Files
gen1recomp/tests/drivers/crystal_unown_words_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

105 lines
3.5 KiB
Lua

-- The Ruins of Alph wall words and word rooms, driven in a real game.
--
-- POKEPORT_IDENTITY=unit-e-unown POKEPORT_GAME=crystal \
-- POKEPORT_VERSION=crystal POKEPORT_SHOT_DIR=/tmp/unit-e \
-- POKEPORT_DRIVER=tests/drivers/crystal_unown_words_shots.lua love .
local U = require("tests.drivers.util")
local GameVersion = require("src.core.GameVersion")
local Mon = require("src.battle.gen2.Mon")
local UnownWords = require("src.world.gen2.UnownWords")
-- maps/RuinsOfAlphKabutoChamber.asm:272 `bg_event 4, 0, BGEVENT_UP`
local CHAMBERS = {
{ map = "RUINS_OF_ALPH_KABUTO_CHAMBER", word = "ESCAPE" },
{ map = "RUINS_OF_ALPH_AERODACTYL_CHAMBER", word = "LIGHT" },
{ map = "RUINS_OF_ALPH_OMANYTE_CHAMBER", word = "WATER" },
{ map = "RUINS_OF_ALPH_HO_OH_CHAMBER", word = "HO-OH" },
}
local WORD_ROOMS = {
{ map = "RUINS_OF_ALPH_KABUTO_WORD_ROOM", x = 9, y = 6 },
{ map = "RUINS_OF_ALPH_AERODACTYL_WORD_ROOM", x = 9, y = 6 },
{ map = "RUINS_OF_ALPH_OMANYTE_WORD_ROOM", x = 9, y = 6 },
{ map = "RUINS_OF_ALPH_HO_OH_WORD_ROOM", x = 9, y = 6 },
}
return function(game)
local out = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/crystal-unown-words"
local fails = 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 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 wordScreen()
local state = top()
return (state and getmetatable(state) == UnownWords) and state or nil
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 save = game.save
save.player = save.player or {}
save.player.name = save.player.name or "CHRIS"
save.player.id = save.player.id or 30000
save.party = { Mon.new(game.data, "TYPHLOSION", 40) }
for index, chamber in ipairs(CHAMBERS) do
say("A" .. index .. " " .. chamber.map)
world:setMap(chamber.map, 4, 1, "up")
U.wait(30)
U.shot(game, ("%s/a%d-%s-chamber.png"):format(
out, index, chamber.word:lower()))
local screen
for _ = 1, 300 do
screen = wordScreen()
if screen then break end
if not world:busy() then tap("a", 2) else tap("a", 2) end
end
ok(screen ~= nil, chamber.map .. " reached DisplayUnownWords")
if screen then
U.wait(20)
ok(screen.wall and screen.wall.word == chamber.word,
(" showing %s (got %s)"):format(chamber.word,
tostring(screen.wall and screen.wall.word)))
ok(#screen.squares == #chamber.word,
(" %d letter squares"):format(#screen.squares))
U.shot(game, ("%s/a%d-%s-word.png"):format(
out, index, chamber.word:lower()))
tap("a", 10)
ok(wordScreen() == nil, " A closes the box")
U.wait(20)
end
end
for index, room in ipairs(WORD_ROOMS) do
say("B" .. index .. " " .. room.map)
world:setMap(room.map, room.x, room.y, "up")
U.wait(40)
ok(world.map and world.map.id == room.map, " stood in " .. room.map)
U.shot(game, ("%s/b%d-%s.png"):format(out, index,
room.map:lower():gsub("ruins_of_alph_", "")))
end
say(fails == 0 and "ALL OK" or (fails .. " FAILURES"))
U.wait(10)
love.event.quit(fails == 0 and 0 or 1)
end