Files
gen1recomp/src/ui/gen2/BattleTowerMenu.lua
T
bryanthaboi ca4d3d283c Add Pokemon Crystal as a sixth supported version
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.
2026-08-23 12:10:28 -04:00

221 lines
7.3 KiB
Lua

-- ../pokecrystal/mobile/mobile_46.asm:137-177 _BattleTowerRoomMenu and the
-- jumptable at :625-641 it drives.
local BattleTower = require("src.core.gen2.BattleTower")
local Chrome = require("src.ui.gen2.Chrome")
local Sound = require("src.core.Sound")
local Strings = require("src.core.Strings")
local BattleTowerMenu = {}
BattleTowerMenu.__index = BattleTowerMenu
BattleTowerMenu.isOpaque = false
-- ../pokecrystal/mobile/mobile_46.asm:3854-3858 MenuHeader_119cf7,
-- `menu_coords 12, 7, SCREEN_WIDTH - 1, TEXTBOX_Y - 1`.
local PICK_X, PICK_Y, PICK_W, PICK_H = 12, 7, 8, 5
-- ../pokecrystal/mobile/mobile_46.asm:1178-1183, :1222 and :1147
local ROW_X, ROW_Y = 13, 9
local ARROW_X, UP_Y, DOWN_Y = 16, 8, 10
-- ../pokecrystal/mobile/mobile_46.asm:4635-4639 MenuHeader_11a2de and
-- :4516-4530 BattleTowerRoomMenu2_PlaceYesNoMenu.
local YN_X, YN_Y, YN_W, YN_H = 14, 7, 6, 5
local YN_TEXT_X, YES_Y, NO_Y = 16, 8, 10
-- ../pokecrystal/constants/text_constants.asm:25-32, the box SpeechTextbox
-- fills at ../pokecrystal/mobile/mobile_46.asm:5267.
local SAY_X, SAY_Y, SAY_W, SAY_H = 0, 12, 18, 4
local SAY_TEXT_X, SAY_TEXT_Y = 1, 14
-- ../pokecrystal/mobile/mobile_46.asm:3803-3813, `ld a, $80 / ld [wcd50]`
-- counted down one per frame before the menu restarts.
local MESSAGE_FRAMES = 0x80
-- ../pokecrystal/mobile/mobile_46.asm:4609-4610, the code
-- BattleTowerRoomMenu_Cleanup (:512-513) copies into wScriptVar. The chosen
-- room is a separate byte (w3_d800 at :1285), so onDone answers the level
-- group and nil for the cancel.
BattleTowerMenu.CANCELLED = 0x0a
-- ../pokecrystal/mobile/mobile_46.asm:5488-5491
local PICK_TEXT = Strings.source("What level do you\nwant to challenge?")
-- ../pokecrystal/mobile/mobile_46.asm:5459-5462
local TOPS_TEXT = Strings.source("A party POKéMON\ntops this level.")
-- ../pokecrystal/mobile/mobile_46.asm:5464-5471
local UBER_TEXT = Strings.source(
"%s may go\nonly to BATTLE\nROOMS that are\nLv.70 or higher.")
-- ../pokecrystal/mobile/mobile_46.asm:5473-5476
local QUIT_TEXT = Strings.source("Cancel your BATTLE\nROOM challenge?")
-- ../pokecrystal/constants/charmap.asm:89 and :192, tiles $61 and $ee.
local UP_ARROW = "\xe2\x96\xb2"
local DOWN_ARROW = "\xe2\x96\xbc"
-- ../pokecrystal/mobile/mobile_46.asm:3880 and :4623-4627
local CANCEL_LABEL = Strings.source("CANCEL")
local YES_LABEL = Strings.source("YES")
local NO_LABEL = Strings.source("NO")
-- ../pokecrystal/mobile/mobile_46.asm:3869-3879 Strings_L10ToL100, six tiles
-- a row.
function BattleTowerMenu.levelLabel(group)
return string.format(" L:%-3d", group * 10):sub(1, 6)
end
-- opts: save, party, rows (BattleTower.levelGroupRows), monName,
-- onDone(levelGroup) with nil for the cancel
function BattleTowerMenu.new(game, opts)
opts = opts or {}
local self = setmetatable({}, BattleTowerMenu)
self.game = game
self.data = (game and game.data) or {}
self.save = opts.save or (game and game.save)
self.party = opts.party or (self.save and self.save.party) or {}
self.rows = opts.rows or BattleTower.levelGroupRows(self.save)
self.monName = opts.monName
self.onDone = opts.onDone
-- `ld a, $1 / ld [wcd4f], a` (../pokecrystal/mobile/mobile_46.asm:1152-1153)
self.cursor = 1
self.phase = "pick"
self.message = PICK_TEXT
return self
end
function BattleTowerMenu:wantsFillScale() return true end
function BattleTowerMenu:playSfx(name)
local sfx = self.data.audio and self.data.audio.sfx
if sfx and sfx[Sound.resolve(self.data, name)] then
Sound.play(self.data, name)
end
end
-- The last row is CANCEL (../pokecrystal/mobile/mobile_46.asm:1160, :1165).
function BattleTowerMenu:rowCount()
return #self.rows + 1
end
function BattleTowerMenu:finish(group)
if self.done then return end
self.done = true
local game = self.game
if game and game.stack and game.stack:top() == self then game.stack:pop() end
if self.onDone then self.onDone(group) end
end
-- ../pokecrystal/mobile/mobile_46.asm:3794-3816: the refusal is printed, held
-- for $80 frames and the menu restarts at jumptable index 0.
function BattleTowerMenu:refuse(text)
self.phase = "message"
self.message = text
self.wait = MESSAGE_FRAMES
end
-- ../pokecrystal/mobile/mobile_46.asm:1258-1286 `.a_button`
function BattleTowerMenu:confirm()
local row = self.rows[self.cursor]
if not row then
-- ../pokecrystal/mobile/mobile_46.asm:1291-1303 `.asm_118a3c`
self.phase = "quit"
self.message = QUIT_TEXT
self.yes = true
return
end
if BattleTower.levelCheck(self.party, row.group) then
return self:refuse(TOPS_TEXT)
end
local uber = BattleTower.ubersCheck(self.party, row.group)
if uber then
local name = (self.monName and self.monName(uber)) or uber
return self:refuse(string.format(UBER_TEXT, name))
end
self:finish(row.group)
end
-- ../pokecrystal/mobile/mobile_46.asm:1240-1256: UP walks the level up and
-- rolls over to the first row, DOWN walks it back and rolls over to CANCEL.
function BattleTowerMenu:updatePick()
local input = self.game and self.game.input
if not input then return end
local count = self:rowCount()
if input:wasPressed("up") then
self.cursor = (self.cursor < count) and self.cursor + 1 or 1
elseif input:wasPressed("down") then
self.cursor = (self.cursor > 1) and self.cursor - 1 or count
elseif input:wasPressed("a") then
self:playSfx("Sfx_ReadText2")
self:confirm()
elseif input:wasPressed("b") then
self:playSfx("Sfx_ReadText2")
self.phase = "quit"
self.message = QUIT_TEXT
self.yes = true
end
end
-- ../pokecrystal/mobile/mobile_46.asm:4535-4621
-- BattleTowerRoomMenu2_UpdateYesNoMenu.
function BattleTowerMenu:updateQuit()
local input = self.game and self.game.input
if not input then return end
if input:wasPressed("up") then
self.yes = true
elseif input:wasPressed("down") then
self.yes = false
elseif input:wasPressed("a") then
self:playSfx("Sfx_ReadText2")
if self.yes then return self:finish(nil) end
self.phase = "pick"
self.message = PICK_TEXT
self.cursor = 1
elseif input:wasPressed("b") then
self:playSfx("Sfx_ReadText2")
self.phase = "pick"
self.message = PICK_TEXT
self.cursor = 1
end
end
function BattleTowerMenu:update(_dt)
if self.done then return end
if self.phase == "message" then
self.wait = (self.wait or 0) - 1
if self.wait > 0 then return end
self.phase = "pick"
self.message = PICK_TEXT
self.cursor = 1
return
end
if self.phase == "quit" then return self:updateQuit() end
return self:updatePick()
end
function BattleTowerMenu:drawPanel()
Chrome.textbox(SAY_X, SAY_Y, SAY_W, SAY_H)
Chrome.printWrapped(self.message, SAY_TEXT_X, SAY_TEXT_Y, SAY_W, SAY_H)
if self.phase == "message" then
love.graphics.setColor(1, 1, 1, 1)
return
end
if self.phase == "quit" then
Chrome.box(YN_X, YN_Y, YN_W, YN_H)
Chrome.print(YES_LABEL, YN_TEXT_X, YES_Y)
Chrome.print(NO_LABEL, YN_TEXT_X, NO_Y)
Chrome.cursor(YN_TEXT_X - 1, self.yes and YES_Y or NO_Y)
love.graphics.setColor(1, 1, 1, 1)
return
end
Chrome.box(PICK_X, PICK_Y, PICK_W, PICK_H)
local row = self.rows[self.cursor]
Chrome.print(row and BattleTowerMenu.levelLabel(row.group) or CANCEL_LABEL,
ROW_X, ROW_Y)
Chrome.print(UP_ARROW, ARROW_X, UP_Y)
Chrome.print(DOWN_ARROW, ARROW_X, DOWN_Y)
love.graphics.setColor(1, 1, 1, 1)
end
function BattleTowerMenu:draw()
self:drawPanel()
end
return BattleTowerMenu