Commit Graph

53 Commits

Author SHA1 Message Date
bryanthaboi feec1d43fd CLOSES #2235, CLOSES #2245, CLOSES #2252, CLOSES #2253, CLOSES #2257, CLOSES #2261, CLOSES #2262, CLOSES #2263, CLOSES #2264, CLOSES #2267, CLOSES #2268, CLOSES #2272, CLOSES #2273, CLOSES #2274, CLOSES #2275 2026-09-13 11:49:05 -04:00
bryanthaboi 2e24febaca CLOSES #2199, CLOSES #2200, CLOSES #2203, CLOSES #2204, CLOSES #2205, CLOSES #2206, CLOSES #2212, CLOSES #2214, CLOSES #2218, CLOSES #2219, CLOSES #2223, CLOSES #2224, CLOSES #2225, CLOSES #2226 2026-09-09 07:32:12 -04:00
bryanthaboi e2a04c8fee shader logic fix. CLOSES #2144, CLOSES #2145 2026-09-03 08:49:08 -04:00
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 48d8a4e922 CLOSES #1562, CLOSES #1804, CLOSES #1805, CLOSES #1810, CLOSES #1811, CLOSES #1814, CLOSES #1817, CLOSES #1818, CLOSES #1819, CLOSES #1821, CLOSES #1826, CLOSES #1827, CLOSES #1829, CLOSES #1833, CLOSES #1840, CLOSES #1842, CLOSES #1845, CLOSES #1846, CLOSES #1847, CLOSES #1848, CLOSES #1849, CLOSES #1853, CLOSES #1858, CLOSES #1862 2026-08-27 05:09:26 -04:00
bryanthaboi 3e4772abf4 big palette energy 2026-08-26 12:04:06 -04:00
1jamie 69c7ee89b5 fix(yellow): address version:yellow issues and title pupil bake
Seed Mt Moon Super Nerd dialogue (#1743), play item-use heal jingles
(#1635), use white fades for fly/teleport warps (#1644), add a
Yellow-only Advanced palette overlay (#1639), parse Yellow Super Rod
data including Safari Dragonair (#1074), and apply title rOBP0 when
baking Pikachu eye OAM so pupils stay black with white glints.
2026-08-25 11:31:48 -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 cd4ef14f13 Merge branch 'dev' into spidercar2 2026-08-24 08:48:24 -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
1jamie 5807b8d836 Refactor session management and resource cleanup
- Replaced `teardownMountedSession` and `flushEditorPackageLoaded` with a unified `SessionLifecycle` approach for managing session transitions and resource cleanup.
- Implemented `SessionLifecycle.endEditorSession` and `SessionLifecycle.endGameSession` to streamline the teardown process for editor and game sessions.
- Introduced `Assets.releaseSession` to handle GPU resource release at session end, ensuring efficient memory management.
- Updated `Game` and `Game2` reset methods to include world and canvas resource releases.
- Enhanced `MapLoader` with a new `releaseAll` method for eager GPU cache cleanup.
- Added tests to verify the new session lifecycle functionality and resource management.

This commit improves the stability and performance of in-process transitions, particularly during editor and game session changes.

further improves and addresses #1662 specifically around android gc pressure.
2026-08-23 10:46:19 -05:00
1jamie 16eefcde68 Implement session teardown and resource management for in-process transitions
- Introduced `teardownMountedSession` to handle cleanup of mounted versions, generated data, and mod states during transitions between the editor and launcher.
- Added `flushEditorPackageLoaded` to evict save-editor modules from `package.loaded` dynamically, ensuring a clean state for subsequent sessions.
- Implemented `Game:reset` and `Game2:reset` methods to clear session-specific fields, allowing for a fresh start when returning to the launcher.
- Enhanced `Renderer` and `TileRenderer` to release GPU resources immediately, preventing memory leaks during rapid transitions.
- Updated `MagnetTrainRide` to support OAM priority overlays and manage background rendering with new shader functionality.

This commit improves the stability and performance of the application during in-process transitions, particularly on Android.

fixes Yellow color palette for title screen

fixes #1662 #1643 #1536 and finishes fixing #1597
2026-08-22 17:08:14 -05:00
bryanthaboi 087a275189 skins 2026-08-21 16:36:55 -04:00
bryanthaboi 25166ff3a1 CLOSES #1603 2026-08-20 10:46:27 -04:00
bryanthaboi 93374fbbbb skin studio updates, save sync CLOSES #1533 2026-08-19 05:57:44 -04:00
bryanthaboi f7bdaa81f8 true color sprites shouldnt show in non color modes 2026-08-18 16:06:15 -04:00
bryanthaboi 3cca70608f skins and skin studio 2026-08-17 06:47:33 -04:00
James Hall 73f561e256 Merge branch 'bryanthaboi:dev' into experiment/fixed-extended-world-alignment 2026-08-16 19:30:19 -05:00
AverageConsumer 1f3d13adaf mods: add OS-independent game viewport composition 2026-08-16 15:17:35 +02:00
bryanthaboi 12fdfa1e88 CLOSES #1181, CLOSES #1212, CLOSES #1214, CLOSES #1224, CLOSES #1230, CLOSES #1249, CLOSES #1271, CLOSES #1272, CLOSES #1273, CLOSES #1298, CLOSES #1305, CLOSES #1307, CLOSES #1318, CLOSES #1328, CLOSES #1330, CLOSES #1331, CLOSES #1333, CLOSES #1334, CLOSES #1335, CLOSES #1340, CLOSES #1345, CLOSES #1346, CLOSES #1360, CLOSES #1362 2026-08-16 06:41:56 -04:00
syybott 530f2bdd15 Add optional extended widescreen battle HUD 2026-08-15 19:39:48 -05:00
AverageConsumer 09204daa28 feat(mods): expose opt-in final-frame output hooks 2026-08-13 23:04:46 +02:00
bryanthaboi e2820e02c5 CLOSES #604, CLOSES #666, CLOSES #716, CLOSES #727, CLOSES #763, CLOSES #781, CLOSES #784, CLOSES #799, CLOSES #801, CLOSES #810, CLOSES #828, CLOSES #834, CLOSES #838, CLOSES #849, CLOSES #852, CLOSES #857, CLOSES #863, CLOSES #864, CLOSES #867, CLOSES #869, CLOSES #870, CLOSES #872, CLOSES #839 2026-08-05 16:36:37 -04:00
bryanthaboi 3c1246ee06 Merge pull request #787 from luisgonzaleznf/fix/love12-scissor-bias
Fix LÖVE 12 anchored UI scissor seam
2026-08-04 09:45:17 -04:00
bryanthaboi f2d9b74490 CLOSES #644, CLOSES #703, CLOSES #726, CLOSES #737, CLOSES #750, CLOSES #752, CLOSES #764, CLOSES #765, CLOSES #768, CLOSES #773, CLOSES #774, CLOSES #775, CLOSES #777, CLOSES #780, CLOSES #782 2026-08-04 09:25:28 -04:00
luisgonzaleznf 84d09d0894 Fix LÖVE 12 scissor seam 2026-08-04 15:20:06 +02:00
spiritsnails 02ad846dfa fix: FAITHFUL RATIO works on Android and iOS
apply() returned false on its first line for mobile, so the option did
nothing there. A phone has no window to resize, so the lock caps the
render scale instead: the largest whole multiple of 160x144 the display
holds, centred, black around it.

Two parts beyond that. The scale is read off the display rather than from
the desktop's 1X-4X ladder, which named a different fraction of every
device and left the useful levels off the list; mobile shows ON or OFF.
And the world pass, which expands to cover the whole display so letterbox
becomes more map, is now sized against the locked viewport, so the lock
reaches the overworld instead of showing more of it.

Pixel perfect throughout, whole multiples only. Desktop and OFF are
unchanged. Renames the row to FAITHFUL RATIO on both platforms; the saved
key stays faithfulRes so existing settings carry over.
2026-08-02 12:44:38 -06:00
spiritsnails fe7dcf33ec feat: UI LAYOUT option, centered by default
Edge docking and zoom-linked UI scaling shipped as unconditional
behaviour. Both are departures from how the port composed the screen, so
they become a setting instead: UI LAYOUT = CENTERED (the default) or
DYNAMIC.

CENTERED is a fixed letterbox. Elements stay where they were drawn in the
160x144 canvas, and the UI does not follow the survey zoom, so screen
furniture neither moves nor resizes under the player. That is what the
pre-anchoring builds did. DYNAMIC is the current behaviour, unchanged.

Both halves matter together: gating only the anchoring would stop the
dialogue box moving but leave it resizing with the zoom, which is the same
complaint in a different form.

Gated at Renderer:setUIAnchor and Renderer:uiScale rather than at each
caller, so one switch covers the dialogue box, its YES/NO, the START menu
and anything anchored later, and no caller knows the option exists.
Game.dynamicUI answers true only for an explicit "dynamic", so a save
written before this keeps the layout it already had.

Independent of it, deliberately: BATTLE SIZE still works under either mode
(uiFill overrides the scale later, in endFrame), and a battle still holds
its own prompts inside its screen under DYNAMIC.

Also includes the Oak intro fix (previously #674): the speech fills white
over the UI canvas while its dialogue box docks to the window edge, so
under DYNAMIC black showed between the two. letterboxWhite closes it, and
the shrink beat's replica box rides the same anchor as the real box it
stands in for.
2026-08-02 10:47:27 -06:00
spiritsnails 46bd0f6709 fix: battle screens keep their composition when they open a menu or prompt
BATTLE SIZE "fixed" draws the battle as a discrete letterbox rather than
filling the window, and BATTLE BG "world" composes it over the live map.
Everything the battle then opens broke out of that composition, because
each piece of the frame's geometry was read off a fact about THIS FRAME
instead of about the battle:

* Renderer:uiScale follows the survey zoom only while a world is behind
  the UI, gated on worldActive -- this frame's world pass.  PartyMenu and
  ListMenu are opaque, so pushing one makes StateStack:visibleBase skip
  the map, no world pass runs, and the menu loses the step-down and blits
  a whole integer scale larger than the battle it just covered.  Held
  with uiWorldHold, the same whole-stack rule uiFill and the battle dim
  already use.  ("fill" hid this: it overrides the scale outright.)

* Game:draw started the frame at visibleBase, so that same opaque menu
  cut the overworld -- and the world pass with it -- out of the frame
  entirely, collapsing a "world" backdrop to endFrame's flat black clear.
  A world-bg battle now keeps the frame starting from underneath itself
  (drawBaseInStack).  Only the START of the draw moves; the clear stays
  keyed to the real visibleBase, so the menu still gets its opaque canvas
  and draws exactly as before.

* worldZones was keyed to that same clear base, so it came out nil for a
  frame whose world pass HAD run -- dropping endFrame's world blit onto
  the UI zone list instead, smearing the party menu's own HP-bar palettes
  across a world-canvas-sized image.  Keyed to whether the map drew.

* endFrame's letterbox clear read letterboxWhite off visibleBase alone,
  so an opaque menu over a BG "white" battle flipped its surround to
  black the same way.  Same whole-stack hold.

* ChoiceBox bottom-anchored unconditionally, docking it to the WINDOW
  edge.  That is only right when it rides the dialogue box beneath it,
  which is anchored there too; TextBox now passes the anchor and nothing
  else does, so the battle's switch offer and the shop/PC confirms stay
  over the screen that pushed them.

* TextBox anchors likewise: a battle is a self-contained SCREEN, not the
  window, and pokered prints its text box in the same 160x144 tilemap as
  the HUD.  The caught-mon nickname prompt was landing a whole letterbox
  below the blanked battle field it is printed on.  BattleState.holdsUI-
  Anchors holds setUIAnchor off while a battle is in the stack; the
  overworld's own dialogue box still docks to the screen edge.
2026-08-01 22:55:58 -06:00
spiritsnails aedc63c40d Port timing/parity fixes, seamless battle transitions, faithful-res lock, and zoom-aware UI anchoring
Ports from a downstream fork, hand-surgered hunk-by-hunk to exclude the
fork's randomizer/pokescript work and to skip a FixedStep jitter-tolerance
attempt that never fixed the stutter it targeted.

- src/core/Timing.lua: hardware-accurate frame-delay catalog ported from
  pret/pokered, feeding BattleState:waitNext, EffectRegistry's miss/crit
  beats, TextBox/ChoiceBox scroll and prompt holds, and the battle
  silhouette slide/shake/blink/faint timings.
- Seamless battle transitions: Renderer:drawBattleWipe replaces the old
  160x144-only cascade with one wipe drawn over the whole surface at any
  zoom or window size; BattleTransition's per-style frame lengths are
  corrected against pokered-c's derivation; Transition.battleReturn adds
  the post-battle GBFadeInFromWhite the port never had.
- BATTLE SIZE / BATTLE BG options (BattleState:wantsFillScale/bgMode,
  Game.fillScaleInStack/worldBgBattleDim): battle surface can fill the
  window instead of the fixed integer letterbox, and the area around it
  can show white/black/the dimmed overworld instead of only white.
- src/core/FaithfulRes.lua: locks the window to an exact 160x144 multiple.
- Zoom-aware UI anchoring: Renderer:uiScale steps the UI down with survey
  zoom (gated to worldActive so the title/intro never shrink);
  Renderer:setUIAnchor lets TextBox, ChoiceBox, and an opted-in Menu
  (the START menu) pin themselves to a screen edge instead of the
  zoomed-out letterbox.
2026-08-01 15:52:34 -06:00
bryanthaboi c58ebe4b9b Merge pull request #609 from castdrian/metal 2026-08-01 15:59:33 -04:00
Adrian Castro ea78792c03 fix(ios): build releases with LÖVE 12 2026-08-01 21:45:23 +02:00
bryanthaboi ca1beaefe7 Merge pull request #582 from castdrian/metal 2026-08-01 10:41:40 -04:00
Adrian Castro be60c7c1d5 fix(ios): present voxel pipeline canvases 2026-08-01 14:37:18 +02:00
Bart in 't Veld 218b9249a2 render: add render.compose seam + second-screen bridge
Expose a generic seam so a mod can drive a second screen without the
engine owning any dual-screen layout policy:

- render.compose hook in Renderer:endFrame hands a mod the finished
  world + UI canvases, their SGB zones, the frame metrics,
  Renderer:blitCanvas (lifted from the internal blit closure) and the
  SecondScreen bridge. Return true to take over the window; no wrap (or
  calling next) runs the normal single-window composite byte-for-byte.
- SecondScreen.lua + the Android Presentation bridge (love_android_
  secondary_* in common/android.cpp, GameActivity secondary display)
  as the optional physical-second-display transport.

No battle-render changes: a mod lays out the two screens (including any
battle split) itself. Ships with a unit test, no-mod parity via
gate_hooks, and docs/modding.md (D14).
2026-08-01 09:35:24 +02:00
bryanthaboi 5ec440792e Merge pull request #347 from kevindjacobson/agent/tool-mod-hooks
Add lifecycle and HUD hooks for tool mods
2026-07-31 10:29:04 -04:00
bryanthaboi 0f581e2f69 so many bugs i cannot even breathe 2026-07-30 07:41:41 -04:00
Kevin Jacobson fb58fa788b Expose window margins to tool HUDs 2026-07-28 14:09:46 -07:00
bryanthaboi 8539a6b268 launcher editor and widescreen battle 2026-07-28 12:00:15 -04:00
bryanthaboi f9f38d161f CLOSES #223, CLOSES #233, CLOSES #236, CLOSES #240, CLOSES #241, CLOSES #249, CLOSES #252, CLOSES #255, CLOSES #257, CLOSES #258, CLOSES #263, CLOSES #265, CLOSES #274, CLOSES #275, CLOSES #276, CLOSES #279, CLOSES #280, CLOSES #282, CLOSES #283, CLOSES #287, CLOSES #291, CLOSES #292, CLOSES #293, CLOSES #301, CLOSES #304, CLOSES #315, CLOSES #316, CLOSES #317, CLOSES #321, CLOSES #322, CLOSES #330 2026-07-28 10:29:05 -04:00
bryanthaboi 3b1032cc63 CLOSES #303, CLOSES #307, CLOSES #314, CLOSES #318 2026-07-28 06:16:21 -04:00
bryanthaboi 3448fae3f5 Android SCALING fixes (#298)
* android fixes for mods and saves

* perhaps this is the true scaling android issue fix
2026-07-27 09:27:24 -04:00
bryanthaboi be90e5b42c intro api upgrade (#294)
* intro api upgrade

* api updates

* fix tests

* updated templates
2026-07-27 08:37:11 -04:00
bryanthaboi 043f6b2426 Bugsquashingjuly26 (#264)
* big bug squash

* ok
2026-07-26 14:11:07 -04:00
bryanthaboi f7695308b7 big bug squash (#261) 2026-07-26 13:38:52 -04:00
bryanthaboi 3069b2e2a9 The new experience (#201)
* new launcher and save converts and pipeline

* fixing bugs
2026-07-25 12:36:53 -04:00
bryanthaboi d872010209 new options, and hot keys and readme clean up (#148) 2026-07-24 10:12:27 -04:00
bryanthaboi bfba1f7bb7 Bugs and stuff (#144)
* main menu scrollable when over 8 items

* buggies

* more buggies

* Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win
2026-07-24 09:06:29 -04:00
bryanthaboi 1c4515eaaa squashy squash (#127) 2026-07-23 15:42:54 -04:00
bryanthaboi 7a85862602 graphics and stutters part 1 2026-07-23 07:59:09 -04:00