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ca4d3d283c
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.
165 lines
5.0 KiB
Lua
165 lines
5.0 KiB
Lua
-- ../pokecrystal/engine/gfx/pic_animation.asm:544 ConvertAndApplyBitmask
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-- ../pokecrystal/engine/gfx/pic_animation.asm:356 PokeAnim_DoAnimScript
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local MonAnim = {}
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MonAnim.__index = MonAnim
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-- .Sizes db 4, 5, 7: bitmask bytes for a 5x5, 6x6 and 7x7 pic.
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-- ../pokecrystal/engine/gfx/pic_animation.asm:534
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MonAnim.BITMASK_BYTES = { [5] = 4, [6] = 5, [7] = 7 }
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-- ../pokecrystal/macros/scripts/pic_anims.asm:13-27
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MonAnim.END = 0xff
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MonAnim.SETREPEAT = 0xfe
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MonAnim.DOREPEAT = 0xfd
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-- .NextBit walks the row first, so bit i is row i % height, column i / height.
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-- ../pokecrystal/engine/gfx/pic_animation.asm:746
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function MonAnim.tileMap(data, frame)
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local tiles = data and data.tiles
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if not tiles then return nil end
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local count = tiles * tiles
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local out = {}
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for i = 1, count do out[i] = i - 1 end
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if not frame or frame <= 0 then return out end
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local row = data.frames and data.frames[frame]
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local mask = row and data.bitmasks and data.bitmasks[row.bitmask]
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if not (row and mask) then return nil end
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local cursor = 1
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for i = 0, count - 1 do
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local byte = mask[math.floor(i / 8) + 1] or 0
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if math.floor(byte / 2 ^ (i % 8)) % 2 == 1 then
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local id = row.tiles[cursor]
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if id == nil then return nil end
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out[i + 1] = id
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cursor = cursor + 1
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end
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end
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return out
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end
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-- PokeAnim_GetDuration: a * (1 + [wPokeAnimSpeed] / 16), truncated to 8 bits.
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-- ../pokecrystal/engine/gfx/pic_animation.asm:413
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function MonAnim.duration(param, speed)
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param = param % 256
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local scaled = math.floor(param * (speed or 0) / 16) % 256
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return (scaled + param) % 256
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end
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-- The PokeAnims programs less their cry commands; "wait" is SetWait's 18.
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-- ../pokecrystal/engine/gfx/pic_animation.asm:69-77, :150-164
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local SCENES = {
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battle = { "setup", "play" },
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battleSlow = { "setup2", "play" },
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menu = { "setup", "play", "wait", "idle", "play" },
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}
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MonAnim.SCENE_WAIT = 18
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function MonAnim.scenes() return SCENES end
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function MonAnim.new(data, scene)
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local steps = SCENES[scene or "battle"]
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if not (data and steps and data.play and #data.play > 0) then return nil end
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return setmetatable({
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data = data,
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steps = steps,
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step = 1,
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frame = 0,
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speed = 0,
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script = nil,
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pc = 1,
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repeatTimer = 0,
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waiting = false,
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waitCounter = 0,
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sceneWait = nil,
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done = false,
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}, MonAnim)
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end
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function MonAnim:finished() return self.done end
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-- PokeAnim_GetFrame's `and a / ret z`: command 0 is the base picture.
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-- ../pokecrystal/engine/gfx/pic_animation.asm:431-435
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function MonAnim:currentFrame() return self.frame end
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function MonAnim:beginScript(rows, speed)
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self.script = rows or {}
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self.speed = speed
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self.pc = 1
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self.repeatTimer = 0
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self.waiting = false
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self.waitCounter = 0
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end
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-- One tick of PokeAnim_DoAnimScript; true once the script has hit endanim.
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-- ../pokecrystal/engine/gfx/pic_animation.asm:370-411
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function MonAnim:runScript()
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if self.waiting then
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self.waitCounter = (self.waitCounter - 1) % 256
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if self.waitCounter == 0 then self.waiting = false end
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return false
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end
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for _ = 1, 256 do
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local row = self.script[self.pc]
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self.pc = self.pc + 1
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if row == nil then return true end
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local command = row[1]
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if command == MonAnim.END then
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return true
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elseif command == MonAnim.SETREPEAT then
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self.repeatTimer = row[2]
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elseif command == MonAnim.DOREPEAT then
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-- .DoRepeat returns on both `ret z` (:397-406).
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if self.repeatTimer == 0 then return false end
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self.repeatTimer = self.repeatTimer - 1
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if self.repeatTimer == 0 then return false end
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self.pc = row[2] + 1
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else
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self.frame = command
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self.waiting = true
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self.waitCounter = MonAnim.duration(row[2], self.speed)
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-- StartWaitAnim falls through into .WaitAnim (:383-388), so the frame
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-- it places is the frame the counter first ticks on.
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self.waitCounter = (self.waitCounter - 1) % 256
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if self.waitCounter == 0 then self.waiting = false end
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return false
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end
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end
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return true
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end
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-- One iteration of AnimateFrontpic's .loop: one scene command per frame.
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-- ../pokecrystal/engine/gfx/pic_animation.asm:79-89
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function MonAnim:update()
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if self.done then return end
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local step = self.steps[self.step]
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if step == nil then
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-- PokeAnim_Finish's DeinitFrames puts the base picture back (:224-228).
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self.frame = 0
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self.done = true
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return
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end
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if step == "setup" or step == "setup2" or step == "idle" then
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local rows = (step == "idle") and self.data.idle or self.data.play
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self:beginScript(rows, step == "setup2" and 4 or 0)
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self.step = self.step + 1
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return
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end
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if step == "wait" then
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self.sceneWait = (self.sceneWait or MonAnim.SCENE_WAIT) - 1
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if self.sceneWait <= 0 then
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self.sceneWait = nil
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self.step = self.step + 1
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end
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return
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end
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if self:runScript() then
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-- PokeAnim_Play redraws the base picture as the script ends (:196-205).
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self.frame = 0
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self.step = self.step + 1
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end
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end
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return MonAnim
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