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gen1recomp/tests/drivers/grass_overlay_bug150_test.lua
T
2026-07-26 13:38:52 -04:00

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4.8 KiB
Lua

-- Visual + render-decision regression for #150 ("Grass transparency is off").
--
-- The reporter's should_be.png shows Red standing in Route 1 tall grass with a
-- GREEN cap that blends into the grass. The default SGB color mode instead
-- region-tints the player with the per-map SGB BG palette: Red's dark-gray cap
-- (DMG shade 2) maps to the ROUTE palette's shade-2 = light-blue (165,214,255)
-- (data/generated/palettes.lua ROUTE), so the character clashes with the grass.
-- On real GBC/SGB an OBJ carries its own object palette; OG RED already bakes
-- PaletteFX.ogObj() (green over Red, pink over Blue -- color/sprites.asm
-- ColorOverworldSprite) onto overworld characters. The fix makes SGB mode do
-- the same while leaving terrain on its per-map SGB palette.
--
-- Gate (fails before the fix, passes after):
-- * PaletteFX.usesSpriteObp("gbc") == true
-- * the player SpriteRenderer bakes a distinct OBJ image in SGB mode
-- (resolveImage() ~= the raw grayscale sheet) -- the pixel path that
-- recolors the cap green
-- * that baked OBJ palette's shade-2 (the cap) is green, not ROUTE light-blue
-- Regression guard (must hold before AND after -- terrain is untouched):
-- * the ROUTE terrain palette still carries BOTH grass green (173,230,90) and
-- light-blue (165,214,255), so the grass field keeps its green+blue dither.
--
-- Screenshots (SHOT_DIR): grass_bug150_sgb.png (the reported view) and
-- grass_bug150_ogred.png (OG RED reference -- green character, red terrain).
--
-- Run: POKEPORT_DRIVER=tests/drivers/grass_overlay_bug150_test.lua \
-- POKEPORT_IDENTITY=bug150 POKEPORT_TOUCH=0 love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local PaletteFX = require("src.render.PaletteFX")
local DIR = os.getenv("SHOT_DIR") or "."
local fails = 0
local function check(cond, msg)
if cond then U.log("ok: " .. msg)
else fails = fails + 1; U.log("FAIL: " .. msg) end
end
local function hasColor(pal, r, g, b)
if not pal then return false end
for i = 1, #pal do
if pal[i][1] == r and pal[i][2] == g and pal[i][3] == b then return true end
end
return false
end
-- a party + starter flag so the overworld is fully usable
game.save.flags.EVENT_GOT_STARTER = true
local Pokemon = require("src.pokemon.Pokemon")
table.insert(game.save.party, Pokemon.new(game.data, "CHARMANDER", 5))
-- default SGB color mode. Set the SAVED option too: Game:applyOptions
-- re-reads save.options.colors, so a bare setMode() would get reverted.
game.save.options = game.save.options or {}
game.save.options.colors = "gbc"
PaletteFX.setMode("gbc")
U.teleport(game, "ROUTE_1", 10, 6, "down")
local ow = game.overworld
local p = ow.player
check(ow.map.id == "ROUTE_1", "on ROUTE_1")
check(ow.map:isGrassCell(p.cellX, p.cellY),
"player stands on a tall-grass cell (" .. p.cellX .. "," .. p.cellY .. ")")
U.wait(40) -- let the grass/flower tile animation cycle
U.shot(game, DIR .. "/grass_bug150_sgb.png")
-- === render-decision gate: fails before the fix, passes after =========
check(PaletteFX.usesSpriteObp("gbc") == true,
"SGB mode bakes an OBJ palette onto overworld characters")
-- the player's sprite must resolve to a baked OBJ image (not the raw
-- grayscale sheet) in SGB mode -- this is the exact path that colors the cap
local spr = p.sprite
check(spr and spr.image and spr:resolveImage() ~= spr.image,
"player sprite bakes a distinct OBJ image in SGB mode")
-- the baked object palette's shade-2 (the cap) is a green, and specifically
-- NOT the ROUTE light-blue the region shader used to hand it
local obj = PaletteFX.ogObj() -- {white, brightgreen, darkgreen, black}
local cap = obj and obj[3] -- DMG shade 2 -> 3rd palette entry
check(cap and cap[2] > cap[1] and cap[2] > cap[3],
"OBJ cap color is green-dominant (g>r and g>b)")
check(cap and not (cap[1] == 165 and cap[2] == 214 and cap[3] == 255),
"OBJ cap color is NOT ROUTE light-blue (165,214,255)")
-- === regression guard: terrain palette untouched =====================
local terrain = PaletteFX.pal(game.data, ow:paletteNameFor(ow.map))
check(hasColor(terrain, 173, 230, 90),
"ROUTE terrain palette still contains grass green (173,230,90)")
check(hasColor(terrain, 165, 214, 255),
"ROUTE terrain palette still contains light-blue (grass keeps its blue dither)")
-- OG RED reference for the human diff (green character over red terrain)
game.save.options.colors = "ogred"
PaletteFX.setMode("ogred")
U.wait(20)
U.shot(game, DIR .. "/grass_bug150_ogred.png")
-- restore the default so the run doesn't end in a non-default mode
game.save.options.colors = "gbc"
PaletteFX.setMode("gbc")
U.wait(2)
if fails > 0 then error(fails .. " check(s) failed for #150") end
U.log("all #150 checks passed")
end