-- engine/battle_anims/anim_commands.asm:603 BattleAnimCmd_BGP package.path = "./?.lua;./?/init.lua;" .. package.path love = require("tests.love_stub") local T = require("tests.harness") local AnimRunner = require("src.battle.gen2.AnimRunner") local BgEffects = require("src.battle.gen2.BgEffects") local GbcPalette = require("src.render.GbcPalette") -- data/moves/animations.asm:4509 BattleAnim_ShadowBall local SHADOW_BALL = { { "2gfx", "BATTLE_ANIM_GFX_EGG", "BATTLE_ANIM_GFX_SMOKE" }, { "bgp", 0x1b }, { "sound", 6 * 4 + 2, 0 }, { "obj", "BATTLE_ANIM_OBJ_SHADOW_BALL", 64, 92, 0x2 }, { "wait", 32 }, } do local runner = AnimRunner.new({ data = { scripts = { SHADOW_BALL = SHADOW_BALL } }, }) runner:start("SHADOW_BALL") T.eq(runner.bg.bgp, BgEffects.NORMAL_PAL, "identity ramp before the script") T.check(runner:step(), "the script is still running after frame one") T.eq(runner.bg.bgp, 0x1b, "anim_bgp $1b lands in wBGP: the inverted ramp the view must apply") runner.bg:reset() T.eq(runner.bg.bgp, BgEffects.NORMAL_PAL, "BattleAnim_RevertPals puts the identity back") end do T.eq(GbcPalette.BGP_IDENTITY, 0xe4, "dc 3, 2, 1, 0") local colors = { "c0", "c1", "c2", "c3" } local out = GbcPalette.remap(colors, 0x1b) T.eq(out[1], "c3", "$1b is dc 0, 1, 2, 3: colour 0 shows shade 3") T.eq(out[2], "c2", "colour 1 shows shade 2") T.eq(out[3], "c1", "colour 2 shows shade 1") T.eq(out[4], "c0", "colour 3 shows shade 0") T.check(GbcPalette.remap(colors, 0xe4) == colors, "the identity byte returns the palette untouched") end -- engine/battle_anims/anim_commands.asm:1293 BattleAnim_SetBGPals do local BattleAnimView = require("src.ui.gen2.BattleAnimView") local palettes = { pokemon = { [6] = { normal = { { 200, 100, 50 }, { 80, 40, 20 } } }, [25] = { normal = { { 230, 200, 40 }, { 150, 90, 20 } } }, }, hpBar = { green = { { 100, 220, 100 }, { 30, 160, 30 } }, yellow = { { 230, 220, 90 }, { 180, 150, 20 } }, red = { { 230, 100, 90 }, { 180, 30, 20 } }, }, expBar = { { 120, 140, 230 }, { 40, 60, 160 } }, } local view = BattleAnimView.new({}, palettes) local battle = { player = { species = 6 }, enemy = { species = 25 } } local list = view:panelPalettes(battle) T.eq(#list, 7, "shades + two mons + three hp bars + exp bar") local src, dst, count, ambiguous = GbcPalette.remapTable(list, 0x1b) T.check(count > 0 and count <= GbcPalette.REMAP_MAX, "the table fits the shader array") T.eq(ambiguous, 0, "no colour maps two ways") local function mapped(from) for i = 1, count do if src[i][1] == from[1] and src[i][2] == from[2] and src[i][3] == from[3] then return dst[i] end end end local black = mapped({ 255, 255, 255 }) T.check(black and black[1] == 0 and black[2] == 0 and black[3] == 0, "white inverts to black") local white = mapped({ 0, 0, 0 }) T.check(white and white[1] == 255 and white[2] == 255 and white[3] == 255, "black inverts to white") local mid = mapped({ 200, 100, 50 }) T.check(mid and mid[1] == 80 and mid[2] == 40 and mid[3] == 20, "the mon's colour 1 shows its colour 2") end T.finish("gen2 shadow ball bgp bug 1269")