4 Commits

Author SHA1 Message Date
Shane McGovern 38a7e03f13 Show retail location previews for every FireRed map section
Most map sections never showed a Location Preview because the preview
artwork and the region-map GUIDE text were hand-authored placeholders:
only a handful of sections had art and none of it came from the ROM.

Read the real tables out of the dump instead.

Extraction (new):
- src/import/gba/region_map_tables.lua locates and validates
  sMapPreviewScreenData. The pinned offset from versions.lua is tried
  first and a bounded +/-0x8000 scan is only a guard. Validation is
  structural (mapsec in 88..196, type 0/1, three in-range ROM pointers,
  and the shipped invariant that the palette block is the first 0x40
  bytes of the tile block) so all 28 entries must hold.
- src/import/gba/map_preview_extract.lua bakes 21 deduplicated 240x160
  RGBA artworks (28 entries reuse art: Pattern Bush and the six Tanoby
  chambers), 109 mapsec names verified against sRegionMapSectionIdToName,
  and the 19 sDungeonInfo entries. Palette banks 13/14; bank-0 tilemap
  refs only occur in off-screen padding columns.
- src/import/gba/bg_bake.lua holds the shared 4bpp BG baking helpers;
  berry_pouch_extract.lua is refactored onto them (-94 lines).

Runtime:
- src/ui/game3/map_preview_screen.lua ports
  Task_RunMapPreviewScreenForest: 120-frame first-visit hold, 40-frame
  revisit, 48-frame fade-out, artwork and name window composited into one
  canvas so they fade together. Only MPS_TYPE_FOREST (8 sections) takes
  over the screen; the 20 MPS_TYPE_CAVE sections only change the warp
  fade colour, matching pret.
- src/core/game3/map.lua gives a changed section with a forest preview
  precedence over the map name popup (overworld.c state 12).
- src/core/game3/warp.lua routes every fade through warpFadeModes,
  applying WarpFadeOutScreen/WarpFadeInScreen: a section change into a
  cave-preview map forces FADE_TO_BLACK, otherwise MapTransitionIsEnter/
  IsExit decide white vs black on MAP_TYPE_UNDERGROUND.
- setworldmapflag feeds the transient visit flag; the HUD ticks and
  dismisses the screen; the dataset installs the cache on hydrate.
- region_map.lua's GUIDE panel uses the retail geometry, tint ramp and
  delayed text, and ROM names/dungeon text overlay the hand-authored
  fallbacks via ensureGenerated().

Two retail quirks are tolerated: MPS_ROCKET_WAREHOUSE and Berry Forest
share flagId 2231 (as do the six Tanoby chambers), and the Tanoby mapsec
is spelled MAPSEC_DILFORD_CHAMBER.

CACHE_VERSION 99 -> 100.

Verified: tests/game3_map_preview_extract_test.lua (new; ROM-gated, all
28 entries, 8 forest / 20 cave, 21 artworks, 109 names, 19 dungeons, the
shared flag, Pattern Bush art reuse), tests/game3_town_map_test.lua,
tests/run_engine.lua 587/587, scripts/test.sh --quick all tiers,
luacheck src 0 warnings / 0 errors.

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-09-19 14:21:30 +01:00
Shane McGovern 89c7959c70 fix(game3): gate the warp-cell walkable repair on the metatile behavior
Collision.installWarps force-marked every map-header warp cell walkable. That
is right for the outdoor MB_WARP_DOOR tiles extract can leave solid, but it also
opened cells that only carry a dead warp event. PalletTown_PlayersHouse_1F has
one at (3,9): the wall tile directly left of the door mat, mid 26, coll 1,
behavior 0x00 MB_NORMAL. pret never lets the player stand there, so the warp
never fires; the forced COLL_DOOR let the player walk out of the house through
the wall and land in PalletTown.

The repair now fires only when the behavior is unreadable (tileset attrs stopped
before that mid, so Collision.behavior returns nil) or is a behavior pret would
actually warp on. Collision.isWarpMetatileBehavior covers 0x60-0x6F plus 0x71,
matching field_control_avatar.c: the arrow warps (TryArrowWarp), the directional
stair warps (IsDirectionalStairWarpMetatileBehavior), and everything
IsWarpMetatileBehavior accepts (cave door, ladder, fall warp, regular warp,
Lavaridge 1F warp, warp door, escalators, union-room warp).

Warp indexing is unchanged: a dead warp on a wall is still registered, only the
grid write is gated.

tests/engine/firered_house_wall_warp_bug2297.lua is ROM-free: it embeds the pret
13x10 map.bin grid and the `building` metatile attributes, translates them with
the real ScriptingCollision.fromCell, binds the real Versions.WARPS table, and
asserts the wall stays solid, the four warp cells still behave, the repair still
applies for unreadable attrs and live warp behaviors, and an exhaustive
0x00-0xFF table pins the predicate. It fails 6 checks against the pre-fix file.

luajit tests/run_engine.lua: 585/585 suites passed.

Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
2026-09-19 09:19:26 +01:00
Shane McGovern 1629922f48 feat(game3): restore FireRed object interaction text 2026-09-17 11:24:47 +01:00
Shane McGovern 4010857a32 feat(game3): add FireRed help system and quest log
Add ROM-backed contextual L/R help with article navigation and safe pause/resume. Record recent field scenes and gameplay events for the skippable Continue recap, with playback isolated from live progress.

Integrate extraction and cache validation, preserve bundled script flags during import, and cover navigation, persistence, event recording, playback isolation, and both ROM revisions with tests.
2026-09-16 22:28:13 +01:00