- Fix Emerald party menu TM learnability descriptions (sDescriptionStringTable indexing)
- Fix summary menu 5th move slot display and move learning in RSE
- Fix pause/start menu viewport scrolling and scroll arrow indicators
- Fix berry planting bag pocket routing and screen veil fading in Emerald
- Fix Route 101 Birch rescue positioning and truck sequence unfreeze
- Add comprehensive regression tests for all fixes
- Save Editor (Gen 3):
- Added full support for EV, IV, Nature, Ability, and Ribbons editing for Gen 3 Pokémon.
- Implemented stat calculations, personality-based nature derivation, and Gen 3 save data structures.
- Added comprehensive unit test suite in tests/save_editor_gen3_ev_iv_tests.lua.
- GBA Extraction & Graphics:
- Added zero-copy ARM-safe ROM accessor and fast LZ77 string decompression.
- Fixed bag chrome decompression string-buffer indexing preventing solid-color renders.
- Fixed TM Case HM badge tile offset and palette mapping.
- Added builtin moves fallback in src/core/game3/battle/builtin_moves.lua.
- Improved parallel extraction resilience, desktop fallback search paths, and prefix handling.
- Android & Launchers:
- Added dynamic high-res app launcher shortcuts and color palettes for all supported games.
- Updated Android icon generator and intent dispatch handlers.
endFrame composites a world override mirrored on LOVE 12, because a
pipeline's own projection pre-flips Y. ctx.drawFx puts the standing
effects into that same canvas as ordinary 2D, so the mirror inverts them
instead of righting them: a trainer's "!" draws upside down, below its
feet, on the mirrored half of the screen.
The condition is now Renderer.mirrorsWorldOverride, named because it is
not only the blit's business, and ctx.drawFx runs its block under the
matching mirror about the bound canvas. project() is left alone: it
already answers in screen rows.
A Japanese glyph advances by its width plus the window's letter spacing,
which a Latin one ignores (pokefirered/src/text.c:853): 1 for the normal
font (new_menu_helpers.c:413, the field message printer), 0 for the small
one (gFontInfos, new_menu_helpers.c:65). The engine already adds that
spacing, but only to a string carrying the {JPN} control code a ROM-
extracted one does; a mod's Japanese text has none, so its kana ran a pixel
tighter per character than on the cart. A glyph drawn from a Japanese sheet
now takes the window's spacing either way, and only once, falling back to
the message printer's spacing when the window sets none.
Name limits count characters (PLAYER_NAME_LENGTH, POKEMON_NAME_LENGTH), but
the start menu, the continue screen and the PC's hovered-mon panel cut names
with string.sub, in bytes. A kana is three bytes, so a five-kana species name
lost two characters in the PC and a Japanese player name was cut inside a
character. FrlgFont.truncate cuts by UTF-8 character, and those sites use it;
Latin names are cut as before, and an accented Latin name, whose accented
letters are two bytes, is no longer cut short either.
game3 prints every string with the US cart's Latin font, and FrlgFont has
no glyph for a kana, so a Japanese translation of FireRed would print
blank. The US cart still carries its Japanese fonts, which its text
printer draws for a string in Japanese mode (pokefirered/src/text.c:141,
:227): pret builds them into the US ROM, with the normal font's width
table.
The font extractor now bakes both, the normal font from its eight-to-a-row
layout (DecompressGlyph_Normal, text.c:1452) with its widths and the small
one sixteen to a row (DecompressGlyph_Small, text.c:1372), as
chrome/fonts/japanese_{normal,small}_{fg,shadow}.rgba and
japanese_widths.lua. LeafGreen's addresses follow the same -0x24 shift as
the rest of text.o. Cache version 120 re-imports existing caches.
FrlgFont numbers a Japanese character by its byte in the Japanese block of
pokefirered/charmap.txt (kana 01-A0, the full-width space, !?。ー), plus
the symbols the font keeps at the Latin block's codes in their full-width
forms (digits, letters, 『』「」, 円, /, :), offset past the Latin
glyphs. A character with no Latin glyph draws from the Japanese sheet, at
the width the cart gives it (the table for the normal font, 8px for the
small one). Latin text is drawn as before.
- Preserve active track voices in Player.stopAt after fast-forward catchup
- Add start-from-0 fallback in Player.stopAt when at timestamp predates the retained snaps ring
- Mute m4a worker during stopAt pause so it does not synthesize empty buffers while fanfare plays
- Ensure Audio.resumeBgm calls Source:play on bgmSource if stopped
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).