mirror of
https://github.com/bryanthaboi/gen1recomp
synced 2026-10-02 15:50:39 -04:00
2c356f28ea
The rest of the Gen 3 review fixes, each with a gated suite in tests/engine/.
ROM semantics were checked against pret/pokefirered.
Scripts
- givemon carried the wrong operand layout, found earlier; four more layout
desyncs came out of pret asm/macros/event.inc: comparestat is {byte,word},
and setptr / loadbytefromptr / setptrbyte each carry a leading byte plus a
word. A wrong size mis-decodes every instruction after the bad one, so
Versions.CACHE_VERSION moves to 113 and existing caches re-import.
- handlers for previously handler-less verbs: comparestat,
bufferitemnameplural, setmonmove, setmonmetlocation, the modern
fateful-encounter pair, the script-locals family (copylocal, setptr,
loadbytefromptr, setptrbyte, copybyte, compare_local_to_* and
compare_ptr_to_*), the RAM-script family (setvaddress, vgoto, vcall,
vgoto_if, vcall_if, vmessage, vbuffermessage, vbufferstring, endram,
returnram) and the same-map forms of the *at verbs.
- setdooropen / setdoorclosed read their coordinates through VarGet.
Battles
- Knock Off and Thief / Trick persist the item change instead of only
touching the in-battle copy.
- knocked-off party slots are tracked in a bitmask, so a slot reused later
does not inherit the flag.
Field and UI
- Player.reset restores facing and clears the surf flags.
- a definition-less Map.load no longer leaves collision unbound.
- an unresolved region-map section no longer reports PALLET TOWN.
- the naming screen splits input from the timer, so update(dt) stops
indexing a number.
- the hall of fame commits through the engine save path and serializes its
fields.
Persistence
- gameStats, the link-battle records and the trainer card are serialized.
- the PC deposit refuses at the 999 cap instead of destroying the overflow.
Robustness
- Data.load runs cached modules sandboxed.
- the file browser quotes shell arguments.
- .meta dimensions are bounds-checked and mids.idx validates its header.
66 lines
2.4 KiB
Lua
66 lines
2.4 KiB
Lua
-- The naming screen must follow the stack's update convention.
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--
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-- G4 regression: Hud.update ticks the stack top with `pcall(top.mod.update, dt)`,
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-- but Naming's signature is `Naming.update(input, dt)` -- so the delta arrived as
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-- `input` and `input.wasPressed` raised on a number, every frame the naming
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-- screen was on top. Hud's pcall swallowed it, so the fault was invisible and
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-- input never reached the screen through Hud (Runtime passed it correctly, which
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-- is why only Hud's path was broken).
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--
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-- Convention (Hud.update_top_menu prefers it): menus expose handleInput(input)
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-- and update(dt). This pins both halves.
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-- luajit tests/engine/game3_naming_update_contract_test.lua
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package.path = "./?.lua;./?/init.lua;" .. package.path
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local T = require("tests.harness")
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local check, eq = T.check, T.eq
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love = love or require("tests.love_stub")
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local Stack = require("src.ui.game3.stack")
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local Naming = require("src.ui.game3.naming")
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local Hud = require("src.ui.game3.hud")
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local function open_naming()
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local st = {
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title = "YOUR NAME?", maxLen = 7, name = "", page = 1,
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row = 1, col = 1, btn = 1, blink = 0, swapT = nil,
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}
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Naming._state = st
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Naming.openFlag = true
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Stack.push("naming", Naming, { hideBelow = true })
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return st
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end
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local function input(pressed)
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return {
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wasPressed = function(_, k) return pressed[k] == true end,
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isDown = function() return false end,
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}
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end
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-- 1. update takes the delta alone (the arity Hud uses).
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local st = open_naming()
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local ok, err = pcall(Naming.update, 1 / 60)
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check(ok, "Naming.update(dt) is callable with just a delta (" .. tostring(err) .. ")")
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eq(st.blink, 1 / 60, "update advances the blink timer")
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-- 2. Input reaches the screen through Hud's stack tick.
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local st2 = open_naming()
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st2.row = 1
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Hud.update({ input = input({ down = true }) }, 1 / 60)
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eq(st2.row, 2, "a 'down' press reaches naming through Hud.update")
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-- 3. handleInput is the input entry point and accepts the frame input.
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local st3 = open_naming()
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check(pcall(Naming.handleInput, input({})), "Naming.handleInput accepts an input object")
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-- 4. The swap-animation guard still suppresses input (the original early return).
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local st4 = open_naming()
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st4.row = 1
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st4.swapT = 0
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pcall(Naming.handleInput, input({ down = true }))
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eq(st4.row, 1, "input is ignored while the page swap is running")
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T.finish("game3_naming_update_contract_test")
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