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>
Savegames now lists independent save slots made with the loaded ROM:
new game, continue, rename, duplicate, export and delete. The native
database moves to IndexedDB version 2; the singleton save becomes
"Save 1" inside the upgrade transaction, so it migrates exactly once and
the old store is left untouched. Each write adds a generation and drops
older ones in one transaction, keeping two records with CRC-32
checksums: a damaged newest record falls back to the previous one.
Slots and records from a newer player are kept and never written.
Imports are checked in a scratch world before anything changes and
previewed with the trainer, progress, saved time, game data version and
the slots of the same trainer; they go into a new save or replace one,
whose previous record stays recoverable.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The sound engine (audio/engine.asm, home/audio.asm) is ported on a byte
copy of its audio WRAM and a sound register model. A reference test runs
the cartridge's routines beside it and matches the WRAM and registers
after every UpdateSound for all songs, effects and cries, fades, the
danger tone and effect priority. apu.ts synthesizes the four channels in
an AudioWorklet; its output matches the reference emulator's APU by
spectrum. The world runs the engine twice per tick; Play or the first
press unlocks sound, pausing suspends it, Settings sets the volume.
Wired in: map music by map setup and special map music, script audio
commands, text fanfares, WaitSFX and cries that hold the script frozen
(the last page stays shown), battle music, cries, fainting, victory,
capture and the low HP tone, Pokémon Center healing, evolution, the
intro, the Pokédex's cries, PCs, marts, healing items, talk and menu
clicks, bumps, ledges, warps, boulders, the Bicycle and Surf.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Enable Goldenrod City and its buildings, the department store with its
elevator and rooftop, the Underground and its rooms, the Radio Tower
floors and the Route 35 gate.
Port what their scripts need: the herb shop, bargain shop, pharmacy and
rooftop sale marts with ROM stock, prices and text; the Name Rater; the
haircut brothers' happiness tables; the Lucky Number show over the party
and boxes with its saved number and Friday countdown (RTC day timers with
the 140-day wrap); coin and money balance boxes; Game Corner prize
registration through NewPokedexEntry; gift Pokémon to the box when the
party is full, with OT, nickname and MAIL (Kenya's 15-letter first line
now stores). Saves gain hallOfFame, timers and luckyNumber, with
defaults for older saves, and wUndergroundSwitchPositions joins the
saved script bytes.
The playthrough continues to the Bicycle, Whitney, the PLAINBADGE and the
radio card. SlotMachine and CardFlip are still refused.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Enable Route 32 and its Pokémon Center, the Ruins of Alph with the four
chambers, item and word rooms, inner chamber and research center, Union
Cave, Route 33, Azalea Town with Kurt's house, the kiln and Bugsy's gym,
the Slowpoke Well, Ilex Forest and Route 34.
Port what their scripts need: saved WRAM bytes by label (readmem,
writemem, loadmem: wFarfetchdPosition, wKurtApricornQuantity),
VAR_UNOWNCOUNT and VAR_KURT_APRICORNS, SelectApricornForKurt and
verbosegiveitemvar, Unown letters (GetUnownLetter, per-letter pictures,
CheckUnownLetter's redraw, UpdateUnownDex, wFirstUnownSeen), the chamber
puzzles (_UnownPuzzle), DisplayUnownWords, HoOhChamber and
OmanyteChamber.
Minigames and specials that draw a whole screen in tiles now share a
tile screen effect with ROM graphics, palettes and sprites, answered
with buttons; the standard font and textbox frame load for them.
The playthrough continues through Kurt's Slowpoke Well, Bugsy, the rival
and the Farfetch'd to the Route 34 gate; its helpers move to
tests/playthrough-driver.ts. New tests solve the Kabuto puzzle through
the world, catch Unown and make Kurt's balls.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Enable Route 31 and its gate, Dark Cave's Violet entrance, Violet City with its buildings and Sprout Tower. Port the script commands they use: gettrainername, askforphonenumber (with AddPhoneNumber's room for Mom and Elm; addcellnum now reports failure as the original does), checkpokemail, loadmenu/_2dmenu/closewindow, giveegg and trade (NPCTrade, with wTradeFlags saved).
Eggs keep their species with an egg flag, as wPartySpecies does. The pack's TM/HM counts receive, check and toss TMs and HMs, which are named TM01-HM07.
The playthrough continues through Route 31 (with Mom's call), Violet City and Sprout Tower to Elder Li's Flash.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The player's name in the start menu opens TrainerCard: page 1 with the
name, ID, money, Pokédex count and play time, page 2 with the Johto
leaders and the badges owned, turned and closed with the original
buttons. The card picture, leader faces and animated badges come from the
ROM with _CGB_TrainerCard's palettes. GameTimer now counts the play time
from the end of the introduction, capped at 999:59:59, and saves keep it.
Closes#23
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>
Map trainers run the ROM's TalkToTrainerScript and SeenByTrainerScript.
_CheckTrainerBattle runs before tile events at the end of each step and
on idle ticks; TrainerWalkToPlayer builds wMovementBuffer natively, and
writeobjectxy keeps the trainer where it stopped. The interpreter gains
the trainer header commands, wRunningTrainerBattleScript and hidden
items (HiddenItemScript).
Trainers with several Pokémon send out the next one through
EnemyPartyMonEntrance and FindMonInOTPartyToSwitchIntoBattle, including
its BattleRandom fallback. AI_SwitchOrTryItem, CheckAbleToSwitch and
AI_Switch are translated with their original bugs, and wPlayerUsedMoves
is recorded. The Shift-mode switch offer, trainer items, Pursuit on a
switch, Perish Song and Spikes remain refused.
Route 30 and its Berry house are enabled; Mr. Pokémon's house and
Route 31 stay closed. A refused trainer sighting does not restart until
the player moves, so a rollback cannot trap the player in view.
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>
- Enable Route 29, its Route 46 gate, Cherrygrove City and its buildings.
- Run item balls through FindItemInBallScript and fruit trees through
FruitTreeScript, with a native daily reset of the daily engine flags.
- Port the Pokémon Center nurse (HealParty with the PP Up clamp,
CheckPokerus, phone-call checks) and record the whiteout spawn on
entering a Pokémon Center, as EnterMapWarp does.
- Port standard Poké Marts with keyboard, D-pad and pointer menus.
- Add the recoil battle command (Struggle) and VAR_BOXSPACE.
- Save fruit trees, the daily reset day and the last spawn map; older
version-3 backups migrate by absence.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>