wire up Crystal PalMap tile attrs (bank 1, flips, BG_PRIO) through map bake,
attr grid, and BG-over-OAM blits instead of the gold/silver grassAtlasFor shortcut.
crystal-only: MapAttrGrid + TileAttrs, OAM bottom/top split for IN_GRASS,
keyed grass over feet strip via attrmap, drawBgPriorityOver for wAttrmap bit 7.
gold/silver left alone on the old path — all of this gated behind isCrystal().
fixes standing still in grass with tufts on torso / feet on top of grass (#2080).
RomExtractorGen2 pulls crystal PalMap attrs; SpriteRenderer splits standing
sheets on frameHeight; tests for tile attrs + feet strip regression.
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
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.