GEN2_STATUS_IDS (psn/brn/frz/par/paralysis/slp -> Gen 2's own registry ids)
was declared verbatim in both PartyMenu.lua and SummaryMenu.lua; move it to
Status.GEN2_ID_ALIASES so a future status alias fix only has one copy to
update.
SummaryMenu.TYPE_NAMES was left behind after this branch switched its two
former internal uses to the shared TypeChart.displayName/DISPLAY_NAMES; it
has no remaining callers anywhere in src/ or tests/.
- 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.
Migration and Backward compatibility were two separate sections
saying the same thing about encounter.roll/encounter.species being
untouched, on top of a third mention in "The decision it extends" --
RFC 0014 and 0015 both fold this into one "Migration and
compatibility" section, so this does the same and drops the
redundant third restatement.
Also fixes the chance bullet's "the same reasoning that scoped
fishing out of this RFC" -- that reasoning was never actually stated
anywhere in the doc, just referenced as if it had been. Reworded to
stand on its own: encounter.fishing is a real, separate, existing
hook this RFC doesn't touch, which is reason enough on its own.
src/ui/gen2/PokedexMenu.lua reads its KIND label and both description
pages from data.gen2Pokedex.entries, loaded straight from disk before
mods:load runs -- a separate table from data.pokemon, the `pokemon`
registry's own merge target. mod.content.pokemon:patch(id, { dexEntry =
... }) therefore validated but never reached the screen. Adds
src/core/gen2/PokedexText.lua to project a patched dexEntry onto the
#DEX table after the merge (Game2:load, alongside the other Gen 2
post-merge registries), and a text2 field to the dexEntry schema for
the entry's second description page, which the screen already reads
but the registry had no field for. Also routes the OPTION/SEARCH panel
titles (PokedexMenu.lua) through Strings(), the same literal-wrapping
pattern already used elsewhere in this screen and its siblings.
A Pokémon's level is printed on four Gen 1 surfaces -- both battle
healthboxes, the party rows, and both status pages -- and every one of them
prints it unconditionally. There is no seam, so a mode that wants the number
gone has two options today and both are bad: paint over the engine's own
pixels from render.hud (four rectangles, a background shade to match, and
the palette flashes and healthbox slide to survive), or monkey-patch the
render modules from inside the sandbox, which works and is exactly what
CONTRIBUTING-mods.md tells mods not to do.
The motivating case is a battle royale that scales every party to a shared
rung rising with its fog: the number is the same for everyone, it changes on
a clock, and it reads as a threat it is not -- a Lv37 opponent looks
dangerous to a player who has not worked out that their own team is Lv37
too. A randomizer keeping an encounter unreadable, a challenge run that
forbids level-checking and a blind Nuzlocke want the same switch.
New hook `pokemon.level_visible`, taking the shape the presentation
predicates on the battle screen already use -- battle.status_hud_visible,
battle.bottom_ui_visible, battle.caught_marker_visible: consulted behind
Runtime.wantsHook, default visible, only an explicit false suppresses. It is
not named battle.* because a level is not a battle-only readout, and it
carries the surface that asked (battle.enemy / battle.player / party /
summary) so a mode can hide an opponent's level and keep its own.
src/ui/LevelDisplay.lua holds the one definition of "visible", so the four
call sites are a one-line guard each rather than four copies of the same
five lines that can drift apart.
No layout moves. Each site keeps its own hand-rolled PrintLevel rule
(home/pokemon.asm:335-345), it just asks first. Two details are deliberate:
a status condition still replaces the level on a healthbox exactly as in the
cart, so hiding a level never hides PSN or BRN (the guard is an elseif on
the existing status branch); and on status page 2 the <to> arrow is hidden
with the level it points at, because an arrow with nothing after it is half
a sentence.
Gen 1 only. The Gen 2 screens and the Gen 1 PC box list -- where the level
is part of a row label rather than a drawn field -- keep their own readouts
and do not consult the hook. Both are stated as follow-ups in the RFC and
beside the hook in docs/modding.md, so a mod author reads the limit before
depending on it.
Verification: tests/modkit/cases/pokemon_level_visible.lua covers the
contract through the public mod API; gate_hooks picks the hook up on its own
because it walks the live catalog; gate_meta_coverage is satisfied by the
change that introduces the seam, so it never enters the DEBT ledger.
tests/run_modkit.lua 33/33, tests/run_engine.lua 327/331 -- the same four
audio/hostshell suites fail unchanged on dev without this branch.
Co-Authored-By: Claude <noreply@anthropic.com>
Lets a mod ask what a map's wild-encounter odds look like right now,
composed with any live encounter.table wrapper, without rolling the RNG.
encounter.roll/encounter.species can only transform one draw; this is the
missing read side. Guarded query method (mod.world:effectiveEncounters),
no changes to the real roll path, docs and a public-API modkit case.
Add a ubuntu-24.04 linux-flatpak job that runs build_flatpak.sh from the
shared love payload, wire it into release staging/upload, and mirror a
path-gated Flatpak build in ci.yml when flatpak packaging changes.
Drop the pointless zip wrapper around the x86_64 AppImage, harden HostShell
so bundled curl keeps APPDIR libs while host curl scrubs LD_LIBRARY_PATH /
Steam LD_PRELOAD, and add a Flatpak channel with --device=all, bundled
curl, and AppStream releases metadata. Portable mode now probes writability
with a unique temp file and falls back soft on RO mounts / Flatpak.
Two decisions the OPTION screen and the cart make for the player, made
hookable so a game mode can make them instead: whether a faint offers the
SHIFT free switch, and whether a catch asks for a nickname. Guarded call
sites, file-local vanilla links, docs and a public-API modkit case.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1DVpYXGabigHqMwviDoKV
A capture the party cannot hold silently falls through to the box; the
new partyFullDestination seam lets a mode claim custody at that moment
instead, and pokemon.caught reports destination "mod" so the mode can
find the mon again. Guarded call site, file-local vanilla, docs and a
public-API modkit case.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1DVpYXGabigHqMwviDoKV
A custom cart pairs an identity (title, shell colour, label art) with a base
game, a list of mods pinned to exact builds with their option values frozen,
a load order, and a seal. It ships no code of its own: every mod it names is
a separately published mod, which is what keeps a cart auditable before it
runs and reproducible after an author's repo disappears.
Format and storage:
- src/carts/CartManifest.lua parses and validates cart.json, canonicalises it
for hashing and reads/writes the .g1rcart bundle. The bundle is a data-only
serialised table read through SaveSerializer, so an imported cart can never
execute code. Canonical strings are length-prefixed because option keys and
values are author-controlled and could otherwise forge a record boundary and
collide two different carts onto one hash.
- Pins name a public source: a GitHub release with its sha256, a GameBanana
file id with its md5, or "local" for a capture that only exists on this
install. A local pin is unpublishable by construction, which is what makes
"build it here, publish later" possible without inventing a hash.
- Label art rides alongside the manifest rather than inside its identity, so
re-arting a cart does not tell every player their run is out of date.
src/core/Base64.lua decodes it; strict, with no whitespace tolerance.
Saves:
- Cart playthroughs live in the cart's own slot namespace (saves/cart_<id>/),
so a cart's file never sits beside a vanilla one and uninstalling a cart
never orphans a save. Every save records the cart build it was made under.
The seal:
- A sealed cart loads its pinned list, in its order, with its options, and
nothing else. A pinned mod with no frozen options gets an empty bucket so
unfrozen keys fall to schema defaults, identical for everyone; otherwise two
players on one cart quietly run different games.
- A sealed cart refuses to load when a pin is missing or installed at another
version. Playing a subset of the cart is the exact dishonesty the seal
exists to prevent, so the refusal loads nothing at all.
- Breaking the seal is permanent, marked per save slot, and downgrades that
playthrough to open behaviour. It cannot be cleared through any public API.
Launcher:
- A game's page carries a Custom Carts control and a picker; choosing a cart
turns the page into that cart's page, with its own cartridge, title and save
slots. The rail of five games never grows and a cart id never reaches
imp.tab or imp.panelVersion.
- Loader.planCart runs before boot so a refusal is visible on the page instead
of being discovered as an error after launch.
- Save as cart captures the enabled mods for a game and names, before the
player confirms, every mod that could only be pinned to this install and
whether the result can be shared at all.
Authoring:
- tools/cartkit.py scaffolds, validates, pins and packs a cart, and installs a
release workflow. Its writer is byte-identical to the engine's serialiser.
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.
Route B in CONTRIBUTING-mods.md asks an event/hook change for five things.
This adds the two that were missing and fixes what the third turned up.
link.battle_ended built its payload unconditionally. Route B is explicit
that a new event must not allocate when nothing wants it, and every other
emit in the engine already guards -- Runtime.wants now gates this one too,
so an unsubscribed build runs the branch exactly as it did.
world.talk was handing Runtime.call a closure built fresh on every A press,
purely to have a fallthrough to pass. It is a file-local now, so an unhooked
press allocates nothing it did not allocate before.
The RFC covers motivation, the API delta with call sites, migration (nothing
changes for existing mods), and verification. The backward-compatibility
statement is in it: every item is a new name or a new optional argument, and
example_mew_starter -- api 1, category = "GAMEPLAY", whole-species copy --
still loads, which run_modkit proves on every run.
No registry or schema field is added, so gen_registry_docs has nothing to
emit for this change. Running it does show pre-existing drift in
docs/modding/reference/registries.md (timeFishGroups, an objects refinement)
from earlier Schemas.lua edits that were never regenerated; that is not this
branch's to carry, so it is left alone.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
gate_meta_coverage asks every extension point for a unit test through the
public mod API, a no-mod parity test, and docs. The seams commit shipped the
call sites and owed the rest.
Both cases drive the real engine path, and both assert the unhooked build
first, so they fail if the seam is deleted and if it changes vanilla
behaviour. world_talk stands an object on the faced cell: with no mod the A
press reaches talkTo, with a mod that owns the object it does not, and an
object the mod ignores still falls through. link_battle_ended parks a
session at the end of a battle and checks the event carries the result, the
role, and both party copies.
The parity side needed nothing. gate_hooks and gate_events walk the live
catalog, so both seams were covered structurally as soon as the call sites
existed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>