Port forced movement (turn delays, bumps, ice, currents, pits), dynamic return warps, elevators, Surf, Cut, Strength and cycling rules, working map blocks with changeblock/changemapblocks, and the remaining NPC movement types and movement commands. Add tileset animation from the ROM's command tables, grass sprite priority and special map palettes; room decorations with ownership, the bedroom PC and save migration; and Key Items access to the Bicycle. Fourteen original-engine traces compare positions, facing, actors, event flags and scripted poses. Tile animation matches original VRAM for four tilesets, and LoadMapPals matches 192 palette cases. skyfall_top now keeps the $60 sprite offset its step function leaves behind. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -25,8 +25,10 @@ async function start(page: Page, scenario: BattleScenario = "win") {
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await page.locator("#play").click();
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for (const direction of ENCOUNTER_WALK) {
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const key = `Arrow${direction[0].toUpperCase()}${direction.slice(1)}`;
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// Long enough to turn in place first (4 ticks) and start one step,
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// short of a second step when already facing that way.
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await page.keyboard.down(key);
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await page.clock.runFor(70);
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await page.clock.runFor(250);
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await page.keyboard.up(key);
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await page.clock.runFor(300);
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}
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