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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>
63 lines
3.5 KiB
Markdown
63 lines
3.5 KiB
Markdown
# FireRed object interaction text
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A-button interactions now use original ROM metatile behaviors, independently of
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translated movement collision. This restores the 28 shared furniture/sign scripts:
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bookshelves, shop shelves, food, computers, televisions, cabinets, kitchens,
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dressers, snacks, paintings, machines, telephones, posters, bins, cups, windows,
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lights, tools, video games, blueprints, burglary debris and building/Indigo signs.
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The wall Town Map script is also extracted. Existing PC handling remains available.
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The source of truth is pret/pokefirered's `GetInteractedMetatileScript` in
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`src/field_control_avatar.c`, `data/scripts/flavor_text.inc`, and the user's ROM.
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The importer discovers the original bytecode and text rather than embedding game
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strings in source. Script extraction was checked against both US ROM revisions;
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the full importer still uses its existing FireRed 1.0 support.
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Map-specific background scripts and NPCs take precedence over generic furniture.
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Background events respect their original facing and elevation constraints; TVs
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and building signs require facing north. Dynamic metatile changes are respected.
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The school notebook, S.S. Anne captain's book and rival's bookshelf are verified
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through their existing map-specific scripts.
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Cache version 93 adds `data/generated/gba/objects/pack.lua`, containing the shared
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scripts, text, and original behavior tables for all tileset pairs. Fresh imports
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produce it automatically. The local test import was upgraded without touching
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saves. Restart the game to load the new code/cache.
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This restores descriptive object text. Specialized interactive screens such as
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the questionnaire, wireless monitor, battle records and Trainer Tower time monitor
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are outside this change.
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## Warp collision uses the same behavior table
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`Collision.installWarps` repairs cells that extract left solid even though the
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map header lists a warp there — outdoor `MB_WARP_DOOR` tiles, which classify as
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doors but can land on a tile whose extracted collision nibble is impassable.
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That repair is now gated on the extracted behavior: it only opens a solid cell
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when the behavior is unreadable (the tileset attrs stopped before that mid, so
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`Collision.behavior` returns nil) or is a behavior pret would actually warp on —
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`Collision.isWarpMetatileBehavior`, i.e. `0x60`–`0x6F` plus `0x71`, the arrow
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warps, directional stair warps, doors, ladders, escalators and union-room warp
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from `field_control_avatar.c`. A map header warp event can sit on a real wall —
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`PalletTown_PlayersHouse_1F` has a dead warp at `(3,9)`, the wall tile left of
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the door mat, whose behavior is `MB_NORMAL` — and opening it let the player walk
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out of the house through the wall. The warp event itself stays indexed as
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before; only the forced-walkable write is gated.
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## Verification
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Run with LuaJIT from the repository root:
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```sh
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luajit tests/game3_object_interactions_test.lua
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luajit tests/game3_object_interactions_rom_test.lua '/path/to/FireRed.gba'
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luajit tests/game3_object_interactions_cache_test.lua '/path/to/cache/firered'
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luajit tests/engine/firered_house_wall_warp_bug2297.lua
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```
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The cache integration test audits all 425 imported layouts (1,578 furniture cells),
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exercises 25 furniture behaviors found on those maps via `Field.interact`, and
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checks three map-specific book scripts. The ROM test executes all 28 shared text
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scripts and verifies the wall Town Map script is present. Unit checks cover facing,
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elevation, delayed bundle loading, map bounds, and metatile overrides.
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