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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.
105 lines
3.5 KiB
Lua
105 lines
3.5 KiB
Lua
-- The Ruins of Alph wall words and word rooms, driven in a real game.
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--
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-- POKEPORT_IDENTITY=unit-e-unown POKEPORT_GAME=crystal \
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-- POKEPORT_VERSION=crystal POKEPORT_SHOT_DIR=/tmp/unit-e \
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-- POKEPORT_DRIVER=tests/drivers/crystal_unown_words_shots.lua love .
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local U = require("tests.drivers.util")
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local GameVersion = require("src.core.GameVersion")
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local Mon = require("src.battle.gen2.Mon")
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local UnownWords = require("src.world.gen2.UnownWords")
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-- maps/RuinsOfAlphKabutoChamber.asm:272 `bg_event 4, 0, BGEVENT_UP`
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local CHAMBERS = {
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{ map = "RUINS_OF_ALPH_KABUTO_CHAMBER", word = "ESCAPE" },
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{ map = "RUINS_OF_ALPH_AERODACTYL_CHAMBER", word = "LIGHT" },
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{ map = "RUINS_OF_ALPH_OMANYTE_CHAMBER", word = "WATER" },
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{ map = "RUINS_OF_ALPH_HO_OH_CHAMBER", word = "HO-OH" },
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}
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local WORD_ROOMS = {
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{ map = "RUINS_OF_ALPH_KABUTO_WORD_ROOM", x = 9, y = 6 },
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{ map = "RUINS_OF_ALPH_AERODACTYL_WORD_ROOM", x = 9, y = 6 },
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{ map = "RUINS_OF_ALPH_OMANYTE_WORD_ROOM", x = 9, y = 6 },
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{ map = "RUINS_OF_ALPH_HO_OH_WORD_ROOM", x = 9, y = 6 },
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}
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return function(game)
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local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/crystal-unown-words"
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local fails = 0
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local function say(line) print("[driver] " .. line) end
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local function ok(cond, line)
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if not cond then fails = fails + 1 end
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say((cond and "OK " or "FAIL ") .. line)
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end
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local function tap(button, frames)
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game.input.pressQueue[#game.input.pressQueue + 1] = button
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game.input.state[button] = true
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U.wait(2)
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game.input.state[button] = false
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U.wait(frames or 4)
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end
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local function top() return game.stack:top() end
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local function wordScreen()
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local state = top()
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return (state and getmetatable(state) == UnownWords) and state or nil
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end
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U.wait(60)
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local world = game.world
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assert(world and world.map, "crystal world did not boot")
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say("version=" .. GameVersion.get() .. " engine=" .. GameVersion.engine())
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local save = game.save
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save.player = save.player or {}
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save.player.name = save.player.name or "CHRIS"
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save.player.id = save.player.id or 30000
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save.party = { Mon.new(game.data, "TYPHLOSION", 40) }
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for index, chamber in ipairs(CHAMBERS) do
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say("A" .. index .. " " .. chamber.map)
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world:setMap(chamber.map, 4, 1, "up")
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U.wait(30)
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U.shot(game, ("%s/a%d-%s-chamber.png"):format(
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out, index, chamber.word:lower()))
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local screen
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for _ = 1, 300 do
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screen = wordScreen()
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if screen then break end
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if not world:busy() then tap("a", 2) else tap("a", 2) end
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end
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ok(screen ~= nil, chamber.map .. " reached DisplayUnownWords")
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if screen then
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U.wait(20)
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ok(screen.wall and screen.wall.word == chamber.word,
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(" showing %s (got %s)"):format(chamber.word,
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tostring(screen.wall and screen.wall.word)))
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ok(#screen.squares == #chamber.word,
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(" %d letter squares"):format(#screen.squares))
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U.shot(game, ("%s/a%d-%s-word.png"):format(
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out, index, chamber.word:lower()))
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tap("a", 10)
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ok(wordScreen() == nil, " A closes the box")
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U.wait(20)
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end
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end
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for index, room in ipairs(WORD_ROOMS) do
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say("B" .. index .. " " .. room.map)
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world:setMap(room.map, room.x, room.y, "up")
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U.wait(40)
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ok(world.map and world.map.id == room.map, " stood in " .. room.map)
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U.shot(game, ("%s/b%d-%s.png"):format(out, index,
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room.map:lower():gsub("ruins_of_alph_", "")))
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end
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say(fails == 0 and "ALL OK" or (fails .. " FAILURES"))
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U.wait(10)
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love.event.quit(fails == 0 and 0 or 1)
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end
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