-- Driver: screenshot a voxel-mode connection crossing frame by frame. -- -- Stands at the Viridian -> Route 1 seam (script-free, unlike Pallet's -- north edge where Oak interrupts a fresh save), engages voxel 35, waits -- for the neighbourhood to finish building, then walks south across the -- seam capturing every other frame -- the burst shows whether the seam -- line carries stray pixels and whether the walker's height stays glued -- to the ground through the crossing. return function(game) local U = dofile("tests/drivers/util.lua") local DIR = os.getenv("SHOT_DIR") or "shots" U.teleport(game, "VIRIDIAN_CITY", 20, 33, "down") game:keypressed("6") U.wait(5) game:keypressed("6") -- 35 degrees U.wait(150) -- let every neighbour mesh land U.shot(game, DIR .. "/seam_0_viridian.png") local shot = 0 for i = 1, 56 do table.insert(game.input.pressQueue, "down") game.input.state.down = true coroutine.yield() game.input.state.down = false if i % 2 == 0 and i >= 24 then shot = shot + 1 U.shot(game, DIR .. ("/seam_cross_%02d.png"):format(shot)) end end print("[seam-shots] end map " .. game.overworld.map.id .. " cell " .. game.overworld.player.cellX .. "," .. game.overworld.player.cellY) end