mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-12 16:31:05 +02:00
2591fde764
Split Import/Export paths into imports/saves/{red,blue,yellow}/ and
exports/{red,blue,yellow}/ so MTP destinations match each launcher tab.
Co-authored-by: Cursor <cursoragent@cursor.com>
323 lines
14 KiB
Lua
323 lines
14 KiB
Lua
-- Launcher save Import/Export glue (src/import/SaveFileIO.lua): the end-to-end
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-- importToSlot -> listSlots roundtrip and the exportActiveSlot output-byte
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-- sanity check, driven love-free through the same in-memory filesystem stub
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-- tests/engine/save_slots.lua uses. A synthetic 32KB SRAM image is built via
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-- GenSave.encode (no real save checked in); a fixture-gated case exercises the
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-- real .sav when POKEPORT_SAV_FIXTURE points at one.
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-- luajit tests/engine/save_file_io_tests.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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local GenSave = require("src.save_convert.GenSave")
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local SaveConvert = require("src.save_convert.SaveConvert")
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local SaveData = require("src.core.SaveData")
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local GameVersion = require("src.core.GameVersion")
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local SaveFileIO = require("src.import.SaveFileIO")
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local realFS = love.filesystem
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-- A love.filesystem stub keyed by full path, extended past save_slots' memfs
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-- with the export surface SaveFileIO reaches for (createDirectory /
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-- getSaveDirectory). A directory key is implied by any file under it.
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local function memfs(files)
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return {
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files = files,
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write = function(path, content) files[path] = content return true end,
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read = function(path) return files[path] end,
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remove = function(path) files[path] = nil return true end,
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getInfo = function(path)
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if files[path] then return { type = "file" } end
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local prefix = path .. "/"
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for key in pairs(files) do
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if key:sub(1, #prefix) == prefix then return { type = "directory" } end
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end
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return nil
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end,
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createDirectory = function() return true end,
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getSaveDirectory = function() return "/fake/save" end,
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}
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end
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local function fresh()
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local files = {}
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love.filesystem = memfs(files)
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SaveData.resetSlotState()
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GameVersion.set("red")
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return files
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end
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-- ---- crosswalk data + synthetic 32KB save (built the way the codec tests do)
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-- Gen1 encode/decode needs Red species/item indices from data/generated/,
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-- which CI never has. Skip cleanly so the ROM-free T1/T2 tier stays green.
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local loadPokemon = loadfile("data/generated/pokemon.lua")
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if not loadPokemon then
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print("save_file_io skipped (needs data/generated/ for Gen1 save codec)")
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os.exit(0)
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end
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GenSave.setCharmap(loadfile("src/save_convert/data/charmap.lua")())
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local data = {
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pokemon = loadPokemon(),
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moves = loadfile("data/generated/moves.lua")(),
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items = loadfile("data/generated/items.lua")(),
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maps = loadfile("data/generated/maps.lua")(),
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eventFlags = loadfile("src/save_convert/data/event_flags.lua")(),
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}
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-- independent checksum re-derivation (complement of the additive byte sum) so
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-- the export sanity check does not trust the encoder that wrote it
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local bit = require("bit")
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local OFF = GenSave.OFFSETS
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local function rawChecksum(bytes, from, to)
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local sum = 0
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for i = from, to - 1 do sum = bit.band(sum + bytes:byte(i + 1), 0xFF) end
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return bit.band(bit.bnot(sum), 0xFF)
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end
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local function mainChecksumValid(bytes)
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return rawChecksum(bytes, OFF.checksumStart, OFF.checksumEnd)
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== bytes:byte(OFF.mainChecksum + 1)
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end
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local function syntheticSave(name)
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local seed = SaveData.newGame({ playerName = name, rivalName = "BLUE" })
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seed.money = 4321
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seed.inventory = { POTION = 2, POKE_BALL = 7, BOULDERBADGE = 1 }
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seed.bagOrder = { "POTION", "POKE_BALL" }
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seed.party = { {
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species = "SQUIRTLE", level = 6, exp = 200,
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dvs = { hp = 1, attack = 2, defense = 3, speed = 4, special = 5 },
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statExp = { hp = 0, attack = 0, defense = 0, speed = 0, special = 0 },
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stats = { hp = 22, attack = 12, defense = 13, speed = 11, special = 12 },
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hp = 22, status = nil,
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moves = { { id = "TACKLE", pp = 35, ppUps = 0 } },
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nickname = "SQ", ot = name, otId = seed.player.id, catchRate = 45,
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} }
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-- The current-map view pointer is part of wMainData's map cache, not a
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-- modeled save field. Pokémon Red restores that cache before Continue,
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-- so it is a useful canary for the import -> slot -> export path.
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local raw = GenSave.encode(seed, data, nil)
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local cacheOff = OFF.mainData + 104
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local cacheTemplate = raw:sub(1, cacheOff) .. string.char(0xA5)
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.. raw:sub(cacheOff + 2)
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return GenSave.encode(seed, data, cacheTemplate)
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end
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-- ---------------------------------------------- importToSlot -> listSlots
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do
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fresh()
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local bytes = syntheticSave("IMP")
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eq(#bytes, GenSave.SAVE_SIZE, "the synthetic save is 32768 bytes")
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local ok, slotId = SaveFileIO.importToSlot(bytes, "red")
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eq(ok, true, "importToSlot succeeds on a valid 32KB save")
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eq(slotId, "slot1", "the first import registers slot1")
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local slots = SaveData.listSlots("red")
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eq(#slots, 1, "the imported save shows up as exactly one slot")
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eq(slots[1].id, "slot1", "the listed slot is slot1")
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eq(slots[1].exists, true, "the imported slot reports a save present")
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eq(slots[1].name, "IMP", "the imported slot surfaces the decoded player name")
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eq(SaveData.activeSlot("red"), "slot1", "the imported slot is made active")
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-- the slot loads cleanly (meta re-stamped from gen1_import to the numeric
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-- format, so runMigrations does not choke)
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local loaded = SaveData.load("red")
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check(loaded ~= nil, "the imported slot loads back")
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eq(loaded and loaded.player.name, "IMP", "loaded save keeps the player name")
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eq(loaded and loaded.money, 4321, "loaded save keeps the money")
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eq(loaded and #loaded.party, 1, "loaded save keeps the party")
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-- a second import allocates a fresh slot and makes it active
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local ok2, slot2 = SaveFileIO.importToSlot(syntheticSave("TWO"), "red")
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eq(ok2, true, "a second import succeeds")
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eq(slot2, "slot2", "the second import allocates slot2")
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eq(#SaveData.listSlots("red"), 2, "both imported slots are listed")
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eq(SaveData.activeSlot("red"), "slot2", "the newest import becomes active")
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end
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-- ---------------------------------------------- exportActiveSlot byte sanity
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do
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local files = fresh()
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SaveFileIO.importToSlot(syntheticSave("EXP"), "red")
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local ok, path = SaveFileIO.exportActiveSlot("red")
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eq(ok, true, "exportActiveSlot succeeds for an active slot with a save")
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eq(path, "/fake/save/exports/red/gen1recomp-red-slot1.sav",
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"the export path is absolute under exports/<version>/")
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local outBytes = files["exports/red/gen1recomp-red-slot1.sav"]
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check(outBytes ~= nil, "the export file lands in the per-game exports/ folder")
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eq(outBytes and #outBytes, GenSave.SAVE_SIZE, "the export is exactly 32768 bytes")
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check(outBytes and mainChecksumValid(outBytes),
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"the export carries a valid main-data checksum")
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eq(outBytes and outBytes:byte(OFF.mainData + 105), 0xA5,
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"the export keeps the saved current-map cache")
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-- the export re-imports to an equivalent save
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local re = SaveConvert.importSav(outBytes, "red")
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check(re ~= nil, "the export re-imports through SaveConvert")
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eq(re and re.player and re.player.name, "EXP", "the export round-trips the player name")
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eq(re and re.party[1] and re.party[1].species, "SQUIRTLE",
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"the export round-trips the party")
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eq(re and re.inventory and re.inventory.BOULDERBADGE, 1,
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"the export round-trips a badge")
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end
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-- ---------------------------------------------- failure UX (never raises)
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do
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fresh()
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-- wrong size via a DroppedFile-shaped source (100 bytes)
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local shortFile = {
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_bytes = string.rep("\0", 100),
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open = function() return true end,
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getSize = function(self) return #self._bytes end,
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read = function(self) return self._bytes end,
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close = function() return true end,
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}
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local ok, err = SaveFileIO.importToSlot(shortFile, "red")
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eq(ok, false, "a wrong-size save is rejected, not imported")
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check(type(err) == "string" and err:find("32", 1, true) ~= nil,
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"the wrong-size error names the required size")
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eq(#SaveData.listSlots("red"), 0, "a rejected import creates no slot")
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-- bad checksum: flip a modeled byte in an otherwise valid image
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local good = syntheticSave("BAD")
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local corrupt = good:sub(1, OFF.money)
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.. string.char((good:byte(OFF.money + 1) + 1) % 256)
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.. good:sub(OFF.money + 2)
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local okc, errc = SaveFileIO.importToSlot(corrupt, "red")
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eq(okc, false, "a bad-checksum save is rejected")
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check(type(errc) == "string" and errc:find("checksum", 1, true) ~= nil,
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"the bad-checksum error mentions the checksum")
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eq(#SaveData.listSlots("red"), 0, "a rejected checksum creates no slot")
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-- export with nothing to export
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local oke, erre = SaveFileIO.exportActiveSlot("red")
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eq(oke, false, "exportActiveSlot fails cleanly when there is no save")
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check(type(erre) == "string", "the empty-export failure carries a message")
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end
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-- ---------------------------------------------- fixture-gated real save
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do
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local fixturePath = os.getenv("POKEPORT_SAV_FIXTURE")
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local fixtureBytes
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if fixturePath then
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local ff = io.open(fixturePath, "rb")
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if ff then
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fixtureBytes = ff:read("*a")
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ff:close()
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if #fixtureBytes ~= GenSave.SAVE_SIZE then fixtureBytes = nil end
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end
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end
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if not fixtureBytes then
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print("save_file_io fixture case skipped (set POKEPORT_SAV_FIXTURE to a 32KB .sav)")
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else
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local files = fresh()
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local ok, slotId = SaveFileIO.importToSlot(fixtureBytes, "red")
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eq(ok, true, "fixture: a real .sav imports to a slot")
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check(slotId ~= nil, "fixture: the import returns a slot id")
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local slots = SaveData.listSlots("red")
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eq(#slots, 1, "fixture: the real save shows as one slot")
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check(slots[1].exists and type(slots[1].name) == "string" and #slots[1].name > 0,
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"fixture: the imported slot has a non-empty player name")
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local loaded = SaveData.load("red")
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check(loaded ~= nil and #loaded.party >= 1 and #loaded.party <= 6,
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"fixture: the imported slot loads with a 1..6 party")
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local eok, path = SaveFileIO.exportActiveSlot("red")
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eq(eok, true, "fixture: the imported real save exports")
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local rel = path:gsub("^/fake/save/", "")
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local outBytes = files[rel]
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eq(outBytes and #outBytes, GenSave.SAVE_SIZE, "fixture: the export is 32768 bytes")
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check(outBytes and mainChecksumValid(outBytes),
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"fixture: the export has a valid main-data checksum")
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end
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end
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-- ---------------------------------------------- #206: exported map + position
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-- Regression guard for issue #206 ("exported .sav loads as a glitch map /
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-- crashes in an emulator"). The Gen1 continue path rebuilds the entire
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-- overworld from the saved current-map byte and the player's tile coords
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-- (engine/menus/main_menu.asm SpecialEnterMap -> ResetPlayerSpriteData ->
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-- EnterMap -> LoadMapHeader), so the two ways a real cartridge glitches on
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-- Continue are (a) wCurMap not resolving to a real map header, and (b) the
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-- player's wYCoord/wXCoord falling outside the map's walk grid. A cell is 2x2
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-- background tiles (home/overworld.asm), so a WxH-block map is 2W x 2H cells
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-- and valid coords are 0..2W-1 / 0..2H-1. Drive the launcher's real export
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-- path (import -> SaveData.load -> exportActiveSlot) and assert the emitted
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-- bytes land a loadable player across interior/outdoor/cave maps, including
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-- each map's far corner, so this class of corruption cannot slip back in.
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do
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local mapsByIndex = {}
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for id, def in pairs(data.maps) do
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if def.index then mapsByIndex[def.index] = id end
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end
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-- One export cycle through the exact glue the SAVE FILES card uses. Returns
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-- the raw exported image, or nil if any stage refused (checked by callers).
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local function exportedThrough(mapId, x, y)
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local files = fresh()
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local seed = SaveData.newGame({ playerName = "JOHN", rivalName = "BLUE" })
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seed.player.map, seed.player.x, seed.player.y = mapId, x, y
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-- a plausible mid-game party so the slot is not a blank new game
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seed.party = { {
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species = "SQUIRTLE", level = 16, exp = 4000,
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dvs = { hp = 1, attack = 2, defense = 3, speed = 4, special = 5 },
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statExp = { hp = 0, attack = 0, defense = 0, speed = 0, special = 0 },
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stats = { hp = 44, attack = 28, defense = 31, speed = 26, special = 30 },
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hp = 44, moves = { { id = "TACKLE", pp = 35, ppUps = 0 } },
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nickname = "SQ", ot = "JOHN", otId = seed.player.id, catchRate = 45,
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} }
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if not SaveFileIO.importToSlot(GenSave.encode(seed, data, nil), "red") then return nil end
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if not SaveData.load("red") then return nil end
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if not SaveFileIO.exportActiveSlot("red") then return nil end
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return files["exports/red/gen1recomp-red-slot1.sav"]
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end
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local function assertLoadable(label, mapId, x, y)
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local def = data.maps[mapId]
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if not def then return end -- this data set lacks the map; skip silently
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local out = exportedThrough(mapId, x, y)
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check(out ~= nil and #out == GenSave.SAVE_SIZE,
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label .. ": exports a 32768-byte image through the launcher path")
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if not out then return end
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-- (a) wCurMap resolves: an unresolved index loads a garbage header, the
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-- #206 glitch/crash itself
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eq(mapsByIndex[out:byte(OFF.curMap + 1)], mapId,
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label .. ": exported wCurMap resolves to the saved map")
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-- (b) tile coords inside the 2W x 2H cell grid, and unchanged by the round trip
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local cx, cy = out:byte(OFF.xCoord + 1), out:byte(OFF.yCoord + 1)
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check(cx <= 2 * def.width - 1 and cy <= 2 * def.height - 1,
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("%s: player cell (%d,%d) is in-bounds for the %dx%d-block map")
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:format(label, cx, cy, def.width, def.height))
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eq(cx, x, label .. ": wXCoord survives load -> export unchanged")
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eq(cy, y, label .. ": wYCoord survives load -> export unchanged")
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check(mainChecksumValid(out), label .. ": exported main-data checksum is valid")
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end
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assertLoadable("bedroom interior", "REDS_HOUSE_2F", 3, 6)
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assertLoadable("outdoor town", "PALLET_TOWN", 5, 6)
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assertLoadable("outdoor city", "CERULEAN_CITY", 27, 15)
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assertLoadable("cave floor", "MT_MOON_1F", 5, 5)
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-- the map's far corner (2W-1, 2H-1): proves the boundary coord writes and
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-- survives without truncation or an off-by-one out-of-bounds
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if data.maps.VIRIDIAN_CITY then
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local d = data.maps.VIRIDIAN_CITY
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assertLoadable("far corner", "VIRIDIAN_CITY", 2 * d.width - 1, 2 * d.height - 1)
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end
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end
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love.filesystem = realFS
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T.finish("save_file_io")
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