Read TileCollisionStdScripts from the ROM so the Pokémon Center PC runs PokemonCenterPC: Bill's PC (deposit, withdraw, release, change and name boxes), the player's item storage (withdraw, deposit, toss, mail box) and Oak's Pokédex rating. The house PC now opens the full player's PC menu. A catch with a full party goes to the current box through SendMonIntoBox; a full box keeps the ball, and filling it queues Bill's call as a memory script after the battle. Saves gain boxes, box names and PC items, migrated by absence. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
20 KiB
Native port status and reference checks
Reproducible reference
The private .reference/pokecrystal checkout is pinned to 7a7881d0d62e0ddbd82dcf10e7116807487ac651. With RGBDS 1.0.3, its crystal11 build is byte-identical to the supplied English US/Europe revision 1.1 ROM. npm run check:reference verifies the files and commit. It checks every ROM and RAM address in src/game/rom/profile.ts against generated symbols, event constants against constants/event_flags.asm, and map-group bounds against data/maps/maps.asm.
To recreate the private reference:
git clone https://github.com/pret/pokecrystal.git .reference/pokecrystal
git -C .reference/pokecrystal checkout 7a7881d0d62e0ddbd82dcf10e7116807487ac651
make -C .reference/pokecrystal crystal11 -j4
npm run check:reference
Install RGBDS 1.0.3 separately. No script downloads a game ROM. CRYSTAL_ROM_PATH optionally selects another local location; checks otherwise use Pokemon - Crystal Version (UE) (V1.1) [C][!].gbc at the root.
The reference checkout, rebuilt ROM, extracted graphics, saves and gameplay screenshots must stay local and ignored. The shipping profile contains addresses and format constants, not game content.
Routine map
These paths refer to the pinned PRET source.
| Native module | PRET reference | Evidence and limits |
|---|---|---|
game/rom/lz.ts |
home/decompress.asm |
All LZ command types have unit vectors; six tilesets match original ASM execution byte-for-byte. |
game/rom/assets.ts maps/events |
data/maps/maps.asm, data/maps/attributes.asm, data/maps/scenes.asm, data/maps/landmarks.asm, macros/scripts/maps.asm |
Any map header in the ROM's 26 groups decodes; only maps explicitly listed in NATIVE_MAPS can be entered. Location names, scene-variable owners and connection offsets come from the ROM. |
| Tiles/palettes | home/map.asm, engine/gfx/color.asm, engine/tilesets/mapgroup_roofs.asm |
Graphics match rebuilt reference bytes. Connected maps draw beyond the edges with the current tileset, like the original strips. Native tileset animation and special palettes; Johto, Ice Path, restless Ilex Forest and Tin Tower each match 96 reference VRAM frames. 192 palette cases match the original routine. |
| Sprites/rendering | data/sprites/sprites.asm, data/sprites/facings.asm, data/sprites/emotes.asm |
Chris/Kris, standard NPCs, emote bubbles and jump shadows decoded. Walking frames follow SetFacingStepAction. Variable sprites and Pokémon icons decoded; grass priority supported. Owned room decorations support selection, removal, slot placement, descriptions and validated saves. |
game/world/world.ts |
engine/overworld/events.asm, player_movement.asm, warp_connection.asm, data/collision/collision_permissions.asm |
30 Hz overworld ticks, 8-tick walks, 16-tick ledge jumps, directional mats, animated door/stair exits, connection coordinates, events, scenes and callbacks. NPC random walks and spins follow HandleNPCStep. Forced movement, Surf, Cut, Strength, cycling rules, pits and elevators implemented. Fourteen reference traces compare turn timing, actors and event flags; map-entry boundaries verify the completed destination. Bicycle access uses the Key Items menu. |
| Event interpreter | macros/scripts/events.asm, engine/overworld/scripting.asm, engine/events/std_scripts.asm |
Resumable; yields text, choices, movement, emotes and pauses. Scenes, phone contacts, string buffers and object commands. Unknown commands and specials abort without committing. |
| Movement interpreter | macros/scripts/movement.asm, engine/overworld/movement.asm, engine/overworld/map_objects.asm |
Turns, steps, slides, jumps (two tiles with the original arc), sleeps, facing locks, visibility and emotes. follow takes one tile toward the leader's previous square. All movement opcodes decode, including teleport, fishing, skyfall, shake and flicker poses; Controlled reference scenes check spin, teleport, skyfall, fishing and flicker direction, visibility and lift. |
| Specials | data/events/special_pointers.asm, engine/rtc/timeset.asm, engine/overworld/decorations.asm |
Selected by routine address from the ROM table: SetDayOfWeek, initial DST flags, RestartMapMusic (no audio yet), room decoration toggles, PokemonCenterPC and PlayersHousePC (Bill's, the player's and Oak's PCs), the Town Map, HealParty, HealMachineAnim (presentation only), CheckPokerus and the StubbedTrainerRankings_Healings stub. |
game/scripts/pc.ts |
engine/events/pokecenter_pc.asm, engine/pokemon/bills_pc_top.asm, engine/pokemon/bills_pc.asm, engine/events/prof_oaks_pc.asm, engine/events/std_collision.asm |
The Pokémon Center and house PCs: Bill's PC (deposit, withdraw, release, change and name boxes), item storage, the empty mail box and Oak's rating. Menu strings and texts come from the ROM; lists are native. Moving Pokémon, the stats screen and printing are not ported. |
game/rom/pokemon.ts |
data/pokemon/base_stats, evos_attacks.asm, data/moves/moves.asm, data/items/attributes.asm, engine/gfx/load_pics.asm |
Species, move and item names, base data, learnsets, move PP, item pockets, growth-rate exp and front pictures (FixPicBank, PadFrontpic). Starter pictures match rebuilt bytes. |
game/party |
engine/pokemon/move_mon.asm, engine/pokemon/caught_data.asm, engine/items/items.asm |
GeneratePartyMonStats for script gifts: DVs, FillMoves, PP, exp, CalcMonStatC, happiness and caught data. PutItemInPocket, key items and TossItem. SendMonIntoBox, SendGetMonIntoFromBox (deposit and withdraw), RestorePPOfDepositedPokemon and CalcLevel for the PC's boxes and item storage. TMs and HMs are refused. |
| Text interpreter | macros/scripts/text.asm, constants/charmap.asm, home/text.asm |
Literal/far text, RAM names and string buffers from native state, numbers of dots, and sound or pause cues (consumed). text_asm and other RAM reads are refused. |
Supported event opcodes are explicit in the interpreter switch. Audio commands consume their operands, but sound sequencing is pending; those opcodes do not imply complete audiovisual behavior. pause holds the current text or waits the original number of overworld ticks.
Scripts run on a private draft. The world presents each yielded effect, then resumes the script with the player's answer or when the animation ends. The draft is committed only when the script ends. A save made during a scene returns the committed state, and coordinate events rewind to the source of the triggering walk or two-tile jump. Saves during movement also retain the source tile until arrival events run, including across map connections. A failed scene restores the positions it had changed. As in LoadMapObjects, map objects spawn when the map loads. Later flag changes do not remove objects already shown; only appear and disappear do.
The opening scenes currently run end to end from the ROM: Mom's Pokégear, weekday and DST scene, the teacher at the west edge, the rival at the lab window, Elm's introduction with its yes/no loop, the lab's exit guard, the starter choice with pokepic, givepoke and the nickname prompt, Elm's directions and the aide's Potion through the ROM's own GiveItemScript. callasm accepts only explicitly empty routines or native translations: HalveMoney, GetWhiteoutSpawn, the item ball's TryReceiveItem and the fruit tree routines. The naming screen is a native text field limited to the characters the original offers.
Actual emulator comparison
tests/reference-parity.spec.ts loads the user's ROM into the reference emulator and places a small original test trampoline in emulated WRAM. It calls the ROM's FarDecompress routine at $0b40, then sets a return sentinel. Every output byte is compared with the native decoder for six supported map tilesets. This executes the original routine rather than comparing two copies of our code.
The same suite compares 400 damage cases and 400 type-effectiveness cases per browser against the original battle routines. Battle unit tests cover win, escape, loss, experience, level-up and move-learning flows. This establishes parity only for the compared routines and inputs. It does not prove complete gameplay, rendering, battles, audio, timing or physical-device parity. Extend controlled comparisons as each subsystem is translated.
Validation
npm test
npm run test:e2e
npm run check:reference
npm run check:vendor
npm run build
npm run check:release
npm run build:reference
User-ROM tests skip when the file is absent, including public CI. Synthetic tests still run. Comparing with rebuilt graphics also needs the private PRET build. Do not report skipped private checks as CI passes.
Native production is dist/; the optional reference output is dist-reference/. Release checks reject emulator dependencies, binary game files and embedded binary assets in the native output. Source review is still required when adding assets or data.
Save schema
Native saves are version 3. Version 2 added scene values by owning map, phone contacts, the weekday offset and DST flag, and positions of objects that scripts moved on the current map. Version 3 adds the player ID, party, bag, Pokédex seen/caught sets and money. Early version-3 backups without money receive the original starting balance; explicitly invalid balances are rejected. Restores recompute each Pokémon's stats from its DVs and reject any mismatch, and check every item against its ROM pocket. Older saves migrate with new-game defaults; a missing player ID is drawn as a new game draws it. Objects are restored from the save on continue, and only the TILES callback runs, as in MapSetupScript_Continue.
Scripted trainer battle foundation
game/rom/trainers.ts decodes TrainerGroups, TrainerClassAttributes, TrainerClassNames, TrainerClassDVs and map trainer headers. Tests cover all 542 ROM records across 67 classes; CAL2 construction refuses its SRAM-dependent Mystery Gift party.
game/battle/ai.ts translates AIChooseMove, AI_Redundant and the Basic, Setup, Types, Offensive, Opportunist, Aggressive, Cautious, Status and Risky layers. It preserves the original random tie selection, known redundancy quirks, HP thresholds, exclusions and the deterministic pre-variation damage estimate used by Aggressive and Risky. Smart runs only for move effects that have no AI_Smart_EffectHandlers entry (Normal Hit, Attack Down, Defense Down; enough for the first rival). Other effects are refused before any random draw. Synthetic scoring vectors establish the tested branches; original-engine AI execution parity is still pending.
loadtrainer, winlosstext and startbattle run scripted trainer battles through the existing battle UI. Tests cover Joey's ROM party/text/reward, RUN refusal, trainer experience, Amulet Coin, CANLOSE behavior, money limits, transactional rollback and midbattle restore. Chromium and WebKit exercise the UI with a test-only script.
Map trainers
home/trainers.asm and engine/events/trainer_scripts.asm: talking to an OBJECTTYPE_TRAINER object runs TalkToTrainerScript with the object's header copied as wTempTrainer; _CheckTrainerBattle runs SeenByTrainerScript with wSeenTrainerDistance. The world checks sight in PlayerEvents order: before warps, coordinate events and encounters at the end of a step (a seen player's tile events are then skipped, as DisableEvents does), and on idle ticks before scene scripts and input. Walls and objects do not block sight. TrainerWalkToPlayer/ComputePathToWalkToPlayer build the raw wMovementBuffer bytes, which applymovementlasttalked decodes with the normal movement reader. wRunningTrainerBattleScript lives in the script run: zero at the start, set by loadmem after the battle so endifjustbattled ends the after-script. Trainer commands without a map trainer are refused. MomTriesToBuySomething after scripted battles does nothing while Mom's savings (not ported) are zero.
engine/battle/core.asm and engine/battle/ai/items.asm, switch.asm: when a trainer's Pokémon faints and others remain, UpdateBattleStateAndExperienceAfterEnemyFaint zeroes its party HP and runs NewEnemyMonStatus; EnemyPartyMonEntrance then sends out the Pokémon chosen by FindMonInOTPartyToSwitchIntoBattle. When every candidate is threatened it draws BattleRandom & 7, which tests pin. AI_SwitchOrTryItem runs before either side moves: CheckAbleToSwitch, the Often/Rarely/Sometimes thresholds, AI_TrySwitch and AI_Switch (withdraw text, HP and status back to the party). CheckTypeMatchup ignores the type its switch-AI callers load and uses BATTLE_VARS_MOVE_TYPE, so every such matchup uses the enemy's chosen move type; FindEnemyMonsWithASuperEffectiveMove never resets its result between Pokémon; FindEnemyMonsWithAtLeastQuarterMaxHP rotates HP bits instead of multiplying. All three bugs are kept. UsedMoveText records wPlayerUsedMoves. Refused: the Shift-mode offer to switch (OfferSwitch), AskUseNextPokemon with other Pokémon left, Pursuit on a switching Pokémon, Perish Song, Spikes, and trainer items. Side effects of the type scans on the move structs (overwritten types and animation) are not modelled; the next ParseEnemyAction/ParsePlayerAction reloads them.
BGEVENT_ITEM runs HiddenItemScript with wHiddenItemData; SetMemEvent sets the item's flag.
A trainer sighting whose script is refused is not restarted until the player moves. This is a native safeguard, not original behavior.
Next slice
Route 29, Cherrygrove, Route 30 and Mr. Pokémon's house are enabled with item balls, hidden items, fruit trees and the daily reset, the Pokémon Center nurse, the recorded whiteout spawn, map trainers, the first rival battle, Elm's special call, capture and the catching tutorial. NPCs roam. The PC and boxes are ported. Next: party, bag and Pokégear menus over the native models. Other specials stay refused until translated.
Reflect and Light Screen
BattleCommand_Screen in engine/battle/effect_commands.asm and HandleScreens
in engine/battle/core.asm now run natively. Each screen has a side-owned
five-turn counter, including its setup turn. Repeated use fails without
refreshing it; send-outs preserve it. Expiration runs after defrost, before
healing items, player before enemy and Light Screen before Reflect. Messages
come from the ROM. The existing damage path doubles the appropriate defense
and retains the original critical/stage rule. Safeguard and other screen
flags remain refused. Seven local-ROM tests cover move execution, counters,
PP, damage stats and send-out persistence; no screen-routine emulator parity
or physical-device validation is claimed.
Mr. Pokémon, the first rival and special calls
MrPokemonsHouse.asm, CherrygroveRivalScene* and the ElmsLab.asm officer
and Egg scripts run from the ROM. Supporting translations: blackoutmod,
reloadmap (returns to the script; native presentation keeps the map),
readvar VAR_SPECIALPHONECALL and memcall (only through
wCallerContact + PHONE_CONTACT_SCRIPT2_BANK). Specials: NameRival (native
naming field, ROM title and InitName default), FadeOutMusic, and the
presentation-only fades. CountStep's CheckSpecialPhoneCall reads the
queued SpecialPhoneCallList entry. It checks SpecialCallOnlyWhenOutside
or SpecialCallWhereverYouAre, then runs CheckSpecialPhoneCall.script with
that entry's caller script. RingTwice_StartCall and InitCallReceiveDelay
are accepted without effect, because ringing presentation and random calls are
not ported. HangUp shows "Click!" for its 140 frames. Local-ROM tests cover
the house, both rival triggers with all three parties, a rival loss, the call
indoors, outdoors and on reload, the officer's naming (including blank names
and reload at the naming screen), and the Egg and Poké Ball handovers. Browser
tests cover the house, the rival battle and the naming field.
Capture and the catching tutorial
PokeBallEffect, BallMultiplierFunctionTable (Poké, Great, Ultra and
Master Balls), GetPokeBallWobble with WobbleProbabilities,
UseBallInTrainerBattle and BattleMenu_Pack's .UseItem in
engine/items/item_effects.asm, engine/battle_anims/pokeball_wobble.asm
and engine/battle/core.asm. The catch rate is computed with the original
8- and 16-bit arithmetic and kept bugs (no bonus for BRN/PSN/PAR, overflow
above 341 maximum HP). Only the random draws are kept from the throw
animation: one per shake until the ball clicks or the Pokémon breaks free.
The caught Pokémon follows the second LoadEnemyMon (the wild item roll
is redrawn and then restored), GeneratePartyMonStats with wBattleMode
set (wild moves, PP and HP) and SetCaughtData. Pokédex registration,
NewDexDataText, AskGiveNicknameText and the naming field with
InitName's default follow. The ball is taken from the selected slot, as
RemoveItemFromPocket does with wCurItemQuantity.
Script_catchtutorial and CatchTutorial run the battle as
BATTLETYPE_TUTORIAL: <PLAYER> reads "DUDE" from the ROM, DoBattle
skips the send-out, and the auto input's PACK and ball choice go straight
to PokeBallEffect, which always catches and keeps nothing (.FinishTutorial).
Prompts continue on their own. The Dude's back picture, the ball animation,
capture music and the Pokédex page (NewPokedexEntry) are not presented.
TX_LOW text is now read as a line break.
Refused: SendMonIntoBox (a catch with a full party), the other ball
multipliers, Park/Safari Balls, a transformed target and a catch-rate
division by zero. Pure vectors cover the catch formula; local-ROM tests
cover capture, every break-free message, Master Ball draws, blank
nicknames, the blocked trainer ball, full-party rollback, both tutorial
triggers, declining and the repeat offer, and mid-battle reloads. Browser
tests cover PACK, catching and naming. No emulator comparison of the
capture routines has been run.