Files
gen1recomp/tests/drivers/crystal_battle_tower_shots.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

174 lines
5.8 KiB
Lua

-- The Battle Tower lobby, driven in a real game.
--
-- POKEPORT_IDENTITY=lead-card POKEPORT_GAME=crystal POKEPORT_VERSION=crystal \
-- POKEPORT_SHOT_DIR=/tmp/tower \
-- POKEPORT_DRIVER=tests/drivers/crystal_battle_tower_shots.lua love .
--
-- Three sections, all on maps/BattleTower1F.asm's own extracted script:
-- A an illegal party, so _CheckForBattleTowerRules prints its refusals
-- B a legal party through Menu_ChallengeExplanationCancel and the room menu
-- C the walk to the elevator the chosen room starts
--
-- Section B overrides the TryQuickSave stub for the length of the run:
-- src/script/gen2/Specials.lua:2516 answers 0, and BattleTower1F.asm:84-85
-- backs out of the whole challenge on that, so the desk cannot be walked
-- past without it.
local U = require("tests.drivers.util")
local BattleTower = require("src.core.gen2.BattleTower")
local BattleTowerMenu = require("src.ui.gen2.BattleTowerMenu")
local GameVersion = require("src.core.GameVersion")
local Mon = require("src.battle.gen2.Mon")
local ScriptMenu = require("src.ui.gen2.ScriptMenu")
local Vm = require("src.script.gen2.Vm")
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/crystal-tower"
local fails, shots = 0, 0
local function say(line) print("[driver] " .. line) end
local function ok(cond, line)
if not cond then fails = fails + 1 end
say((cond and "OK " or "FAIL ") .. line)
end
local function shot(name)
shots = shots + 1
U.shot(game, ("%s/%02d-%s.png"):format(out, shots, name))
end
local function tap(button, frames)
game.input.pressQueue[#game.input.pressQueue + 1] = button
game.input.state[button] = true
U.wait(2)
game.input.state[button] = false
U.wait(frames or 4)
end
local function top() return game.stack:top() end
local function isMenu() return getmetatable(top()) == ScriptMenu end
local function isRoomMenu() return getmetatable(top()) == BattleTowerMenu end
U.wait(60)
local world = game.world
assert(world and world.map, "crystal world did not boot")
say("version=" .. GameVersion.get() .. " engine=" .. GameVersion.engine())
local function party(spec)
local list = {}
for _, row in ipairs(spec) do
local m = Mon.new(game.data, row[1], row[2])
m.item = row[3]
list[#list + 1] = m
end
game.save.party = list
end
local function enterLobby()
while top() do tap("b", 2) end
assert(world:setMap("BATTLE_TOWER_1F", 7, 7, "up"), "no BATTLE_TOWER_1F")
U.wait(40)
end
-- maps/BattleTower1F.asm:55-73: A through the welcome, NO to the
-- explanation offer, and the menu is the next command.
local function talkToMenu(limit)
for _ = 1, limit or 200 do
if isMenu() then return true end
if world.choicebox then tap("b", 4) else tap("a", 4) end
end
return false
end
say("--- A: an illegal party at the desk")
party({ { "TYPHLOSION", 20 } })
enterLobby()
shot("lobby")
ok(talkToMenu(), "the receptionist reaches Menu_ChallengeExplanationCancel")
shot("challenge-menu")
ok(isMenu() and #top().items == 3, "three rows: Challenge/Explanation/Cancel")
tap("a", 6)
local pages = {}
for _ = 1, 40 do
local body = world.lastText
if type(body) == "string" and body ~= "" and pages[#pages] ~= body then
pages[#pages + 1] = body
shot("rules-" .. #pages)
end
if not world:busy() and top() == nil then break end
tap("a", 4)
end
local joined = table.concat(pages, " | ")
say("pages: " .. joined)
ok(joined:find("You're not ready", 1, true) ~= nil,
"_ExcuseMeYoureNotReadyText printed")
ok(joined:find("Only three", 1, true) ~= nil,
"_OnlyThreeMonMayBeEnteredText printed")
ok(joined:find("Please return when", 1, true) ~= nil,
"_BattleTowerReturnWhenReadyText printed")
say("--- B: a legal party, the room menu, the walk out")
local savedQuickSave = Vm.SPECIALS.TryQuickSave
Vm.SPECIALS.TryQuickSave = function(vm) vm.scriptVar = 1 end
party({ { "TYPHLOSION", 20 }, { "FERALIGATR", 20, "BERRY" },
{ "MEGANIUM", 20, "GOLD_BERRY" } })
enterLobby()
ok(talkToMenu(), "the desk reaches the menu again")
tap("a", 6)
local sawSavePrompt = false
for _ = 1, 120 do
if isRoomMenu() then break end
if world.choicebox then
sawSavePrompt = true
shot("save-prompt")
tap("a", 6)
else
tap("a", 4)
end
end
ok(sawSavePrompt, "Text_SaveBeforeEnteringBattleRoom asked first")
ok(isRoomMenu(), "special BattleTowerRoomMenu pushed Gen2BattleTowerMenu")
shot("room-menu")
if isRoomMenu() then
local screen = top()
ok(#screen.rows == BattleTower.PRE_HOF_LEVEL_GROUPS,
"no Hall of Fame, so four rooms are offered")
-- L:10 with an L20 party is the refusal at mobile_46.asm:3915-3917.
tap("a", 6)
ok(screen.phase == "message", "picking L:10 prints the level refusal")
shot("tops-this-level")
for _ = 1, 150 do
if screen.phase == "pick" then break end
U.wait(1)
end
ok(screen.phase == "pick", "and the menu comes back after the hold")
tap("up", 6)
shot("room-menu-l20")
tap("a", 6)
end
for _ = 1, 240 do
if not world:busy() and top() == nil then break end
tap("a", 4)
end
local tower = BattleTower.state(game.save)
ok(tower.levelGroup ~= nil, "the level group survived the menu")
say("levelGroup=" .. tostring(game.world.vm and game.world.vm.btLevelGroup)
.. " reward=" .. tostring(tower.reward)
.. " challenge=" .. tostring(tower.challenge)
.. " map=" .. tostring(world.map and world.map.id))
ok(tower.reward ~= nil,
"BATTLETOWERACTION_CHOOSEREWARD banked a prize on the way out")
shot("after-desk")
U.wait(180)
shot("elevator-or-hallway")
say("map after the walk: " .. tostring(world.map and world.map.id))
Vm.SPECIALS.TryQuickSave = savedQuickSave
say(fails == 0 and "PASS" or (fails .. " FAILURES"))
love.event.quit(fails == 0 and 0 or 1)
end