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gen1recomp/tests/drivers/spinner_rate_bug1831_test.lua
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Lua

-- #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