Files
gen1recomp/tests/engine/gen2_save_import.lua
T
Colson Rice ebd315b01e Import Gen 2 cart saves
Gold, Silver and Crystal battery saves import now. Export is still refused.

GenSave.lua is pokered's SRAM window and nothing else, which is why the
guard refusing Gen 2 was right to be there. This adds Gen2Save.lua beside
it, covering pokegold and pokecrystal.

Every offset is generated, not transcribed. tools/gen2_sram_offsets.py
reads pokegold.sym and pokecrystal.sym from a pret build and emits
Gen2Layout.lua, including the text table from constants/charmap.asm and
Crystal's backup-save layout. Gen 2 copies a contiguous WRAM block into
SRAM bank 1, so a field's file offset is sPlayerData + (wField -
wPlayerData); the generator asserts that relation against sPokemonData
rather than assuming it, and range-guards anything outside
sGameData..sGameDataEnd.

Gold and Crystal are separate tables because they disagree about nearly
every field. Reading a Crystal save with Gold's numbers gives a party
count of 133 and 13113 hours played, with a checksum that validates.

The cart stores numbers and the engine is keyed by name, so the codec
crosswalks species, moves and items through the generated tables the same
way GenSave.crosswalks does for Gen 1. Without that, an import looks
perfect and the engine cannot read a byte of it.

Shapes that have to match what the engine reads:
  * events is byte index -> packed byte, which Save.scrubEvents validates
    with tonumber. A set of booleans is silently emptied.
  * the bag is one flat save.inventory keyed by item id, which PackMenu
    buckets by each item's pocket. Nothing reads save.keyItems or
    save.balls, and the TM/HM pocket lands here too.
  * position carries the map id, or Save.summary falls through to
    save.spawn and the player resumes somewhere else at their old
    coordinates.
  * mon.status is an ItemEffects.STATUS_CLASS key with statusTurns beside
    it, nil when healthy. 0 is truthy in Lua.

A save the real cartridge would open is not refused: TryLoadSaveFile falls
back to VerifyBackupChecksum, so this does too. Crystal's backup is
contiguous and laid out like the primary; Gold and Silver split theirs
across three sections and have none to offer.

Three suites that pinned Gen 2 import being refused now pin what refuses
instead. Tests live in tests/engine so the ROM-free tier actually runs
them.

./scripts/test.sh passes end to end, and luacheck is clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-27 10:32:40 -04:00

308 lines
13 KiB
Lua

-- Importing a Gen 2 cart save (Gold, Silver, Crystal).
-- luajit tests/gen2_save_import_test.lua
-- Also dofile'd by tests/run_tests.lua.
--
-- The save this builds is synthesized rather than checked in, the same rule
-- tests/save_convert_tests.lua follows for Gen 1: a real .sav is personal
-- data. Point POKEPORT_GEN2_SAV_FIXTURE at one to run the audit at the
-- bottom against your own Gold/Silver/Crystal save.
--
-- Every offset under test comes from src/save_convert/Gen2Layout.lua, which
-- tools/gen2_sram_offsets.py generates from a pret build. The reason that
-- matters is here in miniature: Gold and Crystal disagree on almost every
-- field, so reading one with the other's table is not a near miss, it is a
-- party count of 133.
package.path = "./?.lua;./?/init.lua;" .. package.path
love = love or require("tests.love_stub")
local T = require("tests.harness")
local check, eq = T.check, T.eq
local Gen2Save = require("src.save_convert.Gen2Save")
local Gen2Layout = require("src.save_convert.Gen2Layout")
local SaveConvert = require("src.save_convert.SaveConvert")
local SIZE = Gen2Save.SAVE_SIZE
-- A byte-addressable save under construction.
local function blank()
local b = {}
for i = 0, SIZE - 1 do b[i] = 0 end
return b
end
local function put(b, at, ...)
local vals = { ... }
for i, v in ipairs(vals) do b[at + i - 1] = v % 256 end
end
local function putName(b, at, name)
for i = 1, #name do b[at + i - 1] = 0x80 + (name:byte(i) - 65) end
b[at + #name] = 0x50
end
local function sealOne(b, L)
b[L.sCheckValue1] = 0x63
b[L.sCheckValue2] = 0x7F
local sum = 0
for i = L.sGameData, L.sGameDataEnd - 1 do sum = (sum + b[i]) % 65536 end
b[L.sChecksum] = sum % 256
b[L.sChecksum + 1] = math.floor(sum / 256) % 256
end
-- A real cart seals both copies, and the game rewrites the backup from the
-- primary on every successful load.
local function seal(b, L)
if L.backup then
for i = 0, (L.sGameDataEnd - L.sGameData) - 1 do
b[L.backup.sGameData + i] = b[L.sGameData + i]
end
sealOne(b, L.backup)
end
sealOne(b, L)
end
local function pack(b)
local out = {}
for i = 0, SIZE - 1 do out[i + 1] = string.char(b[i]) end
return table.concat(out)
end
-- A save with one known Pokemon in the party and one in box 3.
local function build(version)
local L = Gen2Save.layoutFor(version)
local b = blank()
putName(b, L.wPlayerName, "ASH")
putName(b, L.wRivalName, "GARY")
putName(b, L.wMomsName, "MOM")
put(b, L.wPlayerID, 0x12, 0x34) -- big-endian 0x1234
put(b, L.wMoney, 0x01, 0xE2, 0x40) -- 123456
put(b, L.wBadges, 0x05) -- ZEPHYR + PLAIN
put(b, L.wPartyCount, 1)
put(b, L.wPartySpecies, 155)
local mon = L.wPartyMons
put(b, mon, 155) -- species
put(b, mon + 1, 0) -- no held item
put(b, mon + 2, 33, 43, 0, 0) -- two moves
put(b, mon + 6, 0x12, 0x34) -- OT id
put(b, mon + 0x15, 0x9F, 0x6A) -- DVs: a=9 d=15 s=6 sp=10
put(b, mon + 0x1B, 200) -- happiness
put(b, mon + 0x1F, 42) -- level
put(b, mon + 0x20, 0x10) -- BRN (bit 4)
put(b, mon + 0x22, 0x00, 0x64) -- hp 100
put(b, mon + 0x24, 0x00, 0x64) -- maxHp 100
put(b, mon + 0x26, 0x00, 0x37) -- attack 55
putName(b, L.wPartyMonNicknames, "FLAME")
putName(b, L.wPartyMonOTs, "ASH")
put(b, L.wMapGroup, 21); put(b, L.wMapNumber, 14)
put(b, L.wNumItems, 1); put(b, L.wItems, 20, 3); put(b, L.wItems + 2, 0xFF)
put(b, L.wNumKeyItems, 1); put(b, L.wKeyItems, 7); put(b, L.wKeyItems + 1, 0xFF)
put(b, L.wNumBalls, 1); put(b, L.wBalls, 5, 9); put(b, L.wBalls + 2, 0xFF)
-- box 3, one Pokemon
local box = L.boxes[3]
put(b, box, 1)
put(b, box + 0x01, 7)
put(b, box + 0x16, 7)
put(b, box + 0x16 + 0x1F, 15)
putName(b, box + 0x296, "ASH")
putName(b, box + 0x372, "SQUIRT")
seal(b, L)
return pack(b)
end
-- ------------------------------------------------------------------
-- What the cart holds comes back out
-- ------------------------------------------------------------------
for _, version in ipairs({ "gold", "silver", "crystal" }) do
local save, err = Gen2Save.decode(build(version), version)
check(save ~= nil, version .. ": a valid save decodes -- " .. tostring(err))
if save then
eq(save.player.name, "ASH", version .. ": player name")
eq(save.rival.name, "GARY", version .. ": rival name")
eq(save.player.id, 0x1234, version .. ": trainer id is big-endian")
eq(save.player.money, 123456, version .. ": money is a 3-byte big-endian")
eq(save.player.badges.ZEPHYR, true, version .. ": badges are keyed by name")
eq(save.player.badges.PLAIN, true, version .. ": and the second bit too")
eq(save.player.badges.HIVE, nil, version .. ": an unearned badge is absent")
eq(#save.party, 1, version .. ": party size")
local m = save.party[1]
eq(m.species, 155, version .. ": species, uncrosswalked")
eq(m.level, 42, version .. ": level")
eq(m.maxHp, 100, version .. ": max hp")
eq(m.stats.attack, 55, version .. ": computed stats come off the party tail")
eq(#m.moves, 2, version .. ": empty move slots are dropped")
eq(m.nickname, "FLAME", version .. ": nickname")
eq(m.ot, "ASH", version .. ": OT name")
eq(m.happiness, 200, version .. ": happiness")
-- DVs are nibbles, and the HP DV is rebuilt from the other four's low bits
eq(m.dvs.attack, 9, version .. ": attack DV is the high nibble")
eq(m.dvs.defense, 15, version .. ": defense DV is the low nibble")
eq(m.dvs.speed, 6, version .. ": speed DV")
eq(m.dvs.special, 10, version .. ": special DV")
eq(m.dvs.hp, 12, version .. ": HP DV is rebuilt, not stored")
eq(#save.boxes, 14, version .. ": every box is present")
eq(#save.boxes[3], 1, version .. ": box 3 holds one Pokemon")
eq(save.boxes[3][1].species, 7, version .. ": the stored species, uncrosswalked")
eq(save.boxes[3][1].nickname, "SQUIRT", version .. ": box nicknames follow the OTs")
eq(save.boxes[3][1].ot, "ASH", version .. ": box OT")
eq(save.boxes[3][1].hp, nil, version .. ": a box mon carries no computed stats")
end
end
-- ------------------------------------------------------------------
-- The engine is keyed by name, so the codec has to translate
-- ------------------------------------------------------------------
--
-- The cart stores numbers. save.inventory holds POTION, mon.species is
-- "TYPHLOSION", data.pokemon is indexed by that name. Without this the import
-- looks perfect and the engine cannot read a byte of it.
local CROSSWALK = {
pokemon = { CYNDAQUIL = { index = 155 }, SQUIRTLE = { index = 7 } },
moves = { TACKLE = { index = 33 }, LEER = { index = 43 } },
items = { POTION = { index = 20 }, BICYCLE = { index = 7 },
POKE_BALL = { index = 5 } },
maps = { GOLDENROD_CITY = { group = 21, map = 14 } },
}
do
local save = assert(Gen2Save.decode(build("gold"), "gold", CROSSWALK))
local m = save.party[1]
eq(m.species, "CYNDAQUIL", "species is the engine's id, not the cart's number")
eq(m.moves[1], "TACKLE", "and so are moves")
eq(m.moves[2], "LEER", "both of them")
eq(save.boxes[3][1].species, "SQUIRTLE", "boxes translate too")
-- One flat bag. Nothing in src reads save.keyItems or save.balls; PackMenu
-- buckets save.inventory by each item's own pocket.
eq(save.keyItems, nil, "there is no separate key item table")
eq(save.balls, nil, "nor a separate ball table")
eq(save.inventory.POTION, 3, "the ITEM pocket lands in the bag")
eq(save.inventory.BICYCLE, 1, "so does KEY_ITEM, which is why you can cycle")
eq(save.inventory.POKE_BALL, 9, "and BALL, which is why you can throw one")
-- Save.summary does `save.position.map or save.spawn`, so a save with no
-- map key resumes at the spawn point with the old coordinates.
eq(save.position.map, "GOLDENROD_CITY", "position names the map it is on")
-- save.pokedex.caught[species] = true, keyed the same way.
local dexKey = next(save.pokedex.caught)
check(dexKey == nil or type(dexKey) == "string" or type(dexKey) == "number",
"the dex is keyed by species id")
-- Save.scrubEvents runs tonumber over the VALUE against Save.EVENT_BYTES,
-- and tonumber(true) is nil, so a set of booleans is silently emptied.
eq(type(save.events[0]), "number", "events are packed bytes, not booleans")
local evCount = 0
for _ in pairs(save.events) do evCount = evCount + 1 end
eq(evCount, Gen2Save.EVENT_BYTES, "one entry per event byte")
-- 0 is truthy in Lua, so a raw status byte makes healthy mons look ill.
eq(m.status, "brn", "status is the engine's class string")
eq(save.boxes[3][1].status, nil, "and nil when healthy, not 0")
end
-- Without a crosswalk the raw numbers survive rather than being dropped: an id
-- this build cannot name is still the player's.
do
local save = assert(Gen2Save.decode(build("gold"), "gold"))
eq(save.party[1].species, 155, "an unknown species keeps its cart number")
end
-- ------------------------------------------------------------------
-- A save the real cartridge would open must not be refused
-- ------------------------------------------------------------------
--
-- TryLoadSaveFile checks the primary, and on failure VerifyBackupChecksum and
-- LoadBackupPlayerData. Refusing on the primary alone reports a save the game
-- itself would load as corrupt, which is what #1832 was about.
do
local L = Gen2Save.layoutFor("crystal")
check(L.backup ~= nil, "Crystal carries a backup layout")
eq(Gen2Save.layoutFor("gold").backup, nil,
"Gold and Silver split theirs across three sections, so they have none")
local good = build("crystal")
local at = L.sChecksum + 1
local broken = good:sub(1, at - 1)
.. string.char((good:byte(at) + 1) % 256) .. good:sub(at + 1)
eq(Gen2Save.checksumValid(broken, L), false, "the primary is now corrupt")
eq(Gen2Save.checksumValid(broken, L.backup), true, "the backup is not")
local save, err = Gen2Save.decode(broken, "crystal")
check(save ~= nil, "so the save still opens -- " .. tostring(err))
if save then
eq(save.player.name, "ASH", "and reads the same player out of the backup")
end
end
-- ------------------------------------------------------------------
-- Gold's table is not Crystal's
-- ------------------------------------------------------------------
do
local goldBytes = build("gold")
local wrong, err = Gen2Save.decode(goldBytes, "crystal")
check(wrong == nil, "a Gold save read with Crystal's table is refused")
check(type(err) == "string" and err:find("checksum", 1, true) ~= nil,
"and refused by the guard, not by luck -- got: " .. tostring(err))
check(Gen2Layout.goldSilver.wPartyMons ~= Gen2Layout.crystal.wPartyMons,
"the two layouts really do disagree about where the party is")
end
-- ------------------------------------------------------------------
-- Through the launcher's own entry point
-- ------------------------------------------------------------------
do
local save, err = SaveConvert.importSav(build("gold"), "gold", "gold")
check(save ~= nil, "importSav accepts a Gen 2 save now -- " .. tostring(err))
if save then
eq(save.player.name, "ASH", "and returns the decoded player")
eq(save.generation, 2, "tagged as Gen 2")
-- Everything the cart does not carry still has to be there.
check(type(save.mail) == "table", "mail falls back to the new-game default")
check(type(save.hallOfFame) == "table", "so does the hall of fame")
check(type(save.phoneContacts) == "table", "and the phone book")
end
local _, expErr = SaveConvert.exportSav({ meta = {} }, "gold")
check(type(expErr) == "string" and expErr:find("exporting", 1, true) ~= nil,
"export is still refused, and says so -- got: " .. tostring(expErr))
end
-- ------------------------------------------------------------------
-- Real-save audit (fixture-gated)
-- ------------------------------------------------------------------
local fixture = os.getenv("POKEPORT_GEN2_SAV_FIXTURE")
local fixtureVersion = os.getenv("POKEPORT_GEN2_SAV_VERSION") or "crystal"
if not fixture then
print("real-save audit skipped (set POKEPORT_GEN2_SAV_FIXTURE to a Gen 2 .sav, "
.. "and POKEPORT_GEN2_SAV_VERSION to gold/silver/crystal)")
else
local f = io.open(fixture, "rb")
local bytes = f and f:read("*a")
if f then f:close() end
check(bytes ~= nil, "the fixture is readable")
if bytes then
local save, err = Gen2Save.decode(bytes, fixtureVersion)
check(save ~= nil, "a real cart save decodes -- " .. tostring(err))
if save then
check(#save.party >= 1 and #save.party <= 6, "party size is possible")
check(#save.player.name > 0, "the player has a name")
for i, mon in ipairs(save.party) do
check(mon.species >= 1 and mon.species <= Gen2Save.NUM_SPECIES,
("party %d species is a real species (%d)"):format(i, mon.species))
check(mon.level >= 1 and mon.level <= 100,
("party %d level is possible (%d)"):format(i, mon.level))
check(mon.dvs.attack <= 15 and mon.dvs.special <= 15,
("party %d DVs are nibbles"):format(i))
end
for b, box in ipairs(save.boxes) do
check(#box <= Gen2Save.BOX_CAPACITY, ("box %d holds at most 20"):format(b))
end
end
end
end
T.finish()