Files
gen1recomp/src/battle/gen2/Damage.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

358 lines
14 KiB
Lua

-- Gen 2 damage.
--
-- Ported from engine/battle/effect_commands.asm, in the order the cart's move
-- sequence runs them: damagestats -> damagecalc -> stab -> damagevariation.
--
-- What differs from Gen 1 (src/battle/Damage.lua), and why this is its own
-- module rather than a flag on that one:
-- * Special is split into Special Attack and Special Defense, so a special
-- move reads the attacker's SpA against the defender's SpD instead of both
-- sides' single `special`.
-- * Critical hits are a *chance ladder* (data/battle/critical_hit_chances.asm
-- 1/15, 1/8, 1/4, 1/3, 1/2) indexed by a "critical level" that Focus
-- Energy, a high-crit move, Scope Lens, and the Lucky Punch / Stick raise.
-- Gen 1 instead derived the chance from base Speed.
-- * A critical hit is a flat x2 and, unlike Gen 1, ignores the attacker's
-- *negative* stat stages rather than all stages.
-- * Type-boost held items (Charcoal, Mystic Water, ...) multiply before the
-- crit, and Steel and Dark exist in the matchup table.
--
-- Whether a move is physical or special is still decided by its *type*, not
-- per-move as in Gen 4: type ids below FIRE are physical. type_chart.lua's
-- records carry that as `category`.
local GameVersion = require("src.core.GameVersion")
local Damage = {}
-- ../pokecrystal/constants/battle_constants.asm:78
Damage.MAX_STAT_VALUE = 999
-- data/battle/critical_hit_chances.asm, as "1 in N".
Damage.CRITICAL_CHANCES = { [0] = 15, 8, 4, 3, 2, 2, 2 }
-- Gen 2's damage spread: 85% to 100% inclusive.
Damage.MIN_VARIATION = 85
Damage.MAX_VARIATION = 100
-- The cart caps a single hit at 999 (DAMAGE_CAP + MIN_DAMAGE in
-- BattleCommand_DamageCalc).
Damage.MAX_DAMAGE = 999
-- BattleCommand_DamageCalc's tail (engine/battle/effect_commands.asm) caps the
-- computed damage at DAMAGE_CAP (997) and then adds MIN_DAMAGE (2) back, so
-- every damaging hit leaves DamageCalc worth at least 2 -- which is what keeps
-- a resisted hit from flooring to zero once the type matchup halves it.
Damage.MIN_DAMAGE = 2
-- Stat stage multipliers (numerator, denominator), -6..+6. Same table as
-- Gen 1; a critical hit skips only the negative half for the attacker.
local STAGE = {
[-6] = { 25, 100 }, [-5] = { 28, 100 }, [-4] = { 33, 100 },
[-3] = { 40, 100 }, [-2] = { 50, 100 }, [-1] = { 66, 100 },
[0] = { 1, 1 },
[1] = { 15, 10 }, [2] = { 2, 1 }, [3] = { 25, 10 },
[4] = { 3, 1 }, [5] = { 35, 10 }, [6] = { 4, 1 },
}
function Damage.stageMultiplier(stage)
local entry = STAGE[math.max(-6, math.min(6, stage or 0))]
return entry[1], entry[2]
end
-- Apply a stat stage, flooring like the cart's Multiply/Divide pair, and never
-- letting a stat reach 0 (a 0 defence would divide by zero).
function Damage.applyStage(value, stage)
local numerator, denominator = Damage.stageMultiplier(stage)
local out = math.floor(value * numerator / denominator)
-- ../pokecrystal/engine/battle/core.asm:6739
return math.max(1, math.min(Damage.MAX_STAT_VALUE, out))
end
-- TruncateHL_BC: ../pokegold/engine/battle/effect_commands.asm:2625 runs one
-- pass, ../pokecrystal/engine/battle/effect_commands.asm:2644 loops it.
function Damage.truncateStats(attack, defense, fixed)
local a = math.max(0, math.floor(attack or 0))
local d = math.max(0, math.floor(defense or 0))
while a > 255 or d > 255 do
d = math.floor(d / 4)
if d == 0 then d = 1 end
a = math.floor(a / 4)
if a == 0 then a = 1 end
if not fixed then break end
end
return a % 256, d % 256
end
-- Is this move physical? `types` is type_chart.lua's `types` table.
function Damage.isPhysical(moveType, types)
local record = types and types[moveType]
if record and record.category then return record.category == "physical" end
-- Without the table, fall back to the Gen 1/2 boundary: the physical block
-- runs NORMAL..GROUND, and the special block starts at FIRE.
local PHYSICAL = {
NORMAL = true, FIGHTING = true, FLYING = true, POISON = true,
GROUND = true, ROCK = true, BUG = true, GHOST = true, STEEL = true,
}
return PHYSICAL[moveType] == true
end
-- The 1-in-N chance for a critical level.
function Damage.criticalChance(level)
local capped = math.max(0, math.min(6, level or 0))
return Damage.CRITICAL_CHANCES[capped]
end
-- BattleCommand_Critical, as a level rather than a roll:
-- +1 Focus Energy, +2 a high-crit move, +1 Scope Lens,
-- +2 Lucky Punch on Chansey / Stick on Farfetch'd.
function Damage.criticalLevel(opts)
local level = 0
if opts.focusEnergy then level = level + 1 end
if opts.highCritMove then level = level + 2 end
if opts.scopeLens then level = level + 1 end
if opts.speciesItemBonus then level = level + 2 end
return math.min(6, level)
end
-- Roll a critical hit. `random(n)` must return 0..n-1 (the cart compares a
-- BattleRandom byte against the chance), and defaults to love/math random.
function Damage.rollCritical(criticalLevel, random)
local chance = Damage.criticalChance(criticalLevel)
local roll
if random then
roll = random(chance)
elseif love and love.math then
roll = love.math.random(chance) - 1
else
roll = math.random(chance) - 1
end
return roll == 0
end
-- The x10 type multiplier of a move against a defender, applying each matchup
-- row separately and flooring in between -- the same rule Gen 1 follows, which
-- is why a dual type can land on 4x or 0.25x.
function Damage.typeMultiplier(moveType, defenderTypes, matchups)
local multiplier = 10
for _, row in ipairs(matchups or {}) do
if row.attacker == moveType then
for _, defenderType in ipairs(defenderTypes or {}) do
if row.defender == defenderType then
multiplier = math.floor(multiplier * row.multiplier / 10)
break
end
end
end
end
return multiplier
end
-- The core formula (BattleCommand_DamageCalc):
--
-- (((2 * Level / 5 + 2) * Power * Attack / Defense) / 50)
--
-- every step floored, defence clamped to at least 1.
function Damage.base(level, power, attack, defense)
if (power or 0) <= 0 then return 0 end
defense = math.max(1, defense or 1)
local value = math.floor(level * 2 / 5) + 2
value = value * power
value = value * attack
value = math.floor(value / defense)
value = math.floor(value / 50)
return value
end
-- Every `info` table Damage.calc returns carries BOTH generations' names for
-- the same two facts: Gen 2 calls them `critical` and `effectiveness`, Gen 1
-- (src/battle/Damage.lua) calls them `crit` and `typeMult`. The battle.damage
-- hook hands this table to whatever wrapped it, and a mod written against Red
-- must be able to read what it wrapped.
local function withGen1Names(info)
info.crit = info.critical
info.typeMult = info.effectiveness
return info
end
-- opts:
-- level, power, moveType
-- attacker { attack, specialAttack, types, stages = { attack =, ... } }
-- defender { defense, specialDefense, types, stages }
-- types, matchups -- type_chart.lua's `types` / `matchups`
-- critical -- boolean (roll it with rollCritical first)
-- itemBoostPercent -- type-boost held item, e.g. 10 for Charcoal
-- weatherPercent -- DoWeatherModifiers in tenths (15 / 5 / nil),
-- applied ahead of the badge boost and STAB
-- badgeTypeBoost -- DoBadgeTypeBoosts: the player owns the badge
-- matching the move's type, +1/8 before STAB
-- variation -- 85..100; omit to roll
-- random(n) -- 0..n-1, for the variation roll
-- screen -- Reflect/Light Screen active on the defender
-- defenseHalved -- EFFECT_SELFDESTRUCT's srl c
-- reflectOverflowFixed -- override GameVersion.fixes()'s TruncateHL_BC
-- answer; ../pokecrystal/engine/battle/effect_commands.asm:2644
--
-- Returns damage, info where info carries the pieces a battle message needs:
-- effectiveness (x10), critical, physical, variation.
function Damage.calc(opts)
local physical = Damage.isPhysical(opts.moveType, opts.types)
local attacker = opts.attacker or {}
local defender = opts.defender or {}
local stagesA = attacker.stages or {}
local stagesD = defender.stages or {}
local rawAttack = physical and (attacker.attack or 1)
or (attacker.specialAttack or attacker.special or 1)
local rawDefense = physical and (defender.defense or 1)
or (defender.specialDefense or defender.special or 1)
local stageA = physical and (stagesA.attack or 0)
or (stagesA.specialAttack or 0)
local stageD = physical and (stagesD.defense or 0)
or (stagesD.specialDefense or 0)
-- A critical hit ignores stat changes that would *lower* the damage: the
-- attacker's negative stages and the defender's positive ones.
if opts.critical then
if stageA < 0 then stageA = 0 end
if stageD > 0 then stageD = 0 end
end
local attack = Damage.applyStage(rawAttack, stageA)
local defense = Damage.applyStage(rawDefense, stageD)
-- Reflect and Light Screen double the matching defence, and are the one
-- multiplier a critical hit also ignores.
if opts.screen and not opts.critical then
defense = defense * 2
end
-- PlayerAttackDamage hands DamageCalc one-byte stats
-- (../pokecrystal/engine/battle/effect_commands.asm:2604).
local fixed = opts.reflectOverflowFixed
if fixed == nil then fixed = GameVersion.fixes().reflectOverflow == true end
attack, defense = Damage.truncateStats(attack, defense, fixed)
-- BattleCommand_DamageCalc (effect_commands.asm:2905-2913): Selfdestruct and
-- Explosion halve the defence, never below 1.
if opts.defenseHalved then defense = math.max(1, math.floor(defense / 2)) end
if (opts.power or 0) <= 0 then
return 0, withGen1Names({ effectiveness = 10, critical = false,
physical = physical })
end
local damage = Damage.base(opts.level or 1, opts.power or 0, attack, defense)
-- Type-boost held items multiply before the crit (.NextItem / .DoneItem).
if opts.itemBoostPercent and opts.itemBoostPercent > 0 then
damage = math.floor(damage * (100 + opts.itemBoostPercent) / 100)
end
if opts.critical then damage = damage * 2 end
-- BattleCommand_DamageCalc's tail: cap at DAMAGE_CAP, then add MIN_DAMAGE
-- back, so even a hit whose stat math floored to nothing leaves with 2.
damage = math.min(damage, Damage.MAX_DAMAGE - Damage.MIN_DAMAGE)
+ Damage.MIN_DAMAGE
-- DoWeatherModifiers (engine/battle/misc.asm:102-140), farcalled by
-- BattleCommand_Stab as its very FIRST act (effect_commands.asm:1254): it
-- sits ahead of the badge boost, the STAB x1.5, the type rows and
-- DamageVariation, so every later step floors on top of it. The table's
-- values are tenths (weather_modifiers.asm: MORE_EFFECTIVE 15,
-- NOT_VERY_EFFECTIVE 05), and .ApplyModifier's zero-quotient arm forces the
-- result back to 1, so a weather-halved hit never falls to nothing.
if opts.weatherPercent and opts.weatherPercent ~= 10 then
damage = math.max(1, math.floor(damage * opts.weatherPercent / 10))
end
-- DoBadgeTypeBoosts (engine/battle/misc.asm:146), farcalled from
-- BattleCommand_Stab ahead of the STAB multiply: a matching owned badge
-- adds an eighth of the running damage, at least 1, on the player's turn.
if opts.badgeTypeBoost then
damage = damage + math.max(1, math.floor(damage / 8))
end
-- STAB, then each type row. BattleCommand_Stab does STAB first, so a
-- resisted same-type move floors after the x1.5.
local stab = false
for _, attackerType in ipairs(attacker.types or {}) do
if attackerType == opts.moveType then stab = true break end
end
if stab then damage = math.floor(damage * 15 / 10) end
-- Each matchup row multiplies the running damage separately, the way
-- BattleCommand_Stab's .TypesLoop does -- and its zero-quotient check forces
-- the damage back to 1 whenever a non-immune row floors it to nothing, so a
-- resisted hit that lands always deals at least 1 HP.
local effectiveness = Damage.typeMultiplier(
opts.moveType, defender.types, opts.matchups)
for _, row in ipairs(opts.matchups or {}) do
if row.attacker == opts.moveType then
for _, defenderType in ipairs(defender.types or {}) do
if row.defender == defenderType then
damage = math.floor(damage * row.multiplier / 10)
if damage == 0 and row.multiplier > 0 then damage = 1 end
break
end
end
end
end
if effectiveness <= 0 or damage <= 0 then
return 0, withGen1Names({
effectiveness = effectiveness, critical = opts.critical or false,
physical = physical, stab = stab,
})
end
-- Damage variation last, and only when the running damage is 2 or more
-- (BattleCommand_DamageVariation returns early below that).
local variation = opts.variation
if not variation then
if opts.random then
variation = Damage.MIN_VARIATION
+ opts.random(Damage.MAX_VARIATION - Damage.MIN_VARIATION + 1)
elseif love and love.math then
variation = love.math.random(Damage.MIN_VARIATION, Damage.MAX_VARIATION)
else
variation = math.random(Damage.MIN_VARIATION, Damage.MAX_VARIATION)
end
end
if damage >= 2 then
damage = math.floor(damage * variation / 100)
end
damage = math.max(1, math.min(Damage.MAX_DAMAGE, damage))
return damage, withGen1Names({
effectiveness = effectiveness,
critical = opts.critical or false,
physical = physical,
stab = stab,
variation = variation,
})
end
-- Accuracy check. Gen 2 rolls one byte against accuracy scaled by the
-- attacker's accuracy stage and the defender's evasion stage; accuracy of 0 in
-- the data means "never misses" (Swift and friends).
function Damage.rollHit(accuracy, accuracyStage, evasionStage, random)
if not accuracy or accuracy <= 0 then return true end
local numerator, denominator = Damage.stageMultiplier(accuracyStage or 0)
local value = math.floor(accuracy * numerator / denominator)
numerator, denominator = Damage.stageMultiplier(-(evasionStage or 0))
value = math.floor(value * numerator / denominator)
value = math.max(1, math.min(100, value))
local roll
if random then
roll = random(100)
elseif love and love.math then
roll = love.math.random(100) - 1
else
roll = math.random(100) - 1
end
return roll < value
end
return Damage