Commit Graph

104 Commits

Author SHA1 Message Date
bryanthaboi e69b408744 union for all 2026-10-07 14:31:38 -04:00
bryanthaboi fcdaecd496 CLOSES #2726, CLOSES #2727, CLOSES #2729, CLOSES #2730, CLOSES #2731, CLOSES #2733, CLOSES #2734, CLOSES #2735, CLOSES #2736, CLOSES #2737, CLOSES #2740 2026-10-07 06:04:57 -04:00
bryanthaboi 93cd84d232 follow up 2026-10-06 19:45:14 -04:00
bryanthaboi e7d5b86c93 CLOSES #2484, CLOSES #2600, CLOSES #2694, CLOSES #2708, CLOSES #2713, CLOSES #2723 2026-10-06 19:00:50 -04:00
bryanthaboi 927f3ecc6c fixes to id sync and also box 2026-10-06 11:00:16 -04:00
bryanthaboi 211f09ff00 launcher auto index 2026-10-02 15:19:41 -04:00
bryanthaboi 09445ab6b8 CLOSES #2588 2026-10-02 13:58:59 -04:00
bryanthaboi db3ce9cc02 CLOSES #2618 2026-10-02 10:04:15 -04:00
bryanthaboi 9b7f3188b1 big save fix energy 2026-10-01 17:30:52 -04:00
bryanthaboi ebd4985cc0 CLOSES #2524, CLOSES #2540, CLOSES #2541, CLOSES #2542 2026-09-29 10:08:21 -04:00
bryanthaboi 690f0cd9a1 TOUCHDOWN 2026-09-27 16:07:31 -04:00
bryanthaboi 8d1e1551c7 mod count in saves 2026-09-25 11:12:10 -04:00
bryanthaboi f8c95b8e8a CLOSES #2347, CLOSES #2384, CLOSES #2456, CLOSES #2460, CLOSES #2461, CLOSES #2468, CLOSES #2470, CLOSES #2471, CLOSES #2472, CLOSES #2473 2026-09-25 07:11:46 -04:00
bryanthaboi 72a17b27dd CLOSES #2444 2026-09-24 08:39:43 -04:00
bryanthaboi d920f7acdb clean up 2026-09-22 17:05:12 -04:00
bryanthaboi 9208d83a28 Merge branch 'dev' into pr-2409
# Conflicts:
#	src/ui/game3/save_menu.lua
2026-09-22 16:41:00 -04:00
bryanthaboi 23617f43b4 CLOSES #2290, CLOSES #2338, CLOSES #2186, CLOSES #2305, CLOSES #2332, CLOSES #2320, CLOSES #2344, CLOSES #2291, CLOSES #2335, CLOSES #2340, CLOSES #2385, CLOSES #2352, CLOSES #2378, CLOSES #2403, CLOSES #2404, CLOSES #2405, CLOSES #2367, CLOSES #2037, CLOSES #2177, CLOSES #2368, CLOSES #2382, CLOSES #1951
CLOSES #2290, CLOSES #2338, CLOSES #2186, CLOSES #2305, CLOSES #2332, CLOSES #2320, CLOSES #2344, CLOSES #2291, CLOSES #2335, CLOSES #2340, CLOSES #2385, CLOSES #2352, CLOSES #2378, CLOSES #2403, CLOSES #2404, CLOSES #2405, CLOSES #2367, CLOSES #2037, CLOSES #2177, CLOSES #2368, CLOSES #2382, CLOSES #1951
2026-09-22 16:27:28 -04:00
Shane McGovern 41935aa2a2 fix(game3): wave 2 - 118 review fixes, seam work, and the gate to 282 suites
Second batch of the Gen 3 review work: the review lanes closed their queues
and the test gate grew with them.

Review census: 139 routed findings -- 118 fixed, 14 invalid (the report had
Gen 4+ semantics in more than one place), 6 struck as stale after
re-verification, 1 re-routed. Every fix carries its own pret citation in
docs/game3/review-v3-triage.md; the E10 opcode closure is itemised in
docs/game3/e10-opcode-spec.md (18 ops wired, 2 reclassified to the seam class).

Representative ROM-grounded changes:
- The POKéMON start-menu entry is now gated on FLAG_SYS_POKEMON_GET the way
  retail does it (pokefirered/src/start_menu.c:217-218, flag 0x828).
- Money ops read their amount raw and gate the change on the disable byte
  (pokefirered/src/scrcmd.c:1798-1830, pokefirered/asm/macros/event.inc:1166-1186);
  random and the warp family VarGet theirs
  (pokefirered/src/scrcmd.c:455-461, :719-731).
- The HM table matches FRLG: there is no Whirlpool HM
  (pokefirered/include/constants/items.h:411-418).
- The day-care party-full guard follows src/daycare.c:525, :1081.
- Knock Off keeps its battle-scoped send-out mask
  (pokefirered/src/battle_script_commands.c:2730-2752, :4489), carried from
  the first batch.

Structural work: the I6/I9/J1 architecture items landed as seams (profile
selector, capability flags, font provider, virtual-object layer), the adopted
footprint register keeps a KEEP verdict, the quantizer target is met, and the
30 drain items plus carves 1-4 are folded in.

Tests: T6 now runs 282 top-level suites (273 + 9 new), the re-sweep ends at
267 pass / 0 fail, the engine tier is 634 suites, modkit 37, and the full
gate ran green twice with T3 active on an imported Red cache. Documented
skips are the lua5.4 oversize-save oracle where lua5.4 is absent and the
config-partials listed in docs/game3/game3-artifact-conversions-v3.md.

Docs shipped: review-v3-triage.md, e10-opcode-spec.md, rse-seams.md,
game3-suite-sweep-v113.md, game3-artifact-conversions-v3.md,
test-baseline-v3.md (plus the first-batch docs already on the branch).
2026-09-22 18:23:06 +01:00
Shane McGovern e2454bf568 fix(game3): review v3 fixes (battle, field, script, save) + gated T6 tier
Second wave of fixes from the Gen 3 codebase review (210 findings), the
regressions the full-suite sweep surfaced, and a T6 tier so the top-level
tests/game3_*.lua suites run inside ./scripts/test.sh instead of outside it.

Battle: Knock Off and Thief/Trick item persistence follow the ROM, not the
review - the party slot is never written through during battle, and the
knocked-off mask suppresses the item on later send-outs
(pokefirered/src/battle_script_commands.c:2731 MOVE_EFFECT_KNOCK_OFF with the
STICKY_HOLD guard at :2732, opponent-steal guard at :2610-2622, mask use at
:4489). Rapid Spin keeps its one-per-use chain order (:8435-8474); Growl
keeps pret's target (src/data/battle_moves.h, include/battle.h:63).

Scripting: operand layouts match pret/asm/macros/event.inc - givemon 15 bytes
(:989-997), comparestat {B,W} (:1573-1576), setptr/loadbytefromptr/setptrbyte
take a word pointer (:118-137). 18 of the 20 E10 ops are wired per
src/scrcmd.c (per-op citations in docs/game3/e10-opcode-spec.md), money and
random and the warp family read their operands as VarGets
(src/scrcmd.c:1798-1830, :455-461, :719-731), and the day-care party-full
guard is in place (src/daycare.c:525,:1081).

Field and UI: fishing counts rounds as the ROM does
(src/field_player_avatar.c:1740-1765), an unresolved map section no longer
reports Pallet Town (src/region_map.c:3782), and a font provider sits behind
a FireRed capability/profile seam.

Save data: profile-driven Options.block, a save version round-trip, and slot
id validation that blocks path traversal (slotDiskPath("firered", "../evil")
returns nil).

Importer: the parallel import path now writes both completion markers,
object kind/clone bytes decode as pret defines them
(include/global.fieldmap.h:110-130), and the HM table drops Whirlpool
(include/constants/items.h:411-418).

Tests: six new scenario suites (battle_ai, capture, event, menu, move,
overworld) and eight engine suites (profile, capabilities, cache paths, font
provider, options block, save version round-trip, version dispatch,
versions_game). T6 runs every top-level game3 suite at GAME3_JOBS default 8
with per-suite logs, failure cause classification and a KNOWN_GAME3_FAILURES
ceiling of 23 as a shrinking guard.

Docs: the working notes under docs/game3 (triage ledger, pret citation audit,
e10 opcode spec, RSE seams, sweep v3/v113, test baseline, artifact
conversions, merge trial).

Full gate at this snapshot: exit 0, all tiers passed - engine 624/624,
T6 279/279 (0 known, 0 fresh failures), gen2 146/146, modkit 37/37, luacheck
clean, privacy gate 3/3 over a 9,711-file publication set.
2026-09-22 12:22:50 +01:00
bryanthaboi a820875208 Merge remote-tracking branch 'upstream/dev' into grandpas-garage 2026-09-17 08:26:26 -04:00
bryanthaboi 8c8581ed0c CLOSES #2089, CLOSES #2198, CLOSES #2227, CLOSES #2246, CLOSES #2277, CLOSES #2278, CLOSES #2280, CLOSES #2281, CLOSES #2282, CLOSES #2283, CLOSES #2286 2026-09-16 09:45:20 -04:00
1jamie 2426e519b2 bit of fixes for door transition and stub placeholders for field moves 2026-09-09 16:37:01 -05:00
1jamie 3cce66d497 Implement Android image export functionality and enhance save data management. Added exportImageToGallery method for saving images to the public Pictures directory on Android. Updated Printer and SaveData modules to support this feature, ensuring proper slot resolution and user feedback. Improved touch handling in the launcher to prevent unintended actions after exiting games. 2026-09-03 13:17:59 -05:00
bryanthaboi 2c18d904a6 logic clock 2026-09-03 07:11:31 -04:00
bryanthaboi f5ccd6f004 Merge pull request #2039 from laaledesiempre/fix/options-decode-cache
perf(core): memoize options decode between saves
2026-09-02 13:02:12 -04:00
bryanthaboi 45742481bf CLOSES #2025, CLOSES #2029, CLOSES #2030, CLOSES #2031, CLOSES #2033, CLOSES #2034, CLOSES #2035, CLOSES #2038, CLOSES #2040, CLOSES #2041, CLOSES #2042, CLOSES #2043, CLOSES #2044, CLOSES #2045, CLOSES #2046, CLOSES #2048, CLOSES #2049, CLOSES #2050, CLOSES #2051, CLOSES #2052, CLOSES #2053, CLOSES #2054 2026-09-01 13:45:00 -04:00
flowers c86ae9bd10 perf(core): memoize options decode between saves
Immediate-mode UI polls SaveData.loadOptions once per frame (the
launcher's skins tab and SkinStudio's library re-read it to learn the
active skin), and every call was a getInfo+read+decode of the whole
options file against the save volume.  The file can only change through
saveOptions (or loadOptions' own recovery write), so a per-filesystem
revision counter is enough: saveOptions bumps it on a verified write and
loadOptions re-reads only when it moved.  Callers still receive a deep
copy per call, never the cached tree, and the cart overlay keeps
applying per call because the active cart can move between reads without
any write.
2026-08-31 19:16:14 -03:00
bryanthaboi 998cb03d4c CLOSES #1947, CLOSES #1987, CLOSES #1989, CLOSES #1994, CLOSES #1996, CLOSES #1998, CLOSES #2010, CLOSES #2011, CLOSES #2012, CLOSES #2013, CLOSES #2014, CLOSES #2015, CLOSES #2017, CLOSES #2018, CLOSES #2019, CLOSES #2020, CLOSES #2021, CLOSES #2022 2026-08-31 12:05:42 -04:00
Adrian Castro 00a2486555 feat: add URI launch options and unified platform builds 2026-08-30 18:45:42 +02:00
bryanthaboi 5c850d670e CLOSES #1938, CLOSES #1940, CLOSES #1941, CLOSES #1943, CLOSES #1945, CLOSES #1946, CLOSES #1948, CLOSES #1949, CLOSES #1950, CLOSES #1953, CLOSES #1955, CLOSES #1957, CLOSES #1960, CLOSES #1961, CLOSES #1962, CLOSES #1963, CLOSES #1964 2026-08-30 08:04:35 -04:00
bryanthaboi 36ad59bdbb CLOSES #1590, CLOSES #1592, CLOSES #1625, CLOSES #1657, CLOSES #1698, CLOSES #1699, CLOSES #1700, CLOSES #1843, CLOSES #1875, CLOSES #1898, CLOSES #1902, CLOSES #1905, CLOSES #1906, CLOSES #1907, CLOSES #1908, CLOSES #1909, CLOSES #1912, CLOSES #1915, CLOSES #1917, CLOSES #1919, CLOSES #1920, CLOSES #1921, CLOSES #1922, CLOSES #1923, CLOSES #1924, CLOSES #1925, CLOSES #1926, CLOSES #1927 2026-08-29 06:59:38 -04:00
bryanthaboi 3e4772abf4 big palette energy 2026-08-26 12:04:06 -04:00
1jamie 0e8c93ec75 feat(linux): ship raw x86 AppImage, Flatpak bundle, and dual-env curl
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.
2026-08-25 15:28:44 -05:00
bryanthaboi 1850b50ee6 CLOSES #941, CLOSES #1081, CLOSES #1349, CLOSES #1602, CLOSES #1618, CLOSES #1624, CLOSES #1630, CLOSES #1633, CLOSES #1661, CLOSES #1669, CLOSES #1676, CLOSES #1731, CLOSES #1739, CLOSES #1740, CLOSES #1742, CLOSES #1744, CLOSES #1753, CLOSES #1757, CLOSES #1758, CLOSES #1760, CLOSES #1761, CLOSES #1762, CLOSES #1763, CLOSES #1765, CLOSES #1770, CLOSES #1777, CLOSES #1781, CLOSES #1783, CLOSES #1784, CLOSES #1785, CLOSES #1787, CLOSES #1788, CLOSES #1789, CLOSES #1790, CLOSES #1792, CLOSES #1797, CLOSES #1803 2026-08-25 07:55:52 -04:00
bryanthaboi 1905261c5b Spider Car Unleashed
CLOSES #1483, CLOSES #1610, CLOSES #1615, CLOSES #1646, CLOSES #1649, CLOSES #1651, CLOSES #1653, CLOSES #1656, CLOSES #1683, CLOSES #1685, CLOSES #1686, CLOSES #1687, CLOSES #1688, CLOSES #1689, CLOSES #1690, CLOSES #1693, CLOSES #1694, CLOSES #1695, CLOSES #1696, CLOSES #1702, CLOSES #1704, CLOSES #1705, CLOSES #1706, CLOSES #1707, CLOSES #1708, CLOSES #1710, CLOSES #1711, CLOSES #1712, CLOSES #1713, CLOSES #1716, CLOSES #1717, CLOSES #1718, CLOSES #1719, CLOSES #1720, CLOSES #1721, CLOSES #1725, CLOSES #1732, CLOSES #1745, CLOSES #1748, CLOSES #1749, CLOSES #1751, CLOSES #1754
2026-08-24 07:52:05 -04:00
bryanthaboi ebf44f20d3 Add custom carts: named, version-pinned mod sets that play as their own game
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.
2026-08-23 12:18:29 -04:00
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
bryanthaboi c23f82efdd Fix transition state pop, Gen 2 Bide/Sleep Talk/exp bugs, pp repair, TM pocket capacity and Bill's PC arrows
CLOSES #1663, CLOSES #1664, CLOSES #1665, CLOSES #1666, CLOSES #1667, CLOSES #1668, CLOSES #1670, CLOSES #1672
2026-08-21 21:21:59 -04:00
bryanthaboi 25166ff3a1 CLOSES #1603 2026-08-20 10:46:27 -04:00
bryanthaboi 032f894f7f Merge pull request #1495 from mleo2003/fix/fresh-skeleton-playthrough-id
SaveData: a fresh skeleton must not overwrite an existing playthrough binding
2026-08-19 16:57:30 -04:00
bryanthaboi 2baafab027 Merge pull request #1544 from castdrian/safe-mode-report-issue
feat(launcher): add safe mode and issue reporting
2026-08-19 06:00:00 -04:00
bryanthaboi 93374fbbbb skin studio updates, save sync CLOSES #1533 2026-08-19 05:57:44 -04:00
Adrian Castro 67a170fd6e feat(launcher): add safe mode and issue reporting 2026-08-19 00:44:30 +02:00
mleo2003 142d1358dd SaveData: a fresh skeleton must not overwrite an existing playthrough binding
ensurePlaythroughId() treats a fresh New Game skeleton as having no id, mints
one, and persists it into opts.playthroughIds[version][scope] -- even when that
slot already names a playthrough.

newGame() marks the skeleton on the boot frame, before any save is loaded, and
mods initialise inside that window: Storage:selected needs TitleState, which
does not exist yet, so Storage:context -> _scope -> ensurePlaythroughId is the
only path open to them. A mod touching mod.storage at init therefore replaces
the real save's id with a throwaway, stranding that save's mod storage, and it
repeats on every launch.

Observed on an RG35XXSP (engine 0.2.1, PotatoVoxel 1.7.11): a new playthrough
id in options.lua after every launch, 32 orphaned mod_storage directories, and
the mod's ~400MB prebuilt mesh cache abandoned under the id options.lua used to
name -- so every map rebuilt from scratch.

Keep both existing behaviours: a fresh skeleton still gets its own id, so two
unsaved New Games sharing a slot stay distinct, and it is still persisted when
the slot has no binding yet -- the contract tests/modkit/cases/
title_playthrough_context.lua pins, where a tool persists before the first
normal SAVE and the title must resolve it after a restart.

Only the overwrite of an EXISTING binding is dropped.

./scripts/test.sh: ALL TIERS PASSED (44/44 title_playthrough_context,
18/18 playthrough_identity).
2026-08-17 16:19:46 -07:00
bryanthaboi 8c9af95598 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 #1444, CLOSES #1447, CLOSES #1449, CLOSES #1456, CLOSES #1461, CLOSES #1464, CLOSES #1465, CLOSES #1466, CLOSES #1468, CLOSES #1469, CLOSES #1470 2026-08-17 10:27:14 -04:00
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
syybott 530f2bdd15 Add optional extended widescreen battle HUD 2026-08-15 19:39:48 -05:00
1jamie 8dfbd1daae fix(save/gen2): auto-recover orphaned save slots and fix PartyMenu field moves
- Auto-recover save slots: Scan saves/<version>/ on boot to re-index orphaned slot files if options.lua is reset or loses its slot registry.
- Fix Gen 2 field moves: Make PartyMenu field actions (Strength, Surf, Cut, Flash) generation-aware so they execute safely in Gold.
- Fortify platform stability: Guard native controller/hidapi init against Android 14 receiver exceptions and ensure safe Windows file replacement.
- Add unit test coverage for slot auto-recovery in save_editor_gen2_tests.lua.
2026-08-14 22:16:17 -05:00
bryanthaboi 941181d31c check bonxes 2026-08-13 13:22:18 -04:00
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