Files
gen1recomp/scripts/test.sh
T
Shane McGovern e2454bf568 fix(game3): review v3 fixes (battle, field, script, save) + gated T6 tier
Second wave of fixes from the Gen 3 codebase review (210 findings), the
regressions the full-suite sweep surfaced, and a T6 tier so the top-level
tests/game3_*.lua suites run inside ./scripts/test.sh instead of outside it.

Battle: Knock Off and Thief/Trick item persistence follow the ROM, not the
review - the party slot is never written through during battle, and the
knocked-off mask suppresses the item on later send-outs
(pokefirered/src/battle_script_commands.c:2731 MOVE_EFFECT_KNOCK_OFF with the
STICKY_HOLD guard at :2732, opponent-steal guard at :2610-2622, mask use at
:4489). Rapid Spin keeps its one-per-use chain order (:8435-8474); Growl
keeps pret's target (src/data/battle_moves.h, include/battle.h:63).

Scripting: operand layouts match pret/asm/macros/event.inc - givemon 15 bytes
(:989-997), comparestat {B,W} (:1573-1576), setptr/loadbytefromptr/setptrbyte
take a word pointer (:118-137). 18 of the 20 E10 ops are wired per
src/scrcmd.c (per-op citations in docs/game3/e10-opcode-spec.md), money and
random and the warp family read their operands as VarGets
(src/scrcmd.c:1798-1830, :455-461, :719-731), and the day-care party-full
guard is in place (src/daycare.c:525,:1081).

Field and UI: fishing counts rounds as the ROM does
(src/field_player_avatar.c:1740-1765), an unresolved map section no longer
reports Pallet Town (src/region_map.c:3782), and a font provider sits behind
a FireRed capability/profile seam.

Save data: profile-driven Options.block, a save version round-trip, and slot
id validation that blocks path traversal (slotDiskPath("firered", "../evil")
returns nil).

Importer: the parallel import path now writes both completion markers,
object kind/clone bytes decode as pret defines them
(include/global.fieldmap.h:110-130), and the HM table drops Whirlpool
(include/constants/items.h:411-418).

Tests: six new scenario suites (battle_ai, capture, event, menu, move,
overworld) and eight engine suites (profile, capabilities, cache paths, font
provider, options block, save version round-trip, version dispatch,
versions_game). T6 runs every top-level game3 suite at GAME3_JOBS default 8
with per-suite logs, failure cause classification and a KNOWN_GAME3_FAILURES
ceiling of 23 as a shrinking guard.

Docs: the working notes under docs/game3 (triage ledger, pret citation audit,
e10 opcode spec, RSE seams, sweep v3/v113, test baseline, artifact
conversions, merge trial).

Full gate at this snapshot: exit 0, all tiers passed - engine 624/624,
T6 279/279 (0 known, 0 fresh failures), gen2 146/146, modkit 37/37, luacheck
clean, privacy gate 3/3 over a 9,711-file publication set.
2026-09-22 12:22:50 +01:00

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#!/usr/bin/env bash
# Unified test entry point (21-testing-and-ci §CI).
#
# Runs every tier that this checkout can run and exits non-zero if any of
# them fails. The tier split is what makes that possible: T1/T2/T4 need
# nothing but the committed fixture dataset, so they run anywhere --
# including CI, which has no ROM. T3 asserts Pokemon Red facts and needs
# data/generated/ or an imported Red cache, so it is skipped automatically
# when neither exists rather than failing the run.
#
# scripts/test.sh every tier this checkout can run
# scripts/test.sh --quick skip the slow content tier
# scripts/test.sh --bless re-pin the fingerprint goldens
# WITH_SHOTS=1 scripts/test.sh also capture and diff golden shots
# (fails today -- see the T5 block below)
#
# LUA overrides the interpreter (luajit here; CI installs lua5.4 too, but
# the engine targets LuaJIT/5.1 semantics so luajit is the default).
#
# POKEPORT_TEST_CACHES points at one LOVE identity holding an imported cache
# per version (red/ blue/ yellow/ gold/ silver/ crystal/); each is exported as
# RED_CACHE .. CRYSTAL_CACHE for the suites that read one. Build it with:
# POKEPORT_IDENTITY=pokeport-test-caches POKEPORT_VERSION=<version> \
# POKEPORT_IMPORT_ONLY=1 POKEPORT_IMPORT_ROM="<rom>" love .
# An explicit RED_CACHE/GOLD_CACHE/... in the environment always wins.
#
# T6 runs every top-level tests/game3_*.lua suite (the game3 scenario
# coverage: battle, capture, menus, overworld, script specials, save).
# Suites self-skip with exit 0 when an artifact they need is absent, so
# the tier runs anywhere; nothing is ever skipped by name. Failures not
# in KNOWN_GAME3_FAILURES (the docs/game3/game3-suite-sweep-v113.md
# baseline) fail the gate; listed ones print as known. GAME3_JOBS sets
# suite parallelism (default 8; GAME3_JOBS=1 serializes).
#
# A failing suite prints its first [FAIL] line (or first crash/error line,
# or a dead-worker notice when it produced no output at all) so the cause
# is on the terminal, and the per-suite logs are KEPT (path printed) for
# triage instead of deleted. No retries anywhere: every failure stands.
set -uo pipefail
cd "$(dirname "$0")/.."
LUA=${LUA:-luajit}
LUA54=${LUA54:-lua5.4}
BLESS=0
QUICK=0
SHOTS=${WITH_SHOTS:-0}
for arg in "$@"; do
case "$arg" in
--bless) BLESS=1 ;;
--bless-shots) SHOTS=1; BLESS=1 ;;
--quick) QUICK=1 ;;
--help|-h) sed -n '2,38p' "$0" | sed 's/^# \{0,1\}//'; exit 0 ;;
*) echo "unknown option: $arg" >&2; exit 2 ;;
esac
done
if ! command -v "$LUA" >/dev/null 2>&1; then
echo "no lua interpreter '$LUA' on PATH (set LUA=...)" >&2
exit 2
fi
# The save-directory sandbox (conf.lua reads POKEPORT_IDENTITY) is scoped
# to the shot tier, which is the only one that starts a real LOVE process
# and could write into a developer's save folder. Exporting it for the
# whole run instead would change what SaveIO.defaultPath() returns, and the
# save-editor suite pins that to the default identity.
SANDBOX_IDENTITY="ci-$$"
# Per-version caches. POKEPORT_TEST_CACHES names one LOVE identity holding an
# imported cache per version (red/ blue/ yellow/ gold/ silver/ crystal/).
CACHE_IDENTITY=${POKEPORT_TEST_CACHE_IDENTITY:-pokeport-test-caches}
if [ -n "${POKEPORT_TEST_CACHES:-}" ]; then
CACHE_ROOT="$POKEPORT_TEST_CACHES"
elif [ -d "$HOME/Library/Application Support/LOVE/$CACHE_IDENTITY" ]; then
CACHE_ROOT="$HOME/Library/Application Support/LOVE/$CACHE_IDENTITY"
else
CACHE_ROOT="$HOME/.local/share/love/$CACHE_IDENTITY"
fi
# Only a cache with the importer's completion marker is offered: a half-written
# one would fail suites that are meant to self-skip.
adopt_cache() {
local var="$1" dir="$CACHE_ROOT/$2"
[ -z "${!var:-}" ] || return 0
[ -f "$dir/rom-cache.complete" ] || return 0
export "$var=$dir"
echo " $var=$dir"
}
echo ""
echo "-- per-version caches under $CACHE_ROOT"
adopt_cache RED_CACHE red
adopt_cache BLUE_CACHE blue
adopt_cache YELLOW_CACHE yellow
adopt_cache GOLD_CACHE gold
adopt_cache SILVER_CACHE silver
adopt_cache CRYSTAL_CACHE crystal
FAILED=()
run_tier() {
local label="$1"; shift
echo ""
echo "=============================================================="
echo " $label"
echo "=============================================================="
if "$@"; then
echo "-- $label: PASS"
else
echo "-- $label: FAIL"
FAILED+=("$label")
fi
}
# ------- ROM-free tiers: these are what CI runs
if command -v luacheck >/dev/null 2>&1; then
run_tier "T0 luacheck gate (undefined globals, unreachable code)" \
./scripts/lint.sh --gate
else
echo ""
echo "-- T0 luacheck gate: skipped (no luacheck on PATH --"
echo " luarocks install luacheck; CI installs and gates on it regardless)"
fi
run_tier "T0 ROM builder version routing" python3 tests/build_rom_data_cli_test.py
run_tier "T0 ROM manifest generator pin/overrides" python3 tests/rom_manifest_generator_test.py
run_tier "T0 Yellow title OBP eye remap" python3 tests/title_pikachu_obp_test.py
run_tier "T0 Crystal manifest + specials coverage" "$LUA" tests/crystal_import_test.lua
run_tier "T0 switch CI workflow content gate" "$LUA" tests/switch_ci_workflows_test.lua
run_tier "T0 switch transfer docs gate" "$LUA" tests/switch_transfer_docs_test.lua
run_tier "T0 ShaderFX bridge packaging gate" "$LUA" tests/shaderfx_bridge_packaging_test.lua
# NX Blue/Yellow asset overlay: ROM-free, must run on every checkout so a
# Sound.lua / overlay regression is not gated only on switch-changes paths.
run_tier "T0 NX asset overlay fallback" "$LUA" tests/engine/assets_version_fallback_test.lua
run_tier "T0 NX generated-path static guard" "$LUA" tests/engine/nx_generated_guard_test.lua
run_tier "T0 NX Yellow/Blue boot (dynamic paths)" "$LUA" tests/engine/nx_yellow_boot_test.lua
run_tier "T0 NX Gold cache load (maps.lua prefix)" "$LUA" tests/engine/cache_fs_gold_nx_load_test.lua
run_tier "T0 touch-controls pad cursor" "$LUA" tests/engine/touch_controls_pad_cursor_test.lua
run_tier "T0 URI launch arguments" "$LUA" tests/engine/launch_uri_args_test.lua
run_tier "T1/T2 engine invariants + parity gates" "$LUA" tests/run_engine.lua
# Gen 2 / Crystal: ROM-free (own fixtures, or a self-skip on a missing cache),
# so it runs here rather than behind the Red content gate below.
run_tier "T2 Gen 2 / Crystal suites" "$LUA" tests/run_gen2.lua
run_tier "T4 mod-SDK" "$LUA" tests/run_modkit.lua
# ------- T6: every top-level tests/game3_*.lua suite (273 files)
#
# Discovery is the tests/game3_*.lua glob -- the same convention the sweep
# docs use -- run as standalone "$LUA" <suite> processes. Suites self-skip
# with exit 0 when an artifact they need (imported cache, ../pokefirered,
# a ROM path, an anim pack) is absent, so a missing artifact never fails
# the tier and no suite is ever skipped by name here. A non-zero exit is a
# failure: it prints below and fails the tier UNLESS the suite is listed in
# KNOWN_GAME3_FAILURES. GAME3_JOBS (default 8) batches the processes.
#
# KNOWN_GAME3_FAILURES is the frozen 25-failure baseline from
# docs/game3/game3-suite-sweep-v113.md minus the two stale G1-contract stubs
# fixed this pass (game3_link_session, game3_save_trainer_card) = 23 names,
# as a CEILING: a listed suite may fail without failing the gate while the
# fix wave burns the list down, and a failure in any suite NOT listed always
# fails the gate. Delete a name the moment its suite goes green so a later
# regression there fails again.
KNOWN_GAME3_FAILURES='game3_battle_ai_test
game3_special_events_test
game3_special_trade_test
game3_cerulean_block_exits_test
game3_cerulean_policeman_bill_test
game3_collision_npc_dir_test
game3_emote_movement_test
game3_item_use_and_parcel_test
game3_map_onload_test
game3_mapscripts_test
game3_npc_player_collision_test
game3_objects_perm_reset_test
game3_runtime_camera_object_test
game3_static_encounter_test
game3_stitchcoll_escape_warp_test
game3_stitchcoll_ghost_ctx_test
game3_stitchcoll_move_kinds_test
game3_stitchcoll_run_speed_test
game3_stitchfield_ground_test
game3_vermilion_trash_cans_test
game3_viridian_gym_door_test
game3_oaks_lab_save_reload_test
game3_trainer_sight_test'
run_game3_tier() {
local jobs=${GAME3_JOBS:-8}
case "$jobs" in ''|*[!0-9]*) jobs=8 ;; esac
[ "$jobs" -ge 1 ] || jobs=8
local suites=(tests/game3_*.lua)
if [ ! -f "${suites[0]:-}" ]; then
echo "-- T6 game3: no tests/game3_*.lua suites found"
return 1
fi
local total=${#suites[@]}
echo "-- T6 game3: running $total top-level suites, $jobs at a time"
local tmp
tmp=$(mktemp -d "${TMPDIR:-/tmp}/game3gate.XXXXXX") || return 1
local suite base i=0
for suite in "${suites[@]}"; do
base=${suite##*/}
base=${base%.lua}
(
"$LUA" "$suite" >"$tmp/$base.log" 2>&1
echo $? >"$tmp/$base.rc"
) &
i=$((i + 1))
[ $((i % jobs)) -eq 0 ] && wait
done
wait
local passed=0 known=0 fresh=0
local fresh_list=""
for suite in "${suites[@]}"; do
base=${suite##*/}
base=${base%.lua}
local rc
if [ -f "$tmp/$base.rc" ]; then
rc=$(cat "$tmp/$base.rc" 2>/dev/null || echo "?")
else
rc="NO-EXIT-CODE"
fi
if [ "$rc" = "0" ]; then
passed=$((passed + 1))
continue
fi
if printf '%s\n' "$KNOWN_GAME3_FAILURES" | grep -qx "$base"; then
known=$((known + 1))
echo " known-fail $suite (exit $rc)"
else
fresh=$((fresh + 1))
fresh_list="$fresh_list $suite"
echo " FAIL $suite (exit $rc)"
# Name the cause on the spot: assertion vs crash vs dead worker, so a
# parallel-only anomaly is classifiable from the tier output alone.
if [ ! -s "$tmp/$base.log" ]; then
echo " | EMPTY OUTPUT: the worker never printed anything" \
"(exit $rc; 137/143 = killed, NO-EXIT-CODE = worker never ran) --" \
"environment/parallelism problem, NOT a suite assertion"
else
local cause
cause=$(grep -m1 '^\[FAIL\]' "$tmp/$base.log" || true)
if [ -n "$cause" ]; then
echo " | assert: $cause"
else
cause=$(grep -m1 -E 'stack traceback|\.lua:[0-9]+:|Too many open files|not enough memory' \
"$tmp/$base.log" || true)
echo " | crash: ${cause:-non-zero exit with no recognized cause (see log tail)}"
fi
tail -6 "$tmp/$base.log" | sed 's/^/ | /'
fi
fi
done
echo "-- T6 game3: $total run, $passed passed, $known known failure(s), $fresh new failure(s)"
if [ "$fresh" -gt 0 ]; then
echo " new failures (not in the sweep-v113 baseline):$fresh_list"
fi
local ok=1
[ "$fresh" -eq 0 ] && ok=0
if [ "$fresh" -gt 0 ]; then
echo " per-suite logs kept for triage: $tmp"
else
rm -rf "$tmp"
fi
return $ok
}
run_tier "T6 game3 top-level scenario suites" run_game3_tier
run_tier "T4 title checkpoint cold restart" \
bash tests/integration/title_checkpoint_cold_start.sh
# The modded-link desync suite (symmetric mod, handshake fail-closed,
# extra-bag round trip) is ROM-free and runs inside the T4 tier above, as
# tests/modkit/cases/link_desync.lua.
#
# tests/run_link_tests.lua is a different matter: it calls Data:load() at
# :27 and so needs data/generated/. It is grouped with the content tier
# until that bootstrap can take an injected dataset.
# ------- content tier: only meaningful with an imported ROM
# tests/run_tests.lua is expected to be clean. It used to carry two stale
# chip-audio assertions on the allowlist below (Pikachu cry WAV exists /
# low-health alarm sfx extracted); both have since been fixed, so the
# baseline is zero and any failure fails the tier. Keep the allowlist
# mechanism rather than ignoring the exit code -- that would hide every
# future content regression.
KNOWN_CONTENT_FAILURES=0
KNOWN_CONTENT_LINES=""
run_content_behavior() {
local out
out=$("$LUA" tests/run_tests.lua 2>&1)
local count
count=$(printf '%s\n' "$out" | grep -c '^FAIL ' || true)
local lines
lines=$(printf '%s\n' "$out" | grep '^FAIL ' | sort)
if [ "$count" -eq "$KNOWN_CONTENT_FAILURES" ] \
&& [ "$lines" = "$(printf '%s\n' "$KNOWN_CONTENT_LINES" | sort)" ]; then
printf '%s\n' "$out" | tail -3
if [ "$KNOWN_CONTENT_FAILURES" -gt 0 ]; then
echo "(the $KNOWN_CONTENT_FAILURES known stale assertions, unchanged)"
fi
return 0
fi
printf '%s\n' "$out" | grep '^FAIL ' || true
printf '%s\n' "$out" | tail -2
echo "expected exactly $KNOWN_CONTENT_FAILURES known failures; got $count"
return 1
}
# The Red dataset is the source tree's when tools/build_data.py wrote one, and
# otherwise the imported Red cache, through Data:load's POKEPORT_DATA_DIR hook.
HAVE_RED_DATA=0
if [ -f data/generated/maps.lua ]; then
HAVE_RED_DATA=1
elif [ -n "${RED_CACHE:-}" ] && [ -f "$RED_CACHE/data/generated/maps.lua" ]; then
HAVE_RED_DATA=1
export POKEPORT_DATA_DIR="$RED_CACHE/data/generated"
echo ""
echo "-- T3 content: reading Red from $POKEPORT_DATA_DIR"
fi
if [ "$HAVE_RED_DATA" = "1" ]; then
if [ "$QUICK" = "1" ]; then
echo ""
echo "-- T3 content: skipped (--quick)"
else
run_tier "T3 content behavior (Red)" run_content_behavior
# The save editor ships inside every build (the launcher's Edit button on
# a save row opens it), so its panel suites run in CI rather than by hand.
run_tier "T3 save editor" "$LUA" tests/run_save_editor_tests.lua
run_tier "T3 save editor: boxes + items" "$LUA" tests/save_editor_task6_tests.lua
run_tier "T3 save editor: events + dex" "$LUA" tests/save_editor_task7_tests.lua
run_tier "T3 save editor: map browser" "$LUA" tests/save_editor_task8_tests.lua
run_tier "T3 save editor: mod awareness" "$LUA" tests/save_editor_mod_tests.lua
run_tier "T3 save editor: gold / gen2" "$LUA" tests/save_editor_gen2_tests.lua
run_tier "T3 save editor: wheel scrolling" "$LUA" tests/save_editor_wheel_bug595_test.lua
run_tier "T3 save editor: pad / NX input" "$LUA" tests/save_editor_pad_input_test.lua
run_tier "T5 link (loopback lockstep)" "$LUA" tests/run_link_tests.lua
# The oversize-save vendor oracle (tests/save_oversize_vendor_test.lua)
# cross-checks the launcher's footer-truncation import against the
# INDEPENDENT PKHeX-derived gen1lib codec, which cannot run under luajit
# (native 5.3+ operators). Needs a stock Lua 5.3/5.4; skip when absent.
if command -v "$LUA54" >/dev/null 2>&1; then
run_tier "T3 save oversize vendor oracle" "$LUA54" tests/save_oversize_vendor_test.lua
else
echo ""
echo "-- T3 save oversize vendor oracle: skipped (no '$LUA54' on PATH; set LUA54=...)"
fi
fi
else
echo ""
echo "-- T3 content + run_link_tests: skipped (no data/generated/ and no"
echo " RED_CACHE -- import a ROM to run them; the modded-link cases ran"
echo " in T4 and the Gen 2 suites in T2)"
fi
# ------- golden screenshots: needs love + a display
if [ "$SHOTS" = "1" ]; then
SHOT_DIR=${SHOT_DIR:-/tmp/pokeport-shots}
export SHOT_DIR
mkdir -p "$SHOT_DIR"
SHOT_DRIVER=tests/drivers/shots_fixture.lua
# The fixture goldens are not capturable yet. A driver only ever runs
# after main.lua's bootGame(), so it cannot redirect Data:load(), and
# src/core/Data.lua has no POKEPORT_DATA_DIR branch -- 21-testing-and-ci
# §"Engine changes" specifies one, but it is not implemented, so a LOVE
# process has no way to boot tests/fixture_data. On a ROM-less checkout
# main.lua does not even reach the game: RomImporter.isReady() is false
# and it opens the importer instead.
#
# WITH_SHOTS is opt-in, so asking for a tier that cannot run is an error,
# not a skip. Reporting "pass" here is what made the whole pipeline look
# delivered while never diffing a single pixel.
if [ ! -f "$SHOT_DRIVER" ]; then
echo ""
echo "-- T5 shots: NOT WIRED ($SHOT_DRIVER does not exist)."
echo " Fixture capture needs the POKEPORT_DATA_DIR override in"
echo " src/core/Data.lua so LOVE can boot tests/fixture_data."
FAILED+=("T5 shots (requested but not wired)")
elif ! command -v love >/dev/null 2>&1; then
echo ""
echo "-- T5 shots: love is not on PATH but WITH_SHOTS was requested"
FAILED+=("T5 shots (love missing)")
else
RUNNER="love ."
command -v xvfb-run >/dev/null 2>&1 && RUNNER="xvfb-run -a love ."
run_tier "T5 shot capture" \
env POKEPORT_IDENTITY="$SANDBOX_IDENTITY" POKEPORT_DRIVER="$SHOT_DRIVER" $RUNNER
if [ "$BLESS" = "1" ]; then
run_tier "T5 shot bless" \
python3 tools/compare_shots.py tests/goldens/shots "$SHOT_DIR" --bless
else
run_tier "T5 shot diff" \
python3 tools/compare_shots.py tests/goldens/shots "$SHOT_DIR"
fi
fi
fi
# ------- fingerprint blessing
if [ "$BLESS" = "1" ] && [ "$SHOTS" != "1" ]; then
echo ""
echo "re-pinning fingerprint goldens (deliberate parity change -- record it"
echo "in docs/known-differences.md or docs/new-features.md)"
"$LUA" tests/bless_fingerprints.lua || FAILED+=("fingerprint bless")
fi
# ------- verdict
echo ""
echo "=============================================================="
if [ ${#FAILED[@]} -eq 0 ]; then
echo " ALL TIERS PASSED"
echo "=============================================================="
exit 0
fi
echo " ${#FAILED[@]} TIER(S) FAILED"
for tier in "${FAILED[@]}"; do echo " - $tier"; done
echo "=============================================================="
exit 1