Enable Route 38 and its Ecruteak gate, Route 39 with the MooMoo farm, Olivine City and its buildings, the Lighthouse's six floors, Routes 40 and 41, and Cianwood City with its gym, pharmacy, Photo Studio, Mania's house, the Poke Seer and the Lugia speech house. Olivine's port, the Battle Tower gate and Whirl Islands stay closed. The story runs from the rival in Olivine through Jasmine and Amphy, Suicune and Eusine, the SecretPotion, Chuck's boulders, the STORMBADGE, TM01 and HM02, back to Amphy's cure, Jasmine, the MINERALBADGE and TM23. Port GiveShuckle and ReturnShuckie with every return code and Mania's wrong last-Pokemon speech, PokeSeer with its high-byte-only OT check and reused caught level, PhotoStudio's no-printer path (Printer Error 2), and PlaySlowCry. wMooMooBerries joins the saved script bytes. Port trainer item AI: the 13 healing, status and X items, the highest-level gate, item use while Mean Look or Wrap prevents switching, and the original's random and state quirks, checked against the ROM over 5,632 states. Leaders with items are no longer refused. Game Corner sprites match the original frame by frame: cursor and reel positions, Golem's whole-frame flips, frame timing, the frame a removed sprite is still drawn, and the Golem roll's screen shake. The Burned Tower rival's garbage trainer header is documented as a boundary: its seen text dispatches text command $7f into home code before any battle. The playthrough continues for six stages to Jasmine; its driver can Surf, fish and travel through floors joined by holes. New tests cover trainer items, Olivine and Cianwood side content, and reference checks for trainer items, trainer sight and Game Corner animations. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
250 lines
12 KiB
TypeScript
250 lines
12 KiB
TypeScript
import { test, expect } from "@playwright/test";
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import { existsSync, readFileSync } from "node:fs";
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import { romPath, symbolsPath, loadSymbols, openReference } from "./reference-fixture";
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test.skip(!existsSync(romPath) || !existsSync(symbolsPath), "Needs private ROM and reference symbols.");
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// BurnedTower1F's rival (map object 3) is OBJECTTYPE_TRAINER with sight 3,
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// but its script pointer is the generic ObjectEvent (home/map.asm's
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// `jumptextfaceplayer ObjectEventText`), not a TrainerHeader: see
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// maps/BurnedTower1F.asm's `object_event 8, 9, SPRITE_RIVAL, ..., 0,
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// OBJECTTYPE_TRAINER, 3, ObjectEvent, EVENT_RIVAL_BURNED_TOWER`. After
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// BurnedTowerRivalBattleScript the rival stands at (9,9) facing right and
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// the player at (10,9). _CheckTrainerBattle reads the "beaten" flag from
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// the script pointer's first two bytes: jumptextfaceplayer_command ($51)
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// and ObjectEventText's low byte ($f2), i.e. flag $f251. EventFlagAction's
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// bit math (de >> 3 added to wEventFlags) overflows by $1e4a bytes into
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// echo RAM, landing on wNumKeyItems (bank 1, $d8bc) bit 1.
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test("CheckTrainerBattle reads BurnedTower1F's rival as beaten only when wNumKeyItems' bit 1 is set", async ({ page }) => {
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const { at, routine } = loadSymbols();
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const a = {
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romBank: at("hROMBank"),
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lastTalked: at("hLastTalked"),
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mapScriptsBank: at("wMapScriptsBank"),
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playerMapX: at("wPlayerMapX"),
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playerMapY: at("wPlayerMapY"),
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map3Object: at("wMap3Object"),
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object1Struct: at("wObject1Struct"),
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numKeyItems: at("wNumKeyItems"),
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seenTrainerDistance: at("wSeenTrainerDistance"),
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seenTrainerDirection: at("wSeenTrainerDirection"),
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tempTrainerEventFlag: at("wTempTrainerEventFlag"),
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tempTrainerClass: at("wTempTrainerClass"),
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tempTrainerID: at("wTempTrainerID"),
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seenTextPointer: at("wSeenTextPointer"),
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winTextPointer: at("wWinTextPointer"),
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lossTextPointer: at("wLossTextPointer"),
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scriptAfterPointer: at("wScriptAfterPointer"),
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runningTrainerBattleScript: at("wRunningTrainerBattleScript"),
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};
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const checkTrainerBattle = routine("CheckTrainerBattle");
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const objectEvent = at("ObjectEvent");
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const mapScriptsBank = routine("BurnedTower1F_MapScripts").bank;
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await openReference(page);
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const result = await page.evaluate(async ({ a, checkTrainerBattle, objectEvent, mapScriptsBank }) => {
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const { BinjgbEmulator } = await import("/src/emulator/binjgb.ts");
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const rom = new Uint8Array(await (document.querySelector("#reference-fixture") as HTMLInputElement).files![0].arrayBuffer());
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const reference = new BinjgbEmulator();
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await reference.load(rom, document.createElement("canvas"));
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const write = (p: number, v: number) => reference.writeMemory(p, v & 255);
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const ptr = (p: number, v: number) => { write(p, v); write(p + 1, v >> 8); };
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const read = (p: number) => reference.readMemory(p);
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const readPtr = (p: number) => read(p) | (read(p + 1) << 8);
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// DI; SP=$c7fe; CheckTrainerBattle is home code, bank is irrelevant;
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// CALL CheckTrainerBattle; branch on carry into $c0f1, then the sentinel
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// at $c0f0, as the other reference fixtures do. Both live away from any
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// battle or trainer variable.
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const program = [
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0xf3, 0x31, 0xfe, 0xc7,
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0x3e, checkTrainerBattle.bank, 0xe0, a.romBank & 255, 0xea, 0, 0x20,
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0xcd, checkTrainerBattle.address & 255, checkTrainerBattle.address >> 8,
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0x38, 3, 0xaf, 0x18, 2, 0x3e, 1, 0xea, 0xf1, 0xc0,
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0x3e, 0x42, 0xea, 0xf0, 0xc0,
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0x18, 0xfe,
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];
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const results: unknown[] = [];
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for (let numKeyItems = 0; numKeyItems <= 6; numKeyItems++) {
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// The rival: a trainer with sight 3 whose script pointer is the
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// generic ObjectEvent, standing at (9,9) facing right; the player at
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// (10,9), one tile to the right.
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write(a.mapScriptsBank, mapScriptsBank);
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write(a.playerMapX, 10);
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write(a.playerMapY, 9);
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write(a.map3Object + 0, 1); // MAPOBJECT_OBJECT_STRUCT_ID -> wObject1Struct
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write(a.map3Object + 1, 1); // MAPOBJECT_SPRITE (nonzero: has a sprite)
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write(a.map3Object + 8, 2); // MAPOBJECT_TYPE: OBJECTTYPE_TRAINER
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write(a.map3Object + 9, 3); // MAPOBJECT_SIGHT_RANGE
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ptr(a.map3Object + 0xa, objectEvent); // MAPOBJECT_SCRIPT_POINTER -> ObjectEvent
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write(a.object1Struct + 0x10, 9); // OBJECT_MAP_X
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write(a.object1Struct + 0x11, 9); // OBJECT_MAP_Y
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write(a.object1Struct + 0x08, 0x0c); // OBJECT_DIRECTION: facing right (OW_RIGHT)
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write(a.numKeyItems, numKeyItems);
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// Sentinels: only a reported sighting overwrites these.
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write(a.lastTalked, 0xff);
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write(a.seenTrainerDistance, 0xff);
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write(a.seenTrainerDirection, 0xff);
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ptr(a.tempTrainerEventFlag, 0xffff);
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write(a.tempTrainerClass, 0xff);
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write(a.tempTrainerID, 0xff);
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ptr(a.seenTextPointer, 0xffff);
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ptr(a.winTextPointer, 0xffff);
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ptr(a.lossTextPointer, 0xffff);
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ptr(a.scriptAfterPointer, 0xffff);
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write(a.runningTrainerBattleScript, 0xff);
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write(0xc0f0, 0);
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write(0xc0f1, 0xff);
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program.forEach((v, i) => write(0xc000 + i, v));
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reference.setProgramCounter(0xc000);
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for (let frame = 0; frame < 60 && read(0xc0f0) !== 0x42; frame++) reference.advanceFrames(1);
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if (read(0xc0f0) !== 0x42) throw Error("CheckTrainerBattle did not return");
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results.push({
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numKeyItems,
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carry: read(0xc0f1) === 1,
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lastTalked: read(a.lastTalked),
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seenTrainerDistance: read(a.seenTrainerDistance),
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seenTrainerDirection: read(a.seenTrainerDirection),
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tempTrainer: {
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eventFlag: readPtr(a.tempTrainerEventFlag),
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class: read(a.tempTrainerClass),
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id: read(a.tempTrainerID),
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seenText: readPtr(a.seenTextPointer),
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winText: readPtr(a.winTextPointer),
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lossText: readPtr(a.lossTextPointer),
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scriptAfter: readPtr(a.scriptAfterPointer),
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runningTrainerBattleScript: read(a.runningTrainerBattleScript),
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},
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});
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}
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reference.dispose();
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return results;
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}, { a, checkTrainerBattle, objectEvent, mapScriptsBank });
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// Bit 1 of wNumKeyItems (2, 3, 6) makes the overflowed flag read set, so
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// the original treats the rival as already beaten and skips it; every
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// other count reports the sighting, copying ObjectEvent's bytes as a
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// (nonsensical) trainer header into wTempTrainer.
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const sentinelPtr = { eventFlag: 0xffff, class: 0xff, id: 0xff, seenText: 0xffff, winText: 0xffff, lossText: 0xffff, scriptAfter: 0xffff, runningTrainerBattleScript: 0xff };
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const decodedHeader = { eventFlag: 0xf251, class: 0x26, id: 0x16, seenText: 0x46ee, winText: 0x5071, lossText: 0xfa53, scriptAfter: 0x1626, runningTrainerBattleScript: 0 };
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const expected = [0, 1, 2, 3, 4, 5, 6].map((numKeyItems) => {
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const beaten = (numKeyItems & 2) !== 0;
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return {
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numKeyItems,
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carry: !beaten,
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lastTalked: beaten ? 0xff : 3,
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seenTrainerDistance: beaten ? 0xff : 1,
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seenTrainerDirection: beaten ? 0xff : 0x0c,
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tempTrainer: beaten ? sentinelPtr : decodedHeader,
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};
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});
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expect(result).toHaveLength(7);
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expect(result).toEqual(expected);
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});
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// The battle CheckTrainerBattle reports when it does fire: LoadTrainer_continue
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// copies 13 bytes starting at ObjectEvent into wTempTrainer, reading its
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// command byte and ObjectEventText's pointer as a trainer class, ID and
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// text pointers. Class $26 is SWIMMERM (constants/trainer_constants.asm),
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// which has exactly 21 named trainers; ID $16 (22) is one past the last of
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// them. ReadTrainerParty's name-skipping loop (engine/battle/
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// read_trainer_party.asm) scans forward from SwimmerMGroup's start for 21
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// end-of-party ($ff) markers and, since the group tables in data/trainers/
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// parties.asm sit back-to-back with no padding, lands exactly on
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// SwimmerFGroup's first entry: ELAINE, a single level 21 STARYU. The
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// party itself is no garbage: SWIMMERM's sprite, cry and class text with
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// SwimmerF's ELAINE as the opponent's name and sole Pokemon, confirmed here
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// by running the unmodified ReadTrainerParty and Battle_GetTrainerName
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// routines. StartBattleWithMapTrainerScript prints the seen text first,
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// though, and the next test shows that is not text.
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test("the decoded trainer header resolves to SwimmerF's ELAINE, one past SwimmerM's last trainer", async ({ page }) => {
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const { at, routine } = loadSymbols();
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const a = {
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romBank: at("hROMBank"),
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inBattleTowerBattle: at("wInBattleTowerBattle"),
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linkMode: at("wLinkMode"),
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otherTrainerClass: at("wOtherTrainerClass"),
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otherTrainerID: at("wOtherTrainerID"),
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otPartyCount: at("wOTPartyCount"),
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otPartyMon1Species: at("wOTPartyMon1Species"),
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otPartyMon1Level: at("wOTPartyMon1Level"),
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stringBuffer1: at("wStringBuffer1"),
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};
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const readTrainerParty = routine("ReadTrainerParty");
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const getTrainerName = routine("Battle_GetTrainerName");
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await openReference(page);
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const result = await page.evaluate(async ({ a, readTrainerParty, getTrainerName }) => {
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const { BinjgbEmulator } = await import("/src/emulator/binjgb.ts");
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const rom = new Uint8Array(await (document.querySelector("#reference-fixture") as HTMLInputElement).files![0].arrayBuffer());
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const reference = new BinjgbEmulator();
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await reference.load(rom, document.createElement("canvas"));
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const write = (p: number, v: number) => reference.writeMemory(p, v & 255);
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const read = (p: number) => reference.readMemory(p);
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write(a.inBattleTowerBattle, 0);
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write(a.linkMode, 0);
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write(a.otherTrainerClass, 0x26); // SWIMMERM
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write(a.otherTrainerID, 0x16); // 22: one past SWIMMERM's last trainer (21)
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// DI; SP=$c7fe; both routines share engine/battle/core.asm's bank;
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// CALL ReadTrainerParty (ends in a party of OT mons), then
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// CALL Battle_GetTrainerName (copies the name into wStringBuffer1).
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const program = [
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0xf3, 0x31, 0xfe, 0xc7,
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0x3e, readTrainerParty.bank, 0xe0, a.romBank & 255, 0xea, 0, 0x20,
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0xcd, readTrainerParty.address & 255, readTrainerParty.address >> 8,
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0xcd, getTrainerName.address & 255, getTrainerName.address >> 8,
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0x3e, 0x42, 0xea, 0xf0, 0xc0,
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0x18, 0xfe,
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];
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write(0xc0f0, 0);
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program.forEach((v, i) => write(0xc000 + i, v));
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reference.setProgramCounter(0xc000);
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for (let frame = 0; frame < 60 && read(0xc0f0) !== 0x42; frame++) reference.advanceFrames(1);
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if (read(0xc0f0) !== 0x42) throw Error("ReadTrainerParty/Battle_GetTrainerName did not return");
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const outcome = {
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partyCount: read(a.otPartyCount),
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species: read(a.otPartyMon1Species),
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level: read(a.otPartyMon1Level),
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name: Array.from({ length: 11 }, (_, i) => read(a.stringBuffer1 + i)),
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};
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reference.dispose();
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return outcome;
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}, { a, readTrainerParty, getTrainerName });
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const STARYU = 0x78;
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// "ELAINE@" in the game's charmap, followed by SwimmerFGroup's next three
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// bytes (TRAINERTYPE_NORMAL, level 21, STARYU) and the party's $ff end
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// marker: the exact 11 (NAME_LENGTH) bytes CopyTrainerName copies.
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expect(result).toEqual({
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partyCount: 1,
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species: STARYU,
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level: 21,
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name: [0x84, 0x8b, 0x80, 0x88, 0x8d, 0x84, 0x50, 0x00, 0x15, 0x78, 0xff],
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});
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});
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// StartBattleWithMapTrainerScript's `trainertext TRAINERTEXT_SEEN` prints
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// the decoded seen text ($46ee in the map scripts' bank) before the battle.
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// It points into the middle of SproutTower1FStatueText: its first byte is
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// the space character $7f, which DoTextUntilTerminator dispatches as a text
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// command. TextCommands has NUM_TEXT_CMDS (23) entries, so command $7f reads
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// its pointer from home code beyond the table and jumps into the middle of
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// the VBlank handlers. What happens next depends on the whole CPU state, so
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// the native port keeps skipping the sighting (see checkTrainers).
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test("the decoded seen text dispatches text command $7f, beyond TextCommands", () => {
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const { at, routine } = loadSymbols();
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const rom = readFileSync(romPath);
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const bank = routine("BurnedTower1F_MapScripts").bank;
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const seenText = 0x46ee;
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const first = rom[bank * 0x4000 + seenText - 0x4000];
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const NUM_TEXT_CMDS = 23;
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const entry = at("TextCommands") + first * 2;
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const target = rom[entry] | (rom[entry + 1] << 8);
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expect(first).toBe(0x7f);
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expect(first).toBeGreaterThanOrEqual(NUM_TEXT_CMDS);
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expect(entry).toBeGreaterThan(at("TextCommands") + NUM_TEXT_CMDS * 2);
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expect(target).toBe(0x0428);
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expect(target).toBeGreaterThan(at("VBlank_Credits"));
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expect(target).toBeLessThan(at("TextCommands"));
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});
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