Files
Crystal/docs/PLAN.md
T
samyandClaude Opus 5.5 cdee576818
Checks / web (push) Failing after 21s
Private ROM checks / private-rom (push) Failing after 14m27s
Port the Pokédex list, entries and tab (#35)
The start menu's POKéDEX runs Pokedex in New mode: the list up to the
last seen Pokémon, its cursor and page moves, and DisplayDexEntry with
the category, number, footprint, and the height, weight and pages once
caught. The Pokédex tab shows the same records from the loaded game.
Order, entries and footprints are compared with the pinned PRET source.

AREA, CRY, PRNT, the option and search screens, Old and A to Z modes
and Unown mode remain.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 20:19:24 +02:00

86 KiB
Raw Blame History

Full native port plan

Direction

Translate Crystal's Game Boy assembly systems into a native TypeScript game. The browser runs the translated engine; the user's original ROM supplies data and assets. The emulator is a separate development reference for checking behavior, never a dependency of the native release.

PRET's disassembly is pinned at 7a7881d0d62e0ddbd82dcf10e7116807487ac651. Its crystal11 build with RGBDS 1.0.3 was verified byte-for-byte against the supplied English US/Europe 1.1 ROM. Required SHA-1: f2f52230b536214ef7c9924f483392993e226cfb. Other revisions require separate verified profiles.

The emulator-backed prototype is now at /reference.html. The default application is the native port. The previous plan to progressively modify an emulated ROM has been superseded.

Status overview

Area Status
Exploration foundation, rendering, saves and shell Done
Opening story: New Bark Town to Mr. Pokémon, the rival and the return to Elm Done
Route 29, Cherrygrove City, Route 30 and their buildings Done
Route 31, Violet City, Sprout Tower and Falkner's gym Done (Dark Cave: Violet entrance only)
Wild and trainer battles, capture and the catching tutorial Done for the areas that are open
1. Complete the overworld foundation Done
2. Opening story and first battle slice Mostly done
3. Complete Crystal Early
4. Modern mobile presentation and delivery First increment done
5. World map and Pokédex Early (Pokédex list, entries and tab)
6. Internet Link and friends Not started
7. Optional Pokéwalker-style egg assistance Not started

The numbered sections below keep their full scope. Each one opens with a checklist: [x] is done and tested, [ ] is remaining. The "Implemented" sections record what each completed increment delivered.

Implemented: first native exploration milestone

  • Bounds-checked ROM access, banked pointers and native LZ decompression.
  • On-demand extraction of six maps: New Bark Town, both floors of the player's home, Elm's lab, the neighbor's house and Elm's house.
  • Metatiles, collision quadrants, palettes, roofs, sprites and facing tables read directly from the user's ROM.
  • Native canvas rendering, camera scrolling, walking, solid-tile/NPC collision, doors and stairs within the supported area.
  • A bounded interpreter for a subset of the game's own event bytecode, plus text decoding. This does not execute GB instructions.
  • Original initial event flags, readable signs, bedroom radio, bookshelves and supported conversations. Unknown interactions abort without committing partial changes.
  • Native DOM dialogue, name/avatar choice, touch/keyboard controls and pause/resume. (The name and character are now chosen in the introduction; see below.)
  • A minimal Crystal-style shell with Game, Savegames, Map, Pokédex, Link and Friends tabs across the top. The game uses the available native canvas, and leaving Game releases input and pauses play.
  • Existing save, backup export and backup import actions in Savegames. Map shares a live local minimap with the game and shows the current supported area, player position and coordinates. Link and Friends are clearly marked as planned rather than populated with placeholder data. (The Pokédex tab now shows the game's records; see the Pokédex section.)
  • Native JSON state inside the backup envelope, separate IndexedDB storage and a separate tab lock. No emulator snapshot or cartridge save migration is implied.
  • Synthetic tests, local-ROM tests, browser checks, and comparisons against the original decompression routine running in the reference emulator.
  • Native production output excludes the emulator and original game assets.

Implemented: opening scenes

  • Resumable event interpreter: text, yes/no and weekday choices, scripted movement, follow, emotes, pauses, scene variables, phone contacts, string buffers and translated specials. Unknown commands still abort without committing.
  • Movement data decoder for turns, steps, slides, jumps, sleeps, facing locks, visibility and emotes, animated at the original 30 Hz overworld rate. Player walking now takes the original 8 ticks per tile, not half that.
  • Coordinate events, scene scripts with sdefer, and NEWMAP/TILES/OBJECTS map callbacks, including the bedroom's own initialization callback. Objects spawn at map load as in the original.
  • Mom's Pokégear, weekday and DST scene; the teacher at the town's west edge; the rival at the lab window; and Elm's introduction with the lab's exit guard, all from the ROM's scripts.
  • Map headers for all 26 groups, ROM location names and connected maps drawn beyond the edges. Entering an unported connection is refused with its location name.
  • Version 2 native saves with scenes, phone, game-clock settings and moved objects; version 1 saves migrate.

Implemented: starter and first items

  • ROM decoders for species names, base data, learnsets, moves, items, pockets, growth rates and front pictures.
  • Native party generation for script gifts, following GeneratePartyMonStats: random DVs, level-up moves, PP, exp, stats, happiness and caught data. The Pokédex records the species as seen and caught.
  • Bag pockets with the original capacities and stacking rules. verbosegiveitem runs the ROM's own GiveItemScript.
  • Elm's Poké Balls, with a picture box, the nickname prompt with a native naming field, Elm's directions and phone number, and the aide's Potion.
  • Version 3 saves with the player ID, party, bag and Pokédex; restores recompute stats and check item pockets.

Implemented: ledges and warp movement

  • Walkable ledge tops, directional two-tile jumps over 16 ticks, and jump shadows.
  • Exit mats wait for input in their exit direction. Arriving on a mat preserves the actual position; doors, stairs and caves animate the downward exit step.
  • Mid-step saves replay from the source tile, including jumps and map connections, so reload cannot bypass landing scenes or warps.
  • Synthetic movement tests run without a ROM. Local-ROM tests exercise five Route 29 ledge types; browser checks cover stairs, opening scenes and an exit-mat save/reload.

Done: Route 29 and Cherrygrove City

  • Route 29, its Route 46 gate, Cherrygrove City and its five buildings are enabled. Route 46 remains closed.
  • Item balls run the ROM's FindItemInBallScript. Fruit trees run FruitTreeScript, with picked trees saved and regrown by a native CheckDailyResetTimer that clears the daily engine flags once per game day.
  • The Pokémon Center nurse runs PokecenterNurseScript: HealParty (with ComputeMaxPP's PP Up clamp), CheckPokerus and the phone-call checks. Entering a Center from a town or route records the whiteout spawn, as EnterMapWarp does.
  • Standard Poké Marts run pokemart natively from StandardMart, BuyMenu and SellMenu: stock from the ROM's Marts table, ItemAttributes prices, half-price selling and the original texts, with keyboard, D-pad and pointer menus. Special mart types remain refused.
  • VAR_BOXSPACE reads an empty box: nothing can be caught or deposited yet.
  • The battle engine gained recoil (Struggle). A local stress run of 360 Route 29 battles across all starters and times of day finishes without refusals.
  • Save format 3 gains fruitTrees, dailyReset and lastSpawnMap; older backups migrate by absence.
  • NPCs roam as HandleNPCStep does: random walks (Y, X, XY) and slow/fast spins from SpriteMovementData, CanObjectMoveInDirection (side walls, land, objects' current and previous tiles, radius stored plus one, screen edge), random sleeps, freezing during text and applymovement, and deletion/respawn at home beyond the object window. Wandering positions are not saved; objects start from home on reload.
  • The catching tutorial (catchtutorial) runs since the capture section below.

Implemented: first scripted trainer battle slice

  • ROM decoder for 542 trainer records across 67 classes, all four party formats, class names, DVs, rewards and map trainer headers. SRAM-dependent Mystery Gift parties remain refused.
  • Native move scoring for Basic, Setup, Types, Offensive, Opportunist, Aggressive, Cautious, Status and Risky, with deterministic tie selection and the original pre-variation damage estimate. Smart runs only for effects without a Smart handler (see the Mr. Pokémon section).
  • Scripted single-Pokémon trainer battles support the challenge, sending out, RUN refusal, experience, win/loss text and prize money, including Amulet Coin. Script results, party changes and rewards commit together; interrupted saves replay from committed state.
  • Local-ROM tests and Chromium/WebKit tests exercise Youngster Joey through a test-only script. No new maps or trainer encounters are enabled in normal play.
  • Next: Smart AI handlers, trainer items and player switching.

Implemented: Route 30 trainers

  • Map trainers run the ROM's TalkToTrainerScript and SeenByTrainerScript. _CheckTrainerBattle runs before tile events after each step and on every idle tick: the first unbeaten trainer facing the player in line within its sight range spots them. The native TrainerWalkToPlayer path is played from wMovementBuffer, and writeobjectxy keeps the trainer where it stopped (saved with the map's moved objects).
  • New script commands: loadtemptrainer, trainertext, trainerflagaction, scripttalkafter, endifjustbattled, checkjustbattled, writeobjectxy, encountermusic (silent) and loadmem for wRunningTrainerBattleScript.
  • Trainers with several Pokémon: HandleEnemyMonFaint sends out the next one through EnemySwitch_SetMode, FindMonInOTPartyToSwitchIntoBattle (including its BattleRandom fallback) and NewEnemyMonStatus. AI_SwitchOrTryItem translates CheckAbleToSwitch with its original bugs (every matchup uses the enemy's move type; the quarter-HP test rotates bits) and AI_Switch. The player's used moves are recorded for it.
  • Hidden items (BGEVENT_ITEM) run HiddenItemScript.
  • Route 30 and its Berry house are enabled, and Mr. Pokémon's house since the section below. Route 31 stays closed; Youngster Joey (after the Egg) needs phone registration and stays hidden until then, as in the original.
  • A refused trainer script does not restart until the player moves, so a rollback cannot trap the player in a trainer's sight.
  • A local stress run of 1,080 Route 30 battles (three starters, four levels, three times of day, both trainers and wild encounters) found one refusal: Chikorita's Reflect at level 12 (screen), now addressed by the screen increment below.

Implemented: Reflect and Light Screen

  • Both moves execute their ROM effect scripts, set independent five-turn counters and fail without refreshing an active screen. The setup turn counts toward expiration.
  • Screens persist across enemy send-outs and expire in the original non-Link order, with ROM messages. Physical/special defenses and critical-hit stage rules use the existing damage path.
  • Local-ROM regressions cover both sides, repeated use and PP, concurrent durations, send-out persistence, expiration order and damage stats. These checks are not an emulator comparison of the screen routines.

Implemented: Mr. Pokémon's house and the return to Elm

  • Mr. Pokémon's house is enabled. Its ROM scene gives the Mystery Egg and Pokédex, heals the party (FadeOutToBlack, ReloadSpritesNoPalettes and FadeInFromBlack are presentation-only), sets the Cherrygrove whiteout spawn with blackoutmod and queues Elm's call with specialphonecall. A refusal late in the scene rolls back the rewards, healing and Oak's exit.
  • Special calls: after trainer, warp and coordinate events, a queued call runs if its SpecialPhoneCallList condition allows (Elm's only outdoors). It runs the ROM's CheckSpecialPhoneCall.script and Script_ReceivePhoneCall, with memcall into the entry's caller script and HangUp's timed "Click!". Ringing tones and the caller name box are not presented yet. Queued calls are saved.
  • Cherrygrove's rival scene runs both triggers and all three RIVAL1_1 parties as a BATTLETYPE_CANLOSE battle. reloadmap returns to the script, and a loss continues the scene without whiteout or money loss. The name shows as "RIVAL ?", as in the original. Smart AI accepts the rival's Normal Hit, Attack Down and Defense Down moves, because AI_Smart_EffectHandlers has no entries for them. Other Smart effects are still refused before any random draw, including for reserve Pokémon.
  • Elm's lab: the officer's NameRival opens the naming field with the ROM title "RIVAL'S NAME?". A blank name takes the ROM default, as InitName does. The rival name is saved and used by <RIVAL> text. Handing over the Egg and the aide's five Poké Balls run from the ROM.
  • Save format 3 gained rivalName and specialPhoneCall (migrated by absence to "???" and 0).
  • Next: the catching tutorial on Route 29 (catchtutorial) with capture; then player switching and items in battle.

Implemented: capture and the catching tutorial

  • Battle PACK opens the Balls pocket. Throwing a ball runs PokeBallEffect: the catch rate with the Great/Ultra multipliers and the original HP arithmetic, the sleep/freeze bonus and HELD_CATCH_CHANCE, then one Random draw. Master Balls always catch. The original bugs are kept: burn, poison and paralysis add nothing, and a maximum HP above 341 overflows the formula. A maximum HP of 342 would divide by zero and is refused.
  • GetPokeBallWobble runs with WobbleProbabilities for each shake and picks the break-free message. Every throw uses the ball and, if the Pokémon breaks free, the turn. In trainer battles the ball is blocked, but the ball and turn are still used.
  • A caught Pokémon is reloaded as LoadEnemyMon does, which redraws the wild item roll (the item itself is kept). It keeps its current HP, status, item and DVs, and gets back the moves and full PP it appeared with. It joins the party with SetCaughtData, is registered as caught (with the new-data message once the Pokédex is owned) and can be nicknamed; a blank name keeps the species name. The Pokédex page itself is not presented yet.
  • Route 29's Route29Tutorial1/2 and CatchingTutorialDudeScript run from the ROM. catchtutorial runs the battle as "DUDE": no Pokémon is sent out, the Dude's own Poké Ball always catches, and the Rattata is only seen, not kept. Messages advance on their own, as with CatchTutorial's auto input.
  • A catch with six Pokémon in the party goes to the current box (see the PC section below). Other balls (Kurt's balls, Park and Safari) and non-ball items in battle are not usable yet. (Kurt's balls followed; see below.)
  • A local stress run of 2,160 wild battles (three starters, ten early species, six levels) caught 2,047 Pokémon without refusals.
  • Next: the PC and boxes, player switching and other items in battle, then party and bag menus.

Implemented: the PC and boxes

  • TileCollisionStdScripts is read from the ROM, so facing a COLL_PC tile (in any direction, as in the original) runs PCScript. Bookshelves, TVs and similar tiles no longer need the player to face up.
  • PokemonCenterPC checks for a Pokémon, then lists the PCs from PokemonCenterPC.WhichPC: Bill's PC and the player's PC, plus Oak's PC once the Pokédex is owned. The Hall of Fame PC is refused, since no Hall of Fame entry can exist yet.
  • Bill's PC: deposit (BillsPC_CheckMail_PreventBlackout keeps the last Pokémon and the last one that has not fainted; RestorePPOfDepositedPokemon), withdraw (CalcLevel, then CalcMonStats with stat experience, full HP and no status), release with confirmation ("Bye," with the species name), and change box: switch with the ROM's confirmation, name (a blank name keeps the old one) and print (only the empty-box message). Menus and messages come from the ROM; lists are presented natively with each Pokémon's level or each box's count.
  • The player's PC withdraws, deposits (from every pocket; untossable items move one at a time) and tosses items (up to 50 stacks, RemoveItemFromPocket slot rules), and holds MAIL since the remaining field items section. The house PC adds DECORATION, which closes the PC after a change.
  • Oak's PC rates the Pokédex from OakRatings.
  • Capture with a full party runs SendMonIntoBox: the Pokémon goes first in the current box, with restored PP and SetBoxMonCaughtData, can be nicknamed and shows BallSentToPCText. If the box is already full the ball is not used (Ball_BoxIsFullMessage). A catch that fills the box sets BATTLERESULT_BOX_FULL; reloadmapafterbattle then queues Bill's call (Script_SpecialBillCall) as a memory script that runs at the next PlayerEvents and is not saved, as in the original.
  • VAR_BOXSPACE reads the current box.
  • Save format 3 gained storage (boxes, the current box and box names; a null name is the ROM default) and pcItems, migrated by absence to empty storage.
  • Not ported: printing (MOVE PKMN W/O MAIL and the stats screen are ported since), a givepoke with a full party (refused; no open map reaches it) and the tutorial with a full party and box (the original repeats the unusable ball). Changing boxes does not show the save messages; the native session saves continuously.
  • Next: the introduction's naming and clock screens, player switching and other items in battle, then party and bag menus.

Implemented: the introduction's naming and clock screens

  • A new game runs NewGame's InitGender and OakSpeech natively before the bedroom: "Boy"/"Girl" (B disabled), InitClock, Oak's speech with Wooper, then NamePlayer. Texts, menu items, the preset names, the naming title and the time strings come from the ROM (INTRO table in the profile, verified by check:reference).
  • InitClock: the hour and minute steppers wrap as SetHour and SetMinutes do, each confirmed with YES/NO; NO asks again. Labels follow PrintHour ("DAY 5 o'clock"), and OakText_ResponseToSetTime keeps its DAY_HOUR + 1 comparison, so 10 AM still "overslept".
  • The chosen time is stored as a minute offset from the device clock (the shortest one, within ±12 hours). Time of day, the weekday, NPC hours and the daily reset all read this game clock. Mom's SetDayOfWeek offset is taken from the game clock's day.
  • NamePlayer: NEW NAME opens the naming field; a blank name takes CHRIS or KRIS, as InitName does. The other items are the gender's preset names.
  • Oak's picture decodes TrainerPicPointers through FixPicBank; the player's is the uncompressed ChrisPic/KrisPic. Both use TrainerPalettes (Chris class 0, Kris class 1), as DrawIntroPlayerPic sets them.
  • The intro covers the world and its minimap until it ends. It runs only when no session is saved. A save made during it keeps intro: true, and loading that save starts it again. The Game tab's name and character fields are gone.
  • Save format 3 gained intro and clock.minuteOffset, migrated by absence to a finished intro on the device clock.
  • Intentional change: the steppers start at the device's current time rather than 10:00, so confirming keeps the device clock.
  • Not presented: the palette fades, Wooper's cry, the picture slide during name selection, ShrinkPlayer and the Route 30 music (no audio yet).
  • Next: MOVE PKMN W/O MAIL with the party menu.

Implemented: evolution data, reference vectors and the opening playthrough

  • PokemonData.evolutions decodes the evolution list before each learnset: level, item, trade (with or without a held item), happiness by time of day, and Tyrogue's four-byte stat records. All 251 lists match the pinned PRET source. Evolving itself is not ported yet.
  • The reference suite also runs the original CalcMonStats (300 cases, with and without stat experience, including levels above 100 that reach the 999 cap) and CalcExpAtLevel (every growth rate at levels 1–100).
  • tests/playthrough.test.ts plays a new game from the introduction to the catching tutorial with a seeded RNG: Mom, Elm, the starter and Potion, Route 29, Cherrygrove, Route 30, Mr. Pokémon, Elm's call, the rival battle, the officer, the Egg, the aide's Poké Balls and the Dude's demonstration. Wild battles are fought, or fled below half HP. Each stage ends with a JSON save loaded into a fresh world. It uses no fixtures or hand-set flags, but drives GameWorld directly rather than the browser UI.

Implemented: switching, battle items and the stats screen

  • PKMN opens the party menu; SWITCH sends out the chosen Pokémon and STATS opens the stats screen. The texts, the trapped and fainted checks, and the enemy's turn after the switch follow the original. Both Pokémon share the experience.
  • After a faint, wild battles ask "Use next POKéMON?" (NO tries to run) and the party menu cannot be cancelled. Trainers' next Pokémon come with Shift mode's offer to switch; a double faint sends out both sides.
  • PACK's Items pocket uses HP items (Potion, Berry and the rest of HealingHPAmounts) and status healers (Antidote, Parlyz Heal, Awakening, PSNCUREBERRY and the rest of StatusHealingActions) on any party Pokémon. Items with no battle use get Oak's warning.
  • Every other battle item effect runs too: Full Restore, revives, the bitter herbs, Bitter Berry, Ethers and Elixers, X items, X Accuracy, Guard Spec, Dire Hit and Poké Doll. Happiness changes come from the ROM's HappinessChanges.
  • hBattleTurn at the battle menu is modelled, so CalcPlayerStats after a status heal penalises the side the original does.
  • The stats screen shows its three pages from BattleMonMenu and Bill's PC.
  • The reference suite compares the send-out and withdraw texts, RestoreHealth, RestorePP, ChangeHappiness and CalcPlayerStats with the original routines.

Implemented: the start menu, party menu and pack

  • Start opens StartMenu with the items SetUpMenuItems lists for the player's progress (POKéDEX, POKéMON, PACK, POKéGEAR, the player's name, SAVE, OPTION, EXIT) and their ROM descriptions. POKéDEX opens the Pokédex (see the Pokédex section below; POKéGEAR, the trainer card and OPTION run since the sections below); SAVE points to the automatic session saves.
  • POKéMON: the party menu with the ROM's prompts and GetMonSubmenuItems: field moves the Pokémon knows (from MonMenuOptions), STATS, SWITCH, MOVE, ITEM or MAIL, and CANCEL when there is room. STATS opens the stats screen; SWITCH asks "Move to where?" and swaps the two Pokémon; MOVE (MoveScreenLoop) swaps two moves with their PP; ITEM gives an item from the pack (key items and untossable items "can't be held"), swaps it with the held item or takes it back, with the pack-full checks of TryGiveItemToPartymon and TakePartyItem.
  • PACK: the Items, Balls, Key and TM pockets (left and right change pockets; there are no TMs or HMs yet), and each item's submenu chosen by its permissions and field menu (USE, GIVE, TOSS, SEL, QUIT). TOSS asks how many and confirms. USE follows UseItem: Oak's warning without a field use, "You don't have a POKéMON!" for party items without one, and _DoItemEffect by the item's ItemEffects address: Potions and the other HealingHPAmounts items, status healers, Full Restore, Revive and Max Revive, the bitter Energypowder, Energy Root, Heal Powder and Revival Herb, Ethers, Elixers, the MysteryBerry and PP Up. The Bicycle closes the menu and runs Script_GetOnBike or Script_GetOffBike outdoors; elsewhere Oak objects, because wFieldMoveSucceeded shares wItemEffectSucceeded's byte.
  • PP Up keeps a quirk: wUsePPUp shares wTempPP's byte, so ComputeMaxPP adds one step (a fifth of the base PP, at most 7) to the current PP as well as the maximum. Sketch and moves with three PP Ups are "maxed out".
  • The menu runs on a script draft, like the PC. Changes commit when it closes; a save made while it is open keeps the state from before it. The start menu cursor, the party menu cursor and the last pocket stay in memory between openings and are cleared after a battle, as CleanUpBattleRAM does. The party cursor reaches the next battle's ChangeHappiness.
  • The Escape Rope runs since the Fly section below; Repels and the other field items, the rods, item reordering with Select, left and right on the MOVE screen and MAIL since the last section. Rare Candy, evolution stones and vitamins run since the evolution section below; field moves, SEL and Select since the section after it.

Implemented: evolution

  • EvolveAfterBattle runs after every won battle for the party members that levelled up (wEvolvableFlags, now recorded by the battle's experience routine), before the script resumes. Level, happiness (220 or more, by time of day) and Tyrogue's Attack/Defense evolutions follow the original checks, including the Everstone. The evolution data is walked byte by byte like the original, so a forced evolution skips a four-byte EVOLVE_STAT record the way the original does. Trades never evolve without Link mode.
  • The evolution screen shows "What? … is evolving!", then the old picture flashing into the new one on the original schedule (80 frames, then seven rounds of flashes). B stops it only during the waits between flashes, and never for a stone. A stopped evolution prints "Huh? … stopped evolving!" and skips that Pokémon's other entries.
  • After evolving: the species name replaces the nickname only if the nickname was the old species name, stats are recomputed with stat experience, HP rises by the maximum HP's increase, moves learned at exactly the current level are offered, and the Pokédex records the new species as seen and caught.
  • Learning a move outside battle follows LearnMove: an empty slot, or "delete an older move?", the choice of a move (HM moves can't be forgotten), "1, 2 and… Poof!", or "Stop learning …?" and "did not learn".
  • PACK: Rare Candy (RareCandyEffect: one level at the level's minimum experience; the HP gains the maximum HP's increase even for a fainted Pokémon; the caught-location happiness bonus; "grew to level", the stat box, new moves and a possible evolution), evolution stones (EvoStoneEffect: a forced EvolvePokemon; the party menu shows ABLE or NOT ABLE with the original's ten-byte, three-byte-step check; an Everstone or no matching evolution has no effect) and vitamins (VitaminEffect: ten more in the stat experience's high byte, up to 100, stats recomputed without changing the current HP, happiness).
  • Not presented: the evolution music, cries and the palette changes. Trade evolutions need Link.

Implemented: field moves from the menu, SEL and moving Pokémon

  • Field moves in the Pokémon submenu run their menu functions: the world checks the badge (CheckBadge: "Sorry! A new BADGE is required."), the facing tile, water or object, then the menu closes and the ROM's …FromMenu script runs for the chosen Pokémon (no "Want to …?" question): Cut (CheckMapForSomethingToCut), Surf (including "already surfing" and forced cycling), Strength, Flash (a PALETTE_DARK map or the Aerodactyl chamber; BlindingFlash sets the Flash flag), Whirlpool and Waterfall. Failures print the ROM's messages and return to the party menu.
  • Sweet Scent runs SweetScentFromMenu: where wild Pokémon can appear and the map has a rate, ChooseWildEncounter picks one without the rate roll and a battle starts; elsewhere "Looks like there's nothing here…".
  • Softboiled and Milk Drink give a fifth of the user's maximum HP to another Pokémon that has not fainted and is not at full HP; the user needs more than that fifth.
  • Headbutt (facing a tree) and Rock Smash (facing a rock) run their checks and messages; their encounters run since a later section, as do Fly, Dig and Teleport.
  • SEL registers an item that CANT_SELECT allows (in practice key items) in wWhichRegisteredItem and wRegisteredItem, which saves keep. Select runs SelectMenu: CheckRegisteredItem (a slot that no longer holds the item clears the registration; a registered ball is never found, as in the original) and UseRegisteredItem by field menu. The Bicycle uses Script_GetOnBike_Register and Script_GetOffBike_Register, without a message; elsewhere Oak objects. Without a registration Select explains SEL. This replaces the earlier Key Items shortcut.
  • Bill's PC's MOVE PKMN W/O MAIL: refused while a party Pokémon holds MAIL, then "Each time you move a POKéMON, data will be saved. OK?". Choose the party or a box, a Pokémon (MOVE, STATS, CANCEL), then a box and the position to insert before. The party keeps its last Pokémon and its last healthy one, a different full box or party has "no room", a Pokémon moved down its own list lands one place earlier (.CheckTrivialMove), a boxed Pokémon joining the party gets its stats with full HP and no status (CalcBufferMonStats), and one entering a box gets its PP restored. The original's left/right box switching is presented as a list of boxes; after "no room" the box is chosen again rather than the position.
  • Save format 3 gained registeredItem, migrated by absence to none.

Implemented: the Pokégear, phone calls and Mom's savings

  • POKéGEAR in the start menu runs PokeGear and returns to the start menu. The clock card shows the weekday (GearTodayText) and PrintHoursMins's 12-hour time with the ROM's AM and PM, follows the game clock while open, and exits on A, B, Start or Select. Left and right change cards in the original order, skipping the cards the player lacks (the map card from the Guide Gent, the phone card from Mom).
  • The map card draws the ROM's Johto or Kanto Town Map with the player's landmark (a special landmark uses the backup map's, as TownMap_InitCursorAndPlayerIconPositions does) and a cursor that up and down step through the region's landmarks with wrapping; Kanto's routes need the Hall of Fame. The cursor keeps its place while the Pokégear stays open. The landmark name comes from the ROM.
  • The phone card lists wPhoneList's ten slots four at a time, with GetCallerClassAndName (non-trainer names, or a trainer's name over its class) and dashes for empty slots, and the signal bars from the map header's phone service nybble. A on a contact opens CALL/CANCEL, or CALL/DELETE/CANCEL for numbers CheckCanDeletePhoneNumber allows (never Mom or Elm). Deleting asks first.
  • Calls follow PokegearPhone_MakePhoneCall and MakePhoneCallFromPokegear: "You're out of the service area." without service; otherwise two "……" rings, then PhoneOutOfAreaScript outside the callee's hours, PhoneScript_JustTalkToThem on the callee's map, or the callee script from PhoneContacts. The script runs on the start menu's draft, so its changes commit with the menu. The call ends with HangUp's "Click!" and boops. Elm's and Mom's callee scripts run; trainer contacts are not reachable yet.
  • Mom's savings: wMomsMoney is saved as momsMoney (migrated by absence to 0). The interpreter gained givemoney, takemoney, checkmoney and getmoney for both accounts, getcurlandmarkname, getlandmarkname and random. After the catching lesson, calling Mom runs her lecture, which sets ENGINE_MOM_SAVING_MONEY on a yes; later calls report where the player is and her balance. While she saves, a won trainer battle sends a quarter of the prize to her (WinTrainerBattle.give_money, "Sent some to MOM!"), unless her account is full.
  • HangUp now shows "Click!" for its 20 frames and the boops' "……" for the remaining 120, instead of "Click!" for twice the whole duration.
  • Not ported: the radio card (it is only obtainable in Goldenrod; it gives a notice); trainer callee scripts; random incoming calls; ringtones, music and the original card graphics.

Implemented: Mom's bank and her purchases

  • Talking to Mom after the Mystery Egg runs BankOfMom. The first time she offers to save money (MomLeavingText1–3); until New Bark Town's flypoint callback clears EVENT_FIRST_TIME_BANKING_WITH_MOM she only cheers the player on. Later visits ask "Or is this about your money?": GET, SAVE, CHANGE or CANCEL.
  • GET and SAVE open Mom_ContinueMenuSetup's box (SAVED, HELD, then WITHDRAW or DEPOSIT and a six-digit amount with a blinking digit). Mom_WithdrawDepositMenuJoypad: left and right move the digit cursor (starting on the last digit, stopping at both ends), up and down add or take the digit's DigitQuantities step through GiveMoney/TakeMoney's ¥999999 and zero limits, A confirms and B cancels. A zero amount cancels. Refusals ("You don't have that much.", "You can't save that much.", "You haven't saved that much.", "You can't take that much.") return to a fresh box. CHANGE starts or stops her savings.
  • Declining the money question runs DSTChecks: switch Daylight Saving Time on or off, moving the clock an hour, unless that would change the day (within an hour of midnight), when Mom has lost the Pokégear's booklet.
  • wMomSavingMoney stays two engine flags: nothing in the ROM sets the half and all bits.
  • After a won trainer battle with phone service, MomTriesToBuySomething buys MomItems_2's next item once her savings reach its trigger, or a random MomItems_1 item when wMomItemTriggerBalance's ¥2300 steps land exactly on her savings. Items go to the PC (nothing happens when it is full), dolls to the room's decorations, and her call follows ("I bought it with your money. Sorry!").
  • Save format 3 gained momItem and momItemTriggerBalance (wWhichMomItem, wMomItemTriggerBalance), migrated by absence to 0 and ¥2300.
  • The amount box has no key repeat: like the other native menus, a held direction counts once.

Implemented: the trainer card and the play time

  • The player's name in the start menu runs TrainerCard and returns to the start menu. Page 1 shows .Name_Money's NAME and MONEY, the ID number with leading zeros, the Pokédex's caught count (CountSetBits over the caught species; the line is cleared without the Pokédex), the play time and "BADGES▶". A or right turns to page 2, the eight Johto leaders with the badges owned; there A leaves and left turns back. B leaves from either page. The Kanto page is reachable only through unreferenced code and is not shown.
  • The card picture (GetCardPic: Chris or Kris), the leader faces (TrainerCard_Page2_3_PlaceLeadersFaces) and the badges come from the ROM, coloured by _CGB_TrainerCard's palettes and attribute map: the frame in the other gender's palette, the picture in the player's, each leader's own and PREDEFPAL_CGB_BADGE for the badges. The badges step through TrainerCard_JohtoBadgesOAM every eight frames (the Rising Badge mirrors on alternate cycles), and the play time's colon blinks every 32 frames. Both timings start when the page loads; the original's phase also depends on the VBlank counter.
  • wGameTime is new: GameTimer counts 60 frames to the second, two per overworld tick, from the end of the introduction through scenes, menus and battles, and caps at 999:59:59. A save made during a scene keeps the current play time; everything else in it is still the state before the scene. Save format 3 gained gameTime, migrated by absence to zero. The save screen and the Hall of Fame, which pause it in the original, are not ported.
  • The labels drawn as tiles ("ID NO", "STATUS" and "BADGES") are presented as text; the other strings come from the ROM.

Implemented: the Pokédex

  • POKéDEX in the start menu runs Pokedex in New mode and returns to the start menu. StartMenu_Pokedex needs a party. The list follows NewPokedexOrder up to the last seen Pokémon (.FindLastSeen), seven rows at a time. Unseen rows show NameNotSeen ("-----") and owned ones the ball. The picture beside the list is the selected Pokémon or LoadQuestionMarkPic, in PokedexQuestionMarkPalette, with the SEEN and OWN counts.
  • Up and down move a row and left and right a page, as Pokedex_ListingHandleDPadInput does. A opens a seen Pokémon's entry and B leaves. The cursor reopens on wPrevDexEntry through Pokedex_InitCursorPosition. wPrevDexEntry lives with the menu cursors in the world's memory, survives battles and is not saved.
  • DisplayDexEntry shows the name, category and number of every seen Pokémon. The height, weight and page text appear only once it is caught; otherwise .Height and .Weight keep their question marks. The picture takes the species' palette, and the footprint comes from Footprints. Left and right move the arrow over PAGE, AREA, CRY and PRNT without wrapping. A on PAGE turns the page. Up and down step to the previous or next seen Pokémon, back on page 1 with the arrow on PAGE. B returns to the list where the entries left the cursor.
  • The Pokédex tab reads the loaded game's state. It lists New mode's order up to the last seen Pokémon and shows a selected entry with the same rules: unseen Pokémon stay unnamed, and uncaught ones show no measurements or text. Without a ROM or before the Pokédex is received, it says so.
  • tests/pokedex.test.ts compares the order, all 251 entries and every footprint with the pinned PRET source.
  • Not ported: AREA (Pokedex_GetArea), CRY (no audio), PRNT (no printer), the option screen (SELECT), the search screen (START), Old and A to Z modes (wLastDexMode stays New), Unown mode and the arrow's blink. Screens are native; the strings, entries and graphics come from the ROM.

Implemented: the options

  • OPTION in the start menu runs _Option and returns to the start menu. The labels come from StringOptions and the settings from each routine's strings. Up and down move the ▶ with OptionsControl's wrapping, left and right change the option under it, A on CANCEL, B or Start leaves. Each routine is ported from its bit handling: text speed cycles FAST, MID and SLOW through GetTextSpeed (.Save keeps only the high nybble), the battle scene, battle style, sound and menu account toggle with either direction, printing cycles through the five GBPRINTER_* levels through GetPrinterSetting, and the frame wraps through TYPE 1 to 8.
  • The four bytes (wOptions, wTextboxFrame, wGBPrinterBrightness, wOptions2) are kept in the script state, so they change on the start menu's draft and commit when it closes. Save format 3 gained options, migrated by absence to DefaultOptions.
  • In effect: the battle style (CheckWhetherToAskSwitch: SET makes no offer when a trainer sends out its next Pokémon) and the menu account (StartMenu's descriptions). Not yet: text speed (native text appears at once), the battle scene (no move animations), sound (no audio), printing and the textbox frame. The catching tutorial's temporary medium text speed has nothing to change.

Implemented: Fly, Dig, Teleport and the Escape Rope

  • Fly needs the Storm Badge and an outdoor map, then opens _FlyMap: the Johto map (Kanto's only once Indigo Plateau's flypoint is visited; before that the Johto map shows no player icon), "Where?" with the flypoint's name, the player's place and the Fly user's party icon on the selected flypoint. New Bark Town (or Indigo Plateau in Kanto) is the default, visited or not; up and down move to the next or previous visited flypoint with wrapping, A flies there, B returns to the party menu. Flypoints are read from Flypoints and visits from wVisitedSpawns, the ENGINE_FLYPOINT_* flags that town callbacks set.
  • FlyScript: FlyFromAnim hides every object while the party icon waits 64 frames and rises off the screen, swaying (SpriteAnimFunc_FlyFrom), the player arrives at the flypoint's SpawnPoints entry facing down (MAPSETUP_FLY), and FlyToAnim brings the icon down onto the player (SpriteAnimFunc_FlyTo). The icon flaps its wings with SPRITE_ANIM_OBJ_RED_WALK's frames. The leaves and the sound are not presented.
  • Teleport works outdoors when wLastSpawnMapGroup/Number is a spawn point (IsSpawnPoint): "Return to the last POKéMON CENTER.", teleport_from, the spawn point facing down, then teleport_to. Otherwise "Can't use that here.".
  • Dig and the Escape Rope work in caves and dungeons once wDigWarpNumber is set: EnterMapWarp's SaveDigWarp records the warp of any step from an outdoor map into an indoor one (houses included, as in the original; not from Mount Moon Square or Tin Tower's roof). The ROM's UsedDigScript or UsedEscapeRopeScript digs out (step_dig, hidden), arrives on that warp through MAPSETUP_DOOR and returns (return_dig); a cave entrance then walks the player out. Dig elsewhere says "Can't use that here."; the Escape Rope fails silently, then Oak warns, and is used up only on success. In the Kabuto chamber the rope opens the wall (SpecialKabutoChamber).
  • newloadmap now stops its script and resumes it on the new map, which these scripts need for their landing movements. Save format 3 gained digWarp, migrated by absence to none.
  • Unreachable in normal play so far: the Storm Badge, caves (Dark Cave is beyond Route 31) and flypoints beyond Cherrygrove. A destination that is not ported gives a notice. JumpRoamMons waits for roaming Pokémon.

Implemented: Headbutt and Rock Smash

  • Facing a Headbutt tree with a Pokémon that knows Headbutt asks "Want to HEADBUTT it?" (AskHeadbuttScript); HEADBUTT from the party menu skips the question (HeadbuttFromMenuScript). "did a HEADBUTT!", then ShakeHeadbuttTree: the tree's four tiles become grass tile $05 while SPRITE_ANIM_OBJ_HEADBUTT shakes over them in PAL_OW_TREE, two frames alternating every three steps with the second mirrored on every other pass, for 40 frames. The sound is not presented.
  • TreeMonEncounter: the map's set in TreeMonMaps (TREEMON_SET_NONE and unlisted maps have none), GetTreeScore's facing-tile score ((x × y + x + y) / 5 modulo 10, in wPlayerMapX/Y coordinates) against the trainer ID's last digit, then 10%, 50% or 80% for a bad, good or rare score, the rare one drawing from the rare table, and SelectTreeMon's percentages. Otherwise "Nope. Nothing…".
  • A tree battle is BATTLETYPE_TREE: "fell out of the tree!" instead of "appeared!", and the time of day's AsleepTreeMons species start asleep for TREEMON_SLEEP_TURNS.
  • Talking to a smashable rock runs SmashRockScript: "Maybe a POKéMON can break this." without Rock Smash (HasRockSmash), otherwise the question; ROCK SMASH from the party menu skips it and acts on the facing rock as hLastTalked. The earthquake, the rock's flicker and its disappearance run from the ROM's script, then RockMonEncounter: the map's RockMonMaps set and a 40% chance of a wild battle.
  • Unreachable in normal play so far: no open map has rocks, and no Pokémon available yet learns Headbutt (the Ilex Forest tutor) or Rock Smash (a TM on Route 36). Route 29 and Route 30 have tree sets.

Implemented: the remaining field items

  • Repel, Super Repel and Max Repel set wRepelEffect to 100, 200 or 250 steps ("used the REPEL."), unless "The REPEL used earlier is still in effect.". Each step counts one off where CountStep does, after trainer, warp and coordinate events and a special call; the last one prints "REPEL's effect wore off." instead of looking for a wild Pokémon. Under a Repel, wild Pokémon below the level of the first party member that has not fainted are not met (CheckRepelEffect); Sweet Scent and Headbutt ignore it, as in the original. A save during the message or a battle replays the step with its Repel step.
  • The Coin Case shows wCoins and the Blue Card wBlueCardBalance; nothing earns coins or points yet (the Game Corner and the radio's Buena show).
  • Sacred Ash: when a Pokémon that is not an Egg has fainted, the menu closes and SacredAshScript heals the whole party; otherwise Oak objects.
  • The Normal Box and the Gorgeous Box hold the silver and the gold trophy doll (SetSpecificDecorationFlag), sent home for the bedroom PC.
  • The Itemfinder answers "Yes! ITEMFINDER indicates there's an item nearby." when a hidden item not found yet lies on the original's screen around the player (CheckForHiddenItems: four squares left and up, five right, four down), and "Nope!" otherwise. Route 30's hidden Potion is the only one on an open map.
  • The Card Key and the Basement Key run their door scripts only facing the Radio Tower 3F slot or the Goldenrod Underground door (Oak objects elsewhere). The Squirtbottle sprinkles water, and on Route 36 starts the Sudowoodo battle when facing it (WateredWeirdTreeScript). None of these maps is open yet.
  • The Old, Good and Super Rods fish facing water, never while surfing (Oak objects otherwise; the facing tile may hold an object, as in the original). The map header's fish group decides: none gives "Not even a nibble!" at once; otherwise Fish bites below 50% + 1 and picks the rod's FishGroups entry, with TimeFishGroups for the morning and day or the night. The player casts with the fishing frames (LoadFishingGFX's body and rod tiles), jiggles four times on a bite, shows "!", and after "Oh! A bite!" puts the rod away before a BATTLETYPE_FISH battle: "The hooked MAGIKARP attacked!". Qwilfish and Remoraid swarms come from trainer calls, which are not ported. New Bark Town, Route 30 and Cherrygrove City have fish.
  • In the start menu's pack, Select marks an item and asks "Where should this be moved to?"; A or Select on another row of the same pocket moves it there (the rows between shift), merging it into a stack of the same item unless either holds 99 (what exceeds 99 stays behind), and B ends the move without leaving the pack. Left and right keep the pocket meanwhile. The packs that GIVE and the PC open ignore Select, as DepositSellPack does.
  • On the MOVE screen, left and right show the previous or next party member's moves, skipping Eggs (MoveScreenLoop's .cycle_left and .cycle_right, which come back to the same Pokémon past either end), with the cursor back on the first move; not while a move is being moved. The party menu's cursor follows.
  • MAIL: giving MAIL (from the pack, or swapped for a held item) opens the mail entry, two lines of up to 16 characters with the second after a full first one (_ComposeMailMessage), and keeps the message with the player's name and ID, the holder's species and the MAIL (ComposeMailMessage). A Pokémon holding MAIL shows MAIL in its submenu: READ shows the letter (the message and the author; the stationery's graphics are not drawn yet), TAKE asks "Send the removed MAIL to your PC?" (SendMailToPC: up to ten in the MAILBOX, else "Your PC's MAILBOX is full."), or on NO "The MAIL will lose its message. OK?" and puts the item in the pack. SWITCH carries the MAIL with its Pokémon; another item still needs "Please remove the MAIL first."; Bill's PC refuses to deposit or release a Pokémon holding MAIL ("Remove MAIL."). The player's PC MAIL BOX lists the MAIL by author with READ MAIL, PUT IN PACK (the message is lost) and ATTACH MAIL (not to an Egg or a Pokémon holding an item). The mail entry offers the original's characters that have one of their own; <PK>, <MN>, <PO>, <KE> and the 'd-'v ligatures are left out. Save format 3 gained each Pokémon's mail and the mailbox, migrated by absence to none.
  • Wild Magikarp now battle: LoadEnemyMon draws their DVs again as the original does, through CalcMagikarpLength (compared with the original routine) and its filters, whose millimetre limits only work as a floor of four feet that about 39% of draws skip (39 percent + 1), nowhere in map group 9 or on maps numbered 6 (the Lake of Rage check). Unown are still refused.
  • Save format 3 gained repel, coins and blueCardBalance, migrated by absence to 0.

Implemented: multi-hit and special-damage moves

  • Multi-hit moves loop as BattleCommand_EndLoop does: back to the script's critical, so accuracy is checked once; two to five hits (a second draw above two), two for Double Kick, Bonemerang and Twineedle, one to three kicks for Triple Kick with growing damage (its count lives in wBattleAnimParam). "Hit n times!" reads the high byte of the user's wDamageTaken, which the loop borrows; effectiveness is said on the first hit only. A target that faints mid-loop ends the move without the count.
  • Beat Up hits once per party member that is neither fainted nor statused, with its base Attack and level against the target's base Defense. The original's bugs are kept: the player's active member is recognised by comparing wCurBattleMon with the HP's low byte, a lone Pokémon skips King's Rock, and a wild user says "But it failed!" after hitting. A party with an Egg is refused until eggs exist.
  • ConstantDamage: Seismic Toss and Night Shade (the level), Sonicboom and Dragon Rage, Psywave (below 1.5 × level; a level-1 user is refused, as the original loops forever), Super Fang and Flail/Reversal (HP bar pixels into FlailReversalPower, then the move's power becomes 1). Immune types make them miss (ResetTypeMatchup).
  • One-hit KO moves, Counter and Mirror Coat (twice the opponent's last physical or special damage when it moved first, still working after the opponent used an item), False Swipe, Magnitude, Present (a full target refuses the gift, said only with battle animations off), Hidden Power, Return and Frustration (no damage at the extremes of happiness, a kept bug), Selfdestruct and Explosion, Dream Eater, Thief (not MAIL; a trainer's Pokémon keeps the player's item), Pay Day (paid out after a win, doubled by an Amulet Coin, which is now checked at every send-out), freezing, Tri Attack, added confusion, Swagger, Flame Wheel and Sacred Fire thawing their user, fire moves thawing their target, Jump Kick's crash damage, Minimize with Stomp's double damage, Earthquake against a digging target and Thunder's weather accuracy.
  • A Focus Band now hangs on at 1 HP even when the hit would only take that 1 HP, and cancels a one-hit KO's text.
  • tests/reference-move-effects.spec.ts runs the original ConstantDamage, OHKO, Counter, MirrorCoat, EndLoop, TripleKick, HiddenPower with DamageCalc, and FalseSwipe in the reference emulator on the same state as the native commands, with the Link RNG; damage, flags, move structs, loop counters, the script position and the random stream must agree. Deliberate mutations of six rules each made a comparison fail.

Implemented: moves that span turns

  • A locked-in Pokémon (recharging, charged, rampaging or rolling) plays on without the battle menu and keeps last turn's move and move struct, on both sides (ParsePlayerAction's .locked_in, ParseEnemyAction's ResetVarsForSubstatusRage). While biding, FIGHT goes on without the move list.
  • Razor Wind, Solarbeam (no charging turn in the sun), Skull Bash (its Defense raise on the charging turn), Sky Attack, Fly and Dig charge with the original texts. Flying Pokémon can only be hit by Gust, Whirlwind, Thunder and Twister, digging ones by Earthquake, Fissure and Magnitude (Earthquake and Magnitude hit twice as hard). Hyper Beam recharges.
  • Thrash, Petal Dance and Outrage go on for 1-2 more turns and then confuse the user for 2-3 turns, unless its side has Safeguard. Rollout doubles for each hit, once more after Defense Curl, for up to five; Fury Cutter doubles per consecutive hit up to 16 times. Bide stores the damage taken from its second turn on and unleashes twice that.
  • Bind, Wrap, Fire Spin, Clamp and Whirlpool trap for 2-5 more turns; HandleWrap takes 1/16 of the maximum HP each turn between Future Sight/weather and Perish Song, until "was released". A substitute shields the trapped Pokémon and pauses the count.
  • Mind Reader and Lock-On mark the target: the next move hits unless the target flies from an Earthquake, Fissure or Magnitude (CheckHit's .LockOn, which lets a locked-on move hit a digging target).
  • Pursuit doubles against a Pokémon being withdrawn, and PursuitSwitch runs it before the player's or the trainer's switch; the Pursuer then cannot move. A withdrawn Pokémon fainting this way keeps its status and gets no faint handling (a kept bug).
  • The reference comparisons also cover RolloutPower, FuryCutter, CheckRampage, Rampage, CheckRollout, CheckCharge, Pursuit and CheckHit with Fly, Dig and Lock-On; six deliberate mutations each failed. The fixture's sentinel moved off wPlayerScreens ($c6ff), which it had been zeroing.

Implemented: status and field moves

  • Toxic (one more sixteenth each turn), Leech Seed (the seeder regains what is drained; not on Grass types), Nightmare and Curse (a Ghost type halves its HP to curse; others trade Speed for Attack and Defense, or say "ABILITY won't rise anymore!" at the top) hurt in ResidualDamage's order.
  • Protect, Detect and Endure (ProtectChance: only for the side moving first, halving per use in a row), Destiny Bond, Spite (the PP goes in the party struct, or the wild Pokémon's kept PP), Heal Bell (all six party slots), Disable, Encore (the target switches to its last move at once if it has not moved; FIGHT keeps an encored player's move), Attract with the 50% immobility, Mist, Focus Energy, Haze, Recover, Softboiled, Milk Drink and Rest, Mean Look and Spider Web, Pain Split (the party structs keep their HP until the next update), Belly Drum (two stages stay when it fails, a kept bug), Psych Up, Safeguard, Perish Song, Spikes, Rapid Spin, AncientPower and Future Sight.
  • HandleBetweenTurnEffects runs Future Sight, trapping and Perish Song with the faint checks between them, then Safeguard, and ends with HandleEncore. Spikes hurt Pokémon sent out after a faint or by the player's switch; the trainer AI's own switch skips them in single play, as in the original. A trainer's last Perish count makes the AI switch at the highest chance.
  • The trainer's party struct now follows its Pokémon where the original updates it (UpdateEnemyMonInParty: status changes, heals, waking up), and moves used by the enemy spend PP in its party struct or in wWildMonPP, so a caught Pokémon keeps the PP it used and a trainer's Pokémon sent back in keeps its spent PP.
  • A move missing from its user's move list (after Metronome, for instance) is refused by Spite, Disable and Encore, which search on past the list in the original.

Implemented: weather, substitutes and moves that copy or switch

  • Rain Dance and Sunny Day (renewed when used again) and Sandstorm (which fails when already raging) last five turns with the original messages between turns; a sandstorm hurts all but Rock, Ground, Steel and digging Pokémon. DoWeatherModifiers scales Water and Fire damage before STAB (else rain halves Solarbeam's), in the AI's estimate too; Thunder, Solarbeam's charge, freezing and the time-based heals follow the weather.
  • Substitute (a quarter of the maximum HP, which needs more HP than that) takes the hits in DoSubstituteDamage, and its break clears the attacker's move effect unless it hits several times. The animation commands now keep their wBattleAnimParam effects with a substitute up, which Triple Kick counts from.
  • Transform (5 PP per move, the enemy's own DVs kept for Attract and capture), Mimic, Metronome, Mirror Move and Sleep Talk (which run the called move through ResetTurn), Snore, Conversion, Conversion2 and Sketch (for good, in the party struct or the wild Pokémon's kept moves). Catching a transformed wild Pokémon gives a Ditto with its own DVs and moves, as in the original.
  • Baton Pass hands the substatuses and stat levels to a Pokémon chosen without a send-out text; Roar and Whirlwind end a wild battle or drag out a random healthy Pokémon of a trainer's; Teleport ends a wild battle, which a wild Pokémon always manages (a kept bug).
  • A trainer's Pokémon sent back in with a status no longer has its paralysis or burn penalty applied, as in the original.
  • Every move's effect script now runs. The battle rollback tests use Psywave at level 1 instead, which loops forever in the original and stays refused. tests/reference-move-effects.spec.ts also compares Stab with the weather; two deliberate mutations of the weather modifier failed it.

Implemented: held items, Exp. Share and obedience

  • Smoke Ball escapes wild battles after the trapping checks; Metal Powder uses the original species even after Transform, with the byte-overflow quirk in both damage and AI estimates. MysteryBerry restores the first exhausted stored move (one PP for Sketch, otherwise five), preserves PP Ups and leaves copied moves alone. Berserk Gene activates before the menu and keeps the original confusion-count bug. The unused held stat-raising effects also follow their between-turn order.
  • Exp. Share halves experience and stat-experience bytes before splitting the participant and holder pools. Healthy holders receive the second pool, including a holder that also fought; fainted holders are excluded. Existing traded, trainer, Lucky Egg and Pokérus modifiers still apply to each award.
  • Traded Pokémon obey according to the world's Johto badges. Disobedience preserves the original random draws and can ignore orders, nap, hurt itself or use another move; it spends only the alternate move's PP and breaks Encore where the original does.
  • Consumed healing and confusion berries are removed from a trainer's stored party too, so switching cannot restore them.
  • Local-ROM regressions cover these paths; the reference emulator compares Metal Powder over 320 cases in each browser. The other new routines have source review and unit coverage, without a direct emulator comparison yet.

Implemented: Smart AI

  • Every AI_Smart_EffectHandlers entry is translated, so trainers with the Smart layer are no longer refused. The handlers read battle history, stat levels, both parties' reserves, the switch score and the weather.
  • The AI's type checks keep the original CheckTypeMatchup bug: the move type and Foresight flag come from whichever side hBattleTurn names, so Encore and the switch score can read the player's move struct. Conversion2's write to the player's move type persists, as in the original.
  • tests/reference-smart-ai.spec.ts runs the unmodified AI_Smart routine in the reference emulator over 6,024 states (all 251 moves, random battle state, either starting turn), comparing scores, Random consumption, hBattleTurn and the player's move type. A one-off run over 18,072 more states also matched in both browsers.

Implemented: Kurt's balls

  • The Heavy, Level, Lure, Fast, Friend, Moon and Love Balls and the Park Ball (outside the contest) can be thrown. Their documented bugs are kept: the Heavy Ball reads Tauros's weight from the wrong bank, the Fast Ball checks only Magnemite, Grimer and Tangela, the Moon Ball never boosts, and the Love Ball boosts for the same gender. The Level Ball skips the HP, status and held-item terms. A Friend Ball catch gets 200 happiness, in the party or the PC.
  • For Kadabra and Sunflora the original Heavy Ball scan runs off the wrong bank into VRAM, so that throw is refused.
  • tests/reference-capture.spec.ts runs the unmodified PokeBallEffect over 6,153 more states per browser: every species for the Heavy, Fast, Moon and Love Balls, level pairs for the Level Ball and fishing for the Lure Ball.
  • There is no Safari Ball to port: SAFARI_BALL is Moon Stone's item number and never reaches PokeBallEffect.

Implemented: special battle types

  • The battle engine runs every remaining wild battle type. The Red Gyarados (BATTLETYPE_FORCESHINY) has shiny DVs; Ho-Oh, Lugia and Snorlax (FORCEITEM) hold their first item without the item rolls, even when reloaded after a catch. The player cannot run from those, the trap battles, Celebi or Suicune. Celebi has its own appearance text and sets BATTLERESULT_CAUGHT_CELEBI when caught.
  • Roaming battles take and return a wRoamMon struct: the DVs are drawn once, Speed/Special first, and only the HP's low byte is kept. A win or a catch removes the Pokémon from the map. Every other battle ends with CleanUpBattleRAM's one-in-sixteen roll to move the roaming Pokémon. The result reports it, but nothing roams yet: Raikou, Entei and Suicune are released in the Burned Tower.
  • In the Bug-Catching Contest the menu shows PARKBALL× with the count, and RUN always works. Each throw takes a Park Ball rather than an item from the pack, and the battle ends as a draw when the last one misses. A catch goes to the contest, not the party; a second catch shows both Pokémon and asks to switch. While a contest runs (bugContest in the script state), encounters use BugCatchingContestBattleScript and its ContestMons table, as RandomEncounter does.
  • Scripts can load the forced-shiny, trap, forced-item, Suicune and contest types with loadvar VAR_BATTLETYPE.
  • Still to come with their maps: National Park's contest event (registration, timer, judging; the contest state is not saved), Raikou's, Entei's and Suicune's roaming, and the Ilex Forest Celebi event with CheckCaughtCelebi.

Implemented: Route 31 to Violet City and the first gym

  • Route 31 and its Violet gate, Dark Cave's Violet entrance, Violet City with its Mart, gym, Earl's Pokémon Academy, the nickname speech house, the Pokémon Center and Kyle's house, and Sprout Tower's three floors are open, with their scripts, trainers, items, fruit trees and encounters. Route 32, Route 36, Dark Cave's other entrances and the Pokémon Center's second floor stay closed.
  • New script commands: gettrainername, askforphonenumber (AddPhoneNumber keeps room for Mom and Elm; addcellnum now reports failure as the original does), checkpokemail, loadmenu/_2dmenu/closewindow (Earl's blackboard, shown as a list), giveegg, trade (NPCTrade with saved wTradeFlags), loadvar VAR_CALLERID and the RandomPhoneMon special. The trade animation is not presented.
  • Eggs keep their species with an egg flag, as wPartySpecies holds EGG: the party menu shows no level or HP, the stats screen shows the Egg page with its hatching hint, healing skips them, and checkpoke does not count them. Eggs do not hatch yet (board #29).
  • The pack's TM/HM pocket holds counts by number: TMs and HMs are received, listed with their moves, given (TMs) and taught with ABLE/NOT ABLE, the compatibility and "already knows" checks and LearnMove. A TM is used up and makes the Pokémon happier; an HM stays.
  • The Johto badges raise the battle Pokémon's stats (BadgeStatBoosts, with the PlainBadge/MineralBadge swap and the Glacier Badge register bug), compared against the unmodified routine for all 256 badge bytes in tests/reference-badges.spec.ts.
  • tests/playthrough.test.ts now continues to Route 31 (Mom's call), Sprout Tower (Elder Li's Flash), Falkner (the ZEPHYRBADGE, TM31 and the aide's call), the Togepi Egg, Kyle's Onix, Flash in Dark Cave, Wade's number and Earl's blackboard. tests/violet.test.ts covers the other answers.
  • Kenya's MAIL is checked as the original does, but it is given at the Route 35 gate, which is closed; its text (a 15-letter first line) is one the port's MAIL model cannot yet store. Wade's calls, rematches and gifts come with the phone (board #30).

Native battles: current state

The battle core, ROM tables, encounter hooks, battle UI and whiteout hooks are present. Unit tests cover wins, escape, loss, experience, move learning and capture; reference tests compare damage, type effectiveness, stat calculation and experience curves. Browser tests drive a test-only wild encounter through the real UI: victory with level-up and move learning, escape, whiteout, catching with a nickname, keyboard and on-screen D-pad menu navigation, mid-battle backup restore, rollback of unsupported effects, switching through the party menu and a Potion from the Items pocket. Real Route 29 encounters now use the ROM's encounter tables. Every ball can be thrown; only the contest's Park Ball handling remains.

This is still not a complete new game. The Pokégear's radio, the Pokédex's area view, search and other modes, story progression beyond Violet City and Falkner's gym, and audio remain unfinished. The start menu opens the party menu and the pack, and Select uses the registered item, such as the Bicycle; the PCs store Pokémon, items and decorations. Surfing and terrain animation now have native implementations; later maps remain gated. Save slots, a Johto/Kanto atlas, online Link, friends and real-world steps come later.

1. Complete the overworld foundation

  • Map headers for all 26 groups, location names, connection offsets and connected-border drawing
  • Walking, collisions, doors, stairs, ledges and directional warp mats
  • Coordinate events, scene scripts, map callbacks and scripted movement
  • NPC random walks and spins, trainer sight lines
  • Item balls, hidden items and fruit trees with the daily reset
  • Connected transitions for every enabled map (New Bark Town to Route 30)
  • Dynamic warps, elevators, ice, currents and forced movement
  • Native Surf, Cut and Strength interactions, cycling rules and boulder holes
  • Bicycle access from the pack or a registered Select, with keyboard and touch controls
  • Tile changes (changeblock, changemapblocks) with rollback and minimap refresh
  • Room decorations, ownership, selection, removal, save validation and migration
  • Additional NPC movement types, variable sprites, Pokémon icons and movement-command decoding
  • Expanded original-engine coverage for scripted NPC poses and movement
  • Tileset animation, grass sprite priority and special map palettes
  • Restless forest animation and broader palette/animation reference comparisons
  • Reference comparison of player turn timing
  • Acceptance: outdoor, interior, cave and connected-map traces match the reference engine

Movement now covers turn-in-place delays, bumps, ice, currents, forced tiles, dynamic return warps, elevator menus, pits, Surf, Cut, Strength and cycling rules. Map block changes use a working copy and roll back with a refused script. Local-ROM tests exercise elevator travel, Burned Tower pits, Ice Path boulders, field moves and cave/water encounters without enabling those later areas.

Fourteen original-engine traces cover outdoor turns and bumps, connections in both directions, ledges, house stairs and doors, the teacher's follow scene, Ice Path, and eight controlled movement sequences: spin, teleport out/in, skyfall, skyfall departure, tree shake, fishing, flicker and spin-flicker. They compare positions, facing, selected actors and event flags. Map-entry ticks compare the destination against the original's completed transition; other ticks compare directly. Pose checks compare direction, visibility and vertical offset during scripted movement, excluding blocking-text boundaries and subsequent random NPC behavior.

Tileset animation runs from ROM command tables on a private graphics copy. Johto, Ice Path, restless Ilex Forest and Tin Tower animation each match 96 original VRAM frames. All 36 tilesets run for 2,048 frames without modifying cached graphics. An executed original palette routine matches 192 native cases. These checks establish sampled engine behavior, not exhaustive pixel-perfect screenshots or full Celebi story support.

The bedroom PC selects and puts away owned decorations, including left/right doll placement. Room blocks, sprites and descriptions reflect saved choices. The Town Map poster opens the native ROM-backed map. Start opens the start menu and Select the registered item; using the Bicycle follows the native outdoor/indoor rules. Browser checks cover both controls and decoration flows in Chromium and WebKit. Full item/Pokémon PC storage and the other bag pockets belong to later work.

The foundation milestone is complete within these acceptance boundaries. Next: finish the opening-story milestone below. Later maps remain gated until their scripts and story progression are supported.

2. Opening story and first battle slice

  • Native player, party, Pokémon, bag, money and quest models with versioned saves
  • Typed ROM decoders for species, moves, growth rates, items, encounters and trainers
  • Decoder for evolutions, and evolution after battles and from items (see section 3)
  • Mom, Elm's introduction, the starter, naming and the aide's Potion
  • Route 29, Cherrygrove City, the Poké Mart and the Pokémon Center
  • Route 30's trainers, Mr. Pokémon's house, the Mystery Egg and the Pokédex
  • The Cherrygrove rival battle, Elm's call and the return to Elm
  • Capture and the catching tutorial
  • Battles: stats, damage, types, accuracy, criticals, status, turn order, fainting, experience, move learning, trainer AI, trainer send-outs and prize money
  • Player switching and every non-ball battle item, with the stats screen
  • The PC and boxes (catching with a full party)
  • The introduction's naming and clock screens
  • Controlled-seed comparisons with the original for accuracy, criticals and damage variation, including random-stream consumption. Damage, types, stats and experience curves are also compared.
  • Controlled-input comparisons of capture odds, success and ball shakes with the original, including random-draw counts. Hardware RNG timing and the full capture sequence remain outside this comparison.
  • Acceptance: one continuous playthrough of the opening quest with save/reload (tests/playthrough.test.ts, driven through the world's inputs rather than the browser UI)

Introduce native player, party, Pokémon, inventory, money and quest models. Read species, moves, growth curves, evolutions, encounters, trainers and items through typed ROM decoders. Define serialization/migrations before persisting new systems.

Expand script calls, choices, scene state, inventory commands and native special handlers. Translate routines reached through assembly calls into explicit native services; never fall back to emulator execution in the shipping game.

Meeting Mom, Elm's introduction, the starter, the aide's Potion, Route 29, Cherrygrove, Route 30's trainers, Mr. Pokémon's house, the Cherrygrove rival battle, the return to Elm, capture, the catching tutorial, the PC, the introduction's naming and clock screens, and switching and healing items in battle run now. The opening milestone is complete within the recorded acceptance boundaries. The start menu, party menu and pack now run outside battle, and Pokémon evolve. Field moves from the menu, SEL/Select and MOVE PKMN W/O MAIL run too, and the Pokégear's clock, map and phone cards, with calls to Mom and Elm, Mom's bank at home and her purchases, the trainer card with the play time, the options, Fly, Dig, Teleport and the Escape Rope, and Headbutt and Rock Smash with their encounters, every remaining field item, the fishing rods, MAIL, moving items with Select and the MOVE screen's other Pokémon. Kurt's balls are thrown too, and the battle engine handles every special battle type (board #28 is complete). Route 31, Violet City, Sprout Tower and Falkner's gym are open (board #31). The synthetic CI suite runs on the shared server runner (board #45): 143 unit tests and 10 Chromium/WebKit browser tests passed in run 119, with ROM-dependent tests skipped. Both builds, vendor integrity and native release isolation passed too. Next roadmap milestone: the remaining Johto cities (board #32); check current board priorities before selecting work.

Complete and validate the native battle engine: deterministic randomness, stats, move selection, accuracy/critical checks, damage, status, turn order, switching, fainting, experience, capture and rewards. Compare controlled seeds and states with the original, including integer rounding and overflow behavior.

Acceptance: finish the opening quest, including encounters and the rival battle, party/inventory changes and save/reload, without emulation or manually setting story flags.

3. Complete Crystal

  • Pokémon Center healing, standard Poké Marts and Reflect/Light Screen
  • Remaining battle commands, move and item effects, AI layers and special battles (board #28)
  • Evolution by level, happiness, Tyrogue's stats and stones, with Rare Candy and vitamins (trade evolutions need Link)
  • Breeding, eggs and the rest of PC storage
  • Field moves, gyms, Rocket events, the phone and Pokégear, puzzles, minigames, daily events, roaming Pokémon and the postgame
  • Johto beyond Route 30, the League, Kanto and the final battle
  • Music and sound through Web Audio
  • Acceptance: main-game and postgame playthroughs, battle regression vectors, long sessions and save recovery

Port remaining battle commands, move/item effects, AI, special battles, evolutions, breeding, happiness, eggs and PC storage. Gen II behavior is the baseline; list intentional changes separately.

Complete field moves, gyms, Rocket events, phone/Pokégear, shops, healing, puzzles, minigames, daily events, roaming Pokémon and postgame. Cover Johto, the League, Kanto and the final battle. Track unsupported script/special handlers and add fixtures before translating each one.

Port the music/sound sequencer and synthesize its channels through Web Audio, reading music, effects and wave data from the local ROM. No recordings or CPU emulator are needed in the release. Verify timing and audio unlocking on phones.

Acceptance: main-game/postgame playthroughs, representative optional content, battle regression vectors, long sessions, clock rollover, interruption and save recovery. No unknown command is silently skipped. The full port is not complete until these checks pass.

4. Modern mobile presentation and delivery

  • Crystal-style shell with Game, Savegames, Map, Pokédex, Link and Friends tabs
  • Adaptive canvas, live local minimap, keyboard and on-screen controls
  • Save, backup export and import for the single native save
  • Touch battle commands, move list, PKMN party menu, PACK (Items and Balls pockets) and naming fields
  • Start menu, party menu and pack outside battle (switching, moves, held items, healing and PP items, tossing, the Bicycle)
  • Bill's PC: MOVE PKMN W/O MAIL between the party and every box
  • Pokégear clock, map and phone cards (the radio card waits for its stations)
  • Mom's bank: the amount box with its digit cursor, on keyboard, D-pad and on-screen buttons
  • Trainer card: both pages, with the ROM's card picture, leader faces and animated badges
  • Options screen, with the battle style and menu account in effect
  • Pokédex screen: New mode list and entries
  • Scalable text, configurable controls and fuller accessibility
  • Save slots with migration, atomic writes and import previews
  • Installable web app with offline app shell, safe updates and quota handling
  • Acceptance on physical iPhone and Android devices

The first presentation increment replaces the landing page and handheld frame with a restrained Crystal-style interface. Game, Savegames, Map, Pokédex, Link and Friends stay above a viewport-filling native canvas. The renderer draws more world tiles as space grows instead of stretching a 160 × 144 image. The game and Map tab share a live local minimap; the atlas and unsupported tabs remain honest planned states. The linked UI reference could not be inspected through automated access because the site returned a Cloudflare challenge, so exact screenshot matching is not claimed.

Build touch interfaces directly over native models: party, pack, battle commands, PC and Pokégear. Keep UI separate from gameplay calculations. Add scalable text, configurable controls and accessible focus/announcements.

Replace the single logical native save with real slots only after party, inventory and story state have stable schemas. Each slot needs a durable ID, display metadata, independent autosave and explicit create, load, rename, duplicate, export, import and delete flows. Version every persisted model. Migrate the current singleton save into a default slot exactly once, preserve unknown or newer backups without rewriting them, and use atomic writes with recovery from the last valid record. Import must preview identity, version and conflicts before replacement.

Dependencies: stable serialization for every system stored in a slot, migration fixtures for every released schema, quota/error handling and a transaction boundary that also covers future Link and walking credits.

Acceptance: migrate existing browser data without loss, keep several independent playthroughs, recover from interrupted writes and reject incompatible or corrupt imports without changing a valid slot. Test create/load/delete/rename/duplicate, autosave isolation, export/import conflicts and upgrades from every released schema.

Add PWA installation/offline caching of the app shell only. ROM/data retention remains a separate explicit local preference; otherwise reselect the ROM after reopening. Add safe application updates, schema migrations, storage persistence/quota handling and portable backups. Investigate original .sav import only with verified structure, checksums and RTC conversion.

Acceptance: installation, offline startup, portrait/landscape, touch/audio, background/resume and updates on physical iPhone/Safari and Android/Chrome. Browser automation does not establish physical-device compatibility.

5. World map and Pokédex

  • Current-area minimap in the game and Map tab
  • Seen and caught sets saved from real game state
  • Johto/Kanto atlas with visited areas and Fly destinations
  • Start menu Pokédex and Pokédex tab with ROM-derived records
  • Habitat (AREA) view from the encounter tables
  • Old and A to Z modes, type search and Unown mode

Promote the current-area minimap into a Johto/Kanto atlas after all map groups, connections and location names can be decoded from the selected ROM. Derive region geometry, visited areas, player location and Fly destinations from native map and story state. Do not ship copied map artwork or claim navigation through maps whose collisions and events are still unsupported.

Build the Pokédex from typed ROM decoders for species names, base data, evolutions, moves and graphics. Seen, caught, forms and habitat or area views must come from native game state and encounter tables. Keep ROM-derived records unavailable until a verified ROM is selected.

Dependencies: complete map indexing and connections, stable player/story flags, party and capture flow, encounter decoding, species graphics and save migrations.

Acceptance: atlas positions and Pokédex records match pinned PRET fixtures and local-ROM comparisons; visited, seen and caught state survives slot switching, backup round trips and schema upgrades. The UI must distinguish decoded data from progress the player has actually unlocked.

  • Not started. Link and Friends tabs show their planned scope only.

Implement a game-level protocol over native state. This architecture does not need to tunnel serial timing or synchronize GB CPU cycles.

Separate LinkTransport, TradeSession and BattleSession. Start with local peers, then private invite rooms using signaling and WebRTC data channels or a relay. Negotiate compatible schema/game versions and exchange only required game data. Never transmit ROMs or extracted assets.

Trades need durable preparation, a transaction ID, agreed completion, idempotent recovery and pre-trade backups for both players. Do not retry ambiguous completion automatically. Battles need deterministic state, agreed randomness, turn commands, state checks and a disconnect policy. Define validation, room expiry and persistence before public service access.

Add a separate account and relationship layer before Friends becomes active. Define a stable public identity that does not expose save-slot or ROM data. Support private invite creation, acceptance and expiry; friend removal; user blocking; and abuse reporting if user-generated text is ever added. Presence is opt-in, coarse and independently disableable. Privacy controls must cover discoverability, invite permissions and online status. Blocking must prevent new invites, presence disclosure and Link sessions in both directions.

Dependencies: native party, PC, battle and save-slot transactions; a versioned wire protocol; authenticated identity; signaling/relay operations; account recovery and deletion; rate limits, moderation operations and a published privacy policy. Link and Friends remain unavailable until these dependencies have production ownership and failure handling.

Acceptance: cross-network trades/battles and induced duplicate messages, latency, disconnects and reconnects at every phase, without duplication or lost Pokémon. Verify invite expiry, simultaneous relationship changes, remove/re-add, block/unblock, hidden presence, account deletion and attempts to join with incompatible game or schema versions.

7. Optional Pokéwalker-style egg assistance

  • Not started. Depends on eggs, hatching and a native companion app.

This optional mobile feature uses real-world walking to assist egg hatching after native party, breeding, eggs and faithful in-game hatching are complete. The pinned Crystal engine decrements party egg counters from overworld walking in CountStep and DoEggStep; battles do not advance them. A battle-based bonus would therefore be an explicit, separately enabled extension rather than Crystal behavior.

Separate a platform StepProvider, local activity ledger and reward rules. Request read access to steps only, after an explicit explanation and opt-in. Keep real-world steps distinct from the in-game tile counter, show what interval will be credited and provide a disconnect/delete control. Do not request distance, heart rate, workouts or permission to write health records. Keep raw activity data on device by default.

An ordinary PWA cannot directly query Apple HealthKit, Core Motion pedometer history, Android Health Connect or Android step sensors. Reliable pocket and locked-screen behavior therefore needs a native companion or wrapper and a narrow bridge into the web game. On Apple platforms, evaluate read-only HealthKit step counts and Core Motion CMPedometer; HealthKit requires the capability, a purpose string and per-type authorization, while Core Motion exposes historical pedometer queries. On Android, prefer Health Connect READ_STEPS where available and evaluate TYPE_STEP_COUNTER with ACTIVITY_RECOGNITION as a device-local fallback. Handle absent hardware, unavailable services, denied or revoked access and partial history without blocking the game.

Normalize provider records into immutable local intervals with provider/source IDs, start/end times and step totals. Deduplicate overlapping samples before reward calculation. Commit each credit as one transaction containing a unique credit ID, the source interval set, the target slot and egg identity, the applied hatch-counter delta and resulting state version. Persist the ledger and game mutation atomically. Restoring an older backup must not make an already consumed interval eligible again; trading, moving or hatching an egg must close or retarget pending credits explicitly; wall-clock or timezone changes must not create new credit. Sensor callbacks only append provider observations, never mutate game state.

The first reward is bounded egg-hatch assistance for an egg currently in the party. Define and test the conversion rate and daily cap before release, never reduce an egg below the normal hatch trigger outside a safe game checkpoint, and show the pending effect before applying it. No party or no eligible egg means steps remain unspent or expire according to a documented rule; do not silently redirect them to another reward.

Store distribution is a release dependency, not an assumption. Apple says HealthKit must be used for health and fitness purposes and its review rules restrict health and Motion data use, so a game-only reward may not qualify for HealthKit/App Store approval. Google Play lists health-integrated games as an approved health-permission use case, but still requires a Health apps declaration and review of the requested permissions. Recheck both policies before implementation and submission. Core Motion or a device step sensor may reduce health-store scope, but still requires native permissions and review.

Dependencies: native party, breeding, eggs and hatching; stable egg identity; save-slot transactions and migrations; a native iOS and Android host; permission/privacy UI; and confirmed store eligibility for the chosen provider.

Acceptance: on supported physical iPhone and Android devices, a real walk with the phone locked is read with steps-only consent, credited to an eligible egg exactly once after reopening, and safely reaches the normal hatch flow. Exercise duplicate and overlapping samples, provider corrections, permission revocation, device reboot, offline use, timezone and clock changes, backup restore, slot switching, trade, egg movement and hatch between observation and credit. Denial, unsupported hardware and failed review eligibility leave the base game fully usable.

Official platform references: Apple HealthKit authorization and capability setup, Core Motion pedometer history and App Review Guidelines 2.5.1 and 5.1.3; Android Health Connect step access, step counter sensor guidance and Google Play Android health permissions guidance.

Working method

For each subsystem: identify PRET routines/data, implement native code behind a narrow interface, compare controlled inputs against the reference, then integrate a playable scenario. Retain synthetic fixtures for public CI. Keep real-ROM state, graphics, audio, screenshots and reference builds in ignored local locations.

See NATIVE_PORT.md for the current routine map and verification commands.