Implement native opening scenes, battle foundation and overworld movement
Checks / web (push) Canceled after 0s

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Sébastien QUEROL committed 2026-09-23 16:09:22 +02:00
1 parent 8b80d05ca2
commit c08d250cf6
39 files changed
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@@ -1,6 +1,13 @@
import { RomReader } from "./reader";
import { decompress } from "./lz";
import { NATIVE_MAPS, SYMBOLS } from "./profile";
import {
LAST_MAP_GROUP_SIZE,
MAP_GROUP_COUNT,
NATIVE_MAPS,
SYMBOLS,
} from "./profile";
import { defaultTextContext, readString } from "../scripts/text";
import { PokemonData } from "./pokemon";
import type {
Direction,
GameMap,
@@ -14,23 +21,83 @@ import type {
* decoded from the supplied ROM, on demand, and cached only in memory. */
export class CrystalAssets {
readonly reader: RomReader;
readonly pokemon: PokemonData;
private maps = new Map<string, GameMap>();
private tilesets = new Map<string, Tileset>();
private sprites = new Map<number, Sprite>();
private sceneOwners?: Map<string, string>;
constructor(bytes: Uint8Array) {
this.reader = new RomReader(bytes);
this.pokemon = new PokemonData(this.reader);
}
/** Areas whose rules and scripts are ported. Other maps can be decoded,
* for example to draw a connected border, but cannot be entered. */
isPorted(id: string): boolean {
return Object.hasOwn(NATIVE_MAPS, id);
}
/** Header offset for a map ID, bounded by the ROM's own group table. */
private header(id: string): number {
const match = /^(\d{1,2}):(\d{1,3})$/.exec(id);
const group = Number(match?.[1]),
number = Number(match?.[2]);
if (!match || group < 1 || group > MAP_GROUP_COUNT || number < 1)
throw new Error("Unknown map.");
const r = this.reader,
bank = r.bank(SYMBOLS.mapGroups);
const first = r.near(SYMBOLS.mapGroups + (group - 1) * 2, bank);
const count =
group === MAP_GROUP_COUNT
? LAST_MAP_GROUP_SIZE
: (r.near(SYMBOLS.mapGroups + group * 2, bank) - first) / 9;
if (number > count) throw new Error("Unknown map.");
return first + (number - 1) * 9;
}
/** The location name the game shows for a landmark, from the ROM. */
landmark(index: number): string {
const r = this.reader,
entry = SYMBOLS.landmarks + index * 4;
const name = readString(
r,
r.near(entry + 2, r.bank(SYMBOLS.landmarks)),
defaultTextContext(""),
);
return name
.toLowerCase()
.replace(
/(^|[\s.-])(\p{L})/gu,
(_, gap, letter) => gap + letter.toUpperCase(),
);
}
/** The map that owns a map's scene variable (data/maps/scenes.asm). */
sceneOwner(id: string): string | undefined {
if (!this.sceneOwners) {
const owners = new Map<string, string>(),
byAddress = new Map<number, string>();
const r = this.reader;
for (let p = SYMBOLS.mapScenes, i = 0; i < 256; i++, p += 4) {
const group = r.byte(p);
if (group === 0xff) break;
const map = `${group}:${r.byte(p + 1)}`,
address = r.word(p + 2);
const owner = byAddress.get(address) ?? map;
byAddress.set(address, owner);
owners.set(map, owner);
}
this.sceneOwners = owners;
}
return this.sceneOwners.get(id);
}
map(id: string): GameMap {
const cached = this.maps.get(id);
if (cached) return cached;
if (!Object.hasOwn(NATIVE_MAPS, id))
throw new Error("This area has not been ported yet.");
const header = this.header(id);
const [group, number] = id.split(":").map(Number);
const r = this.reader;
const header =
r.near(SYMBOLS.mapGroups + (group - 1) * 2, r.bank(SYMBOLS.mapGroups)) +
(number - 1) * 9;
const attributes = r.near(header + 3, r.byte(header));
const blockWidth = r.byte(attributes + 2),
blockHeight = r.byte(attributes + 1);
@@ -38,11 +105,14 @@ export class CrystalAssets {
throw new Error("Invalid map dimensions.");
const scriptBank = r.byte(attributes + 6);
let p = r.near(attributes + 9, scriptBank) + 2;
const location = this.landmark(r.byte(header + 5));
const map: GameMap = {
id,
group,
number,
name: NATIVE_MAPS[id],
name: NATIVE_MAPS[id] ?? location,
location,
landmark: r.byte(header + 5),
width: blockWidth * 2,
height: blockHeight * 2,
border: r.byte(attributes),
@@ -165,6 +235,54 @@ export class CrystalAssets {
if (x < 0 || y < 0 || x >= map.width || y >= map.height) return map.border;
return map.blocks[Math.floor(y / 2) * (map.width / 2) + Math.floor(x / 2)];
}
/** Where a step coordinate outside `map` lands in a connected map. */
connected(
map: GameMap,
x: number,
y: number,
): { map: GameMap; x: number; y: number } | undefined {
const direction =
y < 0
? "up"
: y >= map.height
? "down"
: x < 0
? "left"
: x >= map.width
? "right"
: undefined;
// Corners are outside every connection strip and show border blocks.
if (!direction || ((x < 0 || x >= map.width) && (y < 0 || y >= map.height)))
return undefined;
const connection = map.connections.find((c) => c.direction === direction);
if (!connection) return undefined;
const target = this.map(connection.targetMap);
// Offsets are the coordinates EnterMapConnection assigns on crossing.
const position =
direction === "up"
? { x: x + connection.x, y: y + 1 + connection.y }
: direction === "down"
? { x: x + connection.x, y: y - map.height + connection.y }
: direction === "left"
? { x: x + 1 + connection.x, y: y + connection.y }
: { x: x - map.width + connection.x, y: y + connection.y };
if (
position.x < 0 ||
position.y < 0 ||
position.x >= target.width ||
position.y >= target.height
)
return undefined;
return { map: target, ...position };
}
/** A visible block, drawing connected maps beyond the edges as the
* original connection strips do, with the current map's tileset. */
visibleBlock(map: GameMap, x: number, y: number): number {
if (x >= 0 && y >= 0 && x < map.width && y < map.height)
return this.block(map, x, y);
const target = this.connected(map, x, y);
return target ? this.block(target.map, target.x, target.y) : map.border;
}
collision(map: GameMap, x: number, y: number): number {
if (x < 0 || y < 0 || x >= map.width || y >= map.height) return 7;
const block = this.block(map, x, y);
@@ -210,6 +328,48 @@ export class CrystalAssets {
objectPalette(index: number, time: number): Palette {
return this.palette(SYMBOLS.objectPalettes + time * 64 + (index & 7) * 8);
}
/** Collisions that allow wild encounters (CheckGrassCollision). */
grassCollisions(): number[] {
const r = this.reader,
values: number[] = [];
for (let p = SYMBOLS.grassCollisions; values.length < 32; p++) {
const value = r.byte(p);
if (value === 0xff) return values;
values.push(value);
}
throw new Error("Grass collision list is unterminated.");
}
/** JohtoGrassWildMons for a map: encounter rates and seven slots per
* time of day (data/wild/johto_grass.asm). */
grassWildMons(
id: string,
): { rates: number[]; slots: { level: number; species: number }[][] } | undefined {
const r = this.reader;
for (let p = SYMBOLS.johtoGrassWildMons, i = 0; i < 256; i++, p += 47) {
const group = r.byte(p);
if (group === 0xff) return undefined;
if (`${group}:${r.byte(p + 1)}` !== id) continue;
const rates = [r.byte(p + 2), r.byte(p + 3), r.byte(p + 4)];
const slots = [0, 1, 2].map((time) =>
Array.from({ length: 7 }, (_, slot) => {
const entry = p + 5 + time * 14 + slot * 2;
return { level: r.byte(entry), species: r.byte(entry + 1) };
}),
);
return { rates, slots };
}
throw new Error("Wild encounter data is unterminated.");
}
/** Emote bubble graphics (data/sprites/emotes.asm). */
emote(index: number): Uint8Array {
const r = this.reader,
entry = SYMBOLS.emotes + index * 6;
if (index < 0 || index > 11) throw new Error("Unknown emote.");
return r.slice(
r.address(r.byte(entry + 3), r.word(entry)),
r.byte(entry + 2),
);
}
sprite(id: number): Sprite | undefined {
// Variable decorations and Pokémon icons need separate decoders.
if (id < 1 || id >= 0xa0) return undefined;
@@ -228,8 +388,12 @@ export class CrystalAssets {
return sprite;
}
facing(direction: Direction, frame: number): FacingTile[] {
const facing =
["down", "up", "left", "right"].indexOf(direction) * 4 + (frame % 4);
return this.facingTiles(
["down", "up", "left", "right"].indexOf(direction) * 4 + (frame % 4),
);
}
/** FACING_* layouts; 0x14 is the emote bubble. */
facingTiles(facing: number): FacingTile[] {
const r = this.reader,
pointer = r.near(SYMBOLS.facings + facing * 2, r.bank(SYMBOLS.facings));
return Array.from({ length: r.byte(pointer) }, (_, i) => {