mirror of
https://github.com/bryanthaboi/gen1recomp.git
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ca4d3d283c
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.
168 lines
7.2 KiB
Bash
Executable File
168 lines
7.2 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Pack a Switch SD-ready zip: extract at microSD root (merge-safe update).
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#
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# Usage:
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# scripts/switch/pack_sd_zip.sh GAME_NRO VERSION OUT_ZIP [LAUNCHER_NRO]
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#
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# Layout inside the zip (SD root):
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# switch/gen1recomp/gen1recomp.nro (launcher if LAUNCHER_NRO set, else game)
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# switch/gen1recomp/gen1recomp-game.nro (only when LAUNCHER_NRO set)
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# switch/gen1recomp/version.txt
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# switch/gen1recomp/INSTALL.txt
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# switch/gen1recomp/pokemon-love2d/imports/.../README.txt
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# switch/gen1recomp/pokemon-love2d/exports/.../README.txt
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#
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# Does not ship ROMs, saves, or mods. Re-extracting merges over an existing
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# install and only overwrites the NRO(s) + these text placeholders — keep
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# pokemon-love2d/ to preserve progress.
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set -euo pipefail
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SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
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# shellcheck source=common.sh
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. "$SCRIPT_DIR/common.sh"
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NRO_PATH="${1:-}"
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VERSION="${2:-}"
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OUT_ZIP="${3:-}"
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LAUNCHER_NRO="${4:-}"
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[ -n "$NRO_PATH" ] && [ -n "$VERSION" ] && [ -n "$OUT_ZIP" ] \
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|| fail "usage: scripts/switch/pack_sd_zip.sh GAME_NRO VERSION OUT_ZIP [LAUNCHER_NRO]"
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[ -f "$NRO_PATH" ] || fail "missing game NRO at $NRO_PATH"
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if [ -n "$LAUNCHER_NRO" ]; then
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[ -f "$LAUNCHER_NRO" ] || fail "missing launcher NRO at $LAUNCHER_NRO"
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fi
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command -v zip >/dev/null 2>&1 || fail "need zip on PATH"
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# Absolutize before any cd — relative OUT_ZIP would otherwise land inside the
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# staging dir and vanish when the EXIT trap cleans up.
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NRO_PATH="$(cd "$(dirname "$NRO_PATH")" && pwd)/$(basename "$NRO_PATH")"
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OUT_DIR="$(dirname "$OUT_ZIP")"
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mkdir -p "$OUT_DIR"
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OUT_ZIP="$(cd "$OUT_DIR" && pwd)/$(basename "$OUT_ZIP")"
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STAGE="$(mktemp -d "${TMPDIR:-/tmp}/gen1recomp-sd-zip.XXXXXX")"
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cleanup() { rm -rf "$STAGE"; }
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trap cleanup EXIT
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APP_DIR="$STAGE/switch/gen1recomp"
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SAVE_ROOT="$APP_DIR/pokemon-love2d"
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mkdir -p "$APP_DIR"
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if [ -n "$LAUNCHER_NRO" ]; then
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LAUNCHER_NRO="$(cd "$(dirname "$LAUNCHER_NRO")" && pwd)/$(basename "$LAUNCHER_NRO")"
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cp "$LAUNCHER_NRO" "$APP_DIR/gen1recomp.nro"
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cp "$NRO_PATH" "$APP_DIR/gen1recomp-game.nro"
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else
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cp "$NRO_PATH" "$APP_DIR/gen1recomp.nro"
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fi
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printf '%s\n' "$VERSION" > "$APP_DIR/version.txt"
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cat > "$APP_DIR/INSTALL.txt" <<EOF
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gen1recomp Switch (v${VERSION})
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===============================
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First install or update (same steps):
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1. Extract this zip at the root of your microSD (merge folders if asked).
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2. Do NOT delete switch/gen1recomp/pokemon-love2d/ — that folder holds
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your saves, imported ROMs, mods, and options. Re-extracting only
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replaces the NRO(s) and these help files.
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3. Launch with title override (hold R on HOME, open any title → hbmenu).
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4. Copy a legal Pokemon Red/Blue .gb or Yellow/Gold/Silver/Crystal .gbc into:
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switch/gen1recomp/pokemon-love2d/imports/
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then use Scan again in the launcher if needed.
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Inboxes (drop files here via MTP / SD / FTP):
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imports/ — ROM .gb / .gbc
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imports/mods/ — community mod .zip
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imports/saves/red|blue|yellow|gold|silver|crystal/ - raw .sav import (Gen 2 cart .sav not yet)
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exports/red|blue|yellow|gold|silver|crystal/ - pull after Export save (Gen 2 not yet)
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Full guide: https://github.com/bryanthaboi/gen1recomp/blob/main/docs/switch-install.md
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EOF
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write_readme() {
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local path="$1"
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local body="$2"
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mkdir -p "$(dirname "$path")"
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printf '%s\n' "$body" > "$path"
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}
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write_readme "$SAVE_ROOT/imports/README.txt" \
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"Put a legal Pokemon Red/Blue .gb or Yellow/Gold/Silver/Crystal .gbc here, then Scan again in the launcher."
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write_readme "$SAVE_ROOT/imports/mods/README.txt" \
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"Put community mod .zip files here, then MODS → Scan again."
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write_readme "$SAVE_ROOT/imports/saves/red/README.txt" \
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"Put a Red .sav (32 KB) here, then Red tab → SAVE FILES → Import save."
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write_readme "$SAVE_ROOT/imports/saves/blue/README.txt" \
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"Put a Blue .sav (32 KB) here, then Blue tab → SAVE FILES → Import save."
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write_readme "$SAVE_ROOT/imports/saves/yellow/README.txt" \
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"Put a Yellow .sav (32 KB) here, then Yellow tab → SAVE FILES → Import save."
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write_readme "$SAVE_ROOT/imports/saves/gold/README.txt" \
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"Gold cart .sav import is not supported yet. Folder reserved so MTP matches the other games."
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write_readme "$SAVE_ROOT/imports/saves/silver/README.txt" \
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"Silver cart .sav import is not supported yet. Folder reserved so MTP matches the other games."
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write_readme "$SAVE_ROOT/imports/saves/crystal/README.txt" \
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"Crystal cart .sav import is not supported yet. Folder reserved so MTP matches the other games."
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write_readme "$SAVE_ROOT/exports/red/README.txt" \
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"After Export save (Red), copy the .sav out of this folder via MTP / SD / FTP."
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write_readme "$SAVE_ROOT/exports/blue/README.txt" \
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"After Export save (Blue), copy the .sav out of this folder via MTP / SD / FTP."
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write_readme "$SAVE_ROOT/exports/yellow/README.txt" \
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"After Export save (Yellow), copy the .sav out of this folder via MTP / SD / FTP."
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write_readme "$SAVE_ROOT/exports/gold/README.txt" \
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"Gold cart .sav export is not supported yet. Folder reserved so MTP matches the other games."
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write_readme "$SAVE_ROOT/exports/silver/README.txt" \
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"Silver cart .sav export is not supported yet. Folder reserved so MTP matches the other games."
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write_readme "$SAVE_ROOT/exports/crystal/README.txt" \
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"Crystal cart .sav export is not supported yet. Folder reserved so MTP matches the other games."
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rm -f "$OUT_ZIP"
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(
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cd "$STAGE"
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zip -q -r "$OUT_ZIP" switch
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)
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[ -f "$OUT_ZIP" ] || fail "zip was not created at $OUT_ZIP"
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[ -s "$OUT_ZIP" ] || fail "zip is empty: $OUT_ZIP"
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LISTING="$(unzip -Z1 "$OUT_ZIP" 2>/dev/null || unzip -l "$OUT_ZIP")"
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printf '%s\n' "$LISTING" | grep -q 'switch/gen1recomp/gen1recomp.nro' \
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|| fail "zip missing switch/gen1recomp/gen1recomp.nro"
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printf '%s\n' "$LISTING" | grep -Fq 'switch/gen1recomp/version.txt' \
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|| fail "zip missing switch/gen1recomp/version.txt"
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if [ -n "$LAUNCHER_NRO" ]; then
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printf '%s\n' "$LISTING" | grep -Fq 'switch/gen1recomp/gen1recomp-game.nro' \
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|| fail "zip missing switch/gen1recomp/gen1recomp-game.nro (OTA dual-NRO layout)"
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fi
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REQUIRED=(
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"switch/gen1recomp/INSTALL.txt"
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"switch/gen1recomp/version.txt"
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"switch/gen1recomp/pokemon-love2d/imports/README.txt"
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"switch/gen1recomp/pokemon-love2d/imports/mods/README.txt"
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"switch/gen1recomp/pokemon-love2d/imports/saves/red/README.txt"
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"switch/gen1recomp/pokemon-love2d/imports/saves/blue/README.txt"
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"switch/gen1recomp/pokemon-love2d/imports/saves/yellow/README.txt"
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"switch/gen1recomp/pokemon-love2d/imports/saves/gold/README.txt"
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"switch/gen1recomp/pokemon-love2d/imports/saves/silver/README.txt"
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"switch/gen1recomp/pokemon-love2d/imports/saves/crystal/README.txt"
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"switch/gen1recomp/pokemon-love2d/exports/red/README.txt"
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"switch/gen1recomp/pokemon-love2d/exports/blue/README.txt"
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"switch/gen1recomp/pokemon-love2d/exports/yellow/README.txt"
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"switch/gen1recomp/pokemon-love2d/exports/gold/README.txt"
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"switch/gen1recomp/pokemon-love2d/exports/silver/README.txt"
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"switch/gen1recomp/pokemon-love2d/exports/crystal/README.txt"
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)
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for rel in "${REQUIRED[@]}"; do
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printf '%s\n' "$LISTING" | grep -Fq "$rel" || fail "zip missing $rel"
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done
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ZIP_SHA="$(sha256_file "$OUT_ZIP")"
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printf '%s %s\n' "$ZIP_SHA" "$OUT_ZIP" > "${OUT_ZIP}.sha256"
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say "SD-ready zip: $OUT_ZIP"
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printf '%s %s\n' "$ZIP_SHA" "$OUT_ZIP"
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