mirror of
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.
250 lines
8.0 KiB
Lua
250 lines
8.0 KiB
Lua
-- Smoke: the whole Crystal boot chain, with no driver shortcut.
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--
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-- POKEPORT_GAME=crystal POKEPORT_BOOT_CINEMA=1 \
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-- POKEPORT_SHOT_DIR=<dir> \
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-- POKEPORT_DRIVER=tests/drivers/crystal_boot_smoke.lua love .
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--
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-- copyright -> GameFreak -> Crystal intro -> title -> intro menu -> NEW GAME
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-- -> clock -> Oak speech -> name pick -> naming screen -> the bedroom ->
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-- start menu -> outdoors -> a wild battle. Every step is asserted by the
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-- class of the state on the stack, so a broken hand-off names the screen it
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-- stalled on instead of just hanging.
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local U = require("tests.drivers.util")
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local CopyrightSplash = require("src.ui.gen2.CopyrightSplash")
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local CrystalIntro = require("src.ui.gen2.CrystalIntro")
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local GameFreakPresents = require("src.ui.gen2.GameFreakPresents")
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local GenderSelect = require("src.ui.gen2.GenderSelect")
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local InitClock = require("src.ui.gen2.InitClock")
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local MainMenu = require("src.ui.gen2.MainMenu")
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local NamePick = require("src.ui.gen2.NamePick")
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local NamingScreen = require("src.ui.gen2.NamingScreen")
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local OakSpeech = require("src.ui.gen2.OakSpeech")
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local OptionsMenu = require("src.ui.gen2.OptionsMenu")
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local StartMenu = require("src.ui.gen2.StartMenu")
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local TitleState = require("src.ui.gen2.TitleState")
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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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return function(game)
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local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/crystal-boot"
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local log = io.open(os.getenv("POKEPORT_BOOT_LOG")
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or (out .. "/boot.log"), "w")
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local function say(line)
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print("[driver] " .. line)
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if log then log:write(line .. "\n"); log:flush() end
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end
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local function bail(reason)
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say("FAIL " .. reason)
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if log then log:close() end
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love.event.quit(1)
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error(reason, 0)
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end
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local function top()
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return game.stack:top()
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end
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local function isA(class)
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local state = top()
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return state ~= nil and getmetatable(state) == class
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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 waitFor(label, predicate, frames)
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for _ = 1, frames or 900 do
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if predicate() then return end
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U.wait(1)
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end
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bail(("stalled waiting for %s (top is %s)"):format(label, tostring(top())))
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end
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local function pick(menu, value)
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for i, item in ipairs(menu.list.items) do
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if item.value == value then menu.list.index = i end
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end
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end
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if GameVersion.get() ~= "crystal" then
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bail("booted " .. tostring(GameVersion.get()) .. ", not crystal")
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end
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if GameVersion.engine() ~= "crystal" then
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bail("engine lineage is " .. tostring(GameVersion.engine()))
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end
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say("version=" .. GameVersion.get() .. " engine=" .. GameVersion.engine())
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U.wait(10)
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if not isA(CopyrightSplash) then
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bail("boot did not start at the copyright splash (top "
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.. tostring(top()) .. ")")
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end
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say("OK copyright")
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U.shot(game, out .. "/01-copyright.png")
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waitFor("GameFreak presents", function() return isA(GameFreakPresents) end)
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U.wait(90)
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say("OK gamefreak")
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U.shot(game, out .. "/02-gamefreak.png")
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-- ../pokecrystal/engine/movie/intro.asm:1
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waitFor("the Crystal intro", function() return isA(CrystalIntro) end)
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U.wait(240)
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say("OK crystal intro")
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U.shot(game, out .. "/03-intro.png")
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U.wait(240)
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U.shot(game, out .. "/03b-intro.png")
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tap("start")
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waitFor("the title screen", function() return isA(TitleState) end)
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U.wait(90)
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say("OK title")
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U.shot(game, out .. "/04-title.png")
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for _ = 1, 3 do tap("start", 3) end
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waitFor("the intro menu", function() return isA(MainMenu) end)
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say("OK main menu")
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U.shot(game, out .. "/05-mainmenu.png")
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local menu = top()
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pick(menu, "option")
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tap("a")
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waitFor("the options screen", function() return isA(OptionsMenu) end)
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U.shot(game, out .. "/06-options.png")
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tap("b")
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waitFor("the intro menu again", function() return isA(MainMenu) end)
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menu = top()
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pick(menu, "new")
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U.shot(game, out .. "/07-newgame.png")
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tap("a")
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-- ../pokecrystal/engine/menus/init_gender.asm:23 InitGender, which
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-- PlayerProfileSetup runs first (engine/menus/intro_menu.asm:80-84).
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waitFor("the gender screen", function() return isA(GenderSelect) end, 300)
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say("OK gender select")
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U.shot(game, out .. "/07b-gender.png")
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tap("a")
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-- ../pokecrystal/engine/menus/intro_menu.asm:628
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waitFor("the clock screen", function() return isA(InitClock) end, 300)
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say("OK init clock")
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U.shot(game, out .. "/08-initclock.png")
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for _ = 1, 60 do
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if isA(OakSpeech) then break end
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tap("a", 2)
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end
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waitFor("the Oak speech", function() return isA(OakSpeech) end, 300)
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local oak = top()
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say("OK oak speech, demo mon = " .. tostring(oak.demoSpecies))
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if oak.demoSpecies ~= "WOOPER" then
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bail("Oak's demo mon is " .. tostring(oak.demoSpecies)
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.. ", Crystal's is WOOPER")
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end
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U.wait(60)
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U.shot(game, out .. "/09-oak.png")
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local shotDemo = false
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for _ = 1, 400 do
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if isA(NamePick) then break end
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if not shotDemo and isA(OakSpeech) and top().pic == top().marillPic then
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U.wait(45)
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U.shot(game, out .. "/10-wooper.png")
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shotDemo = true
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end
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tap("a", 2)
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end
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if not isA(NamePick) then
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bail("Oak speech never reached the name picker (top "
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.. tostring(top()) .. ")")
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end
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say("OK name pick" .. (shotDemo and " (demo pic captured)" or ""))
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-- ../pokecrystal/engine/menus/intro_menu.asm:738 NamePlayer
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waitFor("the name menu to slide in",
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function() return top().slide == nil end, 240)
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U.shot(game, out .. "/11-namepick.png")
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local picker = top()
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picker.cursor = 1
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tap("a")
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waitFor("the naming screen", function() return isA(NamingScreen) end)
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local naming = top()
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tap("a")
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tap("right")
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tap("a")
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if naming.text ~= "AB" then
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bail("typed name is " .. tostring(naming.text) .. ", expected AB")
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end
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say("OK naming screen")
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U.shot(game, out .. "/12-naming.png")
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naming.row = naming:bottomRow()
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naming.col = 6
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tap("a")
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for _ = 1, 600 do
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if game.phase == "play" and game.world and game.world.map then break end
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tap("a", 2)
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end
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if not (game.phase == "play" and game.world and game.world.map) then
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bail("never reached the overworld (top is " .. tostring(top()) .. ")")
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end
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if game.save.player.name ~= "AB" then
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bail("player name is " .. tostring(game.save.player.name))
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end
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if game.world.map.id ~= "PLAYERS_HOUSE_2F" then
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bail("new game started on " .. tostring(game.world.map.id)
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.. ", expected the bedroom")
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end
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say("OK overworld, map = " .. game.world.map.id
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.. ", name = " .. tostring(game.save.player.name))
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U.wait(20)
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U.shot(game, out .. "/13-bedroom.png")
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tap("start")
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waitFor("the start menu", function() return isA(StartMenu) end)
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say("OK start menu")
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U.shot(game, out .. "/14-startmenu.png")
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tap("b")
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waitFor("the overworld again", function() return top() == nil end)
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if not game.world:setMap("NEW_BARK_TOWN", 13, 6, "down") then
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bail("could not load NEW_BARK_TOWN")
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end
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U.wait(30)
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if game.world.map.id ~= "NEW_BARK_TOWN" then
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bail("setMap landed on " .. tostring(game.world.map.id))
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end
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local tileset = game.world.map.tileset or {}
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say("OK outdoors, tileset = " .. tostring(tileset.id)
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.. ", tilePalettes = " .. tostring(#(tileset.tilePalettes or {})))
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U.shot(game, out .. "/15-newbark.png")
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local player = Mon.new(game.data, "CYNDAQUIL", 12)
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if not (player and #player.moves > 0) then
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bail("could not build a CYNDAQUIL from the Crystal pokemon.lua")
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end
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local wild = Mon.new(game.data, "WOOPER", 5)
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if not wild then bail("could not build a wild WOOPER") end
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game.save.party = { player }
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if not game.world:startBattle({ wild = wild }) then
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bail("startBattle failed")
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end
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U.wait(240)
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say("OK battle, " .. player.species .. " L" .. player.level
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.. " vs " .. wild.species .. " L" .. wild.level)
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U.shot(game, out .. "/16-battle.png")
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say("PASS crystal boot chain in " .. out)
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if log then log:close() end
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love.event.quit(0)
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end
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