Open Mr. Pokémon's house, the first rival battle and the return to Elm
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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:
Sébastien QUEROLandClaude Opus 5.5 committed 2026-09-24 19:38:20 +02:00
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import { CrystalAssets } from "../src/game/rom/assets";
import { generatePartyMon } from "../src/game/party/pokemon";
import { GameWorld } from "../src/game/world/world";
import { settle } from "./world-driver";
// EVENT_GOT_CYNDAQUIL/TOTODILE/CHIKORITA_FROM_ELM.
const STARTER_EVENTS: Record<number, number> = { 155: 27, 158: 28, 152: 29 };
/** Only the starting position and earlier starter choice are fixtures.
* The house rewards and return scenes come from the untouched ROM scripts. */
export function questFixtureWorld(assets: CrystalAssets, species = 158) {
// A seeded Random: a constant byte never ends BattleRandom retry loops
// such as BattleCommand_DamageVariation's.
let seed = 1;
const world = new GameWorld(assets, () => new Date("2026-09-22T12:00:00"), () => {
seed = (seed * 1103515245 + 12345) >>> 0;
return (seed >>> 16) & 255;
});
const mon = generatePartyMon(assets.pokemon, {
species, level: 20, item: 0, otId: world.playerId,
ot: "CHRIS", dvs: 0xffff, caughtData: 0,
});
mon.moves = [10, 0, 0, 0];
mon.pp = [35, 0, 0, 0];
mon.hp = 1; // Mr. Pokémon must actually heal the party.
world.state.party = [mon];
world.state.pokedex.seen.add(species);
world.state.pokedex.caught.add(species);
world.state.events.add(26); // GOT_A_POKEMON_FROM_ELM
world.state.events.add(STARTER_EVENTS[species]);
world.restore({ ...world.save(), map: "26:1", x: 17, y: 6, direction: "up" });
return world;
}
/** Independent rival UI fixture, derived from completing the actual house
* scene, then relocated to the city's return trigger. This is not a full walk. */
export function questRivalFixtureWorld(assets: CrystalAssets, species = 158) {
const world = questFixtureWorld(assets, species);
if (!world.move("up")) throw new Error("Could not enter Mr. Pokémon's house.");
settle(world);
if (world.notice || !world.state.events.has(30))
throw new Error(`House fixture did not complete: ${world.diagnostic}`);
// The house's moved objects (Mr. Pokémon, Oak) must not carry over. The
// Guide Gent still stands at 32,6; one step right reaches 33,7's trigger.
world.restore({ ...world.save(), map: "26:3", x: 32, y: 7, direction: "right", objects: [] });
return world;
}
/** The house scene completed for real, then relocated below Elm's lab door
* in New Bark Town. Elm's robbed call stays queued: the door step warps,
* and calls do not ring indoors. */
export function questLabFixtureWorld(assets: CrystalAssets) {
const world = questFixtureWorld(assets);
if (!world.move("up")) throw new Error("Could not enter Mr. Pokémon's house.");
settle(world);
if (world.notice || !world.state.events.has(30))
throw new Error(`House fixture did not complete: ${world.diagnostic}`);
world.restore({ ...world.save(), map: "24:4", x: 6, y: 4, direction: "up", objects: [] });
return world;
}