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-- Native LÖVE2D port of Pokemon Red. A packaged build creates its private
-- game-data cache from a user-provided ROM on first boot.
--
-- The save editor (tools/save-editor/) ships inside every build and is
-- reachable two ways:
-- * standalone: POKEPORT_EDITOR=1 or `love . --editor`, its own window
-- * from the launcher: Edit on a save row, which suspends the launcher,
-- opens the editor on that slot's file, and restores the launcher when
-- the editor's Close button is pressed (openEditor / closeEditor below)
if POKEPORT_DISPLAY_COMPANION then
return require("src.render.DesktopCompanion").install(
POKEPORT_DISPLAY_COMPANION)
end
local editorMode = os.getenv("POKEPORT_EDITOR") == "1" or POKEPORT_EDITOR_MODE == true
local SwitchDiagnostics = require("src.debug.SwitchDiagnostics")
local LaunchOptions = require("src.core.LaunchOptions")
local NxDisplay = require("src.core.NxDisplay")
local PlatformHooks = require("src.core.PlatformHooks")
local HostDisplay = require("src.core.HostDisplay")
local GameViewport = require("src.render.GameViewport")
local function applySavedOrientation()
local ok, savedOptions = pcall(function()
return require("src.core.SaveData").loadOptions()
end)
if not ok or type(savedOptions) ~= "table" then savedOptions = {} end
pcall(function()
require("src.core.Orientation").applyOptions(savedOptions)
end)
end
-- Global emergency quit: holding Start + Select for 5 seconds forcefully terminates LOVE.
local emergencyQuitTimer = 0
-- getJoysticks() allocates a fresh table every call; this runs once (twice)
-- per frame, so cache the list and refresh it once a second instead. The 5s
-- hold requirement makes a 1s hotplug delay irrelevant.
local cachedJoysticks = nil
local joystickCacheAge = 1
local function checkEmergencyQuit(dt)
local held = false
joystickCacheAge = joystickCacheAge + (dt or 0.016)
if love.joystick and love.joystick.getJoysticks then
if not cachedJoysticks or joystickCacheAge >= 1 then
cachedJoysticks = love.joystick.getJoysticks()
joystickCacheAge = 0
end
for _, j in ipairs(cachedJoysticks) do
if j:isGamepad() then
local start = j:isGamepadDown("start")
local selectBtn = j:isGamepadDown("back") or j:isGamepadDown("guide")
if start and selectBtn then
held = true
break
end
else
local bCount = j:getButtonCount()
local s1 = (bCount >= 7 and j:isDown(7)) or (bCount >= 9 and j:isDown(9))
local s2 = (bCount >= 8 and j:isDown(8)) or (bCount >= 10 and j:isDown(10))
if s1 and s2 then
held = true
break
end
end
end
end
if love.keyboard and love.keyboard.isDown then
if (love.keyboard.isDown("escape") and love.keyboard.isDown("return"))
or (love.keyboard.isDown("lalt") and love.keyboard.isDown("f4")) then
held = true
end
end
if held then
emergencyQuitTimer = emergencyQuitTimer + (dt or 0.016)
if emergencyQuitTimer >= 5.0 then
print("[FORCE QUIT] Start + Select held for 5 seconds. Exiting forcefully.")
pcall(function()
if love.audio and love.audio.stop then love.audio.stop() end
if love.window and love.window.close then love.window.close() end
end)
local exitFn = os["exit"]
exitFn(0)
end
else
emergencyQuitTimer = 0
end
end
-- Lua errors: persist a redacted trace in the save dir and surface a hint.
do
local defaultErrorHandler = love.errorhandler or love.errhand
function love.errorhandler(msg)
local ok, hint = pcall(SwitchDiagnostics.logLuaError, msg)
if ok and hint and type(msg) == "string" then
msg = msg .. "\n\n" .. hint
end
if love.window and love.window.isOpen and love.window.isOpen() and love.graphics and love.graphics.isActive() then
local fullMsg = tostring(msg) .. "\n\n" .. tostring(debug.traceback()) .. "\n\n[Hold START + SELECT for 5s to Force Quit]"
return function()
love.event.pump()
for e, a in love.event.poll() do
if e == "quit" or (e == "keypressed" and a == "escape") then
return 1
elseif e == "gamepadpressed" and (a == "start" or a == "back") then
return 1
end
end
checkEmergencyQuit(0.016)
love.graphics.origin()
love.graphics.clear(0.10, 0.10, 0.12)
love.graphics.setColor(1, 0.4, 0.4, 1)
love.graphics.printf(fullMsg, 20, 20, love.graphics.getWidth() - 40)
love.graphics.present()
love.timer.sleep(0.016)
end
end
if defaultErrorHandler then
return defaultErrorHandler(msg)
end
end
love.errhand = love.errorhandler
end
local Game, EditorApp, Importer, TouchEditor, Studio, Prelaunch
-- #887: quit-to-launcher state, shared by love.load and love.quit (both need
-- it, so it is declared here rather than next to love.quit).
-- * launchedIntoGame -- a --game / POKEPORT_GAME shortcut booted this
-- session straight into a game, so there is no launcher behind it and a
-- window close must exit. Restarting instead re-read the same shortcut
-- and came right back into the game, and the next close did it again:
-- the app could not be closed at all (macOS feels this worst, where the
-- red X, Cmd+Q and the Dock's Quit are all the same quit event).
-- * RELAUNCH_MARKER -- written in the save dir just before the #785
-- restart, so the fresh boot ignores any boot-straight-into-a-game
-- option exactly once and keeps #785's promise of landing in the
-- launcher, whatever put the game on screen this time.
local launchedIntoGame = false
local RELAUNCH_MARKER = "relaunch_to_launcher.txt"
local launchOptionsSuppressed = false
local onlineClient, onlineClientResolved
local function onlineClientModule()
if onlineClientResolved then return onlineClient end
onlineClientResolved = true
local ok, mod = pcall(require, "src.online.Client")
if ok and type(mod) == "table" and type(mod.update) == "function" then
onlineClient = mod
end
return onlineClient
end
local autopilot -- optional scripted-input dev tool (tests/autopilot.lua)
local driverCo -- optional frame-driver (POKEPORT_DRIVER=file.lua): a
-- coroutine that receives `Game` and yields once per
-- frame; used headless (xvfb) for scripted screenshots
-- --speed N / POKEPORT_SPEED=N: run the logic clock N times faster without
-- touching audio (src/core/GameSpeed.lua). Overrides the saved option so a
-- bot or screenshot run is not at the mercy of the player's last choice.
local speedOverride = tonumber(os.getenv("POKEPORT_SPEED"))
-- POKEPORT_TOUCH=1 forces the mobile on-screen controls on and lets the
-- mouse stand in for a finger, so the overlay can be exercised on desktop
-- (see src/core/TouchControls.lua).
local mouseTouch = os.getenv("POKEPORT_TOUCH") == "1"
-- How many times to run a scripted act+step loop per rendered frame. Only
-- scripted runs use this; interactive play fast-forwards through
-- Game.speedOverride / the GAME SPEED option instead.
local function scriptedIterations()
if not (autopilot or driverCo) then return 1 end
return math.max(1, math.floor(require("src.core.GameSpeed").clamp(speedOverride)))
end
-- ------------------------------------------------------------ save editor
-- The launcher instance parked while the editor is up, plus the version whose
-- cache the editor mounted (so closing can put the read path back).
local editorHost, editorVersion, editorWindow
local closeEditor -- forward declaration: openEditor hands it to the editor
-- Drop CacheFs / Data / mod Runtime / Assets / LegacyCompat for one mounted
-- version session (save editor or game). closeEditor and returnToLauncher
-- both go through SessionLifecycle so neither path forgets a singleton.
local SessionLifecycle = require("src.core.SessionLifecycle")
-- The editor's modules use flat names (require("Kit"), require("Party")), so
-- their directories have to be on the require path. It must be
-- love.filesystem's path, not package.path: in a packaged build these files
-- live inside the .love archive, which the stock Lua searcher cannot open.
local function addEditorRequirePath()
local fs = love.filesystem
if not (fs.setRequirePath and fs.getRequirePath) then
-- very old LOVE: a source checkout still resolves through package.path
package.path = fs.getSource() .. "/tools/save-editor/?.lua;"
.. fs.getSource() .. "/tools/save-editor/panels/?.lua;"
.. package.path
return
end
local current = fs.getRequirePath()
if current:find("tools/save%-editor") then return end
fs.setRequirePath("tools/save-editor/?.lua;tools/save-editor/panels/?.lua;"
.. current)
end
-- Desktop only: the launcher window (1024x768) is tighter than the editor's
-- design size, so grow it while editing and put it back on Close. Never
-- shrinks, never touches a fullscreen or mobile window.
local function resizeForEditor()
if not (love.window and love.window.getMode and love.window.setMode) then return end
local osName = love.system.getOS()
if osName ~= "OS X" and osName ~= "Windows" and osName ~= "Linux" then return end
local w, h, flags = love.window.getMode()
if flags.fullscreen then return end
local dw, dh = love.window.getDesktopDimensions()
local wantW = math.max(w, math.min(1360, math.floor((dw or w) * 0.92)))
local wantH = math.max(h, math.min(860, math.floor((dh or h) * 0.88)))
if wantW <= w and wantH <= h then return end
editorWindow = { w = w, h = h }
love.window.setMode(wantW, wantH, flags)
end
local function restoreWindow()
if not editorWindow then return end
local _, _, flags = love.window.getMode()
love.window.setMode(editorWindow.w, editorWindow.h, flags)
editorWindow = nil
end
-- Open the editor on a launcher save row. The version's cache has to be
-- mounted before the editor's Data:load runs, or a Blue save would be edited
-- against Red's species/item tables.
local function openEditor(version, slotId)
local function refuse(text)
if not Importer then return end
Importer.saveNotice = Importer.saveNotice or {}
Importer.saveNotice[version] = { ok = false, text = text }
end
local SaveData = require("src.core.SaveData")
local path = SaveData.slotDiskPath(version, slotId)
if not path then
refuse("Could not resolve that save slot on disk.")
return
end
local GameVersion = require("src.core.GameVersion")
GameVersion.set(version)
require("src.import.CacheFs").mountVersion(version)
editorVersion = version
editorHost = Importer
-- Drop launcher pad/FlexLove so the save editor owns input (NX shim +
-- virtual cursor + system hand cursor). Desktop park is a light no-op.
if Importer and Importer.prepareOverlayHandoff then
Importer:prepareOverlayHandoff()
end
Importer = nil
editorMode = true
resizeForEditor()
addEditorRequirePath()
local okReq, appOrErr = pcall(require, "App")
if not okReq then
editorMode = false
SessionLifecycle.endEditorSession({ version = version, app = nil })
restoreWindow()
Importer = editorHost
editorHost = nil
editorVersion = nil
if Importer and Importer.resumeAfterOverlay then
Importer:resumeAfterOverlay()
end
refuse("Could not open the save editor (" .. tostring(appOrErr) .. ").")
return
end
EditorApp = appOrErr
local okLoad, loadErr = pcall(EditorApp.load, path, {
version = version, slotId = slotId, embedded = true,
onClose = function() closeEditor() end,
})
if not okLoad then
editorMode = false
if EditorApp.unload then pcall(EditorApp.unload) end
EditorApp = nil
SessionLifecycle.endEditorSession({ version = version, app = nil })
restoreWindow()
Importer = editorHost
editorHost = nil
editorVersion = nil
if Importer and Importer.resumeAfterOverlay then
Importer:resumeAfterOverlay()
end
refuse("Could not open the save editor (" .. tostring(loadErr) .. ").")
end
end
-- Back to the launcher. Everything the editor mounted or cached has to come
-- back out: the version overlay (CacheFs) and the generated modules require
-- cached behind it (Data), or pressing Play on the OTHER game would boot it
-- with this one's data. Also reset Runtime / Assets / LegacyCompat so the
-- next Edit or Play does not inherit the editor's dead mod loader.
function closeEditor()
local version = editorVersion
local app = EditorApp
editorMode = false
EditorApp = nil
SessionLifecycle.endEditorSession({ version = version, app = app })
editorVersion = nil
restoreWindow()
Importer = editorHost
editorHost = nil
if Importer and Importer.resumeAfterOverlay then
Importer:resumeAfterOverlay()
end
if Importer and version and Importer.savesChanged then
Importer:savesChanged(version)
end
end
-- ------------------------------------------------------------ touch controls editor
-- Suspends the launcher while the player drags on-screen buttons / toggles
-- the overlay off (#327). No ROM cache needed -- options.lua only.
local touchEditorHost
local closeTouchControlsEditor -- forward declaration
-- `version` is the launcher tab the gear was opened on, and it decides which
-- option block the layout lands in (src/ui/TouchControlsEditor.lua persist).
local function openTouchControlsEditor(version)
touchEditorHost = Importer
if Importer and Importer.prepareOverlayHandoff then
Importer:prepareOverlayHandoff()
end
Importer = nil
TouchEditor = require("src.ui.TouchControlsEditor")
TouchEditor.load({
version = version,
onClose = function() closeTouchControlsEditor() end,
})
end
function closeTouchControlsEditor()
if TouchEditor and TouchEditor.unload then TouchEditor.unload() end
TouchEditor = nil
Importer = touchEditorHost
touchEditorHost = nil
if Importer and Importer.resumeAfterOverlay then
Importer:resumeAfterOverlay()
end
end
-- ------------------------------------------------------------ skin studio
local studioHost
local closeSkinStudio
local bootGame
local function openSkinStudio(version, skinId)
local SkinStudio = require("src.ui.SkinStudio")
if not SkinStudio.available_desktop() then return end
studioHost = Importer
if Importer and Importer.prepareOverlayHandoff then
Importer:prepareOverlayHandoff()
end
Importer = nil
Studio = SkinStudio
Studio.load({
version = version,
skinId = skinId,
onClose = function() closeSkinStudio() end,
onPlay = function(v)
closeSkinStudio()
Importer = nil
bootGame(v or version)
end,
})
end
function closeSkinStudio()
if Studio and Studio.unload then Studio.unload() end
Studio = nil
Importer = studioHost
studioHost = nil
if Importer and Importer.resumeAfterOverlay then
Importer:resumeAfterOverlay()
end
end
local function makeLauncher(launcherOpts)
local RomImporter = require("src.import.RomImporter")
local forceImport = os.getenv("POKEPORT_FORCE_IMPORT") == "1"
return RomImporter.new(function(version, cartId, opts)
Importer = nil
bootGame(version, cartId, opts)
end, {
launcher = true,
forceImport = forceImport,
initialTab = launcherOpts and launcherOpts.initialTab or nil,
onEditSave = openEditor,
onEditTouchControls = openTouchControlsEditor,
-- Skin Studio owns a touch-first layout as well as the desktop workspace.
-- Keep the compatibility predicate so external hosts using it still work.
onOpenSkinStudio = require("src.ui.SkinStudio").available_desktop()
and openSkinStudio or nil,
})
end
local function returnToLauncher(opts)
if not Game then return end
if require("src.core.RequireGuard").repair() then
print("boot: restored love.filesystem searcher (see #2001)")
end
local GameVersion = require("src.core.GameVersion")
local currentVersion = GameVersion.get()
SessionLifecycle.endGameSession(Game)
Game = nil
pcall(function() require("src.online.Trade").hostIsLive = nil end)
local syncEngine = package.loaded["src.sync.SyncEngine"]
if type(syncEngine) == "table" and type(syncEngine._shared) == "table" then
pcall(syncEngine._shared.protectPlaythrough, syncEngine._shared, nil, nil)
end
autopilot = nil
driverCo = nil
-- Leave the cart's scope behind: the launcher's own settings and slots are
-- the base game's, not the cart's. The speed ladder is cart state too, so
-- a 1x/2x cart must not pin the launcher or the next game.
local SaveData = require("src.core.SaveData")
local cartId = SaveData.getCart()
SaveData.setCart(nil)
require("src.core.GameSpeed").setAllowed(nil)
SessionLifecycle.endMountedSession(currentVersion)
-- Slot lists are resolved once per process. Invalidate only the game
-- (and cart, if any) we just left so the new launcher can migrate a flat
-- in-game SAVE into a visible slot -- nothing else is rewritten.
SaveData.refreshSlotResolution(currentVersion)
if cartId then SaveData.refreshSlotResolution("cart_" .. cartId) end
applySavedOrientation()
local preload = require("src.mods.LauncherMods").translationStrings()
if preload then require("src.core.Strings").load({ strings = preload }) end
if love.window and love.window.setTitle then
local Version = require("src.core.Version")
love.window.setTitle(Version.title("Gen 1 Recompilation Project"))
end
Importer = makeLauncher({ initialTab = opts and opts.tab or nil })
-- Finger that confirmed EXIT GAME is often still down over Import Save.
if Importer.ignoreReturningPointer then
Importer:ignoreReturningPointer()
end
end
local pendingLauncherReturn
function bootGame(version, cartId, opts)
opts = opts or {}
if require("src.core.RequireGuard").repair() then
print("boot: restored love.filesystem searcher (see #2001)")
end
pcall(function()
require("src.online.Trade").hostIsLive = function() return true end
end)
-- The launcher hands us the chosen game (Red / Blue / Yellow / Gold);
-- scripted and headless runs fall back to POKEPORT_VERSION, then Red.
-- Set the active version and overlay its extracted cache BEFORE anything
-- requires generated data, so data/generated + assets/generated resolve
-- to that version's files.
local GameVersion = require("src.core.GameVersion")
GameVersion.set(version or os.getenv("POKEPORT_VERSION") or "red")
local CacheFs = require("src.import.CacheFs")
-- Keep CacheFs.prefix aligned for any CacheFs.read fallback during Data:load
-- (Blue/Yellow/Gold caches live under blue/ / yellow/ / gold/).
CacheFs.prefix = GameVersion.cachePrefix()
CacheFs.mountVersion(GameVersion.get())
local cartHash, cartSpeeds, cartOptions
if cartId then
local ok, cart, hash = pcall(function()
return require("src.carts.CartStore").get(cartId)
end)
if ok and cart then
cartHash, cartSpeeds, cartOptions = hash, cart.speeds, cart.options
else
cartId = nil
end
end
local SaveData = require("src.core.SaveData")
SaveData.setCart(cartId, cartHash)
-- The author's settings land in the cart's own scope the first time only;
-- after that the player owns them.
if cartOptions then SaveData.seedCartOptions(cartOptions) end
-- A cart may narrow or pin the speed ladder; nil restores the full one.
require("src.core.GameSpeed").setAllowed(cartSpeeds)
if cartId then SaveData.adoptCartSeal(cartId) end
-- NX: always write nx-asset-probe.log so Yellow/Blue art failures are
-- diagnosable from the SD without enabling switch-debug.txt.
pcall(function()
require("src.debug.SwitchDiagnostics").probeAssets(GameVersion.get())
end)
if love.window and love.window.setTitle then
local Version = require("src.core.Version")
love.window.setTitle(Version.title(
GameVersion.info().displayName .. " (Gen 1 Recompilation Project)"))
end
-- Gen 2: Gen 1 Game:load cannot consume a Gen 2 cache -- different generated
-- tables, save shape and screen registry -- so Gold and Silver boot their
-- own service owner, which mounts src/world/gen2 (walk / warps /
-- connections) and the Gen 2 screens instead of src/core/Game.lua's Gen 1
-- wiring.
local arena = opts.arena
local loadOpts = { arena = arena, cartId = cartId }
if GameVersion.generation() == 2 then
Game = require("src.core.Game2").new()
if arena then
Game.returnToLauncher = function(o) pendingLauncherReturn = o or {} end
end
Game:load(loadOpts)
else
-- Gen1 Game is a module singleton. Always re-require after in-process
-- EXIT GAME so a prior session cannot leave a table whose rawget(load)
-- is nil (release Android: bootGame then dies with load-a-nil-value).
-- rawget: type(mod.load) can lie via __index and skip a rebuild.
package.loaded["src.core.Game"] = nil
local gameMod = require("src.core.Game")
if type(rawget(gameMod, "load")) ~= "function" then
error("src.core.Game missing load after reload")
end
Game = gameMod
if arena then
Game.returnToLauncher = function(o) pendingLauncherReturn = o or {} end
end
Game:load(loadOpts)
if os.getenv("POKEPORT_AUTOPILOT") then
autopilot = require("tests.autopilot")
end
end
local driverPath = os.getenv("POKEPORT_DRIVER")
if driverPath then
local fn = assert(loadfile(driverPath))()
driverCo = coroutine.create(fn)
end
-- After the two above are known: a scripted run drives the multiplier
-- from love.update's loop, so the in-engine one must stay at 1 or the
-- two would compound (10x10 = 100 steps per observation).
Game.speedOverride = (autopilot or driverCo) and 1 or speedOverride
end
local function showLauncher(version)
LaunchOptions.pendingTab = version
if not Importer then
Importer = makeLauncher({ initialTab = version })
end
end
local function startLaunchRequest(request)
if type(request) ~= "table" then return false end
local version = request.game
if request.launcher or not version then
if Game then
returnToLauncher({ tab = version })
else
showLauncher(version)
end
return true
end
local RomImporter = require("src.import.RomImporter")
if Game then returnToLauncher() end
Importer = nil
if Prelaunch then return true end
local cartId
if request.cartSpecified then
local ok, cart = pcall(function()
return require("src.carts.CartStore").get(request.cart)
end)
if not ok or type(cart) ~= "table" or cart.base ~= version then
showLauncher(version)
return true
end
cartId = request.cart
end
if not RomImporter.isReady(version) then
showLauncher(version)
return true
end
local function bootShortcut()
if request.slot then LaunchOptions.selectSlot(version, request.slot) end
launchedIntoGame = true
bootGame(version, cartId)
end
Prelaunch = require("src.core.Prelaunch").new({
version = version,
tasks = request.tasks or {},
done = function(outcome)
if outcome == "restart" then return end
Prelaunch = nil
if outcome == "launcher" then
showLauncher(version)
return
end
bootShortcut()
end,
})
if not Prelaunch then bootShortcut() end
return true
end
function love.load(args)
-- Before anything can shell out (update check, mod index, ROM picker),
-- claim one hidden console on Windows so those children inherit it instead
-- of each flashing their own cmd.exe window (#606). No-op elsewhere.
require("src.core.HostShell").hideHostConsole()
require("src.core.RequireGuard").capture()
-- Hang gen1tls on love.system before mods boot. Android already has tls*
-- from JNI; this is the desktop half. No DLL / no FFI is fine -- ws://
-- rooms still work, wss:// just won't.
pcall(function() require("src.net.Gen1Tls").install() end)
-- NX fused mounts are unreliable for the blue|yellow cache overlay: wrap
-- the love loaders once so every generated-asset read falls back to the
-- versioned save-dir copy. Never installed on desktop/Android/iOS.
if require("src.core.Platform").isNX() then
require("src.core.NxAssetOverlay").install()
end
-- Self-updater boot shell: a fused build may mount and chainload a newer
-- downloaded payload here. True means it took over, so we must stop. A
-- dev / source checkout no-ops (see src/update/Boot.lua).
local Boot = require("src.update.Boot")
if Boot.run(args) then return end
local savePath
for i, a in ipairs(args or {}) do
if a == "--editor" then
editorMode = true
elseif a == "--developer" then
_G.POKEPORT_DEV_MODE = true
elseif a == "--save" and args[i + 1] and args[i + 1] ~= "" then
savePath = args[i + 1]
elseif a == "--speed" and tonumber(args[i + 1]) then
speedOverride = tonumber(args[i + 1])
end
end
love.graphics.setDefaultFilter("nearest", "nearest")
-- NX: handheld 720p / docked 1080p. Runs for every boot path (launcher,
-- editor, scripted); no-op on desktop/mobile.
NxDisplay.sync()
-- Apply the persisted Android orientation lock (#592) before the launcher
-- shows: SDL created the window with no orientation hint, so without this
-- the launcher would rotate freely until options are applied at boot.
-- No-op on desktop / iOS / when options.lua does not exist yet.
applySavedOrientation()
-- Standalone editor. A bare `--editor` run has no launcher behind it, so
-- Close quits; --save points it at a specific file, otherwise it opens the
-- default save path for POKEPORT_VERSION (Red unless overridden), whose
-- cache has to be mounted before the editor's Data:load.
if editorMode then
local version = os.getenv("POKEPORT_VERSION") or "red"
require("src.core.GameVersion").set(version)
require("src.import.CacheFs").mountVersion(version)
addEditorRequirePath()
EditorApp = require("App")
EditorApp.load(savePath, { version = version })
return
end
local RomImporter = require("src.import.RomImporter")
local resolvedLaunch = LaunchOptions.resolveRequest(arg, args)
local forceImport = os.getenv("POKEPORT_FORCE_IMPORT") == "1"
local importPath = os.getenv("POKEPORT_IMPORT_ROM")
-- Scripted / headless runs pick their game from POKEPORT_VERSION, then
-- POKEPORT_GAME / --game= (LaunchOptions), then Red. Drivers for Gold
-- must honor POKEPORT_GAME=gold the same way a desktop shortcut does.
local scriptedVersion = os.getenv("POKEPORT_VERSION")
or resolvedLaunch.game
or "red"
local ready = RomImporter.isReady(scriptedVersion)
-- Scripted / headless runs have to reach the game with no human pressing
-- Play: an autopilot, a frame driver, an import-only build step, or an
-- explicit ROM path all bypass the interactive launcher and keep today's
-- import-then-boot (or boot-straight-in) behavior.
local scripted = os.getenv("POKEPORT_AUTOPILOT") or os.getenv("POKEPORT_DRIVER")
or os.getenv("POKEPORT_IMPORT_ONLY") == "1" or importPath ~= nil
local scriptedOpts = nil
local specPath = os.getenv("POKEPORT_ARENA_SPEC")
if specPath and os.getenv("POKEPORT_DRIVER") then
local chunk, chunkErr = loadfile(specPath)
if not chunk then error("POKEPORT_ARENA_SPEC: " .. tostring(chunkErr)) end
local spec = chunk()
if type(spec) ~= "table" then
error("POKEPORT_ARENA_SPEC must return an ArenaSpec table")
end
scriptedOpts = { arena = spec }
end
if scripted then
if forceImport or not ready then
-- The importer detects the dropped/loaded ROM's version by SHA-1 and
-- passes it to onComplete; boot that version.
Importer = RomImporter.new(function(version)
if os.getenv("POKEPORT_IMPORT_ONLY") == "1" then
love.event.quit()
return
end
Importer = nil
bootGame(version or scriptedVersion, nil, scriptedOpts)
end)
if importPath then Importer:startPath(importPath) end
return
end
bootGame(scriptedVersion, nil, scriptedOpts)
return
end
-- The launcher draws before any game boots, so the mod loader has not run
-- and Strings has no catalog. Routing the launcher's text through Strings
-- (#767) only pays off if something fills that catalog this early, and no
-- restart could: the ordering is the same on every launch. Read the
-- enabled mods' string catalogs -- data only, no entry chunk -- so a
-- translation reaches the launcher too. The active game's loader replaces
-- this with the real merged catalog once a version boots.
do
local preload = require("src.mods.LauncherMods").translationStrings()
if preload then require("src.core.Strings").load({ strings = preload }) end
end
-- LAUNCH OPTIONS: skip the launcher and boot a game directly.
-- --game red|blue|yellow|gold (or POKEPORT_GAME / POKEPORT_LAUNCH)
-- --slot <id> optional; picks the save slot to load
-- --launcher force the launcher even if a game is set
-- This is what a desktop shortcut, a Steam entry, or a frontend like
-- EmulationStation needs: one click into the game the player wants, with no
-- menu in between. A game that is not imported falls through to the
-- launcher on its tab rather than booting into nothing.
-- A window close that restarted us into the launcher (#785) leaves the
-- marker behind: consume it and stay on the launcher, or the shortcut below
-- would boot the same game again and that close would restart again,
-- forever (#887). Consumed on read, so the very next launch is normal.
local relaunched = love.filesystem.getInfo(RELAUNCH_MARKER) ~= nil
if relaunched then
launchOptionsSuppressed = true
pcall(love.filesystem.remove, RELAUNCH_MARKER)
end
if not relaunched and resolvedLaunch.game and not resolvedLaunch.launcher
and startLaunchRequest(resolvedLaunch) then
return
end
if not relaunched and resolvedLaunch.launcher and resolvedLaunch.game then
LaunchOptions.pendingTab = resolvedLaunch.game
end
-- Interactive: the launcher always runs. Red, Blue, Yellow, and Gold are
-- each live: a column shows Play when that game's ROM is already imported,
-- or Choose ROM / drag-drop when it is not. Any dropped .gb/.gbc is routed
-- by its SHA-1 (GameVersion.forSha1); pressing Play boots that game (Gold
-- goes to its own service owner, src/core/Game2.lua -- docs/gold-phase1.md).
-- Edit on a save row opens the bundled editor on that slot (openEditor).
Importer = makeLauncher()
end
function love.update(dt)
checkEmergencyQuit(dt)
HostDisplay.update(dt)
SwitchDiagnostics.maybeFlush(false)
-- NX only (no-op elsewhere): follow dock/undock without waiting for SDL.
NxDisplay.sync()
if editorMode then return EditorApp.update(dt) end
if TouchEditor then return TouchEditor.update(dt) end
if Studio then return Studio.update(dt) end
local launchURI = LaunchOptions.pollURI()
if launchURI then love.handlers.intent_uri(launchURI) end
if Prelaunch then return Prelaunch:update(dt) end
local client = onlineClientModule()
if client then pcall(client.update, dt) end
if pendingLauncherReturn then
local opts = pendingLauncherReturn
pendingLauncherReturn = nil
returnToLauncher(opts)
return
end
if Importer then return Importer:update(dt) end
if not Game then return end
-- Scripted runs (autopilot / POKEPORT_DRIVER) observe and act exactly
-- once per Game:update, so they must keep a 1:1 relationship with the
-- logic step. Fast-forwarding them by scaling the step inside
-- Game:update would run N steps per observation: a held direction walks
-- through all N, the player slides past the waypoint, and the script
-- re-plans from an overshot cell. So iterate the whole act+step loop
-- instead -- same script, just more of it per rendered frame.
local iterations = scriptedIterations()
if autopilot then
for _ = 1, iterations do
autopilot.update()
Game:update(1 / 60) -- deterministic stepping for the autopilot
end
return
end
if driverCo then
for _ = 1, iterations do
local ok, err = coroutine.resume(driverCo, Game)
if not ok then
print("driver error: " .. tostring(err))
love.event.quit(1)
return
end
if coroutine.status(driverCo) == "dead" then
love.event.quit()
return
end
Game:update(1 / 60)
end
return
end
-- Mods may wrap or veto the per-frame simulation step (pause it, react
-- to external platform state, etc.) -- see docs/modding.md's core.update
-- entry. Vanilla behavior (used when no mod claims the hook) is just
-- Game:update(dt), unconditionally, exactly as before this hook existed.
PlatformHooks.update(Game, dt)
end
function love.draw()
if editorMode then
GameViewport.reset()
HostDisplay.beginFrame("editor", EditorApp)
local result = EditorApp.draw()
HostDisplay.endFrame("editor", EditorApp)
return result
end
if TouchEditor then
GameViewport.reset()
HostDisplay.beginFrame("touch_editor", TouchEditor)
local result = TouchEditor.draw()
HostDisplay.endFrame("touch_editor", TouchEditor)
return result
end
if Studio then
HostDisplay.beginFrame("skin_studio", Studio)
local result = Studio.draw()
HostDisplay.endFrame("skin_studio", Studio)
return result
end
if Prelaunch then
GameViewport.reset()
return Prelaunch:draw()
end
if Importer then
GameViewport.reset()
HostDisplay.beginFrame("launcher", Importer)
local result = Importer:draw()
HostDisplay.endFrame("launcher", Importer)
return result
end
if not Game then
GameViewport.reset()
return
end
HostDisplay.beginFrame("game", Game)
Game:draw()
-- frame capture requested by a driver
if Game.capturePath then
local path = Game.capturePath
Game.capturePath = nil
love.graphics.captureScreenshot(function(imagedata)
local fd = imagedata:encode("png")
local f = io.open(path, "wb")
if f then
f:write(fd:getString())
f:close()
end
end)
end
HostDisplay.endFrame("game", Game)
end
function love.keypressed(key, scancode, isrepeat)
if editorMode then return EditorApp.keypressed(key) end
if TouchEditor then return TouchEditor.keypressed(key) end
if Studio then return Studio.keypressed(key) end
if Prelaunch then return Prelaunch:cancel() end
if Importer then return Importer:keypressed(key) end
if not Game then return end
Game:keypressed(key)
end
function love.keyreleased(key)
if editorMode or TouchEditor or Studio then return end
if Importer then return end
if not Game then return end
Game:keyreleased(key)
end
function love.gamepadpressed(joystick, button)
SwitchDiagnostics.onJoystickEvent("gamepadpressed", joystick, button)
if editorMode then
if EditorApp and EditorApp.gamepadpressed then
return EditorApp.gamepadpressed(joystick, button)
end
return
end
if TouchEditor then
if TouchEditor.gamepadpressed then
return TouchEditor.gamepadpressed(joystick, button)
end
return
end
if Studio then return Studio.gamepadpressed(joystick, button) end
if Prelaunch then return Prelaunch:cancel() end
if Importer then return Importer:gamepadpressed(joystick, button) end
if not Game then return end
Game:gamepadpressed(joystick, button)
end
function love.gamepadreleased(joystick, button)
SwitchDiagnostics.onJoystickEvent("gamepadreleased", joystick, button)
if editorMode then
if EditorApp and EditorApp.gamepadreleased then
return EditorApp.gamepadreleased(joystick, button)
end
return
end
if TouchEditor then
if TouchEditor.gamepadreleased then
return TouchEditor.gamepadreleased(joystick, button)
end
return
end
if Studio then return Studio.gamepadreleased(joystick, button) end
if Importer then return Importer:gamepadreleased(joystick, button) end
if not Game then return end
Game:gamepadreleased(joystick, button)
end
function love.gamepadaxis(joystick, axis, value)
SwitchDiagnostics.onJoystickEvent("gamepadaxis", joystick, axis, { value = value })
if editorMode then
if EditorApp and EditorApp.gamepadaxis then
return EditorApp.gamepadaxis(joystick, axis, value)
end
return
end
if TouchEditor then
if TouchEditor.gamepadaxis then
return TouchEditor.gamepadaxis(joystick, axis, value)
end
return
end
if Studio then return Studio.gamepadaxis(joystick, axis, value) end
if Importer then return Importer:gamepadaxis(joystick, axis, value) end
if not Game then return end
Game:gamepadaxis(joystick, axis, value)
end
function love.joystickpressed(joystick, button)
SwitchDiagnostics.onJoystickEvent("joystickpressed", joystick, button)
if editorMode then
if EditorApp and EditorApp.joystickpressed then
return EditorApp.joystickpressed(joystick, button)
end
return
end
if TouchEditor then
if TouchEditor.joystickpressed then
return TouchEditor.joystickpressed(joystick, button)
end
return
end
if Studio then return Studio.joystickpressed(joystick, button) end
if Importer then return Importer:joystickpressed(joystick, button) end
if not Game then return end
Game:joystickpressed(joystick, button)
end
function love.joystickreleased(joystick, button)
SwitchDiagnostics.onJoystickEvent("joystickreleased", joystick, button)
if editorMode then
if EditorApp and EditorApp.joystickreleased then
return EditorApp.joystickreleased(joystick, button)
end
return