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11 commits

Author SHA1 Message Date
acamilo
438b2d8540 state: the move table, and whether the battle engine will answer a move with nothing
move_data reads a row of Moves from the cartridge image ($0E:$4000, each row
checked against its own id); move_without_effect answers the refusals the
effect routines make on bytes already in WRAM: a stat stage at its limit or a
stat at 1/999, Mist or a substitute against a stat-lowering move, a status
move against a statused, Poison-type or (Electric) Ground-type target.
MacroState::move_without_effect defaults to false.
2026-09-23 17:23:05 +00:00
acamilo
484cc075cc the rung's people are in the room when the screen does not show them
CheckSpriteAvailability writes $ff into the image index of a sprite
outside its window, and state::npcs reports what is drawn. From the
Pewter Gym's doormat that is the guide alone, already talked to, so the
rung's list was empty: GO OBJECTIVE had nothing to aim at and GO OUT,
withheld only while the rung's person is in the room, was the pad.
Outside, GO OBJECTIVE walked back in. BROCK was twelve rows up.

state::offscreen_npcs reports the sprites the cartridge hides only for
being outside the window, read from bytes the seam already has, and
objective_targets reads them for a person. Nothing else does: a sprite
out of the window may be a toggleable object switched off, and GO NPC,
TALK and objects keep what is drawn.

Facing any of the rung's people is the arrival: with three in a gym,
leaving out only the one ahead walked GO OBJECTIVE between the leader
and the trainer.
2026-09-23 11:26:49 +00:00
flybrain
5f9237efcd a two-option box is the one the cartridge drew, not the one row 41 pinned
Row 41 read the border at (11, 6)-(19, 11) because that is where the Pokemon
Center's script puts it, and named the limit in its own residual: "Red places a
two-option menu where the script asking for it says, so a prompt drawn elsewhere
reads false and keeps the pad it had". The Pewter Gym guide draws the same menu
at (14, 7)-(19, 11) with the cursor at column 15. Surveyed over 260 presses from
the live checkpoint: the box is drawn on 10 frames, `yes_no_prompt` answered
false on all 260, and `wTextBoxID` read `TWO_OPTION_MENU` on exactly the 10.

So the pad was `NEXT, YES, NO` on a box that was a choice -- two channels for
one A press, which is 12.10's forbidden pair -- and the reopened-prompt
exclusion never armed, because it only judges an answer to a prompt this crate
can read.

The screen half is now the border drawn **around the cursor the game parked in
it**. One fact about `DisplayTwoOptionMenu` rather than about any script: the
cursor goes in the box's first interior column, so the left edge is one column
to its left, in both boxes surveyed. The top is not fixed -- the nurse's box
begins two rows above the first item and the guide's one -- so the top is found
and the figure is then read whole, as `waiting` and the move list are.
2026-09-23 00:37:44 +00:00
acamilo
e5fe6c46ac Merge main into fix/loop-row55: row 50's battle seam beside row 55's counter
Three conflicts, all of them two reviews appending in the same place, all
resolved by keeping both sides: `macros.md` (row 50 keeps section 12.18, row 55
becomes 12.19), `macros-traps.md` (both trap rows, both residual pairs, both arm
sections) and `scene_probe.rs` (both survey modes, `accept` and `shop`). Every
source file auto-merged.

The two rows compose on the cartridge: from the mart checkpoint the fly leaves
the counter, walks the town, and no `MOVE n` blocks any more, so the longest
chain of one macro blocked on an unchanged frame is 1 in any scene.
2026-09-22 22:38:10 +00:00
acamilo
4a1df7c3be macros: the mart's list byte says the counter is open, not which screen is up
`wListMenuID` keeps PRICEDITEMLISTMENU for a whole mart visit: the clerk's text
is printed from inside the mart's own routine and never goes through the display
that clears it. So every frame of the Pewter mart read "the priced buy list",
including the "Here you are! Thank you!" box the stream was looking at, whose
leftover cursor bytes belong to a two-option box.

Which screen is up is now read from the figure the game draws, the same
construction the dialogue box's `waiting` test and the YES/NO prompt already
make: a full-width box waiting for a press is the clerk (`ShopScreen::Talking`),
the item window drawn is the buy list, and the item window blank is the counter
menu.
2026-09-22 19:56:38 +00:00
dev
e2bf4c0305 macros: the move list is the box on screen, not the cursor bytes it left behind
Row 50: MOVE n reported blocked 890 times in 1,431 macros on the cartridge,
every one of them on a frame the seam read as an open move list with a
placeable cursor.

MoveSelectionMenu writes wTopMenuItemY 12 and wTopMenuItemX 5 and nothing in
the game clears them, exactly as the two-option box's geometry outlives its
box. SelectMenuItem then decrements wCurrentMenuItem back to the 0-based slot
on its way out, which lands straight back inside the one-based range the
accessor reads. So the whole of a turn -- the text, the animation, the
enemy's reply -- read as the fly's own turn on an open list, the pad dealt
the four move buttons on it, and the cursor step pressed at a list nobody was
reading until its budget ran out.

The reading is the figure the menu draws, the same construction text_box's
waiting and yes_no_prompt already make: a box at (4, 12) fourteen wide with a
horizontal run over its top-left corner and the junction tile at (10, 12).
Surveyed with one rollback pulse per battle frame over 3,102 frames at the
rung-9 forest checkpoint: by the cursor bytes alone a real directional press
was honoured on 264 of them, and by the cursor bytes and the box on 231 of
231.

A frame whose list is not on screen is between turns, whose pad is the one
NEXT that advances text.
2026-09-22 18:37:36 +00:00
acamilo
31f35c6f2f macros: the whole-map grid is read from the tile the screen is centred on
Measured on the cartridge from the rung-10 checkpoint: `wXCoord` and `wYCoord` change at the *end*
of a sixteen-frame step while the background scrolls throughout it, so for fifteen frames of every
sixteen the screen buffer is centred one tile ahead of the coordinates. The cross-check compared
the decode of the fly's own tile with the screen's reading of the tile ahead and refused. Pewter
City decoded on 118 of 120 standing frames and on none of the moving ones, so every walk the fly
actually took was re-planned over the ten-by-nine window, which is the oscillation of row 23.

Nothing in the pinned symbol table says "a step is in progress" and a new address cannot be pinned
without the disassembly `gen_symbols.py` reads, so the anchor is measured rather than named: the
screen is centred on the fly's tile or on one of its four neighbours, and the one it is centred on
is the one whose whole neighbourhood agrees with the decode. A decode with a wrong stride, a wrong
quadrant or a half-loaded map agrees with none of the five, and neither does the mid-warp tear the
per-serve check was added for, so both refusals stand.

`state::step_destination` names the tile the step is landing on, for the ledger the next commit
writes. The town fixture gains two landmarks beside the fly, because a neighbourhood that is the
same tile id in every direction cannot tell one anchor from another.
2026-09-22 14:57:34 +00:00
acamilo
4bd0a4b3fa Merge fix/loop-20260922T0459: NEXT never on a pad with an input-accepting cursor; MOVE 1 is the main menu backstop; the bag is the fly's turn 2026-09-22 06:18:34 +00:00
acamilo
520298e5c3 tests: the pad invariant, the bag's turn, and the rung-nine battle on the cartridge
Unit: no battle pad holds both NEXT and BACK, over every sub-state with and
without a potion and a ball, and NEXT is on none with a cursor accepting input
(the assertion the top-level menu failed before this branch). A battle frame
with a cursor accepting input is the fly's turn, against real WRAM, for all
four menus plus the two frames that correctly are not one. The bag deals
ITEM / THROW BALL / BACK, and BACK alone when the bag is empty.

ROM-gated, from the live rung-9 forest checkpoint: no pad with both buttons, no
NEXT while a menu accepts input, the longest NEXT/BACK alternation under four,
and every battle entered also left, each on a bounded number of macros. The
battle rules ask the scene the pad was dealt for rather than wIsInBattle, so
the $ff frame a lost battle passes through -- which reads Unknown, whose pad is
NEXT and BACK by contract -- is not accused of a battle rule.

The test fails on v0.4.2 from the same checkpoint with "NEXT was on the pad
while a battle menu was accepting input", NEXT dealt on battle/main, and a run
that never leaves map 51.
2026-09-22 06:14:59 +00:00
claude
68228ef2a1 gb: decode the whole current map into a walkability grid
The walkable predicate answered for the ten-by-nine screen window and Unknown
everywhere else. MapGrid is the same rule over every tile of the loaded map:
block ids out of wOverworldMap, a blocks-to-tiles read of the tileset header s
blockset through the new bank-aware ROM read, the tileset s collision list as
before, and the TilePairCollisionsLand values as directed walls both ways.

The reader checks itself before it answers: the decode is compared against the
window predicate over the player s own neighbourhood, and a frame where the
window can answer for none of it -- a battle, a text box, a frame mid-warp -- is
refused, because wOverworldMap shares its bytes with the picture buffer. Every
refusal is named (GridRefusal) and leaves the window predicate in charge.

Cached per map id and size, so a map is decoded once on arrival rather than once
per question, and owned beside the session ledgers: never checkpointed.
2026-09-22 03:32:35 +00:00
acamilo
660c3cf00d flybrain v0.4.0: public tree (history retained privately)
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2026-09-21 15:09:46 +00:00