Open Mr. Pokémon's house, the first rival battle and the return to Elm
Checks / web (push) Canceled after 0s
Checks / web (push) Canceled after 0s
Mr. Pokémon's ROM scene gives the Mystery Egg and Pokédex, heals the party, sets the Cherrygrove spawn with blackoutmod and queues Elm's call. Cherrygrove's rival scene runs both triggers and all three RIVAL1_1 parties as a CANLOSE battle; reloadmap returns to the script. Smart AI is accepted for effects with no AI_Smart_EffectHandlers entry (Normal Hit, Attack Down, Defense Down) and still refuses others before any random draw, including for reserve Pokémon. Special calls read SpecialPhoneCallList: the entry's condition decides, and the ROM's CheckSpecialPhoneCall.script and Script_ReceivePhoneCall run its caller script through memcall, ending with HangUp's timed "Click!". Ringing and the caller box are not presented yet. In Elm's lab, NameRival shows the ROM's "RIVAL'S NAME?" title (the prompt previously had no page and soft-locked) and applies InitName's default to blank names. Handing over the Egg and the aide's Poké Balls run from the ROM. Saves gain rivalName and specialPhoneCall. The quest fixtures use a seeded RNG (a constant byte never ends the damage-variation loop) and no longer carry the house's moved objects into Cherrygrove. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
1 parent
7c1c0cc45b
commit
dc10343520
18 files changed
+812
-34
No files matched your search
@@ -34,7 +34,7 @@ flowchart LR
|
||||
| `src/reference`, `src/emulator` | Original-game reference, excluded from the native build |
|
||||
| `reference/public` | Licensed emulator files for the reference build only |
|
||||
|
||||
`GameRuntime` is a lifecycle interface, not an emulator contract. Native state is validated JSON, schema version 3. It holds the map, position, facing, name/avatar, player ID and in-game tile count; event and engine flags and sprite variables; scene values, phone contacts, the weekday offset and DST flag; positions of objects that scripts moved; and the party, bag, Pokédex sets and money. Early version-3 backups without a money field migrate to the starting balance. It contains no graphics, music, dialogue, GB memory or ROM bytes. Versions 1 and 2 migrate with new-game defaults. Party Pokémon are validated by recomputing their stats from the ROM. The backup envelope retains the historical `coreId` field; native backups use it for their runtime/schema ID.
|
||||
`GameRuntime` is a lifecycle interface, not an emulator contract. Native state is validated JSON, schema version 3. It holds the map, position, facing, name/avatar, player ID and in-game tile count; event and engine flags and sprite variables; scene values, phone contacts, a queued special call, the rival's name, the weekday offset and DST flag; positions of objects that scripts moved; and the party, bag, Pokédex sets and money. Early version-3 backups without a money field migrate to the starting balance. It contains no graphics, music, dialogue, GB memory or ROM bytes. Versions 1 and 2 migrate with new-game defaults. Party Pokémon are validated by recomputing their stats from the ROM. The backup envelope retains the historical `coreId` field; native backups use it for their runtime/schema ID.
|
||||
|
||||
Saves made during an unfinished walk or jump retain its source tile and completed step count, so loading cannot skip a landing event or map transition. Directional mats wait for exit input; doors, stairs and caves force an animated downward step after arrival.
|
||||
|
||||
|
||||
Reference in new issue
Block a user