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Crystal/docs/SESSION_HANDOFF.md
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2026-09-30 11:04:15 +02:00

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# Recovered Claude session
Latest continuation: see **Remaining opening-milestone items: 2026-09-30** at the end of
this file. Earlier sections are historical snapshots.
Recovered on 2026-09-23 from the local Claude Code transcript
`~/.claude/projects/-Users-kawa-Crystal/4ac88f30-29e6-4fd5-a4b2-b6a318dd83b3.jsonl`.
The session stopped at its usage limit at 09:54 UTC, during research, without a final handoff.
## Resumed increment: completed 2026-09-23
The movement increment below is complete. The remaining sections preserve the
original recovery context.
- Added directional two-tile ledge jumps with the existing arc/shadow animation.
Unsupported terrain, invalid destinations and occupied landings remain refused.
- Corrected directional mats to wait for exit input. Warp arrivals keep their
actual coordinates and appropriate facing; doors, stairs and caves animate a
downward exit. Removing the old inward teleport also corrected Elm's scripted
introduction position.
- Mid-walk, mid-jump and mid-connection saves retain the source position. Landing
scenes rewind to the actual source of a jump, rather than the intervening wall.
- Restored compatibility with early version-3 saves lacking the money field.
- Replaced the scratch diagnostic with synthetic movement regressions and
optional-ROM tests covering five Route 29 ledge types. Route 29 is enabled only
inside that test fixture, not in production.
- Fixed the battle test suite's eager ROM read so missing-ROM runs really skip
private tests. Updated browser stair inputs and added an exit-mat save/reload
flow. Updated the roadmap and architecture to distinguish the existing battle
code from its unfinished integration.
Final checks: 75 unit tests passed with the local ROM; without it, 55 passed and
20 private tests skipped. All 24 Chromium/WebKit browser tests passed. Native and
reference builds, release isolation, pinned-reference checks, vendor checks and
`git diff --check` passed. No commit or push was made.
Next: validate the overworld-to-battle browser flow and complete Route 29's
remaining script, capture/tutorial and item interactions before enabling the
route. Player turn timing also remains a documented comparison gap.
## Scope and current state
The original request was to read ARCHITECTURE.md, PLAN.md and PRESENTATION_PLAN.md
and continue the native port. The working tree contains substantial uncommitted
work from multiple increments; preserve it when continuing.
- Opening scenes, scripted movement, starter selection, naming, the aide's Potion
and version 3 saves are implemented and documented.
- Native battle modules, ROM tables, damage/type parity tests, encounter handling,
battle UI and whiteout handling have been added. These later changes are not
fully reflected in the architecture and roadmap documents.
- Only the original six maps are enabled in `NATIVE_MAPS`. Route 29 (`24:3`)
remains disabled. Passing battle unit tests does not establish a playable
Route 29 encounter or the full opening quest.
## Exact stopping point
Claude was preparing to revise player movement in `src/game/world/world.ts`.
Its last investigation concerned spawn facing after warps. It had not implemented
the planned ledge/warp revision.
The pinned local PRET checkout contains the relevant routines:
- `engine/overworld/player_movement.asm`: `.TryStep`, `.TryJump`,
`.CheckLandPerms`, `.CheckWarp` and the direction tables.
- `engine/overworld/tile_events.asm`: `CheckWarpCollision` and
`CheckDirectionalWarp`.
- `engine/overworld/player_object.asm`: `SpawnPlayer`.
- `engine/overworld/map_objects.asm`: movement/turn timing.
Research found that ledge tops have land permission; the jump check uses the
current tile and facing after an ordinary step fails. Doors use collision `$71`,
downward warp mats `$70`, and stairs `$7a`. Directional warp mats require their
designated input rather than an immediate warp simply upon entry. Verify these
rules against the local routines before changing the existing movement flow.
`tests/zz-scratch.test.ts` is Claude's unfinished diagnostic: it logs local-ROM
warp and ledge collisions, contains no assertions and unconditionally requires
the private ROM. Replace it with meaningful optional-ROM or synthetic tests
before treating the suite as ready for public CI.
## Validation after recovery
Run against the current working tree with the local ROM and reference checkout:
- `npm test`: 45 passed, including the assertion-free scratch diagnostic.
- `npm run build`: passed.
- `npm run test:e2e`: 22 passed across Chromium and WebKit, including native
damage/type comparisons against original routines in the reference emulator.
- `npm run check:reference`: ROM, pinned rebuild and profile addresses match.
- `npm run check:release`: native output excludes emulator and game assets.
- `npm run check:vendor`: passed.
These checks do not establish complete battle behavior, browser battle UI flows,
Route 29 progression or physical-device compatibility. No gameplay source was
changed during session recovery.
## Original next-increment notes (movement now completed)
Finish ledge and directional-warp movement with focused regression tests,
including interrupted movement/save behavior and preservation of the existing
opening scenes. Audit Route 29 callbacks, scripts and unsupported destinations
before enabling it. Then test wild encounters and battle controls through the
browser, including win, escape, loss and save/reload, and reconcile the roadmap
with the verified behavior.
## Battle integration increment: 2026-09-23 (resumed from Codex)
Codex committed and pushed `c08d250`, then stopped mid-increment with the
keyboard/D-pad battle test failing. Claude Code completed it:
- Browser battle flows run through the real UI via `tests/battle-fixture.ts`
(encounter selection only; production maps stay gated): win with level-up and
Smokescreen, escape, whiteout, keyboard/D-pad menus, mid-battle backup restore
and unsupported-effect rollback. `tests/battle-world.test.ts` covers the same
at world level, plus pending stat experience and whiteout callback rollback.
- Saves accept stored stats between the no-stat-exp and full-stat-exp values,
since `GiveExperiencePoints` awards stat experience without `CalcMonStats`.
- A script warp (e.g. whiteout) validates its destination and commits healing,
money loss and destination callbacks together; aborts restore state and map.
- Keyboard and on-screen D-pad navigate battle menus (`battle-selected`); A
continues messages, B leaves the move list.
- Fixed a phone-width layout bug: a long notice sat in the Play button's auto
grid column and crushed the status text, pushing the game panel off-screen.
Below 720px the notice now has its own row.
- Test fixes: the navigation test now presses A through the intro message, and
uses a real pointer click on the D-pad (synthetic pointer events cannot be
captured).
Final checks: 82 unit tests with the local ROM (55 passed, 27 skipped without
it); 36 Chromium/WebKit browser tests; native and reference builds; release,
vendor and reference checks; `git diff --check`. Not committed.
Next: Route 29 (`24:3`) scripts, catching tutorial and items before enabling it;
then capture, switching and PACK in battle.
## Route 29 and Cherrygrove increment: 2026-09-23
Enabled Route 29, its Route 46 gate, Cherrygrove City and its five buildings.
Item balls, the Pokémon Center nurse and the Poké Mart were each ported by a
Sonnet sub-agent in an isolated worktree, reviewed against the disassembly and
merged; the rest was done directly.
- Fruit trees run `FruitTreeScript`; a native `CheckDailyResetTimer` clears
the daily engine flags once per game day. `VAR_BOXSPACE` reads an empty box.
- Item balls run `FindItemInBallScript` with a native `TryReceiveItem`.
- The nurse runs `PokecenterNurseScript`; `HealParty` now applies
`ComputeMaxPP`'s PP Up clamp. `EnterMapWarp`'s spawn recording makes
whiteouts return to the last Pokémon Center entered.
- Standard marts run natively (`StandardMart`/`BuyMenu`/`SellMenu`).
- Battle command `recoil` (Struggle) was the only refusal found by a local
stress run of 360 Route 29 battles across starters and times of day.
- Save format 3 gained `fruitTrees`, `dailyReset` and `lastSpawnMap`
(migrated by absence).
- The phone-width status bar layout and parity test map counts were fixed.
Still refused: `catchtutorial` and Cherrygrove's rival scene (both after the
Mystery Egg), Route 30/46. NPCs do not roam yet.
Next: NPC roaming movement (`map_objects.asm` random walk/spin, radius and
visibility rules, deterministic RNG in tests), trainer sight lines and trainer
battles, Route 30 and Mr. Pokémon, capture and the catching tutorial.
## Trainer AI continuation: 2026-09-24
The trainer foundation was subsequently committed through `3e92936`. The next
AI increment translates Opportunist, Aggressive and Risky scoring, including
the ROM's stall/reckless/risky tables and Aggressive/Risky's deterministic
pre-variation damage estimate. Smart is now the only refused move-scoring layer,
so the rival remains gated. Continue with Smart before the rival, or with
trainer sight lines and normal trainer-object scripts for the already-supported
Youngster and Bug Catcher classes on Route 30.
## AI layer review: 2026-09-24 (resumed from Codex)
Claude Code checked Codex's uncommitted Opportunist, Aggressive and Risky layers
against `engine/battle/ai/scoring.asm`. The HP thresholds, `AI_50_50` (≥128),
`79 percent - 1` (200), last-wins ties, the power < 2 and reckless exclusions,
the strict-borrow KO test and the constant-damage paths all match.
One fix: `AIDamageCalc` goes through `EnemyAttackDamage` and
`BattleCommand_DamageCalc`, and both read `wCriticalHit`. A flag left over from
an earlier move therefore selects unboosted stats (ignoring screens) and
doubles the estimate. `enemyAIDamage` now reads the native `criticalHit`
instead of hard-coding `false`. It also reuses `truncate`. A local-ROM test
fixes the estimate at 4, 3 (Reflect) and 6 (leftover critical).
Known side effects of `AIDamageCalc` that are not modelled: it overwrites
`wCurDamage`, `wTypeModifier`, `wAttackMissed` and `hBattleTurn`. `CheckTurn`
resets the modifier and miss flag before each move. Whether the `wCurDamage`
overwrite can reach Counter/Mirror Coat still needs checking before those
effects are ported.
Final checks: 147 unit tests with the local ROM; 42 Chromium/WebKit browser
tests; native and reference builds; reference, release and vendor checks;
`git diff --check`. Not committed.
Next (unchanged): Smart AI before the rival, or trainer sight lines and
normal trainer-object scripts for Route 30's Youngster and Bug Catcher.
## Route 30 trainers: 2026-09-24
Chose option 2 from the review above: trainer sight lines and trainer-object
scripts. Both Route 30 trainers have two Pokémon, so the increment also ports
the trainer's send-out and switch AI. Route 30 and its Berry house are now
enabled in production.
- World: `_CheckTrainerBattle` at step end (before warps, coordinate events and
encounters) and on idle ticks; `TalkToTrainer` for `OBJECTTYPE_TRAINER`;
`BGEVENT_ITEM` hidden items. A refused sighting is not restarted until the
player moves (native safeguard against a rollback loop).
- Interpreter: `loadtemptrainer`, `trainertext`, `trainerflagaction`,
`scripttalkafter`, `endifjustbattled`, `checkjustbattled`, `writeobjectxy`,
`encountermusic`, `loadmem wRunningTrainerBattleScript`, `readmem
wHiddenItemID`, and callasm `TrainerWalkToPlayer`/`SetMemEvent`.
`applymovementlasttalked wMovementBuffer` decodes the native buffer.
- Battle: multi-Pokémon trainer parties (`HandleEnemyMonFaint`,
`EnemyPartyMonEntrance`, `FindMonInOTPartyToSwitchIntoBattle` with its
`BattleRandom` fallback), `AI_SwitchOrTryItem`/`CheckAbleToSwitch`/`AI_Switch`
with the original type-matchup, `e`-carry and quarter-HP bugs, and
`wPlayerUsedMoves`. `BattleTrainer` now requires `switchFlags`.
- Stress (local, not committed): 1,080 Route 30 battles; the only refusal was
Chikorita's Reflect at level 12 (`screen`), a pre-existing gap.
Final checks: 160 unit tests with the local ROM; 44 Chromium/WebKit browser
tests including the Route 30 sighting through the UI; native and reference
builds; reference, release and vendor checks; `git diff --check`. Not committed.
Next: Mr. Pokémon's house (Oak, Pokédex, Mystery Egg) and the return to Elm;
Reflect/Light Screen; then Smart AI before the rival. Joey (after the Egg)
needs `askforphonenumber` and the phone standard scripts.
## Reflect and Light Screen: 2026-09-24
Completed the battle gap found in the Route 30 stress run. `screen` now runs
both moves from ROM effect scripts. Independent five-turn counters include
the setup turn, do not refresh on repeated use, survive enemy send-outs and
expire with ROM text in `HandleScreens` order. The existing damage path handles
physical/special defense and critical stage rules.
Seven new local-ROM regressions cover player and enemy use, PP on failure,
concurrent durations, expiration order, send-out persistence and damage stats.
Also moved the NPC test's eager ROM read into `beforeAll`, restoring its
intended skip behavior when no ROM is available.
Checks: 167 unit tests with the local ROM; 76 passed and 91 skipped without it;
44 Chromium/WebKit browser tests; native and reference builds; reference,
release and vendor checks; `git diff --check`. Screen routines were reviewed
against pinned PRET source, not compared by executing the original routines.
Changes are uncommitted.
Next: Mr. Pokémon's house and the Mystery Egg; Smart AI before enabling the
rival; capture and the catching tutorial. Joey's post-Egg phone scripts remain
unsupported.
## Mr. Pokémon and the return to Elm: 2026-09-24 (resumed from Codex)
Codex had enabled Mr. Pokémon's house and added `NameRival`, `blackoutmod`,
`reloadmap`, the queued Elm call and the no-handler Smart AI subset. It
stopped with all four quest browser tests failing and without docs. Claude
Code finished the increment:
- The rival scene needed `special FadeOutMusic` (audio only, now accepted).
- The quest fixture's constant `() => 0` RNG hung `BattleCommand_DamageVariation`,
which redraws until the byte is at least 217. The fixture now uses a seeded LCG.
Relocating to Cherrygrove had also carried the house's moved Mr. Pokémon and
Oak onto the Guide Gent and rival (ids 2 and 3), producing an unrestorable
save. The fixture now clears objects and starts off the Guide Gent's tile.
- The browser test expected `specialPhoneCall` 1; `SPECIALCALL_ROBBED` is 2.
- `NameRival` yielded a naming choice with zero pages, because `promptbutton`
had already flushed them. The dialogue never reached its last page, so the
officer scene soft-locked. It now shows the ROM's "RIVAL'S NAME?" and reads
the "SILVER" default from ROM. As in `InitName`, blank names of any number of
spaces take the default. The naming input's accessible label no longer says
"Nickname".
- Elm's call now runs the ROM's `CheckSpecialPhoneCall.script` →
`Script_ReceivePhoneCall` wrapper. It reads the condition and caller script
from `SpecialPhoneCallList` instead of hard-coding id 2, adds `memcall`, and
shows `HangUp`'s timed "Click!". Ringing and the caller name box are still
not presented.
- Added tests: the rival scene for all three starters and both triggers, a
`CANLOSE` loss, reload after each scene, the Elm call (indoors, outdoors,
mid-call reload), the officer naming (named, blank, all-space, reload at
the naming screen), the Egg handover and the aide's Poké Balls, plus a
browser naming-field test.
Checks: 191 unit tests with the local ROM (80 passed, 111 skipped without it);
50 Chromium/WebKit browser tests; native and reference builds; reference,
release and vendor checks; `git diff --check`. Not committed.
Next: capture and the Route 29 catching tutorial (`catchtutorial`), the
first remaining refusal in the opening quest. Then the ringing presentation,
player switching and items in battle. Joey's post-Egg phone scripts remain
unsupported.
## Capture and the catching tutorial: 2026-09-24
Continued the roadmap with the first refusal remaining in the opening quest.
- Battle PACK opens the Balls pocket and runs `PokeBallEffect`: the Poké,
Great, Ultra and Master Ball multipliers, the original HP arithmetic
(including the overflow above 341 maximum HP), the sleep/freeze bonus
(BRN/PSN/PAR add nothing), `HELD_CATCH_CHANCE` and the catch draw.
`GetPokeBallWobble` draws per shake from `WobbleProbabilities` and picks
the break-free text. Trainer battles block the ball but still use it and
the turn. `catchRate` is exported for pure vectors.
- A catch reloads the Pokémon as `LoadEnemyMon` does (the wild item roll is
redrawn, then the original item restored), keeps HP/status/item/DVs,
restores the moves and PP it appeared with, adds it to the party with
`SetCaughtData`, registers it and offers a nickname (`InitName` default
for blank names). `NewDexDataText` shows when the Pokédex is owned.
`caughtData` is now shared with `givepoke`.
- `catchtutorial` runs `BATTLETYPE_TUTORIAL`: "DUDE" from the ROM as
`<PLAYER>`, no send-out, an automatic catch that keeps nothing, and
prompts that continue on their own. Both Route 29 triggers, declining and
`CatchingTutorialDudeScript`'s repeat offer run from the ROM.
- Text: `TX_LOW` ($05) is read as a line break (`ItemUsedText` needs it).
- UI: PACK lists the Balls pocket (B closes it); the in-battle nickname
prompt reuses the naming field. The help dialog and README describe the
current milestone.
- Refused: a catch with six Pokémon (the PC is not ported), other balls,
non-ball items in battle and a transformed target.
- Stress (local, not committed): 2,160 wild battles, 2,047 catches, no
refusals.
Checks: 207 unit tests with the local ROM (82 passed, 125 skipped without
it); 54 Chromium/WebKit browser tests; native and reference builds;
reference, release and vendor checks; `git diff --check`. The existing
keyboard/D-pad test now steps through the enabled PACK button. No
emulator comparison of the capture routines was run. Not committed.
Next: the PC and boxes (catching with a full party, `SendMonIntoBox`, Bill's
call), then player switching and other items in battle, and party and bag
menus. The Dude's back picture, ball animation and Pokédex page are not
presented.
## Overworld foundation recovery: 2026-09-25
Resumed Claude Code session `5d15e2b5-2020-4f49-83e7-eddee08c2315`, whose user
request was “Complete the overworld foundation.” Its last successful check
compared Johto and Ice Path animation with the original VRAM; the session then
hit its usage limit. The previous handoff ended at capture and was stale.
Preserved and validated Claude's uncommitted implementation:
- Turn delays, bumps, ice and currents, forced movement, dynamic return warps,
elevator menus, pits and arrival timing. Six original-engine traces cover
outdoor, connected, ledge, interior, scripted-follow and cave movement.
- Surf, Cut, Strength, Whirlpool/Waterfall interaction paths and cycling rules;
Strength boulders can fall into script-controlled holes. Later maps are
enabled only inside tests, not in the production map list.
- Working map blocks, `changeblock`, `changemapblocks`, rollback and minimap
invalidation; cave/water/Kanto encounter tables and `wildoff`.
- Additional NPC movement, variable sprites and Pokémon icons; all movement
command decoding and teleport/fishing/skyfall/shake/flicker presentation.
- Tileset animations on private graphics, grass sprite priority and special
map palettes. Johto and Ice Path match 96 original VRAM frames after matching
the reference animation state, including the scrolling scratch buffer.
Recovery changes:
- Removed `zz-grid.test.ts` and `zz-explore.spec.ts`, temporary diagnostics with
no assertions. The grid diagnostic also read a private ROM unconditionally.
- Added grass-priority/transparency and special-palette regressions, and ran
all 36 tilesets for 2,048 animation frames each while checking that cached
ROM graphics stay unchanged. `NUM_TILESETS` is verified by `check:reference`.
- Reconciled PLAN, ARCHITECTURE and NATIVE_PORT with the actual implementation
and its remaining gaps.
Validation: 271 unit tests passed with the local ROM. With an absent
`CRYSTAL_ROM_PATH`, 127 passed and 144 skipped. The full Chromium/WebKit run
passed 64 tests with 8 intentional WebKit skips; two of those passes were the
subsequently removed exploratory test, leaving 62 substantive browser checks.
The eight new original-engine comparisons run in Chromium only. Native and
reference builds, reference addresses/constants, release isolation and vendor
checks passed. No physical-device or CI run was performed. Changes remain
uncommitted; no push was made.
The whole foundation milestone is not complete. Continue with:
1. Room decorations: the two decoration specials still implement empty slots;
stored choices, ownership and the selection flow are absent.
2. Player bag-menu access to `GameWorld.useBicycle()`. Its rules are tested,
but it is not reachable through the current game controls.
3. Remaining reference acceptance: movement traces exclude the original's
map-entry tick and compare position/facing/selected actor positions, not
event flags. Most special poses and palettes lack executed-reference or
screenshot comparisons. The Celebi forest animation stays on frame one.
Do not clear those checklist items or enable later maps based on the existing
movement and rendering tests alone.
## Overworld foundation completed: 2026-09-25 (resumed from Codex)
After the recovery above, Codex continued with "Complete the foundation" and
stopped during its final validation, before updating this file. It had
already marked the milestone done in PLAN.md. Its work:
- Room decorations (`world/decorations.ts`): the initial bed and Town Map
poster, ownership through `DecorationAttributes` event flags, the bedroom
PC's selection and put-away flows (including left/right doll placement),
room blocks and variable sprites from saved choices, save validation and
migration of saves without decorations. The poster opens the native map.
- Start/Select opens Key Items; the Bicycle follows the native indoor and
outdoor rules, with keyboard and touch controls (`foundation-browser.spec.ts`).
- Movement traces now compare event flags as well as positions. Pose checks
compare direction, visibility and vertical offset during scripted
movement. An executed `LoadMapPals` matches 192 native palette cases.
Restless Ilex Forest and Tin Tower animation match original VRAM.
- Fixed fishing and flicker pose timing against the original routines.
Claude Code finished the increment. Codex had just added two pose traces.
Tree shake passed. Skyfall departure (`skyfall_top`) failed:
`StepFunction_SkyfallTop` leaves `OBJECT_SPRITE_Y_OFFSET` at $60 on the tick
that ends the command, and the offset persists through later steps. Actors
now keep a `yOffset`. Skyfall, teleports, the fishing bite and jumps clear it,
because those routines write the offset again. In the game, only the player
uses `skyfall_top` (Ruins of Alph chambers, Burned Tower), just before a warp.
The traces now number fourteen. PLAN and NATIVE_PORT were updated to match.
Checks: 276 unit tests with the local ROM (127 passed, 149 skipped without
it); 81 Chromium/WebKit browser tests passed and 19 were skipped intentionally
(the engine parity tests run in Chromium only); native and
reference builds; reference, vendor and release checks; `git diff --check`.
Not committed.
Next (PLAN section 2): the PC and boxes (a catch with a full party,
`SendMonIntoBox`, Bill's call), then the introduction's naming and clock
screens. Also open there: player switching and non-ball items in battle,
controlled-seed comparisons beyond damage and type effectiveness, and a
continuous opening-quest playthrough with save/reload. Later maps stay gated
until their scripts and story are supported.
## The PC and boxes: 2026-09-25
The foundation above was committed and pushed as `451464f`. This increment
continues PLAN section 2 with its first open item.
- `party/storage.ts`: 14 boxes of `BoxMon` (a party struct without status,
HP and stats), the current box, box names (null is the ROM's "BOX" and
number) and 50 PC item stacks. `SendGetMonIntoFromBox` deposit and
withdraw, `RestorePPOfDepositedPokemon` and `CalcLevel` are shared helpers.
`maxPP` (ComputeMaxPP) now also serves `HealParty`.
- `scripts/pc.ts`: `PokemonCenterPC` and the house PC. The Pokémon Center PC
opens Bill's PC (deposit, withdraw, release, change and name boxes) and the
player's PC (item withdraw, deposit and toss, the empty mail box), plus
Oak's rating once the Pokédex is owned. The house PC adds DECORATION. Menu
strings, lists and texts are read from the ROM (`PC` table in the profile,
verified by `check:reference`). The generic menu effect gained per-item
`details` (levels, box counts). A `notice` effect covers unported
options without aborting.
- Facing tiles now use the ROM's `TileCollisionStdScripts` in any direction,
as in the original (the old table only fired when facing up).
- Capture with a full party: `SendMonIntoBox` puts the catch first in the
current box, with nickname and `BallSentToPCText`. A full box keeps the ball
(`Ball_BoxIsFullMessage`). Filling the box sets `BATTLERESULT_BOX_FULL`.
`reloadmapafterbattle` then queues Bill's call through a new `memscript`
effect (`LoadMemScript`). It is kept in memory only and runs before scene
scripts.
- Save format 3 gained `storage` and `pcItems`, migrated by absence.
Not ported: MOVE PKMN W/O MAIL and the stats screen (notices), printing,
`givepoke` with a full party (still refused; unreachable in the open maps),
the save messages after a box switch, and the tutorial with a full party and
box (the original loops forever; refused).
Checks: 290 unit tests with the local ROM (130 passed, 160 skipped without
it); 83 Chromium/WebKit browser tests passed, 19 skipped intentionally
(including a new Pokémon Center PC flow in both browsers); native and
reference builds; reference, vendor and release checks; `git diff --check`.
Not committed.
Next (PLAN section 2): the introduction's naming and clock screens; player
switching and non-ball items in battle; MOVE PKMN W/O MAIL and the stats
screen with the party menu; a continuous opening playthrough.
## The introduction's naming and clock: 2026-09-25
The PC increment above was committed as `3bdca00`. This increment finishes
the next open item of PLAN section 2.
- `scripts/intro.ts` (`IntroRun`): `InitGender`, `OakSpeech` with
`InitClock` and `NamePlayer`, as a native generator the world runs like a
script (`GameWorld.beginIntro`). Texts, menus, preset names and time
strings come from the ROM through a new `INTRO` profile table verified by
`check:reference`.
- New effects: `portrait` (Oak's trainer picture or the player's, decoded
by `PokemonData.trainerPic`, `playerPic` and `trainerPalette`) and a
`clock` stepper choice.
- Game clock: `clock.minuteOffset` is added to the device time for time of
day, weekday, NPC hours and the daily reset. The host's `deviceWeekday`
became `clockDay`.
- `GameSession.load` calls the runtime's optional `newGame()` when nothing
is saved. Saves gained `intro` (true while pending; a save made then
restarts the introduction). The shell's name/character fields are gone.
- Browser fixture specs strip `this.world?.beginIntro();` from the served
runtime, since their worlds stand in for saved sessions. Fresh-load tests
play the intro with `tests/intro-driver.ts`.
Not presented: palette fades, Wooper's cry, the picture slide while
naming, `ShrinkPlayer` and music. Intentional change: the steppers start at
the device time instead of 10:00.
Checks: 298 unit tests with the local ROM; native and reference builds;
reference, vendor and release checks; `git diff --check`; 87
Chromium/WebKit browser tests passed, 19 skipped intentionally (including
the new intro flow and a reload during it, in both browsers). Committed and
pushed to `main` as `b13fd20`.
Next (PLAN section 2): player switching and non-ball items in battle; MOVE
PKMN W/O MAIL and the stats screen with the party menu; a continuous opening
playthrough.
## Remaining opening-milestone items: 2026-09-30
The introduction was committed and pushed as `b13fd20` (handoff note
`eb03a20`). Asked to go over what was left and do the quickest items
first, this session took PLAN section 2's open items in that order:
1. Evolution decoder: `PokemonData.evolutions` returns typed level, item,
trade, happiness and stat records (Tyrogue's are four bytes). A
local-ROM test compares all 251 lists with the pinned
`evos_attacks.asm`. Evolving is not ported.
2. Reference vectors: `tests/reference-parity.spec.ts` now also calls the
original `CalcMonStats` (300 cases, including levels above 100 for the
999 cap; the trampoline sets BC, DE and HL) and `CalcExpAtLevel` (all
600 growth/level pairs). A mutation (removing the cap) was confirmed to
fail. Symbol loading and the ROM hand-off are shared helpers now. The
checklist item stays open for random-driven routines (accuracy,
criticals, damage variation, capture).
3. Continuous playthrough: `tests/playthrough.test.ts` plays a new game
from the intro to the catching tutorial through `GameWorld` inputs with
a seeded RNG, reloading a JSON save after every stage. Wild battles are
fought, or fled below half HP (fighting everything whited out on Route
29). The rival battle is lost with this seed (`CANLOSE`), and the story
continues. The stages share one world, so run the whole file.
4. Switching and healing items in battle (details in NATIVE_PORT):
- PKMN/`TryPlayerSwitch`/`PlayerSwitch`/`BattleMonEntrance` with
`SendOutMonText`/`WithdrawMonText`; `AskUseNextPokemon`,
`ForcePlayerMonChoice`, `DoubleSwitch`; Shift mode's
`OfferSwitch`. New `party` prompt (`menu`, `cancel`) answered through
`battleChoose` (a slot or -1), and `{ action: "pkmn" }`.
- Items pocket: `CheckItemContext`, `ItemEffects` dispatch by ROM
address, `RestoreHPEffect` and `StatusHealingEffect` with the ROM's
tables and party menu texts. `PARTYMENUTEXT_*` values are PRET's
($F0-based; `check:reference` caught a wrong value).
- UI: PKMN party list with the SWITCH/STATS/CANCEL submenu (STATS
disabled), and ITEM/BALL POCKET tabs in PACK (opens on Items). The
keyboard test now passes through the enabled PKMN button.
Known limits: `hBattleTurn` at the battle menu is not modelled everywhere,
so a status heal that would make `CalcPlayerStats` reapply a penalty to a
paralysed or burned enemy is refused. `WithdrawMonText` treats the
multiplicand's leftover high byte as zero. X items, Poké Doll, Full
Restore, revives and the stats screen are not ported.
Checks: 324 unit tests with the local ROM (130 passed, 194 skipped
without it); 93 Chromium/WebKit browser tests passed, 19 skipped
intentionally; native and reference builds; reference, release and
vendor checks; `git diff --check`. Committed and pushed to `main` as
`f8e0f9c`.
Next (PLAN section 2): controlled-seed comparisons of random-driven
battle routines. Then PLAN section 3/4 items: the party and bag menus
outside battle (with the stats screen and MOVE PKMN W/O MAIL), evolution
itself, and the remaining battle items.