Open Tin Tower and Whirl Islands: Suicune, Ho-Oh and Lugia (#32)
Tin Tower's floors and roof and the Whirl Islands are open. The Clear Bell gets the player past the sages to Suicune in Tin Tower; after the League, the Rainbow Wing leads up to Ho-Oh, and the Silver Wing to Lugia. New specials: MonCheck and BeastsCheck (CheckOwnMonAnywhere, with its five-letter OT comparison and no Day-Care search). The playthrough driver plans ledge jumps for the later stages, waterfall descents, warp panels and Surf between warps; the run gains two stages, Routes 45 and 46 back to Ecruteak and Tin Tower's Suicune. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -21,6 +21,7 @@ The emulator-backed prototype is now at `/reference.html`. The default applicati
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| Routes 38–41, Olivine, Cianwood, Chuck and Jasmine | Done (port, Battle Tower closed) |
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| Route 42 to Mahogany, the Lake of Rage, the Rocket Hideout and Pryce | Done |
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| The Radio Tower takeover, Ice Path, Blackthorn, Clair and Dragon's Den | Done |
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| Tin Tower, Suicune, Ho-Oh, Whirl Islands and Lugia | Done |
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| Wild and trainer battles, capture and the catching tutorial | Done for the areas that are open |
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| 1. Complete the overworld foundation | Done |
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| 2. Opening story and first battle slice | Mostly done |
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@@ -440,6 +441,13 @@ The numbered sections below keep their full scope. Each one opens with a checkli
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- The playthrough driver gained `push` and `boulders` (pushes planned breadth first over the boulders and the player's reachable area, each into its own stone-table hole), clears whirlpools in `sail`, can choose the move `teach` forgets, and heals with the strongest potion carried. Tests: `tests/blackthorn.test.ts` (Move Deleter, Dratini) and `tests/radio-tower.test.ts` (switches through a reload and the warehouse reset, a lost rival battle, the director after a save). The playthrough continues for six more stages: the Radio Tower, the Underground, the Clear Bell, Ice Path, training and Clair, and the Dragon Shrine.
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- Remaining: Tin Tower and Suicune, Whirl Islands and Lugia, the Battle Tower, radio and rematches (#30, including Buena's password show), breeding (#29), mobile and link features, and audio.
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## Implemented: Tin Tower and Whirl Islands (board #32, increment G)
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- Tin Tower's nine floors and roof and the Whirl Islands' eight maps are open. The Clear Bell lets the player past the entrance's sages and through the Wise Trio's room; in Tin Tower 1F Raikou and Entei flee unless caught, and Suicune battles (`BATTLETYPE_SUICUNE`), followed by Eusine.
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- New specials (`game/scripts/tin-tower.ts`): `MonCheck` and `BeastsCheck` over `CheckOwnMonAnywhere`: the party and every box, the player's ID and the first five letters of the OT, an empty party finding nothing, the Day-Care left out. After the League with all three beasts, the second Wise Trio appears and gives the Rainbow Wing; its stairs lead up to Ho-Oh on the roof. Lugia waits at the bottom of the Whirl Islands for a player with the Silver Wing. Both battles use `BATTLETYPE_FORCEITEM`.
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- The playthrough driver plans ledge jumps (for the later stages only, so the earlier seeded stages keep their recorded paths), waterfalls carrying a surfer down, warp panels landing elsewhere on a map, and Surf and Whirlpool between warps in `travel`. Tests: `tests/tin-tower.test.ts` (MonCheck's rules, the Rainbow Wing and the climb to Ho-Oh, the Whirl Islands to Lugia). The playthrough continues for two more stages: Routes 45 and 46 back to Ecruteak, and Tin Tower's Suicune.
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- Remaining: the Battle Tower, Olivine's port and the S.S. Aqua (board #33), radio and rematches (#30), breeding (#29), mobile and link features, and audio. `CheckOwnMonAnywhere` in the original also reads the current box's own SRAM copy, which can be stale; the port keeps no stale copy.
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## Native battles: current state
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The battle core, ROM tables, encounter hooks, battle UI and whiteout hooks are present. Unit tests cover wins, escape, loss, experience, move learning and capture; reference tests compare damage, type effectiveness, stat calculation and experience curves. Browser tests drive a test-only wild encounter through the real UI: victory with level-up and move learning, escape, whiteout, catching with a nickname, keyboard and on-screen D-pad menu navigation, mid-battle backup restore, rollback of unsupported effects, switching through the party menu and a Potion from the Items pocket. Real Route 29 encounters now use the ROM's encounter tables. Every ball can be thrown; only the contest's Park Ball handling remains.
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