Port the PC and boxes
Checks / web (push) Canceled after 0s

Read TileCollisionStdScripts from the ROM so the Pokémon Center PC runs
PokemonCenterPC: Bill's PC (deposit, withdraw, release, change and name
boxes), the player's item storage (withdraw, deposit, toss, mail box) and
Oak's Pokédex rating. The house PC now opens the full player's PC menu.

A catch with a full party goes to the current box through SendMonIntoBox;
a full box keeps the ball, and filling it queues Bill's call as a memory
script after the battle. Saves gain boxes, box names and PC items,
migrated by absence.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Sébastien QUEROLandClaude Opus 5.5 committed 2026-09-25 17:12:26 +02:00
1 parent 451464f7c6
commit 3bdca0099e
21 files changed
+1999 -131

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@@ -1,10 +1,13 @@
import { CrystalAssets } from "../src/game/rom/assets";
import { GameWorld } from "../src/game/world/world";
import { OW } from "../src/game/world/constants";
import { generatePartyMon } from "../src/game/party/pokemon";
/** `room` places the player at the bedroom PC or poster, "center" at
* Cherrygrove's Pokémon Center PC with two Pokémon; otherwise outdoors. */
export function foundationFixture(
assets: CrystalAssets,
room: boolean | "poster",
room: boolean | "poster" | "center",
) {
const world = new GameWorld(
assets,
@@ -13,12 +16,34 @@ export function foundationFixture(
);
world.state.scenes["24:4"] = 1;
world.state.bag.keyItems.push(OW.BICYCLE);
if (room === "center") {
world.state.party = [155, 16].map((species, i) =>
generatePartyMon(assets.pokemon, {
species,
level: 8 - i * 4,
item: 0,
otId: world.playerId,
ot: "CHRIS",
dvs: 0x9abc,
caughtData: 0,
}),
);
world.state.bag.items = [{ item: 18, quantity: 5 }]; // POTION
}
const save = world.save();
const [map, x, y] =
room === "center"
? ["26:5", 9, 2]
: room === "poster"
? ["24:7", 6, 1]
: room
? ["24:7", 2, 2]
: ["24:4", 9, 6];
world.restore({
...save,
map: room ? "24:7" : "24:4",
x: room === "poster" ? 6 : room ? 2 : 9,
y: room === "poster" ? 1 : room ? 2 : 6,
map,
x,
y,
direction: "up",
objects: [],
});