Port the Johto badge stat boosts (#31)

BadgeStatBoosts runs where the original calls it: when a Pokémon is sent out, after an in-battle level-up, and in CalcPlayerStats. It keeps the PlainBadge/MineralBadge swap and the Glacier Badge's Special Defense register bug. A transformed Pokémon that levels up now keeps its copied stats.

The reference emulator compares all 256 badge bytes over 28 stat sets per browser against the unmodified routine.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Sébastien QUEROLandClaude Opus 5.5 committed 2026-10-03 16:08:31 +02:00
1 parent 8fae1f0c0f
commit ec3d1cd5c4
3 files changed
+112 -4

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+42 -4
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@@ -908,7 +908,37 @@ export class Battle {
};
this.player.stats = mon.stats.slice(1);
this.applyStatusEffects(this.player);
// No badges exist yet, so BadgeStatBoosts changes nothing.
this.badgeStatBoosts();
}
/** BadgeStatBoosts: Johto badges raise the battle Pokémon's Attack,
* Defense, Speed and Special Attack by an eighth (to at most 999). The
* PlainBadge and MineralBadge bits are swapped first. The Glacier Badge's
* Special Defense boost tests the register that BoostStat leaves after
* Special Attack, so it depends on that stat (a kept bug). */
private badgeStatBoosts() {
const badges = this.options.johtoBadges ?? 0;
// ZEPHYR, HIVE, FOG, STORM, GLACIER and RISING stay; PLAIN (bit 2)
// moves to bit 4 and MINERAL (bit 4) to bit 2.
let b = (badges & 0xeb) | ((badges & 0x04) << 2) | ((badges & 0x10) >> 2);
const stats = this.player.mon.stats;
// BoostStat, returning the A register it leaves.
const boost = (index: number) => {
const value = stats[index] + (stats[index] >> 3);
if (value >= C.MAX_STAT_VALUE) {
stats[index] = C.MAX_STAT_VALUE;
return C.MAX_STAT_VALUE & 0xff;
}
stats[index] = value;
return ((value >> 8) - (C.MAX_STAT_VALUE >> 8) - ((value & 0xff) < (C.MAX_STAT_VALUE & 0xff) ? 1 : 0)) & 0xff;
};
let a = 0;
for (let index = 0; index < 4; index++) {
a = b;
const carry = b & 1;
b >>= 2;
if (carry) a = boost(index);
}
if (a & 1) boost(4);
}
/** ApplyPrzEffectOnSpeed and ApplyBrnEffectOnAttack for one side. */
private applyStatusEffects(side: Side) {
@@ -1599,6 +1629,7 @@ export class Battle {
const value = Math.floor((player.stats[stat] * numerator) / denominator);
player.mon.stats[stat] = value === 0 ? 1 : Math.min(999, value);
}
this.badgeStatBoosts();
this.applyStatusEffects(this.turn === 0 ? this.player : this.enemy);
}
/** PrintPartyMenuActionText with the Pokémon's nickname. */
@@ -4985,13 +5016,15 @@ export class Battle {
}
this.failedMessage = 0;
}
/** CalcPlayerStats / CalcEnemyStats: stages, then status penalties. */
/** CalcPlayerStats / CalcEnemyStats: stages, the player's badge
* boosts, then status penalties. */
private calcStats(side: Side) {
for (let stat = 0; stat < 5; stat++) {
const [numerator, denominator] = this.data.statMultiplier(side.levels[stat]);
const value = Math.floor((side.stats[stat] * numerator) / denominator);
side.mon.stats[stat] = value === 0 ? 1 : Math.min(999, value);
}
if (side === this.player) this.badgeStatBoosts();
this.applyStatusEffects(side);
}
private statName() {
@@ -6019,8 +6052,13 @@ export class Battle {
side.mon.hp = mon.hp;
side.mon.maxHp = mon.stats[0];
side.mon.level = newLevel;
side.stats = mon.stats.slice(1);
this.calcStats(side);
// A transformed Pokémon keeps its copied stats.
if (!side.has(SUB5, C.SUBSTATUS_TRANSFORMED)) side.stats = mon.stats.slice(1);
// ApplyStatLevelMultiplierOnAllStats, ApplyStatusEffectOnPlayerStats,
// then BadgeStatBoosts.
this.applyStatLevelMultipliers(side);
this.applyStatusEffects(side);
this.badgeStatBoosts();
}
// LevelUpHappinessMod: more where it was caught.
this.changeHappiness(
+1
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@@ -249,6 +249,7 @@ export const C = {
PP_MASK: 63,
NUM_MOVES: 4,
BASE_HAPPINESS: 70,
MAX_STAT_VALUE: 999,
START_MONEY: 3000,
MAX_MONEY: 999999,
MAX_COINS: 9999,
+69
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@@ -0,0 +1,69 @@
import { test, expect } from "@playwright/test";
import { existsSync } from "node:fs";
import { romPath, symbolsPath, loadSymbols, openReference } from "./reference-fixture";
test.skip(!existsSync(romPath) || !existsSync(symbolsPath), "Needs private ROM and reference symbols.");
test("badge stat boosts match the original for every Johto badge byte", async ({ page }) => {
const { at, routine } = loadSymbols();
const addresses = {
romBank: at("hROMBank"),
badges: at("wJohtoBadges"),
linkMode: at("wLinkMode"),
tower: at("wInBattleTowerBattle"),
stats: at("wBattleMonAttack"),
};
const boosts = routine("BadgeStatBoosts");
await openReference(page);
const result = await page.evaluate(async ({ a, boosts }) => {
const { BinjgbEmulator } = await import("/src/emulator/binjgb.ts");
const { CrystalAssets } = await import("/src/game/rom/assets.ts");
const { Battle } = await import("/src/game/battle/battle.ts");
const rom = new Uint8Array(await (document.querySelector("#reference-fixture") as HTMLInputElement).files![0].arrayBuffer());
const assets = new CrystalAssets(rom);
const reference = new BinjgbEmulator();
await reference.load(rom, document.createElement("canvas"));
const write = (p: number, v: number) => reference.writeMemory(p, v & 255);
const read = (p: number) => reference.readMemory(p);
// DI; SP=$c7fe; select the bank; CALL BadgeStatBoosts; sentinel; loop.
// The sentinel lives in audio RAM, away from the battle variables.
const program = [0xf3, 0x31, 0xfe, 0xc7, 0x3e, boosts.bank, 0xe0, a.romBank & 255, 0xea, 0, 0x20,
0xcd, boosts.address & 255, boosts.address >> 8, 0x3e, 0x42, 0xea, 0xf0, 0xc0, 0x18, 0xfe];
// Around the cap, a range of Special Attack values for the Glacier
// Badge's register bug, and small stats.
const statSets = [
[1, 2, 3, 4, 5],
[10, 20, 30, 40, 50],
[887, 888, 889, 900, 998],
[999, 999, 999, 999, 999],
...Array.from({ length: 24 }, (_, i) => [100, 150, 200, 180 + i * 30, 300]),
];
const failures: unknown[] = [];
let compared = 0;
for (let badges = 0; badges < 256; badges++)
for (const stats of statSets) {
const battle = new Battle({
data: assets.pokemon, party: [], pokedex: { seen: new Set(), caught: new Set() }, playerId: 1,
playerName: "CHRIS", timeOfDay: 1, random: () => 0, text: () => ({}) as never, johtoBadges: badges,
});
battle.player.mon = { stats: [...stats] } as never;
(battle as unknown as { badgeStatBoosts(): void }).badgeStatBoosts();
write(a.badges, badges);
write(a.linkMode, 0);
write(a.tower, 0);
stats.forEach((value, i) => { write(a.stats + i * 2, value >> 8); write(a.stats + i * 2 + 1, value); });
write(0xc0f0, 0);
program.forEach((value, i) => write(0xc000 + i, value));
reference.setProgramCounter(0xc000);
reference.advanceFrames(1);
if (read(0xc0f0) !== 0x42) throw Error("BadgeStatBoosts did not return");
const original = stats.map((_, i) => (read(a.stats + i * 2) << 8) | read(a.stats + i * 2 + 1));
const native = battle.player.mon.stats;
if (original.some((value, i) => value !== native[i])) failures.push({ badges, stats, original, native });
compared++;
}
reference.dispose();
return { compared, failures: failures.slice(0, 5), count: failures.length };
}, { a: addresses, boosts });
expect(result.compared).toBe(256 * 28);
expect(result, JSON.stringify(result)).toMatchObject({ count: 0 });
});