Files
gen1recomp/tests/drivers/crystal_gender_flag_shots.lua
T
bryanthaboi ca4d3d283c Add Pokemon Crystal as a sixth supported version
Crystal boots from a user-supplied ROM, imports a full cache and is playable:
copyright, the Crystal intro movie, the animated title, gender select, Oak,
and out into Johto. 122 of the cart's 169 script specials are implemented.

Import and data
- tools/make_crystal_manifest.py derives the manifest by importing
  make_gold_manifest as a library, with three additive keyword seams. Gold and
  Silver still regenerate byte-identical, which is the standing requirement for
  touching that generator.
- crystal_symbol_deltas.py and crystal_movie_symbols.py carry the symbol delta:
  Crystal renames the credits mons, splits the trainer card, Pokegear and
  pack-pal blocks by gender, and replaces the intro and title outright.
- Crystal-only manifest keys: engineFlagOrder (162 flags to Gold's 93, so the
  badge block sits one higher) and unownCharmap (the main charmap parser stops
  at the first newcharmap so the two cannot contaminate each other).

Extractor
- RomExtractorGen2 becomes three-edition. Crystal corrections: PAL_MAP_BANK
  0x13, a flat PICS_FIX pic bank, audio bank 0x5e, the mapSongs id-100 hole,
  seven NPC trades, a TradeTexts stride of 8, the five Crystal tileset anim
  steps with per-row degrade, and the column-major trainer card portraits.
- New: animated front sprites (frames, bitmasks, play and idle scripts), the
  Battle Tower roster, Kris assets, Mobile System GB art, and the Crystal
  intro and title via src/import/CrystalMovie.lua.

Engine
- GameVersion gains engine(id) and fixes(id). Gold and Silver keep their
  original bugs where the bug is not hardware dependent; Crystal gets the fixes
  Crystal shipped: Lucky Number boxes 10-14, surfing onto an NPC, and the
  Reflect and Light Screen defence overflow.
- Crystal story: Suicune and Eusine, Celebi behind the GS Ball flag, the Ruins
  of Alph chambers, Buena, the Move Tutor, the Poke Seer, and the Battle Tower
  including the wInBattleTowerBattle badge-boost guard.
- Kris and the gender flag, animated fronts in battle and the summary screen,
  and mon caught data.

Verification
- Every extracted asset is pixel-compared against pret's own source PNGs.
- Gold caches are byte-identical before and after, file for file.
- New Crystal suites plus a T2 Gen 2 tier; the full suite passes.
2026-08-23 12:10:28 -04:00

261 lines
9.2 KiB
Lua

-- U2 verification: ENGINE_PLAYER_IS_FEMALE end to end, plus the four gendered
-- pictures and the Crystal surf refusal. Not a suite; a shot harness.
--
-- POKEPORT_GAME=crystal POKEPORT_BOOT_CINEMA=1 POKEPORT_GENDER=girl \
-- POKEPORT_SHOT_DIR=<dir> \
-- POKEPORT_DRIVER=tests/drivers/crystal_gender_flag_shots.lua love .
local U = require("tests.drivers.util")
local BattleState = require("src.ui.gen2.BattleState")
local FieldMoves = require("src.world.gen2.FieldMoves")
local GameVersion = require("src.core.GameVersion")
local GenderSelect = require("src.ui.gen2.GenderSelect")
local HallOfFame = require("src.ui.gen2.HallOfFame")
local MainMenu = require("src.ui.gen2.MainMenu")
local Mon = require("src.battle.gen2.Mon")
local NamePick = require("src.ui.gen2.NamePick")
local NamingScreen = require("src.ui.gen2.NamingScreen")
local OakSpeech = require("src.ui.gen2.OakSpeech")
local Screens = require("src.ui.Screens")
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/u2-gender"
local want = (os.getenv("POKEPORT_GENDER") or "girl"):lower()
local log = io.open(out .. "/driver.log", "w")
local function say(line)
print("[u2] " .. line)
if log then log:write(line .. "\n"); log:flush() end
end
local function done(code)
if log then log:close() end
love.event.quit(code)
if code ~= 0 then error("driver failed", 0) end
coroutine.yield()
end
local function bail(reason)
say("FAIL " .. reason)
done(1)
end
local function top() return game.stack:top() end
local function isA(class)
local s = top()
return s ~= nil and getmetatable(s) == class
end
local function tap(button, frames)
game.input.pressQueue[#game.input.pressQueue + 1] = button
game.input.state[button] = true
U.wait(2)
game.input.state[button] = false
U.wait(frames or 4)
end
local function waitFor(label, predicate, frames)
for _ = 1, frames or 900 do
if predicate() then return true end
U.wait(1)
end
bail(("stalled waiting for %s (top is %s)"):format(label, tostring(top())))
end
say("version=" .. GameVersion.get() .. " engine=" .. GameVersion.engine())
say("fixes.surfOntoNpc=" .. tostring(GameVersion.fixes().surfOntoNpc))
------------------------------------------------------------------ new game
U.wait(10)
for _ = 1, 1200 do
if isA(MainMenu) then break end
tap("start", 2)
end
waitFor("the main menu", function() return isA(MainMenu) end, 600)
local menu = top()
for i, item in ipairs(menu.list.items) do
if item.value == "new" then menu.list.index = i end
end
tap("a")
local gendered = false
for _ = 1, 400 do
if isA(GenderSelect) then gendered = true break end
if isA(OakSpeech) or isA(NamePick) then break end
U.wait(1)
end
if GameVersion.engine() == "crystal" then
if not gendered then bail("Crystal never offered InitGender") end
local pick = top()
pick.cursor = (want == "girl") and 2 or 1
U.shot(game, out .. "/00-gender.png")
say("OK gender screen, choosing " .. want)
tap("a")
else
if gendered then bail("Gold offered a gender prompt; it has none") end
say("OK no gender prompt on " .. GameVersion.get())
end
for _ = 1, 900 do
if game.phase == "play" and game.world and game.world.map then break end
if isA(NamingScreen) then
local naming = top()
naming.row = naming:bottomRow()
naming.col = 6
end
tap("a", 2)
end
if not (game.phase == "play" and game.world and game.world.map) then
bail("never reached the overworld (top is " .. tostring(top()) .. ")")
end
local world = game.world
local save = game.save
say("OK overworld, name=" .. tostring(save.player.name)
.. " gender=" .. tostring(save.player.gender)
.. " sprite=" .. tostring(world:playerSpriteName()))
------------------------------------------------------ the engine flag itself
local id = FieldMoves.FEMALE_FLAG
say("FieldMoves.FEMALE_FLAG=" .. tostring(id))
if GameVersion.engine() == "crystal" then
if id ~= 99 then bail("female flag id is " .. tostring(id) .. ", want 99") end
local reads = world:engineFlag(id)
say("world:engineFlag(" .. id .. ")=" .. tostring(reads))
if reads ~= (want == "girl") then
bail("checkflag ENGINE_PLAYER_IS_FEMALE read " .. tostring(reads))
end
elseif id ~= nil then
bail("Gold bound a female flag id: " .. tostring(id))
end
------------------------------------------------------------- the three sites
local sites = {
{ "COPYCATS_HOUSE_2F", 3, 4, "up", "01-copycat" },
{ "ROUTE_37", 5, 9, "up", "02-route37" },
{ "POKECENTER_2F", 5, 5, "up", "03-pokecenter2f" },
}
for _, site in ipairs(sites) do
local mapId, x, y, facing, name = site[1], site[2], site[3], site[4], site[5]
if world.maps and world.maps[mapId] then
world:setMap(mapId, x, y, facing)
U.wait(40)
U.shot(game, out .. "/" .. name .. ".png")
local names = {}
for _, npc in ipairs(world.npcs or {}) do
names[#names + 1] = tostring(npc.def and npc.def.sprite)
end
say(name .. " map=" .. tostring(world.map.id)
.. " objects=" .. table.concat(names, ","))
else
say("SKIP " .. mapId .. ": not in this cache")
end
end
------------------------------------------------------------------- the pack
world:setMap("NEW_BARK_TOWN", 13, 6, "down")
U.wait(20)
save.inventory = save.inventory or {}
save.inventory.POTION = 3
Screens.push(game, "Gen2PackMenu", { save = save, world = {},
onClose = function() game.stack:pop() end })
U.wait(20)
U.shot(game, out .. "/04-pack.png")
local packGfx = top() and top().gfx
local pals = packGfx and packGfx.gfx and packGfx.gfx.palettes
local menuGfx = game.data.gen2MenuGfx or {}
local femalePals = menuGfx.pack and menuGfx.pack.palettesFemale
say("pack palettes are the female set: "
.. tostring(pals ~= nil and pals == femalePals))
tap("b")
U.wait(10)
while top() do game.stack:pop() end
------------------------------------------------------------ battle back pic
local hud = menuGfx.battleHud or {}
say("battleHud.playerBack=" .. tostring(hud.playerBack)
.. " playerBackFemale=" .. tostring(hud.playerBackFemale))
save.party = { Mon.new(game.data, "CYNDAQUIL", 12) }
world:startBattle({ wild = Mon.new(game.data, "WOOPER", 5) })
local battle
for _ = 1, 600 do
if getmetatable(top()) == BattleState then battle = top() break end
U.wait(1)
end
if not battle then bail("startBattle never reached the battle screen") end
-- showPlayerTrainer is only true until SendOutPlayerMon; hold it so the
-- back pic is what the shot catches.
for _ = 1, 90 do
battle.showPlayerTrainer = true
U.wait(1)
end
battle.showPlayerTrainer = true
U.shot(game, out .. "/05-battle-backpic.png")
say("battle backpic path=" .. tostring(battle.playerBackPath))
while top() do game.stack:pop() end
U.wait(10)
------------------------------------------------------------- trainer card
Screens.push(game, "Gen2TrainerCard", { onClose = function()
game.stack:pop() end })
U.wait(30)
U.shot(game, out .. "/06-trainercard.png")
say("trainer card female arm=" .. tostring(top() and top().female))
tap("b")
U.wait(10)
while top() do game.stack:pop() end
------------------------------------------------------------- hall of fame
save.hallOfFame = nil
Screens.push(game, "Gen2HallOfFame", {
save = save, mode = "induct", text = world.text,
entry = { winCount = 1, mons = { { species = "CYNDAQUIL", level = 12,
nickname = "CYNDAQUIL", otId = 1234, gender = "male" } } },
onDone = function() game.stack:pop() end })
U.wait(20)
local hof = top()
if getmetatable(hof) ~= HallOfFame then
bail("Gen2HallOfFame did not push (top is " .. tostring(hof) .. ")")
end
-- The ceremony walks its own phases; freeze it so the two player cards can
-- be posed and shot.
hof.update = function() end
hof.scx, hof.scy = 0, 0
hof.phase = "player"
U.shot(game, out .. "/07-hof-trainerpic.png")
hof.phase = "playerBack"
U.shot(game, out .. "/08-hof-backpic.png")
say("hof backpic=" .. tostring(hof.playerBackPath)
.. " trainerPic=" .. tostring(hof.trainerPicPath))
while top() do game.stack:pop() end
U.wait(10)
------------------------------------------------------------- surf onto NPC
--
-- SurfFunction.TrySurf with a facing object: Crystal refuses, Gold does not
-- (../pokecrystal/engine/events/overworld.asm:364).
local ctx = {
save = { player = { badges = { FOG = true } } },
mon = { species = "LAPRAS" },
facing = "down",
facingColl = 0x29,
playerColl = 0x00,
playerState = FieldMoves.PLAYER_NORMAL,
facingObject = { id = "an NPC standing on the water" },
}
local refused = FieldMoves.surfFromMenu(ctx)
say("surf onto an NPC: ok=" .. tostring(refused.ok)
.. " text=" .. tostring(refused.text))
local shouldRefuse = GameVersion.fixes().surfOntoNpc == true
if (refused.ok ~= true) ~= shouldRefuse then
bail("surf-onto-NPC answered ok=" .. tostring(refused.ok)
.. " but fixes().surfOntoNpc=" .. tostring(shouldRefuse))
end
ctx.facingObject = nil
if not FieldMoves.surfFromMenu(ctx).ok then
bail("open water refused SURF")
end
say("PASS " .. GameVersion.get() .. " / " .. want .. " in " .. out)
done(0)
end