-- Eye check on the Mt Moon B2F Jessie & James ambush (#423): the duo walk up -- to the player and leave behind a fade. pokeyellow scripts/MtMoonB2F.asm -- MtMoonB2FScript_49e15 simulates PAD_UP, Script6/Script9 walk Jessie six and -- James five LEFT steps, Script8/Script11 face them; Script14 hides them between -- GBFadeOutToBlack / GBFadeInFromBlack. No POKEPORT_SPEED (the fade and the -- theme sting ride the audio clock), and no POKEPORT_IDENTITY (it re-imports): -- POKEPORT_VERSION=yellow SHOT_DIR=/tmp/shots POKEPORT_TOUCH=0 POKEPORT_DRIVER=tests/drivers/jessie_james_mtmoon_bug423_test.lua love . return function(game) local U = dofile("tests/drivers/util.lua") local Pokemon = require("src.pokemon.Pokemon") local BattleState = require("src.battle.BattleState") local GameVersion = require("src.core.GameVersion") local DIR = os.getenv("SHOT_DIR") or "/tmp/shots" pcall(function() io.stdout:setvbuf("no") end) -- LOVE block-buffers stdout -- pokeyellow data/maps/objects/MtMoonB2F.asm: object 2 JESSIE at (9,3), -- object 6 JAMES at (9,4). MtMoonB2FScript_49e15's trigger is (3,5), so the -- PAD_UP step puts the player on (3,4) and the walks land (3,3) and (4,4). local MAP = "MT_MOON_B2F" local TRIGGER = { x = 3, y = 5 } local JESSIE, JAMES = "MTMOONB2F_JESSIE", "MTMOONB2F_JAMES" local BEAT = "EVENT_BEAT_MT_MOON_3_JESSIE_JAMES" local WANT = { player = { x = TRIGGER.x, y = TRIGGER.y - 1 }, jessie = { x = TRIGGER.x, y = TRIGGER.y - 2, facing = "down" }, james = { x = TRIGGER.x + 1, y = TRIGGER.y - 1, facing = "left" }, } local function check(label, ok) U.log(ok and "PASS" or "FAIL", label) return ok end local function npcNamed(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 -- ---- what the eye cannot check ----------------------------------------- local opts = game.save.options or {} local sfxVol = opts.sfxVol or 7 if sfxVol == 0 then U.log("FAIL sfx volume is 0: the theme sting that opens the ambush and the") U.log(" bubble blip over the player are both silent, so the audio half") U.log(" cannot be judged. Set SFX to 7 in OPTION first.") end check(("sfx volume %d"):format(sfxVol), sfxVol > 0) check("running Yellow", GameVersion.isYellow()) -- one strong mon with one damaging move: a stat move stalls the A-mash local mon = Pokemon.new(game.data, "MEWTWO", 100) mon.moves = { { id = "TACKLE", pp = 35 } } game.save.party = { mon } game.save.flags[BEAT] = nil game.save.flags.EVENT_GOT_HELIX_FOSSIL = true -- ---- reach the trigger --------------------------------------------------- U.teleport(game, MAP, TRIGGER.x, TRIGGER.y + 1, "up") local ow = game.overworld U.hold(game, "up", 20) U.wait(10) if not ow.runner:isRunning() then -- a map or mod edit blocked the approach from below: step in from whatever -- free walkable neighbour is left local sides = { { 1, 0, "left" }, { -1, 0, "right" }, { 0, -1, "down" } } for _, s in ipairs(sides) do local cx, cy = TRIGGER.x + s[1], TRIGGER.y + s[2] if ow.map:isWalkableCell(cx, cy) and not ow:npcAtCell(cx, cy) then U.log("approach from below failed, stepping in from", cx, cy) U.teleport(game, MAP, cx, cy, s[3]) ow = game.overworld U.hold(game, s[3], 20) U.wait(10) if ow.runner:isRunning() then break end end end end check("the ambush script is running", ow.runner:isRunning()) U.shot(game, DIR .. "/jj423_0_trigger.png") -- ---- the duo close in ---------------------------------------------------- -- Sample every mash: the closed-in positions only hold between the motto and -- the challenge line, and the battle push ends the window. local closed = nil local battle = nil for _ = 1, 1500 do local top = game.stack:top() if getmetatable(top) == BattleState then battle = top break end local jessie, james = npcNamed(ow, JESSIE), npcNamed(ow, JAMES) if not closed and jessie and james and not jessie.moving and not james.moving and jessie.cellX == WANT.jessie.x and james.cellX == WANT.james.x then closed = { px = ow.player.cellX, py = ow.player.cellY, jx = jessie.cellX, jy = jessie.cellY, jf = jessie.facing, mx = james.cellX, my = james.cellY, mf = james.facing, } U.shot(game, DIR .. "/jj423_1_scene.png") end U.tap(game, "a") U.wait(3) end check("the duo walked in instead of staying at (9,3) and (9,4)", closed ~= nil) closed = closed or {} U.log("player", tostring(closed.px), tostring(closed.py), "jessie", tostring(closed.jx), tostring(closed.jy), tostring(closed.jf), "james", tostring(closed.mx), tostring(closed.my), tostring(closed.mf)) check("the player took the simulated PAD_UP step onto (3,4)", closed.px == WANT.player.x and closed.py == WANT.player.y) check("Jessie is standing directly above the player", closed.jx == WANT.jessie.x and closed.jy == WANT.jessie.y) check("Jessie is facing down at him", closed.jf == WANT.jessie.facing) check("James is standing beside the player", closed.mx == WANT.james.x and closed.my == WANT.james.y) check("James is facing left at him", closed.mf == WANT.james.facing) check("the challenge line opened the battle", battle ~= nil) if battle then for _ = 1, 240 do if battle.showEnemyTrainer and (battle.introSlide or 0) <= 0 then break end U.wait(1) end U.shot(game, DIR .. "/jj423_1b_battle.png") end -- ---- and leave behind a fade -------------------------------------------- local peakFade, fadeShot = 0, false local settled = false for i = 1, 6000 do local overlay = ow.fadeOverlay local alpha = overlay and overlay.alpha or 0 if alpha > peakFade then peakFade = alpha end if game.stack:top() == ow and not ow.runner:isRunning() and #ow.scriptMoves == 0 and game.save.flags[BEAT] then settled = true break end if alpha > 0.35 and not fadeShot then fadeShot = true U.shot(game, DIR .. "/jj423_2_fade.png") end U.tap(game, "a") -- step frame by frame while the overlay lives: a 12-frame ramp sampled -- every third frame reads as no fade at all U.wait((alpha > 0 or i > 1200) and 1 or 3) end U.shot(game, DIR .. "/jj423_3_done.png") check("the scene ran to its end", settled) check("the beat flag is set", game.save.flags[BEAT] == true) check("Jessie is gone", npcNamed(ow, JESSIE) == nil) check("James is gone", npcNamed(ow, JAMES) == nil) U.log(("peak fade alpha %.2f"):format(peakFade)) check("the exit dipped the screen toward black", peakFade > 0.3) U.log("jj423_1_scene.png must show Jessie one cell ABOVE the player looking") U.log("down at him and James on his right looking left, not the pair parked") U.log("across the corridor; the exclamation bubble pops over the player just") U.log("before they start walking, so watch the window live for that beat.") U.log("jj423_2_fade.png is the room dimming with the duo still standing in") U.log("it, and jj423_3_done.png is the same room lit and empty; the second") U.log("Music_MeetJessieJames sting covers the fade, then the cave theme.") while true do coroutine.yield() end end