Open Routes 38 to 41, Olivine and Cianwood to the Mineral Badge (#32)
Checks / web (push) Successful in 1m46s
Private ROM checks / private-rom (push) Failing after 39m32s

Enable Route 38 and its Ecruteak gate, Route 39 with the MooMoo farm,
Olivine City and its buildings, the Lighthouse's six floors, Routes 40
and 41, and Cianwood City with its gym, pharmacy, Photo Studio, Mania's
house, the Poke Seer and the Lugia speech house. Olivine's port, the
Battle Tower gate and Whirl Islands stay closed. The story runs from the
rival in Olivine through Jasmine and Amphy, Suicune and Eusine, the
SecretPotion, Chuck's boulders, the STORMBADGE, TM01 and HM02, back to
Amphy's cure, Jasmine, the MINERALBADGE and TM23.

Port GiveShuckle and ReturnShuckie with every return code and Mania's
wrong last-Pokemon speech, PokeSeer with its high-byte-only OT check and
reused caught level, PhotoStudio's no-printer path (Printer Error 2),
and PlaySlowCry. wMooMooBerries joins the saved script bytes.

Port trainer item AI: the 13 healing, status and X items, the
highest-level gate, item use while Mean Look or Wrap prevents
switching, and the original's random and state quirks, checked against
the ROM over 5,632 states. Leaders with items are no longer refused.

Game Corner sprites match the original frame by frame: cursor and reel
positions, Golem's whole-frame flips, frame timing, the frame a removed
sprite is still drawn, and the Golem roll's screen shake. The Burned
Tower rival's garbage trainer header is documented as a boundary: its
seen text dispatches text command $7f into home code before any battle.

The playthrough continues for six stages to Jasmine; its driver can
Surf, fish and travel through floors joined by holes. New tests cover
trainer items, Olivine and Cianwood side content, and reference checks
for trainer items, trainer sight and Game Corner animations.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
kawaandClaude Opus 5.5 committed 2026-10-13 10:09:47 +02:00
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@@ -46,11 +46,12 @@ These paths refer to the pinned [PRET source](https://github.com/pret/pokecrysta
| `game/scripts/unown-puzzle.ts` | `engine/games/unown_puzzle.asm`, `engine/events/specials.asm` (`UnownPuzzle`), `engine/gfx/cgb_layouts.asm` (`_CGB_UnownPuzzle`) | `_UnownPuzzle`: `InitUnownPuzzlePiecePositions` with Random, the d-pad rules, picking up and placing pieces, `CheckSolvedUnownPuzzle`, and the graphics (`ConvertLoadedPuzzlePieces`' doubling, the piece borders, the cursor and START/CANCEL, the OAM layouts) and palettes from the ROM. Sounds are not played. |
| `game/scripts/ruins.ts` | `engine/events/unown_walls.asm`, `data/events/unown_walls.asm` | `DisplayUnownWords` as an overlay screen with the chamber tileset's Unown letters, `HoOhChamber` and `OmanyteChamber`. |
| `game/scripts/goldenrod.ts`, `game/world/day-timers.ts` | `engine/events/name_rater.asm`, `haircut.asm`, `lucky_number.asm`, `engine/overworld/time.asm`, `engine/menus/intro_menu.asm` | Name Rater ownership checks, ROM haircut happiness tables, Lucky Number party and box matching with first-winner ties, saved number and Friday countdown with 140-day rollover. |
| Goldenrod shops, gifts and prizes | `engine/items/mart.asm`, `engine/pokemon/move_mon.asm` (`GivePoke`), `engine/events/specials.asm` (`GameCornerPrizeMonCheckDex`), `engine/pokedex/new_pokedex_entry.asm` | All five mart types, gift OT/nickname and MAIL, full-party gifts to the box, coin commands and balance boxes, and first-owned prize registration with two A/B pages. Boxed gifts approximate an unspecified stale enemy held item as zero. SlotMachine and CardFlip remain refused. |
| Route 35, Route 36, Route 37, Ecruteak and Burned Tower | `home/trainers.asm` (`_CheckTrainerBattle`), `mobile/mobile_41.asm` (`CheckMobileAdapterStatusSpecial`), `engine/overworld/overworld.asm` (`LoadUsedSpritesGFX`, `RefreshSprites`) | These maps' scripts (Floria and the Sudowoodo Squirtbottle battle, Arthur, Sunny, the Itemfinder house, the Kimono Girls and HM03 Surf, Eusine and the rival's Burned Tower cutscene) run on already-ported primitives. `checkTrainers` skips a map trainer whose script is `ObjectEvent` (the Burned Tower rival) once its own flag is set: the original reads `ObjectEvent`'s bytes as flag $f251, bit 1 of `wNumKeyItems` through echo RAM, which is set with the usual two or three key items; the other case is unverified. `CheckMobileAdapterStatusSpecial` is unused outside the Japanese release and always clears its result; `LoadUsedSpritesGFX`/`RefreshSprites` are VRAM sprite tile loading, presentation only. |
| Goldenrod shops, gifts and prizes | `engine/items/mart.asm`, `engine/pokemon/move_mon.asm` (`GivePoke`), `engine/events/specials.asm` (`GameCornerPrizeMonCheckDex`), `engine/pokedex/new_pokedex_entry.asm` | All five mart types, gift OT/nickname and MAIL, full-party gifts to the box, coin commands and balance boxes, and first-owned prize registration with two A/B pages. Boxed gifts approximate an unspecified stale enemy held item as zero. SlotMachine and CardFlip run as described below. |
| Route 35, Route 36, Route 37, Ecruteak and Burned Tower | `home/trainers.asm` (`_CheckTrainerBattle`), `mobile/mobile_41.asm` (`CheckMobileAdapterStatusSpecial`), `engine/overworld/overworld.asm` (`LoadUsedSpritesGFX`, `RefreshSprites`) | These maps' scripts (Floria and the Sudowoodo Squirtbottle battle, Arthur, Sunny, the Itemfinder house, the Kimono Girls and HM03 Surf, Eusine and the rival's Burned Tower cutscene) run on already-ported primitives. `checkTrainers` skips a map trainer whose script is `ObjectEvent` (the Burned Tower rival) once its own flag is set: the original reads `ObjectEvent`'s bytes as flag $f251, bit 1 of `wNumKeyItems` through echo RAM. `tests/reference-trainer-sight.spec.ts` runs `_CheckTrainerBattle` for every `wNumKeyItems` 0-6: the original matches the port only with two, three or six key items; otherwise it reports a sighting and `LoadTrainer_continue` copies `ObjectEvent`'s own bytes into `wTempTrainer` as a trainer header (class $26 SWIMMERM, ID $16), one past SWIMMERM's last trainer. `ReadTrainerParty`'s name-skipping loop then runs off the end of its table into the next one with no padding between them, landing on a real, undamaged record: SwimmerF's ELAINE (a single level 21 Staryu), shown with SWIMMERM's sprite, cry and class text — confirmed by running `ReadTrainerParty` and `Battle_GetTrainerName` themselves. That battle is never reached cleanly: `StartBattleWithMapTrainerScript` first prints the decoded seen text ($46ee in the map scripts' bank, the middle of `SproutTower1FStatueText`). Its first byte, the space $7f, is dispatched as a text command; `TextCommands` has 23 entries, so the pointer comes from home code beyond the table and execution jumps to $0428, inside the VBlank handlers. What follows depends on the whole CPU and stack state, so the port keeps skipping the sighting rather than inventing an outcome. The pursuit stops here: the trainer check runs before `CheckTileEvent`'s warp, so the sighting is reachable after the cutscene's `warpcheck`, but no end-to-end emulator replay of the scene was made (the repository has no cartridge-save export). `CheckMobileAdapterStatusSpecial` is unused outside the Japanese release and always clears its result; `LoadUsedSpritesGFX`/`RefreshSprites` are VRAM sprite tile loading, presentation only. |
| `game/world/roam-mons.ts` | `engine/overworld/wildmons.asm` (`InitRoamMons`, `CheckEncounterRoamMon`, `UpdateRoamMons`, `JumpRoamMons`), `data/wild/roammon_maps.asm` | Raikou and Entei roam from `InitRoamMons`; Suicune's slot is kept but not started. `UpdateRoamMons` runs on connections, door and pit warps and after one wild battle in sixteen; `JumpRoamMons` on Fly, Teleport and Continue. A roaming beast can take a grass encounter, and the battle writes its HP back or clears the slot. |
| Bug-Catching Contest | `engine/events/bug_contest/*.asm`, `maps/Route35NationalParkGate.asm`, `maps/Route36NationalParkGate.asm`, `engine/menus/start_menu.asm` | Registration, Park Balls, contestant selection, the timer on the game clock, out of balls, QUIT, judging from `BugContestantPointers` with ties to the earlier entry, prizes and `CheckPartyFullAfterContest`. The contest state saves. The status box is a text page above the start menu. No sound. |
| `game/scripts/slot-machine.ts`, `game/scripts/card-flip.ts` | `engine/games/slot_machine.asm`, `engine/games/card_flip.asm`, `engine/gfx/cgb_layouts.asm` | Both on a realtime tile screen (two frames per tick, buffered buttons). Slots: reel strips, spin rates and scrolling, bias tables with the lucky machine and seven streak, reel 3's Golem and Chansey replay with their sprites, payouts. Card Flip: deck, 12×11 board, cursor sprites and `ChooseCard_HandleJoypad`, paytable. Tilemaps are checked against the ROM. Golem's walk uses two ROM frames with flips; no sound. |
| `game/scripts/cianwood.ts`, Routes 38–41, Olivine and Cianwood | `engine/events/shuckle.asm` (`GiveShuckle`, `ReturnShuckie`), `engine/pokemon/bills_pc_top.asm` (`CheckCurPartyMonFainted`), `engine/pokemon/caught_data.asm` (`SetGiftPartyMonCaughtData`), `engine/events/poke_seer.asm`, `engine/events/print_photo.asm`, `engine/printer/printer.asm` (`PrintPartymon`, `CheckPrinterStatus`), `engine/printer/printer_serial.asm`, `engine/events/specials.asm` (`PlaySlowCry`) | Shuckie is a level 15 party-only gift with MANIA's OT, ID 518, nickname, a Berry and `LANDMARK_GIFT` caught data; it sets `ENGINE_GOT_SHUCKIE_TODAY`. `ReturnShuckie` returns all five codes; `CheckCurPartyMonFainted` looks at the rest of the party, and Mania answers `SHUCKIE_FAINTED` with his happiness speech, as the original does. `PokeSeer` follows `ReadCaughtData`, including the missing `cp [hl]` that compares only the OT ID's high byte, `GetCaughtLocation`'s event and gift landmarks, `GetCaughtLevel`'s ??? that leaves `wSeerCaughtLevel` unchanged, and `SeerAdvice`'s inclusive thresholds. `wSeerCaughtLevel` lives in the "Miscellaneous WRAM 1" union: the port keeps the Seer's own last value until a load, while in the original other users of those bytes may change it. `PhotoStudio` has no printer to talk to: the handshake reads $ff, so `CheckPrinterStatus` reports `PRINTER_ERROR_2`, and `SendScreenToPrinter` retries until B sets `hPrinter`. The port shows "Printer Error 2" with "Press B to Cancel" on one page, then the no-photo text; the print page behind the box and its alternation with "CHECKING LINK" are not drawn. `PlaySlowCry` is audio. The story maps run on ported script commands; `tests/olivine-cianwood.test.ts` and six playthrough stages cover them. |
| `game/scripts/slot-machine.ts`, `game/scripts/card-flip.ts` | `engine/games/slot_machine.asm`, `engine/games/card_flip.asm`, `engine/gfx/cgb_layouts.asm` | Both on a realtime tile screen (two frames per tick, buffered buttons). Slots: reel strips, spin rates and scrolling, bias tables with the lucky machine and seven streak, reel 3's Golem and Chansey replay with their sprites, payouts. Card Flip: deck, 12×11 board, cursor sprites and `ChooseCard_HandleJoypad`, paytable. Tilemaps, all 48 cursor positions, selected reel states and whole Golem/Chansey/Egg sequences are checked against the ROM (`tests/reference-game-corner.spec.ts`, which runs `CardFlip_UpdateCursorOAM`, `Slots_UpdateReelPositionAndOAM`/`.SpinReel` and the sprite-animation engine's own Golem/Chansey/Egg routines): the cursor, the reel symbols and the three creatures each anchor an OAM-relative pixel pair 8 (x) and 16 (y) beyond the screen's, as `cursorSprites` reads; `depixel`'s own two arguments end up swapped by `_InitSpriteAnimStruct` (confirmed against the reference emulator), so Golem/Chansey/Egg's X and Y bases were swapped to match, and Golem's own OAM table X-flips its right half. `PlaySpriteAnimations` is compared frame by frame over a three-Golem run and a Chansey round with two eggs (shadow OAM, `wSlotsDelay` and `hSCY`): frames last 8 ticks (the first draw plus 7 decrements); Golem's frames 3 and 4 flip the whole OAM set (offsets become −8−offset); a sprite removed by `DeinitializeSprite` is still drawn that tick, because `UpdateAnimFrame` runs after the animation function; the Golem's roll toggles `hSCY` by ±2, which the tile screen shows with the space tiles `_SlotMachine` filled the BG map with. The rows scrolled in use palette 0, since the attribute map beyond row 18 is not reproduced. No sound. |
| Text interpreter | `macros/scripts/text.asm`, `constants/charmap.asm`, `home/text.asm` | Literal/far text, RAM names and string buffers from native state, numbers of dots, and sound or pause cues (consumed). `text_asm` and other RAM reads are refused. |
Supported event opcodes are explicit in the interpreter switch. Audio commands consume their operands, but sound sequencing is pending; those opcodes do not imply complete audiovisual behavior. `pause` holds the current text or waits the original number of overworld ticks.
@@ -119,7 +120,13 @@ Later fields keep, by absence-migrated defaults: `memory`, the saved WRAM bytes
`home/trainers.asm` and `engine/events/trainer_scripts.asm`: talking to an `OBJECTTYPE_TRAINER` object runs `TalkToTrainerScript` with the object's header copied as `wTempTrainer`; `_CheckTrainerBattle` runs `SeenByTrainerScript` with `wSeenTrainerDistance`. The world checks sight in `PlayerEvents` order: before warps, coordinate events and encounters at the end of a step (a seen player's tile events are then skipped, as `DisableEvents` does), and on idle ticks before scene scripts and input. Walls and objects do not block sight. `TrainerWalkToPlayer`/`ComputePathToWalkToPlayer` build the raw `wMovementBuffer` bytes, which `applymovementlasttalked` decodes with the normal movement reader. `wRunningTrainerBattleScript` lives in the script run: zero at the start, set by `loadmem` after the battle so `endifjustbattled` ends the after-script. Trainer commands without a map trainer are refused. `MomTriesToBuySomething` after scripted battles does nothing while Mom's savings (not ported) are zero.
`engine/battle/core.asm` and `engine/battle/ai/items.asm`, `switch.asm`: when a trainer's Pokémon faints and others remain, `UpdateBattleStateAndExperienceAfterEnemyFaint` zeroes its party HP and runs `NewEnemyMonStatus`; `EnemyPartyMonEntrance` then sends out the Pokémon chosen by `FindMonInOTPartyToSwitchIntoBattle`. When every candidate is threatened it draws `BattleRandom & 7`, which tests pin. `AI_SwitchOrTryItem` runs before either side moves: `CheckAbleToSwitch`, the Often/Rarely/Sometimes thresholds, `AI_TrySwitch` and `AI_Switch` (withdraw text, HP and status back to the party). `CheckTypeMatchup` ignores the type its switch-AI callers load and uses `BATTLE_VARS_MOVE_TYPE`, so every such matchup uses the enemy's chosen move type; `FindEnemyMonsWithASuperEffectiveMove` never resets its result between Pokémon; `FindEnemyMonsWithAtLeastQuarterMaxHP` rotates HP bits instead of multiplying. All three bugs are kept. `UsedMoveText` records `wPlayerUsedMoves`. Refused: Pursuit on a switching Pokémon, Perish Song, Spikes, and trainer items. Side effects of the type scans on the move structs (overwritten types and animation) are not modelled; the next `ParseEnemyAction`/`ParsePlayerAction` reloads them.
`engine/battle/core.asm` and `engine/battle/ai/items.asm`, `switch.asm`: when a trainer's Pokémon faints and others remain, `UpdateBattleStateAndExperienceAfterEnemyFaint` zeroes its party HP and runs `NewEnemyMonStatus`; `EnemyPartyMonEntrance` then sends out the Pokémon chosen by `FindMonInOTPartyToSwitchIntoBattle`. When every candidate is threatened it draws `BattleRandom & 7`, which tests pin. `AI_SwitchOrTryItem` runs before either side moves: `CheckAbleToSwitch`, the Often/Rarely/Sometimes thresholds, `AI_TrySwitch` and `AI_Switch` (withdraw text, HP and status back to the party). `CheckTypeMatchup` ignores the type its switch-AI callers load and uses `BATTLE_VARS_MOVE_TYPE`, so every such matchup uses the enemy's chosen move type; `FindEnemyMonsWithASuperEffectiveMove` never resets its result between Pokémon; `FindEnemyMonsWithAtLeastQuarterMaxHP` rotates HP bits instead of multiplying. All three bugs are kept. `UsedMoveText` records `wPlayerUsedMoves`. Refused: Pursuit on a switching Pokémon, Perish Song and Spikes. Side effects of the type scans on the move structs (overwritten types and animation) are not modelled; the next `ParseEnemyAction`/`ParsePlayerAction` reloads them.
`AI_SwitchOrTryItem`'s DontSwitch path runs `AI_TryItem`, including when Mean Look or Wrap blocks switching. Only the trainer's highest-level Pokémon (ties included) may use the two class items. All 13 `AI_Items` entries are ported: Full Restore, Max/Hyper/Super Potion, Potion, Full Heal, X Accuracy, Guard Spec, Dire Hit and the four X stats. The HP, status, first-turn and random gates preserve CONTEXT_USE, ALWAYS_USE and UNKNOWN_USE. A used item consumes the enemy's turn, updates the party, and clears the original move counters and substatuses.
The original bugs remain: Full Heal leaves confusion; status healing leaves Nightmare and burn/paralysis stat penalties; X stats see stale miss/failure flags; a declined second-slot item strands the first slot for the rest of the scan. That pointer can also read the base reward as a third item. The port models this extra slot, but not further drift into AI flag bytes; no real two-item trainer's base reward matches an item in this ROM. Battle Tower is still closed. `wEnemyItemState`'s redraw counter is omitted.
`tests/trainer-items.test.ts` covers every item and the switch-blocked paths. `tests/reference-trainer-items.spec.ts` compares `AI_TryItem` over 5,632 controlled states, including HP boundaries, stale miss/failure flags, item/party/HP/status/substatus/stat-level state and RNG draw counts. Four more reference cases cover the base-reward collision directly and through no-switch-style, Mean Look and Wrap dispatch. These isolated calls redirect Random and bypass `PrintText`, `PlaySFX`, `AnimateHPBar` and `UpdateEnemyHUD`; they do not verify presentation. `tests/trainer-battle.test.ts` exercises Clair's real Kingdra and class items through `Battle.run()`.
`BGEVENT_ITEM` runs `HiddenItemScript` with `wHiddenItemData`; `SetMemEvent` sets the item's flag.
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@@ -396,9 +396,28 @@ The numbered sections below keep their full scope. Each one opens with a checkli
- Roaming Pokémon (`game/world/roam-mons.ts`): `InitRoamMons`, `UpdateRoamMons` on connections, door and pit warps and one wild battle in sixteen, `JumpRoamMons` on Fly, Teleport and Continue, and `CheckEncounterRoamMon` in the grass. Suicune's slot is kept but not started, as the ROM leaves it. Saves gain `roamMons` and `roamMonsMap`. A rollback restore (a failed import) keeps the beasts in place; only Continue moves them.
- The Bug-Catching Contest: the gates on contest days, `GiveParkBalls`, `SelectRandomBugContestContestants`, `ContestDropOffMons`/`ContestReturnMons`, the timer on the game clock, running out of balls, QUIT in the start menu, the catch-and-swap prompt, `BugContestJudging` with the ROM's contestant table and prizes, and `CheckPartyFullAfterContest`. The contest state saves. The start menu's balls and catch status shows as a text page above the menu.
- The Game Corner: `SlotMachine` (reels with their spin rates and scrolling, the normal and lucky bias tables, the seven streak, Golem and Chansey with the egg, payouts, the 9999-coin cap) and `CardFlip` (deck, board, cursor and group navigation, paytable). They run on a realtime tile screen, which advances two frames per world tick with the buffered button. The Card Flip board and slot frame are checked tile by tile against the ROM's own tilemaps.
- Engine fixes found on the way: `getnum`, a plain `warp` that continues its script on the new map, `PokemonNames`' EGG entry, and a map trainer whose script is `ObjectEvent` (the Burned Tower rival) is no longer sighted once its own flag is set. In the original, its "beaten" check reads `ObjectEvent`'s bytes as flag $f251, bit 1 of `wNumKeyItems` through echo RAM, which is set with the usual two or three key items; the other case has not been checked against the original.
- Engine fixes found on the way: `getnum`, a plain `warp` that continues its script on the new map, `PokemonNames`' EGG entry, and a map trainer whose script is `ObjectEvent` (the Burned Tower rival) is no longer sighted once its own flag is set. In the original, its "beaten" check reads `ObjectEvent`'s bytes as flag $f251, bit 1 of `wNumKeyItems` through echo RAM, which is set with the usual two or three key items; reference checks now confirm that zero, one, four or five key items make the original sight the rival with a garbage trainer header. Its seen text runs an out-of-range text command into home code before any battle, so the native port does not reproduce it (see NATIVE_PORT.md).
- Tests: `tests/roaming.test.ts`, `tests/bug-contest.test.ts`, `tests/game-corner.test.ts` and `tests/ecruteak.test.ts`. The playthrough continues through the National Park to Floria, Sudowoodo, the Kimono Girls, the Burned Tower and Morty; its driver now chooses moves by type matchup, buys at Marts, and uses Super Potions and Awakenings in trainer battles.
- Remaining: Tin Tower and the Clear Bell, Suicune's appearances, the Game Corner's Golem walk cycle (two ROM frames with flips), the contest status box layout, radio and rematches (#30), breeding (#29), routes beyond Ecruteak and the gyms after Morty, mobile and link features, and audio.
- Remaining: Tin Tower and the Clear Bell, Suicune's appearances, the contest status box layout, radio and rematches (#30), breeding (#29), routes beyond Ecruteak and the gyms after Morty, mobile and link features, and audio.
## Implemented: trainer items and Game Corner reference follow-up (board #32)
- Trainer item AI now handles all 13 supported healing, status and X items, the highest-level gate, item consumption, and the original random and state quirks. Mean Look and Wrap stop switching but still allow item use. This removes the item refusal for Chuck, Jasmine and later leaders; Chuck and Jasmine are reachable since increment D.
- Game Corner sprites now use the original screen coordinates, reel symbol window and Golem flips. Reference tests cover all cursor positions and selected reel states. The Golem, Chansey and egg are compared frame by frame against the original's `PlaySpriteAnimations`: a three-Golem run and a Chansey round with two eggs, 385 frames of shadow OAM, `wSlotsDelay` and `hSCY`. That covers the whole-frame flips, frame timing, the extra frame a removed sprite is still drawn, and the Golem's roll shake, which the slot screen now shows.
- The Burned Tower sight check is verified for zero through six key items. With 0, 1, 4 or 5 key items the original's garbage header would battle SwimmerF's ELAINE, but its seen text first jumps into home code through text command $7f. The native suppression stays, as a documented boundary.
- Trainer-item reference coverage compares 5,632 controlled states plus four dispatch cases. The unit suite also runs a battle using Clair's Kingdra and real class items. These comparisons bypass text/audio/HUD routines and do not establish physical-device acceptance.
## Implemented: Routes 38–41, Olivine and Cianwood to the Mineral Badge (board #32, increment D)
- Route 38 with its Ecruteak gate, Route 39 with the MooMoo farm's barn and farmhouse, Olivine City with its Pokémon Center, Mart, Café, gym and houses, the Lighthouse's six floors, Routes 40 and 41, and Cianwood City with its gym, Pokémon Center, pharmacy, Photo Studio, Mania's house, the Poké Seer and the Lugia speech house are open. Olivine's port, the Battle Tower gate and Whirl Islands stay closed.
- The story runs on existing primitives: the rival's Olivine scene, Jasmine and Amphy, the SecretPotion (the pharmacist then runs `MARTTYPE_PHARMACY`), Suicune and Eusine at Cianwood, Chuck's boulder-throwing intro and Strength boulders, the STORMBADGE, TM01 and HM02, Amphy's cure, Jasmine's return to her gym, the MINERALBADGE and TM23.
- New specials (`game/scripts/cianwood.ts`): `GiveShuckle` and `ReturnShuckie`, with Mania's OT, ID, nickname, Berry, gift caught data, the daily flag, every return code and the original's wrong speech when Shuckie is the last Pokémon that can fight; `PokeSeer`, with the action table, the OT check that compares only the ID's high byte, gift and event landmarks, the advice thresholds and the caught level reused from the last reading; `PhotoStudio`, which takes the no-printer path; `PlaySlowCry` (audio only). `wMooMooBerries` joins the saved script bytes.
- `PhotoStudio` without a Game Boy Printer: `PrintPartymon`'s handshake reads $ff, `CheckPrinterStatus` reports `PRINTER_ERROR_2`, and B cancels with no photo. The port shows that status box's text on one page; the Pokémon's print page behind it and the box alternating with "CHECKING LINK" on each retry are not drawn.
- The Seer's reused caught level is `wSeerCaughtLevel`, a byte in the "Miscellaneous WRAM 1" union. The port keeps the Seer's own last reading until a load; in the original, other users of that union (such as `wBufferMon`) may have changed it in between.
- The playthrough driver gained `sail` (Surf across open water, answering `AskSurfScript`), water-aware `cross` and `walk`, breadth-first `travel` through floors whose holes land in cut-off corners, Great Balls and pharmacy purchases.
- Tests: `tests/olivine-cianwood.test.ts` covers MooMoo's seven Berries and the saved byte, every Shuckie outcome, the Seer's readings, its ID quirk and reused level, and the Photo Studio. The playthrough continues for six more stages: Routes 38 and 39 and the rival, Strength and the Good Rod, a fished Krabby taught Surf, the Lighthouse, Routes 40 and 41, Eusine, the SecretPotion, Chuck (a loss retries from Cianwood's Pokémon Center), Fly, Amphy and Jasmine.
- Local validation (2026-10-13): 790 unit tests passed, 3 skipped (scratch tests excluded), including the 32-stage playthrough; without a ROM, 168 passed and 625 skipped. Both builds, reference/profile checks, vendor integrity and release isolation passed. Browser checks: 181 passed, 21 skipped, 12 known WebKit menu failures (#70). CI and physical-device acceptance were not run.
- Remaining: Olivine's port and the S.S. Aqua, the Battle Tower, Whirl Islands, the Game Boy Printer, routes beyond Olivine and Cianwood (Route 42 onward), radio and rematches (#30), breeding (#29), mobile and link features, and audio.
## Native battles: current state