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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.
228 lines
8.6 KiB
Lua
228 lines
8.6 KiB
Lua
-- TryQuickSave and the Crystal script VARs, in a real Crystal game.
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--
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-- POKEPORT_IDENTITY=f2-crystal POKEPORT_GAME=crystal POKEPORT_VERSION=crystal \
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-- POKEPORT_SHOT_DIR=/tmp/f2 \
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-- POKEPORT_DRIVER=tests/drivers/crystal_f2_save_and_vars.lua love .
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--
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-- A ../pokecrystal/maps/BattleTower1F.asm:80-86 with NO monkeypatch: the
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-- desk's own `writetext / yesorno`, then `special TryQuickSave` -- the
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-- overwrite prompt, the SAVING pages and a real file on disk -- and the
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-- room menu it can only reach on a TRUE.
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-- B ../pokecrystal/maps/RadioTower2F.asm:135-146: the correct password's
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-- `readvar / addval 1 / writevar VAR_BLUECARDBALANCE`, through the real
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-- World, over a save and a reload, and then BuenaPrize spending it.
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local U = require("tests.drivers.util")
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local BattleTowerMenu = require("src.ui.gen2.BattleTowerMenu")
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local BuenaPassword = require("src.ui.gen2.BuenaPassword")
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local Mon = require("src.battle.gen2.Mon")
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local Save = require("src.core.gen2.Save")
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local ScriptMenu = require("src.ui.gen2.ScriptMenu")
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local Specials = require("src.script.gen2.Specials")
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local VAR_BLUECARDBALANCE = 0x18
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local VAR_BUENASPASSWORD = 0x19
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return function(game)
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local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/crystal-f2"
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local fails, shots = 0, 0
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local function say(line)
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print("[driver] " .. line)
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io.stdout:flush()
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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 shot(name)
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shots = shots + 1
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U.shot(game, ("%s/%02d-%s.png"):format(out, shots, name))
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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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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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local save = game.save
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ok(Specials.STUB_REASONS.TryQuickSave == nil,
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"TryQuickSave is a handler, not a stub")
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ok(Specials.STUB_REASONS.SampleKenjiBreakCountdown == nil,
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"SampleKenjiBreakCountdown is a handler too")
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--------------------------------------------------------------- section B
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say("--- B: Buena's Blue Card, over a save and a reload")
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ok(world:setMap("RADIO_TOWER_2F", 5, 5, "down") == true, "on RADIO_TOWER_2F")
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U.wait(30)
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local crystal = Save.crystalState(save)
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crystal.buenaPassword.balance = 0
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crystal.buenaPassword.word = 0x00
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crystal.buenaPassword.day = nil
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-- The three rows the correct-answer arm runs, straight off the extracted
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-- opcode table, so the round trip is World:readVar -> Vm -> World:writeVar.
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local function awardPoint()
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local started = world.vm:start({
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{ op = "readvar", var = VAR_BLUECARDBALANCE },
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{ op = "addval", args = { 1 } },
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{ op = "writevar", var = VAR_BLUECARDBALANCE },
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})
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ok(started == true, "the award rows started (vm idle)")
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for _ = 1, 120 do
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if not world.vm:running() then break end
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U.wait(1)
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end
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end
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for _ = 1, 3 do awardPoint() end
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say("blue card balance: " .. tostring(world:readVar(VAR_BLUECARDBALANCE)))
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ok(world:readVar(VAR_BLUECARDBALANCE) == 3,
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"three correct passwords are three points")
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ok(crystal.buenaPassword.balance == 3, "and the points are in save.crystal")
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-- The password itself is a RETVAR_ADDR_DE row too; BuenasPassword parks the
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-- day's roll there through the same writevar path.
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world:writeVar(VAR_BUENASPASSWORD, 0x24)
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ok(world:readVar(VAR_BUENASPASSWORD) == 0x24, "wBuenasPassword reads back")
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-- The map load that used to eat it: scriptVars is rebuilt empty at
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-- World.lua:579.
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ok(world:setMap("RADIO_TOWER_1F", 5, 5, "down") == true, "walked downstairs")
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U.wait(20)
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ok(world:readVar(VAR_BLUECARDBALANCE) == 3, "a map load does not eat it")
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ok(game:writeSave() ~= false, "saved with the balance on it")
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local reloaded = Save.load(save.version)
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local reloadedBalance = reloaded and reloaded.crystal
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and reloaded.crystal.buenaPassword
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and reloaded.crystal.buenaPassword.balance
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say("reloaded blue card balance: " .. tostring(reloadedBalance))
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ok(reloadedBalance == 3, "and it survives a save and a reload")
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ok(reloaded and reloaded.crystal.buenaPassword.word == 0x24,
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"so does the password")
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-- BuenaPrize, which could never dispense anything on a balance of 0.
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-- data/items/buena_prizes.asm's first row is ULTRA_BALL at 2 points.
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save.inventory = save.inventory or {}
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save.inventory.ULTRA_BALL = nil
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local prizeIndex
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for index, name in ipairs(world.vm.specialOrder or {}) do
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if name == "BuenaPrize" then prizeIndex = index - 1 break end
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end
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ok(prizeIndex ~= nil, "BuenaPrize is in constants.specialOrder")
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world.vm:start({ { op = "special", id = prizeIndex } })
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local sawPrizeMenu = false
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for _ = 1, 300 do
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if not world.vm:running() and top() == nil then break end
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if getmetatable(top()) == BuenaPassword then
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if not sawPrizeMenu then
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sawPrizeMenu = true
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say("prize menu balance shown: " .. tostring(top().balance))
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shot("prize-menu")
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tap("a", 6) -- ULTRA BALL
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else
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tap("b", 6) -- second pass: leave the shop
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end
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else
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tap("a", 4)
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end
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end
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ok(sawPrizeMenu, "BuenaPrize opened its list")
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say("ULTRA_BALL x" .. tostring(save.inventory.ULTRA_BALL)
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.. " balance=" .. tostring(world:readVar(VAR_BLUECARDBALANCE)))
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ok((save.inventory.ULTRA_BALL or 0) >= 1, "the prize was handed over")
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ok(world:readVar(VAR_BLUECARDBALANCE) == 1, "and two points were spent")
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shot("after-prize")
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--------------------------------------------------------------- section A
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say("--- A: the Battle Tower desk, with the real TryQuickSave")
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-- A file has to already exist for AskOverwriteSaveFile to have anything to
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-- ask about (`ld a, [wSaveFileExists] / and a / jr z, .erase`).
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ok(game:writeSave() ~= false, "a first save is on disk")
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ok(Save.exists(save.version), "Save.exists agrees")
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save.party = {}
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for _, row in ipairs({ { "TYPHLOSION", 20 }, { "FERALIGATR", 20 },
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{ "MEGANIUM", 20 } }) do
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local mon = Mon.new(game.data, row[1], row[2])
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save.party[#save.party + 1] = mon
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end
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for _ = 1, 40 do
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if top() == nil then break end
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tap("b", 2)
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end
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ok(world:setMap("BATTLE_TOWER_1F", 7, 7, "up") == true, "on BATTLE_TOWER_1F")
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U.wait(40)
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shot("tower-lobby")
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local function isMenu() return getmetatable(top()) == ScriptMenu end
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local function isRoomMenu() return getmetatable(top()) == BattleTowerMenu end
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local reached = false
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for _ = 1, 200 do
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if isMenu() then reached = true break end
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if world.choicebox then tap("b", 4) else tap("a", 4) end
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end
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ok(reached, "the receptionist reaches Menu_ChallengeExplanationCancel")
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tap("a", 6) -- CHALLENGE
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-- Two yes/no prompts now, not one: Text_SaveBeforeEnteringBattleRoom and
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-- then AskOverwriteSaveFile's own, which the stub never asked.
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local prompts, pages = 0, {}
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for _ = 1, 240 do
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if isRoomMenu() then break end
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if world.choicebox then
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prompts = prompts + 1
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shot("prompt-" .. prompts)
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say("prompt " .. prompts .. ": " .. tostring(world.lastText))
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tap("a", 6)
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else
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local body = world.lastText
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if type(body) == "string" and body ~= "" and pages[#pages] ~= body then
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pages[#pages + 1] = body
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end
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tap("a", 4)
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end
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end
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say("pages: " .. table.concat(pages, " | "))
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ok(prompts >= 2,
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"AskOverwriteSaveFile asked its own question (" .. prompts .. " prompts)")
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local joined = table.concat(pages, " | ")
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ok(joined:find("SAVING", 1, true) ~= nil, "the SAVING page was shown")
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ok(joined:find("saved", 1, true) ~= nil, "and SavedTheGameText")
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ok(isRoomMenu(), "TryQuickSave answered TRUE and the room menu opened")
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shot("room-menu")
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local onDisk = Save.load(save.version)
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ok(onDisk ~= nil, "the challenge's own save reached disk")
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ok(onDisk and onDisk.position and onDisk.position.map == "BATTLE_TOWER_1F",
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"and it was written from the lobby: "
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.. tostring(onDisk and onDisk.position and onDisk.position.map))
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-- The room menu's own header is STATICMENU_DISABLE_B, so the way out of the
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-- desk is forward: pick a room and let the walk to the elevator finish.
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for _ = 1, 400 do
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if not world:busy() and top() == nil then break end
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tap("a", 4)
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end
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say("map after the desk: " .. tostring(world.map and world.map.id))
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for _ = 1, 40 do
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if top() == nil then break end
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game.stack:pop()
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end
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say(fails == 0 and "PASS" or (fails .. " FAILURES"))
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love.event.quit(fails == 0 and 0 or 1)
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end
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