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https://github.com/bryanthaboi/gen1recomp.git
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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.
118 lines
3.6 KiB
Lua
118 lines
3.6 KiB
Lua
local U = require("tests.drivers.util")
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local CrystalIntro = require("src.ui.gen2.CrystalIntro")
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local TitleState = require("src.ui.gen2.TitleState")
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local INTERVAL = 20
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local LIMIT = 4000
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return function(game)
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local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/crystal-intro"
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local interval = tonumber(os.getenv("POKEPORT_SHOT_INTERVAL") or "")
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or INTERVAL
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U.wait(30)
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local assets = game.data and game.data.gen2Intro
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if not (assets and assets.acts) then
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U.log("SKIP no crystal intro acts in this cache -- re-import crystal")
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return
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end
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local finished = false
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local intro = CrystalIntro.new(game, {
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onDone = function() finished = true end,
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})
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game.stack:clear()
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game.stack:push(intro)
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local shots, scene = 0, 0
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while not finished and intro.frames < LIMIT do
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U.wait(interval)
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if intro.scene ~= scene then
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scene = intro.scene
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U.log(("scene %d at frame %d (scx=%02x scy=%02x)")
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:format(scene, intro.frames, intro.scx % 256, intro.scy % 256))
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end
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if not finished then
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U.shot(game, ("%s/intro-%04d-scene%02d.png")
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:format(out, intro.frames, intro.scene))
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shots = shots + 1
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end
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end
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assert(finished,
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"the movie never reached IntroScene28 (frame " .. intro.frames .. ")")
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U.log(("movie done: %d shots over %d frames"):format(shots, intro.frames))
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local skipped = false
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local intro2 = CrystalIntro.new(game, {
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onDone = function() skipped = true end,
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})
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game.stack:clear()
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game.stack:push(intro2)
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U.wait(45)
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U.tap(game, "b")
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U.wait(3)
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assert(skipped and intro2.skipped, "a button did not skip the intro")
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U.log("skip via B verified at frame " .. intro2.frames)
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game:showTitle()
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U.wait(1)
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local title = game.stack:top()
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assert(getmetatable(title) == TitleState,
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"showTitle left " .. tostring(title) .. " on the stack")
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assert(#title.suicuneColor == 4,
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"title.lua has no 4-frame Suicune set -- stale cache?")
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assert(title.entrance, "title.lua has no entrance block -- stale cache?")
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assert(title.suicuneX == 48 and title.suicuneY == 96,
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("Suicune is at (%s, %s), expected (48, 96)")
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:format(tostring(title.suicuneX), tostring(title.suicuneY)))
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for i = 1, 4 do
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U.shot(game, ("%s/title-entrance-%d.png"):format(out, i))
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U.wait(4)
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end
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for _ = 1, 90 do
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if title.entranceScx == 0 then break end
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U.wait(1)
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end
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assert(title.entranceScx == 0, "the entrance never landed")
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assert(title.gemY == title.gemRestY,
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("gem y %s did not land at %s with the entrance")
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:format(tostring(title.gemY), tostring(title.gemRestY)))
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U.wait(2)
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for i = 1, 5 do
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U.shot(game, ("%s/title-suicune-%d.png"):format(out, i))
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U.wait(6)
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end
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if love.window and love.window.setMode then
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for _, shape in ipairs({ { 1280, 720 }, { 1920, 500 }, { 480, 800 } }) do
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love.window.setMode(shape[1], shape[2], { resizable = true })
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U.wait(3)
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U.shot(game, ("%s/title-wide-%dx%d.png"):format(out, shape[1], shape[2]))
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end
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love.window.setMode(1280, 720, { resizable = true })
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end
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local intro3 = CrystalIntro.new(game, {})
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game.stack:clear()
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game.stack:push(intro3)
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local function runTo(target, extra)
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for _ = 1, LIMIT do
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if intro3.scene >= target then break end
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U.wait(5)
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end
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assert(intro3.scene >= target,
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"widescreen pass never reached scene " .. target)
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U.wait(extra)
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end
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runTo(4, 40)
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U.shot(game, out .. "/intro-wide-scene04.png")
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runTo(10, 60)
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U.shot(game, out .. "/intro-wide-scene10.png")
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runTo(18, 20)
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U.shot(game, out .. "/intro-wide-scene18.png")
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intro3:skip()
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U.log(("PASS crystal intro + title shots in %s"):format(out))
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end
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