Add shared content, record, world, battle, callback and script boundaries
using Gen 1 conventions while retaining legacy API paths. Include native
adapters, regression fixtures, a portable example and draft documentation.
This is an incomplete implementation with known battle integration and
fixture failures; it is not ready to merge.
- Add normalizePad() and aliases in GamepadMap for triggers and sticks
- Automatically load custom mappings from SDL_GAMECONTROLLERCONFIG and gamecontrollerdb.txt
- Add support for left and right analog sticks, triggers (L2/R2), stick clicks (LS/RS), and extra SDL buttons (Guide, Touchpad, Paddles)
- Route analog stick axis thresholds into discrete directional press/release events for seamless in-game and menu navigation
- Support rebinding buttons, thumbstick directions, triggers, and stick clicks in the CONTROLS menu (BindingsMenu) with clear abbreviated labels (LS-UP, RS-DN, L2, R2, etc.)
- Integrate stick axis event dispatch across Gen1, Gen2, and Gen3 game loops
- Add comprehensive test suite in tests/engine/sdl_controller_support_test.lua covering all axes, buttons, holds, rebinding, and multi-generation routing
Kanto Companion's Edit Mode can't run during battle -- there's no way
to stop a D-pad press from also driving the battle menu, so the only
option today is pausing the game outright. This adds the same input
precedence a mod had before the sandbox changes: vanilla is the whole
existing callback body, and the hook fires before any of it runs.
input.wheel stays a plain observer like input.pointer, since nothing
depends on suppressing it.
learnMoveOn (Game2.lua) built every move-learning message -- level-up
learn, TM/HM teach, the "trying to learn X, forget a move?" flow, "stop
learning?", the HM-can't-be-forgotten refusal, "which move should be
forgotten?", and the "1, 2 and... forgot X, learned Y!" replace result
-- with a bare string literal or a direct :format() call, bypassing
Strings() entirely (src/core/Strings.lua). Game2:say()/TextBox.new()
show whatever text they're handed with no lookup of their own, so this
meant the entire move-learning UI stayed in English no matter what
translation catalog a mod supplied -- confirmed against a real
gen1recomp-translation-mods build, which has translated overrides for
several of these keys that could never apply because the literal never
reached the catalog. Same bug for the TM/HM teach refusals ("X can't
learn Y!"/"X already knows Y!").
src/core/gen2/ItemEffects.lua had the same bug across its whole family:
every item-usage message (Potion/heal, status cure, Revive, Rare Candy,
Vitamin, PP restore/PP Up, "no effect"/"can't use on an EGG"/"can't use
on this #MON") was either a bare table constant or built with :format()
directly, none of it routed through Strings(). Its constants are now
wrapped in Strings.source() at declaration (so a mod's catalog harvest
still finds them, per the pattern already documented in Strings.lua)
and looked up through Strings() at each use site. The Vitamin success
message's own VITAMIN_LABEL table (HEALTH/ATTACK/DEFENSE/SPEED/SPECIAL)
gets the same two-part fix -- each entry wrapped in Strings.source() at
declaration, and Strings(VITAMIN_LABEL[stat]) at the one use site --
matching the identical stat-name tables in MoveEffects.lua/TrainerAI.lua/
gen2/Effects.lua/ContestMenu.lua/SummaryMenu.lua, which all already do
this; without it a Vitamin's stat name would stay in English mid-sentence
even inside an otherwise fully translated message. Two more call sites
read ItemEffects.TEXT_NO_EFFECT raw outside that file and needed the
same fix: PartyMenu.lua's Softboiled-no-target refusal, and
BattleState.lua's X-item-reused-with-no-effect and
BitterBerry-when-not-confused refusals -- both battle-side messages
where every neighboring self.message assignment already correctly
wraps in Strings(), which is what made these two stand out as missed.
None of this changes vanilla (no mod loaded) output: Strings.get() is
an identity function with no catalog active, so every message renders
byte-identical to before. Verified with the headless Gen 2 suite
(luajit tests/run_gen2.lua): 144/145, the one failure
(gen2_fishing_time_test.lua) reproduces identically on dev before this
change and is unrelated (fishing time-group logic); the full engine
suite (luajit tests/run_engine.lua) is 533/533.
- Introduced the `POKEPORT_IDLE_AFTER` and `POKEPORT_IDLE_FPS` environment variables to manage presentation rates on static screens, allowing game logic and audio to maintain full speed.
- Updated the vsync handling to keep it enabled across all platforms, including KMSDRM handhelds, to leverage PresentSync for improved cadence and pacing.
- Enhanced FrameCap logic to ensure proper handling of performance caps in handheld environments, preventing unnecessary software pacing when hardware capabilities are sufficient.
- Adjusted documentation to reflect these changes and their impact on power efficiency and performance.
- Updated PresentSync to accurately measure present() block time, ensuring that the probe does not misclassify sync status due to FrameCap sleep artifacts.
- Enhanced FixedStep to implement a hard ceiling on catch-up debt, preventing input starvation during high-speed scenarios.
- Adjusted logic in Game and Game2 to utilize the new catchupLimit function for setting maxAccum, ensuring consistent behavior across speed multipliers.
- Improved test coverage for PresentProbe and PresentSync to validate the new logic and edge cases.
the display sync stuff i added was probing whether vsync was actually working, but it was measuring the wrong thing. during the probe we software-cap at 60 for safety, and the probe was looking at the gap between frames... which includes the sleep 😅 ..... so it always looked like sync was fine even when the driver was ignoring it. on something like the ally x on windows thats a real problem. vsync says on, probe says gated, we lift the cap and snap logic to the panel hz, then youre basically uncapped. at 2–4x that turns into hitching, dropped frames, dropped input, that weird half second freeze. speed swapping wasnt desyncing the driver, it was just making the bad path hurt more.
the solution is just we time present() itself now, not the gap after it, this way the warmup sleep cant fake a pass. if sync is unclear or broken we just stay on a capped 60 and dont snap logic. Also fixed fixedstep so it snaps wall clock dt before applying speed, so in general the 2-4x speed swaps dont screw the pacing math anymore
- Introduced PresentSync module to manage display synchronization.
- Updated love.run() to handle display changes and resizing events with PresentSync.
- Enhanced FrameCap logic to accommodate PresentSync requirements.
- Modified VSync to report effective states and handle driver quirks.
- Updated options menus to reflect PresentSync availability and restrictions.
- Added tests to validate PresentSync functionality and its interaction with VSync settings.
should address issue #1910 and issue #1958