mirror of
https://github.com/bryanthaboi/gen1recomp
synced 2026-09-27 22:45:34 -04:00
4c17e606fd
The UI drew sprite paths but discarded their trueColor flag, so the SGB palette pass recolored full-color Pokemon.
333 lines
13 KiB
Lua
333 lines
13 KiB
Lua
-- Title screen (engine/movie/title.asm + engine/menus/main_menu.asm):
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-- the logo (or a text fallback while the asset is missing), a cycling
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-- Pokémon front sprite, the copyright line, and the CONTINUE / NEW GAME
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-- / OPTION / EXIT GAME main menu on START or A.
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local Font = require("src.render.Font")
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local Music = require("src.core.Music")
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local GameVersion = require("src.core.GameVersion")
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local Strings = require("src.core.Strings")
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local TitleState = {}
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TitleState.__index = TitleState
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TitleState.isOpaque = true
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-- SGB title zones (PalPacket_Titlescreen): the logo rows get LOGO2,
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-- the version-ribbon band LOGO1, the rest MEWMON.
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--
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-- The CONTINUE / NEW GAME menu and the continue-info box sit inside those
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-- LOGO bands. pokered's MainMenu clears the title and runs
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-- RunDefaultPaletteCommand so black UI ink stays black; this port keeps the
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-- title art visible underneath, so without an overlay those boxes inherit
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-- LOGO2 blue / LOGO1 red (issue #133). A trailing trueColor zone leaves the
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-- overlay's DMG black unshaded while the logo and title mon keep title pals.
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--
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-- ROM SuperPal whites are often {255,239,255}. Under RED++, LOGO2/MEWMON
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-- come from the GBC pack (pure white) while Blue's LOGO1 stays on the ROM
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-- pack (#128), so the version-ribbon row reads as a pink band. Force that
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-- slot to pure white; ink colors (Blue/Red "Version" text) stay intact.
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local function withPureWhite(pal)
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if not pal then return nil end
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return { { 255, 255, 255 }, pal[2], pal[3], pal[4] }
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end
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function TitleState:sgbPalettes(game)
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local P = require("src.render.PaletteFX")
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local z = {
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P.zone(P.pal(game.data, "LOGO2"), 0, 0, 19, 7),
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P.zone(withPureWhite(P.pal(game.data, "LOGO1")), 0, 8, 19, 9),
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P.zone(P.pal(game.data, "MEWMON"), 0, 10, 19, 17),
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}
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local top = game.stack and game.stack:top()
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local box = top and top.titleUiBox
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if box then
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z[#z + 1] = P.trueColorZone(box[1], box[2], box[3], box[4])
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end
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return z[3] and z or nil
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end
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-- the Red-version TitleMons list (data/pokemon/title_mons.asm):
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-- TitleScreenPickNewMon draws a random, never-repeating pick from it;
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-- field.title.cycleSpecies replaces it wholesale
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local CYCLE_SPECIES = {
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"CHARMANDER", "SQUIRTLE", "BULBASAUR", "WEEDLE", "NIDORAN_M", "SCYTHER",
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"PIKACHU", "CLEFAIRY", "RHYDON", "ABRA", "GASTLY", "DITTO",
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"PIDGEOTTO", "ONIX", "PONYTA", "MAGIKARP",
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}
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-- Blue's TitleMons (data/pokemon/title_mons.asm, _BLUE branch): STARTER2 is
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-- Squirtle, STARTER1 Charmander, STARTER3 Bulbasaur.
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local BLUE_CYCLE_SPECIES = {
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"SQUIRTLE", "CHARMANDER", "BULBASAUR", "MANKEY", "HITMONLEE",
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"VULPIX", "CHANSEY", "AERODACTYL", "JOLTEON", "SNORLAX",
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"GLOOM", "POLIWAG", "DODUO", "PORYGON", "GENGAR", "RAICHU",
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}
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local CYCLE_FRAMES = 240 -- the original waits ~4s between picks
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local function tryImage(path)
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if not path then return nil end
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local ok, img = pcall(love.graphics.newImage, path)
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return ok and img or nil
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end
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-- the importer seeds field.title with {path,width,height} descriptors
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-- (the shape IntroMovie unwraps); mod patches may use plain path strings
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local function imagePath(entry)
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if type(entry) == "table" then return entry.path end
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return entry
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end
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-- PaletteFX redraws a true-color rectangle after the palette pass. Red's
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-- title art is drawn on top of the title mon, so leave its bounds out of the
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-- rectangle rather than redrawing that art without its title palette.
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local function markVisibleTrueColor(x, y, w, h, cover)
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local P = require("src.render.PaletteFX")
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if not cover then
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P.markTrueColor(x, y, w, h)
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return
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end
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local cx, cy, cw, ch = cover[1], cover[2], cover[3], cover[4]
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local right, bottom = x + w, y + h
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local cright, cbottom = cx + cw, cy + ch
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local ix1, iy1 = math.max(x, cx), math.max(y, cy)
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local ix2, iy2 = math.min(right, cright), math.min(bottom, cbottom)
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if ix1 >= ix2 or iy1 >= iy2 then
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P.markTrueColor(x, y, w, h)
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return
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end
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if y < iy1 then P.markTrueColor(x, y, w, iy1 - y) end
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if iy2 < bottom then P.markTrueColor(x, iy2, w, bottom - iy2) end
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if x < ix1 then P.markTrueColor(x, iy1, ix1 - x, iy2 - iy1) end
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if ix2 < right then P.markTrueColor(ix2, iy1, right - ix2, iy2 - iy1) end
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end
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function TitleState.new(game, opts)
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opts = opts or {}
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local self = setmetatable({}, TitleState)
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self.game = game
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self.onNewGame = opts.onNewGame
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self.onContinue = opts.onContinue
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-- branding comes from field.title with the shipped art as fallback, so
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-- a total conversion rebrands the title without replacing the screen
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local title = (game.data.field and game.data.field.title) or {}
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self.title = title
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self.logo = tryImage(imagePath(title.logo)
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or "assets/logo/pokemon_logo.png")
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-- versionRibbon is the file-12 key; version is the importer's
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self.version = tryImage(imagePath(title.versionRibbon or title.version)
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or "assets/generated/title/red_version.png")
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self.player = tryImage("assets/generated/title/player.png")
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self.blue = GameVersion.isBlue()
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-- Blue cycles its own title mons and prints its ribbon contiguously; a
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-- field.title.cycleSpecies override (mods / total conversions) still wins.
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local defaultCycle = self.blue and BLUE_CYCLE_SPECIES or CYCLE_SPECIES
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self.cycleSpecies = (type(title.cycleSpecies) == "table"
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and #title.cycleSpecies > 0)
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and title.cycleSpecies or defaultCycle
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self.sprites = {} -- species -> { image, trueColor } or false (load failed)
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self.cycleIndex = 1
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self.timer = 0
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self.blink = 0
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return self
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end
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function TitleState:enter()
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local data = self.game.data
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local song = self.title.music or "Music_TitleScreen"
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if data.audio and data.audio.songs and data.audio.songs[song] then
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pcall(Music.play, data, song)
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end
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end
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function TitleState:currentSprite()
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local species = self.cycleSpecies[self.cycleIndex]
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local cached = self.sprites[species]
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if cached == nil then
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local path, trueColor = require("src.pokemon.Sprites").path(
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self.game.data, species, "front", { kind = "title" })
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local image = tryImage(path)
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cached = image and { image = image, trueColor = trueColor } or false
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self.sprites[species] = cached
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end
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return cached and cached.image or nil, cached and cached.trueColor or false
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end
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local function hasSave()
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local ok, info = pcall(function()
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-- the active game's save file (save.lua for Red, save_blue.lua for Blue)
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local name = require("src.core.SaveData").saveFilename(GameVersion.get())
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return love.filesystem and love.filesystem.getInfo
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and love.filesystem.getInfo(name) or nil
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end)
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return ok and info ~= nil
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end
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-- The CONTINUE info window (main_menu.asm DisplayContinueGameInfo):
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-- PLAYER / BADGES / POKéDEX / TIME over the title, shown after choosing
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-- CONTINUE. A confirms and loads the game, B returns to the main menu.
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local ContinueInfo = {}
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ContinueInfo.__index = ContinueInfo
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function ContinueInfo.new(title, save)
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-- box at (4,7), 16x10 tiles -- see ContinueInfo:draw / DisplayContinueGameInfo
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return setmetatable({
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title = title, game = title.game, save = save,
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titleUiBox = { 4, 7, 19, 16 },
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}, ContinueInfo)
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end
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function ContinueInfo:update(dt)
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local input = self.game.input
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if input:wasPressed("a") then
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self.game.stack:pop()
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if self.title.onContinue then self.title.onContinue() end
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elseif input:wasPressed("b") then
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self.game.stack:pop()
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self.title:openMenu()
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end
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end
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function ContinueInfo:draw()
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local save = self.save
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-- box at (4,7), 8x14 content; labels double-spaced from (5,9)
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Font.drawBox(4, 7, 16, 10)
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(Strings("PLAYER"), 40, 72)
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Font.draw((save.player and save.player.name) or "RED", 96, 72)
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local badges = require("src.inventory.Badges").count(self.game.data, save)
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Font.draw(Strings("BADGES"), 40, 88)
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Font.draw(("%2d"):format(badges), 128, 88)
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local owned = 0
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for _ in pairs(save.pokedex and save.pokedex.owned or {}) do
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owned = owned + 1
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end
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Font.draw(Strings("POKéDEX"), 40, 104)
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Font.draw(("%3d"):format(owned), 120, 104)
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local t = math.floor(save.playTime or 0)
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Font.draw(Strings("TIME"), 40, 120)
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Font.draw(("%3d:%02d"):format(math.floor(t / 3600),
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math.floor(t / 60) % 60), 104, 120)
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love.graphics.setColor(1, 1, 1, 1)
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end
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function TitleState:openMenu()
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local Menu = require("src.ui.Menu")
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local game = self.game
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local items = {}
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if hasSave() then
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table.insert(items, { label = Strings("CONTINUE"), onSelect = function()
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-- peek at the save for the info window; fall through if the
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-- file can't be read
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local ok, loaded = pcall(require("src.core.SaveData").load)
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if ok and loaded then
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game.stack:push(ContinueInfo.new(self, loaded))
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elseif self.onContinue then
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self.onContinue()
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end
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end })
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end
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table.insert(items, { label = Strings("NEW GAME"), onSelect = function()
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if self.onNewGame then self.onNewGame() end
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end })
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table.insert(items, { label = Strings("OPTION"), onSelect = function()
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require("src.ui.Screens").push(game, "OptionsMenu")
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end })
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table.insert(items, { label = Strings("EXIT GAME"), onSelect = function()
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if love.event and love.event.quit then
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love.event.quit()
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end
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end })
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local th = #items * 2 + 2
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local menu = Menu.new(game, items, { tx = 0, ty = 0, tw = 13, th = th })
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-- full-width title LOGO zones would recolor this box; see sgbPalettes
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menu.titleUiBox = { 0, 0, 12, th - 1 }
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game.stack:push(menu)
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end
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function TitleState:update(dt)
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self.timer = self.timer + 1
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self.blink = (self.blink + 1) % 60
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if self.timer >= CYCLE_FRAMES then
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self.timer = 0
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-- random pick that never repeats the current one
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if #self.cycleSpecies > 1 then
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local pick = self.cycleIndex
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while pick == self.cycleIndex do
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pick = love.math.random(1, #self.cycleSpecies)
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end
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self.cycleIndex = pick
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end
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self.slideIn = 20 -- TitleScreenScrollInMon slides the pic in
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end
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if self.slideIn and self.slideIn > 0 then
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self.slideIn = self.slideIn - 1
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end
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local input = self.game.input
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if input:wasPressed("start") or input:wasPressed("a") then
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-- the title mon cries when you leave the title (.finishedWaiting)
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require("src.core.Sound").playCry(self.game.data,
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self.cycleSpecies[self.cycleIndex])
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self:openMenu()
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end
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end
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-- The original tilemap (engine/movie/title.asm): logo at tile (2,1),
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-- the version ribbon at (7,8), Red's title art as OAM at px (82,80),
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-- the title mon in the 7x7 box at tile (5,10), copyright on row 17.
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function TitleState:draw()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.rectangle("fill", 0, 0, 160, 144)
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if self.logo then
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love.graphics.draw(self.logo, 16, 8)
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else
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love.graphics.setColor(0, 0, 0, 1)
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Font.draw(self.blue and "POKéMON BLUE" or Strings("POKéMON RED"),
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(160 - 12 * 8) / 2, 24)
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love.graphics.setColor(1, 1, 1, 1)
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end
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if self.version then
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local iw, ih = self.version:getDimensions()
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if self.blue then
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-- Blue prints its ribbon contiguously ("Blue Version", hlcoord 7,8).
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-- The extracted strip packs those eight glyph tiles into image tiles
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-- 0..7 (tiles 8..9 are blank), so draw that 64px run at px (56, 64).
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love.graphics.draw(self.version,
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love.graphics.newQuad(0, 0, 64, 8, iw, ih), 56, 64)
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else
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-- Red's strip holds Red+Green+Version glyphs; the tilemap prints
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-- tiles $60,$61 ("Red"), a space, then $65-$69 ("Version").
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love.graphics.draw(self.version,
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love.graphics.newQuad(0, 0, 16, 8, iw, ih), 56, 64)
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love.graphics.draw(self.version,
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love.graphics.newQuad(40, 0, 40, 8, iw, ih), 80, 64)
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end
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end
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local sprite, spriteTrueColor = self:currentSprite()
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if sprite then
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local w, h = sprite:getDimensions()
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local slide = (self.slideIn or 0) * 8 -- scroll in from the right
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-- bottom-aligned and centered in the (5,10)-(11,16) tile box
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local x = 40 + math.floor((56 - w) / 2) + slide
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local y = 136 - h
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love.graphics.draw(sprite, x, y)
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if spriteTrueColor then
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local cover
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if self.player then
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local pw, ph = self.player:getDimensions()
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cover = { 82, 80, pw, ph }
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end
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markVisibleTrueColor(x, y, w, h, cover)
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end
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end
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-- Red is OAM in the original: he draws over the mon's box edge
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if self.player then
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love.graphics.draw(self.player, 82, 80)
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end
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love.graphics.setColor(0, 0, 0, 1)
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-- the copyright row (tile 2,17); copyrightText because field.title's
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-- copyright key already names the extracted image strip
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Font.draw(self.title.copyrightText or Strings("2026 bois club games"), 1, 136)
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love.graphics.setColor(1, 1, 1, 1)
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end
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return TitleState
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