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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.
99 lines
3.6 KiB
Lua
99 lines
3.6 KiB
Lua
-- tests/engine/android_shortcuts_payload_test.lua
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-- Tests Android dynamic shortcuts synchronization, launch options intent resolution,
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-- and love.handlers.intent_game in-process game hot-swapping.
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-- luajit tests/engine/android_shortcuts_payload_test.lua
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package.path = "./?.lua;./?/init.lua;" .. package.path
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local T = require("tests.harness")
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local check, eq = T.check, T.eq
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love = love or require("tests.love_stub")
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require("main")
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-- 1. Verify LaunchOptions handles getLaunchGame on Android
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local LaunchOptions = require("src.core.LaunchOptions")
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local savedOS = love.system and love.system.getOS
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local savedGetLaunchGame = love.system and love.system.getLaunchGame
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love.system = love.system or {}
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love.system.getOS = function() return "Android" end
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love.system.getLaunchGame = function() return "gold" end
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local game, slot = LaunchOptions.resolve({})
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check(game == "gold", "LaunchOptions resolves intent game from love.system.getLaunchGame on Android")
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local gameCli, slotCli = LaunchOptions.resolve({ "--game=red" })
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check(gameCli == "red", "CLI --game flag overrides intent game")
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-- 2. Verify RomImporter.syncAndroidShortcuts ranking and 4-item cap
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local RomImporter = require("src.import.RomImporter")
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local originalIsReady = RomImporter.isReady
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local capturedShortcuts = nil
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love.system.updateShortcuts = function(versions)
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capturedShortcuts = versions
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return true
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end
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-- Mock isReady
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RomImporter.isReady = function(v)
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return v == "red" or v == "gold" or v == "blue" or v == "yellow"
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or v == "silver" or v == "crystal"
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end
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local ok = RomImporter.syncAndroidShortcuts("gold")
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check(ok == true, "syncAndroidShortcuts returns true on Android")
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check(#capturedShortcuts == 4, "syncAndroidShortcuts caps at 4 items")
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check(capturedShortcuts[1] == "gold", "activeVersion 'gold' is placed first")
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check(capturedShortcuts[2] == "red" and capturedShortcuts[3] == "blue"
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and capturedShortcuts[4] == "yellow",
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"the rest follow GameVersion.ORDER until the cap")
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capturedShortcuts = nil
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RomImporter.syncAndroidShortcuts("silver")
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check(#capturedShortcuts == 4, "a fifth ready game does not widen the payload")
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check(capturedShortcuts[1] == "silver", "activeVersion 'silver' is placed first")
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capturedShortcuts = nil
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RomImporter.syncAndroidShortcuts("crystal")
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check(#capturedShortcuts == 4, "nor does a sixth")
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check(capturedShortcuts[1] == "crystal", "activeVersion 'crystal' is placed first")
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check(capturedShortcuts[2] == "red" and capturedShortcuts[3] == "blue"
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and capturedShortcuts[4] == "yellow",
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"and the rest still follow GameVersion.ORDER until the cap")
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-- Test with subset of ready games (e.g. only Red and Gold)
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RomImporter.isReady = function(v)
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return v == "red" or v == "gold"
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end
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capturedShortcuts = nil
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RomImporter.syncAndroidShortcuts("red")
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check(#capturedShortcuts == 2, "syncAndroidShortcuts only includes ready ROMs")
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check(capturedShortcuts[1] == "red" and capturedShortcuts[2] == "gold", "ready ROMs correctly passed")
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-- Test on non-Android platform (safe no-op)
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love.system.getOS = function() return "Linux" end
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capturedShortcuts = nil
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local nonAndroidOk = RomImporter.syncAndroidShortcuts("red")
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check(nonAndroidOk == false, "syncAndroidShortcuts safely no-ops on non-Android")
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check(capturedShortcuts == nil, "no shortcuts updated on non-Android")
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-- 3. Verify love.handlers.intent_game definition
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check(type(love.handlers.intent_game) == "function", "main.lua defines love.handlers.intent_game")
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-- Restore
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RomImporter.isReady = originalIsReady
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if savedOS then
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love.system.getOS = savedOS
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else
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love.system.getOS = nil
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end
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love.system.getLaunchGame = savedGetLaunchGame
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love.system.updateShortcuts = nil
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T.finish("android_shortcuts_payload_test")
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