This repository was archived by the owner on Aug 14, 2026. It is now read-only.
forked from TeJota1337/DramaticShapeVoxelMod
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathStadiumRomPick.lua
More file actions
309 lines (284 loc) · 13.1 KB
/
Copy pathStadiumRomPick.lua
File metadata and controls
309 lines (284 loc) · 13.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
-- STADIUM battles: importing the ROM, instead of being told where to put it.
--
-- The mod ships no Pokemon Stadium models and cannot -- they are that game's
-- data -- so the player supplies the cartridge. The original instruction for
-- that was "make a folder called baseroms next to the game and drop the file
-- in it", which is a fine sentence to write and a poor thing to ask. It needs
-- a folder the player has to create, in a place that is different on every
-- platform and is inside an unwritable archive on a packaged build, and it
-- fails SILENTLY: the two STADIUM rungs are simply not on the row, and
-- nothing on screen says why.
--
-- So this opens a file picker instead, from a row on the OPTIONS menu, and
-- the folder keeps working for anyone who prefers it (StadiumInstall).
--
-- ------- the picker is the host's, not LOVE's
--
-- LOVE 11.5 has no file dialog. love.window.showFileDialog arrived in 12 and
-- love.system.pickFile is a native bridge this project ships for mobile
-- rather than part of LOVE at all. What every desktop OS does have is a
-- dialog reachable from a shell, so that is what is used here -- osascript on
-- macOS, PowerShell's OpenFileDialog on Windows, zenity then kdialog on
-- Linux.
--
-- This is deliberately the SAME four commands the engine's own ROM importer
-- uses for the Game Boy cartridge (src/import/RomImporter.lua's chooseRom),
-- down to writing the Windows pick as UTF-8 -- the console's OEM codepage
-- mangles a non-ASCII path into something that crashes the next text draw.
-- Being a second copy of that is worth it: a mod cannot call into the
-- importer's private helpers, and the alternative is asking the engine to
-- grow a seam for one caller.
--
-- The dialog BLOCKS. io.popen waits for the player to choose, and the game is
-- frozen for as long as it is up. That is what the engine's importer does
-- too, it is what a modal dialog means, and the frame it freezes on is an
-- options menu.
--
-- ------- and the ROM is not kept
--
-- The picked file is read, built from, and forgotten -- nothing is copied
-- anywhere. A Stadium cartridge is 32 MB and the models built out of it are
-- 34, so keeping both would double the cost of a feature for a file that has
-- no further use: the packs are what the game reads afterwards, and the
-- marker records the ROM's md5 so a swapped cartridge is still noticed.
--
-- The one thing that costs is a format bump, which invalidates the packs and
-- leaves nothing to rebuild from. That is what the row still being there is
-- for -- it reads READY, and pressing it imports again.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local StadiumInstall = V.require("StadiumInstall")
local StadiumRomPick = {}
StadiumRomPick.LABEL = "STADIUM ROM"
StadiumRomPick.ID = "DRAMATIC_SHAPE:stadiumRom"
-- Names the REVISION, because that is the thing a player gets wrong: the
-- model offsets are keyed to US 1.0 and nothing else is going to work.
local PROMPT = "Choose your Pokemon Stadium (US) 1.0 ROM"
-- ------- the host, at arm's length
--
-- Everything below is read through pcall and a presence test. The mod loader
-- hands a mod the real `io` and `os` today, but a mod that TAKES that for
-- granted is one that stops loading the day a sandbox arrives -- and this is
-- a convenience on top of a folder scan that works without any of it.
local function haveShell()
local ok, popen = pcall(function() return io and io.popen end)
return (ok and popen) and true or false
end
local function haveFiles()
local ok, open = pcall(function() return io and io.open end)
return (ok and open) and true or false
end
local function osName()
local ok, name = pcall(function() return love.system.getOS() end)
return ok and name or nil
end
-- Run a command and return its trimmed stdout, or nil for anything that did
-- not produce a line -- a cancelled dialog, a missing zenity, a shell that
-- is not there.
local function commandOutput(cmd)
if not haveShell() then return nil end
local ok, pipe = pcall(io.popen, cmd)
if not (ok and pipe) then return nil end
local okRead, out = pcall(pipe.read, pipe, "*a")
pcall(pipe.close, pipe)
if not (okRead and type(out) == "string") then return nil end
out = out:gsub("^%s+", ""):gsub("%s+$", "")
return (out ~= "") and out or nil
end
-- ------- can this machine open a DIALOG
--
-- Desktop only, and honestly so.
--
-- On ANDROID the picker is a native bridge (love.system.pickFile) whose
-- kind -> filename mapping is a fixed list of three in the engine's own C++,
-- and an unrecognised kind falls through to `picked_rom.gb`. That is not
-- merely the wrong name -- it is the file the engine's Game Boy importer is
-- watching, and reading that code settles it: the importer's size test only
-- SKIPS a 1 MB file it has already imported, so a 32 MB N64 ROM landing
-- there falls straight through to `love.filesystem.remove` and
-- `startData` -- deleted, and then reported to the player as a broken Game
-- Boy ROM. So the bridge is not called until it learns the kind, which is a
-- two-line change in System.cpp and an APK rebuild (see README).
--
-- Android is not stuck without it: conf.lua points the save directory at the
-- app's external-files folder, so `baseroms/` there is reachable over USB or
-- any file manager with no root and no permission prompt. What Android
-- lacked was being TOLD that -- the row vanished, and the folder's absolute
-- path was only ever written to a console no phone shows. That is what the
-- note below is for.
function StadiumRomPick.canDialog()
if not (haveShell() and haveFiles()) then return false end
local p = osName()
return p == "Windows" or p == "OS X" or p == "Linux"
end
-- Kept as the old name for callers that only wanted "is there a dialog".
StadiumRomPick.available = StadiumRomPick.canDialog
-- Where a SAF pick would land if the native bridge grows a Stadium kind.
-- Watched unconditionally (see poll): on a build that never writes it this
-- costs one getInfo a frame, and on one that does the mod needs no further
-- change to use it.
StadiumRomPick.PICKED = "picked_stadium.z64"
-- Open the dialog. Returns the chosen absolute path, or nil when the player
-- cancelled or no dialog could be opened.
function StadiumRomPick.choose()
local p = osName()
if p == "OS X" then
return commandOutput(
([[osascript -e 'POSIX path of (choose file with prompt "%s" of type ]]
.. [[{"z64", "n64", "v64"})' 2>/dev/null]]):format(PROMPT))
elseif p == "Windows" then
local script = table.concat({
"Add-Type -AssemblyName System.Windows.Forms;",
"$d=New-Object System.Windows.Forms.OpenFileDialog;",
"$d.Title='" .. PROMPT .. "';",
"$d.Filter='Nintendo 64 ROM (*.z64;*.n64;*.v64)|*.z64;*.n64;*.v64"
.. "|All files (*.*)|*.*';",
-- as UTF-8: the console's OEM codepage would mangle a non-ASCII path
-- and crash the next text draw that showed it
"if($d.ShowDialog() -eq 'OK'){[Console]::OutputEncoding="
.. "[Text.Encoding]::UTF8; [Console]::Write($d.FileName)}",
})
return commandOutput(
'powershell -NoProfile -STA -Command "' .. script .. '"')
elseif p == "Linux" then
local path = commandOutput(
([[zenity --file-selection --title="%s" ]]
.. [[--file-filter="Nintendo 64 ROM | *.z64 *.n64 *.v64" 2>/dev/null]])
:format(PROMPT))
if path then return path end
-- zenity is absent on plenty of installs (and on most handheld Linux
-- distributions); KDE's own dialog is the usual second answer
return commandOutput(
[[kdialog --getopenfilename "$HOME" "*.z64 *.n64 *.v64|]]
.. [[Nintendo 64 ROM" 2>/dev/null]])
end
return nil
end
-- Read an ABSOLUTE path, which love.filesystem cannot: it only sees inside
-- the physfs mount, and a picked file is anywhere on the disk. Returns the
-- bytes, or nil plus a reason short enough to fit the loading screen.
function StadiumRomPick.read(path)
if not haveFiles() then return nil, "no file access" end
local ok, fp = pcall(io.open, path, "rb")
if not (ok and fp) then return nil, "could not open that file" end
local okRead, bytes = pcall(fp.read, fp, "*a")
pcall(fp.close, fp)
if not (okRead and type(bytes) == "string" and #bytes > 0) then
return nil, "could not read that file"
end
return bytes
end
-- ------- the whole flow, from one keypress
--
-- Pick, read, start the build, and put the loading screen up over whatever
-- asked -- which is the OPTIONS menu, so the row is there again underneath
-- when the build finishes and now reads READY.
--
-- A CANCELLED dialog is not a failure and says nothing: the player opened a
-- file browser and changed their mind, and a mod that made an announcement
-- about that would be the second most annoying thing on the menu.
--
-- Everything else lands on the loading screen's own failure state, because it
-- is the one surface in this mode with room for a sentence -- and because a
-- player who has just chosen the wrong file is owed a reason and not a row
-- that quietly goes on saying IMPORT.
function StadiumRomPick.import(game)
if StadiumInstall.status.state == "building" then return false end
local StadiumScreen = V.require("StadiumScreen")
-- No dialog on this platform: say where the file goes, on screen, because
-- that is the whole of what the player is missing and the console is not
-- somewhere they can read it.
if not StadiumRomPick.canDialog() then
if game and game.stack then
game.stack:push(StadiumScreen.newNote(game, "STADIUM ROM",
"PUT STADIUM US 1.0 HERE:",
StadiumInstall.romHintFile()))
end
return false
end
local path = StadiumRomPick.choose()
if not path then return false end
local function fail(why)
StadiumInstall.status.state = "failed"
StadiumInstall.status.error = why
if game and game.stack then
game.stack:push(StadiumScreen.new(game, true))
end
return false
end
local bytes, err = StadiumRomPick.read(path)
if not bytes then return fail(err or "could not read that file") end
local ok, beginErr = StadiumInstall.beginFrom(bytes, path)
if not ok then return fail(tostring(beginErr)) end
if game and game.stack then
game.stack:push(StadiumScreen.new(game, true))
end
return true
end
-- ------- the row
--
-- An ACTION rather than a value, which is why it is not a ModSetting: there
-- is no rung to store, nothing for the mod manager's page to persist, and
-- nothing to restore on the next boot. What it shows is a STATE -- the models
-- are there or they are not -- and what it does is the only thing it can do.
--
-- Still offered once they ARE there, reading READY. Pressing it imports
-- again, which is how a player swaps to a different revision, and how they
-- rebuild after a format bump has invalidated the packs and left nothing on
-- disk to rebuild from (see the header: the ROM is not kept).
--
-- nil where no dialog can be opened, which takes the row off the menu
-- entirely rather than offering a button that cannot do anything.
function StadiumRomPick.row()
return {
id = StadiumRomPick.ID,
label = StadiumRomPick.LABEL,
value = function()
if StadiumInstall.status.state == "building" then return "BUILDING" end
if StadiumInstall.available() then return "READY" end
-- WHERE, not IMPORT, where pressing it can only tell you the folder:
-- a row that says IMPORT and then does not import is a worse row than
-- one that says what it actually does
return StadiumRomPick.canDialog() and "IMPORT" or "WHERE?"
end,
step = function(game)
pcall(StadiumRomPick.import, game)
return true
end,
}
end
-- ------- a pick that landed while we were not looking
--
-- The desktop dialog BLOCKS, so `import` above can read the answer on the
-- next line. A SAF pick cannot work that way: it is a separate activity,
-- Android is free to destroy the game while it is up, and the file appears
-- some frames later -- so the only way to notice one is to look for it.
--
-- Nothing writes this filename today (see canDialog). It is watched anyway so
-- that teaching the native bridge one more kind is the whole of the Android
-- picker work, with no second change needed here.
--
-- Consumed and DELETED either way: a 32 MB file left in the save directory
-- would be imported again on the next boot, and kept forever if the import
-- failed.
function StadiumRomPick.poll(game)
local f = love and love.filesystem
if not (f and f.getInfo) then return false end
if StadiumInstall.status.state == "building" then return false end
local ok, info = pcall(f.getInfo, StadiumRomPick.PICKED, "file")
if not (ok and info) then return false end
local okRead, bytes = pcall(f.read, StadiumRomPick.PICKED)
pcall(f.remove, StadiumRomPick.PICKED)
if not (okRead and type(bytes) == "string") then return false end
local StadiumScreen = V.require("StadiumScreen")
local started, err = StadiumInstall.beginFrom(bytes, StadiumRomPick.PICKED)
if not started then
StadiumInstall.status.state = "failed"
StadiumInstall.status.error = tostring(err)
end
if game and game.stack then
game.stack:push(StadiumScreen.new(game, true))
end
return true
end
return StadiumRomPick