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Author SHA1 Message Date
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
64 changed files with 5083 additions and 173 deletions
+6 -2
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@@ -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 = {
+28 -18
View File
@@ -1031,23 +1031,31 @@ 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 +1065,14 @@ 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 = {
+45 -12
View File
@@ -517,6 +517,14 @@ 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 +535,44 @@ 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
-- -------------------------------------------------------------------
+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" },
+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
+14
View File
@@ -12,6 +12,20 @@
"tintColor": "3b5ca8",
"category": "games",
"versions": [
{
"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",
+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 -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
+69 -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 +384,42 @@ 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
-- 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 +429,26 @@ 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
+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
+40 -2
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
+62 -4
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.
@@ -2408,6 +2459,13 @@ 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
+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
+12
View File
@@ -190,6 +190,18 @@ 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
+1
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
+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.
+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
+110 -23
View File
@@ -1259,8 +1259,14 @@ 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 +1726,22 @@ 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,
@@ -2362,8 +2384,21 @@ 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))
@@ -2949,7 +2984,7 @@ local function meetTrainerTheme(cls)
end
-- Run the pre-battle text -> battle -> won text -> flags sequence.
function OverworldState:engageTrainer(npc, onDone)
function OverworldState:engageTrainer(npc, onDone, endBattleText)
local d = npc.def
Runtime.emit("world.trainer_engaged", { npc = npc, trainerClass = d.trainerClass,
partyIndex = d.trainerParty })
@@ -2959,7 +2994,15 @@ 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()
@@ -3228,8 +3271,26 @@ 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
@@ -3680,9 +3741,13 @@ 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
@@ -3973,25 +4038,47 @@ 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
@@ -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
+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
@@ -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 +1,172 @@
-- 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
+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 +1,219 @@
-- 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 +1,201 @@
-- #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")
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
View File
@@ -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()
+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
+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,
+187
View File
@@ -0,0 +1,187 @@
-- 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()
+89
View File
@@ -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" })
+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")
+1
View File
@@ -528,6 +528,7 @@ def cmd_scaffold(args, repo):
DRIVER_TEMPLATE = """-- generated by tools/modkit.py; drives the real loader headlessly
package.path = "./?.lua;./?/init.lua;" .. package.path
love = require("tests.love_stub")
local data = %s
local FILES = %s
local overlay = {}
+52
View File
@@ -717,6 +717,58 @@ function Ops.dexClear(S)
return Ops.mark(S, "Pokedex wiped")
end
-- ------------------------------------------------------------------ dex sort
-- The DEX grid's row order. Sorting is view-only: it never touches the save,
-- so the list itself is computed here (pure, testable) and the switch is
-- narrated through Ops.say, never Ops.mark.
--
-- "dex" -- by Pokedex number (1-151), the panel default
-- "name" -- by display name, alphabetical (case-insensitive)
--
-- A species whose record lacks the sort key (a partial mod record) sorts
-- last, ordered by its id, so the grid can never drop a row or crash.
-- table.sort is not stable, so every sort carries the id as a tiebreak and
-- the order is fully deterministic.
local SORT_KEYS = {
dex = function(def, id)
return def and def.dex or math.huge
end,
name = function(def, id)
local name = def and def.name
return (name and tostring(name):lower()) or tostring(id):lower()
end,
}
function Ops.dexList(S)
local list = S and S.cat and S.cat.species
if not list then return {} end
local make = SORT_KEYS[S.dexSort == "name" and "name" or "dex"]
local data = S.data
local rows = {}
for _, id in ipairs(list) do
rows[#rows + 1] = { key = make(data and data.pokemon and data.pokemon[id], id),
id = id }
end
table.sort(rows, function(a, b)
if a.key ~= b.key then return a.key < b.key end
return a.id < b.id
end)
local out = {}
for i, r in ipairs(rows) do out[i] = r.id end
return out
end
-- View-only verb: switching the DEX grid's order resets its scroll but never
-- dirties the save or narrates in the status bar (the active chip carries
-- the mode). Returns true when the mode changed, false on a no-op.
function Ops.dexSort(S, mode)
if mode ~= "name" and mode ~= "dex" then return false end
if S.dexSort == mode then return false end
S.dexSort = mode
S.dexOffset = 0
return true
end
-- -------------------------------------------------------------------- map
-- Outdoor is detected the way the game treats LAST_MAP sources:
-- OVERWORLD/PLATEAU tilesets, maps with connections, or fly spots the save
+1
View File
@@ -77,6 +77,7 @@ function State.new()
eventsOffset = 0,
-- dex
dexSort = "dex", -- how the DEX grid is ordered: "dex" (by number) | "name" (A-Z)
dexOffset = 0,
-- map
+16 -3
View File
@@ -8,6 +8,7 @@
local Theme = require("Theme")
local Ops = require("Ops")
local MonEditor = require("MonEditor")
local PAL = Theme.PAL
local M = {}
@@ -24,7 +25,7 @@ function M.draw(S, Kit, x, y, w, h)
local s = Kit.scale
local pad = 20 * s
local dex = Ops.dex(S)
local species = S.cat.species
local species = Ops.dexList(S)
local seen, owned, total = Ops.dexCounts(S)
Kit.card(x, y, w, h)
@@ -44,12 +45,20 @@ function M.draw(S, Kit, x, y, w, h)
-- and FLOW, wrapping to further rows when even one is too narrow, so the
-- cluster can never paint over the headline or over itself.
local actH = 34 * s
-- The two sort chips are view-only (Ops.dexSort never dirties the save);
-- the active mode reads as the accent chip, the other as ghost. They ride
-- the same wrap-aware cluster as the bulk actions so a narrow window flows
-- them to their own rows instead of painting over the headline (#715).
local buttons = {
{ label = "Own party + boxes", kind = "ghost", fn = Ops.dexStamp },
{ label = "See all", kind = "accent", fn = Ops.dexSeeAll },
{ label = "Own all", kind = "good", fn = Ops.dexOwnAll },
{ label = Ops.armLabel(S, "dex-clear", "Wipe dex"), kind = "danger",
fn = Ops.dexClear },
{ label = "Dex #", kind = (S.dexSort ~= "name") and "accent" or "ghost",
fn = function(s) Ops.dexSort(s, "dex") end },
{ label = "A-Z", kind = (S.dexSort == "name") and "accent" or "ghost",
fn = function(s) Ops.dexSort(s, "name") end },
}
local clusterW = -10 * s
for _, b in ipairs(buttons) do
@@ -140,9 +149,13 @@ function M.draw(S, Kit, x, y, w, h)
Theme.row(rx, ry, colW, rowH, 9 * s, 0.6)
local def = S.data.pokemon[id]
Kit.text("micro", ("%03d"):format(def and def.dex or 0), rx + 10 * s,
local dexText = ("%03d"):format(def and def.dex or 0)
Kit.text("micro", dexText, rx + 10 * s,
ry + (rowH - Kit.textHeight("micro")) / 2, PAL.faint)
local nameX = rx + 44 * s
local spriteS = 24 * s
local spriteX = rx + 10 * s + Kit.textWidth("micro", dexText) + 8 * s
MonEditor.drawSprite(S, Kit, id, spriteX, ry + (rowH - spriteS) / 2, spriteS)
local nameX = spriteX + spriteS + 6 * s
local nameW = colW - 10 * s - 2 * (chipW + 6 * s) - (nameX - rx)
Kit.text("mono", Kit.ellipsize("mono", id, nameW), nameX,
ry + (rowH - Kit.textHeight("mono")) / 2,