The pack's TM/HM pocket lists TMs and HMs with their moves, gives TMs and teaches either through the ABLE/NOT ABLE party menu, the compatibility and "already knows" checks and LearnMove; a TM is used up and makes the Pokémon happier. Eggs show no level or HP in the party menus, get the Egg stats page with its hatching hint, and are skipped by HealParty. Bug Catcher Wade's number registers (VAR_CALLERID and RandomPhoneMon). The playthrough now runs through Falkner's ZEPHYRBADGE, the Togepi Egg, Kyle's Onix, Flash in Dark Cave, Wade's number and Earl's blackboard. With MAKE_TEST_SAVES it writes a Violet City backup for the manual checks. Validated with 610 unit tests, 157 browser tests (including all 256 badge bytes against the original BadgeStatBoosts), native/reference builds and reference/vendor/release checks. Egg hatching (#29) and trainer calls (#30) remain on their cards. Closes #31 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
74 KiB
Recovered Claude session
Latest continuation: see Battle effects, held items and obedience: 2026-10-03 at the end of this file. Earlier sections are historical snapshots.
Recovered on 2026-09-23 from the local Claude Code transcript
~/.claude/projects/-Users-kawa-Crystal/4ac88f30-29e6-4fd5-a4b2-b6a318dd83b3.jsonl.
The session stopped at its usage limit at 09:54 UTC, during research, without a final handoff.
Resumed increment: completed 2026-09-23
The movement increment below is complete. The remaining sections preserve the original recovery context.
- Added directional two-tile ledge jumps with the existing arc/shadow animation. Unsupported terrain, invalid destinations and occupied landings remain refused.
- Corrected directional mats to wait for exit input. Warp arrivals keep their actual coordinates and appropriate facing; doors, stairs and caves animate a downward exit. Removing the old inward teleport also corrected Elm's scripted introduction position.
- Mid-walk, mid-jump and mid-connection saves retain the source position. Landing scenes rewind to the actual source of a jump, rather than the intervening wall.
- Restored compatibility with early version-3 saves lacking the money field.
- Replaced the scratch diagnostic with synthetic movement regressions and optional-ROM tests covering five Route 29 ledge types. Route 29 is enabled only inside that test fixture, not in production.
- Fixed the battle test suite's eager ROM read so missing-ROM runs really skip private tests. Updated browser stair inputs and added an exit-mat save/reload flow. Updated the roadmap and architecture to distinguish the existing battle code from its unfinished integration.
Final checks: 75 unit tests passed with the local ROM; without it, 55 passed and
20 private tests skipped. All 24 Chromium/WebKit browser tests passed. Native and
reference builds, release isolation, pinned-reference checks, vendor checks and
git diff --check passed. No commit or push was made.
Next: validate the overworld-to-battle browser flow and complete Route 29's remaining script, capture/tutorial and item interactions before enabling the route. Player turn timing also remains a documented comparison gap.
Scope and current state
The original request was to read ARCHITECTURE.md, PLAN.md and PRESENTATION_PLAN.md and continue the native port. The working tree contains substantial uncommitted work from multiple increments; preserve it when continuing.
- Opening scenes, scripted movement, starter selection, naming, the aide's Potion and version 3 saves are implemented and documented.
- Native battle modules, ROM tables, damage/type parity tests, encounter handling, battle UI and whiteout handling have been added. These later changes are not fully reflected in the architecture and roadmap documents.
- Only the original six maps are enabled in
NATIVE_MAPS. Route 29 (24:3) remains disabled. Passing battle unit tests does not establish a playable Route 29 encounter or the full opening quest.
Exact stopping point
Claude was preparing to revise player movement in src/game/world/world.ts.
Its last investigation concerned spawn facing after warps. It had not implemented
the planned ledge/warp revision.
The pinned local PRET checkout contains the relevant routines:
engine/overworld/player_movement.asm:.TryStep,.TryJump,.CheckLandPerms,.CheckWarpand the direction tables.engine/overworld/tile_events.asm:CheckWarpCollisionandCheckDirectionalWarp.engine/overworld/player_object.asm:SpawnPlayer.engine/overworld/map_objects.asm: movement/turn timing.
Research found that ledge tops have land permission; the jump check uses the
current tile and facing after an ordinary step fails. Doors use collision $71,
downward warp mats $70, and stairs $7a. Directional warp mats require their
designated input rather than an immediate warp simply upon entry. Verify these
rules against the local routines before changing the existing movement flow.
tests/zz-scratch.test.ts is Claude's unfinished diagnostic: it logs local-ROM
warp and ledge collisions, contains no assertions and unconditionally requires
the private ROM. Replace it with meaningful optional-ROM or synthetic tests
before treating the suite as ready for public CI.
Validation after recovery
Run against the current working tree with the local ROM and reference checkout:
npm test: 45 passed, including the assertion-free scratch diagnostic.npm run build: passed.npm run test:e2e: 22 passed across Chromium and WebKit, including native damage/type comparisons against original routines in the reference emulator.npm run check:reference: ROM, pinned rebuild and profile addresses match.npm run check:release: native output excludes emulator and game assets.npm run check:vendor: passed.
These checks do not establish complete battle behavior, browser battle UI flows, Route 29 progression or physical-device compatibility. No gameplay source was changed during session recovery.
Original next-increment notes (movement now completed)
Finish ledge and directional-warp movement with focused regression tests, including interrupted movement/save behavior and preservation of the existing opening scenes. Audit Route 29 callbacks, scripts and unsupported destinations before enabling it. Then test wild encounters and battle controls through the browser, including win, escape, loss and save/reload, and reconcile the roadmap with the verified behavior.
Battle integration increment: 2026-09-23 (resumed from Codex)
Codex committed and pushed c08d250, then stopped mid-increment with the
keyboard/D-pad battle test failing. Claude Code completed it:
- Browser battle flows run through the real UI via
tests/battle-fixture.ts(encounter selection only; production maps stay gated): win with level-up and Smokescreen, escape, whiteout, keyboard/D-pad menus, mid-battle backup restore and unsupported-effect rollback.tests/battle-world.test.tscovers the same at world level, plus pending stat experience and whiteout callback rollback. - Saves accept stored stats between the no-stat-exp and full-stat-exp values,
since
GiveExperiencePointsawards stat experience withoutCalcMonStats. - A script warp (e.g. whiteout) validates its destination and commits healing, money loss and destination callbacks together; aborts restore state and map.
- Keyboard and on-screen D-pad navigate battle menus (
battle-selected); A continues messages, B leaves the move list. - Fixed a phone-width layout bug: a long notice sat in the Play button's auto grid column and crushed the status text, pushing the game panel off-screen. Below 720px the notice now has its own row.
- Test fixes: the navigation test now presses A through the intro message, and uses a real pointer click on the D-pad (synthetic pointer events cannot be captured).
Final checks: 82 unit tests with the local ROM (55 passed, 27 skipped without
it); 36 Chromium/WebKit browser tests; native and reference builds; release,
vendor and reference checks; git diff --check. Not committed.
Next: Route 29 (24:3) scripts, catching tutorial and items before enabling it;
then capture, switching and PACK in battle.
Route 29 and Cherrygrove increment: 2026-09-23
Enabled Route 29, its Route 46 gate, Cherrygrove City and its five buildings. Item balls, the Pokémon Center nurse and the Poké Mart were each ported by a Sonnet sub-agent in an isolated worktree, reviewed against the disassembly and merged; the rest was done directly.
- Fruit trees run
FruitTreeScript; a nativeCheckDailyResetTimerclears the daily engine flags once per game day.VAR_BOXSPACEreads an empty box. - Item balls run
FindItemInBallScriptwith a nativeTryReceiveItem. - The nurse runs
PokecenterNurseScript;HealPartynow appliesComputeMaxPP's PP Up clamp.EnterMapWarp's spawn recording makes whiteouts return to the last Pokémon Center entered. - Standard marts run natively (
StandardMart/BuyMenu/SellMenu). - Battle command
recoil(Struggle) was the only refusal found by a local stress run of 360 Route 29 battles across starters and times of day. - Save format 3 gained
fruitTrees,dailyResetandlastSpawnMap(migrated by absence). - The phone-width status bar layout and parity test map counts were fixed.
Still refused: catchtutorial and Cherrygrove's rival scene (both after the
Mystery Egg), Route 30/46. NPCs do not roam yet.
Next: NPC roaming movement (map_objects.asm random walk/spin, radius and
visibility rules, deterministic RNG in tests), trainer sight lines and trainer
battles, Route 30 and Mr. Pokémon, capture and the catching tutorial.
Trainer AI continuation: 2026-09-24
The trainer foundation was subsequently committed through 3e92936. The next
AI increment translates Opportunist, Aggressive and Risky scoring, including
the ROM's stall/reckless/risky tables and Aggressive/Risky's deterministic
pre-variation damage estimate. Smart is now the only refused move-scoring layer,
so the rival remains gated. Continue with Smart before the rival, or with
trainer sight lines and normal trainer-object scripts for the already-supported
Youngster and Bug Catcher classes on Route 30.
AI layer review: 2026-09-24 (resumed from Codex)
Claude Code checked Codex's uncommitted Opportunist, Aggressive and Risky layers
against engine/battle/ai/scoring.asm. The HP thresholds, AI_50_50 (≥128),
79 percent - 1 (200), last-wins ties, the power < 2 and reckless exclusions,
the strict-borrow KO test and the constant-damage paths all match.
One fix: AIDamageCalc goes through EnemyAttackDamage and
BattleCommand_DamageCalc, and both read wCriticalHit. A flag left over from
an earlier move therefore selects unboosted stats (ignoring screens) and
doubles the estimate. enemyAIDamage now reads the native criticalHit
instead of hard-coding false. It also reuses truncate. A local-ROM test
fixes the estimate at 4, 3 (Reflect) and 6 (leftover critical).
Known side effects of AIDamageCalc that are not modelled: it overwrites
wCurDamage, wTypeModifier, wAttackMissed and hBattleTurn. CheckTurn
resets the modifier and miss flag before each move. Whether the wCurDamage
overwrite can reach Counter/Mirror Coat still needs checking before those
effects are ported.
Final checks: 147 unit tests with the local ROM; 42 Chromium/WebKit browser
tests; native and reference builds; reference, release and vendor checks;
git diff --check. Not committed.
Next (unchanged): Smart AI before the rival, or trainer sight lines and normal trainer-object scripts for Route 30's Youngster and Bug Catcher.
Route 30 trainers: 2026-09-24
Chose option 2 from the review above: trainer sight lines and trainer-object scripts. Both Route 30 trainers have two Pokémon, so the increment also ports the trainer's send-out and switch AI. Route 30 and its Berry house are now enabled in production.
- World:
_CheckTrainerBattleat step end (before warps, coordinate events and encounters) and on idle ticks;TalkToTrainerforOBJECTTYPE_TRAINER;BGEVENT_ITEMhidden items. A refused sighting is not restarted until the player moves (native safeguard against a rollback loop). - Interpreter:
loadtemptrainer,trainertext,trainerflagaction,scripttalkafter,endifjustbattled,checkjustbattled,writeobjectxy,encountermusic,loadmem wRunningTrainerBattleScript,readmem wHiddenItemID, and callasmTrainerWalkToPlayer/SetMemEvent.applymovementlasttalked wMovementBufferdecodes the native buffer. - Battle: multi-Pokémon trainer parties (
HandleEnemyMonFaint,EnemyPartyMonEntrance,FindMonInOTPartyToSwitchIntoBattlewith itsBattleRandomfallback),AI_SwitchOrTryItem/CheckAbleToSwitch/AI_Switchwith the original type-matchup,e-carry and quarter-HP bugs, andwPlayerUsedMoves.BattleTrainernow requiresswitchFlags. - Stress (local, not committed): 1,080 Route 30 battles; the only refusal was
Chikorita's Reflect at level 12 (
screen), a pre-existing gap.
Final checks: 160 unit tests with the local ROM; 44 Chromium/WebKit browser
tests including the Route 30 sighting through the UI; native and reference
builds; reference, release and vendor checks; git diff --check. Not committed.
Next: Mr. Pokémon's house (Oak, Pokédex, Mystery Egg) and the return to Elm;
Reflect/Light Screen; then Smart AI before the rival. Joey (after the Egg)
needs askforphonenumber and the phone standard scripts.
Reflect and Light Screen: 2026-09-24
Completed the battle gap found in the Route 30 stress run. screen now runs
both moves from ROM effect scripts. Independent five-turn counters include
the setup turn, do not refresh on repeated use, survive enemy send-outs and
expire with ROM text in HandleScreens order. The existing damage path handles
physical/special defense and critical stage rules.
Seven new local-ROM regressions cover player and enemy use, PP on failure,
concurrent durations, expiration order, send-out persistence and damage stats.
Also moved the NPC test's eager ROM read into beforeAll, restoring its
intended skip behavior when no ROM is available.
Checks: 167 unit tests with the local ROM; 76 passed and 91 skipped without it;
44 Chromium/WebKit browser tests; native and reference builds; reference,
release and vendor checks; git diff --check. Screen routines were reviewed
against pinned PRET source, not compared by executing the original routines.
Changes are uncommitted.
Next: Mr. Pokémon's house and the Mystery Egg; Smart AI before enabling the rival; capture and the catching tutorial. Joey's post-Egg phone scripts remain unsupported.
Mr. Pokémon and the return to Elm: 2026-09-24 (resumed from Codex)
Codex had enabled Mr. Pokémon's house and added NameRival, blackoutmod,
reloadmap, the queued Elm call and the no-handler Smart AI subset. It
stopped with all four quest browser tests failing and without docs. Claude
Code finished the increment:
- The rival scene needed
special FadeOutMusic(audio only, now accepted). - The quest fixture's constant
() => 0RNG hungBattleCommand_DamageVariation, which redraws until the byte is at least 217. The fixture now uses a seeded LCG. Relocating to Cherrygrove had also carried the house's moved Mr. Pokémon and Oak onto the Guide Gent and rival (ids 2 and 3), producing an unrestorable save. The fixture now clears objects and starts off the Guide Gent's tile. - The browser test expected
specialPhoneCall1;SPECIALCALL_ROBBEDis 2. NameRivalyielded a naming choice with zero pages, becausepromptbuttonhad already flushed them. The dialogue never reached its last page, so the officer scene soft-locked. It now shows the ROM's "RIVAL'S NAME?" and reads the "SILVER" default from ROM. As inInitName, blank names of any number of spaces take the default. The naming input's accessible label no longer says "Nickname".- Elm's call now runs the ROM's
CheckSpecialPhoneCall.script→Script_ReceivePhoneCallwrapper. It reads the condition and caller script fromSpecialPhoneCallListinstead of hard-coding id 2, addsmemcall, and showsHangUp's timed "Click!". Ringing and the caller name box are still not presented. - Added tests: the rival scene for all three starters and both triggers, a
CANLOSEloss, reload after each scene, the Elm call (indoors, outdoors, mid-call reload), the officer naming (named, blank, all-space, reload at the naming screen), the Egg handover and the aide's Poké Balls, plus a browser naming-field test.
Checks: 191 unit tests with the local ROM (80 passed, 111 skipped without it);
50 Chromium/WebKit browser tests; native and reference builds; reference,
release and vendor checks; git diff --check. Not committed.
Next: capture and the Route 29 catching tutorial (catchtutorial), the
first remaining refusal in the opening quest. Then the ringing presentation,
player switching and items in battle. Joey's post-Egg phone scripts remain
unsupported.
Capture and the catching tutorial: 2026-09-24
Continued the roadmap with the first refusal remaining in the opening quest.
- 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_CHANCEand the catch draw.GetPokeBallWobbledraws per shake fromWobbleProbabilitiesand picks the break-free text. Trainer battles block the ball but still use it and the turn.catchRateis exported for pure vectors. - A catch reloads the Pokémon as
LoadEnemyMondoes (the wild item roll is redrawn, then the original item restored), keeps HP/status/item/DVs, restores the moves and PP it appeared with, adds it to the party withSetCaughtData, registers it and offers a nickname (InitNamedefault for blank names).NewDexDataTextshows when the Pokédex is owned.caughtDatais now shared withgivepoke. catchtutorialrunsBATTLETYPE_TUTORIAL: "DUDE" from the ROM as<PLAYER>, no send-out, an automatic catch that keeps nothing, and prompts that continue on their own. Both Route 29 triggers, declining andCatchingTutorialDudeScript's repeat offer run from the ROM.- Text:
TX_LOW($05) is read as a line break (ItemUsedTextneeds it). - UI: PACK lists the Balls pocket (B closes it); the in-battle nickname prompt reuses the naming field. The help dialog and README describe the current milestone.
- Refused: a catch with six Pokémon (the PC is not ported), other balls, non-ball items in battle and a transformed target.
- Stress (local, not committed): 2,160 wild battles, 2,047 catches, no refusals.
Checks: 207 unit tests with the local ROM (82 passed, 125 skipped without
it); 54 Chromium/WebKit browser tests; native and reference builds;
reference, release and vendor checks; git diff --check. The existing
keyboard/D-pad test now steps through the enabled PACK button. No
emulator comparison of the capture routines was run. Not committed.
Next: the PC and boxes (catching with a full party, SendMonIntoBox, Bill's
call), then player switching and other items in battle, and party and bag
menus. The Dude's back picture, ball animation and Pokédex page are not
presented.
Overworld foundation recovery: 2026-09-25
Resumed Claude Code session 5d15e2b5-2020-4f49-83e7-eddee08c2315, whose user
request was “Complete the overworld foundation.” Its last successful check
compared Johto and Ice Path animation with the original VRAM; the session then
hit its usage limit. The previous handoff ended at capture and was stale.
Preserved and validated Claude's uncommitted implementation:
- Turn delays, bumps, ice and currents, forced movement, dynamic return warps, elevator menus, pits and arrival timing. Six original-engine traces cover outdoor, connected, ledge, interior, scripted-follow and cave movement.
- Surf, Cut, Strength, Whirlpool/Waterfall interaction paths and cycling rules; Strength boulders can fall into script-controlled holes. Later maps are enabled only inside tests, not in the production map list.
- Working map blocks,
changeblock,changemapblocks, rollback and minimap invalidation; cave/water/Kanto encounter tables andwildoff. - Additional NPC movement, variable sprites and Pokémon icons; all movement command decoding and teleport/fishing/skyfall/shake/flicker presentation.
- Tileset animations on private graphics, grass sprite priority and special map palettes. Johto and Ice Path match 96 original VRAM frames after matching the reference animation state, including the scrolling scratch buffer.
Recovery changes:
- Removed
zz-grid.test.tsandzz-explore.spec.ts, temporary diagnostics with no assertions. The grid diagnostic also read a private ROM unconditionally. - Added grass-priority/transparency and special-palette regressions, and ran
all 36 tilesets for 2,048 animation frames each while checking that cached
ROM graphics stay unchanged.
NUM_TILESETSis verified bycheck:reference. - Reconciled PLAN, ARCHITECTURE and NATIVE_PORT with the actual implementation and its remaining gaps.
Validation: 271 unit tests passed with the local ROM. With an absent
CRYSTAL_ROM_PATH, 127 passed and 144 skipped. The full Chromium/WebKit run
passed 64 tests with 8 intentional WebKit skips; two of those passes were the
subsequently removed exploratory test, leaving 62 substantive browser checks.
The eight new original-engine comparisons run in Chromium only. Native and
reference builds, reference addresses/constants, release isolation and vendor
checks passed. No physical-device or CI run was performed. Changes remain
uncommitted; no push was made.
The whole foundation milestone is not complete. Continue with:
- Room decorations: the two decoration specials still implement empty slots; stored choices, ownership and the selection flow are absent.
- Player bag-menu access to
GameWorld.useBicycle(). Its rules are tested, but it is not reachable through the current game controls. - Remaining reference acceptance: movement traces exclude the original's map-entry tick and compare position/facing/selected actor positions, not event flags. Most special poses and palettes lack executed-reference or screenshot comparisons. The Celebi forest animation stays on frame one.
Do not clear those checklist items or enable later maps based on the existing movement and rendering tests alone.
Overworld foundation completed: 2026-09-25 (resumed from Codex)
After the recovery above, Codex continued with "Complete the foundation" and stopped during its final validation, before updating this file. It had already marked the milestone done in PLAN.md. Its work:
- Room decorations (
world/decorations.ts): the initial bed and Town Map poster, ownership throughDecorationAttributesevent flags, the bedroom PC's selection and put-away flows (including left/right doll placement), room blocks and variable sprites from saved choices, save validation and migration of saves without decorations. The poster opens the native map. - Start/Select opens Key Items; the Bicycle follows the native indoor and
outdoor rules, with keyboard and touch controls (
foundation-browser.spec.ts). - Movement traces now compare event flags as well as positions. Pose checks
compare direction, visibility and vertical offset during scripted
movement. An executed
LoadMapPalsmatches 192 native palette cases. Restless Ilex Forest and Tin Tower animation match original VRAM. - Fixed fishing and flicker pose timing against the original routines.
Claude Code finished the increment. Codex had just added two pose traces.
Tree shake passed. Skyfall departure (skyfall_top) failed:
StepFunction_SkyfallTop leaves OBJECT_SPRITE_Y_OFFSET at $60 on the tick
that ends the command, and the offset persists through later steps. Actors
now keep a yOffset. Skyfall, teleports, the fishing bite and jumps clear it,
because those routines write the offset again. In the game, only the player
uses skyfall_top (Ruins of Alph chambers, Burned Tower), just before a warp.
The traces now number fourteen. PLAN and NATIVE_PORT were updated to match.
Checks: 276 unit tests with the local ROM (127 passed, 149 skipped without
it); 81 Chromium/WebKit browser tests passed and 19 were skipped intentionally
(the engine parity tests run in Chromium only); native and
reference builds; reference, vendor and release checks; git diff --check.
Not committed.
Next (PLAN section 2): the PC and boxes (a catch with a full party,
SendMonIntoBox, Bill's call), then the introduction's naming and clock
screens. Also open there: player switching and non-ball items in battle,
controlled-seed comparisons beyond damage and type effectiveness, and a
continuous opening-quest playthrough with save/reload. Later maps stay gated
until their scripts and story are supported.
The PC and boxes: 2026-09-25
The foundation above was committed and pushed as 451464f. This increment
continues PLAN section 2 with its first open item.
party/storage.ts: 14 boxes ofBoxMon(a party struct without status, HP and stats), the current box, box names (null is the ROM's "BOX" and number) and 50 PC item stacks.SendGetMonIntoFromBoxdeposit and withdraw,RestorePPOfDepositedPokemonandCalcLevelare shared helpers.maxPP(ComputeMaxPP) now also servesHealParty.scripts/pc.ts:PokemonCenterPCand the house PC. The Pokémon Center PC opens Bill's PC (deposit, withdraw, release, change and name boxes) and the player's PC (item withdraw, deposit and toss, the empty mail box), plus Oak's rating once the Pokédex is owned. The house PC adds DECORATION. Menu strings, lists and texts are read from the ROM (PCtable in the profile, verified bycheck:reference). The generic menu effect gained per-itemdetails(levels, box counts). Anoticeeffect covers unported options without aborting.- Facing tiles now use the ROM's
TileCollisionStdScriptsin any direction, as in the original (the old table only fired when facing up). - Capture with a full party:
SendMonIntoBoxputs the catch first in the current box, with nickname andBallSentToPCText. A full box keeps the ball (Ball_BoxIsFullMessage). Filling the box setsBATTLERESULT_BOX_FULL.reloadmapafterbattlethen queues Bill's call through a newmemscripteffect (LoadMemScript). It is kept in memory only and runs before scene scripts. - Save format 3 gained
storageandpcItems, migrated by absence.
Not ported: MOVE PKMN W/O MAIL and the stats screen (notices), printing,
givepoke with a full party (still refused; unreachable in the open maps),
the save messages after a box switch, and the tutorial with a full party and
box (the original loops forever; refused).
Checks: 290 unit tests with the local ROM (130 passed, 160 skipped without
it); 83 Chromium/WebKit browser tests passed, 19 skipped intentionally
(including a new Pokémon Center PC flow in both browsers); native and
reference builds; reference, vendor and release checks; git diff --check.
Not committed.
Next (PLAN section 2): the introduction's naming and clock screens; player switching and non-ball items in battle; MOVE PKMN W/O MAIL and the stats screen with the party menu; a continuous opening playthrough.
The introduction's naming and clock: 2026-09-25
The PC increment above was committed as 3bdca00. This increment finishes
the next open item of PLAN section 2.
scripts/intro.ts(IntroRun):InitGender,OakSpeechwithInitClockandNamePlayer, as a native generator the world runs like a script (GameWorld.beginIntro). Texts, menus, preset names and time strings come from the ROM through a newINTROprofile table verified bycheck:reference.- New effects:
portrait(Oak's trainer picture or the player's, decoded byPokemonData.trainerPic,playerPicandtrainerPalette) and aclockstepper choice. - Game clock:
clock.minuteOffsetis added to the device time for time of day, weekday, NPC hours and the daily reset. The host'sdeviceWeekdaybecameclockDay. GameSession.loadcalls the runtime's optionalnewGame()when nothing is saved. Saves gainedintro(true while pending; a save made then restarts the introduction). The shell's name/character fields are gone.- Browser fixture specs strip
this.world?.beginIntro();from the served runtime, since their worlds stand in for saved sessions. Fresh-load tests play the intro withtests/intro-driver.ts.
Not presented: palette fades, Wooper's cry, the picture slide while
naming, ShrinkPlayer and music. Intentional change: the steppers start at
the device time instead of 10:00.
Checks: 298 unit tests with the local ROM; native and reference builds;
reference, vendor and release checks; git diff --check; 87
Chromium/WebKit browser tests passed, 19 skipped intentionally (including
the new intro flow and a reload during it, in both browsers). Committed and
pushed to main as b13fd20.
Next (PLAN section 2): player switching and non-ball items in battle; MOVE PKMN W/O MAIL and the stats screen with the party menu; a continuous opening playthrough.
Remaining opening-milestone items: 2026-09-30
The introduction was committed and pushed as b13fd20 (handoff note
eb03a20). Asked to go over what was left and do the quickest items
first, this session took PLAN section 2's open items in that order:
- Evolution decoder:
PokemonData.evolutionsreturns typed level, item, trade, happiness and stat records (Tyrogue's are four bytes). A local-ROM test compares all 251 lists with the pinnedevos_attacks.asm. Evolving is not ported. - Reference vectors:
tests/reference-parity.spec.tsnow also calls the originalCalcMonStats(300 cases, including levels above 100 for the 999 cap; the trampoline sets BC, DE and HL) andCalcExpAtLevel(all 600 growth/level pairs). A mutation (removing the cap) was confirmed to fail. Symbol loading and the ROM hand-off are shared helpers now. The checklist item stays open for random-driven routines (accuracy, criticals, damage variation, capture). - Continuous playthrough:
tests/playthrough.test.tsplays a new game from the intro to the catching tutorial throughGameWorldinputs with a seeded RNG, reloading a JSON save after every stage. Wild battles are fought, or fled below half HP (fighting everything whited out on Route 29). The rival battle is lost with this seed (CANLOSE), and the story continues. The stages share one world, so run the whole file. - Switching and healing items in battle (details in NATIVE_PORT):
- PKMN/
TryPlayerSwitch/PlayerSwitch/BattleMonEntrancewithSendOutMonText/WithdrawMonText;AskUseNextPokemon,ForcePlayerMonChoice,DoubleSwitch; Shift mode'sOfferSwitch. Newpartyprompt (menu,cancel) answered throughbattleChoose(a slot or -1), and{ action: "pkmn" }. - Items pocket:
CheckItemContext,ItemEffectsdispatch by ROM address,RestoreHPEffectandStatusHealingEffectwith the ROM's tables and party menu texts.PARTYMENUTEXT_*values are PRET's ($F0-based;check:referencecaught a wrong value). - UI: PKMN party list with the SWITCH/STATS/CANCEL submenu (STATS disabled), and ITEM/BALL POCKET tabs in PACK (opens on Items). The keyboard test now passes through the enabled PKMN button.
- PKMN/
Known limits: hBattleTurn at the battle menu is not modelled everywhere,
so a status heal that would make CalcPlayerStats reapply a penalty to a
paralysed or burned enemy is refused. WithdrawMonText treats the
multiplicand's leftover high byte as zero. X items, Poké Doll, Full
Restore, revives and the stats screen are not ported.
Checks: 324 unit tests with the local ROM (130 passed, 194 skipped
without it); 93 Chromium/WebKit browser tests passed, 19 skipped
intentionally; native and reference builds; reference, release and
vendor checks; git diff --check. Committed and pushed to main as
f8e0f9c.
Next (PLAN section 2): controlled-seed comparisons of random-driven battle routines. Then PLAN section 3/4 items: the party and bag menus outside battle (with the stats screen and MOVE PKMN W/O MAIL), evolution itself, and the remaining battle items.
Battle items, hBattleTurn and the stats screen: 2026-09-30
After f8e0f9c/cfd083c, the user asked for the items the previous
summary listed as refused or not ported:
- Every non-ball item effect usable in battle, found by reading each
item's battle context and
ItemEffectsentry from the ROM: Full Restore, Revive/Max Revive, Energypowder, Energy Root, Heal Powder, Revival Herb, Bitter Berry, Ether/Max Ether/Elixer/Max Elixer/ MysteryBerry (newmoveprompt), X items, X Accuracy, Guard Spec, Dire Hit and Poké Doll.ChangeHappinessnow readsHappinessChanges(including thewPartyMenuCursorquirk), which also fixed level-ups:LevelUpHappinessMod's larger gain where the Pokémon was caught was missing (newlandmarkbattle option). A second participant set (wBattleParticipantsIncludingFainted) serves revives. hBattleTurnat the battle menu:DoBattleends on the player's turn, full turns end on the enemy's, andchooseTrainerMovenow returnsenemyTurnwhenAI_Types,AI_StatusorAIDamageCalcran. The status-heal refusal is gone; the enemy's penalty is reapplied as in the original.- Stats screen: three pages from ROM strings (
STATSprofile table, verified bycheck:reference),TypeNamesandGetGender. It opens from BattleMonMenu and from Bill's PC (astatsscript effect;world.statsScreen). - Emulator comparisons: a new reference test runs
SendOutMonText(with its finaljp BattleTextboxpatched toretin the in-page ROM copy),WithdrawMonText's text routine,RestoreHealth(withwHPBuffer1set asItemRestoreHPleaves it),RestorePP,ChangeHappinessandCalcPlayerStatswith both turns. A mutation ofcalcPlayerStatswas confirmed to fail. The pure helpers are exported frombattle.ts.
Remaining: Kurt's and the Park Ball; the leftover multiplicand byte in
WithdrawMonText is assumed zero; no whole battle has been compared with
the original.
Checks: 337 unit tests with the local ROM (131 passed, 206 skipped
without it); 97 Chromium/WebKit browser tests passed, 19 skipped
intentionally; native and reference builds; reference, release and
vendor checks; git diff --check. Committed and pushed to main as
b13e09e.
Controlled random battle comparisons: 2026-09-30
Resumed from be7575a with a clean working tree. The user requested a bounded
increment suitable for a limited session. Continued PLAN section 2 with
accuracy, criticals and damage variation; capture stays as the next item.
tests/reference-random.spec.tsruns the original, unpatchedBattleCommand_Critical,BattleCommand_CheckHitandBattleCommand_DamageVariationin the reference emulator. The native commands receive the same ten-byte Link RNG stream. Results include the final RNG stream/cursor, so extra or missing draws are detected too.- Per browser: 2,560 critical cases (all random bytes at all five reachable stages and held-item exceptions), 2,914 accuracy cases (all stage pairs, Foresight, BrightPowder, bypasses, Dream Eater/substitute and Jump Kick miss damage), and 2,149 variation cases (0/1, rounding, 16-bit boundaries, rejected draws and RNG stream regeneration).
- Shared ROM input and symbol helpers moved from
reference-parity.spec.tsintotests/reference-fixture.ts. No ROM bytes or extracted assets added. - Deliberately changing critical
<to<=, accuracy>=to>, and the damage divisor from 255 to 256 each made its comparison fail. All three mutations were reverted; no production gameplay change was needed.
Boundary: these compare isolated commands with controlled random inputs. They do not compare a whole battle, the hardware-timed non-Link RNG, or the Protect text path. Lock-On/Fly/Dig remain refused. This does not enable Link battles or later maps.
Checks: 337 unit tests passed with the local ROM; 131 passed and 206
skipped with an absent ROM. All 103 Chromium/WebKit browser tests passed,
with the existing 19 intentional WebKit skips. Native and reference builds,
reference, vendor and release checks, and git diff --check passed. No CI
or physical-device run. This increment was initially left uncommitted and
is included in the subsequent capture-comparison delivery below.
Next: controlled-input capture comparisons (PokeBallEffect and
GetPokeBallWobble), then the party/bag menus outside battle, MOVE PKMN W/O
MAIL and evolution. Keep section 2's capture checklist open until verified.
Controlled capture comparisons: 2026-09-30
Continued PLAN section 2 from the existing uncommitted accuracy, critical and damage-variation comparisons. Preserved that work and completed its next capture-comparison item.
tests/reference-capture.spec.tscompares the native capture decision with the calculation insidePokeBallEffect, then its shake loop withGetPokeBallWobble. Per browser: 3,220 capture cases and 7,424 shake cases, including supported ball multipliers, all catch-rate bytes, HP scaling and overflow, status bonuses, equality boundaries, every random byte at each wobble-table entry, every escape count and guaranteed catches. Final rate, caught/escaped outcome, shake count and random-draw count agree.- Capture uses hardware
Random, notBattleRandom. The private in-page ROM copy replacesRandomwith a supplied-byte reader; the fixture enters after the UI setup and inserts a return afterwWildMonis written. Catch arithmetic, multipliers andGetPokeBallWobbleremain unmodified. - Extracted
rollCaptureandballWobblesas private production helpers called bypokeBallEffect, without changing gameplay behavior. Added maximum HP 683 beside 342 in the synthetic divide-by-zero regression. - Deliberately changing success
<=to<, formula floor to ceiling, and shake>=to>each failed the comparisons. Mutations were reverted.
Boundary: isolated capture decision/shakes with supplied random bytes, not
hardware RNG timing, animation, caught-mon reloading, party/PC writes or a
whole battle. No actual item has HELD_CATCH_CHANCE; that effect remains
covered by pure vectors. Native division-by-zero refusal remains in place;
the emulator fixture omits the hanging HP inputs. No additional balls or
maps are enabled.
Checks: 337 unit tests passed with the local ROM; 131 passed and 206 skipped
with an absent ROM. All 107 Chromium/WebKit browser tests passed, with the
existing 19 intentional WebKit skips. The four new capture tests skip cleanly
without a ROM. Native and reference builds, reference, vendor and release
checks, and git diff --check passed. No CI or physical-device run.
The accuracy, critical, damage-variation and capture comparisons were committed
together as 00972ba and pushed to origin/main; the remote commit was
verified. This handoff-only follow-up records that delivery.
Next: party and bag menus outside battle, MOVE PKMN W/O MAIL and evolution. PLAN section 2 is complete within its recorded acceptance boundaries.
Start menu, party menu and pack: 2026-09-30
Resumed from 60e06ae (clean tree) with "continue" from the handoff: the
next plan items were the party and bag menus outside battle, then
evolution.
src/game/scripts/start-menu.ts(StartMenuRun): Start opens the original start menu (items and descriptions fromStartMenu.Items, list fromSetUpMenuItems). POKéMON: party menu (PartyMenuStrings), the submenu fromMonMenuOptions(field moves first), STATS, SWITCH, MOVE (swap moves with PP), ITEM (GIVE from the pack with swap and pack-full refund, TAKE). PACK: four pockets with left/right, the item submenus fromMenuHeader_*.MenuDataby permissions and field menu, TOSS with quantity and confirmation, GIVE, and USE throughItemEffectsaddresses: HP items, status healers, Full Restore, revives, bitter herbs, Ethers/Elixers/MysteryBerry and PP Up (one step, becausewUsePPUpaliaseswTempPP), and the Bicycle (queued script after the menu closes; Oak's warning where it cannot be used).- It runs on a script draft; saves while open keep the prior state. Menu
cursors persist in memory and reset after battle (
CleanUpBattleRAM); the party cursor now reaches the battle'sChangeHappinessquirk. - Select keeps the Key Items shortcut (browser tests moved from Enter to
Shift). New
packscript effect/choice;MENUprofile table checked bycheck:reference; menu, pocket and PP constants moved into the verifiedCblock;ENGINE_POKEGEARadded and verified. The text decoder gained<POKE>($24), needed for "POKéGEAR". - Notices without changes: POKéDEX, POKéGEAR, trainer card, OPTION, field moves from the menu, MAIL (giving or reading), SEL, evolution stones, Rare Candy, vitamins and other field items.
Checks: 353 unit tests with the local ROM (16 new in
tests/start-menu.test.ts); 109 Chromium/WebKit browser tests passed, 19
skipped intentionally (one new start-menu flow in both browsers); native
and reference builds, reference, vendor and release checks; git diff --check. No emulator comparison of the menus; no CI or physical-device run.
Next: evolution (EvolveAfterBattle after battles and from stones/Rare
Candy, with the level-up flags the battle must record), then vitamins,
MOVE PKMN W/O MAIL, SEL/registered items and field moves from the menu.
The start menu increment was committed and pushed as 1af2bea.
Evolution: 2026-09-30
Continued in the same session after 1af2bea.
src/game/scripts/evolution.ts(PartyEvolution):EvolveAfterBattlewalking the raw evolution bytes with the original's skip counts (forced evolutions misreadEVOLVE_STATlike the original), the texts, a timedevolveeffect (40 ticks, then seven wait/flash rounds; B only in the waits and never for stones), nickname update only for unnicknamed Pokémon, stats with stat experience, HP rise,LearnLevelMoves,LearnMove/ForgetMoveoutside battle, and the Pokédex.- The battle records
wEvolvableFlagson level-up and returns them; after a win the world runs the evolution as a script interlude before resuming the battle's script (same draft, commits together). - PACK: Rare Candy (level, exp, HP rise that revives, happiness, level-up text, stat page, moves, evolution), evolution stones (ABLE/NOT ABLE party labels with the original 10-byte/3-step check; Everstone and no-match have no effect) and vitamins (stat experience high byte +10 up to 100).
- UI: the picture box shows the flashing evolution; the pack's pocket tabs
moved into their own compact row (
#mart-tabs).
Checks: 360 unit tests with the local ROM (5 new start-menu evolution
tests, 2 new battle-world tests); 111 Chromium/WebKit browser tests passed,
19 skipped intentionally (a new Rare Candy evolution flow in both
browsers); native and reference builds, reference, vendor and release
checks; git diff --check. No emulator comparison of evolution or the
menus; no CI or physical-device run.
Next: MOVE PKMN W/O MAIL, SEL/registered items with Select, field moves from the menu (Cut, Surf, Strength already have their ROM scripts), then the Pokégear. Trade evolutions wait for Link.
The evolution increment was committed and pushed as 45275ba.
Field moves, SEL and moving Pokémon: 2026-09-30
Resumed with "Continue" after 45275ba, taking the recorded next items.
- Field moves from the party menu: the world's
menuFieldMoveruns each menu function's checks (badges, facing tile/water/object, dark map) and either queues the ROM's…FromMenuscript with the chosen Pokémon or returns the ROM's failure texts. Cut, Surf, Strength, Flash, Whirlpool, Waterfall and Sweet Scent work; Softboiled/Milk Drink run in the menu; Fly, Dig, Teleport, Headbutt and Rock Smash give a notice after their checks. Encounter selection was split out ofrandomEncounterso Sweet Scent reuses it without the rate roll. - SEL and Select:
registeredItemsaved (migrated by absence), Select runsSelectMenu(bike via the_Registerscripts, Oak's warning, "may be registered", registration cleared when the slot changed). The invented Key Items shortcut (UI, runtime flag and CSS) is removed. - Bill's PC MOVE PKMN W/O MAIL, with lists per box.
check:referencecaughtSPRITEMOVEDATA_SMASHABLE_ROCKwritten as 18 instead of $18; fixed and covered by a Rock Smash test.
Checks: 371 unit tests with the local ROM; 111 Chromium/WebKit browser
tests passed, 19 skipped intentionally (the two Key Items browser tests now
cover SEL/Select); native and reference builds, reference, vendor and
release checks; git diff --check. No emulator comparison; no CI or
physical-device run.
Next: the Pokégear (clock, map, phone and radio cards), then the trainer card and options; later the Fly map and Teleport/Dig warps (they need script commands after a warp).
The Pokégear, phone calls and Mom's savings: 2026-10-01
Resumed with "Continue the plan" after 3456aa4, taking the recorded next
item (the Pokégear).
src/game/scripts/pokegear.ts(Pokegear): POKéGEAR in the start menu runs the clock, map and phone cards with the original joypad rules, yielding apokegeareffect per card answered with a button name. The world routes A/B/directions/Start/Select to it, keepsworld.pokegearon screen during call texts and refreshes the clock every tick. The radio card (Goldenrod only) gives a notice.- Calls: no-service text, two "……" rings, out-of-hours or same-map scripts,
otherwise the callee script from
PhoneContactsinScriptRunon the start menu's draft (adopted withObject.assignwhen it ends), thenHangUp. Elm's and Mom's callee scripts run; Mom's lecture after the Dude setsENGINE_MOM_SAVING_MONEY. - Interpreter:
random,givemoney/takemoney/checkmoney/getmoneyfor both accounts,getcurlandmarkname,getlandmarkname(operand order checked against the macros),ScriptHost.phoneService,landmarkName.HangUpis now "Click!" 10 ticks, then "……" 60 ticks (it was "Click!" for 140 ticks, double the original's 140 frames); twomr-pokemonassertions were updated. - Mom's savings:
momsMoneyinScriptStateand saves (migrated by absence to 0). Battles takemom: { saving, money }and returnmomMoney;WinTrainerBattle.give_moneysends a quarter while she saves some.MomTriesToBuySomethingrefuses once her balance reaches ¥900 (not reachable in the open area). - Map headers decode
phoneService. NewPOKEGEARprofile table and OW constants (landmark limits, card/Mom engine flags, money results), all verified bycheck:reference. - UI:
#pokegearpanel (card labels, clock, Town Map canvas with the cursor frame, phone list with ▶/▷ and the submenu); the textbox is the native dialogue, hidden on the map card; the minimap hides while it is open.drawTownMaptakes an optional card (region, player, cursor).
Checks: 381 unit tests with the local ROM (131 passed, 250 skipped without
it; new tests/pokegear.test.ts, plus Mom tests in trainer-battle and
trainer-world); 113 Chromium/WebKit browser tests passed, 19 skipped
intentionally (a new Pokégear flow in both browsers); native and reference
builds; reference, vendor and release checks; git diff --check. No
emulator comparison of the Pokégear; no CI or physical-device run. Not
committed.
Next: BankOfMom (talking to Mom after the Egg still refuses with special
34), then Mom's purchases (MomTriesToBuySomething, wWhichMomItem,
wMomItemTriggerBalance), the trainer card and options; later the Fly map
and Teleport/Dig warps.
Mom's bank and her purchases: 2026-10-01
Resumed with "Continue the plan" on top of the uncommitted Pokégear increment above (still not committed), taking the recorded next items.
src/game/scripts/mom.ts(bankOfMom):BankOfMomas a special. First visit:MomLeavingText1–3and the saving question; later: "Or is this about your money?", then GET/SAVE/CHANGE/CANCEL fromBankOfMom_MenuHeader. The amount box is amombankeffect answered with button names (the world routes A, B and directions to it like the Pokégear, viabuttonChoice).DigitQuantitiesis read from the ROM;GiveMoney/TakeMoneylimits, cursor 0–5 starting on 5, zero or B cancels, refusals return to a fresh box. Declining runsDSTChecks(near-midnight booklet refusal;shiftClockHourwrapsminuteOffsetinto ±720 and movesweekdayOffsetthe other way).MomTriesToBuySomethingis ported (it had to be: deposits make the ¥900 trigger reachable at once, and it refused after every trainer win): MomItems_2 triggers, the ¥2300wMomItemTriggerBalancesteps with the exact-matchRandomRange(5)MomItems_1 purchase, PC items (full PC cancels), doll decoration events, and the call through the existingmemscriptpath (Script_ReceivePhoneCallwithMom_GetScriptPointer's item or doll script)..ASMFunction's cost andwWhichMomItemare applied when the call is queued.randomRangeis shared withScript_random.- Saves gained
momItem(0–10) andmomItemTriggerBalance, migrated by absence to 0 and ¥2300. - New
MOMprofile table and extraPOKEGEARentries (MomItems lists, item/doll scripts), verified bycheck:reference. - UI: the amount box in the dialogue choice (
.mom-bank, a blinking digit that respects reduced motion) with ◀ ▼ ▲ ▶, OK and CANCEL buttons. Checked visually at desktop and 390px widths.
Checks: 398 unit tests with the local ROM (132 passed, 266 skipped without
it; new tests/mom.test.ts, purchase tests replace the refusal test in
tests/trainer-world.test.ts); 115 Chromium/WebKit browser tests passed,
19 skipped intentionally (new deposit flow in both browsers); native and
reference builds; reference, vendor and release checks; git diff --check.
No emulator comparison of the bank or purchases; no CI or physical-device
run. Not committed.
Next: the trainer card and options; later the Fly map and Teleport/Dig warps.
Trainer card and play time: 2026-10-01
Resumed with "continue the plan" after 38b9562 (clean tree), taking the
recorded next item (the trainer card, board card #23). The Pokégear and
Mom's bank above were committed as 209778c.
src/game/scripts/trainer-card.ts(TrainerCard): the player's name in the start menu runs the card and returns to the start menu. Each page is atrainercardeffect answered with a button (abuttonChoicelike the Pokégear): page 1 A/right → page 2; page 2 A leaves, left → page 1; B leaves from both. The Kanto page (unreferenced code) is not shown. Labels from.Name_Money,.Dex_PlayTimeand.Badges; the Pokédex line only withENGINE_POKEDEX; badges from the Johto badge engine flags.src/game/world/game-time.ts:wGameTimeandGameTimer(60 frames a second, capped at 999:59:59.00).GameWorld.gameTimeadvances two frames per tick unless the introduction is pending;beginIntroresets it.save()during a scene returns the committed state with the current play time. Saves gainedgameTime, migrated by absence to zero.- The world refreshes the card's time, blinking colon (every 32 frames on page 1) and badge step (every 8 frames on page 2, only with badges) each tick, counting from the page load.
src/game/rendering/trainer-card.ts: the Chris/Kris card picture (tile $1c left blank, as the corner covers it) and page 2's leader faces with the owned badges' sprites, coloured by_CGB_TrainerCard's attribute map. UI:#trainer-cardpanel, frame colour from the other gender's palette; checked visually at desktop and 390px widths.- New
TRAINER_CARDprofile table, OW constants (ENGINE_MINERALBADGE,NUM_JOHTO_BADGES,PREDEFPAL_CGB_BADGE, the leaders' trainer classes).check:referencenow understands thetrainerclassmacro. - Tests that compare a save before and after a refused or rolled-back
action now ignore the play time (
withoutPlayTimeintests/world-driver.ts), which keeps counting.
Checks: 407 unit tests with the local ROM (134 passed, 273 skipped without
it; new tests/trainer-card.test.ts); 117 Chromium/WebKit browser tests
passed, 19 skipped intentionally (a new trainer card flow in both
browsers); native and reference builds; reference, vendor and release
checks; git diff --check. No emulator comparison of the card; no CI or
physical-device run.
Next: the options screen (board #24), then the Fly map and Teleport/Dig warps.
The trainer card increment was committed as 4769856 (Closes #23; the
hook moved the card to Fait). Not pushed.
Options: 2026-10-01
Continued in the same session with board card #24.
src/game/scripts/options.ts(OptionsMenu): OPTION in the start menu runs_Optiononstate.options(the start menu's draft) and returns to the start menu.optionseffect answered with buttons; Start/B leave, A on CANCEL leaves;OptionsControlwrapping; each option routine ported from its bits (text speed's.Savekeeps only the high nybble, so bit 3 is lost and bit 4 kept). Labels fromStringOptions(read with a longerreadStringlimit), settings from the routines' strings.GameOptions=wOptions,wTextboxFrame,wGBPrinterBrightness,wOptions2;defaultOptions()isDefaultOptions. InScriptStateand saves (migrated by absence; frame above 7 refused).- Consumers:
Battletakesshift(fromBATTLE_SHIFT) andCheckWhetherToAskSwitchhonours it;StartMenudrops descriptions withoutMENU_ACCOUNT. Text speed, battle scene, sound, print and frame are stored only. - New
OPTIONSprofile table and OW option constants, verified bycheck:reference(decimal literals: the checker skips0bvalues, which a deliberately wrongTEXT_DELAY_MEDconfirmed). - UI:
#optionspanel, labels in a fixed column; checked at desktop and 390px widths.
Checks: 413 unit tests with the local ROM (134 passed, 279 skipped without
it; new tests/options.test.ts and a Set-mode test in
tests/battle-switch.test.ts); 119 Chromium/WebKit browser tests passed,
19 skipped intentionally (a new options flow in both browsers); native and
reference builds; reference, vendor and release checks; git diff --check.
No emulator comparison; no CI or physical-device run.
Next: the Fly map and Teleport/Dig/Escape Rope warps (board #25), which need script commands after a warp; then Headbutt and Rock Smash (#26).
The options increment was committed as c4cc0e7 (Closes #24). Not pushed.
Fly, Dig, Teleport and the Escape Rope: 2026-10-02
Resumed with "continue" on a clean tree after c4cc0e7, taking board card
#25.
src/game/scripts/fly-map.ts(flyMap):_FlyMap/FlyMapinside the start menu run, before the world queuesFlyFunction.FlyScript. Region by the current landmark (Kanto only with Indigo Plateau's flypoint, else Johto without the player icon), default New Bark/Indigo, up/down over visited flypoints with wrapping (refused if none is visited, where the original hangs), A returns the spawn, B goes back to the party menu.flymapeffect answered with buttons (FLY_MAP_BUTTONS).- Visits:
assets.spawnEngineFlaginverts the ROM'sEngineFlagsoverwVisitedSpawns(Union Cave and the Fast Ship have no flag).assets.spawnPoint/spawnIndexreadSpawnPoints(IsSpawnPoint). - Interpreter:
newloadmaphandlesMAPSETUP_WARP/TELEPORT/FLY(spawn fromfieldMove.spawnorGetWhiteoutSpawn) andMAPSETUP_DOOR(fieldMove.warp, resolved by the world), then stops; thewarpeffect carriesresumeunless onlyend/endallfollows, and refuses inside a call. The world'sfinishScriptstarts the rest of the script right after entering the map, with the same field-move context (ActiveScript.fieldMove).doorwarps keep the facing unlessFACE_DOWN_ON_WARP.FieldMoveContextis now one exported type. flyeffect (FlyFromAnim65 ticks,FlyToAnim33):poses()is empty,world.flyingIconreplaysSpriteAnimFunc_FlyFrom/FlyTowith the ROM sine table, and the renderer drawsassets.monIconwithRED_WALK's nine-frame flaps in object palette 0. Leaves not drawn.- World:
SaveDigWarpinprepareWarp(outdoor toCheckIndoorMap, not from 15:10/15:12);digWarpMovefor Dig and the Escape Rope (withSpecialKabutoChamber); Teleport throughIsSpawnPoint; an unported destination gives a notice. Saves gaineddigWarp(absent → null). - Start menu:
{ flyMap: true }verdict,host.flyTo,host.escapeRope(MENU.EscapeRopeEffect:UseDisposableItemonly on success; failure falls to Oak's warning),host.visitedSpawn. - UI:
#fly-mapwith the bubble and the Town Map (drawTownMaptakes an optionalplayerand aspeciesicon). Checked visually at desktop and 390px widths, including the flight and landing.
Checks: 423 unit tests with the local ROM (134 passed, 289 skipped without
it; new tests/fly-dig-teleport.test.ts); 121 Chromium/WebKit browser tests
passed, 19 skipped intentionally (a new Fly flow in both browsers, with a
"fly" fixture room); native and reference builds; reference, vendor and
release checks; git diff --check. No emulator comparison of the flight
paths or warps; no CI or physical-device run. None of it is reachable in
normal play yet (no Storm Badge, caves or further flypoints); Teleport
works after a Pokémon Center visit for a Pokémon that knows it.
Next: Headbutt and Rock Smash encounters (board #26).
The increment was committed as a7aceda (Closes #25). Not pushed.
Manual test cards: 2026-10-02
Asked for the checks only a person can do. The board gained an "A tester"
column (between En cours and Fait) with #46 (Fly map, flight and landing),
#47 (Teleport and the Escape Rope outdoors), #48 (touch screens, part of
#40), #49 (screen reader, related to #38) and #50 (Dig and the Escape Rope
in Dark Cave, blocked by #31). scripts/project-board.mjs now also reads
that column, so a commit mentioning one of those cards moves it instead of
adding it to a second column.
tests/human-test-saves.test.ts writes the backups the cards use, only with
MAKE_TEST_SAVES=1 and the local ROM: test-saves/fly-teleport.crystal-save.json
(ignored by git, as it holds names read from the ROM). It reloads each save
in a fresh world before writing it; importing it through Savegames and using
Teleport then Fly was checked once in Chromium and WebKit.
Not made into cards, because they can be automated: emulator comparisons of the flight paths and of the Teleport/Dig warps through the reference harness.
Headbutt and Rock Smash: 2026-10-02
Resumed with "continue the plan" on a clean tree after ee55d34, taking
board card #26.
src/game/scripts/treemons.ts:treeMonEncounter(TreeMonEncounterwithGetTreeMonSet,GetTreeMons,GetTreeScoreandGetTreeMon, including the rare table after the common one),rockMonEncounter(RockMonEncounter's 40%) andtreeScore, all read from the ROM'sTreeMonMaps,RockMonMapsandTreeMons.- Interpreter:
callasmrunsTreeMonEncounter(facing tile inwPlayerMapX/Ycoordinates, +4),RockMonEncounter,HasRockSmash(setswCurPartyMon) andShakeHeadbuttTree(aheadbutteffect after the text). AtempWildlocal stands forwTempWildMonSpecies/wCurPartyLevel:randomwildmonreads it,readmem wTempWildMonSpeciesanswers from it, and the battle clears it with the tree battle type, asCleanUpBattleRAMdoes. Thebattleeffect gainedtree. - World: facing a tree runs
AskHeadbuttScript; HEADBUTT and ROCK SMASH from the party menu queueHeadbuttFromMenuScriptandRockSmashFromMenuScript, the latter with the rock ashLastTalked(MenuFieldMove.lastTalked). Talking to a rock already ranSmashRockScript. Theheadbutteffect lasts 20 ticks (HEADBUTT_TICKS) andworld.headbuttTreegives the renderer the square and frames; objects do not move meanwhile. - Battle:
BATTLETYPE_TREE(treeoption) printsPokemonFellFromTreeTextand puts the time of day'sAsleepTreeMonsspecies to sleep forTREEMON_SLEEP_TURNS(CheckSleepingTreeMon). The skipped cry is not presented anyway. - Renderer: tile $05 over the tree's four tiles for 36 frames, and the
HeadbuttTreeGFXsprite inPAL_OW_TREEwith the frameset's timing (three video frames a step, frame 2 mirrored on every other pass). Checked in Chromium with close-up screenshots across the shake. - New profile entries (OVERWORLD, BATTLE,
RAM.tempWildMonSpecies) and constants (BATTLETYPE_TREE,TREEMON_SLEEP_TURNS,NUM_TREEMON_SETS), all verified bycheck:reference.
Checks: 435 unit tests with the local ROM (434 passed, 1 skipped; 135
passed, 300 skipped without it; new tests/headbutt-rock-smash.test.ts,
and the Rock Smash test in tests/overworld-rom.test.ts now smashes the
rock and meets a Krabby); 123 Chromium/WebKit browser tests passed, 19
skipped intentionally (a new Headbutt flow with a "headbutt" fixture room
below a Route 29 tree); native and reference builds; reference, vendor and
release checks; git diff --check. No emulator comparison of the tree
scores or the shake; no CI or physical-device run. Unreachable in normal
play so far: no open map has rocks, and Headbutt (the Ilex Forest tutor)
and Rock Smash (a TM on Route 36) are not obtainable yet.
Next: the remaining field items, MAIL and pack reordering (board #27).
The increment was committed as f259163 (Closes #26; the hook moved the
card to Fait). Not pushed. Manual check: card #51 in "A tester" (the shake
and tree battles against the original), with
test-saves/headbutt.crystal-save.json from tests/human-test-saves.test.ts;
importing it and headbutting was checked once in Chromium and WebKit.
Field items, fishing, Select and MAIL: 2026-10-03
Resumed with "continue the plan" on a clean tree after 10e1560, taking
board card #27 in four commits (none pushed):
4cb4676: Repel, Super Repel and Max Repel (wRepelEffect, the step countdown whereCountStepcallsDoRepelStep,RepelWoreOffScript,CheckRepelEffectafterChooseWildEncounter), the Coin Case and Blue Card balances, Sacred Ash (SacredAshScript, queued), the Normal and Gorgeous Box trophies (DecorationIDs), the Itemfinder (CheckForHiddenItemsin the world), the Card Key, Basement Key and Squirtbottle (their maps are not open; tested with a start-menu run and the interpreter).text_ramof the player's, rival's and Mom's names now reads the text context. Saves gainedrepel,coinsandblueCardBalance. Newtests/field-items.test.tsand the sharedtests/menu-driver.ts.397dcef: the three rods (FishFunctionin the world,scripts/fish.tsforFish/TimeFishGroups, the map header'sfishGroup),loademote,loadmem hBGMapMode,Fishing_CheckFacingUp,PutTheRodAway(after the pending text), the actor's fishing action and the renderer's fishing frames (LoadFishingGFXtiles in VRAM bank 1; facing offsets are now signed, which the up and left rods need),BATTLETYPE_FISH's "The hooked … attacked!". Wild Magikarp battle now:CalcMagikarpLength(compared with the original over 1,509 cases intests/reference-parity.spec.ts) andLoadEnemyMon's rerolls, Lake of Rage bug included. Unown are still refused. Swarms need trainer calls. The four directions were checked in close-up screenshots.e2dc5ba: Select in the start menu's pack (SwitchItemsInBag: move, merge stacks under 99, B ends the move; GIVE's and the PC's packs ignore Select) with the prompt and a marked row in the UI; left and right on the MOVE screen (.cycle_left/.cycle_right, skipping Eggs) through amenueffect withsides. The pack's cursor now stays on the last row chosen.5c1ac9d(Closes #27; the hook moved it to Fait): MAIL.party/mail.tsholds themailmsgstruct; it lives on the holdingPartyMonand in the state'smailbox. Giving MAIL opens a two-line entry (the naming effect'smailmode), the submenu's MAIL reads (a native letter panel,#mail-view) or takes it (to the PC or into the pack), Bill's PC says "Remove MAIL." for deposits and releases, and the player's PC MAIL BOX reads, packs and attaches. A scriptedgivepokewith MAIL is refused. Checked visually at desktop and 390px widths.
Checks: 460 unit tests with the local ROM (3 skipped; 136 passed, 327
skipped without it; new tests/mail.test.ts); 131 Chromium/WebKit
browser tests passed, 19 skipped intentionally (new Old Rod, Select and
MAIL flows); native and reference builds; reference, vendor and release
checks; git diff --check. "Tin Tower pillars" in
tests/overworld-parity.spec.ts failed once in Chromium during a full run
and passed alone and in the later full runs: timing under load. No CI or
physical-device run.
Gaps found on the way, not on #27:
- The TM/HM pocket does not exist yet (
receiveItemthrows for TMs and the pack shows an empty TM pocket). Falkner gives TM31, so it is needed with or before #31; no card names it. - The MAIL stationery (
MailGFXPointers) and the Portrait MAIL's picture are not drawn, and the mail entry leaves out<PK>,<MN>,<PO>,<KE>and the 'd-'v ligatures. CountStep's poison, happiness, egg, Day-Care and bike steps are not ported; only the Repel step is.- #29's description still lists "MAIL storage"; the PC's MAIL BOX was done here, so only its printing remains there.
Manual checks: cards #52 (fishing against the original), #53 (touch
screens, part of #40) and #54 (screen reader, related to #38) in
"A tester", with test-saves/field-items.crystal-save.json from
tests/human-test-saves.test.ts; importing it and fishing with the Super
Rod was checked once in Chromium and WebKit.
Next: the remaining battle commands, move effects and Smart AI handlers (board #28).
Battle effects, held items and obedience: 2026-10-03
Recovered the latest Claude Code session from
~/.claude/projects/-Users-kawa-Crystal/d316d957-8ee4-4b55-aa7b-12be1bcd8726.jsonl.
Its request was "continue the plan", taking card #28. It hit the usage limit
at 09:25 UTC while researching held items, Exp. Share and CheckObedience.
Claude had committed three groups:
9e0a2cd: multi-hit and special-damage effects.c53edb7: moves spanning several turns.8f5b464: status and field move effects.
Its next group was uncommitted: weather, Substitute, Transform, Mimic, Metronome, Mirror Move, Sleep Talk, Snore, Conversion/Conversion2, Sketch, Baton Pass, Roar/Whirlwind and Teleport. Every move's effect script now has a handler. Rollback fixtures use level-1 Psywave, which would loop in the original and remains explicitly refused. These changes were preserved; the recovered tree passed 546 unit tests before further edits. Claude's last recorded browser run had 147 passed and 19 skipped.
The resumed increment adds:
- Smoke Ball, Metal Powder (also in the AI damage estimate), MysteryBerry,
Berserk Gene and the original unused held stat-raising effects. Item
order and stored/battle PP follow
engine/battle/core.asm. Metal Powder checks original species after Transform and retains byte overflow; Berserk Gene retains the 256-turn/stale confusion-count bug. - Exp. Share's separate participant/holder awards, halving bytes before dividing each pool, including stat experience and existing modifiers.
- Traded Pokémon obedience, including badge thresholds, alternate moves, nap, self-damage and idle outcomes. The world supplies its Johto badge byte. RNG rejection loops fail closed for an invalid random source.
- Correct removal of consumed trainer healing/confusion berries from the stored party, preventing them from returning on a switch.
tests/battle-held-items.test.ts(30 local-ROM tests) andtests/reference-held-items.spec.ts(320 Metal Powder cases per browser, running the unmodified original routine). The new tests skip without the private ROM; the emulator test also needs the pinned symbol file.
The reference harness must keep sentinels out of $c6ff (player screens).
The move-effect and held-item specs use audio RAM $c0f0, with interrupts
disabled, instead.
Validation on the final code: npm test passed 576 tests, with 3 skipped;
without the private ROM, 136 passed and 443 skipped. The full Chromium/WebKit
suite passed 149 tests, with 19 intentional skips, including the original
Tin Tower pillars case on this run. Native/reference builds, profile and
pinned-reference verification, vendor integrity, release isolation and
git diff --check passed. Metal Powder has direct emulator evidence;
the other new held-item, experience and obedience paths have local unit
coverage and source review. No CI or physical-device validation was run.
Next: complete the Smart AI effect dispatch in src/game/battle/ai.ts;
card #28 remains open. Other explicit boundaries include the special balls,
Unown generation, Beat Up with Eggs, and original routines that run off a
move list or loop indefinitely. Johto badge stat boosts are still absent;
the new badge option implements obedience only. Do not claim the battle
engine or the full card is complete. Delivery is tracked by the commits
referencing card #28; its commit list includes the recovered groups above.
Smart AI handlers: 2026-10-03
Codex resumed card #28 after 32d736e and stopped at its usage limit at
13:21 UTC with an uncommitted Smart AI translation (smart-ai.ts), partial
battle wiring and a failing emulator spec. Claude Code took it over.
- The spec showed 35 of 6,024 states differing, in five handlers. Encore,
Roar/Whirlwind, Baton Pass and Perish Song came from
CheckTypeMatchupignoring the type ina: it reads the move type and Foresight flag throughhBattleTurn. The AI now tracks the turn and both move structs' types;checkPlayerMoveTypeMatchupstakes the type and flag. Conversion2's write to the player's move type persists in the battle. - Psych Up sums
NUM_LEVEL_STATS(8) bytes. The eighth is only ever reset to 7 or copied, so the 7-entry sum is equivalent; the spec now writes it as 7. - The spec randomizes the starting turn and the player's move type and also compares them afterwards. It passes 6,024 states per browser; a one-off run with another seed passed 18,072 per browser.
Validation: 579 unit tests passed (3 skipped); without the ROM 138 passed,
444 skipped. Browser suite: 151 passed, 19 intentional skips. Both builds,
reference/release/vendor checks and git diff --check passed. No CI or
physical-device validation.
Next on #28: Kurt's balls, Park and Safari balls, and special battle types. Other boundaries listed in the previous section are unchanged.
Kurt's balls: 2026-10-03
Same session, after the Smart AI commit.
Battle.kurtBallRatetranslates the Heavy, Level, Lure, Fast, Moon and Love multipliers;catchRateadds the Park Ball's 1.5× and the Level Ball's skip of the HP, status and held-item terms. Friend Ball catches get 200 happiness in the party or the PC box.- The Heavy Ball's buggy bank makes Kadabra's (64) and Sunflora's (192)
scans run past $7fff into VRAM, which the port does not model; those
throws raise
UnsupportedBattle. Tauros (128) reads a wrong in-ROM weight, which is reproduced. tests/reference-capture.spec.tsgained a 6,153-state comparison against the unmodifiedPokeBallEffect. Mutating the Love Ball gender test or the Fast Ball's byte count fails it. A Heavy Ball light-mon off-by-one mutation is undetectable: rates 0 and 1 both end at 1.
Validation: 582 unit tests passed (3 skipped); without the ROM 139 passed,
446 skipped. Browser suite: 153 passed, 19 skipped. Both builds,
reference/release/vendor checks and git diff --check passed.
Next on #28: the Bug-Catching Contest battle type (Park Ball count,
BugContest_SetCaughtContestMon) and the other special battle types.
Neither is reachable yet: National Park and the legendary encounters
are not enabled.
Special battle types: 2026-10-03
Same session; finishes card #28.
BattleOptions.battleTypetakes FORCESHINY, TRAP, FORCEITEM, CELEBI, SUICUNE, CONTEST (withcontest) and ROAMING (withroamer); invalid combinations raiseUnsupportedBattlebefore any draw.loadvar VAR_BATTLETYPEpasses the script-set ones; CleanUpBattleRAM's clear followsstartbattle.run()ends withBattleEnd_HandleRoamMons: one extra BattleRandom after every non-roaming battle (updateRoamMonsin the outcome). The world ignores the flag until roaming Pokémon exist.- Contest:
{ kind: "action", parkBalls }drives the PARKBALL× button;{ kind: "contestswitch" }is answered like Yes/No (world, keyboard and DOM).ScriptState.bugContestis runtime-only (not saved);readmem wParkBallsRemainingreads it. The fixture scenariocontestcovers it intests/battle-world.test.tsandtests/battle-browser.spec.ts. The browser test found that the switch text was missing from the text box; it is fixed. tests/battle-types.test.tscovers each type with the local ROM, plus a syntheticloadvarscript.
Validation: 596 unit tests passed (3 skipped); without the ROM 141 passed,
458 skipped. Browser suite: 155 passed, 19 skipped. Both builds,
reference/release/vendor checks and git diff --check passed.
Left for the map cards: National Park's contest event (GiveParkBalls, timer, out-of-balls/time-up scripts, judging, saving the contest state), Burned Tower's roaming release with UpdateRoamMons/JumpRoamMons and roaming encounters, and Ilex Forest's CelebiShrineEvent/CheckCaughtCelebi.
Route 31 to Violet City: 2026-10-03
Card #31 in the same session.
- Maps: 26:2, 26:11, 3:78, 10:5–10:11, 3:1–3:3 in
NATIVE_MAPS. The closed-connection test now uses Violet City's south edge (Route 32). - Script commands added: 0x43 gettrainername, 0x97 askforphonenumber,
0x30 checkpokemail, 0x4f/0x58/0x50 loadmenu/_2dmenu/closewindow,
0x2e giveegg, 0x96 trade;
loadvar VAR_CALLERID(0x17, wCurCaller) and the RandomPhoneMon special.addcellnumreturned success where the original returns TRUE on failure; fixed. - Eggs:
PartyMon.eggwith the real species (was species 0xfd). Every formerspecies === EGGcheck uses the flag. HealParty skips Eggs. The stats screen has the Egg page (EggPic, EggPalette). Hatching is not ported (#29). - TM/HM:
Bag.tmsHms(57 counts, migrated as zeros for old saves), item names TM01–HM07,tmhmMove,canLearnTMHM; the pack's pocket, USE/GIVE/QUIT submenu and AskTeachTMHM/ChooseMonToLearnTMHM/TeachTMHM. ScriptState.tradeFlags(saved) for NPCTrade.- BadgeStatBoosts at InitBattleMon, the in-battle level-up and
CalcPlayerStats;
tests/reference-badges.spec.tscompares it. - Event flag numbers for tests: read them from ROM scripts. Counting
constants/event_flags.asmby hand drifted by 0x200 for later flags. MAKE_TEST_SAVES=1 npx vitest run tests/playthrough.test.tswritestest-saves/violet-city.crystal-save.json(Cyndaquil L11 at Violet's east gate) for the manual check cards.
Validation: 610 unit tests passed (3 skipped); without the ROM 143
passed, 470 skipped. Browser suite: 157 passed, 19 skipped. Both builds,
reference/release/vendor checks and git diff --check passed.
Open boundaries: Egg hatching (#29), trainer calls/rematches (#30), the trade animation, Earl's blackboard as a list rather than a 2×3 grid, Kenya's MAIL text in the MAIL model, Route 32/36 and Dark Cave's far side.