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Author SHA1 Message Date
bryanthaboi 9de4db8531 Merge pull request #882 from bryanthaboi/dev 2026-08-06 05:17:04 -04:00
bryanthaboi 1d77d42fe2 Merge pull request #881 from AverageConsumer/codex/upstream-screen-render-visible
Mod API: allow active screen states to be hidden from the main render
2026-08-05 17:13:14 -04:00
github-actions 683fee8028 chore(ios): update app-repo.json [skip ci] 2026-08-05 16:49:41 -04:00
bryanthaboi a83d18fc51 Merge pull request #879 from bryanthaboi/dev
CLOSES #604, CLOSES #666, CLOSES #716, CLOSES #727, CLOSES #763, CLOS…
2026-08-05 16:42:56 -04:00
AverageConsumer b9e8b00af0 feat(mods): add screen render visibility hook 2026-08-05 22:42:37 +02:00
bryanthaboi e2820e02c5 CLOSES #604, CLOSES #666, CLOSES #716, CLOSES #727, CLOSES #763, CLOSES #781, CLOSES #784, CLOSES #799, CLOSES #801, CLOSES #810, CLOSES #828, CLOSES #834, CLOSES #838, CLOSES #849, CLOSES #852, CLOSES #857, CLOSES #863, CLOSES #864, CLOSES #867, CLOSES #869, CLOSES #870, CLOSES #872, CLOSES #839 2026-08-05 16:36:37 -04:00
github-actions 9696c8d3e2 chore(ios): update app-repo.json [skip ci] 2026-08-05 14:59:49 -04:00
bryanthaboi 18b2bcd0a7 Merge pull request #873 from bryanthaboi/dev
bug fixes
2026-08-05 14:53:57 -04:00
bryanthaboi f56970350a Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev
# Conflicts:
#	data/scripts/story4.lua
#	src/ui/DexEntryMenu.lua
#	tests/drivers/fighting_dojo_bug197_test.lua
2026-08-05 14:43:05 -04:00
bryanthaboi 863f371e68 CLOSES #806, CLOSES #809, CLOSES #853, CLOSES #854, CLOSES #860, CLOSES #862, CLOSES #865, CLOSES #866 2026-08-05 14:38:10 -04:00
github-actions 7def560726 chore(ios): update app-repo.json [skip ci] 2026-08-05 12:08:35 -04:00
bryanthaboi 6cbd0de77d Merge pull request #861 from bryanthaboi/dev
dunka dunka dunka dunka dunkaccino
2026-08-05 12:00:32 -04:00
bryanthaboi 9a8101df6a Merge pull request #859 from dburton95/modkit-validate-fedora-fix
Added Love stub table to validate codeblock
2026-08-05 11:20:51 -04:00
bryanthaboi 78744a6853 Merge pull request #856 from johnjohto/fix-karate-master-dex-entry
Show the Pokédex entry for the Fighting Dojo prize balls
2026-08-05 11:18:03 -04:00
bryanthaboi efce1bb116 Merge pull request #858 from johnjohto/fix-modkit-headless-love
Keep CacheFs.read from crashing when modkit runs headless
2026-08-05 11:17:07 -04:00
bryanthaboi 104c95a942 Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev 2026-08-05 11:15:49 -04:00
bryanthaboi f6392e8932 CLOSES #788, CLOSES #795, CLOSES #796, CLOSES #797, CLOSES #805, CLOSES #826, CLOSES #833, CLOSES #835, CLOSES #837, CLOSES #844, CLOSES #845, CLOSES #846, CLOSES #847 2026-08-05 11:09:05 -04:00
Dorian Burton 88e34ef65c Added Love stub table to validate codeblock
This fixes the nil value returned when running validate or pack on Fedora 43. Since Love isn't running, luajit calls on an empty table. Providing a stub table resolves the nil error.
2026-08-05 10:55:58 -04:00
johnjohto 8f0117a145 Treat headless cache reads as misses in CacheFs
The modkit validate and pack drivers run the real loader under plain
luajit, with no love global.  With --base imported, Data:load falls
back to CacheFs.readActive for a generated module require cannot find
(an optional module like data/generated/audio.lua is legitimately
absent from developer and stale caches), and CacheFs.read indexed
love.filesystem once there was no portable root, so validate and pack
died with MK100 before the mod was even looked at.  Headless there is
no save directory to read from, so return nil like any other cache
miss.

Refs #850
2026-08-05 10:25:19 -04:00
johnjohto 1f878c3098 Show the Pokédex entry for the Fighting Dojo prize balls 2026-08-05 10:18:47 -04:00
bryanthaboi f0ed2efe07 Merge pull request #832 from KikiManjaro/add-sprites-to-dex-of-file-editor 2026-08-04 21:10:08 -04:00
bryanthaboi bbf48c7e9e Merge pull request #831 from KikiManjaro/order-dex-in-file-editor 2026-08-04 19:04:30 -04:00
bryanthaboi 99d54b82b6 Merge pull request #829 from KikiManjaro/oversize-save-import 2026-08-04 19:04:19 -04:00
kikimanjaro 49776ca1eb Show front sprites in the save editor DEX grid 2026-08-05 01:03:01 +02:00
kikimanjaro 272305f3a4 Validate save imports by main-data checksum, not raw file size
The SAVE FILES card only accepted saves of exactly 32768 bytes and
refused anything else. importToSlot now classifies a non-32768 file by
the integrity of its main-data checksum instead:

- Oversize + valid checksum -> an emulator RTC footer, so the launcher
  asks for confirmation, then truncates to 32768 on force.
- Oversize + invalid checksum -> rejected.
- Undersize + valid checksum -> imports zero-padded; otherwise refused.

Adds the "Oversized save file" confirm modal, a new vendor-oracle test
built by gen1lib (PKHeX-derived) run as its own Lua 5.4 tier, oversize/
truncated policy tests, and the LUA54 wiring in test.sh.

# Conflicts:
#	src/import/LauncherView.lua
2026-08-05 00:50:35 +02:00
kikimanjaro 89f023c7dd Order the save editor DEX grid by Pokedex number or name
The DEX grid now defaults to Pokedex-number order with an A-Z view, set
from two chips in the header.  Sorting is view-only: it never dirties the
save, resets the scroll, and no-ops on a re-click.  Ops.dexList builds the
order deterministically and sorts partial mod records last.  Tests pin the
orderings against the real generated data.
2026-08-05 00:10:10 +02:00
github-actions afc5a52978 chore(ios): update app-repo.json [skip ci] 2026-08-04 16:55:32 -04:00
bryanthaboi 12a04f4188 Merge pull request #827 from bryanthaboi/dev
bang bang
2026-08-04 16:48:50 -04:00
bryanthaboi 0fe7a96781 Merge pull request #818 from johnjohto/fix-rare-candy-menu-796
Keep the bag open after using a Rare Candy
2026-08-04 16:38:21 -04:00
bryanthaboi a06a49bfed Merge pull request #820 from johnjohto/fix-gym-bag-full-797
Gym leaders skip the TM hand-over when the bag is full
2026-08-04 16:38:11 -04:00
bryanthaboi 86b90fd4b8 Merge pull request #821 from johnjohto/fix-held-direction-799
Rebuild held input after lifecycle resets
2026-08-04 16:37:59 -04:00
johnjohto 78ac154998 Rebuild held input after lifecycle resets
A focus flip, visibility flip, joystick add/remove, or resume reset all
held input, and a still-held direction never re-fires keypressed, so any
spurious reset (macOS Bluetooth re-enumeration fires joystickadded with
no hotplug) parked the player until every direction was re-pressed.
Reconcile from device ground truth after each reset; only what is
physically down comes back, so swallowed releases still clear.
2026-08-04 14:08:15 -04:00
johnjohto bbcaac7b71 Skip the gym leader TM hand-over when the bag is full
The originals run GiveItem before printing the received texts, and when
the bag can't hold the TM they print a make-room line instead and leave
EVENT_GOT_TM* unset, so talking to the leader again retries the give.
The victory reward path added the TM straight into the inventory, so a
full bag went to 21/20.

Route the gym TM give through Bag.add, split the TM lines out of the
victory dialogue table into tmPre/tmDialogue/noRoom, and port the
beaten-leader middle branch that re-runs the ReceiveTM script. Saves
that already hold the TM without the flag count as received so they
don't collect a second copy.

Refs #797
2026-08-04 13:44:46 -04:00
johnjohto 54ae20c69b Keep the bag open after using a Rare Candy (#796) 2026-08-04 13:18:32 -04:00
github-actions 1963a5453e chore(ios): update app-repo.json [skip ci] 2026-08-04 11:10:21 -04:00
bryanthaboi 59a383736c Merge pull request #804 from bryanthaboi/dev
NOW AVAILABLE ON XBOX LFG
2026-08-04 11:03:21 -04:00
github-actions d377518632 chore(ios): update app-repo.json [skip ci] 2026-08-04 10:41:03 -04:00
bryanthaboi f74e21782b Merge pull request #798 from bryanthaboi/dev
perhaps a massive PR
2026-08-04 10:35:29 -04:00
github-actions 7b060c19f4 chore(ios): update app-repo.json [skip ci] 2026-08-04 06:50:19 -04:00
bryanthaboi 604b9338f9 Merge pull request #783 from bryanthaboi/dev
fixing some bugs and adding another tool to the translation toolbelt
2026-08-04 06:45:30 -04:00
github-actions 92f73d8bed chore(ios): update app-repo.json [skip ci] 2026-08-03 17:28:07 -04:00
bryanthaboi e3fcdd0776 Merge pull request #761 from bryanthaboi/dev
bugs and switch
2026-08-03 17:22:17 -04:00
104 changed files with 9926 additions and 287 deletions
+6 -2
View File
@@ -16,9 +16,13 @@ local function push(game, s, done)
game.stack:push(TextBox.new(game, s, done))
end
-- PrintText on a text_end string returns with the box still drawn and
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
-- engine/menus/text_box.asm); no A press clears the question first. Ride
-- TextBox's opts.choice, the same as Commands.ask (#854).
local function ask(game, s, cb)
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
end
M.PEWTER_CITY = {
+6 -2
View File
@@ -23,9 +23,13 @@ local function push(game, s, done)
game.stack:push(TextBox.new(game, s, done))
end
-- PrintText on a text_end string returns with the box still drawn and
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
-- engine/menus/text_box.asm); no A press clears the question first. Ride
-- TextBox's opts.choice, the same as Commands.ask (#854).
local function ask(game, s, cb)
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
end
M.VIRIDIAN_CITY = {
+37 -14
View File
@@ -18,6 +18,26 @@ local M = {
VIRIDIAN_GYM = { city = "VIRIDIAN CITY", leader = "GIOVANNI", badge = "EARTHBADGE" },
}
-- The originals' middle branch shared by every leader's text_asm: beaten
-- but EVENT_GOT_TM* unset means the bag was full when the victory script
-- ran GiveItem, so talking to the leader re-runs the ReceiveTM script.
-- Returns true when the retry took over the talk. A save from before
-- #797 already holds the TM without the flag; treat the owned TM as
-- received so those saves fall through to the advice text instead of
-- collecting a second copy.
local function retryTmGive(game, ow, victoryKey, done)
local reward = require("data.scripts.victories")[victoryKey]
if not (reward and reward.gotFlag) then return false end
if game.save.flags[reward.gotFlag] then return false end
local owned = game.save.inventory and game.save.inventory[reward.item] or 0
if owned > 0 then
game.save.flags[reward.gotFlag] = true
return false
end
ow:offerGymTm(reward, done)
return true
end
-- scripts/PewterGym.asm PewterGymBrockText (text_asm): CheckEvent
-- EVENT_BEAT_BROCK branches his dialogue. Before the badge he prints
-- _PewterGymBrockPreBattleText and engages the leader battle
@@ -25,12 +45,14 @@ local M = {
-- badge/TM34 rewards and EVENT_BEAT_BROCK come from
-- data/scripts/victories.lua OPP_BROCK#1). After the badge his
-- .afterBeat branch prints _PewterGymBrockPostBattleAdviceText ("Go to
-- the GYM in CERULEAN..."). The original's middle branch (beat but
-- TM34 not yet handed over, CheckEventReuseA EVENT_GOT_TM34) is
-- unreachable in the port: the TM is granted with the victory.
-- the GYM in CERULEAN..."). The middle branch (beat but TM34 not yet
-- handed over, CheckEventReuseA EVENT_GOT_TM34 -> call
-- PewterGymScriptReceiveTM34) retries the TM give when the bag was full
-- at the victory (#797).
M.PEWTER_GYM.talk = {
TEXT_PEWTERGYM_BROCK = function(game, ow, npc, done)
if game.save.flags.EVENT_BEAT_BROCK then
if retryTmGive(game, ow, "OPP_BROCK#1", done) then return end
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._PewterGymBrockPostBattleAdviceText
@@ -48,16 +70,17 @@ M.PEWTER_GYM.talk = {
-- (engageTrainer shows that same pre-battle text via resolveText; the
-- badge/TM rewards and the beat flag come from data/scripts/victories.lua)
-- -- and once beaten print the post-battle advice text. As with Brock,
-- the originals' middle branch (beaten but the TM not yet handed over,
-- CheckEventReuseA EVENT_GOT_TM*) is unreachable in the port: the TM is
-- granted with the victory.
-- the middle branch (beaten but the TM not yet handed over,
-- CheckEventReuseA EVENT_GOT_TM*) retries the TM give when the bag was
-- full at the victory.
-- afterAdvice, when given, takes over `done`: it is handed (game, ow, npc,
-- done) and must call done() itself once whatever it's doing (e.g. a fade
-- around a HideObject) finishes, rather than having it invoked
-- automatically. Only Giovanni's farewell uses this.
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice)
local function leaderTalk(beatFlag, adviceLabel, fallback, afterAdvice, victoryKey)
return function(game, ow, npc, done)
if game.save.flags[beatFlag] then
if victoryKey and retryTmGive(game, ow, victoryKey, done) then return end
local TextBox = require("src.render.TextBox")
local finish = done
if afterAdvice then
@@ -79,42 +102,42 @@ end
M.CERULEAN_GYM.talk = {
TEXT_CERULEANGYM_MISTY = leaderTalk("EVENT_BEAT_MISTY",
"_CeruleanGymMistyTM11ExplanationText",
"TM11 teaches\nBUBBLEBEAM!"),
"TM11 teaches\nBUBBLEBEAM!", nil, "OPP_MISTY#1"),
}
-- scripts/VermilionGym.asm VermilionGymLTSurgeText .got_tm24_already
M.VERMILION_GYM.talk = {
TEXT_VERMILIONGYM_LT_SURGE = leaderTalk("EVENT_BEAT_LT_SURGE",
"_VermilionGymLTSurgePostBattleAdviceText",
"A little word of\nadvice, kid!"),
"A little word of\nadvice, kid!", nil, "OPP_LT_SURGE#1"),
}
-- scripts/CeladonGym.asm CeladonGymErikaText .afterBeat
M.CELADON_GYM.talk = {
TEXT_CELADONGYM_ERIKA = leaderTalk("EVENT_BEAT_ERIKA",
"_CeladonGymErikaPostBattleAdviceText",
"You are cataloging\nPOKéMON? I must\nsay I'm impressed."),
"You are cataloging\nPOKéMON? I must\nsay I'm impressed.", nil, "OPP_ERIKA#1"),
}
-- scripts/FuchsiaGym.asm FuchsiaGymKogaText .afterBeat
M.FUCHSIA_GYM.talk = {
TEXT_FUCHSIAGYM_KOGA = leaderTalk("EVENT_BEAT_KOGA",
"_FuchsiaGymKogaPostBattleAdviceText",
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!"),
"When afflicted by\nTOXIC, POKéMON\nsuffer more and\nmore as battle\nprogresses!", nil, "OPP_KOGA#1"),
}
-- scripts/SaffronGym.asm SaffronGymSabrinaText .afterBeat
M.SAFFRON_GYM.talk = {
TEXT_SAFFRONGYM_SABRINA = leaderTalk("EVENT_BEAT_SABRINA",
"_SaffronGymSabrinaPostBattleAdviceText",
"Everyone has\npsychic power!\nPeople just don't\nrealize it!"),
"Everyone has\npsychic power!\nPeople just don't\nrealize it!", nil, "OPP_SABRINA#1"),
}
-- scripts/CinnabarGym.asm CinnabarGymBlaineText .afterBeat
M.CINNABAR_GYM.talk = {
TEXT_CINNABARGYM_BLAINE = leaderTalk("EVENT_BEAT_BLAINE",
"_CinnabarGymBlainePostBattleAdviceText",
"FIRE BLAST is the\nultimate fire\ntechnique!"),
"FIRE BLAST is the\nultimate fire\ntechnique!", nil, "OPP_BLAINE#1"),
}
-- scripts/ViridianGym.asm ViridianGymGiovanniText .afterBeat: after the
@@ -142,7 +165,7 @@ M.VIRIDIAN_GYM.talk = {
"VIRIDIAN_GYM", "VIRIDIANGYM_GIOVANNI")
end
end, done))
end),
end, "OPP_GIOVANNI#3"),
}
return M
+57 -36
View File
@@ -800,9 +800,13 @@ M.SILPH_CO_11F = {
-- line) would touch, and the whole Silph ending -- the flag, the Master
-- Ball, the Saffron streets clearing -- silently never happened.
--
-- engageTrainer shows TEXT_SILPHCO11F_GIOVANNI as the battle text and,
-- via victories.lua OPP_GIOVANNI#2, sets the event on a win; a loss
-- sets nothing, so the trigger re-arms exactly as vanilla does.
-- SilphCo11FDefaultScript orders it DisplayTextID TEXT_SILPHCO11F_GIOVANNI
-- FIRST, then MoveSprite .GiovanniMovement: he speaks from behind the desk
-- and only then walks the three tiles down. Moving him before the box made
-- him cross the room in silence and deliver the speech point-blank (#869),
-- so the box comes first here and engageTrainer skips its own battle text.
-- victories.lua OPP_GIOVANNI#2 sets the event on a win; a loss sets
-- nothing, so the trigger re-arms exactly as vanilla does.
onStep = function(game, ow, x, y)
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then return false end
if not ((x == 6 and y == 13) or (x == 7 and y == 12)) then return false end
@@ -811,21 +815,28 @@ M.SILPH_CO_11F = {
if npc.def and npc.def.name == "SILPHCO11F_GIOVANNI" then gio = npc break end
end
if not gio or ow:trainerDefeated(gio) then return false end
ow:scriptMove(gio, "down", 3, function()
gio:facePlayer(ow.player)
ow:engageTrainer(gio, function()
-- SilphCo11FGiovanniAfterBattleScript: the "Blast it all!" speech,
-- then SilphCo11FTeamRocketLeavesScript behind a fade so every Silph
-- rocket leaves off-screen (the street rockets are handled by
-- M.SAFFRON_CITY.onEnter in story4.lua). Queued, not run here: the
-- battle's own callbacks are still unwinding, so queueScript starts
-- it on the first idle overworld frame -- after the end-battle
-- "Arrgh!!" box victories.lua OPP_GIOVANNI#2 pushes (#722).
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
ow:queueScript(silphAftermathRows())
end
end)
end)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._SilphCo11FGiovanniText
or "Ah {PLAYER}!\nSo we meet again!",
function()
ow:scriptMove(gio, "down", 3, function()
gio:facePlayer(ow.player)
ow:engageTrainer(gio, function()
-- SilphCo11FGiovanniAfterBattleScript: the "Blast it all!"
-- speech, then SilphCo11FTeamRocketLeavesScript behind a fade so
-- every Silph rocket leaves off-screen (the street rockets are
-- handled by M.SAFFRON_CITY.onEnter in story4.lua). Queued, not
-- run here: the battle's own callbacks are still unwinding, so
-- queueScript starts it on the first idle overworld frame --
-- after the end-battle "Arrgh!!" box victories.lua OPP_GIOVANNI#2
-- pushes (#722).
if game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI then
ow:queueScript(silphAftermathRows())
end
end, nil, true)
end)
end))
return true
end,
onEnter = function(game, ow)
@@ -1031,23 +1042,31 @@ local championsRoomRivalScript = {
{ "show_text", "_ChampionsRoomRivalAfterBattleText" }, -- 10
-- ChampionsRoomOakArrivesScript: Music_Cities1AlternateTempo
-- (Cities1, kept into HALL_OF_FAME like BIT_NO_MAP_MUSIC after
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in
{ "play_music", "Music_Cities1", { keep = true } }, -- 11
{ "show_text", "_ChampionsRoomOakText" }, -- 12
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 13
{ "move_npc", 2, "up", 5 }, -- 14 OakEntranceAfterVictoryMovement
-- defeating RIVAL3), then Oak's "{PLAYER}!" + reveal + walk in.
-- audio/alternate_tempo.asm Music_Cities1AlternateTempo is not a plain
-- PlayMusic: it fades the current song out (wAudioFadeOutControl = 10),
-- waits 100 frames for the fade, then restarts Cities1 with channel 1
-- pointed at Music_Cities1_Ch1_AlternateTempo -- `tempo 232` where the
-- normal Music_Cities1_Ch1 opens `tempo 144`, i.e. the slower, heavier
-- reading of the town theme this scene is known for (#847).
{ "fade_music", 10 }, -- 11
{ "wait", 100 }, -- 12
{ "play_music", "Music_Cities1", { keep = true, tempo = 232 } }, -- 13
{ "show_text", "_ChampionsRoomOakText" }, -- 14
{ "show_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 15
{ "move_npc", 2, "up", 5 }, -- 16 OakEntranceAfterVictoryMovement
-- OakCongratulatesPlayerScript: rival faces left, Oak faces down
{ "face_object", 1, "left" }, -- 15
{ "face_object", 2, "down" }, -- 16
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 17
{ "face_object", 1, "left" }, -- 17
{ "face_object", 2, "down" }, -- 18
{ "show_text", "_ChampionsRoomOakCongratulatesPlayerText" }, -- 19
-- OakDisappointedWithRivalScript: Oak turns to the rival (right)
{ "face_object", 2, "right" }, -- 18
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 19
{ "face_object", 2, "right" }, -- 20
{ "show_text", "_ChampionsRoomOakDisappointedWithRivalText" }, -- 21
-- OakComeWithMeScript: Oak faces down again, then exits up
{ "face_object", 2, "down" }, -- 20
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 21
{ "move_npc", 2, "up", 2 }, -- 22 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 23
{ "face_object", 2, "down" }, -- 22
{ "show_text", "_ChampionsRoomOakComeWithMeText" }, -- 23
{ "move_npc", 2, "up", 2 }, -- 24 OakExitChampionsRoomMovement
{ "hide_object", "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK" }, -- 25
-- ChampionsRoomPlayerFollowsOakScript / WalkToHallOfFame_RLEMovement
-- (PAD_UP 4, PAD_LEFT 1): the player walks out after Oak instead of the
-- screen just fading on the spot (#704). The entrance walk leaves the
@@ -1057,12 +1076,14 @@ local championsRoomRivalScript = {
-- trailing UP/LEFT are dropped. Scripted steps ignore collision here just
-- as they do in the original (CollisionCheckOnLand skips its checks while
-- wSimulatedJoypadStatesIndex is non-zero), so stepping through the
-- rival's cell at (4,2) is the ported behavior, not a clip.
{ "move_player", "up", 3 }, -- 24
-- rival's cell at (4,2) is the ported behavior, not a clip. Re-reported
-- as a clip in #847 and re-checked against home/overworld.asm
-- CollisionCheckOnLand, which is still the authority: do not "fix" it.
{ "move_player", "up", 3 }, -- 26
-- hand the induction off to the HALL_OF_FAME room (consumed by its
-- onEnter), then warp up into it (destWarp 1 lands at (4,7) facing up)
{ "set_field", "pendingHallOfFame", true }, -- 25
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 26
{ "set_field", "pendingHallOfFame", true }, -- 27
{ "warp", "HALL_OF_FAME", 4, 7, "up" }, -- 28
}
M.CHAMPIONS_ROOM = {
+66 -15
View File
@@ -151,9 +151,27 @@ M.POKEMON_TOWER_6F = {
-- trick, and the speedrun route this bot follows depends on it.
if result == "win" or battle.pokeDollEscape then
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
game.stack:push(TextBox.new(game,
t._PokemonTower6FSoulWasCalmedText
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!"))
-- PokemonTower6FMarowakDepartedText (scripts/PokemonTower6F.asm)
-- is two texts, not one: the CUBONE's-mother line first, then
-- PlayCry RESTLESS_SOUL (EQU MAROWAK, constants/pokemon_constants
-- .asm:209) + WaitForSoundToFinish + DelayFrames 30 before the
-- calmed line; the port dropped the first text and the cry
-- (#867). play_cry arms the next show_text, so the cry rides
-- the calmed box's open with the button prompt kept, and the
-- wait row stands in for the asm's 30-frame gap.
local rows = {
{ "show_text", t._PokemonTower6FGhostWasCubonesMotherText
or "The GHOST was the\nrestless soul of\vCUBONE's mother!" },
{ "play_cry", "MAROWAK", true },
{ "wait", 30 },
{ "show_text", t._PokemonTower6FSoulWasCalmedText
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!" },
}
if ow.runner then
ow.runner:run(rows)
elseif ow.queueScript then
ow:queueScript(rows)
end
elseif result ~= "lose" then
-- .did_not_defeat: one simulated step right, off the trigger,
-- so fleeing does not leave you standing on a cell that
@@ -517,6 +535,14 @@ M.GAME_CORNER = {
done()
return
end
-- GameCornerRocketText hands the battle its own loss line through
-- SaveEndBattleTextPointers (.BattleEndText ->
-- _GameCornerRocketBattleEndText, "Dang!"), and PrintEndBattleText
-- prints it ON the battle screen between TrainerDefeatedText and
-- MoneyForWinningText (engine/battle/core.asm TrainerBattleVictory).
-- He is a text_asm trainer with no def_trainers header, so there is no
-- header.won for engageTrainer to find and the line has to be handed
-- over here or it never shows at all (#862).
ow:engageTrainer(npc, function()
if not ow:trainerDefeated(npc) then
done()
@@ -527,19 +553,44 @@ M.GAME_CORNER = {
game.data.text._GameCornerRocketAfterBattleText
or "Our hideout might\nbe discovered! I\nbetter tell BOSS!",
function()
-- #198: GameCornerRocketExitScript (scripts/GameCorner.asm)
-- ApplyMovementData walks the grunt one tile UP into the poster
-- (the hideout's secret entrance at 9,4) before HideObject, so
-- he leaves the floor rather than popping out of existence on
-- (9,5). scriptMove locks player input (#scriptMoves>0) and
-- ignores collision, so we despawn + unfreeze (done) only once
-- the step lands.
ow:scriptMove(npc, "up", 1, function()
hideRocket()
done()
end)
-- #198/#862: GameCornerRocketBattleScript (scripts/GameCorner.asm)
-- picks the exit walk from where the player is standing, because
-- the grunt on (9,5) has to get past him: wYCoord == 6 (talked to
-- from the south) or wXCoord == 8 (from the west) leaves the row
-- clear and takes GameCornerMovement_Rocket_WalkDirect, five steps
-- RIGHT; otherwise the player is east of him on (10,5) and
-- GameCornerMovement_Rocket_WalkAroundPlayer steps DOWN, right, UP
-- and right again to go AROUND him. pokeyellow's copy of the
-- around-path takes one extra RIGHT on the lower row before coming
-- back up (it also has to clear Pikachu); both versions end on
-- (15,5). He never steps UP: (9,4) is the poster wall, which is
-- where the old single UP step sent him.
local px = ow.player and ow.player.cellX
local py = ow.player and ow.player.cellY
local path
if py == 6 or px == 8 then
path = { { "right", 5 } }
elseif require("src.core.GameVersion").isYellow() then
path = { { "down", 1 }, { "right", 3 }, { "up", 1 }, { "right", 3 } }
else
path = { { "down", 1 }, { "right", 2 }, { "up", 1 }, { "right", 4 } }
end
-- GameCornerRocketExitScript only HideObjects him once
-- BIT_SCRIPTED_NPC_MOVEMENT clears, i.e. after the last step.
-- scriptMove locks player input (#scriptMoves>0) and ignores
-- collision, so the despawn + unfreeze (done) ride the final step.
local function step(i)
if i > #path then
hideRocket()
done()
return
end
ow:scriptMove(npc, path[i][1], path[i][2],
function() step(i + 1) end)
end
step(1)
end))
end)
end, game.data.text._GameCornerRocketBattleEndText or "Dang!")
end,
-- GameCornerClerk1Text (scripts/GameCorner.asm): the offer, a
-- YesNoChoice, then ¥1000 for 50 coins. Yellow drops the "1" from the
+31 -15
View File
@@ -13,9 +13,18 @@ local function push(game, s, done)
game.stack:push(TextBox.new(game, s, done))
end
-- The question stays on screen under the YES/NO menu. The dojo prize
-- balls are the clearest case: FightingDojoHitmonleePokeBallText
-- (scripts/FightingDojo.asm) is `call PrintText` on a text_end string --
-- no prompt, so no WaitForTextScrollButtonPress -- immediately followed
-- by `call YesNoChoice`, and InitYesNoTextBoxParameters
-- (engine/menus/text_box.asm) puts the menu above the dialogue box
-- rather than replacing it. Ride TextBox's opts.choice, the same as
-- Commands.ask, instead of popping the box with an A press and leaving a
-- bare ChoiceBox over the overworld (#854).
local function ask(game, s, cb)
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
end
-- fill the extracted text placeholders ({NUM:...}, {RAM:...}, {PLAYER})
@@ -155,19 +164,26 @@ local function dojoBall(species, ownBall, otherBall, askKey)
push(game, "You'll have to\nbeat the master\nfirst!", done)
return
end
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
if not yes then done() return end
flags["EVENT_GOT_" .. species] = true
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.give_pokemon(ctx, species, 30)
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
-- just the picked object's index) and routes to the greedy line above
-- when talked to (#197).
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
end)
-- Examining a ball shows that species' POKéDEX entry first
-- (DisplayPokedex in FightingDojo.asm, which also marks it seen),
-- then the yes/no take-it prompt (#853).
local Commands = require("src.script.Commands")
local ctx = { save = game.save, game = game, overworld = ow }
Commands.mark_seen(ctx, species)
local DexEntryMenu = require("src.ui.DexEntryMenu")
game.stack:push(DexEntryMenu.new(game, species, function()
ask(game, t[askKey] or ("You want\n" .. species .. "?"), function(yes)
if not yes then done() return end
flags["EVENT_GOT_" .. species] = true
flags.EVENT_DEFEATED_FIGHTING_DOJO = true
Commands.give_pokemon(ctx, species, 30)
-- Hide ONLY the chosen ball; the other stays (FightingDojo.asm hides
-- just the picked object's index) and routes to the greedy line above
-- when talked to (#197).
Commands.hide_object(ctx, "FIGHTING_DOJO", ownBall)
push(game, ("%s got\n%s!"):format(game.save.player.name, species), done)
end)
end))
end
end
+6 -2
View File
@@ -12,9 +12,13 @@ local function push(game, s, done)
game.stack:push(TextBox.new(game, s, done))
end
-- PrintText on a text_end string returns with the box still drawn and
-- YesNoChoice then draws the menu above it (InitYesNoTextBoxParameters,
-- engine/menus/text_box.asm); no A press clears the question first. Ride
-- TextBox's opts.choice, the same as Commands.ask (#854).
local function ask(game, s, cb)
local ChoiceBox = require("src.ui.ChoiceBox")
push(game, s, function() game.stack:push(ChoiceBox.new(game, cb)) end)
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game, s, nil, { choice = cb }))
end
-- -------------------------------------------------------------------
+50 -8
View File
@@ -18,6 +18,16 @@
-- script). Leaders are not def_trainers entries, so engageTrainer has
-- no header.won -- checkVictoryRewards shows this chain instead of a
-- synthetic "received badge/TM" stub.
--
-- Gym entries split the TM hand-over out of `dialogue`, mirroring the
-- originals' GiveItem check (`call GiveItem` / `jr nc, .BagFull`):
-- `tmPre` is the ReceiveTM script's lead-in (badge info / "Wait! Take
-- this!"), shown at the victory and again when a beaten leader retries
-- the hand-over; `tmDialogue` shows only when the TM actually goes in
-- the bag; `noRoom` is the "make room" line shown instead when the bag
-- is full; `gotFlag` (pokered's EVENT_GOT_TM*) is set only on a
-- successful give, which is what makes the leader's talk script retry
-- later (gyms.lua).
local function range(prefix, first, last)
local t = {}
@@ -33,6 +43,8 @@ return {
-- escort NPC and the first Route 22 rival stay gone after the badge.
["OPP_BROCK#1"] = { badge = "BOULDERBADGE", flag = "EVENT_BEAT_BROCK",
item = "TM_BIDE",
gotFlag = "EVENT_GOT_TM34",
noRoom = "_PewterGymTM34NoRoomText",
deactivate = { "EVENT_BEAT_PEWTER_GYM_TRAINER_0" },
hide = {
{ "PEWTER_CITY", "PEWTERCITY_YOUNGSTER" },
@@ -41,69 +53,99 @@ return {
dialogue = {
"_PewterGymBrockReceivedBoulderBadgeText",
"_PewterGymBrockBoulderBadgeInfoText",
"_PewterGymBrockWaitTakeThisText",
},
tmPre = { "_PewterGymBrockWaitTakeThisText" },
tmDialogue = {
"_PewterGymReceivedTM34Text",
"_TM34ExplanationText",
} },
["OPP_MISTY#1"] = { badge = "CASCADEBADGE", flag = "EVENT_BEAT_MISTY",
item = "TM_BUBBLEBEAM",
gotFlag = "EVENT_GOT_TM11",
noRoom = "_CeruleanGymMistyTM11NoRoomText",
deactivate = range("EVENT_BEAT_CERULEAN_GYM_TRAINER_", 0, 1),
dialogue = {
"_CeruleanGymMistyReceivedCascadeBadgeText",
"_CeruleanGymMistyCascadeBadgeInfoText",
},
tmPre = { "_CeruleanGymMistyCascadeBadgeInfoText" },
tmDialogue = {
"_CeruleanGymMistyReceivedTM11Text",
} },
["OPP_LT_SURGE#1"] = { badge = "THUNDERBADGE", flag = "EVENT_BEAT_LT_SURGE",
item = "TM_THUNDERBOLT",
gotFlag = "EVENT_GOT_TM24",
noRoom = "_VermilionGymLTSurgeTM24NoRoomText",
deactivate = range("EVENT_BEAT_VERMILION_GYM_TRAINER_", 0, 2),
dialogue = {
"_VermilionGymLTSurgeReceivedThunderBadgeText",
"_VermilionGymLTSurgeThunderBadgeInfoText",
},
tmPre = { "_VermilionGymLTSurgeThunderBadgeInfoText" },
tmDialogue = {
"_VermilionGymLTSurgeReceivedTM24Text",
"_TM24ExplanationText",
} },
["OPP_ERIKA#1"] = { badge = "RAINBOWBADGE", flag = "EVENT_BEAT_ERIKA",
item = "TM_MEGA_DRAIN",
gotFlag = "EVENT_GOT_TM21",
noRoom = "_CeladonGymTM21NoRoomText",
deactivate = range("EVENT_BEAT_CELADON_GYM_TRAINER_", 0, 6),
dialogue = {
"_CeladonGymErikaReceivedRainbowBadgeText",
"_CeladonGymRainbowBadgeInfoText",
},
tmPre = { "_CeladonGymRainbowBadgeInfoText" },
tmDialogue = {
"_CeladonGymReceivedTM21Text",
"_TM21ExplanationText",
} },
["OPP_KOGA#1"] = { badge = "SOULBADGE", flag = "EVENT_BEAT_KOGA",
item = "TM_TOXIC",
gotFlag = "EVENT_GOT_TM06",
noRoom = "_FuchsiaGymKogaTM06NoRoomText",
deactivate = range("EVENT_BEAT_FUCHSIA_GYM_TRAINER_", 0, 5),
dialogue = {
"_FuchsiaGymKogaReceivedSoulBadgeText",
"_FuchsiaGymKogaSoulBadgeInfoText",
},
tmPre = { "_FuchsiaGymKogaSoulBadgeInfoText" },
tmDialogue = {
"_FuchsiaGymKogaReceivedTM06Text",
"_FuchsiaGymKogaTM06ExplanationText",
} },
["OPP_SABRINA#1"] = { badge = "MARSHBADGE", flag = "EVENT_BEAT_SABRINA",
item = "TM_PSYWAVE",
gotFlag = "EVENT_GOT_TM46",
noRoom = "_SaffronGymSabrinaTM46NoRoomText",
deactivate = range("EVENT_BEAT_SAFFRON_GYM_TRAINER_", 0, 6),
dialogue = {
"_SaffronGymSabrinaReceivedMarshBadgeText",
"_SaffronGymSabrinaMarshBadgeInfoText",
},
tmPre = { "_SaffronGymSabrinaMarshBadgeInfoText" },
tmDialogue = {
"_SaffronGymSabrinaReceivedTM46Text",
"_TM46ExplanationText",
} },
["OPP_BLAINE#1"] = { badge = "VOLCANOBADGE", flag = "EVENT_BEAT_BLAINE",
item = "TM_FIRE_BLAST",
gotFlag = "EVENT_GOT_TM38",
noRoom = "_CinnabarGymBlaineTM38NoRoomText",
deactivate = range("EVENT_BEAT_CINNABAR_GYM_TRAINER_", 0, 6),
dialogue = {
"_CinnabarGymBlaineReceivedVolcanoBadgeText",
"_CinnabarGymBlaineVolcanoBadgeInfoText",
},
tmPre = { "_CinnabarGymBlaineVolcanoBadgeInfoText" },
tmDialogue = {
"_CinnabarGymBlaineReceivedTM38Text",
"_CinnabarGymBlaineTM38ExplanationText",
} },
["OPP_GIOVANNI#3"] = { badge = "EARTHBADGE", flag = "EVENT_BEAT_GIOVANNI",
item = "TM_FISSURE",
gotFlag = "EVENT_GOT_TM27",
noRoom = "_ViridianGymGiovanniTM27NoRoomText",
deactivate = range("EVENT_BEAT_VIRIDIAN_GYM_TRAINER_", 0, 7),
dialogue = {
"_ViridianGymGiovanniReceivedEarthBadgeText",
"_ViridianGymGiovanniEarthBadgeInfoText",
},
tmPre = { "_ViridianGymGiovanniEarthBadgeInfoText" },
tmDialogue = {
"_ViridianGymGiovanniReceivedTM27Text",
"_ViridianGymGiovanniTM27ExplanationText",
} },
+45 -12
View File
@@ -62,10 +62,15 @@ M.MT_MOON_B2F = {
{ "walk_npc", 6, { "left", "left", "left", "left", "left" } },
{ "face_object", 6, "left" },
{ "show_text", "_MtMoonJessieJamesText2" },
-- MtMoonB2FScript12 arms _MtMoonJessieJamesText3 with
-- SaveEndBattleTextPointers before it sets wCurOpponent, so
-- TrainerBattleVictory prints it on the battle screen as "ROCKET: A
-- brat beat us?" between TrainerDefeatedText and MoneyForWinningText.
-- Its one-word first line only reads right behind that tag (#866).
{ "save_end_battle_text", "_MtMoonJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 42 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_MtMoonJessieJamesText3" },
{ "show_text", "_MtMoonJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
@@ -85,7 +90,8 @@ M.MT_MOON_B2F = {
-- motto plays from off-screen FIRST, then the duo pops in at (25,10) /
-- (24,10) and whichever of them shares the player's column ($18=24 or
-- $19=25, EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT) walks the three
-- tiles down to loom over the player while the other steps one. A loss
-- tiles down to loom over the player while the other walks four and ends
-- up beside him. A loss
-- re-hides them (RocketHideoutB4FResetScripts via EVENT_6A0), so the
-- trigger re-arms clean.
-- -------------------------------------------------------------------
@@ -106,7 +112,7 @@ M.ROCKET_HIDEOUT_B4F = {
if f.EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES then return false end
-- ON_LEFT: player under James's column (25); movement data pairs
-- RocketHideoutB4FJessieJamesMovementData_45605/45606 swap so the
-- column-mate walks 3, the other 1.
-- column-mate walks 3, the other 4.
local onLeft = (x == 25)
ow.runner:run({
{ "stop_music" },
@@ -116,16 +122,30 @@ M.ROCKET_HIDEOUT_B4F = {
{ "emote", "player", "shock", 30 },
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JAMES" },
{ "show_object", "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_JESSIE" },
-- James (object 2) then Jessie (object 3), Script4..Script9 order
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
-- James (object 2) then Jessie (object 3), Script4..Script9 order.
-- RocketHideoutB4FJessieJamesMovementData_45605 is a lone $4 that FALLS
-- THROUGH into _45606 ($4 $4 $4 $ff), so MoveSprite_ (home/pathfinding.asm)
-- reads _45605 as FOUR steps and _45606 as three; $4 is DOWN in Yellow's
-- Func_5288 lookup (engine/overworld/movement.asm), which walks with no
-- collision test. From (25,10)/(24,10) against a player on y=14 the
-- column-mate stops three down, right above him, and the other walks the
-- full four to stand alongside -- which is what the facings below assume.
-- Reading _45605 as a single step stranded whoever was off-column three
-- tiles away, so James never reached the player (#865).
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
or { "down", "down", "down", "down" } },
{ "face_object", 2, onLeft and "down" or "left" },
{ "walk_npc", 3, onLeft and { "down" } or { "down", "down", "down" } },
{ "walk_npc", 3, onLeft and { "down", "down", "down", "down" }
or { "down", "down", "down" } },
{ "face_object", 3, onLeft and "right" or "down" },
{ "show_text", "_RocketHideoutJessieJamesText2" },
-- RocketHideoutB4FScript10 saves _RocketHideoutJessieJamesText3 as the
-- end-battle text, so it prints as "ROCKET: Such a dreadful twerp!" on
-- the battle screen ahead of MoneyForWinningText (#866).
{ "save_end_battle_text", "_RocketHideoutJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 43 },
{ "check_battle_result", "win" },
{ "jump_if_false", "lost" },
{ "show_text", "_RocketHideoutJessieJamesText3" },
{ "show_text", "_RocketHideoutJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
@@ -175,16 +195,27 @@ M.POKEMON_TOWER_7F = {
{ "show_text", "_PokemonTowerJessieJamesText1" },
{ "face_player_dir", "up" },
{ "emote", "player", "shock", 30 },
-- Jessie (object 1) then James (object 2), Script1..Script6 order
{ "walk_npc", 1, onLeft and { "down" } or { "down", "down", "down" } },
-- Jessie (object 1) then James (object 2), Script1..Script6 order.
-- Same fall-through blob as the hideout: PokemonTower7FMovementData_60d7a
-- is a lone $4 running into _60d7b ($4 $4 $4 $FF), so _60d7a is FOUR
-- steps and _60d7b is three. From (10,8)/(11,8) against a player on
-- y=12 the column-mate halts one tile above him and the other closes the
-- full four to his side; the single-step reading is why James only
-- "moved a bit" here (#865).
{ "walk_npc", 1, onLeft and { "down", "down", "down", "down" }
or { "down", "down", "down" } },
{ "face_object", 1, onLeft and "right" or "down" },
{ "walk_npc", 2, onLeft and { "down", "down", "down" } or { "down" } },
{ "walk_npc", 2, onLeft and { "down", "down", "down" }
or { "down", "down", "down", "down" } },
{ "face_object", 2, onLeft and "down" or "left" },
{ "show_text", "_PokemonTowerJessieJamesText2" },
-- PokemonTower7FScript7 saves _PokemonTowerJessieJamesText3 as the
-- end-battle text: "ROCKET: You will regret this!" on the battle screen,
-- before the prize money (#866).
{ "save_end_battle_text", "_PokemonTowerJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 44 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_PokemonTowerJessieJamesText3" },
{ "show_text", "_PokemonTowerJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
@@ -254,10 +285,12 @@ M.SILPH_CO_11F = {
{ "walk_npc", 6, jessieDirs },
{ "face_object", 6, jessieFace },
{ "show_text", "_SilphCoJessieJamesText2" },
-- SilphCo11FScript11 saves _SilphCoJessieJamesText3 (SilphCo11FText_624c2)
-- as the end-battle text: "ROCKET: Like always..." before the money (#866).
{ "save_end_battle_text", "_SilphCoJessieJamesText3" },
{ "start_battle", "trainer", "OPP_ROCKET", 45 },
{ "check_battle_result", "win" },
{ "jump_if_false", "end" },
{ "show_text", "_SilphCoJessieJamesText3" },
{ "show_text", "_SilphCoJessieJamesText4" },
{ "stop_music" },
{ "play_music", "Music_MeetJessieJames" },
+6 -2
View File
@@ -234,8 +234,12 @@ What was ported from pokered's engine code and where it came from.
pre-battle text and engages the leader battle (badge/TM via
data/scripts/victories.lua); post-badge talk prints the leader's
post-battle advice text (Misty's is her TM11 explanation). The
originals' middle branch (beaten but TM not handed over) is
unreachable since the TM is granted with the victory. Giovanni's
originals' middle branch (beaten but TM not handed over,
CheckEventReuseA EVENT_GOT_TM*) is ported too: the victory's GiveItem
goes through the bag's capacity check, a full bag shows the leader's
"make room" text instead of the received lines and leaves
EVENT_GOT_TM* unset, and talking to the leader re-runs the ReceiveTM
script until the TM goes in (#797). Giovanni's
farewell (`ViridianGymGiovanniText` .afterBeat) hides him inside a
fade-to-black/fade-in Transition matching ViridianGym.asm's
GBFadeOutToBlack → HideObject → GBFadeInFromBlack, persisted
+7
View File
@@ -226,5 +226,12 @@ for driving a second physical display. This is what lets a mod lay the two
passes out as two stacked Game Boy screens, or push one onto a second screen,
without the engine knowing the layout.
`screen.render_visible` receives `(next, state)` while the main screen is being
composed. Return `false` to omit that state from drawing, opacity selection and
palette-zone ownership. The state remains on the stack and keeps its normal
update and input ownership, so a mod can mirror a native menu on another
display without reimplementing it. The default is `true`. Treat the wrapper as
a pure predicate: the renderer may ask it more than once per frame.
Developer mode also arms the mod loader's dev tripwire, which flags mods
that reach outside their permission set.
+25
View File
@@ -332,6 +332,26 @@ one used sideways. An `options.lua` from before this split keeps its single
layout in both orientations until one of them is edited. In-game, Options →
**TOUCH PAD** toggles the same on/off flag without leaving a play session.
## Haptic feedback (mobile)
Options → **VIBRATION** (also in the launcher's gear menu) buzzes the device
the instant an on-screen control takes a button (#806). A glass pad has no
edges under a thumb, so the pulse is what tells you the press landed:
sliding the d-pad from one direction to the next buzzes again, a second
finger landing on a button that is already held does not, and releasing
never does.
Four levels: **OFF**, **LIGHT** (the default), **MEDIUM**, **HEAVY**.
"Intensity" is really a pulse length -- the platform call takes a duration
and nothing else -- so LIGHT is a 12 ms tick, MEDIUM 25 ms, HEAVY 45 ms.
Stepping the row fires one sample pulse at the level you land on, so the
three can be compared without leaving the menu. On iOS the system
vibration has one fixed length, so all three levels feel the same there and
the row is effectively on/off. The setting lives in `options.lua` and the
row only appears where the on-screen pad can (Android/iOS, or desktop with
`POKEPORT_TOUCH=1`, where it does nothing since desktop LOVE has no
vibrator).
## Screen orientation lock (Android)
Options → **ORIENTATION** (also in the launcher's gear menu) locks the
@@ -585,6 +605,11 @@ settings gear and pulses when an update is waiting, instead of sitting in a
banner at the bottom of the page that you had to scroll to notice. Checking
for updates from there shows a loader like everything else.
**A quit button.** An X sits to the right of the settings gear and closes
the app cleanly, the same shutdown path as the window's close button. Mostly
for platforms where reaching the window chrome is awkward (Android, Steam
Deck, fullscreen desktops).
**The look.** Black background, white outlines, no gradients or glows, and
buttons that are solid colour-coded keys: green commits, blue navigates, red
destroys, yellow wants attention. The three game tabs keep their red, blue
+54
View File
@@ -0,0 +1,54 @@
# RFC 0002 — Let mods hide an active screen state from the main render
## Status
Proposed. Engine: `StateStack.lua`, `Game.lua`. Tests:
`screen_render_visible.lua`.
## Motivation
A mod can render a native menu on a companion display through
`render.compose`, but it cannot remove that menu from the main display without
also popping it. Popping transfers update and input ownership and forces the
mod to reimplement native menu behavior.
## The decision it extends
No prior D-number. Extends the render-hook plan in `docs/modding.md` and the
state-stack rendering contract in `docs/architecture.md`.
## The exact API delta
Backward-compatible, additive-only.
### `screen.render_visible`
New hook called with `(state) -> boolean` through the public wrapper signature
`(next, state)`. Its vanilla result is `true`.
Returning `false` excludes the state from the main draw, from opaque-base
selection and from palette-zone ownership. It does not remove the state or
change update, input, push or pop behavior. The call sites are
`StateStack:visibleBase`, `StateStack:draw` and the equivalent draw and palette
walks in `Game:draw`.
The hook is guarded by `Runtime.wantsHook`, so the no-subscriber path allocates
nothing. It is a pure render predicate and may be evaluated more than once per
frame.
## Migration note for existing mods
**Nothing.** With no subscriber every state remains visible, and the existing
state-stack, event and hook behavior is unchanged.
## Parity tests
- **No-mod:** the topmost opaque state still owns drawing and palette zones,
and `Runtime.wantsHook("screen.render_visible")` stays false.
- **Mod-API:** a fixture mod registers through `mod.hooks:wrap`, hides one
opaque state and proves the state beneath draws and owns the palette while
the hidden state remains topmost and continues updating.
## Deprecation etiquette
Nothing deprecated. This is one additive hook with a `true` vanilla default.
+34 -1
View File
@@ -667,7 +667,33 @@ function love.wheelmoved(x, y)
Game:wheelmoved(x, y)
end
-- #781: Linux X11 multi-monitor with the primary display away from desktop
-- (0,0): SDL's polled mouse state can come back in desktop-virtual
-- coordinates while the event stream stays window-relative, which strands
-- every polled consumer (launcher Kit rising-edge clicks, the pad-cursor
-- motion yield, PadCursor) on coordinates no hit test can match. Sanitize
-- the poll once here: remember the last window-relative event coordinates
-- and substitute them whenever the polled value falls outside the window.
-- Linux only -- macOS / Windows / mobile keep the stock function, and the
-- NX launcher shim still composes because it captures whatever
-- love.mouse.getPosition is at bridge time (_ensureNxPointerBridge).
local eventMouseX, eventMouseY
if love.system and love.system.getOS() == "Linux"
and love.mouse and love.mouse.getPosition then
local polledGetPosition = love.mouse.getPosition
love.mouse.getPosition = function()
local x, y = polledGetPosition()
local w, h = love.graphics.getDimensions()
if x < 0 or y < 0 or x > w or y > h then
if eventMouseX then return eventMouseX, eventMouseY end
return math.max(0, math.min(x, w)), math.max(0, math.min(y, h))
end
return x, y
end
end
function love.mousepressed(x, y, button, istouch)
if not istouch then eventMouseX, eventMouseY = x, y end
if TouchEditor then
-- Android primary touch already arrived via love.touchpressed; a second
-- mouse path would double-fire Done / begin a second drag.
@@ -720,6 +746,7 @@ function love.mousereleased(x, y, button, istouch)
end
function love.mousemoved(x, y, dx, dy, istouch)
if not istouch then eventMouseX, eventMouseY = x, y end
if TouchEditor then
if love.system.getOS() == "Android" then return end
return TouchEditor.mousemoved(x, y)
@@ -748,7 +775,13 @@ local quitToLauncher = false
function love.quit()
if editorMode and EditorApp.quit then
return EditorApp.quit() -- return true to abort quit
-- true blocks the quit (unsaved-changes prompt). A quit that proceeds
-- must fall through to the worker shutdowns below instead of returning:
-- the bundled editor opens from a live launcher whose update-check and
-- fetch-pool workers are still parked in Channel:demand(), and returning
-- here skipped their "quit" push, so the process outlived the closed
-- window and kept the install folder locked on Windows (#727).
if EditorApp.quit() then return true end
end
-- Closing the window of a running game returns to the launcher instead of
-- exiting the app, so testing a mod does not need a relaunch every time
@@ -37,6 +37,13 @@
#include "filesystem/physfs/PhysfsIo.h"
// #604 / #839: the SAF bridges below must hand GameActivity the exact
// directory physfs mounted as the save dir -- the same contract the iOS
// GRPickerBridge already gets (mobile/ios/patch_love_src.py,
// gr_saveDirectory) -- instead of letting Java recompute the root on its
// own, which can name a different volume on merged / adopted-SD storage.
#include "filesystem/Filesystem.h"
namespace love
{
namespace android
@@ -183,6 +190,19 @@ void vibrate(double seconds)
env->DeleteLocalRef(activity);
}
// The directory physfs actually mounted as the save dir, or "" before the
// filesystem module is up. GameActivity must copy SAF picks HERE: its own
// getExternalFilesDir(null) recomputation can disagree with the mounted
// root on merged / adopted-SD storage (#604, #839).
static const char *bridgeSaveDirectory()
{
auto fs = Module::getInstance<love::filesystem::Filesystem>(Module::M_FILESYSTEM);
if (fs == nullptr)
return "";
const char *dir = fs->getSaveDirectory();
return dir != nullptr ? dir : "";
}
bool showFilePicker(const char *destFilename)
{
if (destFilename == nullptr || destFilename[0] == '\0')
@@ -192,9 +212,11 @@ bool showFilePicker(const char *destFilename)
jclass activity = env->FindClass("org/love2d/android/GameActivity");
jmethodID method = env->GetStaticMethodID(activity, "showFilePicker",
"(Ljava/lang/String;)Z");
"(Ljava/lang/String;Ljava/lang/String;)Z");
jstring jname = env->NewStringUTF(destFilename);
jboolean result = env->CallStaticBooleanMethod(activity, method, jname);
jstring jsavedir = env->NewStringUTF(bridgeSaveDirectory());
jboolean result = env->CallStaticBooleanMethod(activity, method, jname, jsavedir);
env->DeleteLocalRef(jsavedir);
env->DeleteLocalRef(jname);
env->DeleteLocalRef(activity);
@@ -210,9 +232,11 @@ bool showCreateDocument(const char *suggestedName)
jclass activity = env->FindClass("org/love2d/android/GameActivity");
jmethodID method = env->GetStaticMethodID(activity, "showCreateDocument",
"(Ljava/lang/String;)Z");
"(Ljava/lang/String;Ljava/lang/String;)Z");
jstring jname = env->NewStringUTF(suggestedName);
jboolean result = env->CallStaticBooleanMethod(activity, method, jname);
jstring jsavedir = env->NewStringUTF(bridgeSaveDirectory());
jboolean result = env->CallStaticBooleanMethod(activity, method, jname, jsavedir);
env->DeleteLocalRef(jsavedir);
env->DeleteLocalRef(jname);
env->DeleteLocalRef(activity);
@@ -116,6 +116,18 @@ public class GameActivity extends SDLActivity {
// bad ROM instead of installing it (#553).
private String pendingPickFilename = PICKED_ROM_FILENAME;
private static final String STATE_PENDING_PICK = "pendingPickFilename";
// Absolute save directory physfs actually mounted, as reported by the
// native bridge call that opened the picker (love/src/common/android.cpp,
// bridgeSaveDirectory). This activity used to recompute
// getExternalFilesDir(null)/save/<identity> on its own at result time; on
// merged / adopted-SD storage that can name a different volume than the
// one LOVE mounted, so the copied pick (and pick_error.flag) landed where
// Lua never scans -- the launcher then "did nothing" after a pick (#604)
// and the folders a file manager can browse stayed empty while the game
// saved fine elsewhere (#839). Empty string means "not told yet": fall
// back to the historical computation.
private String pendingPickSaveDir = "";
private static final String STATE_PENDING_PICK_DIR = "pendingPickSaveDir";
private static final String STATE_PENDING_CREATE = "pendingCreateSuggestedName";
// Suggested download name for the in-flight SAF create (set by showCreateDocument).
private String pendingCreateSuggestedName = "export.sav";
@@ -186,6 +198,8 @@ public class GameActivity extends SDLActivity {
// a recreated activity still lands under the basename it asked for.
String pick = savedInstanceState.getString(STATE_PENDING_PICK);
if (pick != null) pendingPickFilename = pick;
String pickDir = savedInstanceState.getString(STATE_PENDING_PICK_DIR);
if (pickDir != null) pendingPickSaveDir = pickDir;
String create = savedInstanceState.getString(STATE_PENDING_CREATE);
if (create != null) pendingCreateSuggestedName = create;
}
@@ -467,13 +481,23 @@ public class GameActivity extends SDLActivity {
* @param destFilename basename under the app save identity (e.g.
* picked_rom.gb, picked_mod.zip, picked_save.sav)
*/
/** Legacy single-argument entry; resolves the save dir itself. */
@Keep
public static boolean showFilePicker(String destFilename) {
return showFilePicker(destFilename, null);
}
@Keep
public static boolean showFilePicker(String destFilename, String saveDir) {
GameActivity self = (GameActivity) mSingleton;
if (self == null) return false;
if (destFilename == null || destFilename.length() == 0) {
destFilename = PICKED_ROM_FILENAME;
}
// Remember where LOVE's filesystem is really mounted so
// onActivityResult copies the pick there, not into a recomputed
// (possibly different-volume) root (#604, #839).
self.pendingPickSaveDir = (saveDir != null) ? saveDir : "";
// Reject path separators so a hostile JNI caller cannot escape the
// save identity directory.
if (destFilename.indexOf('/') >= 0 || destFilename.indexOf('\\') >= 0) {
@@ -644,8 +668,14 @@ public class GameActivity extends SDLActivity {
* return degrades on the Lua side (RomImporter export) to "Exported
* inside the app folder", which is the correct pre-KitKat behavior.
*/
/** Legacy single-argument entry; resolves the save dir itself. */
@Keep
public static boolean showCreateDocument(String suggestedName) {
return showCreateDocument(suggestedName, null);
}
@Keep
public static boolean showCreateDocument(String suggestedName, String saveDir) {
if (android.os.Build.VERSION.SDK_INT < 19) return false;
// (see showFilePicker for why the import side got a pre-19 path)
GameActivity self = (GameActivity) mSingleton;
@@ -657,9 +687,12 @@ public class GameActivity extends SDLActivity {
Log.d("GameActivity", "refusing unsafe create name: " + suggestedName);
return false;
}
File source = new File(
new File(self.getExternalFilesDir(null), "save"),
ROM_SAVE_IDENTITY + "/" + PENDING_EXPORT_FILENAME);
// Route through the mounted save dir (#604, #839): Lua staged
// pending_export.sav where physfs writes, which is not necessarily
// where a fresh getExternalFilesDir(null) points on merged /
// adopted-SD storage.
self.pendingPickSaveDir = (saveDir != null) ? saveDir : "";
File source = new File(self.saveIdentityDir(), PENDING_EXPORT_FILENAME);
if (!source.isFile()) {
Log.d("GameActivity", "no pending export at " + source);
return false;
@@ -680,7 +713,21 @@ public class GameActivity extends SDLActivity {
}
private File saveIdentityDir() {
return new File(new File(getExternalFilesDir(null), "save"), ROM_SAVE_IDENTITY);
// Prefer the mounted save dir the last bridge call reported: the
// recomputation below can name a different volume than the one LOVE
// mounted on merged / adopted-SD storage (#604, #839).
if (pendingPickSaveDir != null && pendingPickSaveDir.length() > 0) {
return new File(pendingPickSaveDir);
}
File ext = getExternalFilesDir(null);
if (ext == null) {
// Shared storage unavailable (ejected / mid-adoption): without
// this guard File(null, "save") silently built the RELATIVE
// path save/<identity>, mkdirs() failed against "/", and the
// pick was dropped with no message at all (#604).
ext = getFilesDir();
}
return new File(new File(ext, "save"), ROM_SAVE_IDENTITY);
}
/** Drops a small flag file in the save identity for Lua to consume on focus. */
@@ -875,6 +922,7 @@ public class GameActivity extends SDLActivity {
protected void onSaveInstanceState(Bundle outState) {
super.onSaveInstanceState(outState);
outState.putString(STATE_PENDING_PICK, pendingPickFilename);
outState.putString(STATE_PENDING_PICK_DIR, pendingPickSaveDir);
outState.putString(STATE_PENDING_CREATE, pendingCreateSuggestedName);
}
+56
View File
@@ -12,6 +12,62 @@
"tintColor": "3b5ca8",
"category": "games",
"versions": [
{
"version": "0.1.72",
"date": "2026-08-05",
"size": 9586678,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.72/gen1recomp-0.1.72-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #604 Android, retroid pocket 2+ Rom won't import\n- #666 Pikachu emotions are not working on Android\n- #716 Lock Auto Rotate Mobile\n- #727 [Bug] [Windows] Gen1 Recomp \"still in use\" after closing\n- #763 Some EVENTS are turned off\n- #781 Mouse cursor broken on Linux with multi-monitor X11 setup\n- #784 Leech Seed effect\n- #799 Held direction randomly stops player movement (requires re-input)\n- #801 Cannot update mods from the launcher (MacOS)\n- #810 Launcher menu cuts off in vertical mode iOS\n- #828 Closing the app causes settings in launcher to reset\n- #834 Mod import failing\n- #838 Exporting save file Pokemon Yellow\n- #839 AYN Thor Misplaced Data files\n- #849 Public folder support on iOS\n- #852 Cannot switch between saves states on smaller 4:3 screen or in vertical mode\n- #857 Mt. Moon Fossils Reappeared and Wont Disappear.\n- #863 [Yellow] When you use stairs, Pikachu shouldn't be next to you in the new area\n- #864 Faithful Ratio\n- #867 Missing Dialogue after defeating Marowak in Pokemon Tower\n- #869 Giovanni moves up to the player too early\n- #870 Start Menu on Classic Color\n- #872 Missing text when finding an item with full inventory\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.1.71",
"date": "2026-08-05",
"size": 9569738,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.71/gen1recomp-0.1.71-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #806 Haptic Feedback for On-screen controls (mobile)\n- #809 NPC Stuck in Rock when battle triggered and pushing rock towards it\n- #853 When selecting one of the two pokemon after defeating the Karate Master it should show the Pokedex entry\n- #854 Textbox disappears when the yes/no dialogue appears\n- #860 Disabled moves can still be used in the turn they were disabled\n- #862 Casino Poster Rocket Grunt walks into the poster and doesn't \"Dang!\"\n- #865 [Yellow] James doesn't move in multiple encounters\n- #866 [Yellow] Dialogue in wrong \"order\" after multiple encounters (J+J, Giovanni, probably more)\n\n## Contributors\n\n- @bryanthaboi"
},
{
"version": "0.1.70",
"date": "2026-08-05",
"size": 9562731,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.70/gen1recomp-0.1.70-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #590 Launcher/Save Editor/Dex\n- #788 Fly to the Pokemon Centers in the Routes is not available in original\n- #795 Fly logic is drastically different from the originals.\n- #796 Using Rare Candy from the menu closes it out.\n- #797 Gym Leaders giving items when your bag is full / Bypassing bag limit.\n- #805 Escape Rope Moltres Tower\n- #826 \"Super effective\" and \"not very effective\" SFX are reversed\n- #833 Cancelling nickname entry results in \"A\" as the nickname\n- #835 Restarting the launcher forgets the last rom used\n- #837 Wrong sound effect for Pikachu when entering battle\n- #844 Blizzard sound effect.\n- #845 Moderate issue: Fuchsia City binoculars.\n- #846 Surfing speed after using the bicycle.\n- #847 Minor issues related to the endgame.\n\n## Contributors\n\n- @bryanthaboi\n- @dburton95\n- @johnjohto\n- @KikiManjaro"
},
{
"version": "0.1.69",
"date": "2026-08-04",
"size": 9552851,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.69/gen1recomp-0.1.69-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #768 Menu behaviour for Pokemon and HM moves\n- #785 Back to launcher\n- #792 HM moves in the wrong position in the menu.\n- #807 Expose gameplay pointer events and source-safe mod input injection\n- #811 Untranslatables\n- #814 [minor thing] bold arrow on move swap (select)\n\n## Contributors\n\n- @bryanthaboi\n- @johnjohto"
},
{
"version": "0.1.68",
"date": "2026-08-04",
"size": 9768011,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.68/gen1recomp-0.1.68-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Contributors\n\n- @bryanthaboi\n- @caorthann-celt"
},
{
"version": "0.1.67",
"date": "2026-08-04",
"size": 9767619,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.67/gen1recomp-0.1.67-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #373 Lines at Title Screen\n- #644 Substitute failing causes visual issues\n- #673 iOS: thin vertical seam below the START menu panel (v0.1.56, iPhone 15 Pro Max)\n- #703 Credits playing too fast (song ends after it should)\n- #726 Surfing Pikachu Minigame Broken\n- #737 Battle menu move cursor fails to reset to the first slot after switching Pokémon\n- #750 NPC (possibly player) trades still graphically broken\n- #752 Launcher exports save to AppData while in portable mode\n- #764 Trainer Fanfare doesn't play\n- #765 Text Advance broken in certain aspects\n- #768 Menu behaviour for Pokemon and HM moves\n- #773 Battle screen colours messed up when BG = World, battle in un-flashed Rock Tunnel\n- #774 bug(build): Desktop build can reject a valid game archive under pipefail\n- #775 TM42 Dream Eater dialog.\n- #777 Battle Screen is Very dark\n- #780 Do not delete save\n- #782 Giovanni battle at Silph Co plays wrong song\n\n## Contributors\n\n- @bryanthaboi\n- @luisgonzaleznf\n- @ShaneMcGovernIE"
},
{
"version": "0.1.66",
"date": "2026-08-04",
"size": 9749980,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.66/gen1recomp-0.1.66-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #691 Save file transfer\n- #743 Cannot Scroll Main Menu/Mod Menu\n- #779 \"Enemy \" untranslateable\n\n## Contributors\n\n- @bryanthaboi\n- @jherediagu\n- @ShaneMcGovernIE\n- @vegerot"
},
{
"version": "0.1.65",
"date": "2026-08-03",
"size": 9376618,
"downloadURL": "https://github.com/bryanthaboi/gen1recomp/releases/download/v0.1.65/gen1recomp-0.1.65-ios.ipa",
"localizedDescription": "Download the correct version for your computer below.\n\n## Issues closed\n\n- #592 Screen Orientation\n- #702 FLY overworld animation incorrect/incomplete\n- #748 Launcher Menu has overlap\n- #754 Can push boulders with STRENGTH through walls\n- #758 PC to Mac Online Multiplayer Disconnects Shortly After Starting Match\n\n## Contributors\n\n- @andrewqsantos\n- @Bortlesboat\n- @bryanthaboi\n- @castdrian\n- @johnjohto\n- @ShaneMcGovernIE"
},
{
"version": "0.1.64",
"date": "2026-08-03",
+11
View File
@@ -22,6 +22,7 @@ set -uo pipefail
cd "$(dirname "$0")/.."
LUA=${LUA:-luajit}
LUA54=${LUA54:-lua5.4}
BLESS=0
QUICK=0
SHOTS=${WITH_SHOTS:-0}
@@ -134,6 +135,16 @@ if [ -f data/generated/maps.lua ]; then
run_tier "T3 save editor: wheel scrolling" "$LUA" tests/save_editor_wheel_bug595_test.lua
run_tier "T3 save editor: pad / NX input" "$LUA" tests/save_editor_pad_input_test.lua
run_tier "T5 link (loopback lockstep)" "$LUA" tests/run_link_tests.lua
# The oversize-save vendor oracle (tests/save_oversize_vendor_test.lua)
# cross-checks the launcher's footer-truncation import against the
# INDEPENDENT PKHeX-derived gen1lib codec, which cannot run under luajit
# (native 5.3+ operators). Needs a stock Lua 5.3/5.4; skip when absent.
if command -v "$LUA54" >/dev/null 2>&1; then
run_tier "T3 save oversize vendor oracle" "$LUA54" tests/save_oversize_vendor_test.lua
else
echo ""
echo "-- T3 save oversize vendor oracle: skipped (no '$LUA54' on PATH; set LUA54=...)"
fi
fi
else
echo ""
+70 -13
View File
@@ -1362,6 +1362,23 @@ function BattleState:sendOutText(name)
return self:romText("_EnemysWeakText", "The enemy's weak!\nGet'm! %s!", name)
end
-- The cry a mon makes as it takes the field. Yellow does not run its
-- starter Pikachu through PlayCry at all: SendOutMon branches to
-- .starterPikachu (engine/battle/core.asm:1807-1817) and voices PCM
-- PikachuCry11, the short "Pika!", or PikachuCry37 when the Pikachu is
-- asleep (IsPlayerPikachuAsleepInParty); PrintBeginningBattleText does the
-- same for the BATTLE_TYPE_PIKACHU intro (engine/battle/common_text.asm:
-- 12-19). Without a clip the bare playCry reached for clip 1, the long
-- title-screen "Pikachuuu" (#837). Every PIKACHU gets it here, the same
-- starter approximation the rest of the port makes
-- (PikachuFollower.starterInParty).
function BattleState:playEntranceCry(battler)
local mon = battler and battler.mon
if not mon then return end
require("src.core.Sound").playCry(self.data, mon.species,
mon.status == "SLP" and 37 or 11)
end
-- audio/play_battle_music.asm: gym leaders (wGymLeaderNo) get the
-- gym-leader theme, Lance does too, and the Champion (OPP_RIVAL3)
-- gets the final-battle theme
@@ -1495,7 +1512,7 @@ function BattleState:enter()
-- a different point in each battle kind, so queue it per branch
local function queueEnemyCry()
self:act(function()
require("src.core.Sound").playCry(self.data, self.enemy.mon.species)
self:playEntranceCry(self.enemy)
end)
end
-- PrintBeginningBattleText (engine/battle/common_text.asm:10-19): a wild
@@ -1606,7 +1623,7 @@ function BattleState:enter()
-- SendOutMon (core.asm:1757-1762): after the poof the mon grows
-- out of the ball (AnimateSendingOutMon at hlcoord 4,11)
self:startGrowIn(self.player)
require("src.core.Sound").playCry(self.data, self.player.mon.species)
self:playEntranceCry(self.player)
end)
self:markParticipant()
end
@@ -2355,7 +2372,7 @@ function BattleState:resolveSwitch(newMon)
self.sendingOut = false
-- SendOutMon (core.asm:1757-1762): poof, then the grow-in
self:startGrowIn(self.player)
require("src.core.Sound").playCry(self.data, self.player.mon.species)
self:playEntranceCry(self.player)
end)
end)
self:act(function()
@@ -2823,7 +2840,16 @@ function BattleState:applyHitFx(hit)
local t = hit.animType
if not t and hit.blink then t = hit.blink.isPlayer and 1 or 4 end
if hit.sfx then
require("src.core.Sound").play(self.data, hit.sfx)
local Sound = require("src.core.Sound")
-- EffectRegistry hands the row the PlayApplyingAttackSound sound WITH its
-- wFrequencyModifier byte, so it goes through the same pitch/tempo path
-- move sounds use (#826). A bare string -- an older row, or a mod that
-- built its own hit fx -- still plays unmodified.
if type(hit.sfx) == "table" then
Sound.playMove(self.data, hit.sfx)
else
Sound.play(self.data, hit.sfx)
end
end
if not t or not self:animationsOn() then return end
if t == 1 then
@@ -3162,6 +3188,16 @@ function BattleState:executeAction(user, target, action)
user.boundTurns = target.trappingTurns
and math.max(1, target.trappingTurns) or nil
-- wPlayerSelectedMove / wEnemySelectedMove as the status gauntlet
-- reads it: the locked specials keep continuing the move they
-- started, so they carry a move id too. Resolved once here and
-- handed to every statusInterrupt below, which is where
-- .TriedToUseDisabledMoveCheck lives (#860).
local selectedId = action.id
or (action.special == "trapping" and user.trapMove)
or (action.special == "bide" and "BIDE")
or nil
-- trainer class AI actions (engine/battle/trainer_ai.asm)
if action.special == "aiItem" then
self.aiUses = (self.aiUses or 1) - 1
@@ -3219,17 +3255,17 @@ function BattleState:executeAction(user, target, action)
return
end
if action.special == "trapping" then
if self:statusInterrupt(user, target) then return end
if self:statusInterrupt(user, target, selectedId) then return end
self:continueTrapping(user, target)
return
end
if action.special == "bide" then
if self:statusInterrupt(user, target) then return end
if self:statusInterrupt(user, target, selectedId) then return end
self:continueBide(user, target)
return
end
if self:statusInterrupt(user, target) then return end
if self:statusInterrupt(user, target, selectedId) then return end
self:performMove(user, target, action, false)
end
run()
@@ -3323,8 +3359,8 @@ end
-- Runs Status.beforeMove plus the shared interruption bookkeeping;
-- returns true when the user's action is interrupted.
function BattleState:statusInterrupt(user, target)
local canMove, msgs, selfHit = Status.beforeMove(user, self.rng, self)
function BattleState:statusInterrupt(user, target, selectedId)
local canMove, msgs, selfHit = Status.beforeMove(user, self.rng, self, selectedId)
for _, m in ipairs(msgs) do self:sayStatusMsg(user, m) end
if selfHit then
-- confusion self-hit (core.asm:3428-3434): clears everything in
@@ -3894,7 +3930,7 @@ function BattleState:enemyMonFainted()
self.enemySendingOut = false
self:startGrowIn(self.enemy)
self:actNext(function()
require("src.core.Sound").playCry(self.data, self.enemy.mon.species)
self:playEntranceCry(self.enemy)
end)
end)
end)
@@ -3933,7 +3969,7 @@ function BattleState:enemyMonFainted()
self:actNext(function()
self.sendingOut = false
self:startGrowIn(self.player)
require("src.core.Sound").playCry(self.data, self.player.mon.species)
self:playEntranceCry(self.player)
end)
end)
return
@@ -4127,7 +4163,7 @@ function BattleState:openReplacementMenu()
self.sendingOut = false
-- SendOutMon (core.asm:1757-1762): poof, then the grow-in
self:startGrowIn(self.player)
require("src.core.Sound").playCry(self.data, self.player.mon.species)
self:playEntranceCry(self.player)
end)
end,
})
@@ -5116,11 +5152,32 @@ function BattleState:drawZonePass(src, sx, sy)
local shader = PaletteFX.shader()
local pals = self:sgbBattlePals()
local bgp = self:activeBgp()
-- #822: OG / OG INV / CLASSIC are forced-mono modes, so sgbPalettes() being
-- nil here makes PaletteFX.ensureZones invent a whole-screen zone and the
-- WHOLE finished frame is re-thresholded through the shade shader at blit
-- time -- which is why picImage already hands those modes raw DMG grays.
-- This pass has to leave DMG shades behind for the same reason: sendColors
-- runs the mode substitution HERE too, and the frame-level pass then
-- substitutes a second time. OG INV inverts twice and comes out upright;
-- CLASSIC's color 0 (155,188,15) has red 0.61, which falls in the shader's
-- c1 bucket, so the paper darkens one shade. Either way the battle stops
-- matching the YES/NO box an overlay state draws over it, since that box
-- only ever sees the frame-level pass. OG is the identity, which is why
-- only the other two showed it. Keep this mode set in sync with picImage /
-- PaletteFX.ensureZones / WideBattle.monoMode.
local mono = PaletteFX.mode == "og" or PaletteFX.mode == "og_inv"
or PaletteFX.mode == "classic"
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setShader(shader)
local shaking = sx ~= 0 or sy ~= 0
for _, z in ipairs(BATTLE_ZONES) do
PaletteFX.sendColors(shader, PaletteFX.permute(pals[z.pal], bgp))
if mono then
-- the BGP fade still runs, just in gray: the frame-level pass colors
-- whatever DMG shade this leaves behind
PaletteFX.sendShades(shader, PaletteFX.permute(PaletteFX.GRAYS, bgp))
else
PaletteFX.sendColors(shader, PaletteFX.permute(pals[z.pal], bgp))
end
local zx, zy = z[1] * 8, z[2] * 8
local zw, zh = (z[3] - z[1] + 1) * 8, (z[4] - z[2] + 1) * 8
love.graphics.setScissor(zx, zy, zw, zh)
+22 -2
View File
@@ -209,8 +209,28 @@ function EffectRegistry.runDamaging(battle, ctx, record)
-- announcement-time moveAnimRow, later hits queue fresh anim rows.
-- Thrash/rage continuations have no announcement anim -- a bare
-- hitRow carries the blink instead.
local hitSfx = info.typeMult > 10 and "Super_Effective"
or info.typeMult < 10 and "Not_Very_Effective" or "Damage"
-- PlayApplyingAttackSound (engine/battle/animations.asm, the routine after
-- PlayApplyingAttackAnimation) picks the sound off wDamageMultipliers -- 10
-- is neutral, above it super effective, below it not very -- and sets
-- wFrequencyModifier/wTempoModifier alongside it: $20/$30 damage, $e0/$ff
-- super effective, $50/$01 not very. All three programs live on the noise
-- channel (audio/sfx/{damage,super_effective,not_very_effective}.asm,
-- `channel 8`), where the frequency modifier is added to the polynomial
-- counter and so IS the pitch of the hit, while the tempo modifier is
-- skipped outright (audio/engine_2.asm Audio2_note_length: `cp CHAN8 /
-- jr z, .skip` keeps the noise channel at the default $100). Playing them
-- bare made the super effective hit a dull thud and the not very effective
-- one a bright crack, which is why they sounded swapped (#826); the tempo
-- byte is deliberately not carried, since applying it would stretch notes
-- the hardware never stretches.
local hitSfx
if info.typeMult > 10 then
hitSfx = { sound = "Super_Effective", pitch = 0xe0 }
elseif info.typeMult < 10 then
hitSfx = { sound = "Not_Very_Effective", pitch = 0x50 }
else
hitSfx = { sound = "Damage", pitch = 0x20 }
end
-- GetPlayerAnimationType / GetEnemyAnimationType (engine/battle/core.asm
-- :3159 / :5555): wAnimationType is 4 (blink the enemy pic) or 1 (shake
-- the screen vertically) for a damaging move with no added effect, and
+23 -1
View File
@@ -168,7 +168,7 @@ end
-- The active status record's beforeMove runs at its priority slot: above
-- VOLATILE_PRIORITY before the held/disable/confusion block (sleep,
-- freeze), at or below after it (paralysis) -- the original's order.
function Status.beforeMove(battler, rng, battle)
function Status.beforeMove(battler, rng, battle, selectedMoveId)
local mon = battler.mon
-- Haze curing this mon's sleep/freeze forfeits its pending move for
-- the turn, silently (haze.asm writes $ff/CANNOT_MOVE to the selected
@@ -225,6 +225,28 @@ function Status.beforeMove(battler, rng, battle)
end
end
end
-- .TriedToUseDisabledMoveCheck (engine/battle/core.asm, and the enemy
-- copy .checkIfTriedToUseDisabledMove): the disabled-move test runs at
-- EXECUTION time, comparing wPlayerDisabledMoveNumber against the
-- already SELECTED move, so a Disable that lands earlier in the same
-- turn still blocks the slower mon's move (#860). It sits after the
-- confusion block and before the paralysis roll, so a confusion self-hit
-- still pre-empts it and the paralysis roll is never spent on a turn the
-- disable eats. PrintMoveIsDisabledText clears CHARGING_UP before
-- printing, so a disabled charge move drops its stored turn instead of
-- releasing later.
if selectedMoveId and battler.disabledSlot then
local disabled = (battler.curMoves or {})[battler.disabledSlot]
if disabled and disabled.id == selectedMoveId then
battler.charging, battler.chargeReady = nil, nil
local moves = battle and battle.data and battle.data.moves
local shown = moves and moves[selectedMoveId] and moves[selectedMoveId].name
or tostring(selectedMoveId)
table.insert(msgs, romText(battle and battle.data, "_MoveIsDisabledText",
"%s's\n%s is\ndisabled!", name(battler), shown))
return false, msgs
end
end
if handler then
local canMove, selfHit = runStatus()
if not canMove or selfHit then return canMove, msgs, selfHit end
+48 -2
View File
@@ -202,6 +202,30 @@ local function headerChannels(banks, header)
return channels
end
-- Which software channels (CHAN5-8) an sfx occupies: its header carries one
-- 3-byte descriptor per channel. Audio2_PlaySound walks exactly this list to
-- decide whether a new sfx may start at all (audio/engine_2.asm
-- .sfxChannelLoop), so Sound.playMove needs the set to reproduce that gate.
-- nil = not knowable here (a file def, or the banks are not readable yet),
-- which callers read as "no conflict".
function ChipSynth.effectChannels(data, def)
if type(def) ~= "table" then return nil end
local chip = def.chip
local specs = chip and chip.channels
if not specs then
if not def.address then return nil end
local ok, banks = pcall(engineBanks, data, chip)
if not ok then return nil end
local read
ok, read = pcall(headerChannels, banks, def)
if not ok then return nil end
specs = read
end
local channels = {}
for _, spec in ipairs(specs) do channels[#channels + 1] = spec.number end
return channels
end
local function fadeValue(nibble)
if bit.band(nibble, 8) ~= 0 then return -bit.band(nibble, 7) end
return nibble
@@ -406,7 +430,15 @@ function Channel:nextEvent()
elseif command == 0xEC then
self.duty = bit.band(self:byte(), 3)
elseif command == 0xED then
self.engine.tempo = self:byte() * 0x100 + self:byte()
local high = self:byte()
local low = self:byte()
-- a header carrying its own tempo is one of audio/alternate_tempo.asm's
-- Music_*AlternateTempo entry points, which re-point channel 1 at a
-- stub that sets the tempo and jumps into the normal body -- the body's
-- own tempo command never runs there, so ignore it here (#847)
if not self.engine.tempoLocked then
self.engine.tempo = high * 0x100 + low
end
elseif command == 0xEE then
self.engine.pan = self:byte()
elseif command == 0xEF or command == 0xF0 then
@@ -458,7 +490,15 @@ function Channel:nextEvent()
local volume = bit.rshift(packed, 4)
local fade = fadeValue(bit.band(packed, 0x0F))
if self.noise then
local parameter = self:byte()
-- Audio2_ApplyWavePatternAndFrequency adds wFrequencyModifier to the
-- frequency low byte for every channel at or past CHAN5, the noise
-- channel included (audio/engine_2.asm Audio2_ApplyFrequencyModifier).
-- On CHAN8 that byte is the polynomial counter, so the modifier moves
-- the noise pitch; it wraps at 8 bits, the carry landing in the high
-- byte that noise does not use for frequency. Dropping it left the
-- battle hit sounds at their unmodified pitches, where super effective
-- reads as the duller of the two (#826).
local parameter = bit.band(self:byte() + self.frequencyOffset, 0xFF)
return self:noiseEvent(
self:durationTicks(length), volume, fade, parameter)
end
@@ -753,6 +793,12 @@ function Engine.new(data, header, options)
noiseInstruments = {},
channels = {},
}, Engine)
-- header.tempo: the Music_*AlternateTempo override Music.play stamps onto
-- a copy of the song def (audio/alternate_tempo.asm) (#847)
if header.tempo then
engine.tempo = header.tempo
engine.tempoLocked = true
end
for _, spec in ipairs(chip and chip.channels
or headerChannels(banks, header)) do
local frameTicks = options.frameTicks
+16 -5
View File
@@ -16,6 +16,10 @@ local Screens = require("src.ui.Screens")
local Game = {}
local function renderVisible(stack, state)
return state and (not stack.renderVisible or stack:renderVisible(state))
end
-- dev-mode gate for the F5/backtick hotkeys; false keeps every src/dev
-- module unloaded, so a player boot never touches a byte of dev code
local devMode = os.getenv("POKEPORT_DEV") == "1" or _G.POKEPORT_DEV_MODE == true
@@ -460,7 +464,7 @@ function Game:draw()
local state = self.stack.states[i]
local wideState = state and state.isWideBattleLayout
and state:isWideBattleLayout()
if state and state.draw then
if renderVisible(self.stack, state) and state.draw then
if classicOffset ~= 0 and not wideState then
love.graphics.push()
love.graphics.translate(classicOffset, 0)
@@ -484,7 +488,7 @@ function Game:draw()
local zones, worldZones, zoneOwner
for i = #self.stack.states, 1, -1 do
local s = self.stack.states[i]
if s.sgbPalettes then
if renderVisible(self.stack, s) and s.sgbPalettes then
zones = s:sgbPalettes(self)
zoneOwner = s
break
@@ -793,11 +797,13 @@ function Game:joystickhat(joystick, hat, direction)
end
-- Window focus/visibility flips: a release due while unfocused/hidden can
-- be swallowed by the OS. Reset on both edges -- gaining focus with a
-- physically held key won't re-fire keypressed, so trusting leftover
-- state is worse than asking the player to re-press.
-- be swallowed by the OS. Reset on both edges; on the regain, reconcile
-- re-arms only what is still physically held -- a held key won't re-fire
-- keypressed by itself, and without the rebuild a spurious lifecycle event
-- parked the player until every direction was re-pressed (#799).
function Game:focus(f)
Input:reset()
if f then Input:reconcile() end
TouchControls:reset()
self:cancelPointers()
end
@@ -814,6 +820,7 @@ end
function Game:onResume()
Input:reset()
Input:reconcile()
TouchControls:reset()
self:cancelPointers()
-- Chip music may survive NX suspend as a duplicate stream; stop it and let
@@ -830,6 +837,10 @@ end
function Game:recoverInput(event, joystick)
Input:reset()
-- A hotplug can arrive with no hotplug (macOS Bluetooth re-enumeration),
-- and the blanket reset above also drops unrelated keyboard holds; put
-- back whatever is still physically down (#799).
Input:reconcile()
TouchControls:reset()
-- reset just dropped every source, mod holds included: retire the mods'
-- outstanding press tokens so nothing stale can be released later, and
+65
View File
@@ -301,6 +301,71 @@ function Input:joystickhat(joystick, hat, direction)
self.hatDirs[hat] = dirs
end
-- Lifecycle resets (focus/visibility flips, joystick add/remove, resume)
-- wipe held state because a release can be swallowed while the OS owns the
-- event stream. A direction the player is STILL holding never re-fires
-- keypressed/gamepadpressed after the wipe either, so a spurious reset --
-- macOS re-enumerating a Bluetooth pad fires joystickadded with no hotplug,
-- and the blanket reset took unrelated keyboard holds down with it --
-- parked the player in place until every direction was released and
-- pressed again (#799). Rebuild holds from the devices' ground truth
-- instead: only what is physically down right now comes back, so the
-- swallowed-release hazards the resets guard against stay cleared.
-- Deliberately separate from reset(): the soft-reset chord path in
-- Game:step needs the clean slate (re-arming A there would read it as a
-- title-menu choice).
function Input:reconcile()
local kb = love and love.keyboard
if kb and kb.isDown then
for key, btn in pairs(self.keyBindings) do
local ok, down = pcall(kb.isDown, key)
if ok and down then press(self, btn, "key:" .. key) end
end
end
local js = love and love.joystick
if not (js and js.getJoysticks) then return end
local ok, joysticks = pcall(js.getJoysticks)
if not ok or type(joysticks) ~= "table" then return end
for _, j in ipairs(joysticks) do
if GamepadMap.ignoreRawForJoystick(j) then
-- SDL-recognized pad: buttons + left stick, the gamepad surfaces
if j.isGamepadDown then
for button, btn in pairs(self.padBindings) do
local ok2, down = pcall(j.isGamepadDown, j, button)
if ok2 and down then press(self, btn, "pad:" .. button) end
end
end
if j.getGamepadAxis then
for _, axis in ipairs({ "leftx", "lefty" }) do
local ok2, v = pcall(j.getGamepadAxis, j, axis)
if ok2 and type(v) == "number" then self:gamepadaxis(j, axis, v) end
end
end
else
-- raw stick (#620/#632): the surfaces the joystick* events feed
if j.isDown then
for index, btn in pairs(self.joyBindings) do
local ok2, down = pcall(j.isDown, j, index)
if ok2 and down then press(self, btn, "joy:" .. index) end
end
end
if j.getAxis then
for _, axis in ipairs({ 1, 2 }) do
local ok2, v = pcall(j.getAxis, j, axis)
if ok2 and type(v) == "number" then self:joystickaxis(j, axis, v) end
end
end
if j.getHatCount and j.getHat then
local ok2, count = pcall(j.getHatCount, j)
for hat = 1, (ok2 and count) or 0 do
local ok3, dir = pcall(j.getHat, j, hat)
if ok3 and dir then self:joystickhat(j, hat, dir) end
end
end
end
end
end
function Input:isDown(btn)
return self.state[btn] or false
end
+16 -1
View File
@@ -82,6 +82,7 @@ state = {
fanfare = nil, -- fanfare SFX source; the song pauses while it plays
fanfareResume = false, -- start/resume state.source when the fanfare ends
fade = nil, -- active volume-ramp fade-out (see Music.fadeOut)
tempo = nil, -- alternate-tempo override in force for `current`
failed = {}, -- labels whose def could not be started; logged once
}
@@ -234,11 +235,23 @@ function Music.play(data, song, loop, ctx)
if not song then return end
if not love.audio then return end -- headless test stub
song = selectSong(song, ctx)
-- ctx.tempo is a Music_*AlternateTempo cue (audio/alternate_tempo.asm):
-- the same song restarted with channel 1 re-pointed at a stub whose only
-- difference is its `tempo`, so the same label at a different tempo is a
-- different cue and must not be deduped away (#847)
local tempo = ctx and ctx.tempo or nil
-- a hook may silence the cue outright, or swap in a label the dedupe
-- below has to compare against
if not song or song == state.current then return end
if not song or (song == state.current and tempo == state.tempo) then return end
local def = songDef(data, song)
if not def or state.failed[song] then return end
if tempo then
-- shallow copy: the registry def is shared, only this playback is slowed
local slowed = {}
for key, value in pairs(def) do slowed[key] = value end
slowed.tempo = tempo
def = slowed
end
local wantLoop = loop ~= false
local src, loopSrc, isChip, err = startSong(data, def, wantLoop)
if not src then
@@ -274,6 +287,7 @@ function Music.play(data, song, loop, ctx)
local previous = state.current
state.source, state.loopSource, state.chip = src, loopSrc, isChip
state.current = song
state.tempo = tempo
if Runtime.wants("music.started") then
Runtime.emit("music.started", {
song = song, previous = previous, chip = isChip,
@@ -288,6 +302,7 @@ function Music.stop()
stopSource(state.loopSource)
require("src.core.ChipAudio").stopMusic()
state.current, state.source, state.loopSource, state.fade = nil, nil, nil, nil
state.tempo = nil
state.chip = false
state.pendingRestore = nil
if previous and Runtime.wants("music.stopped") then
+18
View File
@@ -28,6 +28,24 @@ function SafeArea.rect()
return 0, 0, ww, wh
end
-- A safe rect that cannot fit the window's unit space is a backend
-- reporting framebuffer PIXELS -- the iOS build (LOVE 12 + SDL3) did this
-- in portrait on iOS 16, and clamping it as-is kept a DPI-inflated top
-- inset that pushed the whole launcher a band down the screen (#810).
-- Convert back to units with per-axis ratios; the axes can disagree on
-- forced-rotation devices (see displayMetrics in src/render/Renderer.lua,
-- #208).
if (w > ww + 0.5 or h > wh + 0.5)
and love.graphics.getPixelDimensions then
local pw, ph = love.graphics.getPixelDimensions()
local dx = (pw and pw > 0) and (pw / ww) or 1
local dy = (ph and ph > 0) and (ph / wh) or 1
if dx > 1.01 or dy > 1.01 then
x, w = x / dx, w / dx
y, h = y / dy, h / dy
end
end
-- Clamp to the drawable window so a bad / mid-rotation backend cannot
-- push layout outside the surface.
x = math.max(0, math.min(x, ww))
+81 -2
View File
@@ -30,6 +30,15 @@ local SaveData = {}
-- deliberately shared across versions (it holds global preferences and the
-- mod enable-state, not per-playthrough data).
local OPTIONS_FILENAME = "options.lua"
-- #828: options.lua is rewritten whole on every write (see saveOptions), and
-- unlike the progress files it had no staged copy, so a write interrupted
-- between the truncate and the flush -- the process replaced by
-- HostShell.restart on the way back to the launcher, an Android
-- external-storage volume that never flushed -- left a truncated or empty
-- file that loadOptions could only answer with defaults: every setting
-- "reset" at once. Same .bak/.tmp witness names the save files use.
local OPTIONS_BACKUP_FILENAME = OPTIONS_FILENAME .. ".bak"
local OPTIONS_TMP_FILENAME = OPTIONS_FILENAME .. ".tmp"
-- Main / backup / staged-witness names for a version (defaults to the active
-- one). The backup is a rolling copy and .tmp is the staged-write witness;
@@ -305,6 +314,13 @@ function SaveData.defaultOptions()
-- layout (#633). Pre-#633 files stored one top-level positions table;
-- TouchControls.normalizeConfig folds it into both orientations on load.
touchControls = { enabled = true },
-- Haptic feedback level for on-screen pad presses (#806):
-- off | light | medium | heavy, mapped to a love.system.vibrate
-- duration in src/core/TouchControls.lua. LIGHT by default, like the
-- overlay itself defaulting on, so an options.lua predating this key
-- gets the tick without going looking for the row. Inert wherever the
-- overlay never appears (desktop) or LOVE has no vibrator.
haptics = "light",
}
end
@@ -368,11 +384,54 @@ function SaveData.saveOptions(opts, fs)
end
opts.modOptions = merged
end
local ok, err = fs.write(OPTIONS_FILENAME, SaveSerializer.encode(opts))
local encoded = SaveSerializer.encode(opts)
-- Stage the new bytes and roll the last good file aside BEFORE the main
-- write truncates it, the same tmp/bak dance SaveData.save uses for
-- progress: whatever ends the process mid-write, one of the three copies
-- is complete and loadOptions promotes it instead of falling back to
-- defaults (#828).
local ok, err = fs.write(OPTIONS_TMP_FILENAME, encoded)
if not ok then
Logger.error("options save failed: %s", tostring(err))
return nil
end
return ok and opts or nil
local prev = fs.getInfo(OPTIONS_FILENAME) and fs.read(OPTIONS_FILENAME)
if type(prev) == "string" and prev ~= "" and prev ~= encoded then
fs.write(OPTIONS_BACKUP_FILENAME, prev)
end
ok, err = fs.write(OPTIONS_FILENAME, encoded)
if not ok then
Logger.error("options save failed: %s", tostring(err))
return nil
end
-- #828: settings "reset" on Android and Steam Deck with nothing in the log.
-- Every options write is a WHOLE-FILE rewrite, so a write that reports
-- success without the bytes landing (an external-storage volume that went
-- away mid-session, a read-only or full save dir) is indistinguishable from
-- "the launcher never saved". Read the file back and fail loudly instead:
-- callers already treat nil as a failed write, and the log line is what the
-- next report from those platforms needs to carry.
local wrote = fs.getInfo(OPTIONS_FILENAME) and fs.read(OPTIONS_FILENAME)
if wrote ~= encoded then
Logger.error("options save did not land (%d bytes written, %s on disk)",
#encoded, type(wrote) == "string" and tostring(#wrote) or "nothing")
return nil
end
-- #828: roll the backup FORWARD to the bytes just verified. The
-- pre-write roll above only preserves the previous file for a death
-- during this rewrite; at rest the backup must hold the newest verified
-- state, because the hard teardown out of a game session (HostShell's
-- restartApp kill on Android, execv on a SteamOS AppImage) can eat the
-- main file outright and loadOptions then promotes this copy. The
-- encoder is key-sorted, so the follow-up rewrites a play session makes
-- (play()'s lastVersion stamp, the in-game save flush) are byte-identical
-- and skip the conditional roll -- without this line the backup still
-- held the file from BEFORE the launcher's change, and recovery reverted
-- the just-changed setting (BATTLE LAYOUT back to OG).
fs.write(OPTIONS_BACKUP_FILENAME, encoded)
-- the staged witness has served its purpose; the main file is verified
remove(fs, OPTIONS_TMP_FILENAME)
return opts
end
function SaveData.loadOptions(fs)
@@ -382,6 +441,26 @@ function SaveData.loadOptions(fs)
if fs.getInfo(OPTIONS_FILENAME) then
Logger.error("options load failed: %s", tostring(err))
end
-- #828: answering defaults here is what "closing the game reset all my
-- settings" looked like -- one interrupted whole-file rewrite and every
-- preference, the mod enable-state and the slot registry were gone.
-- Promote the staged copy, then the rolled-aside backup, exactly as
-- SaveData.load does for progress, and heal the main file from whichever
-- one parsed.
local recovered = readTable(fs, OPTIONS_TMP_FILENAME)
local from = "tmp"
if not recovered then
recovered = readTable(fs, OPTIONS_BACKUP_FILENAME)
from = "bak"
end
if recovered then
Logger.warn("options.lua %s; recovered from %s copy",
fs.getInfo(OPTIONS_FILENAME) and "corrupt" or "missing", from)
if fs.write then
fs.write(OPTIONS_FILENAME, SaveSerializer.encode(recovered))
end
return SaveData.mergeOptions(recovered)
end
return SaveData.defaultOptions()
end
return SaveData.mergeOptions(data)
+84 -15
View File
@@ -208,29 +208,91 @@ end
-- sfx table; older audio.lua builds without the variants fall back to
-- the unmodified sound.
-- anim: a moves.lua anim table { sound, pitch, tempo }.
--
-- Whether a row sound is heard at all is Audio2_PlaySound's channel gate
-- (audio/engine_2.asm .playSfx/.sfxChannelLoop): for every channel the new
-- sfx wants, a channel still busy with a LOWER sound id aborts the whole
-- request (`cp [hl] / jr z,.playChannel / jr c,.playChannel / ret`), while
-- an equal or lower id takes those channels over. A sound id is
-- (header address - SFX_Headers_1) / 3 (constants/music_constants.asm
-- music_const), so a def's header address orders ids inside one engine
-- bank. Blizzard's animation is two rows, BLIZZARD then HYDRO_PUMP
-- (data/moves/animations.asm BlizzardAnim), and SFX_BATTLE_29 (CHAN5+8) is
-- still sounding when the second row starts, so the original never plays
-- SFX_BATTLE_2A (CHAN5+6+8) at all -- unguarded, its tail is heard running
-- past the end of the animation (#844).
local lastMoveSfx -- { src, rank, engine, channels } of the last row sound
local function channelsOverlap(a, b)
if not (a and b) then return false end
for _, x in ipairs(a) do
for _, y in ipairs(b) do
if x == y then return true end
end
end
return false
end
-- would PlaySound start this def now? Taking a channel over also stops the
-- sound that held it, the way .playChannel resets the channel.
local function sfxChannelGate(data, def)
local cur = lastMoveSfx
if not cur then return true end
local ok, playing = pcall(cur.src.isPlaying, cur.src)
if not (ok and playing) then
lastMoveSfx = nil
return true
end
-- an unrankable def (file asset, or another engine's bank) has no
-- comparable sound id: leave it to the mixer, as before
if type(def) ~= "table" or not def.address or def.engine ~= cur.engine then
return true
end
local channels = require("src.core.ChipSynth").effectChannels(data, def)
if not channelsOverlap(channels, cur.channels) then return true end
if def.address > cur.rank then return false end
pcall(cur.src.stop, cur.src)
lastMoveSfx = nil
return true
end
local function noteMoveSfx(data, def, src)
if not src or type(def) ~= "table" or not def.address then
lastMoveSfx = nil
return
end
lastMoveSfx = {
src = src, rank = def.address, engine = def.engine,
channels = require("src.core.ChipSynth").effectChannels(data, def),
}
end
function Sound.playMove(data, anim)
if not anim or not anim.sound then return end
local sfx = data.audio and data.audio.sfx
if not sfx then return end
local name = anim.sound
local pitch, tempo = anim.pitch or 0, anim.tempo or 0x80
local def = sfx[name]
if not sfxChannelGate(data, def) then return end
local src
-- a chip program synthesizes the modified variant on demand; a file def
-- can only reach for a pre-rendered one
if isChipDef(sfx[name]) then
if playPath(data, ("%s@%02x%02x"):format(name, pitch, tempo),
sfx[name], pitch, tempo) then
played("move", name)
end
return
end
if pitch ~= 0 or tempo ~= 0x80 then
if isChipDef(def) then
src = playPath(data, ("%s@%02x%02x"):format(name, pitch, tempo),
def, pitch, tempo)
else
local key = ("%s@%02x%02x"):format(name, pitch, tempo)
if sfx[key] then
if playPath(data, key, sfx[key]) then played("move", name) end
return
if (pitch ~= 0 or tempo ~= 0x80) and sfx[key] then
src = playPath(data, key, sfx[key])
else
src = playPath(data, name, def)
end
end
if playPath(data, name, sfx[name]) then played("move", name) end
if src then
played("move", name)
noteMoveSfx(data, def, src)
end
end
-- A derived cry ({ base = "RHYDON", pitch, length }) borrows another
@@ -304,12 +366,18 @@ end
-- returns the source (nil headless) so callers that block on the cry
-- like the original's PlayCry -> WaitForSoundToFinish can poll it
function Sound.playCry(data, species)
function Sound.playCry(data, species, pikaClip)
if not love.audio then return nil end
-- Yellow voices every Pikachu cry with the PCM clips (the chip cry is
-- never used for the species there); clip 1 is the everyday "Pika!"
-- never used for the species there). Which clip is a property of the
-- call site in the original -- every caller of PlayPikachuSoundClip sets
-- its own `ldpikacry e, PikachuCryN` -- so pikaClip carries that choice
-- in; it is ignored for every other species. Clip 1 is the LONG
-- title-screen "Pikachuuu" (engine/movie/title.asm:146), kept as the
-- default only for the sites that have not been given their own clip
-- yet; battle entrances pass 11/37 (#837).
if species == "PIKACHU" then
local src = Sound.playPikaCry(data, 1)
local src = Sound.playPikaCry(data, pikaClip or 1)
if src then return src end
end
local cries = data.audio and data.audio.cries
@@ -451,6 +519,7 @@ end
-- hot reload / jukebox A-B: drop one key's sources (its pitch-tempo
-- variants included) or all of them, so the next play re-resolves the def
function Sound.invalidate(name)
lastMoveSfx = nil -- its source is about to be dropped or stopped
local function evict(store, key)
local src = store[key]
if src then pcall(src.stop, src) end
+14 -2
View File
@@ -39,17 +39,29 @@ function StateStack:update(dt)
if top and top.update then top:update(dt) end
end
local function visibleByDefault() return true end
-- A mod may mirror a state elsewhere and hide only its main-screen render.
-- The state stays on the stack, so update and input ownership do not move.
function StateStack:renderVisible(state)
if not state then return false end
if not Runtime.wantsHook("screen.render_visible") then return true end
return Runtime.call("screen.render_visible", visibleByDefault, state) ~= false
end
-- index of the lowest state drawn this frame (highest opaque, else 1)
function StateStack:visibleBase()
for i = #self.states, 1, -1 do
if self.states[i].isOpaque then return i end
local state = self.states[i]
if self:renderVisible(state) and state.isOpaque then return i end
end
return 1
end
function StateStack:draw()
for i = self:visibleBase(), #self.states do
if self.states[i].draw then self.states[i]:draw() end
local state = self.states[i]
if self:renderVisible(state) and state.draw then state:draw() end
end
end
+64 -1
View File
@@ -85,6 +85,55 @@ local function clampScale(v)
return v
end
-- Haptic feedback (#806): a short vibration the instant a control takes a GB
-- button, the way every mobile emulator front-end does it -- the pad has no
-- edges under a thumb, so the buzz is the only confirmation a press landed.
-- Persisted as options.haptics (src/core/SaveData.lua defaultOptions), NOT
-- under options.touchControls: TouchControls:config() is the launcher
-- editor's save snapshot and only emits enabled + layouts, so a nested key
-- would be dropped on every editor save.
-- love.system.vibrate takes a duration and nothing else, so "intensity" is a
-- duration preset: Android runs the platform vibrator for exactly that long,
-- while iOS ignores the duration and fires the fixed system vibration, so
-- there the three levels all read as simply on.
TouchControls.HAPTICS = { "off", "light", "medium", "heavy" }
TouchControls.HAPTIC_DEFAULT = "light"
local HAPTIC_SECONDS = { off = 0, light = 0.012, medium = 0.025, heavy = 0.045 }
local HAPTIC_LABELS = {
off = "OFF", light = "LIGHT", medium = "MEDIUM", heavy = "HEAVY",
}
function TouchControls.normalizeHaptics(level)
if HAPTIC_SECONDS[level] then return level end
return TouchControls.HAPTIC_DEFAULT
end
function TouchControls.hapticLabel(level)
return HAPTIC_LABELS[TouchControls.normalizeHaptics(level)]
end
function TouchControls.cycleHaptics(level, dir)
local cur, idx = TouchControls.normalizeHaptics(level), 1
for i, m in ipairs(TouchControls.HAPTICS) do
if m == cur then idx = i break end
end
local n = #TouchControls.HAPTICS
return TouchControls.HAPTICS[(idx - 1 + (dir or 1)) % n + 1]
end
-- One pulse at the given level. Feature-guarded rather than platform-gated:
-- love.system.vibrate is a no-op on desktop and absent from the headless love
-- stubs, so the press path below stays identical everywhere and the tests
-- never reach a vibrator.
function TouchControls.buzz(level)
local secs = HAPTIC_SECONDS[TouchControls.normalizeHaptics(level)]
if not secs or secs <= 0 then return false end
if not (love and love.system and love.system.vibrate) then return false end
pcall(love.system.vibrate, secs)
return true
end
-- Copy a persisted positions table, dropping unknown / non-numeric entries.
-- Always a fresh table: two orientations seeded from the same pre-#633
-- layout must not alias, or dragging one would still move the other.
@@ -174,6 +223,10 @@ end
function TouchControls:init()
self.active = wantsOverlay()
self.enabled = true
-- vibration level for presses (#806); applyOptions overwrites it from
-- options.haptics, this is the value a harness that never applies options
-- runs with
self.haptics = TouchControls.HAPTIC_DEFAULT
-- per-orientation buckets (#633); self.positions / self.scale mirror the
-- one currently on screen so layout(), the editor and the tests keep a
-- single lookup
@@ -210,6 +263,9 @@ end
function TouchControls:applyOptions(opts)
local cfg = TouchControls.normalizeConfig(opts and opts.touchControls)
self.enabled = cfg.enabled
-- haptics is a plain top-level option, not part of the layout config the
-- launcher editor round-trips through config() (#806)
self.haptics = TouchControls.normalizeHaptics(opts and opts.haptics)
self.layouts = cfg.layouts
self.layoutW, self.layoutH = nil, nil
self.layoutOx, self.layoutOy = nil, nil
@@ -401,7 +457,14 @@ end
local function pressBtn(self, btn)
local n = (self.held[btn] or 0) + 1
self.held[btn] = n
if n == 1 then Input:overlayPressed(btn) end
-- Buzz only on the 0 -> 1 edge, the same edge that presses the GB button:
-- a second finger landing on a button that is already held, and a d-pad
-- finger resting inside one direction, must not retrigger it. Sliding the
-- d-pad to a new direction does, which is the point (#806).
if n == 1 then
Input:overlayPressed(btn)
TouchControls.buzz(self.haptics)
end
end
local function releaseBtn(self, btn)
+3
View File
@@ -294,6 +294,9 @@ function CacheFs.read(rel)
f:close()
return data
end
-- headless (plain luajit, e.g. the modkit validate/pack driver): there is
-- no save directory to read from, so a cache miss is nil, not a crash
if not (love and love.filesystem) then return nil end
return love.filesystem.read(rel)
end
+12
View File
@@ -242,6 +242,18 @@ local function coreRows(opts)
opts.touchControls = tc
return true
end)
-- VIBRATION sits with it (#806): same gate, same subsystem. Stepping
-- the row buzzes once at the level being selected.
local okTC, TC = pcall(require, "src.core.TouchControls")
if okTC then
add(Strings("VIBRATION"),
function() return Strings(TC.hapticLabel(opts.haptics)) end,
function(dir)
opts.haptics = TC.cycleHaptics(opts.haptics, dir)
TC.buzz(opts.haptics)
return true
end)
end
end
end
+49 -3
View File
@@ -311,8 +311,20 @@ local function setPage(imp, key, v)
imp._pages[key] = v
end
-- A hand-drawn X, for the same reason drawCheck exists below: the UI font has
-- no guaranteed glyph, and the launcher ships no icon asset for it.
local function drawCross(x, y, size, color)
love.graphics.push("all")
love.graphics.setColor(color)
love.graphics.setLineWidth(math.max(2, size * 0.16))
love.graphics.setLineJoin("bevel")
love.graphics.line(x, y, x + size, y + size)
love.graphics.line(x + size, y, x, y + size)
love.graphics.pop()
end
-- ------------------------------------------------------------- header
-- Rail, logo row (settings on the right), tab bar.
-- Rail, logo row (settings and quit on the right), tab bar.
-- Returns the y at which content may start. Its vertical arithmetic is
-- mirrored by headerHeight() at the bottom of this file (the short-window
-- scroll decision needs the height before anything draws) -- keep in sync.
@@ -340,7 +352,14 @@ local function buildHeader(imp, m)
local rx = m.x + m.w - m.pad
local by = y + (rowH - gear) / 2
-- Settings gear, top-right corner.
-- The right cluster is laid out right to left -- Quit outermost, the gear
-- inboard of it -- but the two are REGISTERED gear first, because the first
-- focusable of the first frame adopts the keyboard ring and that must not be
-- the button that exits the app.
local quitX = rx - gear
rx = quitX - math.floor(6 * m.s)
-- Settings gear.
imp._gearIcon = imp._gearIcon
or love.graphics.newImage("assets/launcher/gear.png")
rx = rx - gear
@@ -365,6 +384,23 @@ local function buildHeader(imp, m)
end
end
-- Quit, top-right corner.
do
local x = quitX
Kit._audit("control", x, by, gear, gear, "quit")
local focused = Kit.focusable("quit", x, by, gear, gear)
local hot = focused or Kit.hover(x, by, gear, gear)
Theme.fill(x, by, gear, gear, hot and PAL.ink or PAL.bg, 1)
Theme.stroke(x, by, gear, gear, PAL.line,
hot and Theme.A.focus or Theme.A.hairline, 1)
local pad = math.floor(gear * 0.32)
drawCross(x + pad, by + pad, gear - 2 * pad,
hot and { 0, 0, 0, 1 } or { 1, 1, 1, 0.85 })
if Kit.press(x, by, gear, gear) or Kit._activateId == "quit" then
queueAction(imp, "quit", function() imp:_quitApp() end)
end
end
-- The self-update control lives in the FOOTER next to the BCG mark (small,
-- out of the wordmark's way -- it used to overlap the logo on a phone). It
-- still GLOWS through Kit.button when there is something to act on.
@@ -1505,6 +1541,8 @@ local function buildConfirmModal(imp, m)
imp:_confirmModUpdate(c.id, c.release)
elseif c.kind == "enableAll" then
imp:_setAllMods(true, true)
elseif c.kind == "importOversize" then
imp:_importSave(c.version, c.source, true)
else
imp:_toggleMod(c.id, true)
end
@@ -2162,7 +2200,15 @@ end
-- pinned Play block used to walk up over the cards on a short window, which
-- is unusable, and the footer simply lives below the fold until scrolled to.
local function minPanelHeight(m)
return math.floor(460 * m.s)
-- One column stacks the actions card, the slot card and the pinned Play
-- block in a single pile, so it needs more room than the side-by-side
-- layout: 460 was tuned for two columns, and on a squat one-column window
-- (a 4:3 device, a phone held upright) it left the slot card clipped
-- inert against the pinned buttons -- Kit's clip bounds hit-testing, so
-- no slot could be picked at all (#852). 660 fits the actions card, one
-- slot row with its pager and New button, and the pinned block; whatever
-- the window cannot show, the page scroll above reaches.
return math.floor((m.twoCol and 460 or 660) * m.s)
end
function LauncherView.draw(imp)
+73 -7
View File
@@ -997,6 +997,25 @@ local function updaterAllowed()
return true
end
-- #835: which column the launcher opens on. `tab` starts at the --game
-- shortcut's version (LaunchOptions.pendingTab) or Red; this then prefers the
-- game play() last handed off, so relaunching lands on the game that was last
-- played instead of always Red. An explicit --game still wins, and a
-- remembered version whose cache is gone or stale is ignored, since opening a
-- column with no Play button would read as the launcher losing the import.
-- Called from new() once self.ready is filled, which is what that check needs.
function RomImporter:_applyLastVersionTab()
local okLO, LO = pcall(require, "src.core.LaunchOptions")
if okLO and LO.pendingTab then return end
local okOpt, opts = pcall(function()
return require("src.core.SaveData").loadOptions()
end)
local last = okOpt and opts and opts.lastVersion
if last and GameVersion.VERSIONS[last] and self.ready[last] then
self.tab = last
end
end
-- The launcher runs each GameVersion as an independent tab. Each dropped or
-- chosen ROM is routed to its version by SHA-1, extracted into that version's
-- own cache (Red at the root, Blue under blue/, Yellow under yellow/), so all
@@ -1128,6 +1147,7 @@ function RomImporter.new(onComplete, opts)
self.romName[version] = "pokemon_" .. info.id
.. (info.id == "yellow" and ".gbc" or ".gb")
end
self:_applyLastVersionTab()
-- Android: import a save-dir .gb/.gbc that is not yet ready (USB drop or a
-- leftover SAF pick), routed by SHA-1. Already-imported carts are skipped
@@ -1564,7 +1584,7 @@ end
-- the target tab forward so the notice (and, on success, the new active slot)
-- is visible. Requires the ROM to be imported first, since a save is only
-- playable with its game's data present.
function RomImporter:_importSave(version, source)
function RomImporter:_importSave(version, source, force)
if self.workState == "working" then return end
if GameVersion.VERSIONS[self.tab] or self.tab == "mods" then
self.tab = version
@@ -1574,15 +1594,35 @@ function RomImporter:_importSave(version, source)
.. GameVersion.info(version).displayName .. " ROM before importing a save." }
return
end
local ok, res = require("src.import.SaveFileIO").importToSlot(source, version)
local ok, res, info = require("src.import.SaveFileIO").importToSlot(source, version, force)
if ok then
self:_refreshSlots(version)
self.activeSlot[version] = res
self.slotScroll[version] = math.huge -- pin the new row on screen (clamped in draw)
self.saveNotice[version] = { ok = true, text = "Imported save into " .. tostring(res) .. "." }
else
self.saveNotice[version] = { ok = false, text = tostring(res) }
return
end
if res == nil and info and info.needsConfirm then
-- A .sav larger than 32 KB whose first 32768 bytes checksum: the surplus
-- is almost certainly an emulator RTC footer, so ask before truncating.
-- The yes arm re-enters with force=true; cancel leaves the file untouched.
self._modConfirm = {
kind = "importOversize",
version = version,
source = source,
title = "Oversized save file",
lines = {
("This save is %d bytes; a cartridge save is exactly %d bytes (32 KB).")
:format(info.size, 32768),
"It may come from a ROM that saved the battery image with an emulator.",
"The extra bytes would be discarded.",
"Import it anyway?",
},
yesLabel = "Import anyway",
}
return
end
self.saveNotice[version] = { ok = false, text = tostring(res) }
end
-- "Import save" button: open a native .sav picker and import the pick.
@@ -2220,6 +2260,17 @@ function RomImporter:play(version)
if self.workState == "working" then return end
if not self.ready[version] then return end
self._handedOff = true
-- #835: remember the game being launched so the next launcher start opens on
-- its column (_applyLastVersionTab). It rides options.lua rather than a file
-- of its own, so portable installs and POKEPORT_IDENTITY sandboxes keep it
-- with the rest of the launcher's persisted state. A failed write only
-- costs the memory of the choice, so it must never block the boot.
pcall(function()
local SaveData = require("src.core.SaveData")
local opts = SaveData.loadOptions()
opts.lastVersion = version
SaveData.saveOptions(opts)
end)
resetPointerCursor(self)
-- The game draws with raw love.graphics from here on; drop the view's
-- element tree and canvases before the handoff.
@@ -2358,10 +2409,18 @@ function RomImporter:runActions(queue)
end
-- Clicks are polled inside FlexLove (mouse + love.touch); host-forwarded
-- mousepressed stays inert so Android's synthesized mouse path cannot
-- double-fire a tap (#553). Touch move/press/release must still reach
-- mousepressed mints no click, so Android's synthesized mouse path cannot
-- double-fire a tap (#553). It DOES hand the pointer back from the pad
-- cursor (#781): a Linux boot with a joystick present arms it (see the
-- getJoystickCount block in new()), and while it is active
-- LauncherView.update refuses to mint mouse clicks, so a real press must
-- win the pointer back even when the polled motion yield misses (X11
-- multi-monitor coords). Same contract as PadCursor.yieldToPointer for
-- the overlay hosts. Touch move/press/release must still reach
-- FlexLove.touch* or scroll containers never drag on phones.
function RomImporter:mousepressed() end
function RomImporter:mousepressed()
self._padCursorActive = false
end
function RomImporter:touchpressed(id, x, y, dx, dy, pressure)
if not self._flex then return end
@@ -2408,6 +2467,13 @@ function RomImporter:_openSettings()
if ok and model then self._settings = model end
end
-- Quit from the launcher's own X. It goes through love.event.quit so main.lua's
-- love.quit hook still runs: that is where the worker threads are shut down
-- (#339) and where a launcher close is told apart from a running game's (#785).
function RomImporter:_quitApp()
if love.event and love.event.quit then love.event.quit() end
end
function RomImporter:_closeSettings()
if self._settings then self._settings.save() end
self._settings = nil
+22 -6
View File
@@ -64,18 +64,34 @@ local function readSource(source)
return nil, "could not read the save file: " .. tostring(openErr)
end
-- importToSlot(source, version) -> ok, slotIdOrErr
-- source: an absolute path, a LOVE DroppedFile, or raw 32768 bytes. On success
-- importToSlot(source, version, force) -> ok, slotIdOrErr | (false, nil, info)
-- source: an absolute path, a LOVE DroppedFile, or raw bytes. On success
-- registers a new slot for the version, writes the imported save into it, makes
-- it the active slot, and returns true + the new slot id. On any failure
-- returns false + a friendly message.
function SaveFileIO.importToSlot(source, version)
-- returns false + a friendly message. force only matters for a file LARGER
-- than 32768 bytes whose first 32768 bytes carry a valid main-data checksum
-- (i.e. a cartridge save padded with an emulator RTC footer): without force
-- this returns false, nil, { needsConfirm = true, size = #bytes } so the
-- launcher can ask the player before truncating; with force the extra bytes
-- are dropped and the 32768-byte save imports.
function SaveFileIO.importToSlot(source, version, force)
version = version or GameVersion.get()
local bytes, readErr = readSource(source)
if not bytes then return false, readErr end
if #bytes ~= SAVE_SIZE then
return false, ("A save file must be %d bytes (32 KB); this one is %d.")
:format(SAVE_SIZE, #bytes)
local check = SaveConvert.mainChecksumValid(bytes)
if check == nil then
return false, ("A save file must be %d bytes (32 KB); this one is %d.")
:format(SAVE_SIZE, #bytes)
end
if check == false then
return false, "save data checksum invalid (main data checksum mismatch)"
end
if #bytes > SAVE_SIZE and not force then
return false, nil, { needsConfirm = true, size = #bytes }
end
bytes = #bytes > SAVE_SIZE and bytes:sub(1, SAVE_SIZE)
or (bytes .. string.rep("\0", SAVE_SIZE - #bytes))
end
-- 3rd arg: the crosswalk has to come from THIS game's ROM cache. The
-- launcher imports before the cache is mounted on the un-prefixed paths, so
+7
View File
@@ -489,6 +489,13 @@ function ItemEffects.use(data, save, itemId, target, battle, moveIndex, ow)
if battle then
return "failed", { notTime(data, save) }
end
-- ItemUseBicycle (engine/items/item_effects.asm) opens with
-- `cp 2 ; is the player surfing?` -> jp z, ItemUseNotTime, so the
-- BICYCLE refuses on the water with the same OAK text as the rods
-- above (#846)
if ow and ow.player and ow.player.surfing then
return "failed", { notTime(data, save) }
end
return "bicycle"
end
+47 -12
View File
@@ -474,6 +474,33 @@ local function removeTree(path)
fs.remove(path)
end
-- Every mods/ folder currently holding this id, plus the bare mods/<id> tree
-- even when its manifest is missing or unreadable. Second return: whether any
-- of them carries a manifest the panel can actually list. An install names
-- its dest after the manifest id, but a hand-unzipped copy keeps whatever
-- folder name the archive carried, and discover()'s first-id-wins rule means
-- whichever folder physfs happens to enumerate first is the one the panel and
-- the loader really use. Replacing only mods/<id> let an update report
-- success while the old copy kept winning that race (#801); and a
-- manifest-less mods/<id> left by an interrupted copy blocked every re-import
-- as "already installed" while showing nowhere the player could see (#834).
local function sameIdTrees(fs, id)
local out, installed = {}, false
if not fs.getInfo("mods") then return out, installed end
for _, name in ipairs(fs.getDirectoryItems("mods")) do
local path = "mods/" .. name
local raw = fs.read(path .. "/manifest.json")
local manifest = raw and decodeManifest(raw, path)
if manifest and manifest.id == id then
out[#out + 1] = path
installed = true
elseif name == id and fs.getInfo(path) then
out[#out + 1] = path
end
end
return out, installed
end
-- ------- strays: mods dropped beside the game that it cannot see
-- love.filesystem looks in two places for "mods/": the save directory, and --
@@ -666,16 +693,21 @@ function LauncherMods._installZipInner(source, opts)
end
local dest = "mods/" .. manifest.id
if fs.getInfo(dest) then
if not opts.replace then
cleanup()
return nil, "a mod named '" .. manifest.id .. "' is already installed"
end
-- drop the old tree before copy; enable-flag is preserved (uninstall
-- would clear it, which would surprise an update)
local existing, installedSomewhere = sameIdTrees(fs, manifest.id)
if installedSomewhere and not opts.replace then
cleanup()
return nil, "a mod named '" .. manifest.id .. "' is already installed"
end
if #existing > 0 then
-- drop every old tree before copy -- mods/<id> and any same-id folder
-- under another name, or the survivor keeps winning discover()'s
-- first-id-wins race after the "successful" update (#801). A tree with
-- no readable manifest is debris from an interrupted copy: it never
-- refuses the install, it only gets cleared (#834). Enable-flag is
-- preserved (uninstall would clear it, which would surprise an update).
local savedPrefix = CacheFs.prefix
CacheFs.prefix = ""
removeTree(dest)
for _, path in ipairs(existing) do removeTree(path) end
CacheFs.prefix = savedPrefix
end
@@ -789,14 +821,17 @@ function LauncherMods.uninstall(id)
return nil, "mod uninstall needs LOVE"
end
local fs = love.filesystem
local dest = "mods/" .. id
if not fs.getInfo(dest) then
local trees = sameIdTrees(fs, id)
if #trees == 0 then
return nil, "mod '" .. id .. "' is not installed"
end
-- same root pin as installZip: the mods tree is not version-prefixed (#330)
-- same root pin as installZip: the mods tree is not version-prefixed (#330).
-- Every same-id tree goes, folder name notwithstanding, so Delete works on a
-- hand-unzipped copy too and cannot leave a shadow copy for discover()'s
-- first-id-wins rule to resurrect on the next boot (#801)
local savedPrefix = CacheFs.prefix
CacheFs.prefix = ""
removeTree(dest)
for _, path in ipairs(trees) do removeTree(path) end
CacheFs.prefix = savedPrefix
-- Drop the enable flag so a reinstall of the same id starts from the
-- loader's default (enabled) rather than a stale false.
+16
View File
@@ -868,4 +868,20 @@ function PaletteFX.sendColors(shader, c)
shader:send("c3", { c[4][1] / 255, c[4][2] / 255, c[4][3] / 255 })
end
-- The same send with NO display-mode substitution and no shade map: the four
-- colors reach the shader exactly as given. Only for an INTERMEDIATE pass
-- whose output is re-thresholded downstream -- the classic battle's zone pass
-- under a forced-mono mode, where ensureZones' whole-screen zone already
-- substitutes once at blit time and doing it again here applies the mode
-- twice (#822). Everything that draws a final pixel wants sendColors.
function PaletteFX.sendShades(shader, c)
-- headless (no love.graphics) leaves shader() nil; sendColors reaches the
-- same no-op through effectiveColors returning nil for an absent palette
if not shader or not c then return end
shader:send("c0", { c[1][1] / 255, c[1][2] / 255, c[1][3] / 255 })
shader:send("c1", { c[2][1] / 255, c[2][2] / 255, c[2][3] / 255 })
shader:send("c2", { c[3][1] / 255, c[3][2] / 255, c[3][3] / 255 })
shader:send("c3", { c[4][1] / 255, c[4][2] / 255, c[4][3] / 255 })
end
return PaletteFX
+17 -2
View File
@@ -820,8 +820,13 @@ function Renderer:endFrame(zones, worldZones)
-- non-battle state that opts in) uses the paper shade. "world" never
-- reaches here -- it makes the battle non-opaque, so the world pass is
-- active and this whole branch is skipped.
-- FAITHFUL RATIO's mobile lock promises the display outside the GB
-- screen stays black (src/core/FaithfulRes.lua); the paper surround
-- painted the whole phone white on New Game and in battle (#864), so
-- the lock keeps the default black bars.
if state and state.letterboxWhite
and not (state.bgMode and state:bgMode() == "black") then
and not (state.bgMode and state:bgMode() == "black")
and not FaithfulRes.scaleCap() then
clearR, clearG, clearB = PaletteFX.paperShade(Game and Game.data)
end
end
@@ -1029,7 +1034,17 @@ function Renderer:endFrame(zones, worldZones)
local veil = self.screenVeil
if veil and veil[2] > 0 then
love.graphics.setColor(veil[1], veil[1], veil[1], veil[2])
love.graphics.rectangle("fill", 0, 0, ww, wh)
-- FAITHFUL RATIO's mobile lock: the surface the player sees is the
-- locked viewport and the bars around it are dead display, not screen
-- (src/core/FaithfulRes.lua). A whole-window veil lit the entire phone
-- for the battle flash and the post-battle fade (#864), so under the
-- lock the veil stops at the letterbox. The desktop lock is unaffected:
-- there the window IS the viewport.
if FaithfulRes.scaleCap() then
love.graphics.rectangle("fill", ox, oy, vpw, vph)
else
love.graphics.rectangle("fill", 0, 0, ww, wh)
end
love.graphics.setColor(1, 1, 1, 1)
end
+100
View File
@@ -93,6 +93,12 @@ O.statusFlags1 = O.townVisited + 29 -- 1B
O.statusFlags4 = O.townVisited + 35 -- 1B
O.elite4Flags = O.townVisited + 41 -- 1B
O.tradeFlags = O.townVisited + 44 -- 2B (flag_array NUM_NPC_TRADES)
-- wToggleableObjectFlags (ram/wram.asm, flag_array $100): the ShowObject/
-- HideObject persistence, one bit per data/maps/toggleable_objects.asm entry,
-- set = hidden (engine/overworld/toggleable_objects.asm IsObjectHidden).
-- Sits 2 bytes (wPlayerCoins) past O.coins per the walk above; absolute
-- 0x2852 (#763, #857).
O.toggleObjectFlags = O.coins + 2 -- 32B
-- Play time (wPlayTimeHours/Maxed/Minutes/Seconds/Frames) lives INSIDE the
-- sMainData window (wMainDataStart..wMainDataEnd is copied verbatim into
-- SRAM), 1866 bytes past wMainDataStart -- reached from the checksum-verified
@@ -107,6 +113,15 @@ O.playTimeMaxed = O.mainData + 1867 -- 1B (set once past 2
O.playTimeMinutes = O.mainData + 1868 -- 1B (0-59)
O.playTimeSeconds = O.mainData + 1869 -- 1B (0-59)
O.playTimeFrames = O.mainData + 1870 -- 1B (0-59, 1/60s ticks)
-- wPikachuHappiness, Yellow only (pret/pokeyellow ram/wram.asm; no local
-- pokeyellow checkout, so verified against the pokeyellow symbol file
-- instead: d46f - wMainDataStart d2f6 = 377, the well-known absolute
-- 0x271C). In Red/Blue this byte is current-map scratch the game
-- regenerates on load, so the codec touches it only when the crosswalk
-- data set names the game "yellow" (#763, #838). Every other modeled
-- offset is identical between pokered and pokeyellow (same sram.asm, same
-- wMainData field spacing per both symbol files).
O.pikachuHappiness = O.mainData + 377
O.mainDataSize = 1929 -- wMainDataEnd - wMainDataStart
O.spriteData = O.mainData + O.mainDataSize
@@ -190,6 +205,18 @@ local function checksum(bytes, from, to)
return bit.band(bit.bnot(sum), 0xFF)
end
-- Main-data checksum gate used before an import policy is decided. Returns
-- nil when the buffer is too short to even carry the stored checksum byte
-- (offset O.mainChecksum, the last byte of wMainData), false on a mismatch,
-- true when it matches. Works on any length >= O.mainChecksum + 1, so a
-- caller can classify a truncated or footer-padded file without a full
-- decode -- the checksummed region (0x2598..0x3522) always sits entirely
-- inside the first 0x3524 bytes of a save.
function GenSave.mainChecksumValid(bytes)
if #bytes < O.mainChecksum + 1 then return nil end
return checksum(bytes, O.checksumStart, O.checksumEnd) == u8(bytes, O.mainChecksum)
end
-- flag_array packs LSB-first within each byte (bit 0 of byte 0 = index 0).
-- This is pokered's runtime FlagAction convention (home/predef macros): it
-- takes flag number N, addresses byte N/8, and builds the mask by rotating
@@ -717,6 +744,25 @@ function GenSave.decode(bytes, data, opts)
if save.flags[vanillaName] then save.flags[portName] = true end
end
-- wToggleableObjectFlags -> save.objectToggles (bit set = hidden). A few
-- of these are re-derived from flags on map entry (#106/#234 onEnter
-- re-applies), but most ShowObject/HideObject state -- the Mt Moon
-- fossils, the Cerulean guard swap -- has no flag to re-derive from, so
-- an import that drops the array resurrects taken fossils and blocking
-- guards (#763, #857).
local toggles = data.toggleObjects
if toggles then
save.objectToggles = {}
for bitIdx, e in pairs(toggles.byBit) do
local mapToggles = save.objectToggles[e[1]]
if not mapToggles then
mapToggles = {}
save.objectToggles[e[1]] = mapToggles
end
mapToggles[e[2]] = not bitGet(bytes, O.toggleObjectFlags, bitIdx)
end
end
-- FLY destinations. wTownVisitedFlag's bit index IS the town's map index:
-- engine/items/town_map.asm BuildFlyLocationsList loads the 16-bit value
-- into de and rotates it right one bit per iteration with b counting up
@@ -762,6 +808,15 @@ function GenSave.decode(bytes, data, opts)
+ u8(bytes, O.playTimeSeconds)
+ u8(bytes, O.playTimeFrames) / 60
-- Yellow starter friendship (save.pikachuHappiness,
-- src/world/PikachuFollower.lua reads it; pokeyellow's
-- init_player_data.asm seeds 90 on a new game), gated on the data set's
-- game because the byte is map scratch in Red/Blue (see
-- O.pikachuHappiness) (#763, #838).
if data.gameVersion == "yellow" then
save.pikachuHappiness = u8(bytes, O.pikachuHappiness)
end
save.warnings = warnings
save.rawImport = bytes -- template for a later encode(); see file header
return save
@@ -856,6 +911,41 @@ function GenSave.encode(save, data, template)
end
end
-- wToggleableObjectFlags, written both ways like the #396 extras: this
-- port's save is the authority, and vanilla folds three stores this port
-- keeps separate into these same bits -- script ShowObject/HideObject
-- (save.objectToggles), taken overworld items (engine/events/
-- pick_up_item.asm -> save.itemsTaken) and beaten static encounters
-- (home/trainers.asm HideObject after battle -> save.defeatedTrainers) --
-- so all three fold back in here or an exported save resurrects them
-- (#763, #857).
local toggleData = data.toggleObjects
if toggleData then
local objectToggles = save.objectToggles or {}
local itemsTaken = save.itemsTaken or {}
local beaten = save.defeatedTrainers or {}
for bitIdx, e in pairs(toggleData.byBit) do
local mapId, objName, visible = e[1], e[2], e[3]
local mapToggles = objectToggles[mapId]
if mapToggles and mapToggles[objName] ~= nil then
visible = mapToggles[objName]
end
if visible and data.maps and data.maps[mapId] then
for _, obj in ipairs(data.maps[mapId].objects or {}) do
if obj.name == objName then
local key = mapId .. "_obj_" .. obj.index
if (obj.item and itemsTaken[key])
or (obj.pokemon and beaten[key]) then
visible = false
end
break
end
end
end
bitSet(buf, O.toggleObjectFlags, bitIdx, not visible)
end
end
-- FLY destinations back into wTownVisitedFlag (see the decode note), so a
-- save exported from this port is flyable on hardware (#263). A save
-- table with no `visited` key at all says nothing about the set, so leave
@@ -955,6 +1045,16 @@ function GenSave.encode(save, data, template)
setByte(buf, O.playTimeFrames, rem - secs * 60)
end
-- Yellow starter friendship back out (see O.pikachuHappiness); Red/Blue
-- data sets never reach this write. 90 is the fresh-game seed the
-- follower system itself uses when the save has never tracked it.
-- Placed before the checksum pass so the byte is covered by the
-- main-data checksum automatically (#763, #838).
if data.gameVersion == "yellow" then
local h = tonumber(save.pikachuHappiness) or 90
setByte(buf, O.pikachuHappiness, math.max(0, math.min(255, math.floor(h))))
end
local out = table.concat(buf)
-- checksums, computed last over the now-final bytes
local outBuf = {}
+21
View File
@@ -25,6 +25,7 @@ local GenSave = require("src.save_convert.GenSave")
local SaveConvert = {}
SaveConvert.SAVE_SIZE = GenSave.SAVE_SIZE
SaveConvert.mainChecksumValid = GenSave.mainChecksumValid
-- ------------------------------------------------------------------
-- Crosswalk data loading (cached). Mirrors src/core/Data.lua: prefer
@@ -43,6 +44,19 @@ local DATA_MODULES = {
maps = { "data.generated.maps", "data/generated/maps.lua" },
charmap = { "src.save_convert.data.charmap", "src/save_convert/data/charmap.lua" },
eventFlags = { "src.save_convert.data.event_flags", "src/save_convert/data/event_flags.lua" },
toggleObjects = { "src.save_convert.data.toggle_objects", "src/save_convert/data/toggle_objects.lua" },
}
-- Yellow renumbers wEventFlags bits: pokeyellow's constants/event_constants.asm
-- inserts events pokered does not have (the Jessie & James fights, catch
-- training, the Officer Jenny Squirtle) and shifts the Mt Moon 3 / Silph Co
-- 11F block, so writing a Yellow save through the Red table lands bits on the
-- wrong events and drops every Yellow-only flag. Kept outside DATA_MODULES so
-- the ensureData loop never loads it as a crosswalk of its own -- it
-- substitutes for `eventFlags` when the caller names Yellow (#838).
local YELLOW_EVENT_FLAGS = {
"src.save_convert.data.event_flags_yellow",
"src/save_convert/data/event_flags_yellow.lua",
}
local function loadTable(requirePath, filePath)
@@ -111,6 +125,9 @@ local function ensureData(gameVersion)
local data = {}
for name, spec in pairs(DATA_MODULES) do
if name ~= "charmap" then
if name == "eventFlags" and gameVersion == "yellow" then
spec = YELLOW_EVENT_FLAGS -- Yellow's bit numbering differs (#838)
end
local mod = loadCacheTable(gameVersion, spec[2])
if not mod then
local e
@@ -120,6 +137,10 @@ local function ensureData(gameVersion)
data[name] = mod
end
end
-- record which game's tables these are: the codec gates Yellow-only
-- bytes (wPikachuFriendship) on it, since those offsets are map
-- scratch in Red/Blue (#763, #838)
data.gameVersion = gameVersion
crosswalks[key] = data
end
if not charmapReady then
File diff suppressed because it is too large Load Diff
+243
View File
@@ -0,0 +1,243 @@
-- wToggleableObjectFlags bit index -> { map id, object_event name, default
-- visible } for the Gen1 save codec (src/save_convert/GenSave.lua).
-- Derived entry by entry from ../pokered/data/maps/toggleable_objects.asm
-- (ToggleableObjectStates: three bytes per entry, blocks laid out in map-id
-- order, so an entry's position in the table IS its wToggleableObjectFlags
-- bit -- constants/toggle_constants.asm numbers the same list), with the
-- default taken from each row's ON/OFF state. Bit set = hidden
-- (engine/overworld/toggleable_objects.asm IsObjectHidden). Object names
-- match data/generated/maps.lua object_event names one for one; the two
-- placeholder bits with no object_event in this port stay as comments so
-- the numbering remains auditable (#763, #857).
return {
byBit = {
[0] = { "PALLET_TOWN", "PALLETTOWN_OAK", false },
[1] = { "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN_SLEEPY", true },
[2] = { "VIRIDIAN_CITY", "VIRIDIANCITY_OLD_MAN", false },
[3] = { "PEWTER_CITY", "PEWTERCITY_SUPER_NERD1", true },
[4] = { "PEWTER_CITY", "PEWTERCITY_YOUNGSTER", true },
[5] = { "CERULEAN_CITY", "CERULEANCITY_RIVAL", false },
[6] = { "CERULEAN_CITY", "CERULEANCITY_ROCKET", true },
[7] = { "CERULEAN_CITY", "CERULEANCITY_GUARD1", false },
[8] = { "CERULEAN_CITY", "CERULEANCITY_SUPER_NERD3", true },
[9] = { "CERULEAN_CITY", "CERULEANCITY_GUARD2", true },
[10] = { "SAFFRON_CITY", "SAFFRONCITY_ROCKET1", true },
[11] = { "SAFFRON_CITY", "SAFFRONCITY_ROCKET2", true },
[12] = { "SAFFRON_CITY", "SAFFRONCITY_ROCKET3", true },
[13] = { "SAFFRON_CITY", "SAFFRONCITY_ROCKET4", true },
[14] = { "SAFFRON_CITY", "SAFFRONCITY_ROCKET5", true },
[15] = { "SAFFRON_CITY", "SAFFRONCITY_ROCKET6", true },
[16] = { "SAFFRON_CITY", "SAFFRONCITY_ROCKET7", true },
[17] = { "SAFFRON_CITY", "SAFFRONCITY_SCIENTIST", false },
[18] = { "SAFFRON_CITY", "SAFFRONCITY_SILPH_WORKER_M", false },
[19] = { "SAFFRON_CITY", "SAFFRONCITY_SILPH_WORKER_F", false },
[20] = { "SAFFRON_CITY", "SAFFRONCITY_GENTLEMAN", false },
[21] = { "SAFFRON_CITY", "SAFFRONCITY_PIDGEOT", false },
[22] = { "SAFFRON_CITY", "SAFFRONCITY_ROCKER", false },
[23] = { "SAFFRON_CITY", "SAFFRONCITY_ROCKET8", true },
[24] = { "SAFFRON_CITY", "SAFFRONCITY_ROCKET9", false },
[25] = { "ROUTE_2", "ROUTE2_MOON_STONE", true },
[26] = { "ROUTE_2", "ROUTE2_HP_UP", true },
[27] = { "ROUTE_4", "ROUTE4_TM_WHIRLWIND", true },
[28] = { "ROUTE_9", "ROUTE9_TM_TELEPORT", true },
[29] = { "ROUTE_12", "ROUTE12_SNORLAX", true },
[30] = { "ROUTE_12", "ROUTE12_TM_PAY_DAY", true },
[31] = { "ROUTE_12", "ROUTE12_IRON", true },
[32] = { "ROUTE_15", "ROUTE15_TM_RAGE", true },
[33] = { "ROUTE_16", "ROUTE16_SNORLAX", true },
[34] = { "ROUTE_22", "ROUTE22_RIVAL1", false },
[35] = { "ROUTE_22", "ROUTE22_RIVAL2", false },
[36] = { "ROUTE_24", "ROUTE24_COOLTRAINER_M1", true },
[37] = { "ROUTE_24", "ROUTE24_TM_THUNDER_WAVE", true },
[38] = { "ROUTE_25", "ROUTE25_TM_SEISMIC_TOSS", true },
[39] = { "BLUES_HOUSE", "BLUESHOUSE_DAISY1", true },
[40] = { "BLUES_HOUSE", "BLUESHOUSE_DAISY2", false },
[41] = { "BLUES_HOUSE", "BLUESHOUSE_TOWN_MAP", true },
[42] = { "OAKS_LAB", "OAKSLAB_RIVAL", true },
[43] = { "OAKS_LAB", "OAKSLAB_CHARMANDER_POKE_BALL", true },
[44] = { "OAKS_LAB", "OAKSLAB_SQUIRTLE_POKE_BALL", true },
[45] = { "OAKS_LAB", "OAKSLAB_BULBASAUR_POKE_BALL", true },
[46] = { "OAKS_LAB", "OAKSLAB_OAK1", false },
[47] = { "OAKS_LAB", "OAKSLAB_POKEDEX1", true },
[48] = { "OAKS_LAB", "OAKSLAB_POKEDEX2", true },
[49] = { "OAKS_LAB", "OAKSLAB_OAK2", false },
[50] = { "VIRIDIAN_GYM", "VIRIDIANGYM_GIOVANNI", true },
[51] = { "VIRIDIAN_GYM", "VIRIDIANGYM_REVIVE", true },
[52] = { "MUSEUM_1F", "MUSEUM1F_OLD_AMBER", true },
[53] = { "CERULEAN_CAVE_1F", "CERULEANCAVE1F_FULL_RESTORE", true },
[54] = { "CERULEAN_CAVE_1F", "CERULEANCAVE1F_MAX_ELIXER", true },
[55] = { "CERULEAN_CAVE_1F", "CERULEANCAVE1F_NUGGET", true },
[56] = { "POKEMON_TOWER_2F", "POKEMONTOWER2F_RIVAL", true },
[57] = { "POKEMON_TOWER_3F", "POKEMONTOWER3F_ESCAPE_ROPE", true },
[58] = { "POKEMON_TOWER_4F", "POKEMONTOWER4F_ELIXER", true },
[59] = { "POKEMON_TOWER_4F", "POKEMONTOWER4F_AWAKENING", true },
[60] = { "POKEMON_TOWER_4F", "POKEMONTOWER4F_HP_UP", true },
[61] = { "POKEMON_TOWER_5F", "POKEMONTOWER5F_NUGGET", true },
[62] = { "POKEMON_TOWER_6F", "POKEMONTOWER6F_RARE_CANDY", true },
[63] = { "POKEMON_TOWER_6F", "POKEMONTOWER6F_X_ACCURACY", true },
[64] = { "POKEMON_TOWER_7F", "POKEMONTOWER7F_ROCKET1", true },
[65] = { "POKEMON_TOWER_7F", "POKEMONTOWER7F_ROCKET2", true },
[66] = { "POKEMON_TOWER_7F", "POKEMONTOWER7F_ROCKET3", true },
[67] = { "POKEMON_TOWER_7F", "POKEMONTOWER7F_MR_FUJI", true },
[68] = { "MR_FUJIS_HOUSE", "MRFUJISHOUSE_MR_FUJI", false },
[69] = { "CELADON_MANSION_ROOF_HOUSE", "CELADONMANSION_ROOF_HOUSE_EEVEE_POKEBALL", true },
[70] = { "GAME_CORNER", "GAMECORNER_ROCKET", true },
[71] = { "WARDENS_HOUSE", "WARDENSHOUSE_RARE_CANDY", true },
[72] = { "POKEMON_MANSION_1F", "POKEMONMANSION1F_ESCAPE_ROPE", true },
[73] = { "POKEMON_MANSION_1F", "POKEMONMANSION1F_CARBOS", true },
[74] = { "FIGHTING_DOJO", "FIGHTINGDOJO_HITMONLEE_POKE_BALL", true },
[75] = { "FIGHTING_DOJO", "FIGHTINGDOJO_HITMONCHAN_POKE_BALL", true },
[76] = { "SILPH_CO_1F", "SILPHCO1F_LINK_RECEPTIONIST", false },
[77] = { "POWER_PLANT", "POWERPLANT_VOLTORB1", true },
[78] = { "POWER_PLANT", "POWERPLANT_VOLTORB2", true },
[79] = { "POWER_PLANT", "POWERPLANT_VOLTORB3", true },
[80] = { "POWER_PLANT", "POWERPLANT_ELECTRODE1", true },
[81] = { "POWER_PLANT", "POWERPLANT_VOLTORB4", true },
[82] = { "POWER_PLANT", "POWERPLANT_VOLTORB5", true },
[83] = { "POWER_PLANT", "POWERPLANT_ELECTRODE2", true },
[84] = { "POWER_PLANT", "POWERPLANT_VOLTORB6", true },
[85] = { "POWER_PLANT", "POWERPLANT_ZAPDOS", true },
[86] = { "POWER_PLANT", "POWERPLANT_CARBOS", true },
[87] = { "POWER_PLANT", "POWERPLANT_HP_UP", true },
[88] = { "POWER_PLANT", "POWERPLANT_RARE_CANDY", true },
[89] = { "POWER_PLANT", "POWERPLANT_TM_THUNDER", true },
[90] = { "POWER_PLANT", "POWERPLANT_TM_REFLECT", true },
[91] = { "VICTORY_ROAD_2F", "VICTORYROAD2F_MOLTRES", true },
[92] = { "VICTORY_ROAD_2F", "VICTORYROAD2F_TM_SUBMISSION", true },
[93] = { "VICTORY_ROAD_2F", "VICTORYROAD2F_FULL_HEAL", true },
[94] = { "VICTORY_ROAD_2F", "VICTORYROAD2F_TM_MEGA_KICK", true },
[95] = { "VICTORY_ROAD_2F", "VICTORYROAD2F_GUARD_SPEC", true },
[96] = { "VICTORY_ROAD_2F", "VICTORYROAD2F_BOULDER3", true },
[97] = { "BILLS_HOUSE", "BILLSHOUSE_BILL_POKEMON", true },
[98] = { "BILLS_HOUSE", "BILLSHOUSE_BILL1", false },
[99] = { "BILLS_HOUSE", "BILLSHOUSE_BILL2", false },
[100] = { "VIRIDIAN_FOREST", "VIRIDIANFOREST_ANTIDOTE", true },
[101] = { "VIRIDIAN_FOREST", "VIRIDIANFOREST_POTION", true },
[102] = { "VIRIDIAN_FOREST", "VIRIDIANFOREST_POKE_BALL", true },
[103] = { "MT_MOON_1F", "MTMOON1F_POTION1", true },
[104] = { "MT_MOON_1F", "MTMOON1F_MOON_STONE", true },
[105] = { "MT_MOON_1F", "MTMOON1F_RARE_CANDY", true },
[106] = { "MT_MOON_1F", "MTMOON1F_ESCAPE_ROPE", true },
[107] = { "MT_MOON_1F", "MTMOON1F_POTION2", true },
[108] = { "MT_MOON_1F", "MTMOON1F_TM_WATER_GUN", true },
[109] = { "MT_MOON_B2F", "MTMOONB2F_DOME_FOSSIL", true },
[110] = { "MT_MOON_B2F", "MTMOONB2F_HELIX_FOSSIL", true },
[111] = { "MT_MOON_B2F", "MTMOONB2F_HP_UP", true },
[112] = { "MT_MOON_B2F", "MTMOONB2F_TM_MEGA_PUNCH", true },
[113] = { "SS_ANNE_2F", "SSANNE2F_RIVAL", false },
[114] = { "SS_ANNE_1F_ROOMS", "SSANNE1FROOMS_TM_BODY_SLAM", true },
[115] = { "SS_ANNE_2F_ROOMS", "SSANNE2FROOMS_MAX_ETHER", true },
[116] = { "SS_ANNE_2F_ROOMS", "SSANNE2FROOMS_RARE_CANDY", true },
[117] = { "SS_ANNE_B1F_ROOMS", "SSANNEB1FROOMS_ETHER", true },
[118] = { "SS_ANNE_B1F_ROOMS", "SSANNEB1FROOMS_TM_REST", true },
[119] = { "SS_ANNE_B1F_ROOMS", "SSANNEB1FROOMS_MAX_POTION", true },
[120] = { "VICTORY_ROAD_3F", "VICTORYROAD3F_MAX_REVIVE", true },
[121] = { "VICTORY_ROAD_3F", "VICTORYROAD3F_TM_EXPLOSION", true },
[122] = { "VICTORY_ROAD_3F", "VICTORYROAD3F_BOULDER4", true },
[123] = { "ROCKET_HIDEOUT_B1F", "ROCKETHIDEOUTB1F_ESCAPE_ROPE", true },
[124] = { "ROCKET_HIDEOUT_B1F", "ROCKETHIDEOUTB1F_HYPER_POTION", true },
[125] = { "ROCKET_HIDEOUT_B2F", "ROCKETHIDEOUTB2F_MOON_STONE", true },
[126] = { "ROCKET_HIDEOUT_B2F", "ROCKETHIDEOUTB2F_NUGGET", true },
[127] = { "ROCKET_HIDEOUT_B2F", "ROCKETHIDEOUTB2F_TM_HORN_DRILL", true },
[128] = { "ROCKET_HIDEOUT_B2F", "ROCKETHIDEOUTB2F_SUPER_POTION", true },
[129] = { "ROCKET_HIDEOUT_B3F", "ROCKETHIDEOUTB3F_TM_DOUBLE_EDGE", true },
[130] = { "ROCKET_HIDEOUT_B3F", "ROCKETHIDEOUTB3F_RARE_CANDY", true },
[131] = { "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_GIOVANNI", true },
[132] = { "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_HP_UP", true },
[133] = { "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_TM_RAZOR_WIND", true },
[134] = { "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_IRON", true },
[135] = { "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_SILPH_SCOPE", false },
[136] = { "ROCKET_HIDEOUT_B4F", "ROCKETHIDEOUTB4F_LIFT_KEY", false },
[137] = { "SILPH_CO_2F", "SILPHCO2F_SILPH_WORKER_F", true },
[138] = { "SILPH_CO_2F", "SILPHCO2F_SCIENTIST1", true },
[139] = { "SILPH_CO_2F", "SILPHCO2F_SCIENTIST2", true },
[140] = { "SILPH_CO_2F", "SILPHCO2F_ROCKET1", true },
[141] = { "SILPH_CO_2F", "SILPHCO2F_ROCKET2", true },
[142] = { "SILPH_CO_3F", "SILPHCO3F_ROCKET", true },
[143] = { "SILPH_CO_3F", "SILPHCO3F_SCIENTIST", true },
[144] = { "SILPH_CO_3F", "SILPHCO3F_HYPER_POTION", true },
[145] = { "SILPH_CO_4F", "SILPHCO4F_ROCKET1", true },
[146] = { "SILPH_CO_4F", "SILPHCO4F_SCIENTIST", true },
[147] = { "SILPH_CO_4F", "SILPHCO4F_ROCKET2", true },
[148] = { "SILPH_CO_4F", "SILPHCO4F_FULL_HEAL", true },
[149] = { "SILPH_CO_4F", "SILPHCO4F_MAX_REVIVE", true },
[150] = { "SILPH_CO_4F", "SILPHCO4F_ESCAPE_ROPE", true },
[151] = { "SILPH_CO_5F", "SILPHCO5F_ROCKET1", true },
[152] = { "SILPH_CO_5F", "SILPHCO5F_SCIENTIST", true },
[153] = { "SILPH_CO_5F", "SILPHCO5F_ROCKER", true },
[154] = { "SILPH_CO_5F", "SILPHCO5F_ROCKET2", true },
[155] = { "SILPH_CO_5F", "SILPHCO5F_TM_TAKE_DOWN", true },
[156] = { "SILPH_CO_5F", "SILPHCO5F_PROTEIN", true },
[157] = { "SILPH_CO_5F", "SILPHCO5F_CARD_KEY", true },
[158] = { "SILPH_CO_6F", "SILPHCO6F_ROCKET1", true },
[159] = { "SILPH_CO_6F", "SILPHCO6F_SCIENTIST", true },
[160] = { "SILPH_CO_6F", "SILPHCO6F_ROCKET2", true },
[161] = { "SILPH_CO_6F", "SILPHCO6F_HP_UP", true },
[162] = { "SILPH_CO_6F", "SILPHCO6F_X_ACCURACY", true },
[163] = { "SILPH_CO_7F", "SILPHCO7F_ROCKET1", true },
[164] = { "SILPH_CO_7F", "SILPHCO7F_SCIENTIST", true },
[165] = { "SILPH_CO_7F", "SILPHCO7F_ROCKET2", true },
[166] = { "SILPH_CO_7F", "SILPHCO7F_ROCKET3", true },
[167] = { "SILPH_CO_7F", "SILPHCO7F_RIVAL", true },
[168] = { "SILPH_CO_7F", "SILPHCO7F_CALCIUM", true },
[169] = { "SILPH_CO_7F", "SILPHCO7F_TM_SWORDS_DANCE", true },
-- [170] SILPH_CO_7F (SILPHCO7F_UNUSED): placeholder entry, no object_event in this port
[171] = { "SILPH_CO_8F", "SILPHCO8F_ROCKET1", true },
[172] = { "SILPH_CO_8F", "SILPHCO8F_SCIENTIST", true },
[173] = { "SILPH_CO_8F", "SILPHCO8F_ROCKET2", true },
[174] = { "SILPH_CO_9F", "SILPHCO9F_ROCKET1", true },
[175] = { "SILPH_CO_9F", "SILPHCO9F_SCIENTIST", true },
[176] = { "SILPH_CO_9F", "SILPHCO9F_ROCKET2", true },
[177] = { "SILPH_CO_10F", "SILPHCO10F_ROCKET", true },
[178] = { "SILPH_CO_10F", "SILPHCO10F_SCIENTIST", true },
[179] = { "SILPH_CO_10F", "SILPHCO10F_SILPH_WORKER_F", true },
[180] = { "SILPH_CO_10F", "SILPHCO10F_TM_EARTHQUAKE", true },
[181] = { "SILPH_CO_10F", "SILPHCO10F_RARE_CANDY", true },
[182] = { "SILPH_CO_10F", "SILPHCO10F_CARBOS", true },
[183] = { "SILPH_CO_11F", "SILPHCO11F_GIOVANNI", true },
[184] = { "SILPH_CO_11F", "SILPHCO11F_ROCKET1", true },
[185] = { "SILPH_CO_11F", "SILPHCO11F_ROCKET2", true },
-- [186] UNUSED_MAP_F4 ($02): placeholder entry, no object_event in this port
[187] = { "POKEMON_MANSION_2F", "POKEMONMANSION2F_CALCIUM", true },
[188] = { "POKEMON_MANSION_3F", "POKEMONMANSION3F_MAX_POTION", true },
[189] = { "POKEMON_MANSION_3F", "POKEMONMANSION3F_IRON", true },
[190] = { "POKEMON_MANSION_B1F", "POKEMONMANSIONB1F_RARE_CANDY", true },
[191] = { "POKEMON_MANSION_B1F", "POKEMONMANSIONB1F_FULL_RESTORE", true },
[192] = { "POKEMON_MANSION_B1F", "POKEMONMANSIONB1F_TM_BLIZZARD", true },
[193] = { "POKEMON_MANSION_B1F", "POKEMONMANSIONB1F_TM_SOLARBEAM", true },
[194] = { "POKEMON_MANSION_B1F", "POKEMONMANSIONB1F_SECRET_KEY", true },
[195] = { "SAFARI_ZONE_EAST", "SAFARIZONEEAST_FULL_RESTORE", true },
[196] = { "SAFARI_ZONE_EAST", "SAFARIZONEEAST_MAX_RESTORE", true },
[197] = { "SAFARI_ZONE_EAST", "SAFARIZONEEAST_CARBOS", true },
[198] = { "SAFARI_ZONE_EAST", "SAFARIZONEEAST_TM_EGG_BOMB", true },
[199] = { "SAFARI_ZONE_NORTH", "SAFARIZONENORTH_PROTEIN", true },
[200] = { "SAFARI_ZONE_NORTH", "SAFARIZONENORTH_TM_SKULL_BASH", true },
[201] = { "SAFARI_ZONE_WEST", "SAFARIZONEWEST_MAX_POTION", true },
[202] = { "SAFARI_ZONE_WEST", "SAFARIZONEWEST_TM_DOUBLE_TEAM", true },
[203] = { "SAFARI_ZONE_WEST", "SAFARIZONEWEST_MAX_REVIVE", true },
[204] = { "SAFARI_ZONE_WEST", "SAFARIZONEWEST_GOLD_TEETH", true },
[205] = { "SAFARI_ZONE_CENTER", "SAFARIZONECENTER_NUGGET", true },
[206] = { "CERULEAN_CAVE_2F", "CERULEANCAVE2F_PP_UP", true },
[207] = { "CERULEAN_CAVE_2F", "CERULEANCAVE2F_ULTRA_BALL", true },
[208] = { "CERULEAN_CAVE_2F", "CERULEANCAVE2F_FULL_RESTORE", true },
[209] = { "CERULEAN_CAVE_B1F", "CERULEANCAVEB1F_MEWTWO", true },
[210] = { "CERULEAN_CAVE_B1F", "CERULEANCAVEB1F_ULTRA_BALL", true },
[211] = { "CERULEAN_CAVE_B1F", "CERULEANCAVEB1F_MAX_REVIVE", true },
[212] = { "VICTORY_ROAD_1F", "VICTORYROAD1F_TM_SKY_ATTACK", true },
[213] = { "VICTORY_ROAD_1F", "VICTORYROAD1F_RARE_CANDY", true },
[214] = { "CHAMPIONS_ROOM", "CHAMPIONSROOM_OAK", false },
[215] = { "SEAFOAM_ISLANDS_1F", "SEAFOAMISLANDS1F_BOULDER1", true },
[216] = { "SEAFOAM_ISLANDS_1F", "SEAFOAMISLANDS1F_BOULDER2", true },
[217] = { "SEAFOAM_ISLANDS_B1F", "SEAFOAMISLANDSB1F_BOULDER1", false },
[218] = { "SEAFOAM_ISLANDS_B1F", "SEAFOAMISLANDSB1F_BOULDER2", false },
[219] = { "SEAFOAM_ISLANDS_B2F", "SEAFOAMISLANDSB2F_BOULDER1", false },
[220] = { "SEAFOAM_ISLANDS_B2F", "SEAFOAMISLANDSB2F_BOULDER2", false },
[221] = { "SEAFOAM_ISLANDS_B3F", "SEAFOAMISLANDSB3F_BOULDER2", true },
[222] = { "SEAFOAM_ISLANDS_B3F", "SEAFOAMISLANDSB3F_BOULDER3", true },
[223] = { "SEAFOAM_ISLANDS_B3F", "SEAFOAMISLANDSB3F_BOULDER5", false },
[224] = { "SEAFOAM_ISLANDS_B3F", "SEAFOAMISLANDSB3F_BOULDER6", false },
[225] = { "SEAFOAM_ISLANDS_B4F", "SEAFOAMISLANDSB4F_BOULDER1", false },
[226] = { "SEAFOAM_ISLANDS_B4F", "SEAFOAMISLANDSB4F_BOULDER2", false },
[227] = { "SEAFOAM_ISLANDS_B4F", "SEAFOAMISLANDSB4F_ARTICUNO", true },
},
}
+38 -2
View File
@@ -260,6 +260,26 @@ function Commands.take_item(ctx, itemId, count)
if inv[itemId] == 0 then inv[itemId] = nil end
end
-- save_end_battle_text <TEXT_KEY>: SaveEndBattleTextPointers
-- (home/trainers.asm, called from e.g. RocketHideoutB4FScript10 just before
-- wCurOpponent is set). The armed line is the trainer's OWN loss line and
-- belongs on the battle screen: PrintEndBattleText (home/trainers.asm) runs
-- from TrainerBattleVictory (engine/battle/core.asm) after
-- TrainerDefeatedText and the pic scroll but BEFORE MoneyForWinningText, and
-- TrainerEndBattleText prints _TrainerNameText first so the line opens with
-- the "CLASS: " tag. Scripts that printed it with a plain show_text after
-- start_battle got it a box too late -- after the payout -- and untagged
-- (#866). Arms exactly one battle; start_battle consumes it.
function Commands.save_end_battle_text(ctx, textId)
local text = ctx.game.data.text[textId]
if not text and ctx.overworld then
text = ctx.game.data:resolveText(ctx.overworld.map.def.label, textId)
end
-- BattleState takes finished text, so expand {PLAYER}/{RIVAL} here the
-- way OverworldState:engageTrainer does for the sight/talk path
ctx.endBattleText = TextBox.substitute(ctx.game, text or textId)
end
-- start_battle "wild" species level | start_battle "trainer" OPP_CLASS partyIndex
function Commands.start_battle(ctx, kind, a, b)
local BattleState = require("src.battle.BattleState")
@@ -270,6 +290,9 @@ function Commands.start_battle(ctx, kind, a, b)
else
battle = BattleState.newTrainer(ctx.game, a, b)
end
-- one SaveEndBattleTextPointers arms one battle; leaving it set would leak
-- the line into the next scripted fight
battle.endBattleText, ctx.endBattleText = ctx.endBattleText, nil
battle.onFinish = function(result)
ctx.lastBattleResult = result
ctx.lastCheck = result == "win"
@@ -1075,9 +1098,13 @@ function Commands.march_in_place(ctx, objIndex, on)
end
-- play_music <songId> [opts]: switch map music now; opts.keep marks it
-- to survive the next warp (the story files' keepMusic idiom)
-- to survive the next warp (the story files' keepMusic idiom).
-- opts.tempo is the Music_*AlternateTempo override (audio/alternate_tempo.asm
-- re-points channel 1 at a stub that only changes the song's `tempo`) (#847).
function Commands.play_music(ctx, songId, opts)
require("src.core.Music").play(ctx.game.data, songId)
local tempo = opts and opts.tempo
require("src.core.Music").play(ctx.game.data, songId, nil,
tempo and { tempo = tempo } or nil)
if opts and opts.keep and ctx.overworld then
ctx.overworld.keepMusicOnce = true
end
@@ -1087,6 +1114,15 @@ function Commands.stop_music(ctx)
require("src.core.Music").stop()
end
-- fade_music [control]: FadeOutAudio (home/fade_audio.asm) -- ramp the
-- current song to silence over 7 * control frames and stop it, the way
-- Music_Cities1AlternateTempo does before it restarts Cities1 (#847).
-- Non-blocking, like the ROM's write to wAudioFadeOutControl: pair it with
-- the `wait` that stands in for the following DelayFrames.
function Commands.fade_music(ctx, control)
require("src.core.Music").fadeOut(control or 10)
end
-- play_default_music: PlayDefaultMusic -- resume the current map's own
-- theme (data.audio.mapSongs) after a cutscene override, keeping the
-- bike/surf substitution rules. Headless-safe no-op without an overworld.
+14 -10
View File
@@ -255,6 +255,15 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
if result == "consumed" then
consume(game, id)
-- refresh counts in the list
for i, it in ipairs(list.items) do
if it.value == id then
local left = game.save.inventory[id]
if left then it.right = "x" .. left else table.remove(list.items, i) end
break
end
end
list.index = math.min(list.index, math.max(1, #list.items))
if extra and extra.evolveTo then
list:close()
local Evolution = require("src.pokemon.Evolution")
@@ -265,7 +274,11 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
-- moves and a level evolution follow (item_effects.asm .useRareCandy
-- runs PrintStatsBox, LearnMoveFromLevelUp and TryEvolvingMon)
if extra and extra.leveledTo and target then
list:close()
-- ...but the bag stays open underneath it all: RARE_CANDY is in
-- pokered's UsableItems_PartyMenu (data/items/use_party.asm), and
-- .useItem_partyMenu jumps back to StartMenu_Item once UseItem
-- returns, cursor still on the candy (start_sub_menus.asm) -- so
-- mashing A burns through a stack of them (#796)
showMessages(game, payload, function()
local StatBox = require("src.battle.BattleState").StatBox
game.stack:push(StatBox.new(game, target, function()
@@ -304,15 +317,6 @@ local function useOn(game, battle, id, target, list, moveIndex, picker)
end)
return
end
-- refresh counts in the list
for i, it in ipairs(list.items) do
if it.value == id then
local left = game.save.inventory[id]
if left then it.right = "x" .. left else table.remove(list.items, i) end
break
end
end
list.index = math.min(list.index, math.max(1, #list.items))
-- HP medicine: fill the bar in the still-open picker first, then print
-- and close, the order item_effects.asm .doneHealing runs in
-- (SFX_HEAL_HP -> UpdateHPBar2 -> RedrawPartyMenu prints the message).
+9 -2
View File
@@ -6,6 +6,11 @@
-- StarterDex (engine/events/starter_dex.asm), which temporarily sets the
-- owned bit so Oak's lab ball previews show height/weight/description
-- without permanently marking the mon owned.
--
-- `onDone` (optional) runs right after the page pops itself, the way a
-- TextBox onDone does; map scripts use it to continue once the player
-- closes the entry (the Fighting Dojo prize balls chain their take-it
-- prompt off it).
local Font = require("src.render.Font")
local Strings = require("src.core.Strings")
@@ -31,9 +36,10 @@ local function resolveArgs(speciesOrOpts)
return speciesOrOpts, false
end
function DexEntryMenu.new(game, speciesOrOpts)
function DexEntryMenu.new(game, speciesOrOpts, onDone)
local species, forceOwned = resolveArgs(speciesOrOpts)
local self = setmetatable({ game = game, forceOwned = forceOwned }, DexEntryMenu)
local self = setmetatable({ game = game, forceOwned = forceOwned,
onDone = onDone }, DexEntryMenu)
self.def = game.data.pokemon[species]
local path, trueColor = require("src.pokemon.Sprites").path(
game.data, species, "front", { kind = "dex" })
@@ -52,6 +58,7 @@ function DexEntryMenu:update(dt)
local input = self.game.input
if input:wasPressed("a") or input:wasPressed("b") then
self.game.stack:pop()
if self.onDone then self.onDone() end
end
end
+99 -17
View File
@@ -1,6 +1,7 @@
-- Hall of Fame induction (engine/movie/hall_of_fame.asm): each party
-- member's front sprite scrolls onto the right side of the screen
-- (HoFShowMonOrPlayer's .ScrollPic), then HoFDisplayMonInfo draws the
-- member's back sprite sweeps across the screen and its front sprite then
-- scrolls onto the right side (HoFShowMonOrPlayer's two .ScrollPic passes,
-- #847), then HoFDisplayMonInfo draws the
-- left-side LEVEL/TYPE box, plays the cry, holds, and pops the bottom
-- "HALL OF FAME" text box before fading to the next mon. After the
-- party, the player pic scrolls in and HoFDisplayPlayerStats shows the
@@ -41,6 +42,25 @@ end
local SCROLL_SPEED = 4 -- px/frame @ 60fps
local PIC_X, PIC_Y = 12 * 8, 5 * 8
-- The BACK pic pass that runs in front of every front pic (#847).
-- HoFShowMonOrPlayer loads the back pic (predef LoadMonBackPic, or
-- RedPicBack through HoFLoadPlayerPics) into the same 7x7 window at
-- hlcoord 12,5, points the tilemap at base tile $31, and sweeps hSCX from
-- $c0 to $a0 at e = 4 -- in screen pixels the pic enters at x = 160 and
-- leaves at x = -64, 56 frames. Only then is the window re-pointed at the
-- front pic (base tile 0) with hSCY back to 0 and e = -4, so the front pic
-- starts at x = -64 rather than at its own width.
-- hSCY = $d0 during the back pass puts the window's top row at y = 88, so
-- its 7 tiles sit flush with the bottom of the screen. ScaleSpriteByTwo
-- (engine/battle/scale_sprites.asm) doubles the 32x32 back sprite into that
-- 7x7 = 56x56 buffer with the last 4 source rows and the last source column
-- dropped, so what shows is the sprite's top-left 28x28 at 2x.
local BACK_START_X, BACK_END_X = 160, -64
local BACK_Y = 88
local BACK_SCALE = 2
local BACK_CROP = 28
local FRONT_START_X = -64
-- After HoFDisplayAndRecordMonInfo: 80 DelayFrames, then the bottom
-- HALL OF FAME box for 180 DelayFrames, then GBFadeOutToWhite.
local INFO_HOLD = 80
@@ -74,6 +94,8 @@ function HallOfFame.new(game, onDone)
self.phase = "mons"
self.sprites = {} -- species -> image or false
self.spriteTrueColor = {} -- species -> full-color art flag (#637)
self.backs = {} -- species (or "@player") -> back image or false (#847)
self.backTrueColor = {}
local playerPath, playerTrueColor =
require("src.pokemon.Sprites").playerPath(
game.data, "front", { kind = "hof" })
@@ -98,20 +120,14 @@ function HallOfFame:nextMon()
local mon = self.game.save.party[self.index]
self.showHofBanner = false
self.fade = 0
if mon then
self.phase = "mons"
self.timer = INFO_HOLD
Sound.playCry(self.game.data, mon.species)
local sprite = self:spriteFor(mon.species)
local w = sprite and sprite:getWidth() or 56
self.scrollX = -w
else
-- HoFShowMonOrPlayer with wHoFMonOrPlayer = player
self.phase = "player"
self.timer = 0
local w = self.playerPic and self.playerPic:getWidth() or 56
self.scrollX = -w
end
self.backQuad = nil
-- HoFShowMonOrPlayer runs the back pic sweep for a party member and for
-- the player alike (wHoFMonOrPlayer only picks which pics get loaded), so
-- both enter through the "back" phase and the front pic follows it (#847)
self.phase = "back"
self.afterBack = mon and "mons" or "player"
self.timer = 0
self.scrollX = BACK_START_X
end
function HallOfFame:spriteFor(species)
@@ -126,6 +142,30 @@ function HallOfFame:spriteFor(species)
return cached or nil
end
-- The back pic for the pass ahead of the current front pic: the party
-- member's own back sprite (predef LoadMonBackPic), or RedPicBack once the
-- party is done (HoFLoadPlayerPics). Cached like spriteFor (#847).
function HallOfFame:backPicFor()
local mon = self.game.save.party[self.index]
local key = mon and mon.species or "@player"
local cached = self.backs[key]
if cached == nil then
local Sprites = require("src.pokemon.Sprites")
local path, trueColor
if mon then
path, trueColor = Sprites.path(self.game.data, mon.species, "back",
{ kind = "hof" })
else
path, trueColor = Sprites.playerPath(self.game.data, "back",
{ kind = "hof" })
end
cached = tryImage(path) or false
self.backs[key] = cached
self.backTrueColor[key] = cached and trueColor or false
end
return cached or nil, self.backTrueColor[key]
end
-- HoFDisplayPlayerStats' DisplayDexRating tally (also
-- OverworldController:dexRating / PokedexMenu.new's seen+owned counts)
function HallOfFame:dexSeenOwned()
@@ -154,9 +194,28 @@ function HallOfFame:update(dt)
local input = self.game.input
local skip = input:wasPressed("a")
-- .ScrollPic with d = $a0, e = 4: the back pic crosses the screen right to
-- left and is gone before the front pic starts. Both scrolls are plain
-- DelayFrame loops in the ROM, so neither takes a button (#847).
if self.phase == "back" then
self.scrollX = self.scrollX - SCROLL_SPEED
if self.scrollX <= BACK_END_X then
self.phase = self.afterBack
self.timer = self.phase == "mons" and INFO_HOLD or 0
self.scrollX = FRONT_START_X
end
return
end
if self.phase == "mons" or self.phase == "fade" then
if self.phase == "mons" and self.scrollX < PIC_X then
self.scrollX = math.min(PIC_X, self.scrollX + SCROLL_SPEED)
-- PlayCry is the tail of HoFDisplayMonInfo, which runs only after
-- HoFShowMonOrPlayer's two scrolls have both settled (#847)
if self.scrollX >= PIC_X then
local mon = self.game.save.party[self.index]
if mon then Sound.playCry(self.game.data, mon.species) end
end
return
end
if self.phase == "fade" then
@@ -277,6 +336,27 @@ function HallOfFame:drawPic(img, trueColor)
end
end
-- The back pic sweep (see the BACK_* constants): the same 7x7 window as the
-- front pic, one screen lower, cropped to the 28x28 ScaleSpriteByTwo keeps.
function HallOfFame:drawBackPic()
local img, trueColor = self:backPicFor()
if not img then return end
local w = math.min(img:getWidth(), BACK_CROP)
local h = math.min(img:getHeight(), BACK_CROP)
if not self.backQuad then
self.backQuad = love.graphics.newQuad(0, 0, w, h, img:getDimensions())
end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(img, self.backQuad, self.scrollX, BACK_Y, 0,
BACK_SCALE, BACK_SCALE)
-- same whole-screen palette exemption the front pic takes (#637)
if trueColor then
require("src.render.PaletteFX").markTrueColor(self.scrollX, BACK_Y,
w * BACK_SCALE,
h * BACK_SCALE)
end
end
-- HoFDisplayPlayerStats boxes + labels (player pic already on the right)
function HallOfFame:drawPlayerStats()
local save = self.game.save
@@ -301,7 +381,9 @@ function HallOfFame:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", 0, 0, 160, 144)
if self.phase == "mons" or self.phase == "fade" then
if self.phase == "back" then
self:drawBackPic()
elseif self.phase == "mons" or self.phase == "fade" then
local mon = self.game.save.party[self.index]
if mon then
self:drawPic(self:spriteFor(mon.species),
+14 -1
View File
@@ -99,7 +99,20 @@ end
function NamingScreen:confirm()
local name = table.concat(self.glyphs)
if name == "" then
name = (self.presets and self.presets[1]) or self.default or "A"
-- An empty confirm (START, or the ED cell with nothing typed) must not
-- invent a letter (#833). DisplayNamingScreen seeds wStringBuffer with
-- '@' (engine/menus/naming_screen.asm) and every caller checks that first
-- byte: AskName falls through to .declinedNickname, copying the species
-- name over the nick slot -- vanilla's "un-nicknamed", which this port
-- models as mon.nickname == nil (src/save_convert/GenSave.lua), so
-- evolution can still rename the mon. DisplayNameRaterScreen takes
-- .playerCancelled and keeps the old nick, which is why an explicit
-- opts.default still wins here. Player/rival naming
-- (oak_speech2.asm ChoosePlayerName) re-opens on '@' and never accepts an
-- empty result; the port keeps its preset fallback for that.
-- Contract for callers: "" means NO name -- BattleState:askNicknameUI and
-- Commands.give_pokemon both guard on #name > 0 before setting nickname.
name = (self.presets and self.presets[1]) or self.default or ""
end
Sound.play(self.game.data, "Press_AB")
self.game.stack:pop()
+26 -3
View File
@@ -437,6 +437,25 @@ local function buildRows(game)
require("src.core.TouchControls"):applyOptions(o)
return true
end },
-- Haptic feedback for on-screen pad presses (#806): OFF / LIGHT /
-- MEDIUM / HEAVY, where the intensity is a vibration duration --
-- love.system.vibrate takes nothing else. Hidden with TOUCH PAD below,
-- since the only thing that buzzes is a virtual button press.
{ id = "haptics", label = Strings("VIBRATION"),
value = function(g)
local TC = require("src.core.TouchControls")
return Strings(TC.hapticLabel(g.save.options.haptics))
end,
step = function(g, dir)
local o = g.save.options
local TC = require("src.core.TouchControls")
o.haptics = TC.cycleHaptics(o.haptics, dir)
TC:applyOptions(o)
-- sample the level being selected: stepping the row is the only way
-- to compare LIGHT against HEAVY without leaving the menu
TC.buzz(o.haptics)
return true
end },
}
-- issue #136: hide GBC FX on Android/iOS -- the present shader soft-bricks
if not GBCFX.isSupported() then
@@ -454,8 +473,10 @@ local function buildRows(game)
end
rows = filtered
end
-- TOUCH PAD only where the overlay can appear (mobile, or desktop with
-- POKEPORT_TOUCH=1). POKEPORT_TOUCH=0 forces it off everywhere.
-- TOUCH PAD and VIBRATION only where the overlay can appear (mobile, or
-- desktop with POKEPORT_TOUCH=1). POKEPORT_TOUCH=0 forces it off
-- everywhere. VIBRATION rides the same gate: nothing else in the port
-- vibrates, and love.system.vibrate is a no-op on desktop anyway.
do
local env = os.getenv("POKEPORT_TOUCH")
local osName = love.system and love.system.getOS and love.system.getOS()
@@ -464,7 +485,9 @@ local function buildRows(game)
if not show then
local filtered = {}
for _, row in ipairs(rows) do
if row.id ~= "touchControls" then filtered[#filtered + 1] = row end
if row.id ~= "touchControls" and row.id ~= "haptics" then
filtered[#filtered + 1] = row
end
end
rows = filtered
end
+8 -1
View File
@@ -68,7 +68,14 @@ function TitleState:sgbPalettes(game)
local top = game.stack and game.stack:top()
local box = top and top.titleUiBox
if box then
z[#z + 1] = P.trueColorZone(box[1], box[2], box[3], box[4])
-- A DMG-grays zone, not the trueColor opt-out: through the shade-remap
-- shader GRAYS is the identity for the box's four shades, so SGB /
-- ADVANCED / OG modes keep #133's white paper and black ink exactly,
-- while effectiveColors still substitutes the mono and inverted display
-- modes -- a trueColor rect skipped the shader entirely, leaving the
-- main menu and CONTINUE info box a raw white hole over a CLASSIC
-- pea-green title instead of matching it like the START menu does (#870).
z[#z + 1] = P.zone(P.GRAYS, box[1], box[2], box[3], box[4])
end
return z[3] and z or nil
end
+13
View File
@@ -234,6 +234,11 @@ local function launchDownload(url, partAbs, doneAbs)
local batRel = "updates/dl.bat"
love.filesystem.write(batRel,
"@echo off\r\n"
-- start /b hands the child our cwd, the install folder, and the
-- detached cmd.exe held that folder un-movable for the rest of the
-- transfer after the game exited (#727). Every path below is
-- absolute, so park the child in its own directory (the save dir).
.. "cd /d \"%~dp0\"\r\n"
.. "curl -fsSL --connect-timeout 15 --max-time 900 -o \""
.. partAbs .. "\" \"" .. url .. "\"\r\n"
.. "type nul > \"" .. doneAbs .. "\"\r\n")
@@ -271,6 +276,14 @@ local function doDownload()
-- stalled or run-away transfer breaks out and lets verification fail cleanly
local waited, lastSize, lastChange = 0, -1, 0
while true do
-- A queued quit means the window already closed. Bail so the join in
-- Check.shutdown does not hold the dead window's process (and, on
-- Windows, its folder) open for up to the whole transfer (#727). The
-- quit stays on the channel for the command loop; the detached curl
-- times out on its own and the next launch's doCheck verifies and
-- re-offers whatever landed.
local peeked = cmdCh:peek()
if type(peeked) == "table" and peeked.cmd == "quit" then return end
if love.filesystem.getInfo(doneRel) then break end
local pinfo = love.filesystem.getInfo(partRel)
local cur = (pinfo and pinfo.size) or 0
+218 -36
View File
@@ -440,8 +440,10 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
self.entities = { self.player }
for _, n in ipairs(self.npcs) do table.insert(self.entities, n) end
-- Yellow's companion Pikachu trails the player (never in
-- self.entities: it does not block movement, pikachu_follow.asm)
require("src.world.PikachuFollower").onMapEntered(Game, self, opts)
-- self.entities: it does not block movement, pikachu_follow.asm).
-- true = fresh map entry: the follower spawns under the player and
-- walks out of the warp, not beside him (#863)
require("src.world.PikachuFollower").onMapEntered(Game, self, opts, true)
-- opts.keepMusic: the Oak-escort warp keeps MUSIC_MEET_PROF_OAK
-- playing into the lab (BIT_NO_MAP_MUSIC in wStatusFlags7);
@@ -1259,8 +1261,14 @@ end
function OverworldState:checkBoulderPush(dir)
local p = self.player
local fx, fy = Collision.target(p.cellX, p.cellY, dir)
local npc = self:npcAtCell(fx, fy)
if not npc or not Map.isPushable(npc.def) or npc.moving then
-- IsSpriteInFrontOfPlayer (home/overworld.asm) hands TryPushingBoulder
-- the LOWEST sprite index standing on the faced cell, so in the original a
-- second sprite parked on the boulder's cell hides the boulder from the
-- push path for the rest of the map visit. Pick the pushable sprite out of
-- the cell instead: a scripted walk-up that lands a trainer on the boulder
-- must not brick it permanently (#809).
local npc = self:pushableAtCell(fx, fy)
if not npc or npc.moving then
self.boulderTried = nil -- pokered resets when no boulder is in front
return false
end
@@ -1720,6 +1728,22 @@ function OverworldState:npcAtCell(cx, cy)
return nil
end
-- The Strength boulder on a cell, ignoring anything else standing there.
-- npcAtCell returns whichever object the map listed first, which is only
-- well defined while at most one sprite occupies a cell; scripted walks
-- (TrainerWalkUpToPlayer) can break that, and the push path must still find
-- the boulder underneath (#809).
function OverworldState:pushableAtCell(cx, cy)
for _, npc in ipairs(self.npcs) do
if ((npc.cellX == cx and npc.cellY == cy) or
(npc.targetX == cx and npc.targetY == cy))
and Map.isPushable(npc.def) then
return npc
end
end
return nil
end
-- what the A press resolved to, for world.interacted's listeners
local function interacted(self, fx, fy, kind, target)
Runtime.emit("world.interacted", { mapId = self.map.id, x = fx, y = fy,
@@ -1903,7 +1927,14 @@ function OverworldState:tryHiddenObject(fx, fy)
save.hiddenTaken = save.hiddenTaken or {}
if save.hiddenTaken[key] then return false end
if not require("src.inventory.Bag").add(save, h.item, 1, Game.data) then
Game.stack:push(TextBox.new(Game, romText(Game.data, "_CantCarryMoreText", "You can't carry\nany more items!")))
-- hidden_items.asm FoundHiddenItemText: the find is announced first,
-- then GiveItem's .bagFull branch prints _HiddenItemBagFullText and
-- leaves the spot unfound; _CantCarryMoreText is the Toss line (#872)
local name = Game.data.items[h.item] and Game.data.items[h.item].name or h.item
Game.stack:push(TextBox.new(Game,
Strings("%s found\n%s!", save.player.name, name) .. "\f"
.. romText(Game.data, "_HiddenItemBagFullText",
"But, {PLAYER} has\nno more room for\vother items!")))
return true
end
save.hiddenTaken[key] = true
@@ -2362,8 +2393,21 @@ function OverworldState:trySurf(fx, fy, onClose)
Game.stack:push(TextBox.new(Game, text, function()
if onClose then onClose() end
p.surfing = true
-- walking / biking / surfing is ONE state byte in the original:
-- ItemUseSurfboard (engine/items/item_effects.asm) writes 2 over
-- whatever wWalkBikeSurfState held, so mounting a surf ends the bike
-- outright -- no bike step cadence in Player:tryMove and no bike
-- theme on the water (#846). Music.playMap re-picks the override
-- with BOTH flags, which setSurfing alone cannot do: effectiveMapSong
-- (src/core/Music.lua) prefers state.onBike over state.surfing.
Game.save.onBike = false
self:syncSurfingPikachu()
require("src.core.Music").setSurfing(Game.data, true)
local Music = require("src.core.Music")
if self.map then
Music.playMap(Game.data, self.map.id, false, true)
else
Music.setSurfing(Game.data, true) -- headless harness with no map loaded
end
Game.stack:push(require("src.render.Transition").whiteFlash(Game, nil,
function() self:stepForwardOrCrossEdge(p.facing) end))
end))
@@ -2535,7 +2579,17 @@ function OverworldState:talkTo(npc)
-- the string "0" as truthy, so screen it out and fall through to text.
if d.item and d.item ~= "0" and d.item ~= 0 then
if not require("src.inventory.Bag").add(Game.save, d.item, 1, Game.data) then
Game.stack:push(TextBox.new(Game, romText(Game.data, "_CantCarryMoreText", "You can't carry\nany more items!")))
-- pick_up_item.asm .BagFull prints _NoMoreRoomForItemText, not the
-- Toss-screen _CantCarryMoreText; Yellow announces the find first,
-- then the refusal (#872)
local noRoom = romText(Game.data, "_NoMoreRoomForItemText",
"No more room for\nitems!")
if GameVersion.isYellow() then
local name = Game.data.items[d.item] and Game.data.items[d.item].name or d.item
noRoom = Strings("%s found\n%s!", Game.save.player.name, name)
.. "\f" .. noRoom
end
Game.stack:push(TextBox.new(Game, noRoom))
return
end
Game.save.itemsTaken = Game.save.itemsTaken or {}
@@ -2949,7 +3003,12 @@ local function meetTrainerTheme(cls)
end
-- Run the pre-battle text -> battle -> won text -> flags sequence.
function OverworldState:engageTrainer(npc, onDone)
-- skipBattleText is for map scripts shaped like SilphCo11FDefaultScript
-- (scripts/SilphCo11F.asm), which DisplayTextID the challenge line BEFORE
-- the approach walk and then EngageMapTrainer with no further text: the
-- caller already showed the box, so the battle starts without a second
-- one (#869).
function OverworldState:engageTrainer(npc, onDone, endBattleText, skipBattleText)
local d = npc.def
Runtime.emit("world.trainer_engaged", { npc = npc, trainerClass = d.trainerClass,
partyIndex = d.trainerParty })
@@ -2959,10 +3018,18 @@ function OverworldState:engageTrainer(npc, onDone)
battleText = select(1, Game.data:resolveText(self.map.def.label, d.text))
or Strings("I like shorts!\nThey're comfy and\neasy to wear!")
end
local wonText = header and header.won and Game.data.text[header.won]
-- `endBattleText` is a caller-supplied stand-in for header.won: the
-- text_asm trainers that hand their loss line to the battle through
-- SaveEndBattleTextPointers (scripts/GameCorner.asm GameCornerRocketText
-- passes _GameCornerRocketBattleEndText, "Dang!") have no def_trainers
-- header for the extractor to read, so their script passes the finished
-- line here and it still lands where PrintEndBattleText puts it -- between
-- TrainerDefeatedText and MoneyForWinningText, on the battle screen (#862).
local wonText = endBattleText
or (header and header.won and Game.data.text[header.won])
local BattleState = require("src.battle.BattleState")
Game.stack:push(TextBox.new(Game, battleText, function()
local function startBattle()
-- TalkToTrainer (home/trainers.asm:88) prints the before-battle text
-- FIRST and only then runs `call EngageMapTrainer` / `jp
-- StartTrainerBattle`, so a trainer challenged on foot gets the sting
@@ -3005,7 +3072,28 @@ function OverworldState:engageTrainer(npc, onDone)
end
end
self:pushBattle(battle)
end))
end
if skipBattleText then
startBattle()
else
Game.stack:push(TextBox.new(Game, battleText, startBattle))
end
end
-- Shared GiveItem step for the victory rewards (pokered home/give.asm):
-- the item goes through the bag's capacity check, and only a successful
-- add sets the reward's gotFlag (EVENT_GOT_TM*) and copies the item name
-- into wStringBuffer for the "{RAM:wStringBuffer}" received texts.
local function giveVictoryItem(reward)
if not require("src.inventory.Bag").add(Game.save, reward.item, 1, Game.data) then
return false
end
if reward.gotFlag then
Game.save.flags[reward.gotFlag] = true
end
local idef = Game.data.items[reward.item]
Game.stringBuffer = idef and idef.name or reward.item
return true
end
-- Badges/items awarded after specific battles (data/scripts/victories.lua).
@@ -3036,12 +3124,13 @@ function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
if reward.badge then
Game.save.inventory[reward.badge] = 1
end
local tmGiven = false
if reward.item then
local inv = Game.save.inventory
inv[reward.item] = (inv[reward.item] or 0) + 1
local idef = Game.data.items[reward.item]
-- GiveItem -> CopyToStringBuffer for "{RAM:wStringBuffer}" received texts
Game.stringBuffer = idef and idef.name or reward.item
-- pokered GiveItem (home/give.asm): AddItemToInventory first, and a
-- full bag (jr nc, .BagFull) skips the received lines for the "make
-- room" text, leaving EVENT_GOT_TM* unset so the leader's talk script
-- retries the hand-over later (offerGymTm via gyms.lua)
tmGiven = giveVictoryItem(reward)
end
local lines = {}
if reward.dialogue then
@@ -3051,13 +3140,29 @@ function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
table.insert(lines, text[label])
end
end
if reward.item then
for _, label in ipairs(reward.tmPre or {}) do
if text[label] and text[label] ~= "" then
table.insert(lines, text[label])
end
end
if tmGiven then
for _, label in ipairs(reward.tmDialogue or {}) do
if text[label] and text[label] ~= "" then
table.insert(lines, text[label])
end
end
elseif reward.noRoom and text[reward.noRoom] and text[reward.noRoom] ~= "" then
table.insert(lines, text[reward.noRoom])
end
end
elseif reward.badge or reward.item then
if reward.badge then
local name = Game.data.items[reward.badge] and Game.data.items[reward.badge].name
or reward.badge
table.insert(lines, Strings("%s received\nthe %s!", Game.save.player.name, name))
end
if reward.item then
if tmGiven then
local name = Game.stringBuffer or reward.item
table.insert(lines, Strings("%s received\n%s!", Game.save.player.name, name))
end
@@ -3068,6 +3173,33 @@ function OverworldState:checkVictoryRewards(trainerClass, partyIndex)
self:runVictoryHook()
end
-- A beaten leader re-running their ReceiveTM script when the bag was full
-- at the victory (pokered's middle branch, e.g. PewterGymBrockText
-- CheckEventReuseA EVENT_GOT_TM34 -> call PewterGymScriptReceiveTM34).
-- The script's lead-in lines (tmPre: badge info / "Wait! Take this!")
-- show again, then the same GiveItem check decides between the received
-- lines and the "make room" text.
function OverworldState:offerGymTm(reward, done)
local text = Game.data.text or {}
local lines = {}
local function addLine(label)
if label and text[label] and text[label] ~= "" then
table.insert(lines, text[label])
end
end
for _, label in ipairs(reward.tmPre or {}) do addLine(label) end
if giveVictoryItem(reward) then
for _, label in ipairs(reward.tmDialogue or {}) do addLine(label) end
else
addLine(reward.noRoom)
end
if #lines > 0 then
Game.stack:push(TextBox.new(Game, table.concat(lines, "\f"), done))
elseif done then
done()
end
end
-- pokered reloads the map after every battle, re-running the map
-- script (e.g. LoreleiShowOrHideExitBlock); this hook is the port's
-- equivalent so seals/toggles refresh without leaving the map
@@ -3168,8 +3300,26 @@ function OverworldState:startTrainerApproach(npc, dist)
self.emote = {
npc = npc, frames = 60,
onDone = function()
if dist > 1 then
self:scriptMove(npc, npc.facing, dist - 1, fight)
-- TrainerWalkUpToPlayer (engine/overworld/trainer_sight.asm) writes
-- dist-1 NPC_MOVEMENT_* bytes and hands them to MoveSprite, and every
-- scripted step skips collision entirely (CanWalkOntoTile,
-- engine/overworld/movement.asm: "always allow walking if the
-- movement is scripted"), so the original marches the trainer straight
-- through a Strength boulder sitting on the sight line. Stop one cell
-- short of the boulder instead: two sprites on one cell is a state the
-- push path cannot represent, and the walk-up is the one scripted move
-- the player can steer a boulder into (#809).
local steps = dist - 1
local cx, cy = npc.cellX, npc.cellY
for i = 1, steps do
cx, cy = Collision.target(cx, cy, npc.facing)
if self:pushableAtCell(cx, cy) then
steps = i - 1
break
end
end
if steps > 0 then
self:scriptMove(npc, npc.facing, steps, fight)
else
fight()
end
@@ -3620,9 +3770,13 @@ function OverworldState:checkForcedMovement()
return true
end
elseif tile.mode == "surf" then
-- scripts/SeafoamIslandsB4F.asm writes wWalkBikeSurfState = 2 and
-- jp ForceBikeOrSurf, so a forced surf clears the bike state the
-- same way the party-menu mount does (#846)
p.surfing = true
Game.save.onBike = false
self:syncSurfingPikachu()
require("src.core.Music").setSurfing(Game.data, true)
require("src.core.Music").playMap(Game.data, self.map.id, false, true)
end
return false
end
@@ -3913,25 +4067,47 @@ function OverworldState:warpToHealPoint(onDone, opts)
-- Dig/Teleport/Escape Rope land OUTSIDE at the last Pokemon Center TOWN
-- door, like Fly (#196) -- NOT the interior heal cell a blackout returns
-- to. pret routes escape-warp and blackout both through wLastBlackoutMap
-- (both appear inside in front of the nurse), but this port has decided
-- the escape-warp destination is the town PC door. Prefer the canonical
-- Fly landing (field.flyWarps, one tile south of the PC door warp), else
-- the remembered outdoor door cell; fall back to the interior heal cell
-- only for an old save with no recorded outdoor.
local out = heal.outdoor
if out then
local fw = (Game.data.field.flyWarps or {})[out.id]
map = out.id
x = fw and fw.x or out.x
y = fw and fw.y or out.y
-- (LoadSpecialWarpData .usedFlyWarp, engine/overworld/special_warps.asm),
-- and that map is ALWAYS an outdoor one: SetLastBlackoutMap copies
-- wLastMap (engine/events/set_blackout_map.asm) and WarpFound2 only
-- writes wLastMap on outside maps (home/overworld.asm), with the landing
-- cell read from FlyWarpDataPtr. Prefer the canonical Fly landing
-- (field.flyWarps, one tile south of the PC door warp), else the
-- remembered outdoor door cell.
--
-- A heal record naming no outdoor town, or naming a map that is not
-- outdoors at all, is never a legal escape-warp destination: a .sav
-- import stamps lastHeal from wherever the cartridge was saved
-- (SaveConvert mergeDefaults), so ESCAPE ROPE was dropping the player
-- into the dungeon that save sat in, whose LAST_MAP exits then still
-- pointed at the door they had walked in through (#805). Vanilla's
-- zero-filled wLastBlackoutMap is map 0, so an unusable record falls
-- back to the boot heal town exactly as a never-healed game does.
local out = heal.outdoor or { id = heal.map, x = heal.x, y = heal.y }
local fw = (Game.data.field.flyWarps or {})[out.id]
local outX = fw and fw.x or out.x
local outY = fw and fw.y or out.y
local outDef = Game.data.maps[out.id]
if not (outDef and outX and outY
and Map.isOutside(outDef,
FieldDefaults.field(Game.data, "outsideTilesets"))) then
local zeroFill = require("src.core.SaveData")
.defaultHeal(Game.data.field.boot)
out, outX, outY = { id = zeroFill.map }, zeroFill.x, zeroFill.y
end
map, x, y = out.id, outX, outY
end
self:startWarpTo(map, x, y, "down", onDone)
-- Blackouts land at the interior heal cell, so re-point LAST_MAP exits at
-- the remembered town door. The teleport branch already lands ON that
-- outdoor map, so startWarpTo remembers it on the next exit; re-pointing
-- here would wrongly steer exits away from where the player now stands.
if heal.outdoor and not teleport then
-- the remembered town door. The teleport branch re-points at the town it
-- just landed on: PrepareForSpecialWarp (engine/overworld/special_warps.asm)
-- writes the special-warp destination straight back into wLastMap for every
-- fly/escape warp that is not a dungeon warp, so the next LAST_MAP exit
-- resolves against that town instead of the dungeon door the player walked
-- in through before using the rope (#805).
if teleport then
self:rememberOutdoor(map, x, y)
elseif heal.outdoor then
self:rememberOutdoor(heal.outdoor.id, heal.outdoor.x, heal.outdoor.y)
end
end
@@ -4323,7 +4499,13 @@ function OverworldState:drawWorld()
-- ghost NPCs on neighbor maps, y-sorted among themselves
table.sort(self.ghosts,
function(a, b) return a.npc.py + a.oy < b.npc.py + b.oy end)
table.sort(self.entities, function(a, b) return a.py < b.py end)
table.sort(self.entities, function(a, b)
if a.py ~= b.py then return a.py < b.py end
-- a fresh warp spawn parks the follower on the player's own cell
-- until it trails out; the tie must draw it under him, never on
-- top (#863)
return a.pikachuFollower == true and b.pikachuFollower ~= true
end)
-- === shared FX draw bodies ==========================================
-- Each draws at flat world-canvas offsets; the tilt path wraps the
+9 -2
View File
@@ -188,7 +188,7 @@ function PikachuFollower.current(ow)
return npc
end
function PikachuFollower.onMapEntered(game, ow, opts)
function PikachuFollower.onMapEntered(game, ow, opts, viaMapLoad)
-- Bill's House owns a short scripted scene that deliberately keeps
-- Pikachu off the normal trailing loop. A new map instance ends it.
ow.pikachuBillsScene = nil
@@ -200,7 +200,8 @@ function PikachuFollower.onMapEntered(game, ow, opts)
-- takes .normal_spawn_state -- map coords rebased, sprite data and
-- follow command buffer left alone. Re-list the same instance and let
-- rebase() shift its cell; a warp arrives without it and respawns
-- behind the player, the full spawn path of that same routine.
-- under the player, the full spawn path of that same routine (the
-- viaMapLoad spawn below, #863).
local keep = opts and opts.keepPikachu
if keep then
table.insert(ow.npcs, keep)
@@ -208,6 +209,12 @@ function PikachuFollower.onMapEntered(game, ow, opts)
return
end
local x, y = spawnCell(ow)
-- a fresh map entry (warp, boot) parks the follower ON the player's
-- cell instead: it stays hidden under him (the draw-sort tie-break in
-- OverworldController) and walks out of the warp behind him as the
-- trail opens up. Mid-map respawns (bike dismount, revive) keep the
-- behind-the-facing cell (#863)
if viaMapLoad then x, y = ow.player.cellX, ow.player.cellY end
local npc = makeFollower(game, ow, x, y, ow.player.facing)
table.insert(ow.npcs, npc)
-- entities is the draw list; passable keeps it out of collision
@@ -0,0 +1,222 @@
-- Manual check of both bag-full pickup refusals (#872): an item ball must
-- refuse with _NoMoreRoomForItemText (pokered scripts/pick_up_item.asm
-- .BagFull), never the Toss-screen _CantCarryMoreText, and a hidden item
-- announces the find first, then _HiddenItemBagFullText (hidden_items.asm).
-- Run without POKEPORT_SPEED -- the box paging under test is timing-honest.
-- POKEPORT_DRIVER=tests/drivers/bag_full_pickup_bug872_test.lua POKEPORT_IDENTITY=bug872 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local TextBox = require("src.render.TextBox")
local Bag = require("src.inventory.Bag")
local GameVersion = require("src.core.GameVersion")
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local MAP = "VIRIDIAN_FOREST"
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- neither refusal plays a jingle, but the human will want the normal
-- pickup sound as a contrast, so warn when it would be muted
local opts = game.save.options or {}
if (opts.sfxVol or 7) == 0 then
U.log("note: sfxVol is 0, so a successful pickup afterwards will be",
"silent; the refusal boxes themselves are unaffected")
end
-- a real fresh game, so the save has a player name and clean flags
U.newGame(game)
local save = game.save
-- Empty the bag, then refill to exactly capacity with ids that are NOT
-- POTION: Bag.add succeeds by quantity for an id already in a slot
-- (src/inventory/Bag.lua), which would mask the bug, and both test
-- targets below hand out POTION. Badges share save.inventory but are
-- not bag slots, so they are left alone.
for _, id in ipairs({ unpack(Bag.order(save)) }) do
Bag.remove(save, id, save.inventory[id] or 1)
end
local ids = {}
for id in pairs(game.data.items) do
if not Bag.isBadge(id) and id ~= "POTION" then ids[#ids + 1] = id end
end
table.sort(ids)
for _, id in ipairs(ids) do
if Bag.slots(save) >= Bag.capacity(game.data) then break end
Bag.add(save, id, 1, game.data)
end
check(("bag is full (%d/%d slots) and holds no POTION")
:format(Bag.slots(save), Bag.capacity(game.data)),
Bag.slots(save) >= Bag.capacity(game.data)
and not save.inventory.POTION)
-- first target: the Potion item ball. pokered
-- data/maps/objects/ViridianForest.asm:36 puts it at walk cell (12, 29)
-- (object_event 12, 29, SPRITE_POKE_BALL ... POTION), free floor below.
local BALL = { x = 12, y = 29 }
U.teleport(game, MAP, BALL.x, BALL.y + 1, "left")
U.wait(10)
local function isBall(n)
return n and n.def and n.def.item and n.def.item ~= "0" and n.def.item ~= 0
end
local ow = game.overworld
local ball = ow:npcAtCell(BALL.x, BALL.y)
if not isBall(ball) then
-- a map edit or mod moved the object: take any item ball on the map
-- and stand on a free walkable neighbour instead
ball = nil
for _, n in ipairs(ow.npcs or {}) do
if isBall(n) then ball = n break end
end
if ball then
local sides = {
{ 0, 1, "up" }, { 0, -1, "down" }, { 1, 0, "left" }, { -1, 0, "right" },
}
for _, s in ipairs(sides) do
local cx, cy = ball.cellX + s[1], ball.cellY + s[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.log(("ball not at (%d, %d); using the one at (%d, %d)")
:format(BALL.x, BALL.y, ball.cellX, ball.cellY))
-- teleport facing away, the tap below still does the turn
U.teleport(game, MAP, cx, cy, s[3] == "left" and "right" or "left")
U.wait(10)
BALL.x, BALL.y = ball.cellX, ball.cellY
break
end
end
end
end
check("an item ball is loaded on " .. MAP, ball ~= nil)
local ballItem = ball and ball.def.item or "POTION"
-- turn toward the ball ourselves (a one-frame press only turns when the
-- player faces elsewhere, src/world/Player.lua), then trigger the talk
ow = game.overworld
local dx, dy = BALL.x - ow.player.cellX, BALL.y - ow.player.cellY
local dir = (dy < 0 and "up") or (dy > 0 and "down")
or (dx < 0 and "left") or "right"
U.tap(game, dir)
U.wait(10)
local fx, fy = game.overworld.player:facingCell()
check("player turned to face the ball",
game.overworld:npcAtCell(fx, fy) == ball)
U.tap(game, "a")
U.wait(30)
local function readPages()
local top = game.stack:top()
if getmetatable(top) ~= TextBox then return nil end
local pages = {}
for _, page in ipairs(top.pages or {}) do
pages[#pages + 1] = table.concat(page, " / ")
end
return pages
end
local function closeBox()
for _ = 1, 8 do
if getmetatable(game.stack:top()) ~= TextBox then break end
U.tap(game, "a")
U.wait(25)
end
end
local pages = readPages()
check("A on the full-bag ball opened a text box", pages ~= nil)
if pages then
local all = table.concat(pages, " || ")
U.log("ball refusal reads:", all)
check("it is the pickup refusal, not the Toss line",
all:find("No more room", 1, true) ~= nil
and all:find("can't carry", 1, true) == nil)
if GameVersion.isYellow() then
check("Yellow announces the find, then refuses on page 2",
#pages == 2
and pages[1]:find(ballItem, 1, true) ~= nil
and pages[2]:find("No more room", 1, true) ~= nil)
else
check("Red/Blue refuse in one page with no found line",
#pages == 1 and pages[1]:find("found", 1, true) == nil)
end
U.shot(game, SHOT_DIR .. "/bug872_ball_refusal.png")
end
closeBox()
-- the refusal must leave the world untouched so the pickup can be
-- retried after tossing something
check("the ball is still standing there",
game.overworld:npcAtCell(BALL.x, BALL.y) == ball)
check("itemsTaken was not marked",
not (save.itemsTaken and ball and save.itemsTaken[ball.id]))
check("the item stayed out of the bag", not save.inventory[ballItem])
-- second target: the hidden POTION. pokered
-- data/events/hidden_item_coords.asm:8 puts it at (x=1, y=18) on
-- VIRIDIAN_FOREST; Game.data.field.hiddenItems carries the same spot.
local hidden
local list = (game.data.field.hiddenItems or {})[MAP] or {}
for _, h in ipairs(list) do
if h.x == 1 and h.y == 18 then hidden = h break end
end
hidden = hidden or list[1]
check("a hidden item exists on " .. MAP, hidden ~= nil)
local stood = false
if hidden then
-- {dx, dy, facing} from the hidden cell to a stand cell that looks
-- back at it; the spot itself is usually an unwalkable tree tile
local sides = {
{ 0, 1, "up" }, { 0, -1, "down" }, { 1, 0, "left" }, { -1, 0, "right" },
}
for _, s in ipairs(sides) do
local cx, cy = hidden.x + s[1], hidden.y + s[2]
local m = game.overworld.map
if m:isWalkableCell(cx, cy) and not game.overworld:npcAtCell(cx, cy) then
U.teleport(game, MAP, cx, cy, s[3] == "left" and "right" or "left")
U.wait(10)
U.tap(game, s[3])
U.wait(10)
local hfx, hfy = game.overworld.player:facingCell()
if hfx == hidden.x and hfy == hidden.y then stood = true break end
end
end
end
check("standing against the hidden spot", stood)
U.tap(game, "a")
U.wait(30)
pages = readPages()
check("A on the full-bag hidden spot opened a text box", pages ~= nil)
if pages then
local all = table.concat(pages, " || ")
U.log("hidden refusal reads:", all)
check("the found line comes first",
#pages == 2 and pages[1]:find("found", 1, true) ~= nil
and (not hidden or pages[1]:find(
(game.data.items[hidden.item] or {}).name or hidden.item,
1, true) ~= nil))
check("then the hidden-item bag-full line, not the Toss line",
#pages == 2
and pages[2]:find("no more room", 1, true) ~= nil
and pages[2]:find("other items", 1, true) ~= nil
and all:find("can't carry", 1, true) == nil)
U.shot(game, SHOT_DIR .. "/bug872_hidden_refusal.png")
end
closeBox()
local key = hidden and (MAP .. "_" .. hidden.x .. "_" .. hidden.y)
check("the hidden spot can still be prompted again",
not (key and save.hiddenTaken and save.hiddenTaken[key]))
check("the hidden item stayed out of the bag",
not (hidden and save.inventory[hidden.item]))
U.log("You are still facing the hidden spot with a full bag; pressing A")
U.log("should say the item was found, then that there is no more room for")
U.log("other items, and never the bag screen's \"can't carry\" wording.")
U.log("Toss something and both spots should hand their item over normally.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,216 @@
-- Eye check: a YES/NO box over a classic battle wears the same paper as the
-- field behind it (#822). pokered data/sgb/sgb_packets.asm BlkPacket_Battle
-- attributes all 18 rows, and home/yes_no.asm InitYesNoTextBoxParameters puts
-- the box at hlcoord 14,7 -- inside the player-HP-bar region, pal 0.
-- POKEPORT_DRIVER=tests/drivers/battle_choice_paper_bug822_test.lua POKEPORT_IDENTITY=bug822 POKEPORT_TOUCH=0 SHOT_DIR=/tmp/shots love .
-- No POKEPORT_SPEED: it scales the logic clock only, and these frames are judged as drawn.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local PaletteFX = require("src.render.PaletteFX")
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local ChoiceBox = require("src.ui.ChoiceBox")
local Theme = require("src.ui.Theme")
-- pokered data/maps/objects/Route1.asm puts the two youngsters at (5,24) and
-- (15,13) and the sign at (9,27), so the top of the road is empty grass; the
-- battle is pushed rather than walked into, the cell is only somewhere to stand.
local MAP = "ROUTE_1"
local STAND = { x = 5, y = 6, facing = "down" }
local PARTY = { { "BULBASAUR", 12 }, { "PIDGEOTTO", 18 } }
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- ---- machine-checkable preconditions ------------------------------------
local opts = game.save.options or {}
local sfxVol = opts.sfxVol or 7
if sfxVol == 0 then
U.log("FAIL SFX volume is 0, so the box's A/B click is gone and there is no")
U.log(" way to tell a dead box from a live one you cannot hear. Set SFX to 7.")
end
check(("SFX volume %d, so the YES/NO box clicks when you answer it"):format(sfxVol),
sfxVol > 0)
check("the shade-remap shader compiled (no shader, no colorization at all)",
PaletteFX.shader() ~= nil)
check("PaletteFX.sendShades exists -- the raw sender the #822 fix needs",
type(PaletteFX.sendShades) == "function")
check("all 7 COLORS modes are on the ladder ("
.. table.concat(PaletteFX.MODES, ", ") .. ")", #PaletteFX.MODES == 7)
local cl = PaletteFX.CLASSIC
check(("CLASSIC paper is the light pea green %d,%d,%d and its second shade"
.. " the darker %d,%d,%d -- the pair #822 confused")
:format(cl[1][1], cl[1][2], cl[1][3], cl[2][1], cl[2][2], cl[2][3]),
cl[1][1] == 155 and cl[1][2] == 188 and cl[2][1] == 139)
check("OG's GRAYS start at pure white, so OG is the shader identity",
PaletteFX.GRAYS[1][1] == 255)
local box = Theme.choiceBox
check(("the YES/NO box sits at tile %d,%d (%dx%d) -- InitYesNoTextBoxParameters'"
.. " hlcoord 14,7"):format(box.tx, box.ty, box.tw, box.th),
box.tx == 14 and box.ty == 7)
-- ---- get into a battle with the box up ----------------------------------
game.save.party = {}
for _, slot in ipairs(PARTY) do
table.insert(game.save.party, Pokemon.new(game.data, slot[1], slot[2]))
end
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(20)
local ow = game.overworld
if ow and not ow.map:isWalkableCell(STAND.x, STAND.y) then
-- a map edit moved the road: any free neighbour will do, nothing here
-- depends on the cell beyond having somewhere legal to stand
for _, d in ipairs({ { 0, 1 }, { 0, -1 }, { 1, 0 }, { -1, 0 } }) do
local cx, cy = STAND.x + d[1], STAND.y + d[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.log(("(%d, %d) is blocked, standing on"):format(STAND.x, STAND.y), cx, cy)
U.teleport(game, MAP, cx, cy, STAND.facing)
U.wait(20)
ow = game.overworld
break
end
end
end
check("the overworld is up on " .. MAP, ow ~= nil and ow.map.id == MAP)
local battle = BattleState.newWild(game, "RATTATA", 5)
battle.onFinish = function() end
ow:pushBattle(battle)
for _ = 1, 400 do
if game.stack:top() == battle and (battle.introSlide or 0) == 0 then break end
U.wait(1)
end
for _ = 1, 120 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(6)
end
check("the battle reached its FIGHT/PKMN/ITEM/RUN menu", battle.phase == "menu")
-- The same bare box BattleState pushes for the switch offer (BattleState.lua
-- :1291): no anchor, so it sits over the battle rather than riding a dialogue
-- box. Pushed directly because the reporter's screen is the box on top of a
-- live battle, and how it got there changes nothing about the colorization.
local choice = ChoiceBox.new(game, function() end)
game.stack:push(choice)
U.wait(10)
check("a YES/NO box is on top of the battle", game.stack:top() == choice)
-- ---- measure both papers, mode by mode ----------------------------------
-- Replays what Game:draw does for a classic battle with an overlay above it:
-- every state paints onto the one 160x144 UI canvas, then the topmost state
-- with sgbPalettes owns the screen. BattleState:sgbPalettes returns nil for
-- the classic layout, so PaletteFX.ensureZones decides whether a whole-screen
-- shade pass runs at all -- it does in OG / OG INV / CLASSIC, and does not in
-- the colorized modes. Offscreen so the sample boxes stay in clean 160x144
-- space whatever the window is doing; the U.shot next to each reading is the
-- same frame as presented.
local g = love.graphics
local shader = PaletteFX.shader()
-- The empty pocket the SGB attribute map leaves at tiles 9,4 - 10,6: below
-- the enemy HP bar (rows 0-3), right of the player mon (cols 0-8), left of
-- the enemy mon (col 11 on). Nothing is ever drawn here, so it is the field
-- paper and nothing else.
local FIELD = { 74, 36, 85, 52 }
-- Inside the YES/NO box, clear of its border tiles. The glyphs and cursor
-- live in here too, which is why the reading is the most common color rather
-- than one pixel.
local BOXI = { 120, 64, 151, 87 }
local function modal(id, r)
local counts, best, bestN = {}, nil, -1
for y = r[2], r[4] do
for x = r[1], r[3] do
local pr, pg, pb = id:getPixel(x, y)
local key = math.floor(pr * 255 + 0.5) .. "," .. math.floor(pg * 255 + 0.5)
.. "," .. math.floor(pb * 255 + 0.5)
counts[key] = (counts[key] or 0) + 1
if counts[key] > bestN then best, bestN = key, counts[key] end
end
end
return best
end
local function sample()
local prev = g.getCanvas()
local a = g.newCanvas(160, 144)
local b = g.newCanvas(160, 144)
g.setCanvas(a)
g.clear(1, 1, 1, 1) -- the battle letterbox is white (letterboxWhite)
g.setColor(1, 1, 1, 1)
battle:draw()
choice:draw()
g.setCanvas(b)
g.clear(0, 0, 0, 1)
local zones = PaletteFX.ensureZones(nil)
if zones and zones[1] then
g.setShader(shader)
PaletteFX.sendColors(shader, PaletteFX.GRAYS)
end
g.setColor(1, 1, 1, 1)
g.draw(a, 0, 0)
g.setShader()
g.setCanvas(prev)
local id = b:newImageData()
return modal(id, FIELD), modal(id, BOXI), zones ~= nil and zones[1] ~= nil
end
local mismatched = {}
for _, m in ipairs(PaletteFX.MODES) do
-- set the SAVED option too: Game:applyOptions re-reads save.options.colors,
-- so a bare setMode gets reverted underneath the next frame
game.save.options = game.save.options or {}
game.save.options.colors = m
PaletteFX.setMode(m)
U.wait(20)
local field, boxp, framePass = sample()
local label = PaletteFX.modeLabel(m)
local same = field == boxp
local known = (m == "gbc" or m == "gbc_inv")
U.log(("%-9s field %-13s box %-13s %s"):format(
label, field, boxp,
framePass and "whole-screen pass" or "no whole-screen pass"))
if m == "classic" then
check("CLASSIC field is the light pea green 155,188,15, not the darker"
.. " 139,172,15 one bucket down", field == "155,188,15")
end
if known then
-- the other half of #822, left open on purpose: with no frame-level pass
-- the overlay paints raw DMG white onto a canvas the battle has already
-- colorized, and nothing local to drawZonePass can reach it
U.log((" %s draws its overlays raw, so a mismatch here is the known"
.. " open half, not this fix failing"):format(label))
else
if not same then mismatched[#mismatched + 1] = label end
check(label .. " box paper matches the field behind it", same)
end
U.shot(game, DIR .. "/bug822_" .. m .. ".png")
end
check("no forced-mono or ADVANCED/OG RED mode left the box a different color"
.. " from the field", #mismatched == 0)
if #mismatched > 0 then
U.log(" mismatched on:", table.concat(mismatched, ", "))
end
-- ---- over to you --------------------------------------------------------
PaletteFX.setMode("classic")
game.save.options.colors = "classic"
U.wait(20)
U.log("You are looking at a YES/NO box sitting on a wild RATTATA battle in")
U.log("CLASSIC. The paper inside the box and the empty field around the mons")
U.log("should be the one same pea green, with no seam where the box begins;")
U.log("press 2 through the ladder and OG INV should go black-on-black the same")
U.log("way, while OG, OG RED and ADVANCED look exactly as they always did.")
U.log("The near miss is a box that is only slightly lighter than the field --")
U.log("that is the old one-bucket slip, not a border. SGB and SGB INV still")
U.log("show a white box over a tinted field; that half of #822 is open.")
U.log("Shots: " .. DIR .. "/bug822_*.png. A or B answers the box and it goes.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,222 @@
-- A trainer's walk-up must stop short of a Strength boulder, and the boulder
-- must still be pushable afterwards (#809). TrainerWalkUpToPlayer (pokered
-- engine/overworld/trainer_sight.asm) writes dist-1 movement bytes that skip
-- collision, so the trainer used to park ON the boulder, and after that
-- IsSpriteInFrontOfPlayer (home/overworld.asm) handed TryPushingBoulder the
-- trainer instead of the rock. POKEPORT_DRIVER=tests/drivers/boulder_trainer_bug809_test.lua POKEPORT_IDENTITY=bug809 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
-- No POKEPORT_SPEED: the sighting, the "!" bubble and the walk-up all run at
-- the normal 60 Hz logic clock so the stop-short frame is the one a player
-- would see. The setup pushes are slow for the same reason; the run takes
-- about half a minute of real time before it hands the pad over.
return function(game)
local U = dofile("tests/drivers/util.lua")
-- pokered data/maps/objects/VictoryRoad3F.asm:
-- object_event 13, 3, SPRITE_COOLTRAINER_F, STAY, RIGHT, ..., OPP_COOLTRAINER_F, 3
-- object_event 22, 3, SPRITE_BOULDER, STAY, BOULDER_MOVEMENT_BYTE_2, ...
-- Her header range is 4 (data/generated/trainer_headers.lua VictoryRoad3F[4]),
-- so she spots the player anywhere on row 3 within four cells to her east and
-- then walks dist-1 cells toward him. Row 3 is walled at x=19, so BOULDER1
-- cannot simply be shoved west into her sight line: it has to go down column
-- 22 to row 6, west along row 6, and back up column 17 onto row 3.
local MAP = "VICTORY_ROAD_3F"
local MAP_LABEL = "VictoryRoad3F"
local BOULDER = "VICTORYROAD3F_BOULDER1"
local TRAINER = "VICTORYROAD3F_COOLTRAINER_F2"
local START = { x = 22, y = 2, facing = "down" }
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local pass = true
local function check(label, ok)
if not ok then pass = false end
U.log(ok and "PASS" or "FAIL", label)
return ok
end
local function findNpc(ow, name)
for _, n in ipairs(ow.npcs or {}) do
if n.def and n.def.name == name then return n end
end
return nil
end
-- Hold `btn` until `cond` goes true or the budget runs out, then release and
-- let any half-finished step land. Boulder pushes need a held direction:
-- handleInput only reaches checkBoulderPush while the player already faces
-- that way, and TryPushingBoulder arms on one poll and moves on the next
-- (BIT_TRIED_PUSH_BOULDER), so a single tap can never shift a rock.
local function holdUntil(btn, cond, budget)
local first = true
for _ = 1, budget or 600 do
if cond() then break end
if first then table.insert(game.input.pressQueue, btn); first = false end
game.input.state[btn] = true
coroutine.yield()
end
game.input.state[btn] = false
for _ = 1, 40 do
if not game.overworld.player.moving and #game.overworld.scriptMoves == 0 then
break
end
coroutine.yield()
end
U.wait(4) -- an input-free poll re-arms turning in place (wCheckFor180DegreeTurn)
return cond()
end
U.teleport(game, MAP, START.x, START.y, START.facing)
U.wait(10)
local ow = game.overworld
local rock = findNpc(ow, BOULDER)
local trainer = findNpc(ow, TRAINER)
check("BOULDER1 loaded on " .. MAP, rock ~= nil)
check("COOLTRAINER_F2 loaded on " .. MAP, trainer ~= nil)
if not (rock and trainer) then
U.log("map objects missing; nothing to drive")
while true do coroutine.yield() end
end
check("BOULDER1 starts at the asm cell (22,3)",
rock.cellX == 22 and rock.cellY == 3)
check("COOLTRAINER_F2 starts at the asm cell (13,3) facing right",
trainer.cellX == 13 and trainer.cellY == 3 and trainer.facing == "right")
check("checkBoulderPush resolves through pushableAtCell",
type(ow.pushableAtCell) == "function")
local header = game.data:trainerHeader(MAP_LABEL, trainer.def.index)
local range = header and header.range or 0
check("her sight range is 4 cells", range == 4)
-- The whole route, so a map or tileset edit shows up here instead of as a
-- driver that quietly wanders off. If a cell is not walkable the boulder
-- cannot be pushed onto it (CheckForCollisionWhenPushingBoulder reuses the
-- player's passability check) and the run is not worth continuing.
local ROUTE = {
{ 22, 4 }, { 22, 5 }, { 22, 6 }, { 23, 5 }, { 23, 6 },
{ 21, 6 }, { 20, 6 }, { 19, 6 }, { 18, 6 }, { 17, 6 },
{ 18, 7 }, { 17, 7 }, { 17, 5 }, { 17, 4 }, { 17, 3 },
{ 18, 4 }, { 18, 3 }, { 16, 3 }, { 16, 4 }, { 16, 2 },
}
local routeOk = true
for _, c in ipairs(ROUTE) do
if not ow.map:isWalkableCell(c[1], c[2]) then
routeOk = false
U.log("route cell not walkable:", c[1], c[2])
end
end
check("the push route is walkable end to end", routeOk)
-- STRENGTH is live for the map visit. BIT_STRENGTH_ACTIVE is what
-- TryPushingBoulder gates on -- it never re-reads badges or party moves --
-- so setting the field-move state is the whole grant (see the comment in
-- OverworldState:checkBoulderPush).
ow.strengthActive = true
-- Victory Road rolls a wild encounter on every completed step, not just in
-- grass (wild_encounters.asm counts caves as indoor), and this run walks
-- twenty-odd cells with an empty party. Drop the map's table: a wild
-- battle mid-route interrupts the push with a screen transition and has
-- nothing to do with what is being checked.
game.data.encounters[MAP] = nil
if not pass then
U.log("setup checks already failed; not driving the push")
while true do coroutine.yield() end
end
local function boulderAt(x, y)
return function() return rock.cellX == x and rock.cellY == y end
end
local function playerAt(x, y)
local p = ow.player
return function() return p.cellX == x and p.cellY == y end
end
-- down column 22 to row 6
holdUntil("down", boulderAt(22, 6), 400)
check("boulder pushed down column 22 to (22,6)", rock.cellX == 22 and rock.cellY == 6)
-- around to its east side
holdUntil("right", playerAt(23, 5), 120)
holdUntil("down", playerAt(23, 6), 120)
-- west along row 6 to the column that reaches row 3
holdUntil("left", boulderAt(17, 6), 700)
check("boulder pushed west along row 6 to (17,6)", rock.cellX == 17 and rock.cellY == 6)
-- around to its south side
holdUntil("down", playerAt(18, 7), 120)
holdUntil("left", playerAt(17, 7), 120)
-- up column 17 onto her row
holdUntil("up", boulderAt(17, 3), 400)
check("boulder pushed up column 17 onto row 3 at (17,3)",
rock.cellX == 17 and rock.cellY == 3)
if not pass then
U.log("the boulder never reached her row; the race below cannot happen")
while true do coroutine.yield() end
end
-- Step onto row 3 one cell out of range (18 - 13 = 5 > 4) so the sighting
-- happens on the push itself and not a moment earlier.
holdUntil("right", playerAt(18, 4), 120)
holdUntil("up", playerAt(18, 3), 120)
check("player waiting at (18,3), one cell outside her range",
ow.player.cellX == 18 and ow.player.cellY == 3 and not ow.engaging)
-- The engage lands on a battle we are not going to fight: stand in for it,
-- record where the walk-up stopped, and mark her beaten the way winning
-- would. Everything the walk-up does has already happened by this point.
local stopped
local realEngage = ow.engageTrainer
ow.engageTrainer = function(self, npc, onDone)
stopped = { npc = npc, x = npc.cellX, y = npc.cellY }
game.save.defeatedTrainers[npc.id] = true
if onDone then onDone() end
end
-- One push west: the boulder lands on (16,3) and the player follows onto
-- (17,3), four cells from her, which is the frame she spots him on.
holdUntil("left", function() return stopped ~= nil end, 400)
check("she spotted the player and finished her walk-up", stopped ~= nil)
check("the boulder moved one cell west to (16,3)",
rock.cellX == 16 and rock.cellY == 3)
if stopped then
U.log("she stopped at", stopped.x, stopped.y, "boulder at", rock.cellX, rock.cellY)
check("she is not standing on the boulder cell",
not (stopped.x == rock.cellX and stopped.y == rock.cellY))
check("she stopped one cell short of it, at (15,3)",
stopped.x == 15 and stopped.y == 3)
check("the push path still finds the boulder under that cell",
ow:pushableAtCell(rock.cellX, rock.cellY) == rock)
check("nothing else shares the boulder's cell",
ow:npcAtCell(rock.cellX, rock.cellY) == rock)
end
U.shot(game, SHOT_DIR .. "/bug809_walkup_stop.png")
-- ...and the rock still moves. Push it north, the one free direction left:
-- west is her, east is the player, south is where he came from.
holdUntil("down", playerAt(17, 4), 120)
holdUntil("left", playerAt(16, 4), 120)
holdUntil("up", boulderAt(16, 2), 400)
if not check("the boulder is still pushable after the engage",
rock.cellX == 16 and rock.cellY == 2) then
U.log("boulder ended at", rock.cellX, rock.cellY, "player at",
ow.player.cellX, ow.player.cellY)
end
holdUntil("down", playerAt(16, 4), 120)
U.shot(game, SHOT_DIR .. "/bug809_still_pushable.png")
ow.engageTrainer = realEngage
U.log(pass and "ALL CHECKS PASSED" or "SOME CHECKS FAILED")
U.log("On screen: the COOLTRAINER stands at (15,3) with a one-cell gap")
U.log("between her and the rock, which now sits at (16,2), one row up from")
U.log("where she stopped. The near miss to watch for is her sprite ending")
U.log("the walk-up on top of the rock, or standing clear of it but leaving")
U.log("it inert: walk into the rock from any side and it should still shift")
U.log("a cell. Her battle was stubbed out and she is flagged as beaten;")
U.log("re-run the driver to watch the race again from the start.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,286 @@
-- Driver for #847: slowed Cities1 (scripts/ChampionsRoom.asm:112 farcall
-- Music_Cities1AlternateTempo, audio/alternate_tempo.asm), the scripted walk
-- over the rival (home/overworld.asm CollisionCheckOnLand) and the back-pic
-- sweep (engine/movie/hall_of_fame.asm HoFShowMonOrPlayer). Never add
-- POKEPORT_SPEED here: it scales the logic clock only and audio is the test.
-- POKEPORT_DRIVER=tests/drivers/champion_alt_tempo_bug847_test.lua POKEPORT_IDENTITY=hof847 POKEPORT_TOUCH=0 SHOT_DIR=/tmp/shots love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local Sprites = require("src.pokemon.Sprites")
local Music = require("src.core.Music")
local ChipSynth = require("src.core.ChipSynth")
local Commands = require("src.script.Commands")
local HallOfFame = require("src.ui.HallOfFame")
local failures = 0
local function check(label, ok)
if not ok then failures = failures + 1 end
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- audio/music/cities1.asm: Music_Cities1_Ch1 opens `tempo 144`, the
-- Music_Cities1_Ch1_AlternateTempo stub `tempo 232` (macros/scripts/audio.asm
-- emits db HIGH(x), LOW(x), so these are the literal engine values).
local NORMAL_TEMPO, ALT_TEMPO = 144, 232
local SONG = "Music_Cities1"
-- ---------------------------------------------------------------
-- party + options
-- ---------------------------------------------------------------
local SPECIES = { "CHARIZARD", "SNORLAX", "PIKACHU" }
game.save.party = {}
for i, name in ipairs(SPECIES) do
game.save.party[i] = Pokemon.new(game.data, name, 100 - (i - 1) * 27)
end
game.save.player.name = "BRYAN"
local options = game.save.options
check("sfxVol is non-zero, so the cries are audible", (options.sfxVol or 0) > 0)
check("musicVol is non-zero, so the tempo swap is audible",
(options.musicVol or 0) > 0)
-- ---------------------------------------------------------------
-- machine checks: the parts an ear cannot separate from a bad build
-- ---------------------------------------------------------------
-- read the live registry, so a mod's map_scripts contribution is inspected
local mapScripts = require("data.scripts.init")
local champ = mapScripts.get("CHAMPIONS_ROOM")
local rows = champ and champ.talk and champ.talk.TEXT_CHAMPIONSROOM_RIVAL
check("CHAMPIONS_ROOM keeps its rival script", type(rows) == "table")
rows = rows or {}
local iFade, iWait, iCue, iWalk, iWarp, cueOpts
for i, row in ipairs(rows) do
if row[1] == "fade_music" and not iFade then
iFade = i
elseif row[1] == "wait" and iFade and not iWait then
iWait = i
elseif row[1] == "play_music" and row[2] == SONG and not iCue then
iCue, cueOpts = i, row[3]
elseif row[1] == "move_player" and row[2] == "up" and not iWarp then
iWalk = i
elseif row[1] == "warp" and row[2] == "HALL_OF_FAME" then
iWarp = iWarp or i
end
end
check("the script fades the battle theme out before Cities1 (#847)",
iFade ~= nil and iCue ~= nil and iFade < iCue)
check("it waits out the fade, like the ld c, 100 / call DelayFrames",
iWait ~= nil and iWait > iFade and iWait < iCue
and (rows[iWait or 1][2] or 0) >= 100)
check("the Cities1 cue carries the alternate tempo " .. ALT_TEMPO,
type(cueOpts) == "table" and cueOpts.tempo == ALT_TEMPO)
check("it still walks the player out before the warp (#704)",
iWalk ~= nil and iWarp ~= nil and iWalk < iWarp)
check("Commands.fade_music exists for that first row",
type(Commands.fade_music) == "function")
-- the tempo has to survive the song's own `tempo` command: without the
-- override the body's 144 wins and Cities1 plays as the ordinary town theme
local def = game.data.audio and game.data.audio.songs
and game.data.audio.songs[SONG]
check(SONG .. " is in the extracted song table", type(def) == "table")
if type(def) == "table" then
local slowed = {}
for k, v in pairs(def) do slowed[k] = v end
slowed.tempo = ALT_TEMPO
local okAlt, alt = pcall(ChipSynth.newEngine, game.data, slowed,
{ allowLoops = true })
local okPlain, plain = pcall(ChipSynth.newEngine, game.data, def,
{ allowLoops = true })
check("an overridden song header starts locked at " .. ALT_TEMPO,
okAlt and alt and alt.tempo == ALT_TEMPO and alt.tempoLocked == true)
check("a plain header is left unlocked, free to take its own tempo "
.. NORMAL_TEMPO,
okPlain and plain and not plain.tempoLocked)
end
-- HoFShowMonOrPlayer loads a back pic for every party member and for the
-- player; a missing key would silently draw nothing during the sweep
for _, name in ipairs(SPECIES) do
local path = Sprites.path(game.data, name, "back", { kind = "hof" })
check(name .. " resolves a back pic for the induction",
type(path) == "string" and path ~= "")
end
local playerBack = Sprites.playerPath(game.data, "back", { kind = "hof" })
check("the player resolves RedPicBack for the closing sweep",
type(playerBack) == "string" and playerBack ~= "")
-- ---------------------------------------------------------------
-- stand where ChampionsRoomPlayerEntersScript leaves the player
-- ---------------------------------------------------------------
-- pokered data/maps/objects/ChampionsRoom.asm: CHAMPIONSROOM_RIVAL at (4,2),
-- both HALL_OF_FAME warps on row 0, and RivalEntrance_RLEMovement (up 1,
-- right 1, up 3) from warp 1 lands the player at (4,3), facing the rival.
local STAND = { x = 4, y = 3 }
U.teleport(game, "CHAMPIONS_ROOM", STAND.x, STAND.y, "up")
U.wait(20)
local ow = game.overworld
local rival
for _, npc in ipairs(ow and ow.npcs or {}) do
if npc.def and npc.def.name == "CHAMPIONSROOM_RIVAL" then rival = npc end
end
check("the rival object is on the map", rival ~= nil)
if rival and (ow.player.cellX ~= rival.cellX
or ow.player.cellY ~= rival.cellY + 1) then
-- a map edit or a mod moved the object: stand on any free walkable
-- neighbour instead of facing a wall. {dx, dy, facing} is the offset from
-- the rival to the stand cell plus the direction that looks back at him.
local sides = {
{ 0, 1, "up" }, { 0, -1, "down" }, { 1, 0, "left" }, { -1, 0, "right" },
}
for _, s in ipairs(sides) do
local cx, cy = rival.cellX + s[1], rival.cellY + s[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.log(("(%d, %d) is not free; standing on"):format(STAND.x, STAND.y),
cx, cy, "facing", s[3])
U.teleport(game, "CHAMPIONS_ROOM", cx, cy, s[3])
U.wait(10)
ow = game.overworld
for _, npc in ipairs(ow.npcs or {}) do
if npc.def and npc.def.name == "CHAMPIONSROOM_RIVAL" then
rival = npc
end
end
break
end
end
end
-- run the tail of the script, from after the rival battle, so nobody has to
-- win OPP_RIVAL3 to hear this. Only rows before that point carry jump
-- targets, so the slice needs no reindexing -- assert that.
local from
for i, row in ipairs(rows) do
if row[1] == "show_text"
and row[2] == "_ChampionsRoomRivalAfterBattleText" then
from = i
break
end
end
check("found the post-battle row to start from", from ~= nil)
local slice, jumpy = {}, false
for i = from or 1, #rows do
local row = rows[i]
if row[1] == "jump" or row[1] == "jump_if_true"
or row[1] == "jump_if_false" then
jumpy = true
end
slice[#slice + 1] = row
end
check("the tail of the script has no jump targets to reindex", not jumpy)
if failures > 0 then
U.log("stopping before the cutscene:", failures,
"check(s) failed above, so what you would hear means nothing")
while true do coroutine.yield() end
end
-- watch the cues the script actually issues: on speakers a dedupe that ate
-- the restart and a fade that never fired sound like the same nothing
local realPlay, realFade = Music.play, Music.fadeOut
local cues, faded = {}, false
Music.play = function(data, song, loop, ctx)
cues[#cues + 1] = { song = song, tempo = ctx and ctx.tempo }
return realPlay(data, song, loop, ctx)
end
Music.fadeOut = function(control)
faded = true
return realFade(control)
end
ow:queueScript(slice, { npc = rival })
-- ---------------------------------------------------------------
-- the walk out, over the rival's cell
-- ---------------------------------------------------------------
local startY = ow.player.cellY
local minY, sharedCell, walkShot = startY, false, false
local hof
for i = 1, 6000 do
local top = game.stack:top()
if getmetatable(top) == HallOfFame or (top and top.drawMonInfo) then
hof = top
break
end
local w = game.overworld
if w and w.map and w.map.id == "CHAMPIONS_ROOM" and rival then
local px, py = w.player.cellX, w.player.cellY
if py < minY then minY = py end
if px == rival.cellX and py == rival.cellY then
sharedCell = true
if not walkShot then
walkShot = U.shot(game, DIR .. "/bug847_over_rival.png")
end
end
end
if i % 6 == 0 then U.tap(game, "a") else U.wait(1) end
end
Music.play, Music.fadeOut = realPlay, realFade
check("the battle theme was faded, not cut", faded)
local altCue
for _, c in ipairs(cues) do
if c.song == SONG and c.tempo == ALT_TEMPO then altCue = c end
end
check("Cities1 was restarted at the alternate tempo, not deduped away",
altCue ~= nil)
check("the player walked out of the room before the warp (#704)",
minY < startY)
-- CollisionCheckOnLand skips its checks while wSimulatedJoypadStatesIndex is
-- non-zero, so passing through (4,2) is the original behavior, not a clip
check("the scripted walk passed through the rival's cell (#847, not a bug)",
sharedCell)
check("walk-over screenshot", walkShot)
check("the induction started", hof ~= nil)
if not hof then
while true do coroutine.yield() end
end
-- ---------------------------------------------------------------
-- the back-pic sweep ahead of the first front pic
-- ---------------------------------------------------------------
check("the induction opens on the back pic sweep, at the right edge",
hof.phase == "back" and (hof.scrollX or 0) > 96)
local sweepShot = false
for _ = 1, 400 do
if hof.phase ~= "back" then break end
if not sweepShot and (hof.scrollX or 0) <= 56 then
sweepShot = U.shot(game, DIR .. "/bug847_back_sweep.png")
end
U.wait(1)
end
check("back sweep screenshot", sweepShot)
check("the front pic phase follows the sweep, entering from the left",
hof.phase == "mons" and (hof.scrollX or 0) < 0)
for _ = 1, 200 do
if (hof.scrollX or 96) > 8 then break end
U.wait(1)
end
check("front scroll screenshot", U.shot(game, DIR .. "/bug847_front.png"))
for _ = 1, 400 do
if hof.phase == "mons" and (hof.scrollX or 0) >= 96 then break end
U.wait(1)
end
check("the front pic settles at hlcoord (12,5)", (hof.scrollX or 0) == 96)
U.log(failures == 0 and "all checks passed" or ("FAILURES: " .. failures))
U.log("input is yours now; the rest of the party and the player's own page")
U.log("follow on their own, so just watch and listen.")
U.log("after the rival's last line the battle music should fade out over")
U.log("about a second, go quiet for another second and a half, and then")
U.log("Pewter City comes back noticeably slower and heavier than it sounds")
U.log("in town -- and it stays that slow across the warp until the hall of")
U.log("fame theme takes over. For each mon a back sprite sweeps right to")
U.log("left low on the screen, then the front sprite slides in from the")
U.log("left and only cries once it stops.")
U.log("the near miss to listen for: Cities1 at its ordinary town tempo, or")
U.log("cutting in with no gap -- that is the old behavior, not the fix.")
U.log("the other near miss: a cry that fires while a sprite is still moving.")
while true do
coroutine.yield()
end
end
+209
View File
@@ -0,0 +1,209 @@
-- Driver: Fighting Dojo prize balls, #853 (dex page first) and #854 (the
-- question stays on screen under YES/NO). pokered scripts/FightingDojo.asm
-- runs `ld a, HITMONLEE / call DisplayPokedex` before .Text, and .Text is a
-- text_end string printed with PrintText immediately followed by YesNoChoice.
-- No POKEPORT_SPEED here: the dex page and the YES/NO pop are what is judged.
-- SHOT_DIR=/tmp/shots POKEPORT_DRIVER=tests/drivers/dojo_balls_bug853_test.lua POKEPORT_IDENTITY=bug853 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local DexEntryMenu = require("src.ui.DexEntryMenu")
local MapScripts = require("src.script.MapScripts")
local Screens = require("src.ui.Screens")
local OW = require("src.world.OverworldController")
local Pokemon = require("src.pokemon.Pokemon")
-- pokered data/maps/objects/FightingDojo.asm: the two SPRITE_POKE_BALL
-- objects sit at (4, 1) HITMONLEE and (5, 1) HITMONCHAN, on the north wall
-- under the posters. The only approach is from the mat below them.
local MAP = "FIGHTING_DOJO"
local LEE = { name = "FIGHTINGDOJO_HITMONLEE_POKE_BALL", x = 4, y = 1 }
local CHAN = { name = "FIGHTINGDOJO_HITMONCHAN_POKE_BALL", x = 5, y = 1 }
local START = { x = 4, y = 4 } -- walk up from here to (4, 2), facing LEE
local failures = {}
local function check(cond, msg)
if cond then U.log("PASS", msg) else
failures[#failures + 1] = msg
U.log("FAIL", msg)
end
return cond
end
local function topIs(mt) return getmetatable(game.stack:top()) == mt end
local function under()
return game.stack.states[#game.stack.states - 1]
end
local function npcByName(ow, name)
for _, n in ipairs(ow.npcs or {}) do
if n.def and n.def.name == name then return n end
end
end
local function pageText()
local top = game.stack:top()
if getmetatable(top) ~= TextBox then return "" end
local page = top.pages and top.pages[top.pageIndex]
return page and table.concat(page, "\n") or ""
end
local function waitFor(cond, cap)
for _ = 1, (cap or 200) do
if cond() then return true end
U.wait(2)
end
return cond()
end
local function mashUntil(cond, cap)
for _ = 1, (cap or 100) do
if cond() then return true end
U.tap(game, "a")
U.wait(2)
end
return cond()
end
-- fresh dojo with the master already beaten and neither prize taken
local function seed(x, y, facing)
while game.stack:top() do game.stack:pop() end
game.save.flags = {
EVENT_BEAT_KARATE_MASTER = true,
EVENT_BEAT_FIGHTING_DOJO_TRAINER_0 = true,
EVENT_BEAT_FIGHTING_DOJO_TRAINER_1 = true,
EVENT_BEAT_FIGHTING_DOJO_TRAINER_2 = true,
EVENT_BEAT_FIGHTING_DOJO_TRAINER_3 = true,
}
game.save.defeatedTrainers = { FIGHTING_DOJO_obj_1 = true }
game.save.objectToggles = {}
game.save.player.name = game.save.player.name or "RED"
-- one mon so give_pokemon has a party to append to, and room for a prize
game.save.party = { Pokemon.new(game.data, "CHARIZARD", 50) }
game.stack:push(OW, MAP, x, y, facing or "up")
U.wait(10)
return game.stack:top()
end
local ow = seed(START.x, START.y, "up")
------------------------------------------------------------------
-- machine-checkable half: seed, objects, script rows, text, screen id
------------------------------------------------------------------
check(game.save.flags.EVENT_BEAT_KARATE_MASTER == true,
"EVENT_BEAT_KARATE_MASTER is set (the balls answer at all)")
check(not game.save.flags.EVENT_GOT_HITMONLEE
and not game.save.flags.EVENT_GOT_HITMONCHAN,
"neither prize taken yet (no 'greedy' refusal path)")
local leeBall, chanBall = npcByName(ow, LEE.name), npcByName(ow, CHAN.name)
check(leeBall ~= nil, "HITMONLEE ball object loaded")
check(chanBall ~= nil, "HITMONCHAN ball object loaded")
check(leeBall and leeBall.cellX == LEE.x and leeBall.cellY == LEE.y,
("HITMONLEE ball sits at the asm cell (%d, %d)"):format(LEE.x, LEE.y))
check(chanBall and chanBall.cellX == CHAN.x and chanBall.cellY == CHAN.y,
("HITMONCHAN ball sits at the asm cell (%d, %d)"):format(CHAN.x, CHAN.y))
check(type(MapScripts.talkScript(MAP, "TEXT_FIGHTINGDOJO_HITMONLEE_POKE_BALL"))
== "function",
"TEXT_FIGHTINGDOJO_HITMONLEE_POKE_BALL has a hand-ported talk script")
check(type(MapScripts.talkScript(MAP, "TEXT_FIGHTINGDOJO_HITMONCHAN_POKE_BALL"))
== "function",
"TEXT_FIGHTINGDOJO_HITMONCHAN_POKE_BALL has a hand-ported talk script")
-- the ask() string is the extracted descriptor, not the "You want X?" stub
local leeText = game.data.text._FightingDojoHitmonleePokeBallText
local chanText = game.data.text._FightingDojoHitmonchanPokeBallText
check(type(leeText) == "string" and leeText ~= "",
"_FightingDojoHitmonleePokeBallText resolves")
check(type(chanText) == "string" and chanText ~= "",
"_FightingDojoHitmonchanPokeBallText resolves")
if type(leeText) == "string" then
U.log("lee prompt reads:", (leeText:gsub("\n", " / ")))
end
local dexOk = pcall(Screens.get, game, "DexEntryMenu")
check(dexOk, "DexEntryMenu resolves through the Screens registry")
------------------------------------------------------------------
-- rehearsal on the HITMONCHAN ball, answered NO so nothing is consumed
------------------------------------------------------------------
if chanBall then
ow:talkTo(chanBall)
check(waitFor(function() return topIs(DexEntryMenu) end, 60),
"#853: the ball opens the HITMONCHAN dex page before any question")
U.shot(game, DIR .. "/dojo_balls_1_dex.png")
U.tap(game, "b")
check(waitFor(function() return topIs(TextBox) end, 60),
"#853: closing the dex page leads into the offer text")
mashUntil(function() return topIs(ChoiceBox) end, 60)
check(topIs(ChoiceBox), "#854: the YES/NO menu opens on the offer")
check(getmetatable(under()) == TextBox,
"#854: the question box is still on the stack under the YES/NO menu")
U.shot(game, DIR .. "/dojo_balls_2_choice.png")
U.tap(game, "b") -- B answers NO; the prize stays unclaimed
waitFor(function() return game.stack:top() == ow end, 120)
check(not game.save.flags.EVENT_GOT_HITMONCHAN,
"answering NO leaves the HITMONCHAN prize unclaimed")
check(#game.save.party == 1, "answering NO adds nothing to the party")
end
------------------------------------------------------------------
-- hand-off: walk to the HITMONLEE ball and open it for real
------------------------------------------------------------------
ow = seed(START.x, START.y, "up")
for _ = 1, 12 do
if ow.player.cellY <= LEE.y + 1 then break end
U.hold(game, "up", 16)
U.wait(4)
end
local function facingTheBall()
local cur = game.overworld
local ball = cur and npcByName(cur, LEE.name)
if not ball then return false end
local fx, fy = cur.player:facingCell()
return cur:npcAtCell(fx, fy) == ball
end
if not facingTheBall() then
-- a map edit or a mod moved the ball: stand on any free walkable
-- neighbour instead. {dx, dy, facing} is the offset from the ball to
-- the stand cell plus the direction that looks back at it.
local sides = {
{ 0, 1, "up" }, { 1, 0, "left" }, { -1, 0, "right" }, { 0, -1, "down" },
}
for _, s in ipairs(sides) do
local cx, cy = LEE.x + s[1], LEE.y + s[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.log("walk up stopped short; standing on", cx, cy, "facing", s[3])
ow = seed(cx, cy, s[3])
break
end
end
end
check(facingTheBall(), "player is standing against the HITMONLEE ball")
U.tap(game, "a")
check(waitFor(function() return topIs(DexEntryMenu) end, 60),
"#853: pressing A opens the HITMONLEE dex page")
U.shot(game, DIR .. "/dojo_balls_3_handoff.png")
if #failures == 0 then
U.log("all checks passed")
else
U.log(("%d check(s) failed:"):format(#failures), table.concat(failures, "; "))
end
U.log("On screen now: the HITMONLEE dex page the ball opened, name and")
U.log("sprite only, since the mon is seen but not owned yet. Press B: the")
U.log("offer types out, and the YES/NO menu should appear above it with the")
U.log("question still readable -- the old bug swapped the text away for a")
U.log("bare YES/NO over the overworld. Answer YES to take HITMONLEE; the")
U.log("HITMONCHAN ball beside it stays put and gives the greedy refusal.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,296 @@
-- Eye check: FAITHFUL RATIO's mobile scale lock keeps the display outside the
-- locked 160x144 viewport black through the pre-battle flash (pokered
-- BattleTransition_FlashScreen_, engine/battle/battle_transitions.asm), the
-- post-battle fade (GBFadeInFromWhite, home/fade.asm) and Oak speech (#864).
-- POKEPORT_DRIVER=tests/drivers/faithful_res_mobile_veil_bug864_test.lua POKEPORT_FORCE_MOBILE=1 POKEPORT_IDENTITY=bug864 POKEPORT_TOUCH=0 POKEPORT_VERSION=red SHOT_DIR=/tmp/shots love .
-- No POKEPORT_SPEED anywhere: the flash and the fade ARE the frames under test.
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Renderer = require("src.render.Renderer")
local FaithfulRes = require("src.core.FaithfulRes")
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- FaithfulRes.isMobile reads the env per call, so the desktop build only
-- takes the scale-cap branch when the launcher command set it. Without it
-- every check below tests the ordinary letterbox and proves nothing.
if not check("POKEPORT_FORCE_MOBILE=1 is set (the branch under test)",
os.getenv("POKEPORT_FORCE_MOBILE") == "1") then
U.log("Re-run with POKEPORT_FORCE_MOBILE=1; nothing below is meaningful.")
while true do coroutine.yield() end
end
-- A phone-shaped window, so the locked viewport (160x144 at the largest
-- whole multiple, here 3x = 480x432) leaves tall bars above and below --
-- the "dead display" FaithfulRes.lua's contract says must stay black.
-- 480x960 keeps the width an exact 3x so the bars are purely vertical.
if love.window and love.window.setMode then
love.window.setMode(480, 960, { resizable = true,
minwidth = FaithfulRes.MIN_W,
minheight = FaithfulRes.MIN_H })
end
U.wait(3)
-- New Game replaces game.save (and Game:applyOptions re-applies its fresh
-- options, which releases the lock), so re-arm before every shot rather
-- than trusting one application to survive the whole run.
local function lock()
game.save.options = game.save.options or {}
game.save.options.faithfulRes = 1
game.save.options.battleBg = "black"
FaithfulRes.applyOptions(game.save.options)
return FaithfulRes.scaleCap()
end
check("the mobile scale lock engaged (FaithfulRes.scaleCap ~= nil)",
lock() ~= nil)
local opts = game.save.options
if (opts.musicVol or 0) == 0 or (opts.sfxVol or 0) == 0 then
U.log("WARN music/sfx volume is zero; the flash's battle theme will be silent")
end
-- Load a captured PNG back as ImageData; love.image cannot read absolute
-- paths, so go through io.open + newFileData.
local function loadShot(path)
local f = io.open(path, "rb")
if not f then return nil end
local bytes = f:read("*a")
f:close()
local ok, img = pcall(function()
return love.image.newImageData(
love.filesystem.newFileData(bytes, "shot.png"))
end)
return ok and img or nil
end
local function regionMean(img, x, y, w, h)
local sum, n = 0, 0
local x2 = math.min(x + w, img:getWidth()) - 1
local y2 = math.min(y + h, img:getHeight()) - 1
for yy = math.max(y, 0), y2 do
for xx = math.max(x, 0), x2 do
local r, g, b = img:getPixel(xx, yy)
sum = sum + (r + g + b) / 3
n = n + 1
end
end
return n > 0 and sum / n or 0, n
end
-- The locked viewport in framebuffer pixels: the same uiSize * fitScale
-- centring endFrame uses for ox/oy/vpw/vph, which is the rectangle the
-- veil is clamped to under the lock. Screenshots are framebuffer-sized,
-- so no dpi divide.
local function viewBox(img)
local pw, ph = img:getWidth(), img:getHeight()
local uiw, uih = Renderer:uiSize()
local S = Renderer:fitScale()
local bw, bh = uiw * S, uih * S
return math.floor((pw - bw) / 2), math.floor((ph - bh) / 2), bw, bh, pw, ph
end
-- Mean over every bar strip the window has (top/bottom always here,
-- left/right only if the width is not an exact multiple). Inset by 2px so
-- the viewport's own edge pixels cannot bleed into the bar sample.
local function barMean(img)
local bx, by, bw, bh, pw, ph = viewBox(img)
local sum, n = 0, 0
local function add(x, y, w, h)
if w < 1 or h < 1 then return end
local m, c = regionMean(img, x, y, w, h)
sum, n = sum + m * c, n + c
end
if by >= 8 then
add(0, 0, pw, by - 2)
add(0, by + bh + 2, pw, ph - (by + bh) - 2)
end
if bx >= 8 then
add(0, by, bx - 2, bh)
add(bx + bw + 2, by, bx - 2, bh)
end
return n > 0 and sum / n or -1, n
end
local function innerMean(img)
local bx, by, bw, bh = viewBox(img)
return regionMean(img, bx + math.floor(bw / 4), by + math.floor(bh / 4),
math.floor(bw / 2), math.floor(bh / 2))
end
-- shot + the two-sided assertion every moment shares: bars dead black,
-- viewport interior at least `bright` (the effect visibly inside the frame)
local function shotAndCheck(name, bright)
check("lock still held at " .. name, lock() ~= nil)
local path = DIR .. "/bug864_" .. name .. ".png"
U.shot(game, path)
local img = loadShot(path)
if not check(name .. " shot decoded", img ~= nil) then return nil end
local bars, n = barMean(img)
local inner = innerMean(img)
U.log((" %s: bar mean %.3f over %d px, viewport interior %.3f")
:format(name, bars, n, inner))
check(name .. ": window has bars to sample", n > 0)
check(name .. ": bars stay dead black (#864)", n > 0 and bars < 0.05)
check(name .. ": the effect still lights the viewport", inner > bright)
return img
end
-- ---- (3rd symptom first: it is where a boot starts) New Game -----------
-- OakSpeech sets letterboxWhite; before #864 that painted the WHOLE phone
-- paper white, leaving the locked frame indistinguishable from its bars.
U.wait(5)
U.tap(game, "start") -- skip intro movie
U.wait(10)
U.tap(game, "a") -- title -> menu
U.wait(5)
U.tap(game, "a") -- NEW GAME (POKEPORT_IDENTITY=bug864 has no save)
local oak
for _ = 1, 300 do
for i = #game.stack.states, 1, -1 do
local s = game.stack.states[i]
if s and s.letterboxWhite then oak = s break end
end
if oak then break end
U.tap(game, "a")
U.wait(2)
end
check("Oak speech reached (a letterboxWhite state is on the stack)",
oak ~= nil)
U.wait(40) -- let Oak's pic and a line of text land inside the frame
shotAndCheck("oakspeech", 0.5)
-- mash through the rest of the speech into the overworld; the naming
-- screens and the closing shrink-away beat (~103 unskippable frames) eat
-- most of this, so the headroom is generous on purpose
for _ = 1, 900 do
U.tap(game, "a")
U.wait(2)
if game.overworld and game.stack:top() == game.overworld then break end
end
check("New Game landed in the overworld",
game.overworld ~= nil and game.stack:top() == game.overworld)
-- ---- the pre-battle flash ----------------------------------------------
-- pokered data/maps/objects/Route1.asm puts its youngsters at (5,24) and
-- (15,13) and the sign at (9,27), so the top of the road is empty; the
-- battle is pushed straight in, the cell is only somewhere to stand.
local MAP = "ROUTE_1"
local STAND = { x = 5, y = 6, facing = "down" }
game.save.party = { Pokemon.new(game.data, "BULBASAUR", 12) }
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(10)
local ow = game.overworld
check("the overworld is up on " .. MAP, ow ~= nil and ow.map.id == MAP)
if ow and not ow.map:isWalkableCell(STAND.x, STAND.y) then
-- a map edit moved the road: any free neighbour serves, the cell is not
-- itself under test
for _, d in ipairs({ {0,1}, {0,-1}, {1,0}, {-1,0} }) do
local cx, cy = STAND.x + d[1], STAND.y + d[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.log(("stand cell (%d, %d) blocked, using (%d, %d)")
:format(STAND.x, STAND.y, cx, cy))
U.teleport(game, MAP, cx, cy, STAND.facing)
U.wait(10)
ow = game.overworld
break
end
end
end
U.shot(game, DIR .. "/bug864_route1_base.png") -- unlit reference frame
lock()
-- wild, weaker (L5 vs the L12 lead), not a dungeon map: the 3-bit select
-- (battle_transitions.asm) lands on %000 doublecircle, one of the two
-- wipes that call BattleTransition_FlashScreen first
local battle = BattleState.newWild(game, "RATTATA", 5)
ow:pushBattle(battle)
local trans = game.stack:top()
check("the transition is a flashing wipe (doublecircle)",
trans ~= nil and trans.def ~= nil and trans.def.flash == true)
-- screenVeil is written during draw and cleared at beginFrame, so at
-- update time it holds the LAST rendered frame's veil; catch the white
-- peak (shade 1, near-full alpha) and shoot the very next frames while
-- the 2-frame palette holds keep it bright
local caught = false
for _ = 1, 400 do
local v = game.renderer and game.renderer.screenVeil
if v and v[1] == 1 and v[2] >= 0.9 then caught = true break end
U.wait(1)
end
check("caught the flash at its white peak", caught)
local flashImg = shotAndCheck("flash", 0.5)
local baseImg = loadShot(DIR .. "/bug864_route1_base.png")
if flashImg and baseImg then
local lit, plain = innerMean(flashImg), innerMean(baseImg)
U.log((" viewport interior %.3f unlit -> %.3f mid-flash")
:format(plain, lit))
check("the flash visibly brightens the viewport over the base frame",
lit > plain + 0.15)
end
-- ---- the post-battle fade in from white --------------------------------
for _ = 1, 600 do
if game.stack:top() == battle then break end
U.wait(1)
end
check("the battle reached the screen", game.stack:top() == battle)
for _ = 1, 200 do
if battle.phase == "menu" then break end
U.tap(game, "a")
U.wait(6)
end
check("the battle reached its FIGHT/PKMN/ITEM/RUN menu",
battle.phase == "menu")
-- run away (down+right lands on RUN from anywhere in the 2x2 grid; the
-- L12 lead outspeeds the L5 wild mon, so the escape always succeeds),
-- then watch for BattleReturn's white veil -- battle over, shade 1,
-- alpha 1 through its hold frames
local sawReturn = false
for _ = 1, 1500 do
local top = game.stack:top()
local v = game.renderer and game.renderer.screenVeil
if top ~= battle and v and v[1] == 1 and v[2] >= 0.9 then
sawReturn = true
break
end
if top == battle then
if battle.phase == "menu" then
U.tap(game, "down")
U.wait(1)
U.tap(game, "right")
U.wait(1)
U.tap(game, "a")
U.wait(2)
else
U.tap(game, "a")
U.wait(3)
end
else
U.wait(1)
end
end
check("caught the post-battle fade in from white", sawReturn)
shotAndCheck("return", 0.8)
-- ---- over to you --------------------------------------------------------
U.log("You are back on Route 1 with the picture locked to a 480x432 frame in")
U.log("the middle of a tall window. Open the three shots in " .. DIR .. ":")
U.log("bug864_oakspeech, bug864_flash and bug864_return should each show a lit")
U.log("frame -- paper, white flash, white fade -- with dead-black bars above")
U.log("and below. Before #864 the white spilled over the whole window and the")
U.log("frame had no edge at all. Walking into grass here replays the flash live.")
while true do
coroutine.yield()
end
end
+6 -4
View File
@@ -3,7 +3,8 @@
-- BUG1 gate -- the master stops the player on the tile to his left
-- BUG2 no speech -- no won text + no prize dialogue after the win
-- BUG3 wrong re-talk -- shows the pre-battle challenge, not the after line
-- BUG4 (verify) -- the ball ask() is the Gen1 descriptor, not a dex entry
-- BUG4 (verify) -- the ball ask() is the Gen1 descriptor, shown after
-- the species' dex entry (DisplayPokedex)
-- BUG5 both balls -- the chosen ball AND the other one both vanish; the
-- other should stay and give the "greedy" refusal
-- BUG6 poster -- the north-wall posters ("Enemies on every side!") are
@@ -163,8 +164,9 @@ return function(game)
mashUntil(function() return game.stack:top() == ow end)
------------------------------------------------------------------
-- BUG4 (verify-only): the Hitmonlee ball prompt is the Gen1 descriptor
-- ("You want the hard kicking HITMONLEE?"), not a Pokedex entry screen.
-- BUG4 (verify-only): the Hitmonlee ball shows the species' Pokedex
-- entry first (DisplayPokedex, #853), then the Gen1 descriptor prompt
-- ("You want the hard kicking HITMONLEE?").
------------------------------------------------------------------
ow = resetDojo(4, 2, "up", { EVENT_BEAT_KARATE_MASTER = true })
local leeBall = npcByName(ow, "FIGHTINGDOJO_HITMONLEE_POKE_BALL")
@@ -173,7 +175,7 @@ return function(game)
if leeBall then
ow:talkTo(leeBall)
check(sawText("hard kicking") or sawText("HITMONLEE"),
"BUG4: ball asks the Gen1 descriptor prompt (no dex entry)")
"BUG4: ball asks the Gen1 descriptor prompt after the dex entry")
U.shot(game, DIR .. "/dojo_4_prompt.png")
------------------------------------------------------------------
-- BUG5: choose YES -> only the chosen ball vanishes; the other stays
@@ -0,0 +1,321 @@
-- Driver: #862 Celadon Game Corner poster grunt, loss line + exit walk.
-- GameCornerRocketText saves _GameCornerRocketBattleEndText ("Dang!") for
-- PrintEndBattleText, and GameCornerRocketBattleScript picks the exit walk
-- from the player's cell (pokered/scripts/GameCorner.asm:54-102): east of
-- him it is WalkAroundPlayer, DOWN/R/R/UP/R/R/R/R, never UP into the poster.
-- No POKEPORT_SPEED: the walk and the battle text are what is under test.
-- SHOT_DIR=/tmp/shots POKEPORT_IDENTITY=bug862 POKEPORT_TOUCH=0 \
-- POKEPORT_DRIVER=tests/drivers/game_corner_grunt_bug862_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
os.execute("mkdir -p " .. DIR)
local Pokemon = require("src.pokemon.Pokemon")
local TextBox = require("src.render.TextBox")
local BattleState = require("src.battle.BattleState")
local pass, fail = 0, 0
local function check(label, ok, detail)
if ok then pass = pass + 1 else fail = fail + 1 end
U.log(ok and "PASS" or "FAIL", label, detail or "")
return ok
end
-- pokered/data/maps/objects/GameCorner.asm:36 -- the grunt is
-- object_event 9, 5, SPRITE_ROCKET, STAY, UP, facing the poster bg_event
-- at (9,4), which is wall. Standing east of him on (10,5) is the branch
-- that matters: wYCoord ~= 6 and wXCoord ~= 8, so the script takes
-- GameCornerMovement_Rocket_WalkAroundPlayer.
local MAP = "GAME_CORNER"
local NAME = "GAMECORNER_ROCKET"
local GX, GY = 9, 5
local STAND = { x = 10, y = 5, facing = "left" }
local POSTER = { x = 9, y = 4 }
-- DOWN, RIGHT, RIGHT, UP, RIGHT x4 from (9,5), ending on (15,5)
local AROUND = {
{ 9, 6 }, { 10, 6 }, { 11, 6 }, { 11, 5 },
{ 12, 5 }, { 13, 5 }, { 14, 5 }, { 15, 5 },
}
-- clean slate: he must not read as already defeated or already hidden
game.save.defeatedTrainers = {}
game.save.objectToggles = game.save.objectToggles or {}
game.save.objectToggles.GAME_CORNER = nil
game.save.player = game.save.player or {}
game.save.player.name = game.save.player.name or "RED"
game.save.money = game.save.money or 3000
-- a tank that one-shots OPP_ROCKET #7, so the mash win below is quick and
-- the same every run whatever the type matchups are
local tank = Pokemon.new(game.data, "MEWTWO", 100)
tank.moves = {
{ id = "PSYCHIC_M", pp = 99 },
{ id = "THUNDERBOLT", pp = 99 },
{ id = "ICE_BEAM", pp = 99 },
{ id = "EARTHQUAKE", pp = 99 },
}
game.save.party = { tank }
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
local ow = game.overworld
local function findGrunt()
for _, n in ipairs(ow.npcs or {}) do
if n.def and n.def.name == NAME then return n end
end
return nil
end
local grunt = findGrunt()
check("GAMECORNER_ROCKET is on the floor", grunt ~= nil)
if grunt then
check("he stands on (9,5)", grunt.cellX == GX and grunt.cellY == GY,
("at (%d,%d)"):format(grunt.cellX, grunt.cellY))
end
-- a map edit or a mod could take (10,5) away; anything east of him keeps
-- the WalkAroundPlayer branch, so fall back to a free walkable neighbour
-- and say which branch that lands on
local function facingGrunt()
local g = findGrunt()
if not g then return false end
local fx, fy = ow.player:facingCell()
return ow:npcAtCell(fx, fy) == g
end
if grunt and not facingGrunt() then
local sides = {
{ 1, 0, "left" }, { 0, 1, "up" }, { -1, 0, "right" }, { 0, -1, "down" },
}
for _, s in ipairs(sides) do
local cx, cy = grunt.cellX + s[1], grunt.cellY + s[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
U.log(("(%d,%d) is blocked; standing on"):format(STAND.x, STAND.y),
cx, cy, "facing", s[3])
U.teleport(game, MAP, cx, cy, s[3])
ow = game.overworld
grunt = findGrunt()
break
end
end
end
check("the player is face to face with him", facingGrunt())
local px, py = ow.player.cellX, ow.player.cellY
local around = not (py == 6 or px == 8)
U.log(("talking from (%d,%d): the script should take %s"):format(
px, py, around and "WalkAroundPlayer (down, right, right, up, "
.. "right x4)" or "WalkDirect (right x5)"))
-- the two strings the fix depends on, and the poster cell the pre-fix
-- single UP step walked him into
local t = game.data.text
check("_GameCornerRocketBattleEndText resolves",
type(t._GameCornerRocketBattleEndText) == "string"
and t._GameCornerRocketBattleEndText ~= "",
tostring(t._GameCornerRocketBattleEndText))
check("_GameCornerRocketAfterBattleText resolves",
type(t._GameCornerRocketAfterBattleText) == "string"
and t._GameCornerRocketAfterBattleText ~= "")
check("(9,4) is the poster wall, not a cell he can stand on",
not ow.map:isWalkableCell(POSTER.x, POSTER.y))
-- engageTrainer has to accept the script-supplied loss line; a stale
-- two-parameter copy would silently drop it and print nothing
local info = debug.getinfo(ow.engageTrainer, "S")
local sigOk = false
if info and info.short_src then
local src = io.open((info.short_src:gsub("^@", "")), "r")
if src then
local n = 0
for line in src:lines() do
n = n + 1
if n == info.linedefined then
sigOk = line:find("endBattleText", 1, true) ~= nil
break
end
end
src:close()
end
end
check("engageTrainer takes an endBattleText argument", sigOk)
U.shot(game, DIR .. "/bug862_0_before.png")
-- Talk and mash to a win, recording every battle message in order and
-- pausing on the loss line long enough to photograph it.
local said, battle = {}, nil
local lastSaid, dangShot = nil, false
local function sample()
local top = game.stack:top()
if getmetatable(top) == BattleState then
battle = battle or top
local cur = top.current
local text = type(cur) == "table" and cur.text
if type(text) == "string" and text ~= lastSaid then
lastSaid = text
said[#said + 1] = text
U.log("battle says:", (text:gsub("\n", " ")))
end
end
end
local function pageText()
local top = game.stack:top()
if getmetatable(top) ~= TextBox then return "" end
local parts = {}
for _, page in ipairs(top.pages or {}) do
if type(page) == "table" then
for _, line in ipairs(page) do parts[#parts + 1] = tostring(line) end
end
end
return table.concat(parts, " ")
end
local function idle()
return game.stack:top() == ow and not ow.runner:isRunning()
and #ow.scriptMoves == 0 and not ow.transitioning
end
U.tap(game, "a")
local sawAfter = false
for f = 1, 4000 do
sample()
if pageText():find("hideout", 1, true) then sawAfter = true break end
local top = game.stack:top()
if lastSaid and lastSaid:find("Dang", 1, true) and not dangShot then
-- stop mashing for a moment: the loss line is on the battle screen.
-- The row is picked up the frame it starts typing, so let it finish
-- before the capture or the shot is one letter wide.
dangShot = true
U.wait(60)
U.shot(game, DIR .. "/bug862_1_dang.png")
elseif top and top.phase then
if top.phase == "menu" then top.menuIndex = 1
elseif top.phase == "moveSelect" then top.moveIndex = 1 end
U.tap(game, "a")
if f > 2400 and top.onFinish then
U.log("force-finishing a stalled battle")
top.onFinish("win")
if game.stack:top() == top then game.stack:pop() end
end
else
U.tap(game, "a")
end
U.wait(2)
sample()
end
check("reached the after-battle 'hideout' line", sawAfter)
check("the battle carried the script's loss line",
battle ~= nil and type(battle.endBattleText) == "string"
and battle.endBattleText:find("Dang", 1, true) ~= nil,
battle and tostring(battle.endBattleText) or "no battle seen")
-- PrintEndBattleText sits between TrainerDefeatedText and
-- MoneyForWinningText (engine/battle/core.asm TrainerBattleVictory)
local iDefeat, iDang, iMoney
for i, line in ipairs(said) do
if not iDefeat and line:find("defeated", 1, true) then iDefeat = i end
if not iDang and line:find("Dang", 1, true) then iDang = i end
if not iMoney and line:find("winning", 1, true) then iMoney = i end
end
check("the loss line printed on the battle screen", iDang ~= nil)
check("it printed with the ROCKET: name tag",
iDang ~= nil and said[iDang]:find(":", 1, true) ~= nil,
iDang and said[iDang] or "")
check("order is defeated -> Dang! -> payout",
iDefeat ~= nil and iDang ~= nil and iMoney ~= nil
and iDefeat < iDang and iDang < iMoney,
("defeated=%s dang=%s payout=%s"):format(tostring(iDefeat),
tostring(iDang),
tostring(iMoney)))
U.shot(game, DIR .. "/bug862_2_afterbattle.png")
-- Dismiss the after-battle box and watch the exit walk cell by cell.
U.tap(game, "a")
local visited, order, lowShot = {}, {}, false
local function mark(cx, cy)
local key = cx .. "," .. cy
if not visited[key] then
visited[key] = true
order[#order + 1] = key
end
end
-- the last step's hide_object rides its own onDone, so the grunt leaves
-- ow.npcs on the frame he lands: count the cell he is walking INTO as
-- visited too, or the destination never shows up in the sample
local last = { GX, GY }
for _ = 1, 900 do
local g = findGrunt()
if g then
mark(g.cellX, g.cellY)
last = { g.cellX, g.cellY }
if g.targetX and g.targetY then
mark(g.targetX, g.targetY)
last = { g.targetX, g.targetY }
end
if g.cellY > GY and not lowShot then
lowShot = true
U.shot(game, DIR .. "/bug862_3_walk.png")
end
elseif idle() then
break
end
if game.stack:top() ~= ow then U.tap(game, "a") end
U.wait(1)
end
for _ = 1, 400 do
if idle() then break end
if game.stack:top() ~= ow then U.tap(game, "a") end
U.wait(2)
end
U.wait(5)
U.shot(game, DIR .. "/bug862_4_gone.png")
U.log("cells he stood on:", table.concat(order, " "))
check("he never stood on the poster cell (9,4)",
not visited[POSTER.x .. "," .. POSTER.y])
check("he never stepped north of his start row", (function()
for key in pairs(visited) do
local y = tonumber(key:match(",(%d+)$"))
if y and y < GY then return false end
end
return true
end)())
if around then
check("he stepped down to (9,6) to get past the player", visited["9,6"])
check("he came back up onto row 5 and finished on (15,5)",
last[1] == 15 and last[2] == 5,
("last seen on (%d,%d)"):format(last[1], last[2]))
else
check("he walked straight along row 5 to (15,5)",
last[1] == 15 and last[2] == 5 and not visited["9,6"],
("last seen on (%d,%d)"):format(last[1], last[2]))
end
local toggles = game.save.objectToggles.GAME_CORNER
check("he despawned only after the last step", findGrunt() == nil)
check("his objectToggle is hidden",
toggles ~= nil and toggles.GAMECORNER_ROCKET == false)
check("he is recorded as defeated",
game.save.defeatedTrainers["GAME_CORNER_obj_11"] == true)
U.log(("checks: %d passed, %d failed"):format(pass, fail))
-- Hand the pad over on a clean copy of the same setup so the whole beat
-- can be watched at speed.
game.save.defeatedTrainers = {}
game.save.objectToggles.GAME_CORNER = nil
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.log("You are east of the grunt again, facing him. Press A and win.")
U.log("Right looks like: he says his piece on the battle screen after")
U.log("\"RED defeated ROCKET!\" -- one box, \"ROCKET: Dang!\" -- and the")
U.log("¥ payout comes after it, not before. Then the hideout line, then")
U.log("he steps DOWN off row 5, right past you, back up and out east.")
U.log("The near miss to watch for: he steps UP into the poster, or the")
U.log("Dang! box turns up in the overworld after the battle has torn down.")
U.log("Talk to him from (9,6) below instead and he takes the straight")
U.log("five-step version east; both are correct, the branch is your cell.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,224 @@
-- Giovanni's Silph Co 11F coordinate trigger speaks BEFORE he walks (#869).
-- pokered scripts/SilphCo11F.asm SilphCo11FDefaultScript: DisplayTextID
-- TEXT_SILPHCO11F_GIOVANNI first, then MoveSprite .GiovanniMovement (3x down)
-- and EngageMapTrainer with no second box. Do not set POKEPORT_SPEED: the
-- box-vs-walk ordering is exactly the moment under test.
-- POKEPORT_DRIVER=tests/drivers/giovanni_silph11f_bug869_test.lua POKEPORT_IDENTITY=bug869 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local TextBox = require("src.render.TextBox")
local BattleTransition = require("src.render.BattleTransition")
local BattleState = require("src.battle.BattleState")
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
-- Positions from ../pokered/data/maps/objects/SilphCo11F.asm: Giovanni
-- object_event (6, 9), SILPHCO11F_ROCKET1 (3, 16). Trigger tiles from
-- ../pokered/scripts/SilphCo11F.asm .PlayerCoordsArray: (6, 13) and
-- (7, 12). data/generated/maps.lua stores the same cells 1:1.
local MAP = "SILPH_CO_11F"
local GIO_HOME = { x = 6, y = 9 }
local GIO_STOP = { x = 6, y = 12 } -- home + 3x NPC_MOVEMENT_DOWN
local failed = 0
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
if not ok then failed = failed + 1 end
return ok
end
-- party strong enough that the human can win the OPP_GIOVANNI#2 fight
-- and watch the unchanged aftermath (victories.lua "Arrgh!!", then the
-- "Blast it all!" speech and the rockets leaving)
game.save.party = {
Pokemon.new(game.data, "MEWTWO", 80),
Pokemon.new(game.data, "SNORLAX", 77),
Pokemon.new(game.data, "CHARIZARD", 70),
}
game.save.player.name = "RED"
-- (6,13) and (7,13) sit in the card-key doorway of the boss room: block
-- (3,6) stays the closed id 32 until EVENT_SILPH_CO_11_UNLOCKED_DOOR is
-- set (stampClosedDoors, mirroring pokered engine/events/card_key.asm),
-- and a closed door refuses the step this test needs. A real player has
-- opened it before the trigger can fire, so open it here too.
game.save.flags.EVENT_SILPH_CO_11_UNLOCKED_DOOR = true
check("EVENT_BEAT_SILPH_CO_GIOVANNI starts unset -- trigger is armed",
not game.save.flags.EVENT_BEAT_SILPH_CO_GIOVANNI)
local opts = game.save.options or {}
if (opts.sfxVol or 0) == 0 then
U.log("sfxVol is 0 -- the evil-trainer sting will be inaudible")
end
if (opts.musicVol or 0) == 0 then
U.log("musicVol is 0 -- the encounter sting and battle theme are muted")
end
local function findNpc(ow, name)
for _, n in ipairs(ow.npcs or {}) do
if n.def and n.def.name == name then return n end
end
return nil
end
local function topBox()
local t = game.stack:top()
if getmetatable(t) == TextBox then return t end
return nil
end
local function boxText(box)
local shown = {}
for _, page in ipairs(box.pages or {}) do
for _, line in ipairs(page) do shown[#shown + 1] = line end
end
return table.concat(shown, " / ")
end
-- Stand next to (tx, ty) and take one real walking step onto it; onStep
-- hooks fire on a finished step, so a bare teleport onto the tile would
-- prove nothing. `sides` are {dx, dy, facing} in preference order, each
-- checked for walkability so a map edit only degrades to the next side.
local function stepOnto(tx, ty, sides)
U.teleport(game, MAP, tx + sides[1][1], ty + sides[1][2], sides[1][3])
U.wait(10)
local ow = game.overworld
for _, s in ipairs(sides) do
local cx, cy = tx + s[1], ty + s[2]
if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then
if ow.player.cellX ~= cx or ow.player.cellY ~= cy then
U.teleport(game, MAP, cx, cy, s[3])
U.wait(10)
end
U.hold(game, s[3], 24)
U.wait(10)
return true
end
end
return false
end
-- Regression on the shared engageTrainer path first: an ordinary trainer
-- with no skipBattleText must still get its normal pre-battle box.
-- ROCKET1 faces up, so talk to him from above.
check("regression: reached ROCKET1's cell",
stepOnto(3, 15, { { 0, 1, "up" }, { 0, -1, "down" },
{ 1, 0, "left" }, { -1, 0, "right" } }))
do
local ow = game.overworld
local rocket = findNpc(ow, "SILPHCO11F_ROCKET1")
check("regression: ROCKET1 object loaded", rocket ~= nil)
if rocket then
-- walk down one so we face him from (3, 15)
local fx, fy = ow.player:facingCell()
if ow:npcAtCell(fx, fy) ~= rocket then
-- stepOnto left us adjacent to (3, 15); face the rocket directly
local dx = rocket.cellX - ow.player.cellX
local dy = rocket.cellY - ow.player.cellY
local face = (dy > 0 and "down") or (dy < 0 and "up")
or (dx > 0 and "right") or "left"
U.tap(game, face)
U.wait(10)
end
U.tap(game, "a")
U.wait(30)
local box = topBox()
check("regression: talking to ROCKET1 still opens the pre-battle box",
box ~= nil)
if box then
local t = boxText(box)
U.log("rocket box reads:", t)
check("regression: it is his battle line (\"Stop right there!\")",
t:find("Stop right there", 1, true) ~= nil)
end
end
end
-- Both trigger tiles must fire with Giovanni still at his desk. The
-- (7, 12) probe is abandoned before the box is dismissed (the teleport
-- rebuilds the map state), so the trigger re-arms for the main run --
-- vanilla re-arms too, since only a win sets the event flag.
do
check("(7,12) approach: stepped onto the trigger from the right",
stepOnto(7, 12, { { 1, 0, "left" }, { 0, 1, "up" },
{ -1, 0, "right" } }))
local box = topBox()
check("(7,12) approach: intro box opened", box ~= nil)
local gio = findNpc(game.overworld, "SILPHCO11F_GIOVANNI")
check("(7,12) approach: Giovanni is still at his desk (6,9)",
gio ~= nil and gio.cellX == GIO_HOME.x and gio.cellY == GIO_HOME.y)
end
-- Main run, the route the issue screenshots show: (6,15) facing up, two
-- steps onto (6,13).
U.teleport(game, MAP, 6, 15, "up")
U.wait(10)
U.hold(game, "up", 24)
U.hold(game, "up", 24)
U.wait(15)
if not topBox() then
-- blocked approach fallback: one step onto (6,13) from any free side
stepOnto(6, 13, { { 0, 1, "up" }, { -1, 0, "right" }, { 1, 0, "left" } })
end
local ow = game.overworld
local gio = findNpc(ow, "SILPHCO11F_GIOVANNI")
check("Giovanni object loaded on " .. MAP, gio ~= nil)
local box = topBox()
check("stepping onto (6,13) opened a text box", box ~= nil)
if box then
local t = boxText(box)
U.log("intro box reads:", t)
check("it is the Giovanni intro (\"So we meet again!\")",
t:find("So we meet again", 1, true) ~= nil)
end
check("the box opened with Giovanni STILL at his desk (6,9) -- the fix",
gio ~= nil and gio.cellX == GIO_HOME.x and gio.cellY == GIO_HOME.y)
U.shot(game, SHOT_DIR .. "/bug869_box_before_walk.png")
U.wait(30)
check("he holds the desk for the whole box, not just its first frame",
gio ~= nil and gio.cellX == GIO_HOME.x and gio.cellY == GIO_HOME.y)
-- dismiss every page; the walk and the battle must follow with NO
-- further dialogue box in between (EngageMapTrainer runs bare in the
-- original, so engageTrainer is called with skipBattleText here)
for _ = 1, 300 do
if not topBox() then break end
U.tap(game, "a")
U.wait(5)
end
check("intro box dismissed", topBox() == nil)
local sawSecondBox, battleReached = false, false
for _ = 1, 900 do
local t = game.stack:top()
local mt = getmetatable(t)
if mt == TextBox and not sawSecondBox then
sawSecondBox = true
U.log("unexpected box reads:", boxText(t))
end
if mt == BattleTransition or mt == BattleState then
battleReached = true
break
end
U.wait(1)
end
check("battle wipe started after the box", battleReached)
check("no second dialogue box between the walk and the battle", not sawSecondBox)
check("Giovanni walked the three tiles down to (6,12) first",
gio ~= nil and gio.cellX == GIO_STOP.x and gio.cellY == GIO_STOP.y)
U.log(failed == 0 and "PASS all machine checks clean"
or ("FAIL " .. failed .. " machine check(s) above"))
U.log("The battle wipe is running now; take the pad and win the fight.")
U.log("Right looks like what just played: his speech opened while he was")
U.log("behind the desk, then he walked down and the fight began straight")
U.log("away, with the evil-trainer sting and no extra dialogue. After the")
U.log("win you should get \"Arrgh!!\" on the battle screen, the \"Blast it")
U.log("all!\" speech, a fade, and every rocket gone. Wrong is the old bug:")
U.log("he crosses the room in silence and only then talks, point-blank.")
while true do
coroutine.yield()
end
end
@@ -226,6 +226,18 @@ return function(game)
-- ---------------------------------------------------------------
-- mid scroll: .ScrollPic nudges hSCX 4px a frame, and the exemption has to
-- travel with the pic instead of sitting at its resting column (#637)
-- #847: HoFShowMonOrPlayer sweeps the BACK pic across the screen (low, at
-- y=88) before the front pic scrolls in. Catch it mid-sweep, wait the
-- sweep out, then catch the front pic partway through its own scroll.
for _ = 1, 300 do
if hof.phase ~= "back" or (hof.scrollX or 0) <= 56 then break end
U.wait(1)
end
check("back-pic sweep screenshot", U.shot(game, DIR .. "/hof847_back.png"))
for _ = 1, 300 do
if hof.phase ~= "back" then break end
U.wait(1)
end
for _ = 1, 200 do
if (hof.scrollX or PIC_X) > 8 then break end
U.wait(1)
+262
View File
@@ -0,0 +1,262 @@
-- The super effective / not very effective hit sounds played at the wrong
-- pitch, so the weak-sounding hit landed on the weakness (#826). pokered
-- PlayApplyingAttackSound (engine/battle/animations.asm) sets
-- wFrequencyModifier with the sound, and audio/engine_2.asm
-- Audio2_ApplyFrequencyModifier adds it to the noise channel's polynomial
-- counter. Ears only, so never under POKEPORT_SPEED -- the pitch is the test.
-- POKEPORT_DRIVER=tests/drivers/hit_sfx_bug826_test.lua POKEPORT_IDENTITY=bug826 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local ChipSynth = require("src.core.ChipSynth")
local TypeChart = require("src.battle.TypeChart")
local Sound = require("src.core.Sound")
-- GOLEM is ROCK/GROUND, so one attacker covers both ends of the routine
-- with no switching: WATER_GUN is 2x on each type and EMBER is 0.5x on
-- ROCK. SPLASH on the foe keeps the lead alive for as many replays as
-- the listener wants.
local FOE, FOE_LEVEL = "GOLEM", 60
local LEAD, LEAD_LEVEL = "BULBASAUR", 25
local WEAK_MOVE, STRONG_MOVE = "EMBER", "WATER_GUN"
-- PlayApplyingAttackSound's wFrequencyModifier per sound, and the
-- polynomial-counter byte of each program's first note (audio/sfx/
-- {damage,super_effective,not_very_effective}.asm) before and after it.
local SOUNDS = {
{ name = "Damage", pitch = 0x20, raw = 0x44, want = 0x64 },
{ name = "Super_Effective", pitch = 0xe0, raw = 0x34, want = 0x14 },
{ name = "Not_Very_Effective", pitch = 0x50, raw = 0x55, want = 0xa5 },
}
local pass, fail = 0, 0
local function check(label, ok)
if ok then pass = pass + 1 else fail = fail + 1 end
U.log(ok and "PASS" or "FAIL", label)
return ok
end
local function hex(v) return v and ("$%02x"):format(v) or "nil" end
-- ---- data the moment depends on ----------------------------------------
local sfx = game.data.audio and game.data.audio.sfx or {}
for _, row in ipairs(SOUNDS) do
local def = sfx[row.name]
check(row.name .. " resolves to a chip program in the generated audio",
type(def) == "table" and def.address ~= nil and def.bank ~= nil)
end
local moveWeak, moveStrong = game.data.moves[WEAK_MOVE], game.data.moves[STRONG_MOVE]
local foeDef = game.data.pokemon[FOE]
check(WEAK_MOVE .. " and " .. STRONG_MOVE .. " resolve in the move table",
moveWeak ~= nil and moveStrong ~= nil)
check(FOE .. " resolves with a dual type", foeDef ~= nil and #foeDef.types == 2)
local weakMult, strongMult
if moveWeak and moveStrong and foeDef then
weakMult = TypeChart.effectiveness(moveWeak.type, foeDef.types)
strongMult = TypeChart.effectiveness(moveStrong.type, foeDef.types)
U.log(("%s on %s is x%.1f, %s is x%.1f (the x10 scale Damage.lua uses)")
:format(WEAK_MOVE, FOE, weakMult / 10, STRONG_MOVE, strongMult / 10))
end
check(WEAK_MOVE .. " is the resisted side of the pair", (weakMult or 10) < 10)
check(STRONG_MOVE .. " is the super effective side", (strongMult or 10) > 10)
local vol = game.save.options and game.save.options.sfxVol
check("sfx volume is up (" .. tostring(vol) .. "/7)", (vol or 0) > 0)
if (vol or 0) == 0 then
U.log("with sfxVol 0 both hits are silent and this run proves nothing;",
"raise it in OPTION and start over")
end
-- ---- the synth half: does the modifier reach the noise channel? ---------
-- Sample each program once at offset 0 and again at its own modifier. A
-- port that drops wFrequencyModifier reports the same byte twice, which is
-- the whole of #826: unpitched, Super_Effective ends duller than
-- Not_Very_Effective ends.
local function firstNoise(header, offset)
if not header then return nil end
local engine = ChipSynth.newEngine(game.data, header, {
sfx = true, allowLoops = false, frequencyOffset = offset,
})
for _, channel in ipairs(engine.channels) do
channel:sample()
local event = channel.event
if event and event.noiseParameter then return event.noiseParameter end
end
return nil
end
for _, row in ipairs(SOUNDS) do
local bare = firstNoise(sfx[row.name], 0)
local pitched = firstNoise(sfx[row.name], row.pitch)
check(("%s reads NR43 %s unmodified, as in the asm")
:format(row.name, hex(row.raw)), bare == row.raw)
check(("...and %s once %s is applied"):format(hex(row.want), hex(row.pitch)),
pitched == row.want)
U.log(("%s: %s -> %s, shift clock %d -> %d (higher shift = duller)")
:format(row.name, hex(bare), hex(pitched),
math.floor((bare or 0) / 16), math.floor((pitched or 0) / 16)))
end
-- ---- the battle half: what does a hit row actually carry? ---------------
-- Offscreen scratch turn, no animation timing in the way. The row has to
-- name the sound AND its modifier byte, and must not carry a tempo byte:
-- Audio2_note_length skips Audio2_SetSfxTempo on CHAN8 (`cp CHAN8 / jr z,
-- .skip`), so the hardware never retimes these three.
-- the move is handed in whole, so the party lead keeps both its slots for
-- the live battle below
local function rowSfx(moveId)
local scratch = BattleState.newWild(game, FOE, FOE_LEVEL)
scratch.onFinish = function() end
-- Damage.accuracyRoll is `rng(0, 255) < acc` (src/battle/Damage.lua:105),
-- so the roll has to be pinned LOW to guarantee a hit. Pinning it high
-- misses every time, the row never gets a .hit, and this scan reads nil.
scratch.rng = function(lo) return lo end
scratch:performMove(scratch.player, scratch.enemy, { id = moveId, pp = 20 })
for _, row in ipairs(scratch.queue) do
if row.hit and row.hit.sfx then return row.hit.sfx end
end
return nil
end
do
local lead = Pokemon.new(game.data, LEAD, LEAD_LEVEL)
lead.moves = {
{ id = WEAK_MOVE, pp = 25, maxPP = 25 },
{ id = STRONG_MOVE, pp = 25, maxPP = 25 },
}
game.save.party = { lead }
for _, case in ipairs({
{ move = STRONG_MOVE, want = "Super_Effective", pitch = 0xe0 },
{ move = WEAK_MOVE, want = "Not_Very_Effective", pitch = 0x50 },
}) do
local row = rowSfx(case.move)
check(case.move .. " queues a hit sound with its modifier",
type(row) == "table" and row.sound == case.want
and row.pitch == case.pitch)
check("...and no tempo byte, the way CHAN8 ignores one",
type(row) == "table" and row.tempo == nil)
U.log(("%s -> %s pitch %s"):format(case.move,
type(row) == "table" and tostring(row.sound) or tostring(row),
type(row) == "table" and hex(row.pitch) or "nil"))
end
end
-- ---- reach the moment ---------------------------------------------------
-- ROUTE_1 is open field (data/generated/maps.lua ROUTE_1); the stand cell
-- is read back off the loaded map, and a map edit degrades to the first
-- free cell instead of dropping the player into a wall.
U.teleport(game, "ROUTE_1", 5, 5, "down")
U.wait(10)
local map = game.overworld.map
if not map:isWalkableCell(5, 5) then
local fx, fy
for cy = 0, map.heightCells - 1 do
for cx = 0, map.widthCells - 1 do
if map:isWalkableCell(cx, cy) then fx, fy = cx, cy break end
end
if fx then break end
end
if fx then
U.log("cell (5, 5) is not walkable, standing on", fx, fy)
U.teleport(game, "ROUTE_1", fx, fy, "down")
U.wait(10)
end
end
local ow = game.overworld
check("player stands on a walkable ROUTE_1 cell",
ow.map:isWalkableCell(ow.player.cellX, ow.player.cellY))
-- listen in on the real playback path so the log can tell "the fix is not
-- wired to the battle" from "the fix is wired but you did not like it"
local heard = {}
local realPlayMove = Sound.playMove
Sound.playMove = function(data, anim)
if type(anim) == "table" and anim.sound then
for _, row in ipairs(SOUNDS) do
if anim.sound == row.name then
heard[#heard + 1] = { sound = anim.sound, pitch = anim.pitch }
end
end
end
return realPlayMove(data, anim)
end
local function mashUntil(cond, max)
for _ = 1, max or 160 do
if cond() then return true end
U.tap(game, "a")
U.wait(4)
end
return cond()
end
local function newFight()
local battle = BattleState.newWild(game, FOE, FOE_LEVEL)
battle.onFinish = function(result) ow:afterBattle(result, battle) end
-- SPLASH so the foe's turn cannot end the run, or drown the hit under a
-- damage sound of its own
battle.enemy.mon.moves = { { id = "SPLASH", pp = 40, maxPP = 40 } }
battle.enemy.curMoves = battle.enemy.mon.moves
ow:pushBattle(battle)
U.wait(220) -- the send-out intro plays before the menu is reachable
mashUntil(function() return battle.phase == "menu" end)
return battle
end
local battle = newFight()
check("the wild " .. FOE .. " battle reached its FIGHT menu",
battle.phase == "menu")
U.shot(game, DIR .. "/bug826_menu.png")
-- slot 1 first: the resisted hit, so the pair is heard weak then strong
local function swing(slotDown, label)
local before = #heard
U.tap(game, "a") -- FIGHT
U.wait(16)
if slotDown then U.tap(game, "down"); U.wait(8) end
U.tap(game, "a")
for frame = 1, 1200 do
if battle.phase == "menu" and #battle.queue == 0 and not battle.draining then
break
end
if not battle.draining and frame % 8 == 0 then U.tap(game, "a") end
U.wait(1)
end
local row = heard[before + 1]
U.log(("%s played %s at pitch %s"):format(label,
row and row.sound or "nothing",
row and hex(row.pitch) or "nil"))
return row
end
local weakHeard = swing(false, WEAK_MOVE)
U.shot(game, DIR .. "/bug826_not_very_effective.png")
local strongHeard = swing(true, STRONG_MOVE)
U.shot(game, DIR .. "/bug826_super_effective.png")
check("the resisted hit reached the mixer as Not_Very_Effective $50",
weakHeard ~= nil and weakHeard.sound == "Not_Very_Effective"
and weakHeard.pitch == 0x50)
check("the super effective hit reached it as Super_Effective $e0",
strongHeard ~= nil and strongHeard.sound == "Super_Effective"
and strongHeard.pitch == 0xe0)
U.log(("machine checks: %d passed, %d failed"):format(pass, fail))
-- ---- hand the pad over --------------------------------------------------
Sound.playMove = realPlayMove
if battle.phase ~= "menu" then
U.log("(the menu did not come back on its own: mash A to reach FIGHT)")
end
U.log("Both hits have already sounded once. GOLEM is still standing and")
U.log("EMBER and WATER_GUN sit in slots 1 and 2, so play them back to back")
U.log("as often as you like.")
U.log("WATER_GUN, under \"It's super effective!\", should be the brighter")
U.log("and sharper of the two -- a high crack. EMBER, under \"It's not very")
U.log("effective...\", should be a low dull rumble underneath it.")
U.log("The near miss to listen for: the two are close in brightness, or the")
U.log("crack lands on EMBER and the thud on WATER_GUN. That is the modifier")
U.log("going missing again, and it is what #826 sounded like.")
U.log("The neutral hit changed too: any move that is neither, on any foe,")
U.log("is now a shade duller than it used to be, and that is correct.")
while true do
coroutine.yield()
end
end
+177
View File
@@ -0,0 +1,177 @@
-- Manual check of the Rocket Hideout B4F Jessie & James ambush: James walks
-- the full four tiles to the player's side (#865) and their loss line prints
-- on the battle screen before the prize money (#866).
-- pokeyellow scripts/RocketHideoutB4F.asm (MovementData_45605 falls through
-- into _45606) and data/maps/objects/RocketHideoutB4F.asm. No fast-forward:
-- POKEPORT_DRIVER=tests/drivers/jessie_james_bug866_test.lua POKEPORT_VERSION=yellow love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local Commands = require("src.script.Commands")
local GameVersion = require("src.core.GameVersion")
local mapScripts = require("data.scripts.init")
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local MAP = "ROCKET_HIDEOUT_B4F"
local BEAT = "EVENT_BEAT_ROCKET_HIDEOUT_4_JESSIE_JAMES"
local JAMES, JESSIE = "ROCKETHIDEOUTB4F_JAMES", "ROCKETHIDEOUTB4F_JESSIE"
-- RocketHideoutB4FScript_455a5 fires on wYCoord $e with wXCoord $18 or $19.
-- x=24 leaves EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT clear, which is
-- the branch that hands the four-step blob to James (object 2, spawned at
-- 25,10) and the three-step one to Jessie (object 3, at 24,10).
local TRIGGER = { x = 24, y = 14 }
local EXPECT = {
[JAMES] = { x = 25, y = 14, facing = "left" },
[JESSIE] = { x = 24, y = 13, facing = "down" },
}
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
check("running the Yellow cache (the duo exists nowhere else)",
GameVersion.isYellow())
if not GameVersion.isYellow() then
U.log("re-run with POKEPORT_VERSION=yellow; nothing below will be true")
end
local hooks = mapScripts.get(MAP)
check("yellow_jessie_james registered an onStep for " .. MAP,
type(hooks) == "table" and type(hooks.onStep) == "function")
check("their talk entries are registered too",
type(hooks) == "table" and type(hooks.talk) == "table"
and hooks.talk.TEXT_ROCKETHIDEOUTB4F_JAMES ~= nil
and hooks.talk.TEXT_ROCKETHIDEOUTB4F_JESSIE ~= nil)
-- the #866 fix is a new script verb; if a mod shadowed it or the registry
-- never picked it up, the row would silently no-op and the line would come
-- back after the money instead of before it
local verb = Commands.resolve(game.data, "save_end_battle_text")
check("save_end_battle_text resolves as a script verb", type(verb) == "function")
local texts = {}
for i = 1, 4 do
local key = "_RocketHideoutJessieJamesText" .. i
texts[i] = game.data.text[key]
check(key .. " resolves to a string",
type(texts[i]) == "string" and texts[i] ~= "")
end
if type(texts[3]) == "string" then
U.log("the armed loss line reads:", (texts[3]:gsub("\n", " / ")))
end
local objs = (game.data.maps[MAP] or {}).objects or {}
local defs = {}
for _, o in ipairs(objs) do
if o.name == JAMES or o.name == JESSIE then defs[o.name] = o end
end
check("James is object 2 of " .. MAP .. ", hidden at (25,10)",
defs[JAMES] ~= nil and defs[JAMES].index == 2
and defs[JAMES].x == 25 and defs[JAMES].y == 10
and defs[JAMES].hidden == true)
check("Jessie is object 3, hidden at (24,10)",
defs[JESSIE] ~= nil and defs[JESSIE].index == 3
and defs[JESSIE].x == 24 and defs[JESSIE].y == 10
and defs[JESSIE].hidden == true)
local rocket = game.data.trainers.OPP_ROCKET
check("OPP_ROCKET party 43 (the duo's shared team) exists",
rocket ~= nil and rocket.parties ~= nil and rocket.parties[43] ~= nil)
-- arm the site: the ambush is gated only on its beat flag, so no story
-- progress is needed to make it live
game.save.flags[BEAT] = nil
game.save.flags.EVENT_ROCKET_HIDEOUT_4_JESSIE_JAMES_ON_LEFT = nil
check(BEAT .. " cleared, so the trigger is live",
game.save.flags[BEAT] == nil)
-- a real party, because the human has to win the battle for the loss line
-- to print at all
game.save.party = {
Pokemon.new(game.data, "CHARIZARD", 60),
Pokemon.new(game.data, "NIDOKING", 58),
Pokemon.new(game.data, "STARMIE", 58),
}
game.save.player.name = "RED"
-- walk in from the north; the two elevator warps sit on row 15, so the
-- approach cannot come from below
U.teleport(game, MAP, TRIGGER.x, TRIGGER.y - 1, "down")
local ow = game.overworld
if not ow.map:isWalkableCell(TRIGGER.x, TRIGGER.y - 1) then
-- a map edit moved the free cell: any walkable neighbour of the trigger
-- works, the script only reads the tile the player lands on
local sides = { { 0, -1, "down" }, { -1, 0, "right" }, { 1, 0, "left" } }
for _, s in ipairs(sides) do
local cx, cy = TRIGGER.x + s[1], TRIGGER.y + s[2]
if ow.map:isWalkableCell(cx, cy) then
U.log("standing on", cx, cy, "facing", s[3], "instead")
U.teleport(game, MAP, cx, cy, s[3])
ow = game.overworld
U.hold(game, s[3] == "down" and "down" or (s[3] == "right" and "right" or "left"), 20)
break
end
end
else
U.hold(game, "down", 20)
end
U.wait(10)
check("player stepped onto the trigger tile (24,14)",
ow.player.cellX == TRIGGER.x and ow.player.cellY == TRIGGER.y)
check("the ambush script is running", ow.runner:isRunning())
U.log("The cutscene is yours now: press A to read, then fight and win.")
U.log("Right looks like both Rockets closing in -- Jessie stopping one tile")
U.log("above you, James coming all the way down to stand at your right -- and")
U.log("after you win, \"ROCKET: Such a dreadful twerp!\" appearing on the")
U.log("battle screen just before the money line. The near-miss to watch for")
U.log("is James halting three tiles up by the wall, or that line showing up")
U.log("in the overworld box after the payout with no ROCKET: tag on it.")
U.log("Two more checks print below as you get to them.")
local function npcNamed(name)
for _, n in ipairs(game.overworld and game.overworld.npcs or {}) do
if n.def and n.def.name == name then return n end
end
return nil
end
local approachDone, battleSeen = false, false
while true do
if not approachDone then
local j, s = npcNamed(JAMES), npcNamed(JESSIE)
local ow2 = game.overworld
if j and s and not j.moving and not s.moving and ow2
and #(ow2.scriptMoves or {}) == 0
and (j.cellY > 10 or s.cellY > 10) then
approachDone = true
check("James walked the full four tiles to (25,14) facing left",
j.cellX == EXPECT[JAMES].x and j.cellY == EXPECT[JAMES].y
and j.facing == EXPECT[JAMES].facing)
check("Jessie stopped three down at (24,13) facing the player",
s.cellX == EXPECT[JESSIE].x and s.cellY == EXPECT[JESSIE].y
and s.facing == EXPECT[JESSIE].facing)
U.log("James at", j.cellX, j.cellY, j.facing,
"Jessie at", s.cellX, s.cellY, s.facing)
U.shot(game, SHOT_DIR .. "/jj866_approach.png")
end
end
if not battleSeen then
local top = game.stack:top()
if getmetatable(top) == BattleState then
battleSeen = true
-- BattleState prints endBattleText between _TrainerDefeatedText and
-- _MoneyForWinningText, so an armed field IS the ordering fix
check("the battle carries the loss line as its end-battle text",
type(top.endBattleText) == "string" and top.endBattleText ~= ""
and top.endBattleText == texts[3])
if type(top.endBattleText) == "string" then
U.log("armed:", (top.endBattleText:gsub("\n", " / ")))
end
end
end
coroutine.yield()
end
end
@@ -0,0 +1,188 @@
-- Manual check of the ghost MAROWAK send-off on POKEMON_TOWER_6F (#867).
-- PokemonTower6FMarowakDepartedText (pokered scripts/PokemonTower6F.asm) is
-- two texts: the CUBONE's-mother line, then PlayCry RESTLESS_SOUL + 30 frames
-- before the calmed line; the port showed only the calmed line and no cry.
-- Never under POKEPORT_SPEED -- the cry-then-text beat is the thing under test.
-- POKEPORT_DRIVER=tests/drivers/marowak_departed_bug867_test.lua POKEPORT_IDENTITY=bug867 POKEPORT_TOUCH=0 SHOT_DIR=/tmp/shots love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local Pokemon = require("src.pokemon.Pokemon")
local BattleState = require("src.battle.BattleState")
local TextBox = require("src.render.TextBox")
local pass, fail = 0, 0
local function check(label, ok)
if ok then pass = pass + 1 else fail = fail + 1 end
U.log(ok and "PASS" or "FAIL", label)
return ok
end
-- ---- machine checks ----------------------------------------------------
-- Both keys come out of the stock extractor (data/generated/text.lua); a
-- rename there would drop story3.lua onto its hand fallbacks, which still
-- displays but is worth knowing about.
local mother = game.data.text._PokemonTower6FGhostWasCubonesMotherText
local calmed = game.data.text._PokemonTower6FSoulWasCalmedText
check("_PokemonTower6FGhostWasCubonesMotherText extracted",
type(mother) == "string" and mother ~= "")
check("_PokemonTower6FSoulWasCalmedText extracted",
type(calmed) == "string" and calmed ~= "")
if type(mother) == "string" then
U.log("first line reads:", (mother:gsub("[\n\011\012]", " / ")))
end
if type(calmed) == "string" then
U.log("second line reads:", (calmed:gsub("[\n\011\012]", " / ")))
end
check("MAROWAK is a real species (RESTLESS_SOUL EQU MAROWAK)",
game.data.pokemon.MAROWAK ~= nil)
local opts = game.save.options or {}
U.log("sfxVol", tostring(opts.sfxVol), "musicVol", tostring(opts.musicVol))
if opts.sfxVol == 0 then
U.log("sfxVol is 0: raise it in OPTION or the cry cannot be judged")
end
-- ---- reach the trigger -------------------------------------------------
-- pokered scripts/PokemonTower6F.asm PokemonTower6FMarowakCoords:
-- dbmapcoord 10, 16 (a coord array, not an object). Row 17 is solid wall
-- and (9, 16) is the stairwell warp, so the approach is from (10, 15)
-- facing down, same as tests/drivers/ghost_unveil_bug492_test.lua.
local MAP = "POKEMON_TOWER_6F"
local TRIGGER = { x = 10, y = 16 }
local STAND = { x = 10, y = 15, facing = "down", step = "down" }
-- one mon, one damaging move: the A-mash below always picks FIGHT slot 1,
-- and a stat move there stalls the run (route.lua learned this the hard way)
local mon = Pokemon.new(game.data, "MEWTWO", 100)
if game.data.moves.PSYCHIC_M then
mon.moves = { { id = "PSYCHIC_M", pp = 99 } }
end
game.save.party = { mon }
game.save.player.name = "RED"
-- the scope buys the unveil so the ghost can be damaged at all (#492)
game.save.inventory.SILPH_SCOPE = 1
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = nil
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(10)
local ow = game.overworld
check("the overworld is up on " .. MAP, ow ~= nil and ow.map ~= nil)
if ow and ow.map and not ow.map:isWalkableCell(STAND.x, STAND.y) then
-- a map edit moved the approach: stand on any walkable neighbour of the
-- trigger that is not the stairwell warp and step back onto it.
-- {dx, dy, facing} is the trigger-to-stand offset plus the direction
-- that walks back onto the trigger cell.
local sides = { { 0, -1, "down" }, { 1, 0, "left" },
{ -1, 0, "right" }, { 0, 1, "up" } }
for _, s in ipairs(sides) do
local cx, cy = TRIGGER.x + s[1], TRIGGER.y + s[2]
if ow.map:isWalkableCell(cx, cy) and not ow.map:warpAtCell(cx, cy) then
U.log(("(%d, %d) is blocked, approaching from"):format(STAND.x, STAND.y),
cx, cy, "stepping", s[3])
STAND = { x = cx, y = cy, facing = s[3], step = s[3] }
U.teleport(game, MAP, cx, cy, s[3])
U.wait(10)
ow = game.overworld
break
end
end
end
-- walk onto the trigger; MapScripts onStep fires on the completed step
U.hold(game, STAND.step, 20)
U.wait(20)
check("the Be-gone text opened", game.stack:top() ~= game.overworld)
-- ---- win the battle ----------------------------------------------------
local sawBattle = false
for _ = 1, 1500 do
-- onFinish sets the flag and queues the departed rows in the same call,
-- so break on the flag BEFORE tapping: a stray A here would eat the
-- CUBONE's-mother box before it is recorded
if game.save.flags.EVENT_BEAT_GHOST_MAROWAK then break end
if getmetatable(game.stack:top()) == BattleState then sawBattle = true end
U.tap(game, "a")
U.wait(4)
end
check("the MAROWAK battle opened", sawBattle)
check("the battle was won (EVENT_BEAT_GHOST_MAROWAK set)",
game.save.flags.EVENT_BEAT_GHOST_MAROWAK == true)
-- ---- record the send-off boxes -----------------------------------------
-- Each box is sampled the frame it is first seen: the calmed box carries
-- the armed cry as opts.auto {sound, wait} (src/script/Commands.lua), and
-- TextBox clears .auto once the cry has played, so a late read looks like
-- no cry at all.
local boxes = {}
local lastBox = nil
local budget = 1200
while budget > 0 do
local top = game.stack:top()
if getmetatable(top) == TextBox then
if top ~= lastBox then
lastBox = top
local shown = {}
for _, page in ipairs(top.pages or {}) do
for _, line in ipairs(page) do shown[#shown + 1] = line end
end
boxes[#boxes + 1] = {
text = table.concat(shown, " / "),
cry = top.auto ~= nil and top.auto.sound ~= nil,
}
U.log(("box %d reads:"):format(#boxes), boxes[#boxes].text)
-- let the typewriter finish before the shot so the capture shows the
-- line; the auto sample above already happened on the open frame
for _ = 1, 240 do
if top.waiting or top.done or game.stack:top() ~= top then break end
U.wait(1)
budget = budget - 1
end
U.shot(game, DIR .. ("/bug867_box%d.png"):format(#boxes))
end
U.tap(game, "a")
U.wait(3)
budget = budget - 4
else
if #boxes >= 2 then break end
U.wait(1)
budget = budget - 1
end
end
check("the send-off is two boxes, not one (#867)", #boxes == 2)
check("box 1 is the CUBONE's-mother line",
boxes[1] ~= nil and boxes[1].text:find("CUBONE", 1, true) ~= nil)
check("box 1 opens silent (the asm plays no cry before it)",
boxes[1] ~= nil and not boxes[1].cry)
check("box 2 is the calmed line",
boxes[2] ~= nil and boxes[2].text:find("calmed", 1, true) ~= nil)
check("box 2 opens with the MAROWAK cry armed",
boxes[2] ~= nil and boxes[2].cry == true)
-- ---- the trigger is spent ----------------------------------------------
-- step off and back onto (10, 16): with the flag set, onStep must pass
local back = ({ down = "up", up = "down", left = "right", right = "left" })
[STAND.step]
U.hold(game, back, 20)
U.wait(10)
U.hold(game, STAND.step, 20)
U.wait(20)
check("re-stepping the trigger cell stays quiet",
getmetatable(game.stack:top()) ~= TextBox)
U.shot(game, DIR .. "/bug867_after.png")
U.log(("machine checks: %d passed, %d failed"):format(pass, fail))
-- ---- hand off ----------------------------------------------------------
U.log("The pad is yours on 6F with the ghost already sent off. What should")
U.log("have happened: after the win, \"The GHOST was the / restless soul of /")
U.log("CUBONE's mother!\" first, then the MAROWAK cry sounds as the second box")
U.log("opens with \"The mother's soul / was calmed.\" The old bug jumped")
U.log("straight to the calmed line, no mother line and no cry at all.")
U.log("Screenshots: " .. DIR .. "/bug867_*.png")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,172 @@
-- Manual check that a Pikachu taking the field says the short "Pika!" (#837).
-- pokeyellow engine/battle/core.asm SendOutMon .starterPikachu (:1807-1817)
-- voices PikachuCry11, or PikachuCry37 when IsPlayerPikachuAsleepInParty; the
-- port called PlayCry bare and got clip 1, the long title "Pikachuuu"
-- (engine/movie/title.asm:146). Never add POKEPORT_SPEED here: it scales the
-- logic clock and not audio, so the cries stop lining up with what you see.
-- POKEPORT_DRIVER=tests/drivers/pika_entrance_cry_bug837_test.lua POKEPORT_IDENTITY=bug837 POKEPORT_TOUCH=0 POKEPORT_VERSION=yellow love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local Sound = require("src.core.Sound")
local GameVersion = require("src.core.GameVersion")
local BattleState = require("src.battle.BattleState")
local DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
local function idle()
while true do coroutine.yield() end
end
-- Red and Blue carry no PCM clips at all (RomExtractor extractPikachuCries
-- only runs on Yellow), so playPikaCry returns nil there and every Pikachu
-- keeps its chip cry from CryData: nothing below is observable off Yellow.
local audio = game.data.audio
local clips = audio and audio.pikaCries
local onYellow = check("running Yellow", GameVersion.isYellow())
local haveClips = check("the cache carries the PCM clip set",
type(clips) == "number")
if not (onYellow and haveClips) then
U.log("Import a Yellow ROM and rerun with POKEPORT_VERSION=yellow. On Red")
U.log("and Blue there is no voiced Pikachu to get wrong.")
idle()
end
-- NUM_PIKA_CRIES is 42 (pokeyellow constants/music_constants.asm), and the
-- importer writes cry_01..cry_42.wav in PikachuCriesPointerTable order, so
-- clip 37 existing is what makes the asleep case reachable at all.
check("clip 37 fits inside the " .. tostring(clips) .. " clips extracted",
clips >= 37)
-- resolve the two asset keys for real: a missing or unreadable wav makes
-- playPikaCry return nil and the cry falls through to the chip cry, which
-- is a different wrong sound from the one this issue is about. Stopped in
-- the same frame, so neither is audible here.
local function resolves(n)
local src = Sound.playPikaCry(game.data, n)
if src then src:stop() end
return src ~= nil
end
check("pika_cries/cry_11.wav loads", resolves(11))
check("pika_cries/cry_37.wav loads", resolves(37))
local opts = game.save.options or {}
check("sfxVol is not muted (it reads " .. tostring(opts.sfxVol) .. ")",
(opts.sfxVol or 0) > 0)
check("PIKACHU VOL is not muted (it reads " .. tostring(opts.pikaVol) .. ")",
(opts.pikaVol or 0) > 0)
-- Sound.playPikaCry emits "sound.played" with name = "PIKACHU_PCM_<n>";
-- this is the same feed mods read and tests/mod_audio_tests.lua subscribes
-- to, so the number below is the clip the engine actually asked for.
local heardCries = {}
local events = game.mods and game.mods.events
if not check("the sound.played feed is live", events ~= nil and events.on ~= nil) then
idle()
end
events:on("sound.played", function(p)
if p and p.kind == "cry" then heardCries[#heardCries + 1] = p.name end
end, nil, "bug837driver")
game.save.party = {
Pokemon.new(game.data, "PIKACHU", 20),
Pokemon.new(game.data, "CHARMANDER", 20),
}
game.save.player.name = "RED"
check("PIKACHU leads the party", game.save.party[1].species == "PIKACHU")
-- Route 1 so the handoff below has tall grass in reach. The route sign
-- sits at (9, 27) (pokered data/maps/objects/Route1.asm bg_event), and the
-- cell under it is the open path you read it from.
local MAP = "ROUTE_1"
local STAND = { x = 9, y = 28, facing = "up" }
U.teleport(game, MAP, STAND.x, STAND.y, STAND.facing)
U.wait(10)
local ow = game.overworld
if not check("the overworld is up on " .. MAP, ow ~= nil) then idle() end
-- a map edit or a mod can wall that cell off; widen out to any free
-- walkable neighbour rather than stranding the player inside scenery
local function freeNear(map, x, y)
for r = 1, 6 do
for dy = -r, r do
for dx = -r, r do
local cx, cy = x + dx, y + dy
if map:inBounds(cx, cy) and map:isWalkableCell(cx, cy)
and not ow:npcAtCell(cx, cy) then
return cx, cy
end
end
end
end
return nil
end
if not ow.map:isWalkableCell(STAND.x, STAND.y) then
local cx, cy = freeNear(ow.map, STAND.x, STAND.y)
if cx then
U.log(("(%d, %d) is blocked, standing on"):format(STAND.x, STAND.y),
cx, cy)
U.teleport(game, MAP, cx, cy, STAND.facing)
U.wait(10)
ow = game.overworld
end
end
check("the player is standing somewhere walkable",
ow.map:isWalkableCell(ow.player.cellX, ow.player.cellY))
-- Push the encounter rather than walking into grass: the cry under test is
-- the player's own send-out, and a stepped encounter would put the wild
-- rolls and a second cry ahead of it. RATTATA keeps the enemy's cry a chip
-- cry, so it can never be confused with the PCM clip being checked.
local function runEntrance(asleep, label, shotPath)
for i = #heardCries, 1, -1 do heardCries[i] = nil end
game.save.party[1].status = asleep and "SLP" or nil
local wild = BattleState.newWild(game, "RATTATA", 3)
wild.onFinish = function() end
game.overworld:pushBattle(wild)
local pcm
for _ = 1, 500 do
for _, name in ipairs(heardCries) do
if name:find("PIKACHU_PCM_", 1, true) == 1 then pcm = name end
end
if pcm then break end
U.tap(game, "a")
U.wait(3)
end
U.log(label .. " recorded:", table.concat(heardCries, ", "))
if shotPath then U.shot(game, shotPath) end
return pcm, wild
end
-- asleep first, so the run ends on the everyday case and what is ringing
-- during the handoff is the clip the issue is really about
local slept = runEntrance(true, "asleep send-out",
DIR .. "/bug837_1_asleep.png")
check("an asleep PIKACHU is sent out with PCM clip 37 (PikachuCry37)",
slept == "PIKACHU_PCM_37")
U.teleport(game, MAP, ow.player.cellX, ow.player.cellY, STAND.facing)
U.wait(10)
local awake = runEntrance(false, "awake send-out",
DIR .. "/bug837_2_awake.png")
check("a healthy PIKACHU is sent out with PCM clip 11 (PikachuCry11)",
awake == "PIKACHU_PCM_11")
check("clip 1, the long title-screen cry, is not what was played",
awake ~= "PIKACHU_PCM_1")
U.log("You are in the second battle, the one with PIKACHU awake. The cry")
U.log("as it grew out of the ball should be the short bright \"Pika!\", the")
U.log("same one you hear pressing START on the Yellow title screen. The bug")
U.log("played the other title cry instead: the long drawn-out \"Pikachuuu\"")
U.log("that opens the title, roughly a second and a half of it, which is")
U.log("easy to miss as merely slow rather than wrong. Run away and walk")
U.log("into the grass north of here for as many more send-outs as you like;")
U.log("put PIKACHU to sleep and it turns into the sleepy clip 37 instead.")
U.log("Screenshots of both entrances are in " .. DIR .. ".")
idle()
end
@@ -0,0 +1,164 @@
-- Manual check that a warp arrival hides Pikachu under the player (#863):
-- pokeyellow spawns on the player's own coords and the follow buffer walks
-- it out, but before the fix it popped in already beside him.
-- Warp cells: pokered data/maps/objects/RedsHouse1F.asm / RedsHouse2F.asm.
-- POKEPORT_DRIVER=tests/drivers/pikachu_warp_spawn_bug863_test.lua POKEPORT_IDENTITY=bug863 POKEPORT_TOUCH=0 POKEPORT_VERSION=yellow love .
-- Never add POKEPORT_SPEED; the identity needs an imported Yellow cache.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pokemon = require("src.pokemon.Pokemon")
local GameVersion = require("src.core.GameVersion")
local PF = require("src.world.PikachuFollower")
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
return ok
end
check("running as Yellow (needs POKEPORT_VERSION=yellow)",
GameVersion.isYellow())
-- the follower only spawns behind EVENT_GOT_STARTER with a healthy
-- PIKACHU in the party (PikachuFollower shouldSpawn)
game.save.flags = game.save.flags or {}
game.save.flags.EVENT_GOT_STARTER = true
game.save.party = { Pokemon.new(game.data, "PIKACHU", 20) }
game.save.onBike = false
game.save.player.name = "bryan"
-- pokered RedsHouse1F.asm: warp_event 7, 1 -> REDS_HOUSE_2F, and
-- RedsHouse2F.asm: warp_event 7, 1 back down. Read the live map data
-- so a hack or mod that moved the stairs still points us at them.
local function warpTo(fromMap, destMap)
local def = game.data.maps[fromMap]
for _, w in ipairs(def and def.warps or {}) do
if w.destMap == destMap then return w.x, w.y end
end
return nil
end
local wx, wy = warpTo("REDS_HOUSE_1F", "REDS_HOUSE_2F")
check("REDS_HOUSE_1F has a warp to REDS_HOUSE_2F", wx ~= nil)
wx, wy = wx or 7, wy or 1
local follower = function() return PF.current(game.overworld) end
local function overlapsPlayer()
local npc = follower()
local p = game.overworld and game.overworld.player
return npc and p and npc.cellX == p.cellX and npc.cellY == p.cellY
end
-- press-and-hold dir until the map flips, releasing the instant it
-- does so no queued step drags the player off the arrival warp cell
local function walkUntilMap(dir, targetMap, maxFrames)
for _ = 1, maxFrames do
local ow = game.overworld
if ow and ow.map and ow.map.id == targetMap then break end
table.insert(game.input.pressQueue, dir)
game.input.state[dir] = true
coroutine.yield()
end
game.input.state[dir] = false
U.wait(45) -- warp fade + arrival settle
local ow = game.overworld
return ow and ow.map and ow.map.id == targetMap
end
-- stand two below the stairs facing up; fall back to any walkable cell
-- below the warp if a mod reshaped the room
local sx, sy = wx, wy + 2
U.teleport(game, "REDS_HOUSE_1F", sx, sy, "up")
U.wait(10)
local ow = game.overworld
if not ow.map:isWalkableCell(sx, sy) then
for dy = 1, 3 do
if ow.map:isWalkableCell(wx, wy + dy) then
sx, sy = wx, wy + dy
U.teleport(game, "REDS_HOUSE_1F", sx, sy, "up")
U.wait(10)
break
end
end
end
-- U.teleport is itself a fresh map load, so the fixed spawn already
-- parks Pikachu on the player's cell here
check("follower spawned on map load", follower() ~= nil)
check("map-load spawn is on the player's own cell", overlapsPlayer())
-- climb the stairs
check("walked up into REDS_HOUSE_2F",
walkUntilMap("up", "REDS_HOUSE_2F", 240))
check("warp arrival upstairs: Pikachu hidden under the player",
overlapsPlayer())
U.shot(game, SHOT_DIR .. "/bug863_2f_arrival.png")
-- the draw sort tie-break (#863): sharing the player's py must list the
-- follower first so he draws over it. The sort runs in draw, and the
-- shot above rendered a frame, so entities order is post-sort here.
do
local npc = follower()
local p = game.overworld.player
if npc and p and npc.py == p.py then
local ni, pi
for i, e in ipairs(game.overworld.entities) do
if e == npc then ni = i elseif e == p then pi = i end
end
check("draw sort puts the hidden follower under the player",
ni ~= nil and pi ~= nil and ni < pi)
end
end
-- walk off the stairs: the trail should pull Pikachu out one behind
U.hold(game, "down", 20)
U.wait(20)
U.hold(game, "down", 20)
U.wait(30)
do
local npc = follower()
local p = game.overworld.player
check("two steps later Pikachu trails one cell behind",
npc and p and npc.cellX == p.cellX and npc.cellY == p.cellY - 1)
check("and it faces down, walking out of the stairwell",
npc and npc.facing == "down")
end
U.shot(game, SHOT_DIR .. "/bug863_2f_trailing.png")
-- back down the same stairs: descent must hide it the same way
check("walked back down into REDS_HOUSE_1F",
walkUntilMap("up", "REDS_HOUSE_1F", 240))
check("warp arrival downstairs: Pikachu hidden under the player",
overlapsPlayer())
U.shot(game, SHOT_DIR .. "/bug863_1f_return.png")
-- regression: a connection seam is the keepPikachu path (#427), not a
-- respawn, so the follower must ride across it, not vanish or repark
U.teleport(game, "PALLET_TOWN", 10, 2, "up")
U.wait(10)
check("crossed the Pallet Town north seam into ROUTE_1",
walkUntilMap("up", "ROUTE_1", 300))
do
local npc = follower()
local p = game.overworld.player
check("follower survived the connection crossing", npc ~= nil)
check("and stayed within trailing range of the player",
npc and p and math.abs(npc.cellX - p.cellX)
+ math.abs(npc.cellY - p.cellY) <= 2)
end
U.shot(game, SHOT_DIR .. "/bug863_route1_seam.png")
local sfx = game.save.options and game.save.options.sfxVol
if sfx == 0 then
U.log("note: sfxVol is 0, Pikachu's steps and voice will be silent")
end
U.log("The shots above tell the story: on both stair arrivals only the")
U.log("player should be visible, Pikachu is tucked under him until he")
U.log("steps away, then it follows one cell behind facing his way.")
U.log("If a Pikachu sits beside him the moment a warp lands, that is")
U.log("the old bug. The pad is yours; warp around and watch spawns.")
while true do
coroutine.yield()
end
end
@@ -0,0 +1,149 @@
-- Manual check of the title main menu + CONTINUE info box colors (#870):
-- both must follow the COLORS display mode (CLASSIC pea greens) instead of
-- staying a raw white trueColor hole, while gbc keeps #133's white paper /
-- black ink (pokered engine/menus/main_menu.asm RunDefaultPaletteCommand).
-- Palette shading is the moment under test, so POKEPORT_SPEED stays unset.
-- POKEPORT_DRIVER=tests/drivers/title_menu_palette_bug870_test.lua POKEPORT_IDENTITY=bug870 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local P = require("src.render.PaletteFX")
local SHOT_DIR = os.getenv("SHOT_DIR") or "/tmp/shots"
local fails = 0
local function check(label, ok)
U.log(ok and "PASS" or "FAIL", label)
if not ok then fails = fails + 1 end
return ok
end
-- Count near-white pixels in a captured frame. CLASSIC's lightest shade
-- is (155,188,15) and no blend of the four pea greens (or the letterbox)
-- reaches 250+, so any white here can only be an unshaded region -- the
-- exact white hole #870 is about. Reads the PNG back through
-- love.image so the check sees what actually hit the window.
local function whiteCount(path)
local f = io.open(path, "rb")
if not f then return nil end
local bytes = f:read("*a")
f:close()
local ok, img = pcall(function()
return love.image.newImageData(
love.filesystem.newFileData(bytes, "shot.png"))
end)
if not ok or not img then return nil end
local n = 0
for y = 0, img:getHeight() - 1 do
for x = 0, img:getWidth() - 1 do
local r, g, b = img:getPixel(x, y)
if r > 0.98 and g > 0.98 and b > 0.98 then n = n + 1 end
end
end
return n
end
-- A real save on disk first: hasSave in TitleState:openMenu checks the
-- save FILE, not the in-memory table, and only then lists CONTINUE.
-- No map coordinates anywhere in this test -- the bug lives on the title
-- screen, before any map.
U.newGame(game)
check("reached the overworld", game.overworld ~= nil)
check("save written so the menu lists CONTINUE",
require("src.core.SaveData").save(game.save))
-- flip COLORS the way the options screen does, then power-cycle to the
-- title (returnToTitle skips the intro movie, unlike a cold boot)
game.save.options.colors = "classic"
P.applyOptions(game.save.options)
game:returnToTitle()
U.wait(30)
local TitleState = require("src.ui.TitleState")
local title = game.stack:top()
check("back on the title screen", getmetatable(title) == TitleState)
U.tap(game, "start")
U.wait(10)
local menu = game.stack:top()
check("main menu opened and set a titleUiBox",
menu ~= title and menu ~= nil and menu.titleUiBox ~= nil)
-- The fix itself: the box overlay must be a GRAYS palette zone the shade
-- shader runs on. A colors == false zone would make Renderer:blitCanvas
-- re-blit the rect with NO shader, so effectiveColors never substitutes
-- the mono/inverted modes there -- the pre-#870 white hole.
local zones = title.sgbPalettes and title:sgbPalettes(game)
local boxZone, bare = nil, false
for _, z in ipairs(zones or {}) do
if z.colors == false then bare = true end
if z.colors == P.GRAYS then boxZone = z end
end
check("no trueColor (colors == false) zone over the menu box", not bare)
check("the titleUiBox rides a GRAYS palette zone", boxZone ~= nil)
-- effectiveColors under classic substitutes CLASSIC; the trailing
-- permute is the identity while no shade map is armed, so == holds
check("CLASSIC substitutes the GRAYS box zone",
P.effectiveColors(P.GRAYS) == P.CLASSIC)
local shot1 = SHOT_DIR .. "/bug870_menu_classic.png"
if U.shot(game, shot1) then
local n = whiteCount(shot1)
U.log("white pixels in the menu shot:", tostring(n))
check("CLASSIC main menu shot has zero raw-white pixels",
n ~= nil and n == 0)
end
-- with a save present CONTINUE is first, so the cursor is already on it
U.tap(game, "a")
U.wait(10)
local info = game.stack:top()
check("CONTINUE info box open with its titleUiBox",
info ~= nil and info ~= menu and info.titleUiBox ~= nil
and info.titleUiBox[1] == 4 and info.titleUiBox[2] == 7)
local shot2 = SHOT_DIR .. "/bug870_info_classic.png"
if U.shot(game, shot2) then
local n = whiteCount(shot2)
U.log("white pixels in the info shot:", tostring(n))
check("CLASSIC CONTINUE info shot has zero raw-white pixels",
n ~= nil and n == 0)
end
-- #133 regression gate: under gbc the GRAYS zone must pass through the
-- shader unchanged, so the box comes back white paper / black ink while
-- the LOGO zones keep the title colored around it
P.applyOptions({ colors = "gbc" })
U.wait(5)
check("gbc leaves the GRAYS box zone alone (the #133 white box)",
P.effectiveColors(P.GRAYS) == P.GRAYS)
local shot3 = SHOT_DIR .. "/bug870_info_gbc.png"
if U.shot(game, shot3) then
local n = whiteCount(shot3)
U.log("white pixels in the gbc shot:", tostring(n))
check("gbc info box paper is white again", n ~= nil and n > 0)
end
-- the inverted modes must now invert the box with the screen too
P.applyOptions({ colors = "og_inv" })
U.wait(5)
local inv = P.effectiveColors(P.GRAYS)
check("OG INV inverts the box paper to black",
inv ~= nil and inv[1] ~= nil and inv[1][1] == 0)
U.shot(game, SHOT_DIR .. "/bug870_info_oginv.png")
-- hand over in the bug's own mode
game.save.options.colors = "classic"
P.applyOptions(game.save.options)
U.wait(2)
U.log(fails == 0 and "PASS all machine checks"
or ("FAIL " .. fails .. " machine check(s), see above"))
U.log("The CONTINUE info box on screen is in CLASSIC now; its paper should")
U.log("be the same pea green as the title behind it, with dark green ink,")
U.log("just like the in-game START menu. Before #870 this box and the")
U.log("main menu were a pure white rectangle over the green title.")
U.log("B backs out to the menu; OPTION flips COLORS to eyeball the rest.")
while true do
coroutine.yield()
end
end
+20
View File
@@ -0,0 +1,20 @@
-- CacheFs stays headless-safe: plain luajit has no love global, and the
-- modkit validate/pack driver reaches CacheFs.read through Data:load when
-- an optional generated module (audio) is missing from the checkout
-- (issue #850). With no portable root and no love there is no save
-- directory to read from, so the read is a nil miss, not a crash.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check = T.check
check(_G.love == nil, "suite runs with no love global")
local CacheFs = require("src.import.CacheFs")
check(CacheFs.read("data/generated/audio.lua") == nil,
"read is a nil miss headless, not a crash")
check(CacheFs.readActive("data/generated/audio.lua") == nil,
"readActive is a nil miss headless, not a crash")
T.finish()
+211
View File
@@ -0,0 +1,211 @@
-- Disable blocks the move the slower mon ALREADY selected, on the very
-- turn the Disable lands (#860). pokered runs the test at execution
-- time, not at selection time: CheckPlayerStatusConditions
-- .TriedToUseDisabledMoveCheck (engine/battle/core.asm:3437-3447) compares
-- wPlayerDisabledMoveNumber against wPlayerSelectedMove and jumps to
-- ExecutePlayerMoveDone when they match -- "prevents a disabled move that
-- was selected before being disabled from being used", in the asm's own
-- comment. The enemy copy is .checkIfTriedToUseDisabledMove
-- (core.asm:5752+). The port only refused a disabled move at menu time,
-- so the second mover still fired the move it had latched before the
-- Disable resolved.
--
-- The check sits after the confusion block and before the paralysis roll,
-- so this suite also pins the neighbours: the counter tick that clears an
-- expired Disable still runs first, and a move that was never disabled is
-- untouched.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Data = T.fixtures.fresh()
local Font = require("src.render.Font")
Font.load(Data)
local BattleState = require("src.battle.BattleState")
local Pokemon = require("src.pokemon.Pokemon")
local SaveData = require("src.core.SaveData")
local TypeChart = require("src.battle.TypeChart")
TypeChart.load(Data)
-- the fixture dataset has no status move; this dataset is this file's own
-- copy (fixtures.fresh), so registering one here cannot leak into another
-- case. Accuracy 100 keeps DisableEffect's MoveHitTest out of the way.
Data.moves.FIX_DISABLE = {
id = "FIX_DISABLE", index = 90, name = "FIX DISABLE",
type = "NORMAL", power = 0, accuracy = 100, pp = 20,
effect = "DISABLE_EFFECT",
}
-- Deterministic rolls: the minimum of every range, except DisableEffect's
-- own "1-8 turns disabled" roll (effects.asm:1343-1345), which is pinned
-- at 4. A rolled 1 would be spent by the disabled mon's own counter tick
-- in the same CheckStatusConditions pass -- vanilla behaviour, but it
-- clears the disable before .TriedToUseDisabledMoveCheck can see it, so it
-- is not the case this suite is about. rng(0, 255) -> 0 makes every
-- accuracy roll hit.
local function rolls(disableTurns)
return function(a, b)
if a == 1 and b == 8 then return disableTurns end
if a then return a end
return 0
end
end
-- playerFirst decides who lands the Disable; the other side is the one
-- whose already-selected move has to die. Both mons get FIX_TACKLE in
-- slot 1 (the slot DisableEffect picks with the min roll) and FIX_SCRATCH
-- in slot 2 as the never-disabled control.
local function newBattle(playerFirst, disableTurns)
local save = SaveData.newGame()
save.party = { Pokemon.new(Data, "FIXMON_A", 30) }
local game = { data = Data, save = save,
stack = { top = function() return nil end, push = function() end } }
local battle = BattleState.newWild(game, "FIXMON_C", 30)
battle.rng = rolls(disableTurns or 4)
local function loadout(battler)
battler.mon.moves = {
{ id = "FIX_TACKLE", pp = 35 },
{ id = "FIX_SCRATCH", pp = 35 },
{ id = "FIX_DISABLE", pp = 20 },
}
battler.curMoves = battler.mon.moves
end
loadout(battle.player)
loadout(battle.enemy)
-- no speed tie to resolve: the disabler outruns its target outright
battle.player.curStats.speed = playerFirst and 200 or 1
battle.enemy.curStats.speed = playerFirst and 1 or 200
return battle
end
-- the move instances the sides actually own, so PP decrements land on
-- the party copy the way DecrementPP mutates wBattleMonPP
local function slot(battler, i) return battler.curMoves[i] end
-- consume the queue the way updateQueue does, minus the presentation
local function drain(battle)
local rows = {}
for _ = 1, 400 do
local item = table.remove(battle.queue, 1)
if not item then return rows end
if item.text then rows[#rows + 1] = { text = item.text } end
if item.fn then
battle.nextInsert = 0
item.fn()
end
end
error("the turn queue never drained")
end
local function saidWith(rows, needle)
for i, row in ipairs(rows) do
if row.text and row.text:find(needle, 1, true) then return i end
end
return nil
end
-- "X's / MOVE is / disabled!" (PrintMoveIsDisabledText) versus
-- DisableEffect's own "MOVE was / disabled!" -- the two lines differ only
-- in that verb, so match on it
local function blocked(rows) return saidWith(rows, "is\ndisabled!") end
local function landed(rows) return saidWith(rows, "was\ndisabled!") end
local function usedTackle(rows) return saidWith(rows, "used FIX TACKLE!") end
-- ---------------------------------------------------------------------
-- the player Disables first; the foe's latched FIX TACKLE dies this turn
-- ---------------------------------------------------------------------
do
local battle = newBattle(true)
battle.enemyAction = function() return slot(battle.enemy, 1) end
local hpBefore = battle.player.mon.hp
battle:resolveTurn(slot(battle.player, 3))
local rows = drain(battle)
T.check(landed(rows) ~= nil, "the Disable lands")
T.eq(battle.enemy.disabledSlot, 1, "and latches onto the foe's slot 1")
T.check(blocked(rows) ~= nil,
"the foe's already-selected move reports as disabled")
T.check(landed(rows) and blocked(rows) and landed(rows) < blocked(rows),
"in that order: disabled first, then the blocked attempt")
T.check(usedTackle(rows) == nil,
"the disabled move is never announced, so it never executed")
T.eq(battle.player.mon.hp, hpBefore, "and it deals no damage")
T.eq(battle.enemy.disabledTurns, 3,
"the counter ticked once for this turn and the disable is still live")
end
-- ---------------------------------------------------------------------
-- the same, mirrored: the foe Disables first and the player's latched
-- move dies (core.asm:5752 .checkIfTriedToUseDisabledMove)
-- ---------------------------------------------------------------------
do
local battle = newBattle(false)
battle.enemyAction = function() return slot(battle.enemy, 3) end
local hpBefore = battle.enemy.mon.hp
local ppBefore = slot(battle.player, 1).pp
battle:resolveTurn(slot(battle.player, 1))
local rows = drain(battle)
T.check(landed(rows) ~= nil, "the foe's Disable lands")
T.eq(battle.player.disabledSlot, 1, "on the player's slot 1")
T.check(blocked(rows) ~= nil, "the player's latched move reports as disabled")
T.check(usedTackle(rows) == nil, "and is never announced")
T.eq(battle.enemy.mon.hp, hpBefore, "the foe takes no damage")
T.eq(slot(battle.player, 1).pp, ppBefore,
"and the move that never executed spends no PP (DecrementPP is inside "
.. "the move, past the status gauntlet)")
end
-- ---------------------------------------------------------------------
-- no regression on the turns after: the disable keeps blocking that move
-- while its counter runs, and a different move still works
-- ---------------------------------------------------------------------
do
local battle = newBattle(true)
battle.enemyAction = function() return slot(battle.enemy, 1) end
battle:resolveTurn(slot(battle.player, 3))
drain(battle)
T.eq(battle.enemy.disabledTurns, 3, "the disable is live going into turn 2")
-- turn 2: the foe picks the disabled move with no Disable in flight
local hpBefore = battle.player.mon.hp
battle:resolveTurn(slot(battle.player, 2))
local rows = drain(battle)
T.check(blocked(rows) ~= nil, "turn 2 still blocks the disabled move")
T.check(usedTackle(rows) == nil, "still no execution")
T.eq(battle.player.mon.hp, hpBefore, "still no damage")
T.eq(battle.enemy.disabledTurns, 2, "and the counter keeps ticking down")
-- turn 3: the foe picks its OTHER move, which was never disabled
battle.enemyAction = function() return slot(battle.enemy, 2) end
hpBefore = battle.player.mon.hp
rows = (function() battle:resolveTurn(slot(battle.player, 2)); return drain(battle) end)()
T.check(blocked(rows) == nil, "an undisabled move is not blocked")
T.check(saidWith(rows, "used FIX SCRATCH!") ~= nil, "it is announced")
T.check(battle.player.mon.hp < hpBefore, "and it deals damage")
end
-- ---------------------------------------------------------------------
-- the counter tick still runs ahead of the check: a disable that expires
-- on this turn frees the move it was holding (.DisabledCheck precedes
-- .TriedToUseDisabledMoveCheck)
-- ---------------------------------------------------------------------
do
local battle = newBattle(true)
battle.enemy.disabledSlot, battle.enemy.disabledTurns = 1, 1
battle.enemyAction = function() return slot(battle.enemy, 1) end
local hpBefore = battle.player.mon.hp
battle:resolveTurn(slot(battle.player, 2))
local rows = drain(battle)
T.check(saidWith(rows, "disabled no more!") ~= nil, "the disable expires")
T.check(blocked(rows) == nil, "so the move is not blocked")
T.check(usedTackle(rows) ~= nil, "it executes")
T.check(battle.player.mon.hp < hpBefore, "and deals damage")
end
T.finish("disable blocks the already-selected move (#860)")
@@ -0,0 +1,87 @@
-- Held directions must survive lifecycle resets while physically held
-- (#799). Input state is event-driven, so any Input:reset (focus or
-- visibility flip, joystick add/remove, resume) wipes a hold that never
-- re-fires keypressed afterwards -- on macOS a Bluetooth controller
-- re-enumerating mid-walk fired joystickadded under a held key and parked
-- the player until the direction was released and pressed again. Game's
-- lifecycle handlers rebuild holds from device ground truth after each
-- reset; only what is physically down comes back, so the swallowed-release
-- hazards the resets guard against stay cleared.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local T = require("tests.harness")
local check = T.check
local Input = require("src.core.Input")
local Game = require("src.core.Game")
local realIsDown = love.keyboard.isDown
local realJoystick = love.joystick
local function restore()
love.keyboard.isDown = realIsDown
love.joystick = realJoystick
end
Input:init()
-- Keyboard: direction still physically held across a spurious pad
-- re-enumeration must keep walking (the #799 report).
love.keyboard.isDown = function(key) return key == "up" end
Input:reset()
Input:keypressed("up")
Input:step()
check(Input:isDown("up"), "up held before joystick re-enumeration")
Game:joystickadded({ getName = function() return "Wireless Controller" end })
check(Input:isDown("up"), "held key survives a spurious joystickadded")
-- Same hold across a focus bounce (another reset source).
Game:focus(false)
check(not Input:isDown("up"), "focus loss still drops the hold")
Game:focus(true)
check(Input:isDown("up"), "held key re-arms on focus regain")
-- A key released while unfocused (keyup swallowed by the OS, the hazard
-- the resets exist for) must NOT come back.
love.keyboard.isDown = function() return false end
Game:focus(false)
Game:focus(true)
check(not Input:isDown("up"), "swallowed release still clears the hold")
-- Controller: held d-pad across a disconnect/reconnect bounce.
local pad = {
isGamepad = function() return true end,
isGamepadDown = function(_, button) return button == "dpleft" end,
getGamepadAxis = function() return 0 end,
}
love.joystick = { getJoysticks = function() return { pad } end }
love.keyboard.isDown = function() return false end
Input:reset()
Input:gamepadpressed(pad, "dpleft")
Input:step()
check(Input:isDown("left"), "d-pad held before reconnect")
Game:joystickremoved(pad)
Game:joystickadded(pad)
check(Input:isDown("left"), "held d-pad survives a reconnect bounce")
-- Held stick across the same bounce (axis ground truth re-derived).
pad.isGamepadDown = function() return false end
pad.getGamepadAxis = function(_, axis) return axis == "leftx" and -0.9 or 0 end
Input:reset()
Input:gamepadaxis(pad, "leftx", -0.9)
Input:step()
check(Input:isDown("left"), "stick held before re-enumeration")
Game:joystickadded(pad)
check(Input:isDown("left"), "held stick survives re-enumeration")
-- A pad that vanished for real reports nothing held: its stale hold must
-- stay cleared (the stuck-flag hazard reset-on-remove guards against).
love.joystick = { getJoysticks = function() return {} end }
Input:reset()
Input:gamepadpressed(pad, "dpleft")
Input:step()
Game:joystickremoved(pad)
check(not Input:isDown("left"), "vanished pad's hold stays cleared")
restore()
T.finish()
@@ -0,0 +1,112 @@
-- One-column launcher reach (#852) and the safe-area launcher anchor (#810).
-- No pokered cite: the launcher is port-only chrome.
--
-- #852: minPanelHeight in src/import/LauncherView.lua was a flat 460*s tuned
-- for the two-column layout. A one-column window (portrait phone, squat 4:3
-- device) stacks title + actions card + slot card + the pinned
-- Play/Reset-rebinds/Touch-Controls block, which needs more room; the flat
-- threshold read "tall enough", so the short-window page scroll never
-- engaged, buildSlotCard was cut by Kit.pushClip against the pinned block,
-- and Kit's clip-bounded hit-testing (src/ui/kit/Kit.lua) left every slot
-- row, the pager and "+ New save slot" drawn-but-inert. The fix makes the
-- threshold column-aware, so those windows scroll instead of clipping.
--
-- The seam is LauncherView.draw itself: it publishes the page-scroll extent
-- on the importer (imp._pageScroll / imp._pageScrollMax, the values the
-- touch-drag and wheel paths feed), so a headless draw shows whether the
-- scroll engaged without reading any file-local constant. The 480x900
-- window below is the discriminator: its natural panel space satisfies the
-- old flat threshold (inert, slot card clipped) but not the one-column one.
--
-- #810 gets its unit-conversion pin in tests/engine/safe_area_units_test.lua;
-- here the complementary end-to-end anchor: Layout.metrics must place the
-- launcher at the corrected safe-area origin, not a DPI-inflated band down
-- the screen.
-- luajit tests/engine/launcher_one_column_reach_bug852.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = love or require("tests.love_stub")
-- The launcher touches two graphics calls the shared stub does not carry
-- (focus-ring joins, the footer's BCG invert shader); both are draw-only, so
-- inert fills are enough for the layout arithmetic under test.
love.graphics.setLineJoin = love.graphics.setLineJoin or function() end
love.graphics.newShader = love.graphics.newShader or function() return {} end
local Layout = require("src.ui.kit.Layout")
local RomImporter = require("src.import.RomImporter")
local LauncherView = require("src.import.LauncherView")
local function window(w, h)
love.graphics.getDimensions = function() return w, h end
love.graphics.getPixelDimensions = function() return w, h end
end
-- A fresh launcher on the Red tab; no cache exists headless, so every
-- version sits in its "ROM required" state, which still lays out the full
-- one-column pile (title, actions card, slot card, pinned block).
local function freshLauncher()
return RomImporter.new(function() end, { launcher = true })
end
-- ------------------------------------------------ #852: the scroll engages
-- 480x900 one column: enough room for the old flat 460*s threshold, not for
-- the one-column stack. Before the fix draw() left _pageScrollMax at 0 here
-- and the slot card sat clipped inert against the pinned buttons.
window(480, 900)
local m = Layout.metrics(1200)
eq(m.twoCol, false, "480-wide window lays out one column")
local imp = freshLauncher()
LauncherView.draw(imp)
check((imp._pageScrollMax or 0) > 0,
"one-column window short of the stack engages the page scroll")
eq(imp._pageScroll, 0, "a fresh page starts at the top")
-- The wheel moves the page (the same offset the touch drag feeds), and the
-- offset clamps to the extent, so the whole stack down to "+ New save slot"
-- and the footer is reachable rather than clipped away.
local extent = imp._pageScrollMax
imp._wheelY = -1
LauncherView.draw(imp)
eq(imp._pageScroll, math.min(math.floor(48 * m.s), extent),
"one wheel notch scrolls the page down by its step")
imp._pageScroll = 1e6
LauncherView.draw(imp)
eq(imp._pageScroll, imp._pageScrollMax,
"an offset past the end clamps to the extent, so the bottom is reachable")
-- The reporter's portrait phone (360x780 units) is shorter still and must
-- also scroll; before the fix its slot list was unreachable.
window(360, 780)
local phone = freshLauncher()
LauncherView.draw(phone)
check((phone._pageScrollMax or 0) > 0,
"portrait-phone one-column window engages the page scroll")
-- A one-column window tall enough for the whole stack stays inert: the
-- column-aware minimum is a floor, not a permanent scroll.
window(480, 1200)
local tall = freshLauncher()
LauncherView.draw(tall)
eq(tall._pageScrollMax, 0,
"a tall one-column window does not scroll for nothing")
-- --------------------------------------- #810: launcher anchored in units
-- Layout.metrics anchors the launcher at SafeArea.rect's origin. Feed it
-- the iOS 16 portrait frame that reported the safe rect in framebuffer
-- pixels (3x DPI): the launcher must start at the 44-unit notch inset, not
-- 132 units down with the top of the window black (the #810 report). The
-- rescale itself is pinned in tests/engine/safe_area_units_test.lua.
love.graphics.getDimensions = function() return 375, 812 end
love.graphics.getPixelDimensions = function() return 1125, 2436 end
local oldSafe = love.window.getSafeArea
love.window.getSafeArea = function() return 0, 132, 1125, 2232 end
local ios = Layout.metrics(1200)
eq(ios.top, 44, "launcher anchors at the unit-space notch inset")
eq(ios.h, 744, "launcher gets the full unit-space safe height")
love.window.getSafeArea = oldSafe
T.finish("launcher one-column reach")
@@ -0,0 +1,219 @@
-- Animation-row SFX must obey PlaySound's channel-occupancy gate (#844).
--
-- Blizzard's animation is two rows -- `battle_anim BLIZZARD, ...` then
-- `battle_anim HYDRO_PUMP, ...` (data/moves/animations.asm, BlizzardAnim) --
-- and PlaySubanimation issues a PlaySound for every row
-- (engine/battle/animations.asm, PlaySubanimation). The extracted data and
-- the row timing are both faithful; what the port was missing is that the
-- original never actually starts that second sound. Audio2_PlaySound's
-- .playSfx/.sfxChannelLoop (audio/engine_2.asm) walks the channels the new
-- sfx declares and, for each one already busy, does
-- `ld a,[wSoundID] / cp [hl] / jr z,.playChannel / jr c,.playChannel / ret`:
-- a channel held by a LOWER sound id aborts the whole request, while an
-- equal or lower id takes the channel over (and .playChannel resets the
-- channel, cutting the old sound off). SFX_BATTLE_29 (BLIZZARD, CHAN5+8) is
-- still sounding when the HYDRO_PUMP row starts, and SFX_BATTLE_2A wants
-- CHAN5+6+8, so on hardware it is dropped outright. Unguarded, the port
-- layered it and its watery tail outlived the animation.
--
-- Sound ids order by header address: `DEF \1 EQUS "((\2 - SFX_Headers_1) / 3)"`
-- (constants/music_constants.asm, music_const), so a def's `address` is the
-- comparable rank inside one engine bank -- which is what Sound.playMove
-- compares and what ChipSynth.effectChannels supplies the channel set for.
--
-- ROM-free: ChipAsm blobs stand in for the sfx headers, so nothing here
-- reads data/generated/.
-- luajit tests/engine/move_sfx_channel_gate_bug844.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = require("tests.love_stub")
-- ------- love.audio stub
-- tests/love_stub carries no love.audio (headless suites never play), and
-- the gate reads Source:isPlaying on the previously accepted row sound.
-- These stub sources never finish on their own, which is exactly the
-- "previous sfx is still sounding" state a mid-animation row sees.
local sources = {}
local Source = {}
Source.__index = Source
function Source:play() self.playing = true; self.plays = self.plays + 1 end
function Source:stop() self.playing = false end
function Source:isPlaying() return self.playing end
function Source:pause() self.playing = false end
function Source:setLooping(value) self.looping = value end
function Source:setVolume(value) self.volume = value end
function Source:setPitch(value) self.pitch = value end
function Source:setFilter() end
function Source:getDuration() return 1 end
love.audio = {
newSource = function(what, mode)
local src = setmetatable({
file = what, mode = mode, plays = 0, playing = false,
}, Source)
sources[#sources + 1] = src
return src
end,
}
local ChipAsm = require("src.audio.ChipAsm")
local ChipSynth = require("src.core.ChipSynth")
local Sound = require("src.core.Sound")
local Runtime = require("src.mods.Runtime")
-- ------- sfx fixtures
-- One audible note per channel. ChipAsm.sfx numbers effect channels hw+4,
-- so hw 1/2/4 assemble as CHAN5/CHAN6/CHAN8 -- the same software channels
-- the real sfx headers claim. `address` is the sound-id rank and `engine`
-- names the bank the rank is comparable within.
local function sfxDef(address, hws)
local channels = {}
for _, hw in ipairs(hws) do
local program
if hw == 4 then
program = { { noiseNote = { len = 8, volume = 15, fade = 1,
parameter = 0x11 } } }
else
program = { { squareNote = { len = 8, volume = 15, fade = 1,
frequency = 0x600 } } }
end
channels[#channels + 1] = { hw = hw, program = program }
end
local def = ChipAsm.sfx{ channels = channels }
def.address, def.engine = address, 2
return def
end
-- Battle_29 = CHAN5,8 at rank 16975; Battle_2A = CHAN5,6,8 at 16981. The
-- ranks below are the same ordering, scaled small for readability.
local defs = {
Blizzard_Sfx = sfxDef(100, { 1, 4 }), -- SFX_BATTLE_29 shape
HydroPump_Sfx = sfxDef(106, { 1, 2, 4 }), -- SFX_BATTLE_2A shape
Disable_Sfx = sfxDef(100, { 4 }), -- SFX_BATTLE_1B shape: CHAN8
Leer_Sfx = sfxDef(106, { 1, 2 }), -- SFX_BATTLE_31 shape: CHAN5,6
Loud_Sfx = sfxDef(106, { 1, 4 }), -- a high-ranked incumbent
Quiet_Sfx = sfxDef(100, { 1 }), -- a lower id that takes over
Unranked_Sfx = ChipAsm.sfx{ channels = { { hw = 1, program = {
{ squareNote = { len = 8, volume = 15, fade = 1, frequency = 0x600 } },
} } } }, -- a mod def: no header address
}
local data = { audio = { sfx = defs, cries = {}, songs = {} } }
-- the gate is only observable through what actually started, so watch the
-- Runtime event the mod SDK exposes for exactly that
local savedEvents, savedHooks = Runtime.events, Runtime.hooks
local events = require("src.mods.Events").new()
Runtime.install(events, require("src.mods.Hooks").new())
local played = {}
events:on("sound.played", function(p) played[#played + 1] = p end, nil, "test")
local function reset()
Sound.invalidate() -- also clears the tracked row sound
for index = #sources, 1, -1 do sources[index] = nil end
for index = #played, 1, -1 do played[index] = nil end
end
local function playMove(name)
Sound.playMove(data, { sound = name, pitch = 0, tempo = 0x80 })
end
local function names()
local out = {}
for _, p in ipairs(played) do out[#out + 1] = p.name end
return table.concat(out, ",")
end
-- ------- the channel sets the gate reads
eq(table.concat(ChipSynth.effectChannels(data, defs.Blizzard_Sfx), ","),
"5,8", "effectChannels reads CHAN5+8 off the Blizzard-shaped header")
eq(table.concat(ChipSynth.effectChannels(data, defs.HydroPump_Sfx), ","),
"5,6,8", "effectChannels reads CHAN5+6+8 off the Hydro Pump-shaped header")
check(ChipSynth.effectChannels(data, "assets/beep.wav") == nil,
"a file def has no knowable channel set")
-- ------- 1. higher id + overlapping channels is dropped (the Blizzard case)
reset()
playMove("Blizzard_Sfx")
check(#sources == 1 and sources[1].playing, "the Blizzard row sound starts")
playMove("HydroPump_Sfx")
eq(#played, 1, "the second Blizzard row is dropped, not layered (" .. names() .. ")")
eq(played[1] and played[1].name, "Blizzard_Sfx",
"the sound that survives is the Blizzard row")
eq(#sources, 1, "the dropped row never even builds a source")
check(sources[1].playing, "the incumbent keeps sounding through the drop")
-- ------- 2. higher id + disjoint channels still plays (Disable/Leer)
-- The regression guard: SFX_BATTLE_1B is CHAN8 and SFX_BATTLE_31 is
-- CHAN5+6, so nothing is busy and both sounds are heard.
reset()
playMove("Disable_Sfx")
playMove("Leer_Sfx")
eq(#played, 2, "a higher id on disjoint channels is not gated (" .. names() .. ")")
eq(played[2] and played[2].name, "Leer_Sfx", "the second sound is the later row")
check(sources[1].playing and sources[2].playing,
"neither disjoint sound cuts the other off")
-- ------- 3. a lower id takes the channels over
-- .playChannel zeroes the channel state, which stops whatever held it.
reset()
playMove("Loud_Sfx")
local incumbent = sources[1]
playMove("Quiet_Sfx")
eq(#played, 2, "a lower id is allowed to start (" .. names() .. ")")
check(not incumbent.playing,
"taking CHAN5 over stops the sound that held it")
check(sources[2] and sources[2].playing, "the taking-over sound is playing")
-- ------- 4. an equal id restarts the sound
-- Repeated rows of one sound (Wrap, Metronome) must not be swallowed.
reset()
playMove("Blizzard_Sfx")
playMove("Blizzard_Sfx")
eq(#played, 2, "the same sound replayed is not gated against itself")
eq(#sources, 1, "the replay reuses the cached source")
eq(sources[1].plays, 2, "the cached source is restarted")
check(sources[1].playing, "and is sounding afterwards")
-- ------- 5. an unrankable def is left exactly as it was
-- A mod's chip sfx has no header address, so there is no comparable sound
-- id and the gate must not invent one.
reset()
playMove("Blizzard_Sfx")
playMove("Unranked_Sfx")
playMove("Unranked_Sfx")
eq(#played, 3, "unrankable defs play regardless of what is sounding ("
.. names() .. ")")
-- an unrankable def must also not become an incumbent that gates the next
-- ranked row
reset()
playMove("Unranked_Sfx")
playMove("HydroPump_Sfx")
eq(#played, 2, "an unrankable def gates nothing after it (" .. names() .. ")")
-- ------- 6. a finished sound gates nothing
reset()
playMove("Blizzard_Sfx")
sources[1].playing = false -- the incumbent ran out
playMove("HydroPump_Sfx")
eq(#played, 2, "a row sound that already ended blocks nothing")
-- ------- 7. an invalidate (hot reload / cache flush) drops the tracking
-- Sound.invalidate stops and forgets the cached sources; a stale reference
-- would gate the next row against a dead source.
reset()
playMove("Blizzard_Sfx")
Sound.invalidate()
playMove("HydroPump_Sfx")
eq(#played, 2, "invalidate clears the tracked row sound")
Runtime.install(savedEvents, savedHooks)
T.finish("move sfx channel gate (#844)")
@@ -0,0 +1,126 @@
-- Empty confirm on the naming screen (#833). DisplayNamingScreen seeds
-- wStringBuffer with '@' (engine/menus/naming_screen.asm), so a name the
-- player never typed reads back as the terminator, and every caller checks
-- that first byte: AskName falls through to .declinedNickname and copies the
-- species name over the nick slot (vanilla's "un-nicknamed", which this port
-- models as mon.nickname == nil, src/save_convert/GenSave.lua), while
-- DisplayNameRaterScreen takes .playerCancelled and keeps the old nickname.
-- Nothing in the original invents a letter, so NamingScreen:confirm must hand
-- the caller "" rather than the literal "A" when nothing was typed -- both via
-- START and via the ED cell. The two fallbacks that are load bearing stay:
-- presets[1] for player/rival naming (oak_speech2.asm ChoosePlayerName never
-- accepts an empty name) and opts.default for the Name Rater cancel.
-- luajit tests/engine/naming_empty_confirm_bug833.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = love or require("tests.love_stub")
-- NamingScreen reaches for Sound at the top of the module; seeding
-- package.loaded before it loads keeps the suite ROM-free and silent.
package.loaded["src.core.Sound"] = { play = function() end }
local NamingScreen = require("src.ui.NamingScreen")
-- The three things the screen touches: a stack it pops itself off, an input
-- queue that is exactly one fixed step of edges, and a non-nil `data` for the
-- click cue.
local function newGame()
local game = { data = {} }
game.stack = {
states = {},
push = function(self, s) table.insert(self.states, s) end,
pop = function(self) return table.remove(self.states) end,
top = function(self) return self.states[#self.states] end,
}
game.input = {
queue = {},
wasPressed = function(self, btn) return self.queue[btn] or false end,
isDown = function() return false end,
}
return game
end
-- builds a pushed screen plus a `result` table the onDone writes into
local function newScreen(opts)
local game = newGame()
local result = { fired = false, name = nil }
opts = opts or {}
opts.onDone = function(n)
result.fired = true
result.name = n
end
local ns = NamingScreen.new(game, opts)
game.stack:push(ns)
return ns, game, result
end
-- one fixed step with `btn` on its edge
local function press(ns, game, btn)
game.input.queue = { [btn] = true }
ns:update(1 / 60)
game.input.queue = {}
end
-- the ED cell's coordinates on whatever grid the screen is showing
local function edCell(ns)
for r, row in ipairs(ns:grid()) do
for c, cell in ipairs(row) do
if cell == "ED" then return r, c end
end
end
return nil, nil
end
-- ---------------------------------------------------------------- START, nothing typed
-- The nickname callers (BattleState caught-mon, Commands gift/starter) push
-- the screen with only title/maxLen/onDone: no presets, no default.
local ns, game, res = newScreen({ title = "NICK?", maxLen = 10 })
press(ns, game, "start")
check(res.fired, "START confirms an untyped name")
eq(res.name, "", "START with nothing typed delivers the empty name")
check(res.name ~= "A", "an untyped confirm does not invent the letter A (#833)")
eq(#game.stack.states, 0, "confirm pops the naming screen")
-- the caller-shaped guard both nickname sites use
local mon = {}
if res.name and #res.name > 0 then mon.nickname = res.name end
check(mon.nickname == nil,
"an empty name leaves the mon un-nicknamed, so evolution can rename it")
-- ---------------------------------------------------------------- ED cell, nothing typed
ns, game, res = newScreen({ title = "NICK?", maxLen = 10 })
local edRow, edCol = edCell(ns)
eq(edRow, 5, "ED sits on row 5 of the vanilla grid (data/text/alphabets.asm)")
eq(edCol, 9, "ED is the last cell of that row")
ns.row, ns.col = edRow, edCol
press(ns, game, "a")
check(res.fired, "A on the ED cell confirms")
eq(res.name, "", "ED with nothing typed delivers the empty name too")
-- ---------------------------------------------------------------- typed names are untouched
ns, game, res = newScreen({ title = "NICK?", maxLen = 10 })
ns.row, ns.col = 1, 1 -- "A"
press(ns, game, "a")
press(ns, game, "start")
eq(res.name, "A", "a genuinely typed A still comes back as A")
-- ---------------------------------------------------------------- presets fallback (player / rival)
-- ChoosePlayerName / ChooseRivalName (engine/movie/oak_speech/oak_speech2.asm)
-- compare wStringBuffer to '@' and re-open rather than accept an empty name;
-- the port answers the same need with its presets fallback, which #833 must
-- not disturb.
ns, game, res = newScreen({ title = "YOUR NAME?", maxLen = 7, presets = { "RED", "ASH" } })
press(ns, game, "start")
eq(res.name, "RED", "an empty confirm with presets still yields presets[1]")
-- ---------------------------------------------------------------- default fallback (Name Rater)
-- DisplayNameRaterScreen jumps to .playerCancelled on '@' and keeps the
-- existing nickname; data/scripts/story4.lua passes it as opts.default.
ns, game, res = newScreen({ title = "RATTATA's name?", maxLen = 10, default = "SPLASH" })
press(ns, game, "start")
eq(res.name, "SPLASH", "an empty confirm with a default keeps the old nickname")
T.finish("naming_empty_confirm_bug833")
@@ -0,0 +1,109 @@
-- #828, the revert half: after the launcher's OG -> WIDE toggle, a play
-- session rewrites options.lua with byte-identical content (play() re-stamps
-- an unchanged lastVersion, SaveData.save flushes the attached table, and
-- SaveSerializer's key-sorted encode makes equal tables equal bytes), so
-- saveOptions' conditional pre-write roll skips and options.lua.bak kept the
-- PRE-change file all session. Android and Steam Deck end sessions with a
-- hard teardown (HostShell.restart restartApp kill / AppImage execv) that can
-- eat the main file, and loadOptions then promoted that stale backup: the
-- reported "launcher-only persists, going in-game reverts". The fix rolls
-- the backup forward to the just-verified bytes after every landed write;
-- this suite pins that at-rest invariant. ROM-free (T2 engine tier), same
-- injected-fs shape as tests/engine/options_write_readback_bug828.lua, where
-- these checks should eventually fold in.
-- luajit tests/engine/options_backup_rollforward_bug828.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = love or require("tests.love_stub")
local SaveData = require("src.core.SaveData")
local OPTIONS = "options.lua"
local BAK = OPTIONS .. ".bak"
local TMP = OPTIONS .. ".tmp"
-- In-memory love.filesystem stub, the { getInfo, read, write, remove } shape
-- SaveData.persistFs accepts. `dropping` is mutable so one fs can serve a
-- healthy session and then a write that reports success without landing.
local function memfs()
local files = {}
local fs
fs = {
files = files,
dropping = false,
write = function(path, content)
if fs.dropping then return true end
files[path] = content
return true
end,
read = function(path) return files[path] end,
remove = function(path) files[path] = nil return true end,
getInfo = function(path)
if files[path] ~= nil then return { type = "file" } end
return nil
end,
}
return fs
end
-- ---- at rest, the backup holds the newest verified bytes
local fs = memfs()
SaveData.saveOptions({ battleLayout = "wide" }, fs)
check(fs.files[BAK] ~= nil, "the very first verified write already leaves a backup")
eq(fs.files[BAK], fs.files[OPTIONS],
"after a verified write the backup equals the main file (#828 roll-forward)")
check(fs.files[TMP] == nil, "the staged witness is still dropped after verification")
-- ---- the reported session, write for write
-- Launcher toggles OG -> WIDE, then two rewrites whose bytes match the file
-- on disk: RomImporter:play re-stamping the same lastVersion (#835) and the
-- in-game SaveData.save flush of the attached, unchanged table. Both go
-- through loadOptions first, exactly as the shipping callers do, so the
-- encoder sees identical tables and the conditional pre-roll skips.
local live = memfs()
SaveData.saveOptions({ battleLayout = "og", lastVersion = "red" }, live)
local toggled = SaveData.loadOptions(live)
toggled.battleLayout = "wide"
SaveData.saveOptions(toggled, live)
local wideBytes = live.files[OPTIONS]
local stamped = SaveData.loadOptions(live)
stamped.lastVersion = "red"
SaveData.saveOptions(stamped, live)
eq(live.files[OPTIONS], wideBytes,
"the play() lastVersion re-stamp is a byte-identical rewrite (sorted encode)")
SaveData.saveOptions(SaveData.loadOptions(live), live)
eq(live.files[OPTIONS], wideBytes, "the in-game flush is byte-identical too")
eq(live.files[BAK], wideBytes,
"identical rewrites still carry the backup forward past the skipped pre-roll")
-- the hard teardown eats the main file; recovery must answer the toggle
live.files[OPTIONS] = nil
eq(SaveData.loadOptions(live).battleLayout, "wide",
"a lost main file recovers to WIDE, not the pre-toggle OG backup (#828)")
check(live.files[OPTIONS] ~= nil, "and the main file is healed from that copy")
-- ---- a write that does not land must not poison the backup
-- The roll-forward has to sit AFTER the readback verification: if the bytes
-- never reached disk (the #828 external-storage failure mode) the backup
-- keeps the last state that verifiably did.
local flaky = memfs()
SaveData.saveOptions({ battleLayout = "wide" }, flaky)
local verified = flaky.files[BAK]
flaky.dropping = true
eq(SaveData.saveOptions({ battleLayout = "og" }, flaky), nil,
"the vanished write still reports failure")
flaky.dropping = false
eq(flaky.files[BAK], verified,
"a write that never landed leaves the backup at the last verified bytes")
flaky.files[OPTIONS] = nil
eq(SaveData.loadOptions(flaky).battleLayout, "wide",
"so recovery after the failed write still answers the verified state")
T.finish("options_backup_rollforward_bug828")
@@ -0,0 +1,226 @@
-- #828: launcher settings "reset" on Android and Steam Deck, with nothing in
-- the log. Every options write is a WHOLE-FILE rewrite out of the caller's
-- table (src/core/SaveData.lua saveOptions), so a filesystem that reports a
-- successful write without the bytes surviving -- an external-storage volume
-- that went away mid-session (conf.lua sets t.externalstorage on Android), a
-- read-only or full save dir -- is indistinguishable from "the launcher never
-- saved at all". saveOptions therefore reads the file back and fails loudly.
--
-- This suite pins that contract against injected filesystem stubs, the same
-- { getInfo, read, write, remove } shape tests/engine/save_slots.lua and
-- tests/engine/save_file_io_tests.lua use. It is ROM-free (T2 engine tier).
--
-- What it does NOT do: prove #828 is fixed. The launcher -> options.lua ->
-- bootGame chain already round-trips correctly on desktop, so the readback is
-- instrumentation for the two platforms that report the loss, and the real
-- verification is a platform run (see the issue). What is testable here is
-- that a silent no-op write is now reported instead of swallowed.
-- luajit tests/engine/options_write_readback_bug828.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = love or require("tests.love_stub")
local Logger = require("src.core.Logger")
local SaveData = require("src.core.SaveData")
local OPTIONS = "options.lua"
-- An in-memory love.filesystem stub. `mode` decides what write() does with
-- the bytes AFTER reporting success, which is the whole point of the suite:
-- "honest" -- stores them (a working save dir)
-- "drop" -- reports true, stores nothing (the volume vanished)
-- "truncate" -- reports true, stores a short prefix (a full save dir)
-- "fail" -- reports false plus an error string (the pre-existing path)
local function memfs(mode)
local files = {}
return {
files = files,
write = function(path, content)
if mode == "fail" then return false, "no space left on device" end
if mode == "drop" then return true end
if mode == "truncate" then
files[path] = tostring(content):sub(1, 16)
return true
end
files[path] = content
return true
end,
read = function(path) return files[path] end,
remove = function(path) files[path] = nil return true end,
getInfo = function(path)
if files[path] ~= nil then return { type = "file" } end
return nil
end,
}
end
-- SaveData.persistFs hands an injected fs straight back only when it differs
-- from love.filesystem, so the suite never touches the real save directory.
local function logged(pattern)
for i = #Logger.history, 1, -1 do
if Logger.history[i]:find(pattern, 1, true) then return Logger.history[i] end
end
return nil
end
-- ---- the write that lands: unchanged success contract
local fs = memfs("honest")
local saved = SaveData.saveOptions({ battleLayout = "wide" }, fs)
check(saved ~= nil, "a write that lands returns the merged options table")
eq(saved and saved.battleLayout, "wide", "the caller's key survives the merge")
eq(saved and saved.textSpeed ~= nil, true, "defaults are filled in around it")
check(fs.files[OPTIONS] ~= nil, "options.lua is written to the injected fs")
local loaded = SaveData.loadOptions(fs)
eq(loaded and loaded.battleLayout, "wide",
"loadOptions reads back what saveOptions wrote (the launcher -> game hop)")
-- ---- the write that silently does not land: the #828 failure mode
local dropMark = #Logger.history
local dropped = SaveData.saveOptions({ battleLayout = "wide" }, memfs("drop"))
eq(dropped, nil, "a write that reports success but stores nothing returns nil")
check(logged("options save did not land"),
"the vanished write is logged, so the next Android report can carry it")
check(#Logger.history > dropMark, "a log line was actually emitted")
-- ---- a partial write is just as lost, and just as loud
local truncated = SaveData.saveOptions({ battleLayout = "wide" }, memfs("truncate"))
eq(truncated, nil, "a truncated write is treated as a failed write")
check(logged("options save did not land"), "the truncated write is logged too")
-- ---- the pre-existing honest failure still behaves exactly as before
local failMark = #Logger.history
local failed = SaveData.saveOptions({ battleLayout = "wide" }, memfs("fail"))
eq(failed, nil, "a write that returns false still returns nil")
check(logged("options save failed"),
"the false-return path keeps its own distinct log line")
check(#Logger.history > failMark, "the false-return path still logs")
-- A dropped write must not be reported through the false-return message:
-- the two are different diagnoses and the platform reports need to tell
-- them apart.
local last = Logger.history[#Logger.history]
check(last and last:find("options save failed", 1, true) ~= nil,
"the last failure logged is the false-return one, not the readback one")
-- ---- an interrupted write no longer resets every setting
-- The launcher wrote WIDE and a later write dies partway through (the
-- process replaced by HostShell.restart on the way back to the launcher, an
-- external-storage flush that never happened), leaving a corrupt
-- options.lua. loadOptions must promote the staged/backup copy instead of
-- answering defaults, which is what "closing the game reset all my
-- settings" looked like.
local live = memfs("honest")
SaveData.saveOptions({ battleLayout = "wide" }, live)
SaveData.saveOptions({ battleLayout = "wide", textSpeed = 1 }, live)
check(live.files[OPTIONS .. ".bak"] ~= nil,
"the previous good options.lua is rolled aside before the rewrite")
check(live.files[OPTIONS .. ".tmp"] == nil,
"the staged witness is dropped once the main write is verified")
live.files[OPTIONS] = "return { battleLayout = " -- died mid-rewrite
local healed = SaveData.loadOptions(live)
eq(healed and healed.battleLayout, "wide",
"a corrupt options.lua is recovered from the rolled-aside copy")
check(live.files[OPTIONS] ~= "return { battleLayout = ",
"the main options file is healed from the copy that parsed")
-- ---- a lost main file must recover to the NEWEST verified write
-- The platforms that lose options.lua do it on the hard teardown out of a
-- game session (HostShell.restart's restartApp kill on Android, execv on a
-- SteamOS AppImage), after rewrites whose bytes matched the file already on
-- disk: play()'s lastVersion stamp and the in-game save flush re-encode the
-- same table, and the key-sorted encoder makes those byte-identical, so the
-- conditional pre-write roll skips them. The backup is therefore rolled
-- forward after every verified write; otherwise recovery handed back the
-- file from BEFORE the launcher's change, which is exactly the reported
-- "set BATTLE LAYOUT to WIDE, go in game, close, and it is OG again" (#828).
local lost = memfs("honest")
SaveData.saveOptions({ battleLayout = "og", lastVersion = "red" }, lost)
local editedOpts = SaveData.loadOptions(lost)
editedOpts.battleLayout = "wide"
SaveData.saveOptions(editedOpts, lost) -- the launcher's toggle
local replay = SaveData.loadOptions(lost)
replay.lastVersion = "red" -- play() re-stamps the same value
SaveData.saveOptions(replay, lost) -- byte-identical rewrite
SaveData.saveOptions(SaveData.loadOptions(lost), lost) -- in-game save flush, identical too
lost.files[OPTIONS] = nil -- the platform ate the main file
local promoted = SaveData.loadOptions(lost)
eq(promoted.battleLayout, "wide",
"a lost main file recovers to the newest verified write, not the "
.. "pre-change backup (#828)")
local gone = memfs("honest")
SaveData.saveOptions({ battleLayout = "wide" }, gone)
gone.files[OPTIONS] = nil
gone.files[OPTIONS .. ".bak"] = nil
gone.files[OPTIONS .. ".tmp"] = nil
eq(SaveData.loadOptions(gone).battleLayout,
SaveData.defaultOptions().battleLayout,
"with no copy left the defaults are still the answer")
-- ---- the reported sequence end to end: launcher setting -> play -> quit
-- #828 as the reporter walks it (issue steps 2-7, and the "so its partly
-- fixed" comment): change BATTLE LAYOUT from OG to WIDE in the launcher, go
-- in game, close, reopen the launcher. Every options write is a whole-file
-- rewrite out of the caller's table (saveOptions above), so the only thing
-- keeping the launcher's key alive across a game-side write is WHEN the game
-- took its copy: SaveData.load re-attaches a fresh loadOptions() to the save
-- it just read (src/core/SaveData.lua:1108, and SaveData.newGame does the
-- same at :1458), which is after the launcher's last write because
-- RomImporter:play hands off only once the settings modal has saved
-- (src/import/LauncherSettings.lua open/save, src/import/RomImporter.lua
-- play). This pins that ordering: it is the invariant, not the merge, that
-- makes the launcher's change survive.
local hop = memfs("honest")
SaveData.saveOptions({ battleLayout = "og" }, hop)
-- launcher: the gear menu's edited table, persisted on close
local launcherOpts = SaveData.loadOptions(hop)
launcherOpts.battleLayout = "wide"
launcherOpts.lastVersion = "blue" -- #835 rides the same file
SaveData.saveOptions(launcherOpts, hop)
-- boot: the game's copy is taken here, never earlier
local gameOpts = SaveData.loadOptions(hop)
eq(gameOpts.battleLayout, "wide",
"the game boots on the value the launcher just wrote")
-- play: an in-game OPTION menu change writes the whole table back
gameOpts.textSpeed = 1
check(SaveData.saveOptions(gameOpts, hop) ~= nil, "the game-side write lands")
local reopened = SaveData.loadOptions(hop)
eq(reopened.battleLayout, "wide",
"the launcher's BATTLE LAYOUT survives a game-side options write (#828)")
eq(reopened.textSpeed, 1, "and the in-game change is persisted alongside it")
eq(reopened.lastVersion, "blue",
"launcher-only keys the game never reads are carried through its write")
-- The corollary, and the reason the copy has to come from loadOptions: a
-- caller that writes a partial literal instead of a loaded table drops every
-- key it does not mention, because mergeOptions only fills DEFAULTS in around
-- what it is handed (SaveData.mergeOptions). Nothing on the boot path does
-- this today; the assertion is the guard rail if someone shortcuts it.
SaveData.saveOptions({ battleLayout = "og" }, hop)
eq(SaveData.loadOptions(hop).lastVersion, nil,
"a partial write drops launcher-only keys, so the game must write the "
.. "table loadOptions handed it")
-- Known gap, deliberately not asserted: a copy taken BEFORE the launcher's
-- write and flushed after it still wins, because saveOptions merges only
-- modOptions from disk and every other key is last-writer-wins. Measured,
-- not guessed (og beats a newer wide). No shipping path holds an options
-- table across a launcher write -- HostShell.restart replaces the process on
-- the way back to the launcher (#785, #575) and LauncherSettings.open notes
-- its own cached table is only true while its modal covers the launcher --
-- so closing that gap needs a three-way merge (baseline vs caller vs disk),
-- not a straight "disk wins", which would throw away real in-game changes.
T.finish("options_write_readback_bug828")
+198
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@@ -0,0 +1,198 @@
-- A RARE CANDY used from the field bag must leave the bag open (#796).
--
-- engine/menus/start_sub_menus.asm, StartMenu_Item / .useOrTossItem sorts the
-- chosen item with IsInArray against UsableItems_CloseMenu first and
-- UsableItems_PartyMenu second. RARE_CANDY is in the party-menu array
-- (data/items/use_party.asm), so it reaches .useItem_partyMenu, which after
-- `call UseItem` -- when wActionResultOrTookBattleTurn is not $02 --
-- restores the screen and `jp StartMenu_Item`, i.e. re-enters the item list
-- instead of CloseStartMenu. StartMenu_Item reloads wBagSavedMenuItem into
-- wCurrentMenuItem before DisplayListMenuID, so the cursor comes back on the
-- row you just used: that is what lets a stack of candies be mashed through.
-- engine/items/item_effects.asm ItemUseVitamin .useRareCandy ends with
-- RedrawPartyMenu / PrintStatsBox / WaitForTextScrollButtonPress /
-- LearnMoveFromLevelUp / TryEvolvingMon and `jp RemoveUsedItem` -- it never
-- whites out and never closes the start menu. Only .useItem_closeMenu items
-- (UsableItems_CloseMenu: bike, escape rope, rods) jump to CloseStartMenu.
--
-- The port popped the bag ListMenu at the head of the leveledTo branch, which
-- also skipped the "xN" refresh below it, so the level text played over the
-- overworld and the player was dumped out of the menu per candy.
-- luajit tests/engine/rare_candy_bag_open_bug796.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = love or require("tests.love_stub")
-- Lazily-required inside the use branches, so seeding package.loaded before
-- the UI modules load is enough to keep the suite silent and love-free.
package.loaded["src.core.Sound"] = {
play = function() end,
playCry = function() end,
}
-- Real TextBoxes want a Font atlas. This flow only cares that a message
-- opened, what it says, and what its onDone does.
package.loaded["src.render.TextBox"] = {
new = function(_, text, done) return { textBox = true, text = text, done = done } end,
}
-- BagMenu and PartyMenu bind TextBox at require time, so they load against
-- the stub; Screens caches its factory per id and must be told to forget.
package.loaded["src.ui.BagMenu"] = nil
package.loaded["src.ui.PartyMenu"] = nil
local BagMenu = require("src.ui.BagMenu")
local PartyMenu = require("src.ui.PartyMenu")
require("src.ui.Screens").invalidate()
local Fixtures = require("tests.modkit.fixtures")
local Bag = require("src.inventory.Bag")
local Pokemon = require("src.pokemon.Pokemon")
local Data = Fixtures.fresh()
-- The fixture item table has no candy of its own; ItemEffects keys the
-- level-up branch on the id, and BagMenu only reads name/keyItem off the def.
Data.items.RARE_CANDY = {
id = "RARE_CANDY", index = 90, name = "RARE CANDY", price = 4800,
tossable = true,
}
-- The mon: FIXMON_C has an empty `evolutions` and a learnset that stops at
-- level 1, so the 5 -> 6 candy prints its line and nothing else follows it.
-- That keeps the assertions on the bag rather than on the stat box, which
-- would need real graphics.
local function freshGame(candies)
local mon = Pokemon.new(Data, "FIXMON_C", 5)
local game = {
data = Data,
save = {
party = { mon },
player = { name = "RED", id = 1 },
inventory = {},
options = {},
flags = {},
money = 0,
},
}
game.stack = {
states = {},
push = function(self, s) table.insert(self.states, s) end,
pop = function(self) return table.remove(self.states) end,
top = function(self) return self.states[#self.states] end,
}
-- one button edge per update, the way Input reports a fixed step
game.input = { pressed = nil }
function game.input:wasPressed(b) return self.pressed == b end
-- FIX POTION first so the candy is never row 1: an index that silently
-- reset to the top would otherwise pass the cursor assertion by accident
Bag.add(game.save, "FIX_POTION", 1)
Bag.add(game.save, "RARE_CANDY", candies)
return game, mon
end
local function isPicker(s) return getmetatable(s) == PartyMenu end
local function isBox(s) return type(s) == "table" and s.textBox == true end
local function inStack(stack, pred)
for _, s in ipairs(stack.states) do
if pred(s) then return true end
end
return false
end
local function rowFor(list, id)
for i, r in ipairs(list.items) do
if r.value == id then return i end
end
return nil
end
-- Open the bag, put the cursor on `id`, choose it, take USE off the
-- USE/TOSS box, then press A on the party picker. Returns the bag list.
local function useFromBag(game, battle, id)
local list = BagMenu.new(game, { battle = battle })
game.stack:push(list)
local row = rowFor(list, id)
if not row then return nil, "no " .. id .. " row in the bag" end
list.index = row
list.onChoose(list.items[row], list)
local sub = game.stack:top()
if not battle and sub and sub.items and sub.items[1]
and sub.items[1].onSelect then
game.stack:pop() -- the USE/TOSS Menu pops itself on select
sub.items[1].onSelect()
end
local picker = game.stack:top()
if not isPicker(picker) then return nil, "party picker never opened" end
game.input.pressed = "a"
picker:update(1 / 60)
game.input.pressed = nil
return list
end
-- The bug: three candies in the bag, use one in the field.
do
local game, mon = freshGame(3)
local list, why = useFromBag(game, nil, "RARE_CANDY")
if check(list ~= nil, "the bag opened and reached the picker: " .. tostring(why)) then
eq(mon.level, 6, "the candy leveled the mon 5 -> 6")
check(not inStack(game.stack, isPicker),
"the pickOnly picker popped itself before onSwitch")
check(inStack(game.stack, function(s) return s == list end),
"the bag list is STILL on the stack (.useItem_partyMenu re-enters "
.. "StartMenu_Item, it does not CloseStartMenu) (#796)")
local row = rowFor(list, "RARE_CANDY")
if check(row ~= nil, "the RARE CANDY row survived the use") then
eq(list.items[row].right, "x2", "and its count followed the inventory")
eq(list.index, row, "with the cursor left on it (wBagSavedMenuItem), "
.. "so the next candy is one A press away")
end
eq(game.save.inventory.RARE_CANDY, 2, "one candy was consumed")
local box = game.stack:top()
if check(isBox(box), "the grew-to-level line prints over the open bag") then
check(box.text:find("level 6", 1, true) ~= nil,
"and it names the new level: " .. tostring(box.text))
end
end
end
-- The last candy: the row goes away (RemoveUsedItem empties the slot) and the
-- cursor clamps to a real row -- but the list itself still must not close.
do
local game = freshGame(1)
local list = useFromBag(game, nil, "RARE_CANDY")
if check(list ~= nil, "the bag reached the picker with a single candy") then
check(inStack(game.stack, function(s) return s == list end),
"the last candy does not close the bag either (#796)")
check(rowFor(list, "RARE_CANDY") == nil, "its row was removed")
eq(game.save.inventory.RARE_CANDY, nil, "and the slot is empty")
check(list.index >= 1 and list.index <= #list.items,
"the cursor clamped to a valid row (index " .. tostring(list.index)
.. " of " .. #list.items .. ")")
end
end
-- Boundary the fix must not have moved: a candy is refused mid-battle, so the
-- field behavior above can never be mistaken for a battle regression.
-- item_effects.asm:800-803, ItemUseVitamin reads wIsInBattle and
-- `jp nz, ItemUseNotTime` before it ever falls into ItemUseMedicine, which is
-- why the port's battle-side branch is a guard rather than a live path. A
-- bare table stands in for the battle: nothing on this route reads it.
do
local game, mon = freshGame(3)
local list = useFromBag(game, { fakeBattle = true }, "RARE_CANDY")
if check(list ~= nil, "the battle bag reached the picker") then
eq(mon.level, 5, "a RARE CANDY mid-battle levels nothing (ItemUseVitamin "
.. "-> ItemUseNotTime)")
eq(game.save.inventory.RARE_CANDY, 3, "and is not consumed")
local box = game.stack:top()
if check(isBox(box), "the refusal prints") then
check(box.text:find("time to use", 1, true) ~= nil,
"with ItemUseNotTime's line: " .. tostring(box.text))
end
end
end
T.finish()
+51
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@@ -0,0 +1,51 @@
-- SafeArea.rect unit sanity (#810): the iOS build reported the portrait
-- safe rect in framebuffer PIXELS while love.graphics works in DPI-scaled
-- units, and the old clamp kept the inflated top inset -- the launcher
-- started a band down the screen and left the top of it black. A rect
-- that cannot fit the unit window is converted back to units with
-- per-axis ratios (the axes can disagree, #208). No pokered cite: the
-- launcher is port-only chrome.
-- luajit tests/engine/safe_area_units_test.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local eq = T.eq
love = love or require("tests.love_stub")
local SafeArea = require("src.core.SafeArea")
local oldDims = love.graphics.getDimensions
local oldPix = love.graphics.getPixelDimensions
local oldSafe = love.window.getSafeArea
local function frame(uw, uh, pw, ph, sx, sy, sw, sh)
love.graphics.getDimensions = function() return uw, uh end
love.graphics.getPixelDimensions = function() return pw, ph end
love.window.getSafeArea = function() return sx, sy, sw, sh end
return SafeArea.rect()
end
-- a pixel-based rect on a 3x portrait phone comes back in units (#810)
local x, y, w, h = frame(375, 812, 1125, 2436, 0, 132, 1125, 2232)
eq(x, 0, "pixel-unit safe x rescales")
eq(y, 44, "pixel-unit top inset rescales to the real notch")
eq(w, 375, "pixel-unit safe width rescales")
eq(h, 744, "pixel-unit safe height rescales")
-- a correct unit rect passes through untouched
x, y, w, h = frame(375, 812, 1125, 2436, 0, 44, 375, 734)
eq(y, 44, "a unit rect keeps its top inset")
eq(h, 734, "a unit rect keeps its height")
-- dpi 1: no rescale, the oversized rect still clamps to the window
x, y, w, h = frame(640, 576, 640, 576, 0, 100, 900, 900)
eq(y, 100, "no rescale when units are pixels")
eq(w, 640, "width clamps to the drawable window")
eq(h, 476, "height clamps to the drawable window")
love.graphics.getDimensions = oldDims
love.graphics.getPixelDimensions = oldPix
love.window.getSafeArea = oldSafe
T.finish("safe area units")
@@ -0,0 +1,187 @@
-- Gen1 save codec (src/save_convert/GenSave.lua) for wToggleableObjectFlags
-- (ram/wram.asm, flag_array $100): the ShowObject/HideObject persistence the
-- codec used to skip entirely, so an import resurrected both Mt Moon fossils
-- (#857) and reverted Cerulean's GUARD1/GUARD2/ROCKET swap so the officer
-- blocked the robbed-house door again (#763). Bit numbering comes from
-- ../pokered/data/maps/toggleable_objects.asm entry order (bit set = hidden,
-- engine/overworld/toggleable_objects.asm IsObjectHidden), and the offset is
-- re-derived here from the wram walk rather than read out of GenSave.OFFSETS.
-- Also covers the Yellow-only wPikachuHappiness byte (#763, #838): the
-- 0x271C offset is pinned from the pokeyellow symbol file, not a local
-- pokeyellow checkout, so it still wants a confirmation against a real
-- emulator-written Yellow .sav.
-- luajit tests/engine/save_convert_toggle_objects.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = love or require("tests.love_stub")
local bit = require("bit")
local GenSave = require("src.save_convert.GenSave")
local SaveData = require("src.core.SaveData")
-- the codec crosswalks need the real dataset; CI has no ROM
local loadPokemon = loadfile("data/generated/pokemon.lua")
if not loadPokemon then
print("save_convert_toggle_objects skipped (needs data/generated/ for the Gen1 save codec)")
os.exit(0)
end
GenSave.setCharmap(loadfile("src/save_convert/data/charmap.lua")())
local toggles = loadfile("src/save_convert/data/toggle_objects.lua")()
local data = {
pokemon = loadPokemon(),
moves = loadfile("data/generated/moves.lua")(),
items = loadfile("data/generated/items.lua")(),
maps = loadfile("data/generated/maps.lua")(),
eventFlags = loadfile("src/save_convert/data/event_flags.lua")(),
toggleObjects = toggles,
}
-- ------------------------------------------------------------------
-- offset pins, independent of the codec's own arithmetic: wram.asm places
-- wToggleableObjectFlags 2 bytes (wPlayerCoins) past wPlayerCoins' label,
-- i.e. sav absolute 0x2852; the pokeyellow symbol file places
-- wPikachuHappiness at d46f - wMainDataStart d2f6 = 377, absolute 0x271C
-- ------------------------------------------------------------------
local OFF = GenSave.OFFSETS
eq(OFF.toggleObjectFlags, OFF.coins + 2,
"wToggleableObjectFlags sits 2 bytes (wPlayerCoins) past O.coins")
eq(OFF.toggleObjectFlags, 0x2852, "wToggleableObjectFlags is sav byte 0x2852")
eq(OFF.pikachuHappiness, 0x271C, "wPikachuHappiness is sav byte 0x271C")
-- independent flag_array read (byte = index / 8, bit = index % 8), so nothing
-- below trusts the writer it is checking
local function flagGet(bytes, base, index)
local byte = bytes:byte(base + math.floor(index / 8) + 1)
return bit.band(bit.rshift(byte, index % 8), 1) == 1
end
-- ------------------------------------------------------------------
-- crosswalk <-> maps.lua contract: every named toggle entry must resolve
-- to a real object_event, or encode's itemsTaken/defeatedTrainers fold
-- (which looks the object up by name) silently misses it
-- ------------------------------------------------------------------
local entries = 0
for _, e in pairs(toggles.byBit) do
entries = entries + 1
local found
for _, obj in ipairs((data.maps[e[1]] or {}).objects or {}) do
if obj.name == e[2] then found = obj break end
end
check(found ~= nil, e[1] .. " has an object_event named " .. e[2])
end
-- toggleable_objects.asm has 228 rows; two are placeholders with no
-- object_event in this port (SILPHCO7F_UNUSED, the UNUSED_MAP_F4 entry)
eq(entries, 226, "the crosswalk carries every real toggle bit and no more")
-- the bits under test, straight from the crosswalk's own numbering
eq(toggles.byBit[109][2], "MTMOONB2F_DOME_FOSSIL", "bit 109 is the dome fossil")
eq(toggles.byBit[110][2], "MTMOONB2F_HELIX_FOSSIL", "bit 110 is the helix fossil")
eq(toggles.byBit[7][2], "CERULEANCITY_GUARD1", "bit 7 is the door guard")
eq(toggles.byBit[9][2], "CERULEANCITY_GUARD2", "bit 9 is the roof guard")
eq(toggles.byBit[104][2], "MTMOON1F_MOON_STONE", "bit 104 is the moon stone")
-- ------------------------------------------------------------------
-- round trip: templateless export of a save past the fossil pickup
-- (data/scripts/story2.lua hides both balls) and the Cerulean robbery
-- resolution (data/scripts/story5.lua rocketRows shows GUARD1, hides
-- GUARD2/ROCKET), plus a taken overworld item, which vanilla folds into
-- these same bits (engine/events/pick_up_item.asm)
-- ------------------------------------------------------------------
local function seedSave()
local save = SaveData.newGame({ playerName = "RED", rivalName = "BLUE" })
save.party = { {
species = "SQUIRTLE", level = 6, exp = 200,
dvs = { hp = 1, attack = 2, defense = 3, speed = 4, special = 5 },
statExp = { hp = 0, attack = 0, defense = 0, speed = 0, special = 0 },
stats = { hp = 22, attack = 12, defense = 13, speed = 11, special = 12 },
hp = 22,
moves = { { id = "TACKLE", pp = 35, ppUps = 0 } },
nickname = "SQ", ot = "RED", otId = save.player.id, catchRate = 45,
} }
return save
end
local set = seedSave()
set.objectToggles = {
MT_MOON_B2F = {
MTMOONB2F_DOME_FOSSIL = false,
MTMOONB2F_HELIX_FOSSIL = false,
},
CERULEAN_CITY = {
CERULEANCITY_GUARD1 = true,
CERULEANCITY_GUARD2 = false,
},
}
-- the moon stone rides itemsTaken (src/world/OverworldController.lua
-- force-hides picked items), never objectToggles, so encode must fold it in
set.itemsTaken = { MT_MOON_1F_obj_9 = true }
local setBytes = GenSave.encode(set, data, nil)
eq(#setBytes, GenSave.SAVE_SIZE, "the export is a 32768-byte save")
local TOG = OFF.toggleObjectFlags
check(flagGet(setBytes, TOG, 109), "the taken dome fossil is hidden (bit 109)")
check(flagGet(setBytes, TOG, 110), "the taken helix fossil is hidden (bit 110)")
check(flagGet(setBytes, TOG, 9), "the swapped-out roof guard is hidden (bit 9)")
check(not flagGet(setBytes, TOG, 7),
"the officer now beside the door stays visible (bit 7 clear)")
check(flagGet(setBytes, TOG, 104),
"the taken moon stone folds from itemsTaken into bit 104")
-- untouched entries fall back to their compiled-in defaults, not to zero
check(flagGet(setBytes, TOG, 0), "PALLETTOWN_OAK defaults hidden (bit 0 set)")
check(not flagGet(setBytes, TOG, 1),
"VIRIDIANCITY_OLD_MAN_SLEEPY defaults visible (bit 1 clear)")
local back = GenSave.decode(setBytes, data)
eq(#(back.warnings or {}), 0, "the export decodes with no warnings")
local reTog = back.objectToggles
check(type(reTog) == "table", "an import populates save.objectToggles")
eq(reTog.MT_MOON_B2F.MTMOONB2F_DOME_FOSSIL, false,
"the dome fossil stays taken across export -> import")
eq(reTog.MT_MOON_B2F.MTMOONB2F_HELIX_FOSSIL, false,
"the helix fossil stays taken across export -> import")
eq(reTog.CERULEAN_CITY.CERULEANCITY_GUARD1, true,
"the officer stays beside the door across export -> import")
eq(reTog.CERULEAN_CITY.CERULEANCITY_GUARD2, false,
"the roof guard stays gone across export -> import")
eq(reTog.PALLET_TOWN.PALLETTOWN_OAK, false,
"Oak's roaming sprite imports at its hidden default")
eq(reTog.VIRIDIAN_CITY.VIRIDIANCITY_OLD_MAN_SLEEPY, true,
"the sleepy old man imports at his visible default")
eq(reTog.MT_MOON_1F.MTMOON1F_MOON_STONE, false,
"the folded moon stone imports hidden too")
-- ------------------------------------------------------------------
-- Yellow starter friendship: gated on the data set's game because the
-- byte is current-map scratch in Red/Blue (see O.pikachuHappiness)
-- ------------------------------------------------------------------
check(not flagGet(setBytes, OFF.pikachuHappiness, 0)
and setBytes:byte(OFF.pikachuHappiness + 1) == 0,
"a Red/Blue export leaves the scratch byte at 0x271C zeroed")
eq(back.pikachuHappiness, nil, "a Red/Blue import never invents a happiness")
local dataYellow = {
pokemon = data.pokemon, moves = data.moves, items = data.items,
maps = data.maps, toggleObjects = toggles,
eventFlags = loadfile("src/save_convert/data/event_flags_yellow.lua")(),
gameVersion = "yellow",
}
local ySave = seedSave()
ySave.pikachuHappiness = 200
local yBytes = GenSave.encode(ySave, dataYellow, nil)
eq(yBytes:byte(OFF.pikachuHappiness + 1), 200,
"pikachuHappiness = 200 reaches sav byte 0x271C")
local yBack = GenSave.decode(yBytes, dataYellow)
eq(yBack.pikachuHappiness, 200,
"the follower's happiness survives export -> import on Yellow")
T.finish("save_convert_toggle_objects")
+106
View File
@@ -204,6 +204,112 @@ do
check(type(erre) == "string", "the empty-export failure carries a message")
end
-- ---------------------------------------------- oversize / truncated policy
-- A .sav LARGER than 32768 bytes whose first 32768 bytes carry a valid
-- main-data checksum is a cartridge save with a trailing emulator RTC footer
-- (VBA appends 44/48 bytes -- bgb.bircd.org/rtcsave.html). Without force the
-- import must NOT happen silently: it returns (false, nil, {needsConfirm})
-- so the launcher can ask. With force the surplus is dropped. A file
-- SHORTER than 32768 is refused unless its checksum region is intact, in
-- which case it imports zero-padded (a truncated box region, not a loss).
-- DroppedFile-shaped source for arbitrary bytes (readSource disambiguates a
-- raw string of length != 32768 as a path, so tests hand a file object).
local function fileSource(bytes)
return {
_bytes = bytes,
open = function() return true end,
getSize = function(self) return #self._bytes end,
read = function(self) return self._bytes end,
close = function() return true end,
}
end
-- A realistic 44-byte VBA MBC3 RTC footer (4 dwords, 16-byte latched copies,
-- 8-byte unix timestamp, 4-byte unix timestamp -- bgb.bircd.org/rtcsave.html).
local function rtcFooter()
local parts = {}
local function pushLe(v)
parts[#parts + 1] = string.char(v % 256, math.floor(v / 256) % 256,
math.floor(v / 65536) % 256, math.floor(v / 16777216) % 256)
end
pushLe(27) -- days
pushLe(29) -- hours
pushLe(11) -- minutes
pushLe(200) -- seconds
parts[#parts + 1] = string.rep("\0", 16) -- latched RTC copies
parts[#parts + 1] = string.rep("\0", 8) -- 64-bit unix timestamp
pushLe(0x669A00BF) -- 32-bit unix timestamp (2024-07-09)
return table.concat(parts)
end
do
local oversize = syntheticSave("OVS") .. rtcFooter()
eq(#oversize, 32768 + 44, "the oversize fixture is 32812 bytes like the real VBA save")
local files = fresh()
local ok, res, info = SaveFileIO.importToSlot(fileSource(oversize), "red")
eq(ok, false, "an oversize valid save is not imported without confirmation")
eq(res, nil, "the oversize result carries no error string")
check(info ~= nil and info.needsConfirm == true, "the oversize result requests confirmation")
eq(info and info.size, #oversize, "the confirmation carries the actual file size")
eq(#SaveData.listSlots("red"), 0, "no slot is created before confirmation")
-- forcing the import truncates the footer away
local fok, slotId = SaveFileIO.importToSlot(fileSource(oversize), "red", true)
eq(fok, true, "force imports the truncated save")
local loaded = SaveData.load("red")
eq(loaded and loaded.player.name, "OVS", "the forced import keeps the player name")
eq(SaveData.activeSlot("red"), slotId, "the forced import becomes active")
local eok, path = SaveFileIO.exportActiveSlot("red")
eq(eok, true, "the forced import exports")
local rel = path:gsub("^/fake/save/", "")
local outBytes = files[rel]
eq(outBytes and #outBytes, GenSave.SAVE_SIZE,
"the export of a forced import is exactly 32768 bytes (footer dropped)")
check(outBytes and mainChecksumValid(outBytes),
"the forced-import export carries a valid main-data checksum")
end
do
-- oversize but corrupt: flip a byte inside the checksummed region
local bad = syntheticSave("BAD") .. rtcFooter()
bad = bad:sub(1, OFF.money)
.. string.char((bad:byte(OFF.money + 1) + 1) % 256)
.. bad:sub(OFF.money + 2)
fresh()
local ok, res = SaveFileIO.importToSlot(fileSource(bad), "red")
eq(ok, false, "an oversize file with a bad checksum is rejected")
check(type(res) == "string" and res:find("checksum", 1, true) ~= nil,
"the oversize bad-checksum error mentions the checksum")
eq(#SaveData.listSlots("red"), 0, "no slot is created for a bad oversize file")
end
do
-- truncated to 14000 bytes: >= 13572 keeps the whole checksum region and the
-- stored checksum byte intact, so the checksum validates and the save imports
-- with the missing tail (box banks) zero-filled.
local truncated = syntheticSave("SHORT"):sub(1, 14000)
check(truncated:len() >= OFF.mainChecksum + 1,
"the truncated fixture still carries the stored checksum byte")
fresh()
local ok, slotId = SaveFileIO.importToSlot(fileSource(truncated), "red")
eq(ok, true, "a truncated file with a valid checksum imports zero-padded")
local loaded = SaveData.load("red")
eq(loaded and loaded.player.name, "SHORT", "the truncated import keeps the player name")
eq(#SaveData.listSlots("red"), 1, "the truncated import creates a slot")
eq(SaveData.activeSlot("red"), slotId, "the truncated import becomes active")
-- truncated but too short to even carry the checksum byte -> refused
local short = truncated:sub(1, OFF.mainChecksum)
local sok, serr = SaveFileIO.importToSlot(fileSource(short), "red")
eq(sok, false, "a file too short to hold a checksum byte is refused")
check(type(serr) == "string" and serr:find("32", 1, true) ~= nil,
"the too-short error names the required size")
eq(#SaveData.listSlots("red"), 1, "the too-short refusal creates no new slot")
end
-- ---------------------------------------------- fixture-gated real save
do
+37
View File
@@ -188,6 +188,43 @@ local leftover = 0
for _ in pairs(stagedTemps) do leftover = leftover + 1 end
eq(leftover, 0, "fallback cleans staged temp after install")
-- #801: a same-id copy under a different folder name is replaced too, so the
-- update cannot leave a shadow copy for discover()'s first-id-wins race
resetFs()
files["mods/WildsOfKanto-1.5.0/manifest.json"] =
('{"id":"%s","name":"Old Copy","version":"0.9.0","entry":"main.lua"}')
:format(MOD_ID)
files["mods/WildsOfKanto-1.5.0/main.lua"] = "return function() end\n"
files["imports/mods/update.zip"] = "PK\3\4update"
ok, err = LauncherMods.installZip("imports/mods/update.zip",
{ replace = true, expectId = MOD_ID })
check(ok == true, "replace install succeeds over an odd-named copy ("
.. tostring(err) .. ")")
check(files["mods/WildsOfKanto-1.5.0/manifest.json"] == nil,
"odd-named same-id folder is removed by the replace")
check(files["mods/" .. MOD_ID .. "/manifest.json"] ~= nil,
"replace still lands in mods/<id>")
-- #834: a manifest-less mods/<id> tree (interrupted copy debris) must not
-- block a plain re-import as "already installed"
resetFs()
files["mods/" .. MOD_ID .. "/gfx/a.bin"] = "x"
files["imports/mods/again.zip"] = "PK\3\4again"
ok, err = LauncherMods.installZip("imports/mods/again.zip")
check(ok == true, "debris tree does not block re-import ("
.. tostring(err) .. ")")
check(files["mods/" .. MOD_ID .. "/gfx/a.bin"] == nil,
"debris is cleared by the re-import")
-- a real installed copy still refuses a plain duplicate import
resetFs()
files["mods/" .. MOD_ID .. "/manifest.json"] = ARCHIVE[MOD_ID .. "/manifest.json"]
files["imports/mods/dup.zip"] = "PK\3\4dup"
ok, err = LauncherMods.installZip("imports/mods/dup.zip")
check(not ok, "a listed install still refuses a plain duplicate import")
check(tostring(err):find("already installed", 1, true),
"duplicate refusal still names already installed")
-- Restore
love.filesystem = savedFs
SaveData.portableBaseDir = savedSaveDataPortable
@@ -0,0 +1,225 @@
-- #801 / #834: what the PLAYER sees after an update over a shadow copy.
-- The tier file (launcher_mods_install_zip_test.lua) asserts which folders
-- survive installZip; this one asserts the panel-facing contracts built on
-- top of them: LauncherMods.list() must report the NEW version after a
-- replace even when a same-id copy sits under an archive-named folder that
-- enumerates first (#801, "Updated ... to X" yet the old version kept
-- loading), and uninstall()/re-import must both recover a manifest-less
-- mods/<id> debris tree left by an interrupted copy (#834, "already
-- installed" with nothing showing in the panel).
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("launcher mods shadow copy #801/#834")
local eq = S.eq
local check = S.check
-- The real-world shape from the #801 report: a hand-unzipped copy kept the
-- archive's folder name. "W" sorts before "o" in the stub's sorted
-- enumeration, so the shadow folder enumerates first -- the exact ordering
-- that made discover()'s first-id-wins dedupe resolve the stale copy.
local MOD_ID = "overworld_wild_spawns"
local SHADOW = "mods/WildsOfKanto-1.5.0"
local NEW_VERSION = "1.7.1"
local ARCHIVE = {
[MOD_ID .. "/manifest.json"] =
('{"id":"%s","name":"Wilds of Kanto","version":"%s","entry":"main.lua"}')
:format(MOD_ID, NEW_VERSION),
[MOD_ID .. "/main.lua"] = "return function() end\n",
}
local files, dirs, arch = {}, {}, {}
local function resetFs()
for k in pairs(files) do files[k] = nil end
for k in pairs(dirs) do dirs[k] = nil end
for k in pairs(arch) do arch[k] = nil end
end
local function dirChild(key, name)
if name == nil or name == "" then return key:match("^[^/]+") end
local prefix = name .. "/"
if key:sub(1, #prefix) ~= prefix then return nil end
return key:sub(#prefix + 1):match("^[^/]+")
end
local function mapInfo(map, name, kind)
if map[name] ~= nil then return { type = kind or "file" } end
for key in pairs(map) do
if dirChild(key, name) then return { type = "directory" } end
end
return nil
end
local vfs = {}
function vfs.write(name, data)
files[name] = data
return true
end
function vfs.read(name)
if arch[name] ~= nil then return arch[name] end
return files[name]
end
function vfs.remove(name)
files[name] = nil
dirs[name] = nil
return true
end
function vfs.createDirectory(name)
dirs[name] = true
return true
end
function vfs.getInfo(name, kind)
local info = mapInfo(arch, name)
or mapInfo(files, name)
or mapInfo(dirs, name, "directory")
if info and kind and info.type ~= kind then return nil end
return info
end
function vfs.getDirectoryItems(name)
local seen, items = {}, {}
local function add(child)
if child and not seen[child] then
seen[child] = true
items[#items + 1] = child
end
end
for key in pairs(arch) do add(dirChild(key, name)) end
for key in pairs(files) do add(dirChild(key, name)) end
for key in pairs(dirs) do add(dirChild(key, name)) end
table.sort(items)
return items
end
function vfs.mount(_, point)
for rel, body in pairs(ARCHIVE) do
arch[point .. "/" .. rel] = body
end
return true
end
function vfs.unmount()
for k in pairs(arch) do arch[k] = nil end
return true
end
function vfs.newFileData(data, name)
return { __filedata = true, data = data, name = name }
end
function vfs.getSaveDirectory()
return "/tmp/pokeport-shadow-copy-test"
end
function vfs.getSource()
return nil
end
local savedFs = love.filesystem
local savedCacheFs = package.loaded["src.import.CacheFs"]
local savedLauncherMods = package.loaded["src.mods.LauncherMods"]
local SaveData = require("src.core.SaveData")
local savedPortableBase = SaveData.portableBaseDir
local savedPortableFs = SaveData.portableFs
love.filesystem = vfs
package.loaded["src.import.CacheFs"] = nil
package.loaded["src.mods.LauncherMods"] = nil
-- Portable mode off: loadOptions/uninstall must stay on the stub vfs, or the
-- checkout's real save directory would leak into the test.
SaveData.portableBaseDir = function() return nil end
SaveData.portableFs = function() return nil end
local LauncherMods = require("src.mods.LauncherMods")
local function versionOf(id)
for _, row in ipairs(LauncherMods.list()) do
if row.id == id then return row.version end
end
return nil
end
-- #801: the shadow copy alone resolves as the mod (sanity for the setup),
-- and after a replace-install the panel row flips to the zip's version.
-- Pre-fix, installZip returned success but only rewrote mods/<id>; the
-- shadow folder enumerated first and list() kept answering 1.5.0 forever.
resetFs()
files[SHADOW .. "/manifest.json"] =
('{"id":"%s","name":"Wilds of Kanto","version":"1.5.0","entry":"main.lua"}')
:format(MOD_ID)
files[SHADOW .. "/main.lua"] = "return function() end\n"
eq(versionOf(MOD_ID), "1.5.0", "shadow copy resolves before the update")
files["imports/mods/update.zip"] = "PK\3\4update"
local ok, err = LauncherMods.installZip("imports/mods/update.zip",
{ replace = true, expectId = MOD_ID })
check(ok == true, "replace over a shadow copy succeeds (" .. tostring(err) .. ")")
eq(err, MOD_ID, "replace reports the manifest id")
eq(versionOf(MOD_ID), NEW_VERSION,
"list() reports the zip's version after the replace")
check(files[SHADOW .. "/manifest.json"] == nil,
"shadow folder is gone, so no stale copy can win first-id-wins later")
eq(#LauncherMods.list(), 1, "the update leaves exactly one panel row")
-- #801: Delete from the panel must take the shadow copy with it, or the
-- next boot resurrects the mod from the odd-named folder.
resetFs()
files[SHADOW .. "/manifest.json"] = ARCHIVE[MOD_ID .. "/manifest.json"]
files["mods/" .. MOD_ID .. "/manifest.json"] = ARCHIVE[MOD_ID .. "/manifest.json"]
ok, err = LauncherMods.uninstall(MOD_ID)
check(ok == true, "uninstall succeeds with a shadow copy present ("
.. tostring(err) .. ")")
check(files[SHADOW .. "/manifest.json"] == nil,
"uninstall removes the same-id shadow folder too")
check(files["mods/" .. MOD_ID .. "/manifest.json"] == nil,
"uninstall removes mods/<id>")
eq(#LauncherMods.list(), 0, "nothing is left for the panel to show")
-- #834: interrupted-copy debris (mods/<id> with no manifest.json) is
-- invisible to list() yet used to hard-block every plain re-import with
-- "a mod named '<id>' is already installed". Both recovery paths the
-- player can reach must work: plain re-import, and Delete.
resetFs()
files["mods/" .. MOD_ID .. "/gfx/a.bin"] = "x"
eq(#LauncherMods.list(), 0, "debris tree shows no panel row")
files["imports/mods/again.zip"] = "PK\3\4again"
ok, err = LauncherMods.installZip("imports/mods/again.zip")
check(ok == true, "plain re-import over debris succeeds ("
.. tostring(err) .. ")")
check(files["mods/" .. MOD_ID .. "/gfx/a.bin"] == nil,
"re-import clears the debris file")
eq(versionOf(MOD_ID), NEW_VERSION, "re-import yields a listable mod")
resetFs()
files["mods/" .. MOD_ID .. "/gfx/a.bin"] = "x"
ok, err = LauncherMods.uninstall(MOD_ID)
check(ok == true, "uninstall clears a debris-only tree ("
.. tostring(err) .. ")")
check(files["mods/" .. MOD_ID .. "/gfx/a.bin"] == nil,
"debris file is gone after uninstall")
-- guard rail: with a healthy install and NO debris, the duplicate gate
-- still refuses a plain import with the same wording the panel shows
resetFs()
files["mods/" .. MOD_ID .. "/manifest.json"] = ARCHIVE[MOD_ID .. "/manifest.json"]
files["imports/mods/dup.zip"] = "PK\3\4dup"
ok, err = LauncherMods.installZip("imports/mods/dup.zip")
check(not ok, "healthy duplicate import is still refused")
check(tostring(err):find("already installed", 1, true),
"refusal keeps the already installed wording")
-- Restore
love.filesystem = savedFs
SaveData.portableBaseDir = savedPortableBase
SaveData.portableFs = savedPortableFs
package.loaded["src.import.CacheFs"] = savedCacheFs
package.loaded["src.mods.LauncherMods"] = savedLauncherMods
S.finish()
+11 -5
View File
@@ -700,8 +700,14 @@ do
end
-- issue #133: title menu / continue overlays must not inherit LOGO2/LOGO1
-- (blue/red UI ink). A trailing trueColor zone covers the overlay box.
-- (blue/red UI ink). A trailing GRAYS zone covers the overlay box: through
-- the shade-remap shader it is the identity for the box's DMG shades, so
-- pass-through modes keep #133's white paper / black ink, while the mono
-- and inverted display modes still recolor it with the rest of the screen
-- (a trueColor rect skipped the shader and left a raw white hole over a
-- CLASSIC pea-green title, #870).
do
local PaletteFX = require("src.render.PaletteFX")
local logo2 = {
{ 255, 255, 255 }, { 230, 197, 0 }, { 148, 156, 148 }, { 41, 99, 181 },
}
@@ -730,8 +736,8 @@ do
menu.titleUiBox = { 0, 0, 12, 3 }
game.stack:push(menu)
local withMenu = TitleState.sgbPalettes(title, game)
check(withMenu and #withMenu == 4 and withMenu[4].colors == false,
"title menu adds a trueColor overlay zone")
check(withMenu and #withMenu == 4 and withMenu[4].colors == PaletteFX.GRAYS,
"title menu adds a DMG-grays overlay zone (#870)")
check(withMenu[4].x == 0 and withMenu[4].y == 0
and withMenu[4].w == 13 * 8 and withMenu[4].h == 4 * 8,
"menu overlay covers the CONTINUE/NEW GAME box")
@@ -739,8 +745,8 @@ do
game.stack:pop()
game.stack:push({ titleUiBox = { 4, 7, 19, 16 } })
local withCont = TitleState.sgbPalettes(title, game)
check(withCont and #withCont == 4 and withCont[4].colors == false,
"continue-info overlay adds a trueColor zone")
check(withCont and #withCont == 4 and withCont[4].colors == PaletteFX.GRAYS,
"continue-info overlay adds a DMG-grays zone (#870)")
check(withCont[4].x == 4 * 8 and withCont[4].y == 7 * 8
and withCont[4].w == 16 * 8 and withCont[4].h == 10 * 8,
"continue overlay matches DisplayContinueGameInfo's box")
@@ -0,0 +1,101 @@
-- screen.render_visible through the public mod API: a mirrored native screen
-- may leave the main render without leaving the active state stack.
package.path = "./?.lua;./?/init.lua;" .. package.path
local T = require("tests.modkit")
local Game = require("src.core.Game")
local Runtime = require("src.mods.Runtime")
local StateStack = require("src.core.StateStack")
local Renderer = require("src.render.Renderer")
local TouchControls = require("src.core.TouchControls")
local FIXTURE = {
["mods/fix_screen_mirror/manifest.json"] = [[{
"id": "fix_screen_mirror",
"name": "Fixture Screen Mirror",
"version": "1.0.0",
"entry": "main.lua",
"api": 2
}]],
["mods/fix_screen_mirror/main.lua"] = [[
local mod = ...
mod.hooks:wrap("screen.render_visible", function(nextFn, state)
if state.screenId == "BagMenu" then return false end
return nextFn(state)
end)
]],
}
local savedSetUISize, savedBegin, savedEnd, savedTouch =
Renderer.setUISize, Renderer.beginFrame, Renderer.endFrame,
TouchControls.draw
local presentedZones
Renderer.setUISize = function() end
Renderer.beginFrame = function() end
Renderer.endFrame = function(_, zones)
presentedZones = zones
return {}
end
TouchControls.draw = function() end
local function scene()
local stack = setmetatable({}, { __index = StateStack })
stack:init()
local base = {
isOpaque = true,
draws = 0,
draw = function(self) self.draws = self.draws + 1 end,
sgbPalettes = function() return "base zones" end,
}
local menu = {
screenId = "BagMenu",
isOpaque = true,
draws = 0,
updates = 0,
draw = function(self) self.draws = self.draws + 1 end,
update = function(self) self.updates = self.updates + 1 end,
sgbPalettes = function() return "menu zones" end,
}
stack:push(base)
stack:push(menu)
return { stack = stack, overworld = base, save = { options = {} } },
base, menu
end
-- no-mod parity
do
local run = T.sdk.loadNone({})
local game, base, menu = scene()
T.eq(Runtime.wantsHook("screen.render_visible"), false,
"no subscriber leaves the render hook cold")
Game.draw(game)
T.eq(base.draws, 0, "the opaque menu still covers the state beneath")
T.eq(menu.draws, 1, "the opaque menu still draws")
T.eq(presentedZones, "menu zones", "the visible menu still owns palettes")
run.release()
end
-- subscribed path, registered by a real fixture mod
do
local run = T.sdk.loadMods({ "mods/fix_screen_mirror" },
{ fs = T.sdk.memfs(FIXTURE) })
T.eq(#run.errors, 0,
"the fixture mod loads clean (" .. tostring(run.errors[1]) .. ")")
local game, base, menu = scene()
Game.draw(game)
T.eq(base.draws, 1, "the state beneath the hidden menu draws")
T.eq(menu.draws, 0, "the mirrored menu is omitted from the main draw")
T.eq(presentedZones, "base zones",
"a hidden state cannot own the main-screen palette")
T.check(game.stack:top() == menu,
"the hidden menu remains the active top state")
game.stack:update(1 / 60)
T.eq(menu.updates, 1, "the hidden menu keeps its update ownership")
run.release()
end
Renderer.setUISize, Renderer.beginFrame, Renderer.endFrame,
TouchControls.draw = savedSetUISize, savedBegin, savedEnd, savedTouch
T.finish("screen_render_visible")
+60 -4
View File
@@ -183,7 +183,7 @@ do
new = function(game, text, done) return { text = text, onDone = done } end,
}
local function driveLeader(mapId, textConst, beatFlag)
local function driveLeader(mapId, textConst, beatFlag, gotFlag)
local pushed, engaged
local game = {
save = { flags = {} },
@@ -198,6 +198,9 @@ do
mapId .. " leader talk (no badge) engages the leader battle")
engaged, pushed = nil, nil
game.save.flags[beatFlag] = true
-- the advice/farewell branch is pokered's .afterBeat, reached only
-- once EVENT_GOT_TM* is set (the TM went into the bag)
if gotFlag then game.save.flags[gotFlag] = true end
local state = {}
script(game, ow, { def = {} }, function() state.doneCalled = true end)
check(pushed and not engaged,
@@ -206,17 +209,17 @@ do
end
local _, box = driveLeader("CERULEAN_GYM", "TEXT_CERULEANGYM_MISTY",
"EVENT_BEAT_MISTY")
"EVENT_BEAT_MISTY", "EVENT_GOT_TM11")
eq(box and box.text, Data.text._CeruleanGymMistyTM11ExplanationText,
"Misty (beaten) shows the TM11 explanation text")
_, box = driveLeader("CINNABAR_GYM", "TEXT_CINNABARGYM_BLAINE",
"EVENT_BEAT_BLAINE")
"EVENT_BEAT_BLAINE", "EVENT_GOT_TM38")
eq(box and box.text, Data.text._CinnabarGymBlainePostBattleAdviceText,
"Blaine (beaten) shows his post-battle advice text")
local game, gbox, state = driveLeader("VIRIDIAN_GYM", "TEXT_VIRIDIANGYM_GIOVANNI",
"EVENT_BEAT_GIOVANNI")
"EVENT_BEAT_GIOVANNI", "EVENT_GOT_TM27")
eq(gbox and gbox.text, Data.text._ViridianGymGiovanniPostBattleAdviceText,
"Giovanni (beaten) shows his farewell text")
@@ -392,6 +395,59 @@ do
check(cinnabarNpc and ow:trainerDefeated(cinnabarNpc),
"unfought Cinnabar trainer is defeated via seeded header event")
-- #797: a full bag at the victory skips the TM hand-over (pokered's
-- `call GiveItem` / `jr nc, .BagFull`): badge and beat flag still land,
-- but EVENT_GOT_TM34 stays unset and the "make room" line replaces the
-- received/explanation texts. Talking to Brock afterwards re-runs the
-- ReceiveTM script and grants the TM once there is room.
while Game.stack:top() do Game.stack:pop() end
Game.save = SaveData.newGame()
Game.save.flags = {}
Game.save.inventory = {}
Game.save.defeatedTrainers = {}
local Bag = require("src.inventory.Bag")
for i = 1, Bag.capacity(Data) do
Bag.add(Game.save, "FULLBAG_" .. i, 1, Data)
end
eq(Bag.slots(Game.save), Bag.capacity(Data), "bag is full before Brock")
Game.stack:push(OW, "PEWTER_GYM", 4, 13, "up")
ow = Game.stack:top()
ow:checkVictoryRewards("OPP_BROCK", 1)
local fullBagText = stackedDialogue()
check(Game.save.flags.EVENT_BEAT_BROCK,
"full bag: Brock victory still sets EVENT_BEAT_BROCK")
check(Game.save.inventory.BOULDERBADGE == 1,
"full bag: Brock victory still awards BOULDERBADGE")
check(not Game.save.flags.EVENT_GOT_TM34,
"full bag: EVENT_GOT_TM34 stays unset (bag_full branch)")
check(Game.save.inventory.TM_BIDE == nil,
"full bag: TM34 is not forced into the bag")
check(fullBagText:find("room", 1, true) ~= nil,
"full bag: victory dialogue shows Brock's make-room line")
check(fullBagText:find("BIDE", 1, true) == nil,
"full bag: received/explanation texts are skipped")
-- make room, then talk to Brock: the middle branch re-runs ReceiveTM34
while Game.stack:top() do Game.stack:pop() end
Bag.remove(Game.save, "FULLBAG_1", 1)
local brockTalk = init.talkScript("PEWTER_GYM", "TEXT_PEWTERGYM_BROCK")
check(brockTalk ~= nil, "Brock's talk script is registered")
brockTalk(Game, ow, { def = {} }, function() end)
local retryText = stackedDialogue()
check(retryText:find("Wait!", 1, true) ~= nil,
"retry: ReceiveTM34 lead-in (Wait! Take this!) shows again")
check(retryText:find("BIDE", 1, true) ~= nil,
"retry: received/explanation texts show once the TM fits")
eq(Game.save.inventory.TM_BIDE, 1, "retry: TM34 goes into the bag")
check(Game.save.flags.EVENT_GOT_TM34, "retry: EVENT_GOT_TM34 is set")
-- once the TM is handed over, Brock falls back to his advice text
while Game.stack:top() do Game.stack:pop() end
brockTalk(Game, ow, { def = {} }, function() end)
local adviceText = stackedDialogue()
check(adviceText:find("CERULEAN", 1, true) ~= nil,
"after the TM: Brock shows his post-battle advice text")
while Game.stack:top() do Game.stack:pop() end
end
+8 -1
View File
@@ -90,7 +90,14 @@ end
-- type-4 turn can still use it
do
local _, _, rows = typeOf("BUBBLEBEAM", true)
eq(rows[1].sfx, "Damage", "the row carries the damage sound")
-- PlayApplyingAttackSound sets wFrequencyModifier alongside the sound
-- ($20 for SFX_DAMAGE), and the noise channel's polynomial counter IS
-- that modifier, so the row carries both now (#826)
eq(type(rows[1].sfx) == "table" and rows[1].sfx.sound, "Damage",
"the row carries the damage sound")
eq(rows[1].sfx.pitch, 0x20, "with its PlayApplyingAttackSound pitch byte")
eq(rows[1].sfx.tempo, nil,
"and no tempo byte: Audio2_note_length skips the sfx tempo on CHAN8")
local _, _, plain = typeOf("TACKLE", true)
check(plain[1].blink ~= nil, "a type-4 row carries the pic to blink")
end
+131
View File
@@ -0,0 +1,131 @@
-- Parity test (#805): ESCAPE ROPE / DIG / TELEPORT must land on an outdoor
-- fly-warp cell, and must re-point the LAST_MAP memory at it.
--
-- pret: ItemUseEscapeRope (engine/items/item_effects.asm) sets BIT_FLY_WARP
-- and BIT_ESCAPE_WARP, and LoadSpecialWarpData's .usedFlyWarp path
-- (engine/overworld/special_warps.asm) warps to wLastBlackoutMap with the
-- landing cell read from FlyWarpDataPtr. wLastBlackoutMap is ALWAYS an
-- outdoor map: SetLastBlackoutMap (engine/events/set_blackout_map.asm)
-- copies wLastMap, and WarpFound2 (home/overworld.asm) only writes wLastMap
-- when CheckIfInOutsideMap passes. PrepareForSpecialWarp
-- (engine/overworld/special_warps.asm) then does `ld [wLastMap], a` with
-- that destination for every fly/escape warp that is not a dungeon warp.
--
-- The port broke both halves. A .sav import stamps lastHeal from wherever
-- the cartridge was saved (src/save_convert/SaveConvert.lua mergeDefaults,
-- which records no outdoor), so a save made inside Seafoam Islands made
-- ESCAPE ROPE warp the player back into that cave; and the teleport branch
-- skipped rememberOutdoor, so the first LAST_MAP exit after the rope still
-- resolved against the dungeon door walked in through.
--
-- Self-contained; run via `luajit tests/parity_escape_rope_bug805.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local S = require("tests.harness").suite("parity escape rope #805")
local check, eq = S.check, S.eq
require("src.render.Font").load(Data)
local Game = require("src.core.Game")
local Input = require("src.core.Input")
local StateStack = require("src.core.StateStack")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
local Pokemon = require("src.pokemon.Pokemon")
local Map = require("src.world.Map")
local FieldDefaults = require("src.world.FieldDefaults")
local OW = require("src.world.OverworldController")
Game.data = Data
Game.input = Input; Input:init()
Game.renderer = Renderer; Renderer:init()
Game.stack = StateStack; StateStack:init()
Game.save = SaveData.newGame()
Game.save.party = { Pokemon.new(Data, "SQUIRTLE", 20) }
-- The player is deep in a cave, having walked in from the outdoor door
-- cell the LAST_MAP exits still point at.
Game.stack:push(OW, "SEAFOAM_ISLANDS_B2F", 5, 5, "down")
local ow = Game.stack:top()
Game.overworld = ow
-- Capture the warp target instead of running the real Transition.
local dest
local realStart = ow.startWarpTo
ow.startWarpTo = function(self, mapId, x, y, facing, onDone, opts)
dest = { map = mapId, x = x, y = y }
self.arriveWarp = nil
self.transitioning = false
end
local outsideTilesets = FieldDefaults.field(Data, "outsideTilesets")
local function isOutside(mapId)
local def = Data.maps[mapId]
return def ~= nil and Map.isOutside(def, outsideTilesets)
end
local flyWarps = Data.field.flyWarps or {}
local bootHeal = SaveData.defaultHeal(Data.field.boot)
-- --------------------------------------------------------------- 1. healthy
-- A save healed by a nurse records the outdoor town alongside the interior
-- heal cell; the rope lands on that town's FlyWarpDataPtr cell.
Game.save.lastHeal = { map = "VIRIDIAN_POKECENTER", x = 3, y = 3,
outdoor = { id = "VIRIDIAN_CITY", x = 23, y = 27 } }
ow:rememberOutdoor("ROUTE_23", 8, 60) -- the Victory Road door walked in from
dest = nil
ow:warpToHealPoint(nil, { arrive = "teleport" })
check(flyWarps.VIRIDIAN_CITY ~= nil, "Viridian City has a fly warp cell")
eq(dest.map, "VIRIDIAN_CITY", "healthy heal record: rope lands on the town")
eq(dest.x, flyWarps.VIRIDIAN_CITY.x, "rope lands on the FlyWarpDataPtr x")
eq(dest.y, flyWarps.VIRIDIAN_CITY.y, "rope lands on the FlyWarpDataPtr y")
-- 3. PrepareForSpecialWarp: the destination becomes the new wLastMap, so a
-- LAST_MAP exit taken after the rope resolves against the town just landed
-- in, not the dungeon door from before.
eq(Game.save.lastOutdoor.id, "VIRIDIAN_CITY",
"teleport warp re-points wLastMap at the destination (#805)")
eq(Game.save.lastOutdoor.x, dest.x, "wLastMap x follows the landing cell")
eq(Game.save.lastOutdoor.y, dest.y, "wLastMap y follows the landing cell")
-- --------------------------------------------------------------- 2. imported
-- Exactly what SaveConvert stamps for a cartridge save made in a cave: the
-- player's own cell, no outdoor town. wLastBlackoutMap can never name an
-- indoor map, so this record is unusable and falls back to the boot heal
-- town (vanilla's zero-filled wLastBlackoutMap is map 0, Pallet Town).
Game.save.lastHeal = { map = "SEAFOAM_ISLANDS_B2F", x = 5, y = 5 }
ow:rememberOutdoor("ROUTE_23", 8, 60)
dest = nil
ow:warpToHealPoint(nil, { arrive = "teleport" })
check(not isOutside("SEAFOAM_ISLANDS_B2F"),
"Seafoam Islands B2F is not an outside map")
check(dest.map ~= "SEAFOAM_ISLANDS_B2F",
"imported heal record does not dump the rope back in the cave (#805)")
check(isOutside(dest.map), "escape-warp destination is always an outside map")
eq(dest.map, bootHeal.map, "unusable heal record falls back to the boot town")
eq(dest.x, bootHeal.x, "boot-town fallback keeps its landing x")
eq(dest.y, bootHeal.y, "boot-town fallback keeps its landing y")
eq(Game.save.lastOutdoor.id, bootHeal.map,
"fallback landing is remembered as wLastMap too")
-- --------------------------------------------------------------- 3. blackout
-- A blackout (no opts) still lands on the interior heal cell and re-points
-- LAST_MAP exits at the remembered town door: HandleBlackOut never sets
-- BIT_FLY_WARP, so it is not a special warp destination of its own.
Game.save.lastHeal = { map = "VIRIDIAN_POKECENTER", x = 3, y = 3,
outdoor = { id = "VIRIDIAN_CITY", x = 23, y = 27 } }
ow:rememberOutdoor("ROUTE_23", 8, 60)
dest = nil
ow:warpToHealPoint()
eq(dest.map, "VIRIDIAN_POKECENTER", "blackout still lands at the heal cell")
eq(Game.save.lastOutdoor.id, "VIRIDIAN_CITY",
"blackout re-points wLastMap at the remembered town door")
eq(Game.save.lastOutdoor.x, 23, "blackout keeps the recorded door x")
eq(Game.save.lastOutdoor.y, 27, "blackout keeps the recorded door y")
ow.startWarpTo = realStart
S.finish()
+89
View File
@@ -0,0 +1,89 @@
-- Parity: the Fighting Dojo prize balls open the Pokédex entry before the
-- take-it prompt (#853). FightingDojo.asm runs DisplayPokedex on the
-- ball's species (marking it seen) and only then prints the yes/no ask.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not Data.maps then Data:load() end
local S = require("tests.harness").suite("parity Fighting Dojo dex entry")
local check, eq = S.check, S.eq
local Font = require("src.render.Font")
Font.load(Data)
local TextBox = require("src.render.TextBox")
local DexEntryMenu = require("src.ui.DexEntryMenu")
local SaveData = require("src.core.SaveData")
local dojo = require("data.scripts.story4").FIGHTING_DOJO
local function fakeGame()
local states = {}
local save = SaveData.newGame()
save.pokedex = { seen = {}, owned = {} }
save.flags = { EVENT_BEAT_KARATE_MASTER = true }
local game = {
data = Data,
save = save,
pressed = false,
stack = {
states = states,
push = function(_, s) states[#states + 1] = s end,
pop = function(_) states[#states] = nil end,
top = function(_) return states[#states] end,
},
}
game.input = { wasPressed = function(_, btn)
local p = game.pressed
game.pressed = false
return p and btn == "a"
end }
return game
end
local function pageText(box)
local out = {}
for _, page in ipairs(box.pages or {}) do
out[#out + 1] = table.concat(page, "\n")
end
return table.concat(out, "\n")
end
-- each ball: dex entry first (seen, not owned), then the ask prompt
for _, c in ipairs({
{ textId = "TEXT_FIGHTINGDOJO_HITMONLEE_POKE_BALL", species = "HITMONLEE" },
{ textId = "TEXT_FIGHTINGDOJO_HITMONCHAN_POKE_BALL", species = "HITMONCHAN" },
}) do
local game = fakeGame()
dojo.talk[c.textId](game, {}, nil, function() end)
local top = game.stack:top()
check(getmetatable(top) == DexEntryMenu,
c.textId .. " opens the Pokédex entry first")
eq(top and top.def and top.def.id, c.species,
"the entry shows " .. c.species)
check(game.save.pokedex.seen[c.species] == true,
"the preview marks " .. c.species .. " seen")
check(not game.save.pokedex.owned[c.species],
"the preview does not mark " .. c.species .. " owned")
game.pressed = true
top:update(0)
local ask = game.stack:top()
check(getmetatable(ask) == TextBox,
"closing the entry shows the take-it prompt")
check(ask and pageText(ask):find(c.species, 1, true) ~= nil,
"the prompt names " .. c.species)
end
-- before the Karate Master is beaten the ball still refuses, no dex entry
do
local game = fakeGame()
game.save.flags.EVENT_BEAT_KARATE_MASTER = nil
dojo.talk.TEXT_FIGHTINGDOJO_HITMONLEE_POKE_BALL(game, {}, nil,
function() end)
check(getmetatable(game.stack:top()) == TextBox,
"an unbeaten master keeps the refusal text, not the dex entry")
check(not game.save.pokedex.seen.HITMONLEE,
"the refusal does not mark Hitmonlee seen")
end
S.finish()
+161
View File
@@ -0,0 +1,161 @@
-- Parity test: gym leader TM award respects the bag cap (#797).
--
-- scripts/PewterGym.asm, PewterGymScriptReceiveTM34: after
-- SetEvent EVENT_BEAT_BROCK it runs `lb bc, TM_BIDE, 1` / `call GiveItem`
-- / `jr nc, .BagFull`. On success it prints TEXT_PEWTERGYM_RECEIVED_TM34
-- (and the TM34 explanation); on carry-clear it prints
-- TEXT_PEWTERGYM_TM34_NO_ROOM instead. Both paths fall through to
-- .gymVictory, so the badge lands either way and the TM is simply lost.
-- The same `jr nc, .BagFull` shape is in CeruleanGym.asm, VermilionGym.asm,
-- CeladonGym.asm, FuchsiaGym.asm, SaffronGym.asm, CinnabarGym.asm and
-- ViridianGym.asm.
--
-- The port drives this through OverworldState:checkVictoryRewards over
-- data/scripts/victories.lua (gym leaders are not def_trainers entries, so
-- src/script/Commands.lua give_item -- which has always handled a full bag
-- -- is never on this path). Each gym entry splits the hand-over into
-- tmPre (the lead-in), tmDialogue (GiveItem succeeded) and noRoom (the
-- .BagFull line), with gotFlag (EVENT_GOT_TM*) set only on success so the
-- leader's talk script can retry later (offerGymTm via gyms.lua).
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local S = require("tests.harness").suite("parity gym TM bag full #797")
local check, eq = S.check, S.eq
local Bag = require("src.inventory.Bag")
local victories = require("data.scripts.victories")
-- === (1) data shape: every gym reward carries both branches ===
-- A future gym edit must not silently drop the alternate line, so the
-- table check is cheap insurance over the eight leader entries.
do
local n = 0
for key, entry in pairs(victories) do
if entry.badge then
n = n + 1
check(type(entry.tmDialogue) == "table" and #entry.tmDialogue > 0,
key .. " has a tmDialogue tail (the GiveItem-succeeded text)")
check(type(entry.noRoom) == "string",
key .. " names a noRoom text (.BagFull branch)")
local body = entry.noRoom and (Data.text or {})[entry.noRoom]
check(type(body) == "string" and body ~= "",
key .. " noRoom label resolves to extracted text")
check(type(entry.gotFlag) == "string" and entry.gotFlag:find("EVENT_GOT_"),
key .. " carries the EVENT_GOT_TM* retry flag")
-- the received-TM tail must not still be baked into `dialogue`,
-- or the full-bag path would print it anyway
for _, label in ipairs(entry.dialogue or {}) do
for _, tail in ipairs(entry.tmDialogue or {}) do
check(label ~= tail,
key .. " dialogue no longer repeats " .. tostring(tail))
end
end
end
end
eq(n, 8, "all eight gym leader rewards checked")
end
-- === (2) behavior: Brock with a full bag vs an empty one ===
require("src.render.Font").load(Data)
local Game = require("src.core.Game")
local Input = require("src.core.Input")
local StateStack = require("src.core.StateStack")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
local OW = require("src.world.OverworldController")
Game.data = Data
Game.input = Input; Input:init()
Game.renderer = Renderer; Renderer:init()
Game.stack = StateStack; StateStack:init()
-- concatenates the pages of the TextBox checkVictoryRewards pushed
local function stackedDialogue()
local top = Game.stack:top()
if not (top and top.pages) then return "" end
local parts = {}
for _, page in ipairs(top.pages) do
parts[#parts + 1] = table.concat(page, "\n")
end
return table.concat(parts, "\n")
end
local function freshSave()
while Game.stack:top() do Game.stack:pop() end
Game.save = SaveData.newGame()
Game.save.flags = {}
Game.save.inventory = {}
Game.save.bagOrder = nil
Game.save.defeatedTrainers = {}
end
-- --- full bag: the TM is refused, the NoRoom line replaces the TM text ---
freshSave()
local cap = Bag.capacity(Data)
-- Bag.slots only counts non-badge ids, so distinct filler ids fill it
for i = 1, cap do Game.save.inventory["FILLER" .. i] = 1 end
eq(Bag.slots(Game.save), cap, "bag starts at BAG_ITEM_CAPACITY")
Game.stack:push(OW, "PEWTER_GYM", 4, 13, "up")
local ow = Game.stack:top()
ow:checkVictoryRewards("OPP_BROCK", 1)
local fullText = stackedDialogue()
check(Game.save.inventory.TM_BIDE == nil,
"full bag: TM_BIDE is refused (GiveItem carry clear)")
eq(Bag.slots(Game.save), cap,
"full bag: no 21st slot appears (the reporter's symptom)")
check(Game.save.inventory.BOULDERBADGE == 1,
"full bag: .gymVictory still awards BOULDERBADGE")
check(Game.save.flags.EVENT_BEAT_BROCK,
"full bag: EVENT_BEAT_BROCK is still set")
check(fullText:find("room for this", 1, true) ~= nil,
"full bag: dialogue prints _PewterGymTM34NoRoomText")
check(fullText:find("BIDE", 1, true) == nil,
"full bag: the TM34 explanation is skipped")
check(fullText:find("FLASH", 1, true) ~= nil,
"full bag: the BoulderBadge speech still runs")
check(not Game.save.flags.EVENT_GOT_TM34,
"full bag: EVENT_GOT_TM34 stays unset so the talk script retries")
-- --- empty bag: the success tail still appends and the TM lands ---
freshSave()
Game.stack:push(OW, "PEWTER_GYM", 4, 13, "up")
ow = Game.stack:top()
ow:checkVictoryRewards("OPP_BROCK", 1)
local okText = stackedDialogue()
check(Game.save.inventory.TM_BIDE == 1,
"empty bag: TM_BIDE lands in the bag")
local order = Bag.order(Game.save)
check(order[1] == "TM_BIDE",
"empty bag: Bag.add kept the wBagItems order (bagOrder) honest")
check(okText:find("BIDE", 1, true) ~= nil,
"empty bag: tmDialogue (TM34 explanation) still appends")
check(Game.save.flags.EVENT_GOT_TM34,
"empty bag: EVENT_GOT_TM34 is set on a successful give")
check(okText:find("room for this", 1, true) == nil,
"empty bag: the NoRoom line is not printed")
-- --- one more leader, to prove the split is not Pewter-only ---
freshSave()
for i = 1, cap do Game.save.inventory["FILLER" .. i] = 1 end
Game.stack:push(OW, "CERULEAN_GYM", 4, 10, "up")
ow = Game.stack:top()
ow:checkVictoryRewards("OPP_MISTY", 1)
local mistyText = stackedDialogue()
check(Game.save.inventory.TM_BUBBLEBEAM == nil,
"Misty full bag: TM_BUBBLEBEAM is refused")
check(Game.save.inventory.CASCADEBADGE == 1,
"Misty full bag: CASCADEBADGE still awarded")
eq(Bag.slots(Game.save), cap, "Misty full bag: still at capacity")
check(mistyText:find((Data.text or {})._CeruleanGymMistyTM11NoRoomText
:match("^[^\n]+") or "\1", 1, true) ~= nil,
"Misty full bag: dialogue prints _CeruleanGymMistyTM11NoRoomText")
while Game.stack:top() do Game.stack:pop() end
S.finish()
+9 -5
View File
@@ -116,16 +116,20 @@ local HallOfFame = require("src.ui.HallOfFame")
check(getmetatable(stack2:top()) == HallOfFame, "induction showcase pushed")
-- Gen1 layout (issue #102): pic rests at hlcoord (12,5); mon phase starts
-- with the LEVEL/TYPE info box (not a top "HALL OF FAME" banner alone)
-- with the LEVEL/TYPE info box (not a top "HALL OF FAME" banner alone).
-- HoFShowMonOrPlayer sweeps the BACK pic across the screen first (hSCX
-- $c0 -> $a0) and only then scrolls the front pic in (#847), so the
-- induction opens on the back pass.
local hofUi = stack2:top()
eq(hofUi.phase, "mons", "induction opens on the mon showcase phase")
eq(hofUi.scrollX < 12 * 8, true, "front pic starts off-screen left of (12,5)")
-- drive past the scroll so the info box is armed
eq(hofUi.phase, "back", "induction opens on the back pic sweep (#847)")
eq(hofUi.scrollX, 160, "back pic enters at the right edge (hSCX = $c0)")
-- drive the back sweep and the front scroll so the info box is armed
local scrollGuard = 0
while hofUi.scrollX < 12 * 8 and scrollGuard < 200 do
while (hofUi.phase == "back" or hofUi.scrollX < 12 * 8) and scrollGuard < 400 do
scrollGuard = scrollGuard + 1
hofUi:update(1 / 60)
end
eq(hofUi.phase, "mons", "the front pic phase follows the back sweep (#847)")
eq(hofUi.scrollX, 12 * 8, "front pic settles at hlcoord (12,5)")
eq(hofUi.showHofBanner, false, "bottom HALL OF FAME banner waits for the 80-frame hold")
check(hofUi.timer == 80 or hofUi.timer < 80,
+179
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-- Parity test: using a RARE CANDY from the bag returns to the bag (#796).
--
-- pokered files RARE_CANDY under UsableItems_PartyMenu (data/items/
-- use_party.asm), so after UseItem runs, start_sub_menus.asm's
-- .useItem_partyMenu jumps back to StartMenu_Item with wBagSavedMenuItem
-- still pointing at the candy -- the level text, PrintStatsBox, the
-- level-up moves and any level evolution all happen first, then the item
-- list is back with the cursor on the candy, which is what lets the
-- original button-mash through a stack of them. The port closed the bag
-- list before the level-up sequence and never reopened it, so every candy
-- cost a full START -> ITEM trip.
--
-- Self-contained; run via `luajit tests/parity_rare_candy_menu.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("parity rare candy menu")
local check, eq = S.check, S.eq
local Data = require("src.core.Data")
Data:load()
local Pokemon = require("src.pokemon.Pokemon")
local Bag = require("src.inventory.Bag")
-- Real TextBoxes want a Font atlas; the flow under test only cares which
-- states land on the stack and what each onDone does. BagMenu binds
-- TextBox at require time, so it is reloaded against the stub here and
-- dropped again at the bottom.
local realTextBox = package.loaded["src.render.TextBox"]
local realBag = package.loaded["src.ui.BagMenu"]
local realParty = package.loaded["src.ui.PartyMenu"]
package.loaded["src.render.TextBox"] = {
new = function(_, text, done) return { textBox = true, text = text, done = done } end,
}
package.loaded["src.ui.BagMenu"] = nil
package.loaded["src.ui.PartyMenu"] = nil
local BagMenu = require("src.ui.BagMenu")
local PartyMenu = require("src.ui.PartyMenu")
require("src.ui.Screens").invalidate()
-- A stack that behaves like StateStack for the two things this flow reads:
-- top() identity (ListMenu:close) and push/pop ordering.
local function newStack()
local stack = { states = {} }
function stack:push(s) self.states[#self.states + 1] = s end
function stack:pop() return table.remove(self.states) end
function stack:top() return self.states[#self.states] end
return stack
end
-- One button per call: PartyMenu:update reads game.input once per fixed step.
local function newInput()
local input = { pressed = nil }
function input:wasPressed(b) return self.pressed == b end
return input
end
-- CHARIZARD learns nothing at level 51 and has no evolution left, so a
-- candy on it ends after the stat window -- no MoveLearnMenu, no
-- EvolutionState clouding which state the stack returns to.
local function freshGame(candies)
local lead = Pokemon.new(Data, "CHARIZARD", 50)
local game = {
data = Data,
stack = newStack(),
input = newInput(),
save = {
party = { lead },
player = { name = "RED" },
inventory = {},
options = { battleStyle = "set", battleAnim = "on" },
pokedex = { seen = {}, owned = {} },
flags = {},
money = 0,
},
}
Bag.add(game.save, "RARE_CANDY", candies or 3)
return game, lead
end
local function isPicker(s) return getmetatable(s) == PartyMenu end
local function isBox(s) return type(s) == "table" and s.textBox == true end
-- TextBox pops itself BEFORE firing onDone.
local function dismiss(stack, box)
if stack:top() == box then stack:pop() end
if box.done then box.done() end
end
local function rowFor(list, id)
for i, r in ipairs(list.items) do
if r.value == id then return i end
end
return nil
end
-- From an already-open bag list: choose the candy, take USE off the
-- submenu, press A on the party picker. Returns the level-up text box.
local function useCandy(game, list)
local row = rowFor(list, "RARE_CANDY")
if not row then return nil, "no RARE CANDY row in the bag" end
list.index = row
list.onChoose(list.items[row], list)
-- out of battle the bag offers USE / TOSS first (start_sub_menus.asm)
local sub = game.stack:top()
if sub and sub.items and sub.items[1] and sub.items[1].onSelect then
game.stack:pop()
sub.items[1].onSelect()
end
local picker = game.stack:top()
if not isPicker(picker) then return nil, "party picker never opened" end
game.input.pressed = "a"
picker:update(1 / 60)
game.input.pressed = nil
return game.stack:top()
end
-- Walk the rest of the level-up sequence: dismiss the level text, then A
-- through the stat window (PrintStatsBox).
local function finishLevelUp(game, box)
dismiss(game.stack, box)
local top = game.stack:top()
if isBox(top) then return end -- a "learned MOVE" line, dismissed by caller
if top and top.update then
game.input.pressed = "a"
top:update(1 / 60)
game.input.pressed = nil
end
end
-- ---- the report: one candy closed the whole menu -------------------------
do
local game, lead = freshGame(3)
local list = BagMenu.new(game, {})
game.stack:push(list)
local row = rowFor(list, "RARE_CANDY")
check(row ~= nil, "the candy is in the bag")
local box = useCandy(game, list)
check(isBox(box), "the level text opened")
eq(lead.level, 51, "the candy leveled the mon")
eq(game.save.inventory.RARE_CANDY, 2, "the candy was consumed")
check(game.stack.states[1] == list,
"the bag list is STILL on the stack under the level text (#796)")
finishLevelUp(game, box)
eq(game.stack:top(), list,
"after the stat window the bag is back on top (StartMenu_Item)")
eq(list.index, row, "the cursor is still on the RARE CANDY row")
eq(list.items[row] and list.items[row].right, "x2",
"the count refreshed in place")
-- the point of the original's behavior: a second candy needs no menu trip
local box2 = useCandy(game, list)
check(isBox(box2), "a second candy fires from the still-open bag")
eq(lead.level, 52, "and it levels the mon again")
finishLevelUp(game, box2)
eq(game.stack:top(), list, "still on the bag after the second candy")
eq(game.save.inventory.RARE_CANDY, 1, "two candies spent")
end
-- ---- the last candy: the row empties but the bag still stays up ----------
do
local game = freshGame(1)
local list = BagMenu.new(game, {})
game.stack:push(list)
local box = useCandy(game, list)
check(isBox(box), "the last candy levels too")
finishLevelUp(game, box)
eq(game.stack:top(), list, "the bag stays open after the last candy")
eq(#list.items, 0, "the emptied row left the list")
eq(game.save.inventory.RARE_CANDY, nil, "no candies left in the inventory")
end
package.loaded["src.render.TextBox"] = realTextBox
package.loaded["src.ui.BagMenu"] = realBag
package.loaded["src.ui.PartyMenu"] = realParty
require("src.ui.Screens").invalidate()
S.finish()
+187
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-- Parity test: getting on SURF ends the bike (#846).
--
-- pokered keeps walking / biking / surfing in ONE state byte,
-- wWalkBikeSurfState. ItemUseSurfboard (engine/items/item_effects.asm)
-- copies the old state aside, refuses when it is already 2, and on a
-- successful mount does `ld a, 2 / ld [wWalkBikeSurfState], a ; change
-- player state to surfing` followed by PlayDefaultMusic -- the bike state
-- is overwritten, so no bike can survive a surf: not its 8-frame step
-- cadence, not its theme. The port splits that byte into two independent
-- flags (Game.save.onBike and player.surfing) and nothing used to clear
-- the first when the second went up, so a player who surfed off the bike
-- paddled at bike speed with Music_BikeRiding still playing.
--
-- The mirror direction is explicit in the same asm file: ItemUseBicycle
-- opens `ld a, [wWalkBikeSurfState] / cp 2 ; is the player surfing? /
-- jp z, ItemUseNotTime`, so the bag cannot re-raise the bike on water.
--
-- Self-contained; run via `luajit tests/parity_surf_clears_bike_bug846.lua`.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local Data = require("src.core.Data")
if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
local S = require("tests.harness").suite("parity surf clears bike")
local check, eq = S.check, S.eq
require("src.render.Font").load(Data)
local Game = require("src.core.Game")
local Input = require("src.core.Input")
local ItemEffects = require("src.inventory.ItemEffects")
local Music = require("src.core.Music")
local Pokemon = require("src.pokemon.Pokemon")
local Renderer = require("src.render.Renderer")
local SaveData = require("src.core.SaveData")
local StateStack = require("src.core.StateStack")
local OW = require("src.world.OverworldController")
Game.data = Data
Game.input = Input; Input:init()
Game.renderer = Renderer; Renderer:init()
Game.stack = StateStack; StateStack:init()
Game.save = SaveData.newGame()
Game.overworld = OW
-- tests/parity_bills_pc.lua swaps the OverworldController chunk's TextBox
-- upvalue for a stub and never puts it back, and run_tests.lua runs every
-- parity suite from one file: point it back at the real module so trySurf
-- pushes a real box here (same guard as parity_field_move_layering.lua).
local function setUpvalue(fn, name, val)
local i = 1
while true do
local n = debug.getupvalue(fn, i)
if not n then return false end
if n == name then debug.setupvalue(fn, i, val); return true end
i = i + 1
end
end
setUpvalue(OW.trySurf, "TextBox", require("src.render.TextBox"))
local function frame(btns)
Input.pressed = {}
for _, b in ipairs(btns or {}) do Input.pressed[b] = true; Input.state[b] = true end
StateStack:update(1 / 60)
for _, b in ipairs(btns or {}) do Input.state[b] = false end
end
local function popAll() while Game.stack:top() do Game.stack:pop() end end
local function pushOW(mapId, x, y, facing)
popAll()
Game.stack:push(OW, mapId, x, y, facing)
return Game.stack:top()
end
local function mkMon(species, ...)
local m = Pokemon.new(Data, species, 20)
m.moves = {}
for _, id in ipairs({ ... }) do m.moves[#m.moves + 1] = { id = id, pp = 15 } end
return m
end
-- Music.play no-ops on the headless audio stub, so the song the bike/surf
-- override actually resolves to is only observable by intercepting it
-- (the Music.playMap stub pattern in parity_seam_walk_anim.lua)
local playedSong
local realPlay = Music.play
Music.play = function(_, song) playedSong = song end
local bikeSong = Music.special(Data, "bike")
local surfSong = Music.special(Data, "surf")
check(bikeSong ~= nil and surfSong ~= nil and bikeSong ~= surfSong,
"the bike and surf themes are two distinct songs")
-- =====================================================================
-- control: on land, onBike really does buy the halved step cadence, so
-- the assertion after the mount below is not vacuous
-- =====================================================================
local ow = pushOW("PALLET_TOWN", 5, 6, "up")
local p = ow.player
eq(p.stepFrames, 16, "a walking step is 16 frames")
eq(p.bikeStepFrames, 8, "the bicycle doubles walking speed (8 frames)")
Game.save.onBike = true
p.turnTimer = 0
p.stepFramesCur = nil
eq(p:tryMove("up", ow.map, ow.entities), "moved", "riding north out of the spawn cell")
eq(p.stepFramesCur, p.bikeStepFrames, "onBike hands out the bike cadence on land")
-- =====================================================================
-- the mount: bike state is gone the moment the got-on text closes, and
-- the first step onto the water is a WALK-length step, not a bike one
-- =====================================================================
ow = pushOW("PALLET_TOWN", 4, 13, "down")
p = ow.player
p.surfing = false
Game.save.onBike = true
Game.save.party = { mkMon("SQUIRTLE", "SURF") }
-- HM03's badge gate (FieldDefaults hmBadges): without it partyKnows("SURF")
-- refuses and trySurf never prints anything
Game.save.inventory.SOULBADGE = true
check(ow:partyKnows("SURF") ~= nil, "the party can use SURF here")
check(ow.map:isWaterCell(4, 14), "Pallet's south shore faces water at (4,14)")
-- what is playing when the mount starts: the bike override over the
-- outdoor Pallet theme
Music.playMap(Data, "PALLET_TOWN", true, false)
eq(playedSong, bikeSong, "the bike theme plays while riding through Pallet")
p.stepFramesCur = nil
ow:trySurf(4, 14, nil)
local box = Game.stack:top()
check(box ~= nil and box.pages ~= nil, "SURF prints _SurfingGotOnText")
local guard = 0
while Game.stack:top() == box and guard < 400 do
guard = guard + 1
frame({ "a" })
end
check(Game.stack:top() ~= box, "the got-on text closes")
eq(p.surfing, true, "the mount raises the surf state")
eq(Game.save.onBike, false,
"ItemUseSurfboard writes surfing OVER the bike state, so the bike ends (#846)")
eq(playedSong, surfSong,
"PlayDefaultMusic after the mount picks the surf theme, not the bike theme")
-- the blink carries the mount forward onto the water; let that scripted
-- step land (it is queued through scriptMove, which drives the entity
-- directly and never touches Player:tryMove)
guard = 0
while (Game.stack:top() ~= ow or p.moving or #ow.scriptMoves > 0) and guard < 240 do
guard = guard + 1
frame({})
end
eq(Game.stack:top(), ow, "the mount ends back on the map")
eq(p.cellY, 14, "the mount steps forward onto the water")
-- the symptom in #846: the first paddled step the player takes. It runs
-- through Player:tryMove, which reads Game.save.onBike for its step
-- length -- a stale bike flag paddles at 8 frames per cell.
check(ow.map:isWaterCell(4, 15), "the next cell south is water too")
p.turnTimer = 0
p.stepFramesCur = nil
eq(p:tryMove("down", ow.map, ow.entities), "moved", "paddling south from (4,14)")
eq(p.stepFramesCur, p.stepFrames,
"the paddled step uses the walk cadence, the exact symptom in #846")
check(p.stepFramesCur ~= p.bikeStepFrames, "no bike cadence survives onto the water")
-- =====================================================================
-- the mirror hole: the bag cannot put the bike back on under a surfer
-- (ItemUseBicycle's `cp 2` -> jp z, ItemUseNotTime), or the bug returns
-- by another route
-- =====================================================================
local save = SaveData.newGame()
local surfingOw = { player = { surfing = true } }
local result, msgs = ItemEffects.use(Data, save, "BICYCLE", nil, false, nil, surfingOw)
eq(result, "failed", "the BICYCLE is refused while surfing")
check(result ~= "bicycle", "a surfing BICYCLE never reaches the mount path")
check(msgs and msgs[1] and msgs[1]:find("isn't the", 1, true) ~= nil,
"the surfing BICYCLE refusal uses the OAK 'not the time' text")
local landOw = { player = { surfing = false } }
eq((ItemEffects.use(Data, save, "BICYCLE", nil, false, nil, landOw)), "bicycle",
"the BICYCLE still mounts normally on land")
Music.play = realPlay
popAll()
S.finish()
+71
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@@ -0,0 +1,71 @@
-- #781: Linux launcher mouse-dead behind the pad cursor. Reproduces the
-- X11 multi-monitor failure mode (polled love.mouse.getPosition frozen on
-- desktop-virtual coords, so the motion yield in _updatePadCursor never
-- fires) and asserts a host-forwarded mousepressed reclaims the pointer.
-- Self-contained: `luajit tests/rom_importer_cursor_bug781_test.lua`.
-- Should eventually merge into tests/rom_importer_cursor_test.lua (dofile'd
-- by tests/run_tests.lua).
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("rom importer pad cursor #781")
local eq = S.eq
local RomImporter = require("src.import.RomImporter")
-- Bare importer with just the pad-cursor state new() would build; isNX
-- false keeps _updatePadCursor on the desktop path (polled motion yield),
-- _flex nil keeps the right-stick branch out of LauncherView.
local function makeImporter()
return setmetatable({
android = false,
isNX = false,
_flex = nil,
_padCursor = { x = 320, y = 260 },
_padCursorActive = false,
_padAxis = { leftx = 0, lefty = 0, righty = 0 },
_padDir = {},
_padInited = true,
}, RomImporter)
end
-- Failure mode: SDL's polled mouse state stuck on coordinates outside the
-- window (primary display away from desktop 0,0). Successive samples are
-- identical, so the motion yield sees zero delta and never releases the
-- pad cursor no matter how much the real mouse moves.
local ri = makeImporter()
love.mouse.getPosition = function() return 2960, 4130 end
ri._padCursorActive = true
ri:_updatePadCursor(1 / 60) -- seeds _lastMouseX/_lastMouseY
ri:_updatePadCursor(1 / 60)
ri:_updatePadCursor(1 / 60)
eq(ri._padCursorActive, true,
"frozen polled coords starve the motion yield (the #781 trap)")
-- The fix: the host-forwarded real press must win the pointer back, same
-- contract as PadCursor.yieldToPointer in the overlay hosts. This is the
-- half that un-gates LauncherView.update's click minting.
ri:mousepressed(10, 10, 1)
eq(ri._padCursorActive, false,
"mousepressed reclaims the pointer even when the yield is starved (#781)")
-- A reclaimed pointer must stay reclaimed: the next pad-cursor tick with
-- still-frozen polled coords may not re-arm it by itself.
ri:_updatePadCursor(1 / 60)
eq(ri._padCursorActive, false,
"an idle pad tick does not re-steal the pointer after reclaim")
-- Regression guard for the healthy desktop path: when polled coords do
-- move (window-relative, single monitor), the existing motion yield still
-- releases the pad cursor without needing a click.
local ri2 = makeImporter()
local px = 100
love.mouse.getPosition = function() return px, 100 end
ri2._padCursorActive = true
ri2:_updatePadCursor(1 / 60)
px = 140
ri2:_updatePadCursor(1 / 60)
eq(ri2._padCursorActive, false,
"real mouse motion still yields the pad cursor on sane polled coords")
S.finish()
+8
View File
@@ -45,4 +45,12 @@ ri:play("red")
eq(booted, "red", "unsupported system cursors still allow boot")
eq(currentCursor, "hand", "unsupported system cursors leave the existing cursor alone")
-- #781: a host-forwarded real mouse press must win the pointer back from
-- the pad cursor. While it is active LauncherView.update refuses to mint
-- mouse clicks, so a stuck motion yield (X11 multi-monitor polled coords)
-- left the Linux launcher mouse-dead until this reclaim existed.
ri._padCursorActive = true
ri:mousepressed(10, 10, 1)
eq(ri._padCursorActive, false, "mouse press yields the pad cursor (#781)")
S.finish()
+89
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@@ -0,0 +1,89 @@
-- #835: the launcher must open on the game that was played last, instead of
-- always opening on Red. Two halves, both asserted here: RomImporter:play
-- writes the chosen version to options.lua, and RomImporter:_applyLastVersionTab
-- reads it back when the constructor has finished filling self.ready.
-- Self-contained: `luajit tests/rom_importer_last_version_test.lua`; also
-- dofile'd by tests/run_tests.lua.
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local S = require("tests.harness").suite("rom importer last version")
local eq = S.eq
love.mouse.isCursorSupported = function() return false end
local SaveData = require("src.core.SaveData")
local LaunchOptions = require("src.core.LaunchOptions")
local RomImporter = require("src.import.RomImporter")
-- The options round trip must not touch the developer's real save directory.
-- SaveData.persistFs consults SaveData.portableFs() before love.filesystem
-- (src/core/SaveData.lua:203-208), so overriding that one hook reroutes both
-- loadOptions and saveOptions onto this in-memory volume. saveOptions reads
-- the file back after writing (#828), so read/write have to be truthful.
-- The override is process-global and tests/run_tests.lua dofiles every suite
-- into one process, so it MUST be put back before this file returns: leaving
-- it in place reroutes every later suite's save I/O into `disk` (parity_hof
-- reads its own save back and fails 6 assertions if this leaks).
local realPortableFs = SaveData.portableFs
local disk = {}
SaveData.portableFs = function()
return {
getInfo = function(name) return disk[name] and { type = "file" } or nil end,
read = function(name) return disk[name] or nil, "no file: " .. name end,
write = function(name, data) disk[name] = data return true end,
remove = function(name) disk[name] = nil end,
}
end
local function newImporter(fields)
local ri = setmetatable(fields, RomImporter)
return ri
end
-- ---- write side: play() records the version it hands off to boot
local booted = nil
local ri = newImporter({
android = true, -- skips the cursor restore; see #114 suite
workState = nil,
tab = "red",
ready = { yellow = true },
onComplete = function(version) booted = version end,
})
ri:play("yellow")
eq(booted, "yellow", "play boots the chosen version")
eq(SaveData.loadOptions().lastVersion, "yellow", "play remembers the version played")
-- ---- read side: a fresh launcher opens on that column
local ri2 = newImporter({ tab = "red", ready = { red = true, yellow = true } })
ri2:_applyLastVersionTab()
eq(ri2.tab, "yellow", "launcher opens on the last played version")
-- A remembered version whose cache is gone or stale must not open a column
-- with no Play button in it.
local ri3 = newImporter({ tab = "red", ready = { red = true, yellow = false } })
ri3:_applyLastVersionTab()
eq(ri3.tab, "red", "an unready remembered version leaves the tab alone")
-- An explicit --game shortcut (main.lua sets LaunchOptions.pendingTab) wins
-- over the remembered version.
LaunchOptions.pendingTab = "blue"
local ri4 = newImporter({ tab = "blue", ready = { red = true, yellow = true } })
ri4:_applyLastVersionTab()
eq(ri4.tab, "blue", "an explicit --game tab beats the remembered version")
LaunchOptions.pendingTab = nil -- module is a singleton: do not leak this
-- A junk value in options.lua (hand-edited file, a build that knew other
-- versions) must not select a tab that does not exist.
local opts = SaveData.loadOptions()
opts.lastVersion = "gold"
SaveData.saveOptions(opts)
local ri5 = newImporter({ tab = "red", ready = { red = true, yellow = true } })
ri5:_applyLastVersionTab()
eq(ri5.tab, "red", "an unknown remembered version leaves the tab alone")
SaveData.portableFs = realPortableFs
S.finish()
+3
View File
@@ -3400,6 +3400,9 @@ runSuites({ "tests/input_hold_test.lua" })
-- ---------------------------------------------- launcher cursor (#114)
runSuites({ "tests/rom_importer_cursor_test.lua" })
-- ---------------------------------------------- launcher last played tab (#835)
runSuites({ "tests/rom_importer_last_version_test.lua" })
-- ---------------------------------------------- Android second ROM pick (#167)
runSuites({ "tests/rom_importer_android_pick_test.lua" })
+208
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@@ -0,0 +1,208 @@
-- Yellow save export/import checks for #838: the codec used to run the
-- Red/Blue tables unmodified for Yellow, so (1) event flags went through
-- pokered's bit numbering even though pokeyellow renumbers wEventFlags,
-- and (2) wPikachuHappiness (pokeyellow d46f, absolute 0x271C in SRAM)
-- was never encoded or decoded. Yellow offsets are verified against the
-- pokeyellow symbol file -- no local pokeyellow checkout exists, so
-- ../pokered can only vouch for the shared R/B layout, which pokeyellow's
-- sram.asm matches byte for byte. Needs data/generated/, same as
-- tests/save_convert_tests.lua (its natural eventual home).
--
-- Run: luajit tests/save_convert_yellow_bug838_test.lua
package.path = "./?.lua;" .. package.path
_G.love = require("tests.love_stub")
local GenSave = require("src.save_convert.GenSave")
local SaveConvert = require("src.save_convert.SaveConvert")
local SaveData = require("src.core.SaveData")
local checks, failures = 0, 0
local function check(cond, msg)
checks = checks + 1
if not cond then
failures = failures + 1
print("FAIL: " .. msg)
end
end
GenSave.setCharmap(loadfile("src/save_convert/data/charmap.lua")())
local redFlags = loadfile("src/save_convert/data/event_flags.lua")()
local yellowFlags = loadfile("src/save_convert/data/event_flags_yellow.lua")()
-- Red/Blue and Yellow crosswalk sets over the same generated tables; the
-- only differences the codec keys off are the event-flag numbering and the
-- gameVersion tag (SaveConvert.ensureData stamps the same shape, #838).
local shared = {
pokemon = loadfile("data/generated/pokemon.lua")(),
moves = loadfile("data/generated/moves.lua")(),
items = loadfile("data/generated/items.lua")(),
maps = loadfile("data/generated/maps.lua")(),
}
local redData = {
pokemon = shared.pokemon, moves = shared.moves, items = shared.items,
maps = shared.maps, eventFlags = redFlags,
}
local yellowData = {
pokemon = shared.pokemon, moves = shared.moves, items = shared.items,
maps = shared.maps, eventFlags = yellowFlags, gameVersion = "yellow",
}
local OFF = GenSave.OFFSETS
-- ------------------------------------------------------------------
-- the Yellow event-flag table itself: pokeyellow's renumbering, not a
-- copy of the Red table under a new filename
-- ------------------------------------------------------------------
check(yellowFlags.count == 2560,
"yellow table covers the full 2560-bit wEventFlags array")
check(type(yellowFlags.byName) == "table" and type(yellowFlags.byBit) == "table",
"yellow table has the byName/byBit shape the codec reads")
-- shared names on DIFFERENT bits: Yellow inserts events ahead of them
check(redFlags.byName.EVENT_GOT_DOME_FOSSIL == 1406
and yellowFlags.byName.EVENT_GOT_DOME_FOSSIL == 1400,
"EVENT_GOT_DOME_FOSSIL sits on red bit 1406 vs yellow bit 1400")
check(redFlags.byName.EVENT_BEAT_MT_MOON_3_TRAINER_0 == 1402
and yellowFlags.byName.EVENT_BEAT_MT_MOON_3_TRAINER_0 == 1403,
"the Mt Moon 3 trainer block shifts +1 in yellow (Jessie & James insert)")
check(redFlags.byName.EVENT_BEAT_SILPH_CO_11F_TRAINER_0 == 1924
and yellowFlags.byName.EVENT_BEAT_SILPH_CO_11F_TRAINER_0 == 1925,
"the Silph Co 11F trainer block shifts +1 in yellow")
-- yellow-only names the port's Yellow scripts set (data/scripts/
-- yellow_jessie_james.lua and the catch-training tutorial): absent from
-- the Red table, so exporting through it silently dropped them
check(yellowFlags.byName.EVENT_BEAT_MT_MOON_3_JESSIE_JAMES == 1402
and redFlags.byName.EVENT_BEAT_MT_MOON_3_JESSIE_JAMES == nil,
"EVENT_BEAT_MT_MOON_3_JESSIE_JAMES is yellow bit 1402, unknown to red")
check(yellowFlags.byName.EVENT_COMPLETED_CATCH_TRAINING == 45
and redFlags.byName.EVENT_COMPLETED_CATCH_TRAINING == nil,
"EVENT_COMPLETED_CATCH_TRAINING is yellow bit 45, unknown to red")
check(yellowFlags.byName.EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY ~= nil
and redFlags.byName.EVENT_GOT_SQUIRTLE_FROM_OFFICER_JENNY == nil,
"the Officer Jenny Squirtle event exists only in the yellow table")
-- byBit/byName agree on the renumbered entries
check(yellowFlags.byBit[1400] == "EVENT_GOT_DOME_FOSSIL"
and yellowFlags.byBit[1402] == "EVENT_BEAT_MT_MOON_3_JESSIE_JAMES",
"yellow byBit resolves the renumbered bits back to their names")
-- ------------------------------------------------------------------
-- wPikachuHappiness offset: d46f - wMainDataStart d2f6 = 377 past
-- sMainData, absolute 0x271C (per the pokeyellow symbol file)
-- ------------------------------------------------------------------
check(OFF.pikachuHappiness == 10012,
"OFFSETS.pikachuHappiness is absolute 0x271C (got "
.. tostring(OFF.pikachuHappiness) .. ")")
check(OFF.pikachuHappiness == OFF.mainData + 377,
"pikachuHappiness sits 377 bytes past sMainData (wram d46f - d2f6)")
-- the byte is INSIDE the checksummed main-data window, so writing it
-- without recomputing the checksum would brick the save on a cartridge
check(OFF.pikachuHappiness >= OFF.checksumStart
and OFF.pikachuHappiness < OFF.checksumEnd,
"pikachuHappiness lies inside the main checksum window")
-- ------------------------------------------------------------------
-- encode/decode gate: yellow data writes and reads the byte, R/B data
-- leaves it alone (in Red/Blue it is current-map scratch)
-- ------------------------------------------------------------------
local save = SaveData.newGame({ playerName = "RED", rivalName = "BLUE" })
save.pikachuHappiness = 200
-- the follower seeds happiness at 90 (src/world/PikachuFollower.lua), so
-- 200 can only come from this table -- no default could fake the check
local yBytes = GenSave.encode(save, yellowData, nil)
check(#yBytes == GenSave.SAVE_SIZE, "yellow encode produces exactly 32768 bytes")
check(yBytes:byte(OFF.pikachuHappiness + 1) == 200,
"yellow encode writes pikachuHappiness to 0x271C (got "
.. yBytes:byte(OFF.pikachuHappiness + 1) .. ")")
check(GenSave.mainChecksumValid(yBytes),
"yellow encode still emits a valid main-data checksum")
local yDec = GenSave.decode(yBytes, yellowData)
check(yDec.pikachuHappiness == 200,
"yellow decode reads pikachuHappiness back (got "
.. tostring(yDec.pikachuHappiness) .. ")")
-- a yellow save whose table never held the field falls back to the
-- follower's seed value instead of exporting friendship 0
local noHap = SaveData.newGame({ playerName = "RED", rivalName = "BLUE" })
noHap.pikachuHappiness = nil
local seedBytes = GenSave.encode(noHap, yellowData, nil)
check(seedBytes:byte(OFF.pikachuHappiness + 1) == 90,
"a missing pikachuHappiness exports as the follower seed 90, not 0")
-- R/B output unchanged: same save through the red data set leaves the
-- scratch byte zero-filled and decode never invents the field
local rBytes = GenSave.encode(save, redData, nil)
check(rBytes:byte(OFF.pikachuHappiness + 1) == 0,
"red/blue encode leaves the 0x271C scratch byte zero-filled")
check(GenSave.decode(rBytes, redData).pikachuHappiness == nil,
"red/blue decode does not fabricate a pikachuHappiness field")
-- ------------------------------------------------------------------
-- event flags land on pokeyellow bits. Independent LSB-first flag_array
-- read (pokered home FlagAction convention: byte N/8, bit N%8) so the
-- assertions cannot inherit a codec bit-order bug.
-- ------------------------------------------------------------------
local bit = require("bit")
local function flagBit(bytes, index)
local b = bytes:byte(OFF.eventFlags + math.floor(index / 8) + 1)
return bit.band(bit.rshift(b, index % 8), 1) == 1
end
local fsave = SaveData.newGame({ playerName = "ASH", rivalName = "GARY" })
fsave.flags = {
EVENT_GOT_DOME_FOSSIL = true,
EVENT_BEAT_MT_MOON_3_JESSIE_JAMES = true,
EVENT_COMPLETED_CATCH_TRAINING = true,
}
local yfBytes = GenSave.encode(fsave, yellowData, nil)
check(flagBit(yfBytes, 1400) and not flagBit(yfBytes, 1406),
"yellow export puts EVENT_GOT_DOME_FOSSIL on bit 1400, not red's 1406")
check(flagBit(yfBytes, 1402),
"yellow export carries EVENT_BEAT_MT_MOON_3_JESSIE_JAMES on bit 1402")
check(flagBit(yfBytes, 45),
"yellow export carries EVENT_COMPLETED_CATCH_TRAINING on bit 45")
local yfDec = GenSave.decode(yfBytes, yellowData)
check(yfDec.flags.EVENT_GOT_DOME_FOSSIL
and yfDec.flags.EVENT_BEAT_MT_MOON_3_JESSIE_JAMES
and yfDec.flags.EVENT_COMPLETED_CATCH_TRAINING,
"yellow-numbered flags round-trip through decode")
-- the pre-fix failure mode, pinned so it can never quietly return: the
-- red table lands the fossil on the wrong yellow bit and drops the
-- yellow-only names entirely
local rfBytes = GenSave.encode(fsave, redData, nil)
check(flagBit(rfBytes, 1406) and not flagBit(rfBytes, 1400),
"the red table writes the fossil on 1406, which yellow reads as another event")
check(not flagBit(rfBytes, 1402) and not flagBit(rfBytes, 45),
"the red table silently drops both yellow-only flags")
-- ------------------------------------------------------------------
-- SaveConvert.ensureData substitutes the yellow flag table (and stamps
-- gameVersion) when the caller names yellow; the versionless set still
-- resolves red numbering, per-version cached separately (#420 pattern)
-- ------------------------------------------------------------------
local yData, yErr = SaveConvert.loadData("yellow")
check(yData ~= nil, "SaveConvert.loadData('yellow') resolves (" .. tostring(yErr) .. ")")
check(yData and yData.gameVersion == "yellow",
"loadData('yellow') stamps gameVersion for the codec's byte gate")
check(yData and yData.eventFlags.byName.EVENT_GOT_DOME_FOSSIL == 1400
and yData.eventFlags.byName.EVENT_BEAT_MT_MOON_3_JESSIE_JAMES == 1402,
"loadData('yellow') serves the pokeyellow flag numbering")
local dData = SaveConvert.loadData()
check(dData and dData.eventFlags.byName.EVENT_GOT_DOME_FOSSIL == 1406
and dData.gameVersion == nil,
"versionless loadData still serves the red numbering, untagged")
print(string.format("save convert yellow #838: %d/%d checks passed",
checks - failures, checks))
if failures > 0 then os.exit(1) end
+114
View File
@@ -39,6 +39,7 @@ print("== save editor task 7 tests (Events + Dex) ==")
local Ops = require("Ops")
local State = require("State")
local Catalog = require("Catalog")
local function newState()
local S = State.new()
@@ -209,5 +210,118 @@ do
check(owned > 0, "the dex was not wiped by the unrelated click")
end
-- Dex sort -----------------------------------------------------------
do
-- Ops.dexList orders the grid by the active mode. This block drives the
-- real generated data (State.new alone carries no Data), so the vanilla
-- 1-151 numbering is what the "dex" mode asserts against.
local Data = require("src.core.Data")
Data:load()
local S = State.new()
S.data = Data
S.cat = Catalog.build(Data)
S.save = require("src.core.SaveData").newGame()
-- default mode is "dex": number order
eq(S.dexSort, "dex", "a fresh state sorts the dex by number by default")
local byDex = Ops.dexList(S)
eq(#byDex, #S.cat.species, "dexList covers every species")
eq(byDex[1], "BULBASAUR", "dex order starts at #1")
eq(byDex[4], "CHARMANDER", "dex order puts Charmander fourth")
eq(byDex[25], "PIKACHU", "dex order puts Pikachu at #25")
eq(byDex[151], "MEW", "dex order ends at #151")
-- "name" mode: alphabetical by display name
Ops.dexSort(S, "name")
eq(S.dexSort, "name", "dexSort switches the mode")
local byName = Ops.dexList(S)
eq(#byName, #S.cat.species, "the name sort covers every species too")
eq(byName[1], "ABRA", "the name sort leads with ABRA")
local sorted = true
for i = 2, #byName do
local a = S.data.pokemon[byName[i - 1]]
local b = S.data.pokemon[byName[i]]
local an = (a and a.name or byName[i - 1]):lower()
local bn = (b and b.name or byName[i]):lower()
if an > bn then sorted = false break end
end
check(sorted, "the name sort is alphabetical over display names")
local mi = nil
for i, id in ipairs(byName) do
if id == "MEW" then mi = i
elseif id == "MR_MIME" and mi then
check(i > mi, "MEW sorts before MR.MIME in the name sort")
end
end
local fIdx, mIdx = nil, nil
for i, id in ipairs(byName) do
if id == "NIDORAN_F" then fIdx = i elseif id == "NIDORAN_M" then mIdx = i end
end
check(fIdx and mIdx and fIdx < mIdx, "NIDORAN_F sorts before NIDORAN_M")
-- switching back to the number order restores the original sequence
Ops.dexSort(S, "dex")
local back = Ops.dexList(S)
eq(back[1], "BULBASAUR", "switching back restores number order")
end
do
-- the switch is view-only: it resets the grid scroll but never dirties the
-- save, and a re-click on the active mode is a narrated no-op
local S = newState()
S.data = { pokemon = { BULBASAUR = { dex = 1, name = "BULBASAUR" },
CHARMANDER = { dex = 4, name = "CHARMANDER" },
PIKACHU = { dex = 25, name = "PIKACHU" },
SQUIRTLE = { dex = 7, name = "SQUIRTLE" } } }
S.cat = { species = { "BULBASAUR", "CHARMANDER", "SQUIRTLE", "PIKACHU" },
items = {}, moves = {} }
S.dexOffset = 9
S.dirty = false
check(Ops.dexSort(S, "name") == true, "dexSort switches the mode without dirtying")
eq(S.dirty, false, "a sort never dirties the save")
eq(S.dexOffset, 0, "changing the sort resets the grid scroll")
eq(S.status, "", "a sort leaves the status bar alone")
S.dexOffset = 4
check(Ops.dexSort(S, "name") == false, "re-clicking the active mode is a no-op")
eq(S.dexOffset, 4, "a no-op sort leaves the scroll alone")
eq(S.dirty, false, "a no-op sort does not dirty either")
eq(S.status, "", "a no-op sort does not narrate either")
check(Ops.dexSort(S, "bogus") == false, "an unknown mode is refused")
eq(S.dexSort, "name", "a refused mode leaves the sort unchanged")
-- the keyed list sorts against this mini dataset too
local byDex = Ops.dexList(S)
eq(byDex[1], "BULBASAUR", "mini-catalog dex order is #1 first")
eq(byDex[2], "CHARMANDER", "mini-catalog dex order is #4 second")
Ops.dexSort(S, "name")
eq(Ops.dexList(S)[1], "BULBASAUR", "mini-catalog name order leads with BULBASAUR")
end
do
-- robustness: a mod-shaped partial record (no name, no dex) must not crash
-- the sort or disappear from the grid -- it just sorts last
local S = newState()
S.data = { pokemon = { BULBASAUR = { dex = 1, name = "BULBASAUR" },
PARTIAL = { baseStats = { hp = 40 } } } }
S.cat = { species = { "BULBASAUR", "PARTIAL" }, items = {}, moves = {} }
local byDex = Ops.dexList(S)
eq(#byDex, 2, "a partial record still appears in the dex order")
eq(byDex[2], "PARTIAL", "a record without a dex number sorts last")
Ops.dexSort(S, "name")
local byName = Ops.dexList(S)
eq(#byName, 2, "a partial record still appears in the name order")
eq(byName[2], "PARTIAL", "a record without a name sorts last, by its id")
-- and with no data/catalog at all, the list degrades to empty, not nil
local bare = State.new()
eq(#Ops.dexList(bare), 0, "a state with no catalog yields an empty list")
end
print(string.format("save editor task 7 tests: %d passed, %d failed", passed, failed))
if failed > 0 then os.exit(1) end
+174
View File
@@ -0,0 +1,174 @@
-- Independent-oracle test for the oversize-save import path in
-- src/import/SaveFileIO.lua (importToSlot force/truncate when a .sav exceeds
-- 32768 bytes with a valid main-data checksum -- i.e. a cartridge save padded
-- with an emulator RTC footer).
--
-- The fixture is built by the VENDOR codec (tools/save_convert/vendor/
-- gen1lib.lua, a PKHeX-derived Gen1 .sav<->JSON codec): the bytes GenSave
-- later imports were never produced by GenSave. The post-truncation export is
-- then re-parsed by that SAME vendor codec -- a second source independent of
-- GenSave -- confirming the forced truncation drops only the footer.
--
-- Runs under stock Lua 5.3/5.4/5.5 (gen1lib needs native bitwise operators and
-- cannot even be parsed by LuaJIT); GenSave gets a `bit` shim backed by those
-- operators, exactly like tools/save_convert/crosscheck.lua.
-- lua tests/save_oversize_vendor_test.lua
--
-- The luajit side of this policy lives in save_file_io_tests.lua; this file is
-- the out-of-band vendor oracle (see save_convert_tests.lua for the same
-- split). It lives OUTSIDE tests/engine/ on purpose: tier_runner globs that
-- directory under luajit, which cannot parse gen1lib. scripts/test.sh runs it
-- as its own lua5.4 tier when that interpreter is available.
package.path = "./?.lua;./?/init.lua;" .. package.path
-- `bit` shim backed by native Lua 5.3+ operators (crosscheck.lua's).
if not pcall(require, "bit") then
package.preload["bit"] = function()
local M = {}
function M.band(a, ...) local r = a; for _, v in ipairs({...}) do r = r & v end; return r & 0xFFFFFFFF end
function M.bor(a, ...) local r = a; for _, v in ipairs({...}) do r = r | v end; return r & 0xFFFFFFFF end
function M.bxor(a, ...) local r = a; for _, v in ipairs({...}) do r = r ~ v end; return r & 0xFFFFFFFF end
function M.bnot(a) return (~a) & 0xFFFFFFFF end
function M.lshift(a, n) return (a << n) & 0xFFFFFFFF end
function M.rshift(a, n) return (a & 0xFFFFFFFF) >> n end
return M
end
end
local T = require("tests.harness")
local check, eq = T.check, T.eq
love = love or require("tests.love_stub")
local GenSave = require("src.save_convert.GenSave")
local SaveConvert = require("src.save_convert.SaveConvert")
local SaveData = require("src.core.SaveData")
local GameVersion = require("src.core.GameVersion")
local SaveFileIO = require("src.import.SaveFileIO")
local gen1 = dofile("tools/save_convert/vendor/gen1lib.lua")
-- The vendor fixture needs no data/generated for BUILDING, but the import
-- (SaveConvert.importSav -> GenSave.decode) needs the crosswalk tables, so
-- skip cleanly on a checkout that never imported a ROM (like the luajit suite).
local loadPokemon = loadfile("data/generated/pokemon.lua")
if not loadPokemon then
print("save_oversize_vendor skipped (needs data/generated/ for GenSave codec)")
os.exit(0)
end
local realFS = love.filesystem
-- Same love.filesystem stub as save_file_io_tests.lua: keyed by full path with
-- the export surface SaveFileIO reaches (createDirectory/getSaveDirectory).
local function memfs(files)
return {
files = files,
write = function(path, content) files[path] = content return true end,
read = function(path) return files[path] end,
remove = function(path) files[path] = nil return true end,
getInfo = function(path)
if files[path] then return { type = "file" } end
local prefix = path .. "/"
for key in pairs(files) do
if key:sub(1, #prefix) == prefix then return { type = "directory" } end
end
return nil
end,
createDirectory = function() return true end,
getSaveDirectory = function() return "/fake/save" end,
}
end
local function fresh()
local files = {}
love.filesystem = memfs(files)
SaveData.resetSlotState()
GameVersion.set("red")
return files
end
-- DroppedFile-shaped source (readSource treats a raw string of length != 32768
-- as a path, so hand a file object).
local function fileSource(bytes)
return {
_bytes = bytes,
open = function() return true end,
getSize = function(self) return #self._bytes end,
read = function(self) return self._bytes end,
close = function() return true end,
}
end
-- A realistic 44-byte VBA MBC3 RTC footer (bgb.bircd.org/rtcsave.html).
local function rtcFooter()
local parts = {}
local function pushLe(v)
parts[#parts + 1] = string.char(v % 256, math.floor(v / 256) % 256,
math.floor(v / 65536) % 256, math.floor(v / 16777216) % 256)
end
pushLe(27); pushLe(29); pushLe(11); pushLe(200)
parts[#parts + 1] = string.rep("\0", 16)
parts[#parts + 1] = string.rep("\0", 8)
pushLe(0x669A00BF)
return table.concat(parts)
end
-- Build a 32768-byte save ENTIRELY through the vendor codec: zero base buffer,
-- trainer/party/box fields written by gen1lib, checksum recomputed by
-- gen1lib. GenSave had no part in producing these bytes.
local function vendorSave()
local data = {
raw_base64 = gen1.base64_encode(string.rep("\0", GenSave.SAVE_SIZE)),
trainer = {
name = "VENDOR", id = 12345, rival_name = "BLUE",
money = 4321, coins = 0, badges = 0, options = 0, starter = 0,
pikachu_friendship = 0, pikachu_beach_score = 0,
},
current_box = 1,
party = {},
boxes = {},
}
return gen1.build_save(data)
end
-- ---------------------------------------------- vendor-built oversize round trip
do
local base = vendorSave()
eq(#base, GenSave.SAVE_SIZE, "the vendor codec builds a 32768-byte save")
eq(SaveConvert.mainChecksumValid(base), true,
"the vendor-built save carries a valid main-data checksum")
local oversize = base .. rtcFooter()
eq(#oversize, 32768 + 44, "the oversize fixture is 32812 bytes")
local files = fresh()
-- the save the project has never seen imports cleanly once force truncates
local ok, slotId = SaveFileIO.importToSlot(fileSource(oversize), "red", true)
eq(ok, true, "the vendor-built oversize save imports with force")
local loaded = SaveData.load("red")
eq(loaded and loaded.player.name, "VENDOR", "the imported save keeps the vendor-written name")
eq(loaded and loaded.money, 4321, "the imported save keeps the vendor-written money")
local eok, path = SaveFileIO.exportActiveSlot("red")
eq(eok, true, "the forced import exports")
local rel = path:gsub("^/fake/save/", "")
local outBytes = files[rel]
eq(outBytes and #outBytes, GenSave.SAVE_SIZE, "the export is exactly 32768 bytes")
-- INDEPENDENT ORACLE: the vendor codec re-parses the project's export. If
-- the truncation had damaged the save, or GenSave's codec self-consistently
-- corrupted it, parse_save would disagree here.
local outBuf = gen1.string_to_bytes(outBytes)
local parsed = gen1.parse_save(outBuf)
eq(parsed.trainer.name, "VENDOR", "vendor parse of the export: name intact")
eq(parsed.trainer.money, 4321, "vendor parse of the export: money intact")
eq(parsed.trainer.id, 12345, "vendor parse of the export: trainer id intact")
eq(#parsed.party, 0, "vendor parse of the export: empty party preserved")
eq(#parsed.boxes, 12, "vendor parse of the export: 12 boxes present")
end
love.filesystem = realFS
T.finish("save_oversize_vendor")

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