YES/NO and battle lists are single columns moved with Up/Down, the battle
menu cursor follows the 2x2 grid, and the dialogue menu shows every entry.
Not pushed yet: awaiting manual testing (#64, #65).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Run the forced-shiny, trap, forced-item, Celebi, Suicune, roaming and Bug-Catching Contest battle types. Roaming battles keep their struct's DVs and HP byte, and every other battle makes CleanUpBattleRAM's roaming roll. The contest shows PARKBALL×, counts down Park Balls, ends when they run out, keeps its catch outside the party and asks before switching. Scripts load the special types with loadvar, and while a contest runs, encounters use BugCatchingContestBattleScript and ContestMons.
Validated with 596 unit tests, 155 browser tests (including the contest menu and switch screen), native/reference builds and reference/vendor/release checks. National Park's contest event, the roaming release and the Ilex Forest Celebi event come with their maps.
Closes#28
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Complete the weather, Substitute, Transform, called-move and forced-switch effects. Add held-item behavior, Exp. Share awards and badge-based traded Pokemon obedience, and persist trainer berry consumption.
Validated with 576 passing unit tests and 149 browser tests, native/reference builds, reference/vendor/release checks and 320 Metal Powder emulator comparisons per browser. Smart AI and special balls/battle types remain on #28.
- Run every non-ball item effect usable in battle from the ROM's
ItemEffects: Full Restore, revives, bitter medicine, Bitter Berry, Ethers
and Elixers, X items, X Accuracy, Guard Spec, Dire Hit and Poké Doll.
- Read happiness changes from HappinessChanges, including the larger
level-up gain where a Pokémon was caught.
- Model hBattleTurn at the battle menu, including the trainer AI's writes,
and drop the status-heal refusal.
- Port the stats screen for battles and Bill's PC.
- Compare the send-out and withdraw texts, RestoreHealth, RestorePP,
ChangeHappiness and CalcPlayerStats with the original routines.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Decode evolution lists from the ROM; all 251 match the pinned PRET source.
- Compare CalcMonStats and CalcExpAtLevel against the original routines in
the reference emulator.
- Add a continuous opening playthrough from the intro to the catching
tutorial, reloading a JSON save after every stage.
- Port player switching in battle: the PKMN menu, forced choices after a
faint, Shift mode's offer and double faints, with the original texts.
- Port HP and status healing items in battle through the ROM's ItemEffects,
HealingHPAmounts and StatusHealingActions tables.
- Add the battle party menu and the Items pocket to the UI.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A new game now runs NewGame's InitGender and OakSpeech natively before
the bedroom: Boy or Girl, InitClock's hour and minute steppers with
their YES/NO confirmations, Oak's speech with Wooper, and NamePlayer's
preset names or naming field (a blank name takes CHRIS or KRIS). Texts,
menus and time strings come from a new INTRO profile table verified by
check:reference; Oak's and the player's pictures decode from
TrainerPicPointers, ChrisPic/KrisPic and TrainerPalettes.
The chosen time is kept as a minute offset from the device clock, which
time of day, the weekday, NPC hours and the daily reset now read. The
intro runs only when nothing is saved; a save made during it starts it
again. Saves gain intro and clock.minuteOffset, migrated by absence. The
shell's name and character fields are gone. Intentional change: the
steppers start at the device time rather than 10:00.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Port forced movement (turn delays, bumps, ice, currents, pits), dynamic
return warps, elevators, Surf, Cut, Strength and cycling rules, working
map blocks with changeblock/changemapblocks, and the remaining NPC
movement types and movement commands.
Add tileset animation from the ROM's command tables, grass sprite
priority and special map palettes; room decorations with ownership, the
bedroom PC and save migration; and Key Items access to the Bicycle.
Fourteen original-engine traces compare positions, facing, actors, event
flags and scripted poses. Tile animation matches original VRAM for four
tilesets, and LoadMapPals matches 192 palette cases. skyfall_top now
keeps the $60 sprite offset its step function leaves behind.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Battle PACK opens the Balls pocket and runs PokeBallEffect: the Poké,
Great, Ultra and Master Ball multipliers, the original HP arithmetic
(including the overflow above 341 maximum HP), the sleep/freeze bonus
(BRN/PSN/PAR add nothing), HELD_CATCH_CHANCE and the catch draw.
GetPokeBallWobble draws per shake from WobbleProbabilities and picks the
break-free text. Trainer battles block the ball but still use it and the
turn.
A catch reloads the Pokémon as LoadEnemyMon does (the wild item roll is
redrawn, then the item restored), keeps its HP, status, item and DVs,
restores the moves and PP it appeared with, adds it to the party with
SetCaughtData, registers it and offers a nickname with InitName's
default. A catch with six Pokémon needs the PC and is refused.
catchtutorial runs BATTLETYPE_TUTORIAL as "DUDE": no send-out, an
automatic catch that keeps nothing and prompts that continue on their
own. Both Route 29 triggers, declining and the Dude's repeat offer run
from the ROM. The text reader now handles TX_LOW.
PLAN.md gains a status overview and done/remaining checklists; the
README, help dialog, routine map and handoff describe the milestone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Drive wild battles through the real UI in Chromium and WebKit using a
test-only encounter fixture: victory with level-up, escape, whiteout,
mid-battle backup restore and unsupported-effect rollback.
- Add keyboard and on-screen D-pad navigation for battle menus.
- Accept pending stat experience in saves (awarded without CalcMonStats).
- Commit whiteout healing, money loss and destination callbacks together;
aborted scripts restore state and map.
- Give long notices their own status-bar row on narrow screens.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>