The Elite Four champion script showed the rival's intro text and then
jumped straight into the battle; the wipe-time playBattle('final')
started Music_FinalBattle only when the battle began. The original
(ChampionsRoomRivalReadyToBattleScript) plays MUSIC_FINAL_BATTLE right
after the dialogue ends, before the battle.
Add a play_music Music_FinalBattle row between the intro text and the
battle, and bump the two past-the-end jump targets 25 -> 26 for the new
row count. pushBattle's wipe-time playBattle('final') no-ops on the
already-playing song, so the theme stays continuous into the fight.
Fixes#706
Issue #695: Pressing B in PC submenus (BoxMenu, PlayerPC) was exiting
the entire PC session instead of returning to the main PC menu. The
three main-menu items (Bill's PC, player's PC, Prof. Oak's PC) were
missing keepOpen=true, so selecting one popped the main menu off the
stack. Added keepOpen to all three, matching the pattern already used
by BoxMenu and PlayerPC's own rows.
Issue #694: Falling through boulder holes in Seafoam Islands, Victory
Road, and Pokemon Mansion played no sound effect. Added Faint_Fall sfx
before every hole warp -- the scripted onStep holes in seafoam.lua,
story.lua, and story6.lua, plus the warp-tile-based hole detection in
OverworldController takeWarp. Faint_Fall is the companion to Faint_Thud
(already played when boulders fall into holes).
Fixes#695Fixes#694
The parcel scene in Oak's Lab plays Music_MeetRival on both the rival's
arrival and departure (lines 144-146 in oaks_lab.lua), but the post-battle
onStep exit sequence only played the fanfare when the rival approached
(fixed in #596). It was missing when the rival walks out after the battle.
Add stop_music + play_music Music_MeetRival before the rival's exit
walk-out in both oaks_lab.lua and oaks_lab_yellow.lua, matching the
parcel scene's double-fanfare pattern from the original ROM.
Fixes#683
The starter balls' scripts showed the received-mon text but never played
the sound_get_key_item fanfare that the text carries in the original
(scripts/OaksLab.asm OaksLabReceivedMonText / OaksLabRivalReceivedMonText).
Add play_sound Get_Key_Item before each received text, mirroring the
Yellow starter port.
WardensHouseWardenText prints Gibberish1, calls YesNoChoice, and answers
with Gibberish2 on yes / Gibberish3 on no (scripts/WardensHouse.asm). The
port printed the question and ended the script. Both reply strings were
already extracted and unused, so this is script wiring only.
The branch targets become labels: they were hand-numbered absolute rows,
already mis-pointed once (#535), and any insert meant renumbering jumps
that had no way to announce they were stale.
Also fixes the parity suite's show_text instrumentation, which stopped
forwarding arguments at `subs` and so dropped the extraOpts carrying
Commands.ask's choice callback -- silently turning every ask under test
back into a plain show_text.
The Yellow port (oaks_lab_yellow.lua) already swaps in Music_MeetRival
for the "Hey wait! Let's check out our Pokemon!" challenge and restores
Music_OaksLab once the rival walks out, but the Red/Blue script never
did, leaving the lab battle silent before and after the fight.
After the player picks a starter and the rival takes his, every ball on
the lab table fell through to 'Those are POKé BALLs' instead of the
leftover-mon line. Port the pokered OaksLabSelectedPokeBallScript ->
OaksLabLastMonScript beat: with EVENT_GOT_STARTER set, Oak turns to face
the player and reads 'That's PROF.OAK's last Pokémon!'. The ROM's
'#MON' ligature is spelled out as Pokémon.
The renumbering also drops the table's nine out-of-range 'jump 21'
rows (run-time 'end' idioms) for explicit "end" targets, so the
script now validates cleanly.
Tests: T2 suite drives the ball talk table through a ScriptRunner-
compatible executor (leftover text, pre-escort text, pre-pick offer)
plus a T3 driver that talks to the leftover ball in a real game.
The selected badge list stayed on the stack while its description opened. Cancelling the next list only closed that newer menu, leaving the NPC conversation open.
* main menu scrollable when over 8 items
* buggies
* more buggies
* Lorelei, Bruno, and Agatha now push their AfterBattle text right after a win
* more and more bugs
# Closed issues
CLOSES#17: Incorrect Character Visuals (Only with GBC filter)
CLOSES#23: Could you allow the player to change the order of the moves
CLOSES#24: Evolution music not playing during evolution
CLOSES#26: Standing on door glitch
CLOSES#27: Battle Intro text automatically continues
CLOSES#29: Visual bug when zoomed out
CLOSES#32: Team Rocket recruiter doesn't battle with you unless you speak with him first
CLOSES#33: Developer/Debug Console
CLOSES#35: Professor Oak's introduction Inaccuracies
CLOSES#36: Missing Pokemon Dex entries when picking starter + Rival Pathing issues
CLOSES#39: Guy who stops player from skipping brock doesn't bring you to brock's gym + doesn't leave once you've beaten brock
CLOSES#40: Bill cutscene is broken
CLOSES#41: Ticket guy failing to be a Ticket guy
CLOSES#42: S.S. anne odd behavior + Missing sailing away animation
CLOSES#43: Dig Attack animation appears to be glitched
CLOSES#44: Pokeball flashing doesn't appear to be accurate
CLOSES#45: Inaccurate Cut Animation
CLOSES#46: Dugtrio i caught in diglett cave has two of the same move
CLOSES#47: Rival ignores player in Lavender Tower
CLOSES#48: Healing pad in lavender tower does not function
CLOSES#49: Incorrect dialogue with parched security guard
CLOSES#50: (Game Breaking!) Rocket grunt guarding poster refuses to move
CLOSES#51: Badges showing up as items I can deposit in PC
CLOSES#52: Visual bug on Celadon Department Store roof (Red Filter)
CLOSES#54: Visual issue on route 15 + Fuchsia City
CLOSES#56: Running animation missing
CLOSES#57: Safari Zone does not display steps while you are inside of it
CLOSES#58: (Game Breaking!) Softlock at cycling road gate
CLOSES#59: Bike visual issues
CLOSES#60: Cycling road not forcing you to get on your bike
CLOSES#61: No keycard doors in Silph Co.
CLOSES#63: Missing teleporter animation
CLOSES#64: Inaccurate spinning
CLOSES#65: Reimplement unused Silph Co. Chief and Professor Oak trainer battles