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>
- Random walks and spins from SpriteMovementData, with random sleeps.
- CanObjectMoveInDirection: side walls, land, objects' current and
previous tiles, the radius (stored plus one) and the screen edge.
- Objects freeze while text is open and during applymovement, and
return home when both they and their home leave the object window.
- Wandering positions are not saved; test helpers replan around NPCs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>