Commit Graph

100 Commits

Author SHA1 Message Date
bryanthaboi 25166ff3a1 CLOSES #1603 2026-08-20 10:46:27 -04:00
bryanthaboi 4c8c1cf36b CLOSES #998, CLOSES #1472, CLOSES #1526, CLOSES #1529, CLOSES #1530, CLOSES #1532, CLOSES #1534, CLOSES #1547, CLOSES #1549, CLOSES #1550, CLOSES #1551 2026-08-19 11:19:54 -04:00
bryanthaboi 93374fbbbb skin studio updates, save sync CLOSES #1533 2026-08-19 05:57:44 -04:00
bryanthaboi 794a5fc6cb Merge pull request #1540 from 1Jamie/fix/grass-standing-overdraw
fixes #1537 #1528  also fixes feet layering of gold with grass. Unifies gen1/gen2 grass layering into a single system
2026-08-18 16:55:39 -04:00
1jamie 286988a1e3 fixes #1537 #1528
also fixes feet layering of gold with grass. Unifies gen1/gen2 grass layering into a single system
2026-08-18 15:37:27 -05:00
bryanthaboi f7bdaa81f8 true color sprites shouldnt show in non color modes 2026-08-18 16:06:15 -04:00
1jamie def967a8f8 fix(render): replace per-entity grass overdraw with full-screen cell pass
The previous drawCellBottom calls fired only for cells containing a
tracked entity.  While walking this worked acceptably because the
sprite's sub-pixel tween kept the visual overlap plausible, but while
standing still the sprite is pixel-aligned with the cell and the opaque
leaf-edge pixels in the grass bottom row paint over the player's feet.

This change removes the per-entity isGrassCell checks and replaces them
with a single post-sprite pass that overdraws every visible grass cell.

TileRenderer:
- ensureWindow now builds grassCells (all paths) and grassBatch (DMG/SGB
  shader path) alongside winBatch during the existing tile scan loop.
  A grassSeen table deduplicates cells so each cx/cy pair is only
  recorded once despite having two bottom-row tiles.
- drawGrassOverdraw: DMG/SGB draws the grassBatch under color0KeyShader
  in one call; GBC iterates grassCells and calls drawCellBottomRaw per
  cell (pre-keyed images can't share a SpriteBatch).
- markGrassOverdrawRedraw: iterates grassCells and calls
  markCellBottomRedraw for the post-zone OBP-replay pass (GBC only).
- releaseBatches cleans up grassBatch and grassCells.

OverworldController (flat path):
- Entity loop draws sprites only; grass overdraw fires once after the
  loop via drawGrassOverdraw + markGrassOverdrawRedraw.

OverworldController (tilt path):
- Grass cells are injected into the billboard sort queue keyed on the
  world-pixel foot of each cell's bottom tile row (cy*16+16), so they
  depth-sort correctly against entities at different y positions.  Each
  grass cell billboards via drawCellBottomRaw inside the upright pass.

Fixes: standing-in-tall-grass feet overdraw (Gen 2 confirmed, Gen 1
improved); NPCs and Pikachu follower in grass benefit automatically.
Parity test: tests/parity_grass_seam.lua 10/10, engine 228/228.
2026-08-18 13:23:10 -05:00
bryanthaboi 45519ad550 CLOSES #1396, CLOSES #1398, CLOSES #1400, CLOSES #1401, CLOSES #1406, CLOSES #1407, CLOSES #1411, CLOSES #1413, CLOSES #1415, CLOSES #1416, CLOSES #1417, CLOSES #1419, CLOSES #1421, CLOSES #1422, CLOSES #1423, CLOSES #1424, CLOSES #1425, CLOSES #1427, CLOSES #1428, CLOSES #1429, CLOSES #1431, CLOSES #1432, CLOSES #1433, CLOSES #1435, CLOSES #1437, CLOSES #1440, CLOSES #1441, CLOSES #1442, CLOSES #1443, CLOSES #1447, CLOSES #1449, CLOSES #1456, CLOSES #1464, CLOSES #1465, CLOSES #1468, CLOSES #1469, CLOSES #1470 2026-08-17 10:15:06 -04:00
bryanthaboi 3cca70608f skins and skin studio 2026-08-17 06:47:33 -04:00
bryanthaboi c8bd205d0c Merge pull request #1378 from syybott/experiment/fixed-extended-world-alignment 2026-08-16 22:04:28 -04:00
AverageConsumer 360b692963 android: route asymmetric companion displays 2026-08-17 03:00:05 +02:00
James Hall 73f561e256 Merge branch 'bryanthaboi:dev' into experiment/fixed-extended-world-alignment 2026-08-16 19:30:19 -05:00
AverageConsumer 1fc34da2a9 android: extend secondary display presentation 2026-08-16 22:57:10 +02:00
AverageConsumer 99d9908017 render: add cross-platform desktop companion display 2026-08-16 22:24:12 +02:00
AverageConsumer 1f3d13adaf mods: add OS-independent game viewport composition 2026-08-16 15:17:35 +02:00
bryanthaboi fc841f7525 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-16 06:41:58 -04:00
bryanthaboi 12fdfa1e88 CLOSES #1181, CLOSES #1212, CLOSES #1214, CLOSES #1224, CLOSES #1230, CLOSES #1249, CLOSES #1271, CLOSES #1272, CLOSES #1273, CLOSES #1298, CLOSES #1305, CLOSES #1307, CLOSES #1318, CLOSES #1328, CLOSES #1330, CLOSES #1331, CLOSES #1333, CLOSES #1334, CLOSES #1335, CLOSES #1340, CLOSES #1345, CLOSES #1346, CLOSES #1360, CLOSES #1362 2026-08-16 06:41:56 -04:00
syybott 530f2bdd15 Add optional extended widescreen battle HUD 2026-08-15 19:39:48 -05:00
AverageConsumer fcb5d1d348 feat(mods): expose read-only battle snapshots 2026-08-16 01:32:23 +02:00
bryanthaboi a94fecfec8 Closes #919, closes #982, closes #1003, closes #1012, closes #1022, closes #1028, closes #1033 2026-08-14 10:05:51 -04:00
AverageConsumer 09204daa28 feat(mods): expose opt-in final-frame output hooks 2026-08-13 23:04:46 +02:00
bryanthaboi 37051a26b5 CLOSES #1206, CLOSES #1189, CLOSES #1175, CLOSES #1129, CLOSES #1119, CLOSES #1089, CLOSES #1073, CLOSES #1069, CLOSES #1065, CLOSES #1010, CLOSES #990, CLOSES #989, CLOSES #988, CLOSES #978, CLOSES #944, CLOSES #936, CLOSES #1221, CLOSES #1220, CLOSES #1193, CLOSES #1101, CLOSES #1066, CLOSES #1056, CLOSES #1041, CLOSES #984, CLOSES #1225, CLOSES #1214, CLOSES #1011, CLOSES #1035, CLOSES #1219, CLOSES #1048, CLOSES #1047, CLOSES #964, CLOSES #949, CLOSES #1149, CLOSES #1007, CLOSES #914, CLOSES #1115, CLOSES #1146, CLOSES #999, CLOSES #1207, CLOSES #1029, CLOSES #1120, CLOSES #987, CLOSES #983 2026-08-13 13:07:20 -04:00
bryanthaboi 517170f1c8 Merge pull request #1068 from anxiousintrovert/agent/fix-disabled-battle-ui-background
Fix hidden battle UI overlay backgrounds
2026-08-12 16:56:46 -04:00
bryanthaboi 0136429d3e CLOSES #1090, CLOSES #1093, CLOSES #1094, CLOSES #1095, CLOSES #1098, CLOSES #1102, CLOSES #1105, CLOSES #1106, CLOSES #1108, CLOSES #1109, CLOSES #1110, CLOSES #1111, CLOSES #1113, CLOSES #1114, CLOSES #1117, CLOSES #1118, CLOSES #1121, CLOSES #1122, CLOSES #1123, CLOSES #1124, CLOSES #1126, CLOSES #1127, CLOSES #1128, CLOSES #1131, CLOSES #1132, CLOSES #1134, CLOSES #1137, CLOSES #1141 2026-08-11 21:19:36 -04:00
bryanthaboi ae6cac89e1 G2 support 2026-08-11 11:53:30 -04:00
anxiousintrovert d21a0edffc Fix hidden battle UI overlay backgrounds 2026-08-10 20:03:33 -05:00
bryanthaboi 11af06a752 Merge remote-tracking branch 'origin/dev' into fix1023
# Conflicts:
#	docs/modding.md
2026-08-10 14:10:52 -04:00
bryanthaboi d3af63e013 Merge pull request #1020 from ArmstrongThomas/agent/variable-size-overworld-sprites
Support variable-size anchored overworld sprites
2026-08-10 14:09:13 -04:00
thibautbus 3c6242717e Use 1x TTF rasterizer on Android 2026-08-10 08:43:46 +02:00
AverageConsumer b9e3c4a689 feat(mods): expose battle UI visibility hooks 2026-08-09 15:46:33 +02:00
Thomas Armstrong 81f18e244d Support variable-size anchored overworld sprites 2026-08-09 04:10:39 -04:00
AverageConsumer a98562f46b feat(android): expose secondary-screen touch events 2026-08-06 22:56:13 +02:00
bryanthaboi e2820e02c5 CLOSES #604, CLOSES #666, CLOSES #716, CLOSES #727, CLOSES #763, CLOSES #781, CLOSES #784, CLOSES #799, CLOSES #801, CLOSES #810, CLOSES #828, CLOSES #834, CLOSES #838, CLOSES #849, CLOSES #852, CLOSES #857, CLOSES #863, CLOSES #864, CLOSES #867, CLOSES #869, CLOSES #870, CLOSES #872, CLOSES #839 2026-08-05 16:36:37 -04:00
bryanthaboi f6392e8932 CLOSES #788, CLOSES #795, CLOSES #796, CLOSES #797, CLOSES #805, CLOSES #826, CLOSES #833, CLOSES #835, CLOSES #837, CLOSES #844, CLOSES #845, CLOSES #846, CLOSES #847 2026-08-05 11:09:05 -04:00
bryanthaboi 8fbe819493 bingus dingus 2026-08-04 10:32:51 -04:00
bryanthaboi f56e82de81 translate the launcher: load mod string catalogs before it draws (#794)
the launcher runs before Game:load, so #767's Strings hooks had nothing
filling the catalog and a restart could not help - the ordering is the same
every launch. reads lang/strings.lua from enabled mods only, data not the
entry chunk, sandboxed.

plus a plain pixel fallback on the ui faces, or the kana draw as tofu.
2026-08-04 10:15:10 -04:00
bryanthaboi 3c1246ee06 Merge pull request #787 from luisgonzaleznf/fix/love12-scissor-bias
Fix LÖVE 12 anchored UI scissor seam
2026-08-04 09:45:17 -04:00
bryanthaboi 30edac03a6 fix ttf text erased after a box, and type names outside battle
drawBox left the color white, which tiles ignore but ttf text does not, so
every label after a box drew white on white.

typechart only loaded on entering a battle, so the summary screen got raw
type ids back instead of display names.
2026-08-04 09:43:01 -04:00
bryanthaboi b1350fdecd Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-04 09:25:30 -04:00
bryanthaboi f2d9b74490 CLOSES #644, CLOSES #703, CLOSES #726, CLOSES #737, CLOSES #750, CLOSES #752, CLOSES #764, CLOSES #765, CLOSES #768, CLOSES #773, CLOSES #774, CLOSES #775, CLOSES #777, CLOSES #780, CLOSES #782 2026-08-04 09:25:28 -04:00
luisgonzaleznf 84d09d0894 Fix LÖVE 12 scissor seam 2026-08-04 15:20:06 +02:00
bryanthaboi 33998aab5d add ttf tiles option
lets a translation keep chosen characters on the rom tiles instead of the ttf.
needed for japanese: sizing the font for kana makes latin narrower, which
knocks the party menu numbers out of line.
2026-08-04 09:11:05 -04:00
bryanthaboi 3a6557ffe2 CLOSES #779 , CLOSES #743 + new font 2026-08-04 06:41:34 -04:00
Andrew Quenehen 0bd3b26acc Merge branch 'dev' into feat/switch-nx
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 15:47:28 -03:00
Andrew Quenehen 67e6b1fb04 fix(switch): centralize the NX asset fallback in a boot-time loader overlay
The scattered per-call-site prefix rewrites were a parallel track that any
future newImage("assets/generated/...") would silently bypass.  Replace
them with NxAssetOverlay: installed once from love.load on NX only, it
wraps newImage / newImageData / newSource / filesystem.read / getInfo so a
missing assets/generated path falls back to the active version's
blue|yellow copy.  Call sites return to plain love loader calls, and
Assets.resolve goes back to being the platform-free mod-override point.

Two deliberate exceptions remain: the chip-audio worker (separate Lua
state) keeps receiving the prefix explicitly via audio.programPrefix, and
data/generated module loads keep using CacheFs.readActive.

A new guard test (tests/engine/nx_generated_guard_test.lua) fails CI on
any direct love loader call with a literal assets/generated path, so the
class of bug cannot regress by accident.  scripts/test.sh --quick is
green across all tiers.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 15:42:55 -03:00
Andrew Quenehen f944507520 fix(switch): gate Blue/Yellow asset path rewrite to NX only
Desktop and Android keep mountVersion as the overlay; only love-nx
resolves assets/generated to yellow|blue/ save-dir paths.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:59:44 -03:00
Andrew Quenehen 6824949247 fix(switch): resolve Blue/Yellow art to prefixed save-dir paths
NX fused mount often cannot expose assets/generated; open the real
yellow|blue/assets/generated file with newImage instead of FileData.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:56:19 -03:00
Andrew Quenehen 4f54255518 fix(switch): prefer Yellow/Blue asset bytes when mount overlay lies
Probe generated canaries after mountVersion and always readActive for
prefixed caches so sprites are not blanked by empty PhysFS stubs.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:50:28 -03:00
Andrew Quenehen d5886e69aa fix(switch): load Yellow/Blue assets when PhysFS mount hides them
Mirror Data:load's versioned CacheFs read in Assets so Yellow-only NX
Play survives intro without needing a Red root cache mask.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-03 14:20:53 -03:00
bryanthaboi 0f7261dd92 CLOSES #623, CLOSES #624, CLOSES #636, CLOSES #637, CLOSES #639, CLOSES #650, CLOSES #697, CLOSES #704, CLOSES #722 2026-08-03 13:05:57 -04:00