mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 08:21:02 +02:00
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-- Manual check on the "!" bubble a trainer pops when he spots you (#505).
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-- The sheet is OBJ art, so it displays through OBP0, and GBPalNormal
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-- (pokered home/palettes.asm:20-26, `ld a, %11010000 ; 3100`) shows OBJ
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-- color 1 as shade 0. The draw site blitted the raw png instead, leaving
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-- the bubble's interior at its pre-OBP0 grey. Do not add POKEPORT_SPEED:
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-- the sight-line freeze and the 60-frame bubble hold are being watched.
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-- POKEPORT_DRIVER=tests/drivers/emote_bubble_bug505_test.lua POKEPORT_IDENTITY=bug505 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
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return function(game)
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local U = dofile("tests/drivers/util.lua")
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local Assets = require("src.render.Assets")
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local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
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local failed = 0
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local function check(label, ok)
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U.log(ok and "PASS" or "FAIL", label)
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if not ok then failed = failed + 1 end
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return ok
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end
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-- extraction, asset resolution and a renamed crop all look like the bug on
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-- screen (grey bubble, or no bubble at all), so separate them here first
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local bubble = game.data.field and game.data.field.emotionBubbles
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check("field data carries the emote sheet",
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type(bubble) == "table" and type(bubble.path) == "string")
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local crop = bubble and bubble.bubbles and bubble.bubbles[1]
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check("crop 1 is EXCLAMATION_BUBBLE 16x16 at the sheet origin",
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crop ~= nil and crop.name == "EXCLAMATION_BUBBLE"
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and crop.w == 16 and crop.h == 16 and crop.x == 0 and crop.y == 0)
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-- the source art is the pre-OBP0 art and is supposed to look grey: the
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-- body is OBJ color 1, which the extractor writes as DMG shade 1 (170),
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-- and OBJ color 0 (the corners) carries the sheet's tRNS alpha. If this
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-- ever reads white the extractor changed and the bake below is moot.
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local BODY_X, BODY_Y = 4, 5 -- inside the outline, left of the "!" stem
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local EDGE_X, EDGE_Y = 1, 4 -- the black outline column
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if bubble and bubble.path then
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local ok, src = pcall(Assets.imageData, bubble.path)
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check("the sheet resolves and decodes: " .. bubble.path, ok and src ~= nil)
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if ok and src then
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local r = select(1, src:getPixel(BODY_X, BODY_Y))
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local _, _, _, ca = src:getPixel(0, 0)
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U.log(("source art body pixel %.3f, corner alpha %.3f"):format(r, ca))
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check("source body is the shade 1 grey the bug showed on screen",
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math.abs(r - 170 / 255) < 0.04)
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check("source corner is keyed out by tRNS", ca < 0.5)
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end
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end
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-- pokered data/maps/objects/Route3.asm:22 -- the Bug Catcher stands at
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-- (10, 6) with range RIGHT, so his line runs east along row 6 and (12, 6)
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-- is the detection tile. Start one cell outside it and walk in.
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local MAP, TRAINER = "ROUTE_3", "ROUTE3_YOUNGSTER1"
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local stand = { x = 13, y = 6, facing = "left", walk = "left" }
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U.teleport(game, MAP, stand.x, stand.y, stand.facing)
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local ow = game.overworld
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local npc
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for _, n in ipairs(ow.npcs or {}) do
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if n.def and n.def.name == TRAINER then npc = n end
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end
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check("the Bug Catcher loaded on " .. MAP, npc ~= nil)
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-- a map edit that moves or re-aims him would park us facing empty grass,
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-- so re-derive the approach from where he actually is and which way he
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-- looks: stand three cells down his line and walk back along it
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if npc and (npc.cellX ~= 10 or npc.cellY ~= 6 or npc.facing ~= "right") then
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local away = { up = { 0, -1 }, down = { 0, 1 },
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left = { -1, 0 }, right = { 1, 0 } }
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local back = { up = "down", down = "up", left = "right", right = "left" }
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local d = away[npc.facing] or away.right
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local cx, cy = npc.cellX + d[1] * 3, npc.cellY + d[2] * 3
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if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
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U.log("he is not at (10, 6) facing right any more, approaching from",
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cx, cy)
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stand = { x = cx, y = cy, facing = back[npc.facing] or "left",
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walk = back[npc.facing] or "left" }
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U.teleport(game, MAP, stand.x, stand.y, stand.facing)
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ow = game.overworld
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end
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end
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-- walk into the line one frame at a time and stop the moment the bubble
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-- is up, so the shot lands well inside the 60-frame hold
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local spotted = false
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for _ = 1, 90 do
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U.hold(game, stand.walk, 1)
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if ow.emote and ow.emote.npc and ow.emote.bubble ~= false then
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spotted = true
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break
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end
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end
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check("walking in triggered the bubble", spotted)
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U.log("player at", ow.player.cellX, ow.player.cellY,
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"bubble frames left:", ow.emote and ow.emote.frames)
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local shotPath = DIR .. "/bug505_emote.png"
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local wrote = U.shot(game, shotPath)
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check("the window rendered and the screenshot reached disk", wrote)
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-- what the human sees is one 16x16 blit of ow.emoteImg, so read that
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-- image back rather than hunting pixels in the framebuffer: draw it to a
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-- scratch canvas and sample it. Canvas readback outside love.draw is not
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-- guaranteed on every driver, hence the pcall.
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local img = ow.emoteImg
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check("the draw site built its emote image", img ~= nil)
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if img then
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local ok, body, edge, corner = pcall(function()
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local canvas = love.graphics.newCanvas(img:getDimensions())
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love.graphics.setCanvas(canvas)
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love.graphics.clear(0, 0, 0, 0)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(img, 0, 0)
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love.graphics.setCanvas()
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local id = canvas:newImageData()
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local b = select(1, id:getPixel(BODY_X, BODY_Y))
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local e = select(1, id:getPixel(EDGE_X, EDGE_Y))
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local _, _, _, a = id:getPixel(0, 0)
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return b, e, a
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end)
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if ok then
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U.log(("baked body %.3f, outline %.3f, corner alpha %.3f")
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:format(body, edge, corner))
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check("the bubble body came out white, not the 170 grey of #505",
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body > 0.9)
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check("the outline is still black", edge < 0.1)
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check("the corners are still keyed out", corner < 0.5)
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else
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U.log("could not read the baked image back:", tostring(body))
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U.log("judge the colour off the screenshot alone")
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end
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end
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if failed > 0 then
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U.log(failed, "check(s) failed above; fix those before eyeballing anything")
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end
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-- put him back on the board so the moment can be replayed by hand
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U.wait(20)
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U.teleport(game, MAP, stand.x, stand.y, stand.facing)
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U.log("the bubble has already been triggered once and saved to " .. shotPath)
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U.log("its interior should read pure white with a black outline and the")
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U.log("grass showing through the corners; #505 was a flat mid grey inside.")
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U.log("hold " .. stand.walk .. " to walk into his line and pop it again.")
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while true do
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coroutine.yield()
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end
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end
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