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Adds the naming screen keyboard from pret/pokefirered's naming_screen.c (three pages, the button column, wrap-around and page-change cursor rules), a planner that turns a name into the fewest presses, a type_name() routine that presses them, and a detector for the screen. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
plan_naming_keys() plans the presses that type a name and stops before START A; plan_naming_input() is now that plan plus START A. type_name_without_confirming() types the name and leaves the naming screen open, which is where SID Helper starts. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…tostory-player-name # Conflicts: # SerialPrograms/Source/VideoGames/PokemonFRLG/PokemonFRLG_Tests.cpp
A PLAYER_NAME option (default "Kosmos") is typed on the player's keyboard in 00.01 with the naming screen's type_name(). Empty keeps the default name, as before. The rival's keyboard still confirms an empty name. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
# Conflicts: # SerialPrograms/Source/VideoGames/PokemonFRLG/Programs/AutoStory/PokemonFRLG_AutoStoryEvents.h
# Conflicts: # SerialPrograms/Source/VideoGames/PokemonFRLG/Programs/AutoStory/PokemonFRLG_AutoStoryActions.cpp # SerialPrograms/Source/VideoGames/PokemonFRLG/Programs/AutoStory/PokemonFRLG_AutoStoryActions.h
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
dayfine
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Nov 2, 2026
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Windows Clang fails on -Wmissing-field-initializers where AutoStory::program() builds StoryEnv without player_name, which it sets right after. Behavior is unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
# Conflicts: # SerialPrograms/Source/VideoGames/PokemonFRLG/PokemonFRLG_Tests.cpp
…-player-name Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
# Conflicts: # SerialPrograms/Source/VideoGames/PokemonFRLG/PokemonFRLG_Tests.cpp
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
… in a dark cave) into frlg/autostory-player-name
… showed) into frlg/autostory-player-name
…autostory-player-name
…mpts out of step) into frlg/autostory-player-name
…utostory-player-name
…tostory-player-name
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…utostory-player-name Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…e) into frlg/autostory-player-name Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E # Conflicts: # SerialPrograms/Source/VideoGames/PokemonFRLG/Programs/AutoStory/PokemonFRLG_AutoStory.cpp
… within code health's 50 lines Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
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Superseded by #214 (FRLG stack consolidated into stage PRs; will be resplit for upstream). |
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Depends on #120 and #81. Base
frlg/autostory-mvp(#120), withfrlg/naming-screen(#81) merged in; the diff shows #81's files plus this change.AutoStory's 00.01 now names the player instead of confirming an empty name.
Player nameoption, default "Kosmos". Empty keeps today's default-name behaviour.type_name(); the rival's keyboard still confirms an empty name, so the rival keeps the default name.Testing: the full app builds locally (macOS, at #179's tip). I didn't run unit tests locally because test mode can flip the lab app's panel. Ubuntu CI is dispatched: https://github.com/dayfine/Arduino-Source/actions/runs/41528875876
Console checks: nobody has seen #81's naming timings on a Switch yet (the first presses right after the keyboard fades in, and the 2 s wait before the "So your name is…?" text).
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