carrying the dependency's own wording (depends on X, which does not run here (For Blue, not Red)). It is reported as a skip rather than a failure and neither mod lands on the boot error list, but the mod does not run. Every hard dependency in the chain has to cover the same games; MK401 is the checker's version of this question for the Gen 2 half of it.

The player can overrule you, in one direction only. The in-game mod manager offers TRY HERE ANYWAY on the detail pane for any mod that does not claim this game (src/mods/ManagerState.lua:386), which now includes a Gen 1 boot: a Blue-only mod is genuinely skipped on Red, so that row is the only way to run it there. The choice is per game: options.modsGen2[id] is a { [version] = true } table, so forcing a mod onto Red does not force it onto Gold. A stored legacy options.modsGen2[id] = true from before the key was per-game reads as "the Gen 2 games", which is the only set it could ever have affected, and it is expanded in place the next time the player answers. A forced mod loads normally and keeps a note saying its author never verified it here; the launcher shows it as Forced onto Gold by you (untested). If the override cannot be persisted the manager says COULD NOT SAVE rather than promising a restart that would change nothing.

What the player sees

All three surfaces read the same derivation -- the two UIs and the loader -- so they cannot disagree about your mod. The launcher's mod panel carries a Show for: chip row (All games / Red / Gold / ...) and a per-mod tag from ModTargets.chip -- GEN 1, GEN 1+2, RED/GOLD, BLUE -- greyed out when the mod does not run on the selected game, with the line Not for this game (src/import/LauncherView.lua:320) and the detail from ModTargets.detail, For Gen 1, not Gold. The in-game manager shows the same thing as ENABLED (NOT THIS GAME) with the skipped glyph, plus an inert FOR GEN 1+2 row on the detail screen. The launcher's dependency verdict asks the same question of your dependencies: a mod whose hard dependency does not run on the selected game reads Needs <id> (not for Gold) rather than Ready.

One limit worth knowing

Per-game enable flags are still a preview. The overlay options.modsByVersion[version][id] exists and every surface goes through SaveData.modEnabled / SaveData.setModEnabled, but SaveData.PER_VERSION_MODS is false (src/core/SaveData.lua:489). While it is false, SaveData.modScope answers nil for every caller, so the launcher panel, the in-game manager and the loader all read and write the one shared options.mods flag and the overlay is not consulted for enablement anywhere. That matters because the overlay is plantable from an imported .g1rmodlist: keeping every reader on the same scope as every writer is what stops a stored per-game flag from showing a mod set no boot would honour. Nothing about this affects a mod author; it affects what a player can currently express.

Targeting is a different question from enablement and is enforced per game, as above. The two do not share a switch.

Step 3: prefer the API over the modules

Before doing any adapter work, check whether you need the modules at all. In new code, take the live game from mod.game and the world from mod.world. Both resolve per generation inside the loader (src/mods/Loader.lua:1021): mod.game is src/core/Game.lua's singleton under Gen 1 and the Game2 instance Gold injected under Gen 2, read on every touch rather than cached; mod.world is src/world/WorldAPI.lua or src/world/gen2/WorldAPI.lua behind one method set. Neither needs engine_internals. The game.ready payload and every ui.* hook's first argument carry the same live game.

Anything you can express as a registry write, a hook or an event subscription is generation-agnostic already and needs nothing from this document. The adapter exists for the code that was written before Gold did, and for the small number of things the API genuinely does not reach.

Step 4: the adapter, module by module

On a Gen 2 boot with mods present, require is interposed (Loader:_installDevShim, src/mods/Loader.lua:184) and a require made from a mod's own chunk for one of fifteen Gen 1 names is answered by src/mods/Gen2Compat.lua. Engine code is unaffected: the shim compares the caller's chunk name against the engine tree, so src/render/PaletteFX.lua requiring src.core.Game still gets the real Gen 1 module on both generations. This is not a dev-mode feature; it installs on any Gold boot that has mods.

the name you require kind what you get backed / warned / absent
src.core.Game facade a live proxy onto the Game2 instance 70 / 9 / 12
src.world.OverworldController facade over src/world/gen2/World.lua 56 / 5 / 68
src.world.Map alias src/world/gen2/Map.lua 28 / 2 / 9
src.world.NPC alias src/world/gen2/Npc.lua 27 / 0 / 1
src.pokemon.Boxes facade over src/core/gen2/Boxes.lua 22 / 0 / 0
src.battle.BattleState facade over src/ui/gen2/BattleState.lua 16 / 2 / 39
src.ui.PartyMenu facade over src/ui/gen2/PartyMenu.lua 15 / 2 / 16
src.world.WorldAPI alias src/world/gen2/WorldAPI.lua 12 / 2 / 0
src.world.PikachuFollower alias src/world/gen2/Follower.lua 10 / 0 / 11
src.script.ScriptRunner facade over src/script/gen2/Vm.lua 10 / 7 / 1
src.ui.OptionsMenu facade over src/ui/gen2/OptionsMenu.lua 8 / 0 / 1
src.world.FieldDefaults facade the playerSprites answer and named refusals 5 / 2 / 3
src.world.Collision facade DELTA / target / occupied / canMove 4 / 1 / 0
src.ui.StartMenu facade over src/ui/gen2/StartMenu.lua 4 / 0 / 0
src.ui.BoxMenu alias src/ui/gen2/PcMenu.lua 1 / 0 / 0

Alias means the adapter is the Gen 2 module. Your monkey-patch, your rawset sentinel and your == idempotency check all land on the table Gold actually runs, and getmetatable(npc) == NPC is true. Five names are aliases because nothing less would work: mods set their own trailer's metatable to src.world.NPC, a mod is handed world.map rather than building one, the loader builds every mod.world out of src.world.WorldAPI so a copy would give two, src.world.PikachuFollower is reached with debug.setupvalue on a file-local, and Screens caches src.ui.BoxMenu for "Gen2PcMenu" so a .new patch has to land there.

Note that src.ui.BoxMenu points at src/ui/gen2/PcMenu.lua, not at src/ui/gen2/BoxMenu.lua. Gen 1's BoxMenu is Bill's PC top menu, whose Gold counterpart is PcMenu; Gold's BoxMenu is the withdraw/deposit list that Gen 1 builds inline.

Facade means a translating wrapper. .overworld resolves Game2.world, writeOptions resolves Game2:persistOptions, game.data.sprites resolves data.gen2Sprites, NPC.new(data, mapId, objDef) is sniffed apart from NPC.new(mapId, objDef, spriteDef) and the movement vocabulary is translated with it. The four UI facades (PartyMenu, StartMenu, OptionsMenu, BattleState) are write-through: reads fall to the Gen 2 class and writes go to the Gen 2 class, so PartyMenu.update = wrapper still patches the live class Gold pushes. Your write also reads back as your own value -- after PartyMenu.new = wrapper, PartyMenu.new is wrapper and nothing else, so rawequal holds and an idempotency check works. That is what makes the ordinary capture-and-chain idiom safe: a wrapper that calls the value it captured reaches Gold's real constructor rather than re-entering the facade's own override. Writing nil clears the member instead of re-exposing the override underneath.

The src.world.OverworldController facade is a facade over the live World, not over a class, so seven of its fields (map, player, npcs, entities, ghosts, npcPool, camera) read and write through to the running world: Gen 1's module is the singleton, so a write has to land somewhere real. A write made before a world exists is dropped with a warning rather than shadowing the world it would have applied to.

backed, warned, absent

The adapter publishes what it covers, and the checker consumes that same table rather than a copy of it. Exactly three statuses, and a member listed as both resolves to the weaker one:

  • backed -- present, and it does the Gen 1 job on Gold. Read the note anyway where there is one: several backed members are backed with a caveat (Boxes.COUNT is 14 on Gold and not 12; BattleState.say ignores sayAuto's delay because Gold's messages always auto-advance; Collision.DELTA is Gold's live table, so adding a key mutates Gold's own movement).
  • warned -- present, answers nil or degrades, and names itself once in the log with your mod attributed. Game.renderer, Game.load, Game.step, game.data.field, game.data.constants, ScriptRunner.resume / .update / .parallel, PartyMenu.tmhm and OverworldController.neighbors / .npcByIndex are here. neighbors is the shape of the whole category: Gold's rows are { id, ox, oy, image } where Gen 1's are { map = mapDef, ox, oy }, so the field warns and answers nil rather than handing back a list whose nb.map is nil on every row.
  • absent -- deliberately not on the table. It reads nil, which is the honest failure. BattleState.newWild, OverworldController.rollEncounter, Map.warpPadOrHoleAt, PikachuFollower.shouldSpawn and 157 others are here. (shouldSpawn is absent as a module member on both generations: it is a file-local, reached through setShouldSpawn or the upvalue of that name, and the coverage table says so rather than implying a field exists.)

"Absent" means not served, not wrong. Every one of them was left off for a stated reason, and the reason is in the coverage note. BattleState.newWild is the clearest case: Gold has no factory that returns an unpushed battle, because World:startBattle constructs and pushes in one call, so a newWild taking a species and a level would be a lie about what Gold's battle screen is. The route for the thing you were actually doing (rewriting the species of a wild encounter) is the encounter.species hook, which Gold raises under the same name with the same shape.

A member the table does not record is not a guarantee of anything. What it does depends on the adapter: an alias hands you the Gen 2 module's own member, whatever that is; a write-through facade falls to the Gen 2 class; the src.core.Game facade names it in the log and reads nil; the src.world.OverworldController facade reads nil silently. The checker is silent about it too.

Reading the coverage yourself

The table is queryable, and it is the same query the checker makes:

local Gen2Compat = require("src.mods.Gen2Compat")

Gen2Compat.modules()                 -- the 15 served names, sorted
Gen2Compat.serves("src.world.Map")   -- true
Gen2Compat.memberStatus("src.battle.BattleState", "newWild")  -- "absent"

local c = Gen2Compat.coverage("src.world.Map")
-- { module, kind = "facade"|"alias", target, members = { [name] = status },
--   notes = { [name-or-topic] = "one line" } }

Gen2Compat.COVERAGE_VERSION is 1 and Gen2Compat.STATUS carries the three status strings. notes keys are documentation topics, not a member list: dotted paths (save.money), field names (warpAt), hook names (hook ui.pc.items) and bare topics (identity, iteration, rawset) all appear there. members is the authoritative set.

To dump the lot for one module:

luajit -e 'package.path="./?.lua;"..package.path
local G=require("src.mods.Gen2Compat")
local c=G.coverage("src.world.OverworldController")
for m,s in pairs(c.members) do print(s,m) end
for k,v in pairs(c.notes) do print("note",k,v) end'

The patterns no adapter can fix

Five shapes come up in nearly every real Gen 1 mod, and none of them can be fixed on the engine side without lying to you. Each one has a route that works on both generations.

1. A hardcoded version allow-list

local v = GameVersion.get()
if v ~= "red" and v ~= "blue" and v ~= "yellow" then return false end

This excludes you from Gold by construction, and it does so after everything else in your mod has been made to work, which is why it produces the most confusing possible outcome: the adapter resolves, your patches land, and the feature still never appears. MK409 catches it.

Instead, test for the thing the branch actually depends on. If it is there because a member might be missing, test the member:

local Follower = require("src.world.PikachuFollower")
if Follower.setShouldSpawn then ... end   -- present on Gold, absent on Gen 1

If it is there because a piece of per-cart content might be missing, test the content -- mod.find and the merged data tables answer that in both games. Version tests stay legitimate for genuinely per-cart content, which is what Yellow's starter rename is; they are never right as a gate on a whole feature.

2. String-matching a screen id

if id == "BoxMenu" then ... end

Gold's builtin screens are registered under Gen2-prefixed ids, so this matches nothing there. Screens.GEN2_IDS in src/ui/Screens.lua is the full list, 51 ids: Gen2BoxMenu, Gen2PartyMenu, Gen2NamingScreen, Gen2Credits and 47 more. MK409 catches this exact line: it keys off the string literal itself, not off a screen-shaped word elsewhere on the line, so if id == "BoxMenu" then is flagged where it used to slip through. The price of that is deliberate breadth -- any literal equal to a Gen 1 screen id with a Gen2 twin is warned about, wherever it appears -- so the message states what is true of the literal rather than guessing what the surrounding code meant. It is a warn, and reading past a false one costs you nothing.

Instead, either match both ids, or stop matching ids and take the seam the screen offers. Most screens a mod wants to decorate raise a hook whose name is shared across both generations -- ui.start_menu.items, ui.options.rows, ui.party.submenu, ui.pc.items, ui.naming.grid, ui.list_menu -- and a hook subscription needs no id at all. Where you genuinely must key off the id:

local BOX_IDS = { BoxMenu = true, Gen2PcMenu = true }
if BOX_IDS[id] then ... end

Watch the pairing. ui.pc.items has the same name on both sides but a different menu behind it: Gen 1 raises it over the WHICH-PC list, Gold over Bill's PC's own rows. And Gen 1's BoxMenu pairs with Gen2PcMenu, not with Gen2BoxMenu.

3. debug.setupvalue on an engine local

local idx = findUpvalue(PikachuFollower.update, "shouldSpawn")
debug.setupvalue(PikachuFollower.update, idx, myPredicate)

This only ever worked because the Gen 1 file happened to hold that predicate in a file-local of that name. Nothing about the engine promises it, and on the Gen 2 side the local has to exist under the same name and hold the same thing for the surgery to land. Today it does: src/world/gen2/Follower.lua:23 declares local shouldSpawn for exactly this reason, so follower mods reaching for it work unchanged on Gold. That is a deliberate courtesy, not a contract.

MK407 fires in the two cases where the surgery cannot land: when a Gen 2 boot resolves the member to something that is not a function (so debug.setupvalue raises), and when the function it does resolve to does not close over that name, in which case the message quotes the upvalues it does close over. The check resolves the member through the adapter exactly as the loader does and enumerates the resolved function's real upvalues, so a local that merely appears somewhere in the Gen 2 file is never mistaken for one -- that used to be the check, and it blessed surgery that landed on nothing. MK408 fires when the scan could not resolve the member either way, which is what you get when luajit is not on PATH: the check degrades to an honest warn, never to a reassuring note.

Instead, use the named seam when there is one, and fall back only when there is not:

if Follower.setShouldSpawn then
  Follower.setShouldSpawn(myPredicate)      -- Gen 2, and any future Gen 1 arm
else
  patchUpvalue(Follower.update, "shouldSpawn", myPredicate)   -- Gen 1 today
end

Follower.setShouldSpawn writes the same cell debug.setupvalue reaches, so the two cannot disagree. Note the presence test is doing real work: src/world/PikachuFollower.lua has no setShouldSpawn, so this is not a rename you can apply blindly. Note also that the predicate is called (game, world) on Gold where Gen 1 passes (game, ow) -- the same object under a different name, so a predicate reading ow.player or ow.map is unchanged.

4. Capturing state off src.core.Game at file scope

local Game = require("src.core.Game")
local save = Game.save          -- nil forever
local party = Game.save.party   -- error at load

The module require itself is fine and is meant to be: the Gen 2 src.core.Game is a proxy that reads the live Game2 instance on every touch, precisely so that a mod capturing it at file scope, before a save or a world exists, keeps working once they do. What does not survive is capturing a field off it at file scope, which snapshots nil. This is true on Gen 1 as well; Gold just makes it bite more often because the entry chunk runs earlier relative to the world. MK410 catches the file-scope read of a member the Gen 1 module only ever writes as self.<name>.

Instead, read through the facade at the moment you need the value, or take the live game from the game.ready payload:

local Game = require("src.core.Game")
mod.events:on("game.ready", function(ev)
  local game = ev.game            -- the real Game2 instance
  local party = Game.save.party   -- read now, not at file scope
end)

Three further properties of the proxy that a Gen 1 mod can trip over, all recorded in the coverage notes:

  • Identity. The proxy can never compare equal to the Game2 instance the game.ready payload carries. Lua 5.1 fires __eq only when both operands share a metatable, so Game == ev.game is false on Gold. Do not use it as an idempotency check.
  • Iteration. pairs, next and rawget see an empty table, because the proxy holds nothing of its own. Enumerate the game.ready payload instead.
  • rawset. rawset(Game, k, v) lands on the proxy, reads back correctly through the same facade, and is completely invisible to the engine. That read-back is what hides it. Use a plain assignment, which writes through to the live instance.

The save layout moved too, and those fields are absent rather than aliased so that a wrong read is loud rather than silent: save.money is save.player.money, save.player.map / .x / .y / .facing are save.position.*, and save.player.rival is save.rival.name. save itself is a straight pass-through on purpose.

5. Monkey-patching a class, and the two ways it goes wrong

Patching a shared class method is supported, and this is worth stating plainly because it is the thing most authors expect to have to rewrite. The four UI facades write through: __newindex forwards to the Gen 2 class, so

local PartyMenu = require("src.ui.PartyMenu")
local origUpdate = PartyMenu.update
function PartyMenu.update(self, dt) ... return origUpdate(self, dt) end

lands on the class Gold actually pushes. Aliases are the class, so the same holds there.

Two variants do not work, and neither can be made to.

Patching a member the Gen 2 class does not have. The write succeeds, reads back as your own function, and nothing ever calls it. BattleState.newWild = wrapper is the canonical case: the assignment is taken, and no Gold code path reads that name. This is the one place the read-back works against you, which is why MK404 reports the write site separately from the read site.

Patching a field on a live instance. menu.onSwitch = fn writes a field Gen 2 never reads -- Gold takes it as onChoose at construction. Same for menu.swapFrom (renamed switchFrom) and for StartMenu's tx / ty / tw / th / anchor / maxVisible, which do not exist on Gold at all because the box is fixed at Chrome.box(10, 0, 10, h). A write to any of them is inert. Pass what you need to .new instead: PartyMenu.new(game, { onSwitch = f }) with no battle, pickOnly or forceSwitch opens the plain list and calls onSwitch(mon, menu) on A, which is the Gen 1 behavior the facade reproduces.

A close relative worth calling out because it errors rather than no-ops: map.warpAt is a name collision, not a rename. Gen 1's is a table keyed by cell; Gold's Map:warpAt is a method of the same name. map.warpAt[cell] and pairs(map.warpAt) both raise, which is loud but points at your mod. Enumerate map.warps, which Gold carries as an ordered array.

A worked migration

Here is one real one, start to finish. The mod is a follower pack written for Red/Blue/Yellow. gen2check reports MK400 on the manifest, MK404 twice on BattleState.newWild and MK409 on a version allow-list, plus a note confirming its shouldSpawn surgery lands.

Before. Three separate problems in about twenty lines.

local BattleState      = require("src.battle.BattleState")
local PikachuFollower  = require("src.world.PikachuFollower")
local GameVersion      = require("src.core.GameVersion")

return function(mod)
  -- (1) rewrite the starter encounter's species
  local origNewWild = BattleState.newWild
  BattleState.newWild = function(game, species, level, ...)
    if species == "PIKACHU" and level == 5 then species = "CHARMANDER" end
    return origNewWild(game, species, level, ...)
  end

  -- (2) decide whether a follower spawns
  local newShouldSpawn = function(game, ow)
    local v = GameVersion.get()
    if v ~= "red" and v ~= "blue" and v ~= "yellow" then return false end
    return packSize(game) > 0
  end

  -- (3) install it
  patchUpvalue(PikachuFollower.update,       "shouldSpawn", newShouldSpawn)
  patchUpvalue(PikachuFollower.onMapEntered, "shouldSpawn", newShouldSpawn)
end

On Gold: (1) assigns onto a name nothing reads, so the species rewrite never happens. (2) returns false for every Gold boot, so no follower ever spawns. (3) actually works, and works on a predicate that has already decided to do nothing. Two silent failures and one correct mechanism pointed at them.

After. The manifest gains "games": ["gen1", "gen2"], and:

local PikachuFollower = require("src.world.PikachuFollower")

return function(mod)
  -- (1) the species of a wild encounter is a hook on both generations
  mod.hooks:wrap("encounter.species", function(next, enc, ctx)
    local rolled = next(enc, ctx)
    if rolled and rolled.species == "PIKACHU" and rolled.level == 5 then
      rolled.species = "CHARMANDER"
    end
    return rolled
  end)

  -- (2) no cart check: whether there is a pack to walk is the whole question
  local newShouldSpawn = function(game, ow)
    return packSize(game) > 0
  end

  -- (3) the named seam where there is one, the upvalue where there is not
  if PikachuFollower.setShouldSpawn then
    PikachuFollower.setShouldSpawn(newShouldSpawn)
  else
    patchUpvalue(PikachuFollower.update,       "shouldSpawn", newShouldSpawn)
    patchUpvalue(PikachuFollower.onMapEntered, "shouldSpawn", newShouldSpawn)
  end
end

gen2check now reports clean, and the mod is shorter than it was on Gen 1 alone. That is the usual shape of this work: two of the three fixes replace engine surgery with an API that existed the whole time, and only the third needs a generation branch.

The one change that is not a simplification is the hook's contract. A wrapper takes (next, ...) and must call next with the arguments it was handed, where the monkey-patch could do as it liked with them. encounter.species transforms a rolled { species, level } and gets a ctx beside it: Gen 1 fills in mapId, terrain and rng, and Gold adds daytime, environment, kind ("wild" / "contest" / "script" / "sweet_scent"), tables and data. So the same subscription serves both games, and a Gold-only refinement is a field test rather than a second hook. That is the trade: a narrower seam that both engines raise, in exchange for not owning a function neither engine promised you.

Testing

Headless, without a Gold cache. The SDK harness takes the generation directly, and everything after that is the production path -- same loader, same validate, same topological sort, same merge:

local run = T.sdk.loadMod("mods/my_mod", { generation = 2 })
T.eq(run.mod and run.mod.state, "loaded",
  "runs on gen 2: " .. tostring(run.mod and run.mod.skipReason))
T.eq(#run.errors, 0, "and loads with no boot errors")
run.release()

Assert the state, not just the error count. A gate skip is deliberately not an error: Loader:_skip sets mod.state and mod.skipReason and stays off loader.errors, because neither the mod nor its dependency has a bug. So T.eq(#run.errors, 0) on its own passes for a mod that never ran a line, which is the one result you were testing to rule out. run.mod.state is "loaded" when the entry chunk ran and "wrong_generation" when the gate or the dependency contagion took it, with run.mod.skipReason carrying the sentence the manager would show. Keep the error assertion too: it is what catches a registry with no Gen 2 home and a require the adapter does not serve, both of which do land on loader.errors.

On a real Gold boot. Nothing above substitutes for running it. Import Gold in the launcher, enable your mod, and play the part your mod touches. Be precise about where the adapter talks to you, because the two channels are not the same:

  • The log carries the adapter's own warnings, each attributed to the mod holding the facade ([my_mod] Game.renderer has no Gen 2 backing: ...), so a member that degraded tells you which one and why. Gen2Compat.warnOnce goes to Logger.warn and nowhere else -- these do not appear in the manager.
  • The manager's error feed (loader.errors) is a shorter list: a mod that failed validation, a duplicate mod id, a registry with no Gen 2 target, a cross-validation problem, and the one adapter-adjacent case, a require for a Gen 1 module the adapter does not serve. A skipped mod is not on it, and neither is a degraded member.

So: read the log for coverage problems, and the manager for load problems.

POKEPORT_IDENTITY=<name> sandboxes the save directory if you want a clean profile to test in, and POKEPORT_DEV=1 adds the console and F5 hot reload.

What this guide does not promise

  • Coverage is partial and will stay partial. 15 Gen 1 modules are served out of a much larger engine, and within those 15 the coverage table records 288 backed members against 32 warned and 161 absent. The absent ones are not a backlog; most are absent because there is no honest Gen 2 answer, and each one carries its reason. The counts move as the adapter learns something: a member that turns out to answer nil is demoted from backed to warned or absent rather than left flattering the table.
  • Absent is not broken, it is not-served. A nil read is the designed outcome. If you would rather have an error, test for the member before you use it.
  • The checker is a static scan. It cannot follow a require built at runtime, cannot tie every debug call to a module, and says nothing at all about a member the coverage table does not record. What it can do is admit each of those individually, with a file and a line, as an unresolved: note. Read the notes as part of the report: a clean finding list with notes under it means "nothing known-broken was found in the part I could follow", and only a clean finding list with no notes means the scan followed everything.
  • A backed member can still surprise you. backed means the adapter took responsibility for the Gen 1 call shape, not that Gold behaves identically. Run gen2check --notes once and read the caveats on the members you touch.
  • The adapter is not a compatibility layer for new code. It exists so mods written before Gold existed keep working. If you are writing something now, mod.game, mod.world, the registries and the hooks mean the same thing in both games and need none of this.