Files
gen1recomp/tests/gen2_crystal_anim_test.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

140 lines
5.4 KiB
Lua

-- Crystal's animated front pics: the bitmask decode and the frame sequencer.
-- luajit tests/gen2_crystal_anim_test.lua
--
-- ROM-free. The fixtures are the shapes the extractor writes into
-- data/generated/pokemon.lua, with the numbers taken from BULBASAUR's own
-- bitmask/frames data so a failure names the bytes it disagrees with.
package.path = "./?.lua;./?/init.lua;" .. package.path
local S = require("tests.harness").suite("gen2 crystal anim")
local check, eq = S.check, S.eq
local MonAnim = require("src.render.MonAnim")
-- ---- bitmask decode -------------------------------------------------------
-- ../pokecrystal/gfx/pokemon/bulbasaur/bitmask.asm bitmask 0 and frame 1:
-- %01100000 %10101101 %00000001 %00000000, then $19..$20. The tool emits the
-- byte low bit first, so the eight set bits are tile positions 5, 6, 8, 10,
-- 11, 13, 15 and 16 in the pic's own column-major order.
local BULBASAUR = {
tiles = 5,
bitmasks = {
{ 0x60, 0xad, 0x01, 0x00 },
{ 0x20, 0xad, 0x01, 0x00 },
},
frames = {
{ bitmask = 1, tiles = { 0x19, 0x1a, 0x1b, 0x1c, 0x1d, 0x1e, 0x1f, 0x20 } },
{ bitmask = 2, tiles = { 0x21, 0x1b, 0x22, 0x1d, 0x1e, 0x23, 0x24 } },
},
play = { { 1, 10 }, { 2, 10 }, { 0, 5 } },
idle = { { 2, 5 }, { 0, 5 } },
}
local base = MonAnim.tileMap(BULBASAUR, 0)
eq(base and #base, 25, "the base picture is 5x5 tiles")
eq(base and base[1], 0, "position 0 is tile 0")
eq(base and base[25], 24, "position 24 is tile 24")
local first = MonAnim.tileMap(BULBASAUR, 1)
eq(first and #first, 25, "frame 1 is still 5x5 tiles")
local REPLACED = { [6] = 0x19, [7] = 0x1a, [9] = 0x1b, [11] = 0x1c,
[12] = 0x1d, [14] = 0x1e, [16] = 0x1f, [17] = 0x20 }
local wrong = nil
for slot = 1, 25 do
local want = REPLACED[slot] or (slot - 1)
if first[slot] ~= want then wrong = wrong or slot end
end
eq(wrong, nil, "frame 1 replaces exactly the eight bitmask-0 positions")
-- Bitmask 1 drops bit 6 and keeps bit 5, so frame 2 leaves position 6 alone.
local second = MonAnim.tileMap(BULBASAUR, 2)
eq(second and second[6], 0x21, "frame 2 replaces position 5")
eq(second and second[7], 6, "and leaves position 6 at its base tile")
eq(second and #BULBASAUR.frames[2].tiles, 7,
"seven set bits, seven replacement tiles")
eq(MonAnim.tileMap({ frames = {}, bitmasks = {} }, 0), nil,
"no pic size means no tile map")
eq(MonAnim.tileMap(BULBASAUR, 9), nil, "and a frame that does not exist is nil")
-- ---- durations ------------------------------------------------------------
-- PokeAnim_GetDuration: a * (1 + [wPokeAnimSpeed] / 16).
eq(MonAnim.duration(10, 0), 10, "speed 0 leaves a duration alone")
eq(MonAnim.duration(10, 4), 12, "ANIM_MON_SLOW's speed 4 stretches 10 to 12")
eq(MonAnim.duration(5, 4), 6, "and 5 to 6")
eq(MonAnim.duration(200, 4), 250, "the arithmetic stays inside a byte")
-- ---- the sequencer --------------------------------------------------------
-- setrepeat 2 / frame 1, 3 / frame 2, 2 / dorepeat 1 -- the shape most of
-- Crystal's entrance animations have (../pokecrystal/gfx/pokemon/abra/anim.asm).
local LOOPED = {
tiles = 5, bitmasks = BULBASAUR.bitmasks, frames = BULBASAUR.frames,
play = { { MonAnim.SETREPEAT, 2 }, { 1, 3 }, { 2, 2 }, { MonAnim.DOREPEAT, 1 } },
idle = { { 2, 2 } },
}
local function timeline(data, scene, ticks)
local anim = MonAnim.new(data, scene)
local out = {}
for _ = 1, ticks do
anim:update()
out[#out + 1] = anim:currentFrame()
end
return out, anim
end
local frames, anim = timeline(LOOPED, "battle", 14)
eq(table.concat(frames, ","), "0,1,1,1,2,2,1,1,1,2,2,2,0,0",
"the looped script plays twice and lands back on the base picture")
check(anim:finished(), "and the scene is over after PokeAnim_Finish")
-- Setup costs a frame of its own before the script starts, so the first
-- animation frame is on tick 2, not tick 1.
eq(frames[1], 0, "PokeAnim_Setup shows the base picture for its own frame")
-- ANIM_MON_SLOW's speed 4 stretches every duration: 8 becomes 10.
local ONESHOT = {
tiles = 5, bitmasks = BULBASAUR.bitmasks, frames = BULBASAUR.frames,
play = { { 1, 8 } }, idle = { { 2, 2 } },
}
eq(table.concat(timeline(ONESHOT, "battle", 11), ","),
"0,1,1,1,1,1,1,1,1,0,0", "speed 0 holds frame 1 for eight frames")
eq(table.concat(timeline(ONESHOT, "battleSlow", 13), ","),
"0,1,1,1,1,1,1,1,1,1,1,0,0", "speed 4 holds it for ten")
-- ANIM_MON_MENU: the entrance animation, an 18-frame pause, then the idle.
local menu = MonAnim.new(ONESHOT, "menu")
local seen = {}
for tick = 1, 31 do
menu:update()
seen[tick] = menu:currentFrame()
end
eq(seen[10], 0, "the entrance script ends on the base picture")
local resume
for tick = 11, 31 do
if seen[tick] ~= 0 then resume = tick break end
end
eq(resume, 11 + MonAnim.SCENE_WAIT + 1,
"eighteen wait frames, then PokeAnim_Idle's own frame, then the idle script")
eq(resume and seen[resume], 2, "and the idle script's first frame comes up")
check(not menu:finished(), "the menu scene is longer than the battle one")
local ran = 0
for tick = 1, 60 do
menu:update()
if menu:finished() then ran = tick break end
end
check(ran > 0, "but it does end")
-- ---- gating ---------------------------------------------------------------
eq(MonAnim.new(nil, "battle"), nil, "no data means no sequencer")
eq(MonAnim.new({ tiles = 5, play = {} }, "battle"), nil,
"and an empty script means no sequencer, which is every Gold species")
eq(MonAnim.new(LOOPED, "nosuchscene"), nil, "an unknown scene is nil too")
S.finish()