Marcus Pereira cc67be341f Scroll the launcher page so the footer stops covering the panel
On a window too short for the stacked single-column layout -- a phone, or a
narrow desktop window -- the ROM / SAVE FILES / Play / SAVE SLOT stack ran
past the bottom of the window while the footer stayed pinned there and drew
over it. Nothing clipped the panel and nothing scrolled it, so the overflow
was unreachable.

Everything under the tab bar (panel, updater banner, footer) is now one
scrolling column, used only when it is taller than the room below the tab
bar. The strip, logo and tab bar stay pinned, so navigation is always on
screen, and the footer is laid out downward from footerTop right after the
content instead of upward from the window bottom.

- RomImporter.pageScrollFor is the whole decision, pure and covered by
  tests/engine/launcher_page_scroll.lua. A window that grows back drags the
  offset down with it, so the page never stays parked past its own end.
- The panels return their natural height as they draw, so the measurement is
  the previous frame's: the same one-frame settle the slot and mod lists
  already rely on.
- One scroll axis at a time. While the page scrolls, the panels draw paged:
  the slot and mod lists take their natural height, keep no inner scroll
  region and report a max of 0, so wheel, right stick and drag all move the
  page. Two-column layouts do not overflow, paged stays false, and every one
  of these behaves exactly as before.
- inside() and _ptIn() reject a rect that scrolled out of the viewport, so a
  control that slid under the tab bar cannot be clicked through it. Tab chips
  are pinned and exempt. pageScroll resets on a tab change.

Android had no scroll gesture at all: the launcher is handed no move events
(main.lua forwards neither touchmoved nor mousemoved while it is up) and its
mouse emulation was never trusted, which is what "no reliable pointer
polling" referred to. That was survivable while every scroll region was an
inner list, and useless once the page itself scrolls, since a phone is
exactly where it overflows. love.touch is pollable, so _pointerHold reads the
first active touch there and hands _updateSlotDrag the same (held, y) pair
the mouse gives on desktop. Slot rows and mod toggles consequently arm on
press and commit on release on Android too, matching desktop, so a swipe that
starts on a card scrolls instead of selecting it. All of it is gated on
touchPollable: without love.touch every Android path is exactly what it was.

conf.lua also grows minwidth/minheight (480x360) for the desktop window,
under which the cards stop being readable. Mobile is fullscreen and ignores
it.

Verified on the Android emulator (1080x2400) against a build of the parent
commit: before, the footer painted over the SAVE SLOT card with no way to
reach it; after, the page pans by touch and the footer is reachable and
intact.
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Gen1Recomp

A native LÖVE2D recreation of Poke Red and Blue. The engine and map behavior are hand-written Lua; game data and graphics are decoded from a ROM supplied by the player.

SUPPORT AND ANNOUNCEMENTS: Discord

This project does not include a ROM, emulate the Game Boy, transpile assembly, or download a disassembly. A canonical US Poke Red or Blue ROM is the only game content input.

The ROM is verified, used during import, and then released from memory. It is not copied into the cache. Later launches load the private generated cache and do not ask for the ROM again. Red and Blue can both be imported and played side by side.

Quick Start

Open the desktop app. On first boot, choose your legally obtained .gb file or drop it onto the window. Import takes a few seconds and the game starts automatically.

Only the canonical 1 MiB US Red and Blue ROMs are accepted. The importer verifies SHA-1 before creating any game data:

  • Red: ea9bcae617fdf159b045185467ae58b2e4a48b9a
  • Blue: d7037c83e1ae5b39bde3c30787637ba1d4c48ce2

The packaged app contains neither a ROM nor pre-extracted game data. Music, sound effects, and cries are synthesized while the game runs from compact audio channel programs copied out of the verified ROM.

Controls

Action Keyboard Controller
Move Arrow keys / WASD D-pad / left stick
A Z / Enter / Space A
B X / Backspace B
Start Escape Start
Select Tab / Shift Back / Select

Rebind any of these in-game under OPTIONS → CONTROLS. Controllers are supported out of the box.

Hotkeys

Key What it does
- / = Zoom out / in (overworld; also mouse wheel)
2 Cycle COLORS
3 Cycle TILT (free-roam overworld)
4 Cycle ZOOM through every level (free-roam overworld)
5 Cycle GBC FX
F1 Save
F2 Load
F10 Open / close the mod manager

COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu and persist in options.lua.

Rulesets

OPTIONS → RULESET picks which set of Gen 1 battle behaviors to run. Both rulesets share the same damage formulas; they differ only in whether the original's quirks are kept. The setting persists in options.lua, and mods can register their own.

gen1_faithful is the default and reproduces the original cartridge, famous bugs included:

Rule Behavior
oneIn256Miss A 100%-accurate move still misses on a roll of 255
critUsesBaseSpeed Crit rate reads base speed, not the current stat
critIgnoresStages Crit rate ignores stat stages
focusEnergyBug FOCUS ENERGY quarters the crit rate instead of x4
enemyUnlimitedPP Enemies never spend PP, so they never Struggle
hyperBeamSkipRechargeOnKO HYPER BEAM skips its recharge when the target faints
randMin / randMax Damage random factor 217-255

modern_clean keeps the formulas but removes the notorious quirks:

Rule Behavior
oneIn256Miss Off: a 100%-accurate move always hits
critUsesBaseSpeed Unchanged: crit rate still reads base speed
critIgnoresStages Off: stat stages count toward the crit rate
focusEnergyBug Off: FOCUS ENERGY raises the crit rate as intended
enemyUnlimitedPP Off: enemies deplete PP and Struggle when empty
hyperBeamSkipRechargeOnKO Off: HYPER BEAM always recharges, like Gen 2+
randMin / randMax Damage random factor 217-255, same as faithful

Running From Source

Requires LÖVE 11.x. Place a Red or Blue ROM in the project folder and double-click Play-Mac.command or Play-Windows.bat, or run:

scripts/setup.sh --rom "/path/to/Poke Red.gb"   # or Poke Blue.gb
scripts/run.sh

then love . for later launches. Windows PowerShell scripts, the optional developer data build, test suites, and cache management are covered in Developer Setup.

Portable Mode

By default the game keeps your save, options, and the private ROM-derived data cache in your OS's normal per-user app data folder. To keep everything next to the game instead (handy for a USB stick or portable drive you carry between computers), drop an empty file named portable.txt next to the app (next to gen1recomp.app/.exe, or next to main.lua/conf.lua when running from source), then launch the game. Portable mode is desktop-only (Windows, Linux, macOS); it has no effect on Android or iOS, where the app runs from a read-only package.

With portable.txt present:

  • save.lua, save.lua.bak, and options.lua are read from and written to that same folder instead of the OS save directory.
  • A ROM import writes the generated data/generated and assets/generated cache straight into that folder too (nothing is left in the OS save directory), so a later launch reuses it without asking for the ROM again even on a different computer, as long as the same folder comes along.
  • Deleting portable.txt switches back to the normal OS save directory; nothing already written to either location is touched automatically, so copy files over yourself if you want to carry existing progress across the switch.

Handhelds

A PortMaster-style port for the Anbernic RG34XXSP on Stock OS 64-bit MOD ships with every release as gen1recomp-*-rg34xxsp-stockos64-mod.zip. Install steps, controls, and troubleshooting live in docs/anbernic-rg34xxsp.md.

Modding

The game ships a native mod platform: content registries, events and hooks, per-mod saves and options, and an in-game manager. The full modding book — getting started, a twelve-rung tutorial ladder, a cookbook, and the generated reference — lives on the project wiki.

Shipped example mods, one per kind of author, live in [mods/](mods/).

Maps can be edited in our own build of Tiled, bryanthaboi/tiled_gen1recomp, and exported back out as a mod; see docs/tiled-map-editing.md.

Bugs and Ideas

Found a bug? A warp dropping you somewhere it shouldn't, a battle doing math that looks wrong, text in the wrong box, anything that does not match the original game. Open a bug report. Attach a screenshot if you can. It saves a lot of back and forth, and if you can't get one, the form asks you to describe what you saw instead.

Thought of a feature that could be good, or a way to improve one that already exists? Open a feature request. Say what you want, why it is worth doing, and how you picture it working. A request with real detail is one that can actually get built.

More

  • Link play — START > LINK connects two copies directly over UDP.
  • Save editor — edit party, boxes, items, events, and Pokédex flags outside the game.
  • docs/architecture.md — runtime details; docs/behavior-porting-notes.md — formula provenance.

Special Thanks

This project would not be possible without pret > the pret band of decompiling maniacs > and their pokered disassembly.

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