Files
gen1recomp/tests/drivers/crystal_boot_smoke.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

250 lines
8.0 KiB
Lua

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