endFrame composites a world override mirrored on LOVE 12, because a
pipeline's own projection pre-flips Y. ctx.drawFx puts the standing
effects into that same canvas as ordinary 2D, so the mirror inverts them
instead of righting them: a trainer's "!" draws upside down, below its
feet, on the mirrored half of the screen.
The condition is now Renderer.mirrorsWorldOverride, named because it is
not only the blit's business, and ctx.drawFx runs its block under the
matching mirror about the bound canvas. project() is left alone: it
already answers in screen rows.
Second batch of the Gen 3 review work: the review lanes closed their queues
and the test gate grew with them.
Review census: 139 routed findings -- 118 fixed, 14 invalid (the report had
Gen 4+ semantics in more than one place), 6 struck as stale after
re-verification, 1 re-routed. Every fix carries its own pret citation in
docs/game3/review-v3-triage.md; the E10 opcode closure is itemised in
docs/game3/e10-opcode-spec.md (18 ops wired, 2 reclassified to the seam class).
Representative ROM-grounded changes:
- The POKéMON start-menu entry is now gated on FLAG_SYS_POKEMON_GET the way
retail does it (pokefirered/src/start_menu.c:217-218, flag 0x828).
- Money ops read their amount raw and gate the change on the disable byte
(pokefirered/src/scrcmd.c:1798-1830, pokefirered/asm/macros/event.inc:1166-1186);
random and the warp family VarGet theirs
(pokefirered/src/scrcmd.c:455-461, :719-731).
- The HM table matches FRLG: there is no Whirlpool HM
(pokefirered/include/constants/items.h:411-418).
- The day-care party-full guard follows src/daycare.c:525, :1081.
- Knock Off keeps its battle-scoped send-out mask
(pokefirered/src/battle_script_commands.c:2730-2752, :4489), carried from
the first batch.
Structural work: the I6/I9/J1 architecture items landed as seams (profile
selector, capability flags, font provider, virtual-object layer), the adopted
footprint register keeps a KEEP verdict, the quantizer target is met, and the
30 drain items plus carves 1-4 are folded in.
Tests: T6 now runs 282 top-level suites (273 + 9 new), the re-sweep ends at
267 pass / 0 fail, the engine tier is 634 suites, modkit 37, and the full
gate ran green twice with T3 active on an imported Red cache. Documented
skips are the lua5.4 oversize-save oracle where lua5.4 is absent and the
config-partials listed in docs/game3/game3-artifact-conversions-v3.md.
Docs shipped: review-v3-triage.md, e10-opcode-spec.md, rse-seams.md,
game3-suite-sweep-v113.md, game3-artifact-conversions-v3.md,
test-baseline-v3.md (plus the first-batch docs already on the branch).
Badge lines are end-battle texts (SaveEndBattleTextPointers), so they are
printed while the battle sound engine is still loaded. A text sound command
names an id rather than a sound, and that engine's SFX_Headers_2 gives those
ids different sounds: the id behind sound_get_item_1 / sound_level_up is
SFX_Level_Up there, and the id behind sound_get_key_item is SFX_Ball_Poof.
The port resolved the jingle by name, so it always played the overworld
reading (Get_Item1 / Get_Key_Item) -- the wrong jingle for receiving the
BOULDERBADGE, and the same collision for Cerulean, Saffron, Cinnabar and
Viridian in Red, Blue and Yellow alike.
Add victories.badgeSoundFor(), which answers with the jingle that is actually
audible for the badge hand-over:
Red/Blue Brock Level_Up, Misty Ball_Poof, Sabrina Ball_Poof,
Blaine Ball_Poof, Giovanni Level_Up
Yellow the same, except Misty: CeruleanGym.asm drops the command from
that line, so Yellow's Cascade Badge has no jingle
Vermilion, Celadon and Fuchsia carry no sound on their badge lines in any
version. The raw `badgeSound` field keeps the overworld-engine name, which is
what the TM texts (printed in the overworld) genuinely need.
Tests: pin the literal per-version jingle and its page for all five badge
leaders in tests/engine/gym_badge_jingle_page_bug1982.lua (53 checks), and
have the #1606 and driver suites assert through badgeSoundFor.
Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
wire up Crystal PalMap tile attrs (bank 1, flips, BG_PRIO) through map bake,
attr grid, and BG-over-OAM blits instead of the gold/silver grassAtlasFor shortcut.
crystal-only: MapAttrGrid + TileAttrs, OAM bottom/top split for IN_GRASS,
keyed grass over feet strip via attrmap, drawBgPriorityOver for wAttrmap bit 7.
gold/silver left alone on the old path — all of this gated behind isCrystal().
fixes standing still in grass with tufts on torso / feet on top of grass (#2080).
RomExtractorGen2 pulls crystal PalMap attrs; SpriteRenderer splits standing
sheets on frameHeight; tests for tile attrs + feet strip regression.