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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@@ -60,6 +60,14 @@ async function drive(page: Page, name = "") {
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} else if (await page.locator("#game-screen").getAttribute("data-activity") !== "idle") {
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await page.clock.runFor(500);
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} else {
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// A scene script starts a tick after the tick that ends a warp, so a
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// single idle observation is not the end of the scene.
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await page.clock.runFor(200);
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if (
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(await page.locator("#game-screen").getAttribute("data-activity")) !== "idle" ||
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(await page.locator("#native-dialogue").isVisible())
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)
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continue;
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await expect(page.locator("#game-notice")).toHaveText("");
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return messages.join("\n");
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}
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