Open the League: Victory Road, the Elite Four, the Hall of Fame and the credits (#33)
Checks / web (push) Failing after 18s
Private ROM checks / private-rom (push) Failing after 25m31s

Routes 26 and 27 with their houses, Tohjo Falls, the Victory Road gate,
Victory Road, Route 23, Indigo Plateau, the Elite Four's rooms, Lance's
room and the Hall of Fame are open.

- halloffame (game/scripts/league.ts): the music fades as SAVING RECORD
  shows, the win and the team (without Eggs) are recorded, each Pokémon's
  back picture passes and its front picture slides in for its "New Hall of
  Famer!" page and cry, then the player's card with the play time and
  Professor Oak's rating; the play time stops meanwhile. The world then
  continues at New Bark as Continue does after the cartridge's reset.
- credits and the credits after the Hall of Fame (CreditsMachine): the
  ROM's script, strings, banner Pokémon and THE END, frame by frame as
  VBlank_Credits presents them, with the frames each command group runs
  over measured on the cartridge. B shortens credits seen before.
- wait, appear/disappear of the player, and rival names in battle texts
  (PlaceEnemysName prints wRivalName alone: "???" before he is named).
- The tile-screen renderer wraps hSCX/hSCY at 256 pixels and gives rows
  their own hSCX.
- Reference: the credits match the cartridge on every frame (BG map,
  banner tiles, CRAM palettes, LY overrides, parser), with and without B;
  the ceremony's pages match for every species and the player's card for
  Chris and Kris.
- Playthrough: five stages from Tin Tower to the Hall of Fame (HM07 from
  Ice Path, Tohjo Falls' waterfall, Victory Road's ladders, the Elite Four
  and Lance); the driver follows warps within a map and fights carefully
  from here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
kawaandClaude Opus 5.5 committed 2026-10-17 14:52:14 +02:00
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@@ -61,6 +61,7 @@ These paths refer to the pinned [PRET source](https://github.com/pret/pokecrysta
| `game/scripts/blackthorn.ts`, the Radio Tower takeover, Ice Path, Blackthorn and Dragon's Den | `engine/events/dratini.asm` (`GiveDratini`), `engine/events/move_deleter.asm` (`MoveDeletion`), `engine/pokemon/mon_menu.asm` (`ChooseMoveToDelete`), `engine/events/whiteout.asm` (`Script_Whiteout`), `data/maps/setup_scripts.asm` (`MapSetupScript_Continue`) | `GiveDratini` searches the party backwards by species and writes `.Movesets` 0 (WRAP, THUNDER WAVE, TWISTER, EXTREMESPEED) or 1 with each move's base PP; a value of 2 or more changes nothing. `MoveDeletion` follows the routine's order of questions; `ChooseMoveToDelete` is shown as a list of the moves, and `.DeleteMove` shifts the later moves and PP bytes, PP Ups included. A save records objects whose visibility no longer matches their flags: `MapSetupScript_Continue` skips `LoadMapObjects`, so a flagless object a script made disappear (the Radio Tower director) stays gone after Continue and one that appeared with its flag set stays visible; a later visit rebuilds them from the map. A battle lost inside an `scall` jumps to `Script_Whiteout` without unwinding; its `newloadmap` is followed by `endall`, which drops the caller. The switch room's doors, the warehouse's reset, the Ice Path and Blackthorn Gym stone tables, whirlpools and the Dragon Shrine quiz run on ported primitives. `tests/blackthorn.test.ts`, `tests/radio-tower.test.ts` and six playthrough stages cover them. |
| `game/party/day-care.ts`, `game/scripts/day-care.ts`, Day-Care and Route 34 | `engine/events/daycare.asm`, `engine/pokemon/breeding.asm`, `engine/pokemon/move_mon.asm`, `engine/pokemon/breedmon_level_growth.asm`, `DayCareStep`, `_GiveOddEgg` | Deposit refusals, level growth/price, move learning on retrieval, compatibility and egg moves/DVs/species, the egg countdown/chance, collection and Odd Egg tables run from the user's ROM. Retrieval keeps the original experience truncation. The save holds both parents and the prepared egg, active/compatible bits, countdown and mother index, with flag consistency validation and absence migration. Day-Care map objects resolve their deposited species' ROM icons. Six controlled-RNG cartridge comparisons cover routine state and byte consumption; native tests cover map scripts and save/reload. Keeper UI/audio timing and fence OAM/palettes are not reference-validated. Hatching is the row above. |
| `game/party/hall-of-fame.ts`, `game/scripts/hall-of-fame.ts`, `game/scripts/pc.ts` | `engine/events/halloffame.asm` (`GetHallOfFameParty`, `_HallOfFamePC`, `LoadHOFTeam`, `DisplayHOFMon`), `engine/menus/save.asm` (`AddHallOfFameEntry`), `engine/events/pokecenter_pc.asm` (`.ChooseWhichPCListToUse`, `HallOfFamePC`) | Up to 30 recorded teams, newest first, with the capped win count; saved and migrated by absence, separate from the League flag. Nothing records a team until the League is ported. The PC lists HALL OF FAME from the count; pages browse with A, Start and B as the original does, and keep its unreachable "HOF Master!" title. A cartridge comparison of 255 teams checks the tilemap, attributes, graphics and palette; the frontpic animation (`HOF_AnimateFrontpic`) is not presented. |
| `game/scripts/league.ts`, the League, the Hall of Fame and the credits | `engine/events/halloffame.asm` (`HallOfFame`, `RedCredits`, `AnimateHallOfFame`, `AnimateHOFMonEntrance`, `HOF_SlideBackpic`, `HOF_SlideFrontpic`, `HOF_AnimatePlayerPic`), `engine/movie/credits.asm` (`Credits`, `ParseCredits`, `Credits_LoadBorderGFX`, `Credits_LYOverride`, `ConstructCreditsTilemap`, `GetCreditsPalette`), `engine/movie/init_hof_credits.asm`, `engine/events/prof_oaks_pc.asm` (`ProfOaksPCBoot`, `ProfOaksPCRating`, `Rate`, `FindOakRating`), `engine/gfx/player_gfx.asm` (`GetPlayerBackpic`, `HOF_LoadTrainerFrontpic`), `home/vblank.asm` (`VBlank_Credits`), `engine/overworld/scripting.asm` (`Script_halloffame`, `Script_credits`, `Script_wait`), `home/text.asm` (`PlaceEnemysName`) | The ceremony records the team and win, pauses the play time and shows each Pokémon's slides and page, the player's card and Oak's rating; the credits run frame by frame (text by thirds, banner tiles by halves, palette VBlanks, border scroll), with each command group's measured spill frames; after the Hall of Fame the world continues at New Bark as Continue would, after Red at Mt. Silver. Checked against the cartridge by `tests/reference-credits.spec.ts` and `tests/reference-hall-of-fame-ceremony.spec.ts`. |
| `game/scripts/tin-tower.ts`, Tin Tower and Whirl Islands | `engine/pokemon/search_owned.asm` (`BeastsCheck`, `MonCheck`, `CheckOwnMonAnywhere`, `CheckOwnMon`) | `CheckOwnMonAnywhere` returns nothing with an empty party, then reads the party structs' species (an Egg counts as its species), `sBox` and the thirteen other `sBoxN` copies, matching the player's ID and the OT's first five letters (`NAME_LENGTH_JAPANESE - 2` compares, stopping early at a shared terminator); the Day-Care is not searched, preserving the original's explicitly documented bug even now that deposits run. The original searches the current `sBox` and skips its numbered `sBoxN` copy; the port searches each logical box once. The sages, Suicune, Ho-Oh and Lugia run on ported primitives (`BATTLETYPE_SUICUNE`, `BATTLETYPE_FORCEITEM`). `tests/tin-tower.test.ts` and two playthrough stages cover them. |
| `game/scripts/battle-tower.ts`, the Battle Tower | `engine/events/battle_tower/battle_tower.asm` (`BattleTowerAction`, `RunBattleTowerTrainer`, `ReadBTTrainerParty`, `CopyBTTrainer_FromBT_OT_TowBT_OTTemp`, `BattleTower_GiveReward`, `BattleTower_RandomlyChooseReward`, `LoadOpponentTrainerAndPokemonWithOTSprite`, `CheckForBattleTowerRules`), `engine/events/battle_tower/load_trainer.asm`, `engine/events/battle_tower/rules.asm`, `engine/events/battle_tower/trainer_text.asm`, `mobile/mobile_46.asm` (`_BattleTowerRoomMenu`, `BattleTower_LevelCheck`, `BattleTower_UbersCheck`), `mobile/mobile_5f.asm` (`Menu_ChallengeExplanationCancel`), `engine/link/link.asm` (`TryQuickSave`), `engine/battle/core.asm`, `engine/battle/effect_commands.asm`, `engine/battle/misc.asm` (`DoBadgeTypeBoosts`) | The Battle Tower's SRAM and the work RAM its scripts share are saved as `battleTower`. The trainer sampler keeps its index as the running byte after a repeated trainer; the Pokémon sampler starts again from `hRandomAdd`; both fold `Random`'s `hRandomAdd` into a byte below a power-of-two mask, which the port draws from its random source. `BattleTowerText` reads the class's gender (1.1 behaviour) and picks the greeting from `hRandomAdd` (0-24 male, 0-14 female), keeping it for the end texts. Each battle start counts the battle and marks the challenge in progress, as `CopyBTTrainer_FromBT_OT_TowBT_OTTemp` does; `LoadPokemonData` then returns the party, Pokédex and Unown Dex to the quick save's. The level menu shows the levels as a list; its CANCEL/B question and the mobile code's YES/NO flow are modelled from their outcomes (YES leaves with $a, NO picks a level again). `TryQuickSave` asks the overwrite question for the player's own save and shows the saving texts; the port keeps the place and Pokémon data `LoadPokemonData` and `Reset` return to. The native game saves itself, so the original's "left without saving" state (a reset during a challenge) cannot arise: a reload replays the room's script. `Reset` returns the player to the quick save's place with the 1F scene set to check the challenge; the original's rollback of money gained by Pay Day is not reproduced. In battle, `wInBattleTowerBattle` turns off obedience, `DoBadgeTypeBoosts`, `BadgeStatBoosts`, experience, the pack (BattleMenu_Pack says items can't be used), AI items and prize money, uses Falkner's AI attributes, keeps Sleep to `%011` and skips the AI's random failure for Sleep, Poison, stat-lowering and Paralyze moves; a loss shows BattleTowerText and does not white out. `DoBadgeTypeBoosts` was added to every battle (it was missing). BATTLETOWERACTION_LEVEL_CHECK and _UBERS_CHECK and the mobile actions are reached only from unreferenced scripts and stay refused. `tests/battle-tower.test.ts`, `tests/battle-tower-engine.test.ts` and `tests/reference-badges.spec.ts` 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. |