- Drive wild battles through the real UI in Chromium and WebKit using a test-only encounter fixture: victory with level-up, escape, whiteout, mid-battle backup restore and unsupported-effect rollback. - Add keyboard and on-screen D-pad navigation for battle menus. - Accept pending stat experience in saves (awarded without CalcMonStats). - Commit whiteout healing, money loss and destination callbacks together; aborted scripts restore state and map. - Give long notices their own status-bar row on narrow screens. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
6.8 KiB
Architecture
The default application is a native TypeScript game. It loads no CPU interpreter, Game Boy hardware model or WebAssembly emulator. The reference emulator has a separate entry point and build.
flowchart LR
ROM[User ROM] --> Gate[Exact revision validation]
Gate --> Assets[ROM reader and asset decoders]
Assets --> World[Native world rules]
Assets --> Scripts[Resumable event, movement and text interpreters]
Scripts --> World
Input[Touch and keyboard] --> Runtime[Native runtime]
Runtime --> World
World --> View[Canvas world and DOM dialogue]
Session[Application session] --> Runtime
Session --> Saves[Native save storage]
Reference[Separate reference emulator] -. local comparisons only .-> World
| Module | Responsibility |
|---|---|
src/rom/validate.ts |
Exact cartridge identity, no networking |
src/game/rom |
Banked reads, LZ, maps/tilesets/sprites/palettes and pinned addresses |
src/game/world |
Overworld ticks, movement, collision, warps, connections, scenes, callbacks and save validation |
src/game/scripts |
The game's event, movement and text formats and translated specials, no GB instructions |
src/game/rendering |
Planar pixels, metatiles, connection strips, adaptive camera, sprites, emotes and minimap |
src/game/party |
Party Pokémon generation, stat formulas, bag pockets and their validation |
src/game/runtime.ts |
30 Hz tick scheduling from real time, input routing and presentation updates |
src/input |
Abstract buttons, multiple sources and browser bindings |
src/app |
Runtime-independent load/play/pause/backup lifecycle |
src/storage |
Versioned envelope, IndexedDB transactions and ordered writes |
src/ui, src/main.ts |
Accessible game tabs, UI composition and DOM dialogue, no ROM offsets |
src/platform |
Browser locks and future native platform adapters |
src/reference, src/emulator |
Original-game reference, excluded from the native build |
reference/public |
Licensed emulator files for the reference build only |
GameRuntime is a lifecycle interface, not an emulator contract. Native state is validated JSON, schema version 3. It holds the map, position, facing, name/avatar, player ID and in-game tile count; event and engine flags and sprite variables; scene values, phone contacts, the weekday offset and DST flag; positions of objects that scripts moved; and the party, bag, Pokédex sets and money. Early version-3 backups without a money field migrate to the starting balance. It contains no graphics, music, dialogue, GB memory or ROM bytes. Versions 1 and 2 migrate with new-game defaults. Party Pokémon are validated by recomputing their stats from the ROM. The backup envelope retains the historical coreId field; native backups use it for their runtime/schema ID.
Saves made during an unfinished walk or jump retain its source tile and completed step count, so loading cannot skip a landing event or map transition. Directional mats wait for exit input; doors, stairs and caves force an animated downward step after arrival.
Native and reference sessions use different IndexedDB databases and Web Locks. Imports reject incompatible schemas and invalid positions before changing the world. A failed import restores the prior state. Original cartridge saves and emulator snapshots cannot be used as native saves.
GameWorld advances in overworld ticks of two video frames, as the original loop does. The runtime converts elapsed time to ticks. Tile events follow CheckTileEvent: a completed step checks connections, then warps, then coordinate events for the current scene. Idle ticks run the current scene script. Map entry runs the NEWMAP, TILES and OBJECTS callbacks on a copy first, so an unsupported callback refuses the step instead of entering a half-initialized map. Objects spawn from event flags at map load, and later flag changes leave them in place until appear/disappear or the next load.
Scripts are generators that evaluate against a private draft and yield presentation effects: pages, yes/no or weekday choices, movement, emotes and pauses. The world presents each effect and resumes the script with the answer, or after the animation's ticks. Unknown commands, movement commands and specials abort. Aborting discards the draft and restores the positions the scene changed. The draft commits only when the script ends. A save made during a scene contains the committed state, and coordinate events rewind to the tile before the triggering step, so the scene replays without partial rewards or flags. Specials are translated natively and selected by the routine that the ROM's special table points to.
Asset caches and the ROM reader remain in memory for lazy extraction. Neither ROMs nor extracted assets enter IndexedDB, the build or a backend. Vite blocks serving the root ROM and private reference checkout during development.
The native viewport follows its available CSS dimensions and draws additional world tiles at a bounded pixel resolution. Beyond a map's edge it draws the connected map with the current tileset, as the original connection strips do, and the border block elsewhere. Resizing also redraws paused sessions. The local minimap caches terrain from the loaded map and updates its marker from the same world position used by the player; the Map tab shares that view. It is a current-area map, not a full region atlas. Leaving Game pauses the session and releases held input; returning requires explicit play. The reference player retains its own fixed-screen styling.
game/battle now holds the native battle core and ROM-backed battle tables. Browser tests cover the overworld-to-battle flow using a test-only encounter fixture; no production map has encounters enabled yet. Introduce future modules with working features: game/audio, then features/link and features/walking. Party and bag models live in game/party; scripts change them only on their draft state. Rules must not import UI/browser modules. Transports and step providers must not write directly into world state.