-- #1831: spinner tiles whirled the sprite per DISPLAY frame and flickered -- the arrows at twice the cart's rate (engine/overworld/spinners.asm:1-22, -- home/overworld.asm:41-44,268-272). -- POKEPORT_DRIVER=tests/drivers/spinner_rate_bug1831_test.lua \ -- POKEPORT_IDENTITY=bug1831 POKEPORT_TOUCH=0 POKEPORT_VERSION=red love . return function(game) local U = dofile("tests/drivers/util.lua") local TileRenderer = require("src.render.TileRenderer") local results = {} local function check(label, ok) results[#results + 1] = (ok and "PASS " or "FAIL ") .. label end -- data/generated/field.lua ROCKET_HIDEOUT_B2F: the arrow at (12, 9) -- slides 10 cells left, the longest straight ride on the floor. U.teleport(game, "ROCKET_HIDEOUT_B2F", 13, 9, "left") U.wait(10) local ow = game.overworld check("overworld is up on ROCKET_HIDEOUT_B2F", ow ~= nil and ow.player ~= nil) -- one step left onto the arrow starts the forced slide U.hold(game, "left", 20) local spinning = false for _ = 1, 30 do if ow.player.spinning then spinning = true break end U.wait(1) end check("stepping on the arrow starts the spin", spinning) -- sample per fixed step while the slide runs local facings, timers, blurs = {}, {}, {} for _ = 1, 200 do if not ow.player.spinning then break end local _, _, _, facing = ow.player:pose() facings[#facings + 1] = facing timers[#timers + 1] = ow.player.spinTimer or 0 blurs[#blurs + 1] = TileRenderer.spinBlurActive() U.wait(1) end check(("the slide gave %d samples (want >= 32)"):format(#facings), #facings >= 32) -- spinTimer ticks once per fixed step, not per rendered frame local ticks = true for i = 2, #timers do if timers[i] - timers[i - 1] ~= 1 then ticks = false end end check("spinTimer advances exactly once per fixed step", ticks) -- each facing holds for 2 fixed steps: one quarter-turn per OverworldLoop -- iteration, two frames each (home/overworld.asm:41-44) local runs, run = {}, 1 for i = 2, #facings do if facings[i] == facings[i - 1] then run = run + 1 else runs[#runs + 1] = run run = 1 end end local twos, others = 0, 0 for i = 2, #runs do -- the first run starts mid-phase, skip it if runs[i] == 2 then twos = twos + 1 else others = others + 1 end end check(("facing holds 2 steps (%d runs of 2, %d other)"):format(twos, others), twos >= 8 and others == 0) -- arrow blur half-period is 16 frames: one whole 16-frame walked tile -- per wSimulatedJoypadStatesIndex parity (spinners.asm:18-22). The clock -- advances on the draw path, so allow one frame of sampling skew; the old -- bug read 8 here. local span, spans = 1, {} for i = 2, #blurs do if blurs[i] == blurs[i - 1] then span = span + 1 else spans[#spans + 1] = span span = 1 end end local good, bad = 0, 0 for i = 2, #spans do -- first span starts mid-phase, skip it if spans[i] >= 15 and spans[i] <= 17 then good = good + 1 else bad = bad + 1 end end check(("blur toggles every ~16 frames (%d good, %d off)"):format(good, bad), good >= 1 and bad == 0) for _, line in ipairs(results) do U.log(line) end U.log("Right looks like: while the player is swept along the arrow the") U.log("sprite makes roughly one full turn per 8 frames, a lazy whirl, and") U.log("the arrow tiles swap between blur and static about twice a second.") while true do coroutine.yield() end end