`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.
The operator's decision of 2026-09-22: pay the fly for keeping a wild Pokemon,
bump the adapter properly, and restart the live run from an early checkpoint
rather than from scratch.
The rule. `catch` is the catalog's ninth kind, appended so the key order
`counts` serializes in does not move. 0.30 for a species this run had never
owned, 0.10 for a repeat, three payouts per species for the lifetime of the
ledger; the `species` rule is untouched, so a first catch of a new species pays
0.80 across two kinds. The catch is read from `wCapturedMonSpecies` ($d11c),
whose comment in ram/wram.asm is "0 if no mon was captured": ItemUseBall zeroes
it before every throw and writes wEnemyMonSpecies into it only on the branch
that keeps the Pokemon, and UseBagItem's `.returnAfterCapturingMon` zeroes it
again and sets wBattleResult to 2 -- a value written on exactly two paths in
the game, that one and a link battle whose opponent ran. Both are required, so
a byte read out of a half-initialised battle cannot pay. Not wPartyCount: a
catch with a full party raises wBoxCount instead, and wPartyCount also rises
for a gift, a trade and a PC withdrawal.
"Never owned this run" is the `species` payout inside the same battle, because
nothing else can set a Pokedex bit during one. It is not read off the captured
species byte: that is the cartridge's internal index while the owned bitset is
by Pokedex number, and nothing in WRAM converts between them.
The address was resolved by tools/resolve_wram.py, not written by hand. The
tool needed NUM_TMS and NUM_HMS, which the decomp defines through its `const`
enumeration, so it now counts them from the file's own add_tm/add_hm
definitions and cross-checks NUM_TMS against the literal the same file
declares.
The feed's kinds are closed, so `catch` publishes on `wildwin` and nothing in
packages/feed or apps/stage changed. Deliberately not `pokedex`: the `species`
rule already pays for the bit the same catch sets. The stage's ticker copy is
keyed on the feed kind, so a catch row reads "wild win" -- stated in
docs/rewards-learning.md rather than left to be discovered.
v5 -> v6. STATE_VERSION stays 4: the rule adds one counter, `catchCounts`, and
changes nothing else, so a v5 state restores with it empty. That migration is
opt-in and needs all three of: the adapter segment being the only difference
between the two compatibility strings, the running adapter listing the
checkpoint's adapter in `migrates_from()`, and the deploy naming it in
FLY_ACCEPT_ADAPTERS. flysim applies the rule at restore and 05-deploy's gate
applies the same rule before it flips the symlink, writing the variable into
fly.env so the two cannot disagree.
The restart. infra/bin/fly-reset-to-milestone <N> archives both stores to a
dated directory, rewrites milestone-<N>.checkpoint with the ratchet's attempts
and recoveries at zero, installs it as the newest generation of both stores,
clears the milestone archives above N and the event log, and prints what it
did. It refuses while flysim is running and refuses a rung the run never
reached. The envelope work is in flysim::reset (`flysim
--reset-to-milestone N`); the shell script is the operator's wrapper.
Tests: catalog values and order; a synthetic WRAM trace of a catch (new,
repeat, cap, already-owned species, trainer/Safari/old-man/missed-ball
negatives, rollback replay); a v5 state restoring with the counter at zero; a
v5 checkpoint fixture accepted with the opt-in and refused without it; the
reset tool against copies of a state dir in temp directories; and a ROM-gated
catch from a rung-9 forest checkpoint, driven by the shipping THROW BALL macro.
The compatibility string differs from main's in exactly one segment, checked by
splitting both on `/`: pokered-unique8-v5 -> pokered-unique8-v6.
The rung-11 reading of row 54. Route 3's connections read north and west off the cartridge
(`wCurMapConnections`, and it has no warps at all) while the geography table carries west and east,
so the seven walkable tiles of its north edge had an unnameable destination -- and an unnameable
destination counted as unvisited, which made them first-tier for `GO ROUTE` on every hold for ever,
with `GO OBJECTIVE` off the pad beside them because nothing on that map leads to the objective.
A warp's destination is a byte the cartridge publishes, so `None` there is the `LAST_MAP` case
already handled. An edge's comes only from `geography::connected`, so `None` there means the table
cannot name the map on the other side and never will, and the only record left is the adapter's own
boundary ledger. It narrows: a genuinely new edge is still first-tier until the fly reaches it.
Which map is north of Route 3 is not guessed at here. That is a survey -- walk the fly off the edge
with real presses and read the map id back -- and it is recorded as a residual instead.
Two rules for section 13's errands, both from row 54's `GO HEAL`: 204 starts at a mean net of 0.0
tiles and a mean reach of 0.0, cycling with `GO ROUTE` and `GO FRONTIER` over five tiles for seven
and a half brain minutes.
An errand's aim at a door carries no press -- the warp fires when it is stepped on -- so an aim on
the tile the fly is already standing on settles for `SETTLE_FRAMES` and reports `done` with the
world exactly as it was. A completed errand walk writes the reached ledger, which `goals_toward`
does not filter, so the same button was dealt on the next hold and the same nothing happened again.
`exit_goals` has excluded a settled goal underfoot since row 13; this is the one walk that did not
have the rule.
And the errand ledger is session state, so a restore re-armed every errand in the town and walked
the fly back to a counter it had already used. `map_visited` is the adapter's lifetime answer to
the same question and it does survive, so both are asked and either pays the errand.
The other half of the same measurement. `wXCoord` and `wYCoord` are the tile the step began on
until the frame it ends, so the stood ledger recorded ground the fly had already left and the tile
under it stayed unstood: `path::frontier` kept offering it, `GO FRONTIER` was dealt aiming one tile
away, and `Arrival::Step` reported `done` the instant the step it did not make landed. A macro that
completes without changing anything, which is section 12.2's trap.
A step that has begun always finishes -- the cartridge owns the animation and no press stops it --
and the screen has already centred on the tile, so it is ground this run has covered. It clears the
map's frontier mark on the same rule the coordinates do: only ground never stood on before.
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.
The reproduction, the three surveys and the before/after for the rung-10 Pewter stall, with the
ROM-gated run's table. Rows 51 (UNKNOWN's two states), 52 (a building with no row on the map
graph) and 53 (a frontier excluded by a window that lapses) each with their tests.
From the live rung-10 checkpoint with the stub rotation: map 0x34 to map 0x36 on frame 2423, on
15 macros, against never in five and a half live hours. TALK is on the pad inside the gym -- the
fly standing in front of one of the people rung 11's place names -- and it presses it 15 times
there. BACK on a dialog or unknown frame is 0 against the 189 the hunt measured on Pewter City
alone, no frame deals a pad on an unknown with nothing drawn on it, and GO FRONTIER starts 0
times on the museum's two floors.
The unit test beside it is the other half of "the objective reaches the leader": on the gym's
own map the rung's place resolves to the person standing in it, the walk aims at the four tiles
around them, the door is not a candidate while they are there, and talking to them empties the
list. It also pins what the ROM run showed: the town's errands come first for every map in the
area, the gym included, so both have to be paid before the objective is the leader.
Two Stuck rollbacks fired on rung 10 inside half an hour, both on a fly that was walking, and
both were the ratchet working to contract: the stall window is reset by exploration -- one tile
the run has never stood on -- and a fly crossing a town it has already covered to reach the
rung's own door earns none of it. Entering a map for the first time already counts, because a
new map is ground nobody has stood on; re-entering one does not, which is what the museum was.
So the window gains a second signal, passed in by the caller and meaningless to the ratchet
itself, exactly as coverage is: the Pokemon loop answers with "nearer the objective, in map
hops, than this run has ever been", over the same map graph GO OBJECTIVE walks. It can fire at
most once per step of the road, it spends no budget, it captures nothing and it skips no
trigger. Nothing in the macro layer reads it back and no button is bound on it.
The checkpointed ratchet state is untouched: the signal is a level on one sample, not a counter.
GO FRONTIER was 1,235 of the rung-10 run's macro starts in 47 minutes, over two museum floors
and a town whose ground the fly had already covered. The tiles it aimed at were real and
unreachable: 98 walkable tiles on the museum's ground floor, 62 of them reachable from the door,
39 never stood on and almost all of those behind the admission desk. A walk that can reach none
of its goals refuses no route and writes every goal to the blocked ledger -- which is a ten
brain minute window, so all of it came back and the refusal happened again, once per hold.
A window is right for a target somebody is standing in front of and wrong for ground the map has
fenced off. So the refusal is remembered per map instead, with no window, and it is cleared by
the one event that can change the answer: the fly standing somewhere on that map it had not
stood on before -- a door opened, a script carried it through, somebody moved out of a doorway.
Re-entering the map clears nothing, which is the loop the window made.
BACK was 678 macro starts in 47 minutes on rung 10, 189 of them on Pewter City with no text box
on screen at all. BACK is on no overworld and no dialog pad, so every one of them was dealt by
Scene::Unknown -- which holds two states under one name. One is a screen this crate cannot name,
the Pokedex or the trainer card or OPTION, where A and B are what leave it. The other is a frame
of the overworld where the cartridge is driving -- a warp in flight, a scripted push-back, the
museum guide walking the fly through the door -- which the detector calls Unknown because the
buttons are not reaching the player.
On the second, NEXT and BACK are an A and a B pressed into somebody else's script: they change
nothing and they complete where the fly stands, which is section 12.2's trap with no box to
advance. So Unknown's pad is dealt on whether a box is drawn, and a scripted overworld frame is
an empty pad the fly waits out -- the cartridge gives the buttons back by itself.
Rung 10 spent five and a half hours in Pewter City with the objective two doors away, and the
fly kept ending up inside the museum, where GO OBJECTIVE, GO SHOP and GO HEAL were all off the
pad: a map with no row in the graph has no neighbours, so next_hop answers nothing and area_of
answers nothing. Named as a residual by the previous review and worked here.
Both ids come from the cartridge's own warp table, surveyed from the rung-10 checkpoint rather
than counted: Pewter City names 0x34 at (14, 7) and at (19, 5), which are the museum's two
doors, and 0x34 names 0x35 at (7, 7), which is the staircase. The upper floor has no area, for
the same reason a bedroom has none -- no front door of its own -- and the road out of it is the
staircase, which is what the fly needs there.
The rung-10 review needed to tell "the whole-map grid is wrong on this map" from "this frame
was mid-step", and the refusal label cannot: both read "screen disagrees". So the decode is
split from its own cross-check, the disagreement is readable tile by tile, and the map survey
stands still for a while and counts how many of those frames decode.
On Pewter City, measured from the rung-10 checkpoint: standing still it decodes on 118 of 120
frames, and the frame the survey caught disagrees on three tiles by exactly one tile row in the
direction the fly was walking. The map is fine; the reading is refused while the fly is moving.
Unit: HEAL is off a full party's pad, including the rung-10 party's own
numbers, which is the assertion that the loop was never the heal's; TALK
is off a rested nurse's pad and on a hurt one's, and an ordinary
villager is unaffected; her prompt deals one answer and a plain box still
deals three; a readable prompt that is not hers deals both answers and no
NEXT; an answer whose prompt reopens is excluded and one that settled the
box is not; a completed heal and a declined prompt both retire her.
ROM-gated from the live checkpoint (FLY_CENTER_CHECKPOINT): the fly
leaves map 0x3a on a bounded number of macros, YES starts stay under
five, NEXT is on no pad while a prompt is readable, and TALK is on no pad
at a rested nurse. The run also counts dialog and prompt frames, which is
what makes the forty-six-to-one ratio visible.
TALK's precondition reaches over a counter because the cartridge does;
its talked-ledger entry was read one tile ahead. So TALK was bound at the
counter and recorded nothing, 107 times, and the nurse was never retired.
The entry now comes from the same reading the precondition makes.
A completed HEAL writes her into the talked ledger: the macro has had the
conversation with its own presses, and the reached window would otherwise
expire in ten brain minutes and offer the ring again. A declined prompt
writes it too -- 12.4 inverted for one person, because the pad only ever
offers NO at her prompt when the party is already full.
And the general rule: a YES or NO whose prompt is up again on the same
map and tile within one hold did nothing, so that answer joins the
blocked ledger for its window.
On a box that is a readable YES/NO prompt, NEXT is YES under another
name -- an A press at a two-option menu confirms the option the cursor is
on -- so it is off that pad and the pad is the box's two answers. That is
12.10's pair rule in a dialog.
At the nurse's own prompt only the answer that changes something is
bound: YES with a hurt or statused party, NO with a full one, read from
the same byte HEAL's precondition has read since section 13.
And TALK is off the pad at a nurse the party has no use for. Her
conversation is a service whose need the cartridge publishes, and a ring
of text that ends where it began is section 12.2's trap. Nobody else is
narrowed.
An answer the reopened-prompt ledger excludes leaves the pad, and the
exclusion never empties one: a box nothing can answer cannot be left.
Row 41 is the Pokemon Center nurse: 2,142 YES starts on one tile of map
0x3a with a party at 70/70. The survey that names it is a new probe mode
(FLY_PROBE_CATCH=nurse) that leaves the box with B and then pulses A,
printing every state the conversation passes through with the two-option
menu's own geometry beside it. It is a ring of forty-six presses and the
box is a choice on exactly one of them.
So the reading: wFontLoaded plus the border DisplayTwoOptionMenu draws,
plus the cursor it parks inside it. Both halves are needed -- the cursor
bytes survive the box closing, so all forty-six frames carry the
geometry. It claims that box and not "a choice is open" in general.
TargetKey gains Answer { at, yes } for the reopened-prompt exclusion.
The doc comment on Cursor::want credited THROW BALL's 63 blocked starts to the
bag drawing slowly, which is true of the frames and not the cause. What the rule
did was make the step report which list it had been left looking at, and the
answer was never the bag - it was the party list, because battle_entry's ITEM and
PKMN were the other way round. The rule stands on its own: a step that reads the
list it has already answered takes its length and its direction from entries it
is not walking.
The rung-10 loop whole: which building the fly was in, why every candidate list
on that map emptied, the byte dump that named the battle menu's swapped entries,
the ROM-gated before and after, and the two arms of the trap hunt being identical
because a restore clears the ledgers the loop was built out of.
Section 13.1's tables follow: MENU off both overworld rows and off the narrow
counter row, the move list's conditional BACK, the start menu reachable only by
the raw START button, and two new rows in the pad-empty audit - the room whose
one door the ledger rests, and the map with no way out at all, which is the one
empty pad left and is asserted rather than covered.
THROW BALL was 63 starts and 63 blocked on v0.4.3 and SWITCH 15 of them, and the
reason is neither macro's own script. The screen reads FIGHT PKMN over ITEM RUN
and the game's index does not: wCurrentMenuItem is the row inside the column the
cursor is in, and selection adds two for the right column, so the order is
FIGHT, ITEM, PKMN, RUN. battle_entry had PKMN 1 and ITEM 2 -- the row-major
reading of the picture -- so every macro that meant to open the bag opened the
party list and every macro that meant to open the party list opened the bag.
Surveyed on the cartridge from the rung-9 checkpoint: a THROW BALL aiming at 2
walked the cursor to wTopMenuItemX 15 / wCurrentMenuItem 0, pressed A, and the
party list opened -- wTopMenuItemY 1, wTopMenuItemX 0, wListMenuID $02 -- with
the game writing wCurrentMenuItem 2 on the frame after the press.
The fake had the same mistake in its own geometry, so it could not have caught
it: its two-by-two moved row-major. It is column-major now, like the cartridge.
THROW BALL on the cartridge was 63 starts and 63 `blocked`, mean sixty-nine
frames: the cursor to ITEM, the A that confirms it, the twenty settle frames,
and then a refusal on the very next frame. Red keeps one cursor for every menu
in the game, the bag takes longer than twenty frames to draw, and `listing` was
still answering for the battle *menu* -- four entries, max 3. A ball whose bag
index was above that read as off the end of the list and the step gave up at
once; one inside it was walked for by pressing UP and LEFT at the battle menu,
which is the blind pressing section 4 forbids.
So a Listing now says which list it is (ListKind) and a cursor step says which
list its target indexes into. A step whose list is not up waits exactly as it
waits for a list that reports no cursor at all, and takes its press order and
its budget from that list on the first frame it accepts input rather than from
whatever was up when the script was built. A confirming press that has already
begun still finishes: the press is what answers the list, so the cartridge is
already drawing the next one while it is issued.
The crossings are named: FIGHT and ITEM and PKMN and RUN over the battle menu,
a move slot over the move list, a bag index over the bag, a party slot over the
party list. A shop's own screens are one list and stay as they were.
The fake gained the one thing it could not express -- a list that takes frames
to draw -- and two of its fixtures had FIGHT and a potion opening nothing at
all, which is how they passed while the cartridge could not.
The v0.4.3 residual: BACK was 263 of 797 macro starts and every one of them was
over an open move list. A move list whose battler the seam cannot place binds no
MOVE n at all -- move_slot_bound needs wBattleMon* -- so its pad was BACK alone,
and the only thing that button does is close the list MOVE 1 on the menu
underneath had just opened. That is section 12.10's pair with MOVE 1 standing
where NEXT used to.
So BACK is dealt on the move list only while battle.own reads, and MOVE 1 keeps
the backstop it has over the top-level menu: with nothing readable the pad is
MOVE 1 alone and its script confirms wherever the cursor stands, which is the
press that ends a turn. With the moves readable the pad is unchanged.
Rung 10, thirty brain minutes inside the Pewter museum's upper floor (map 0x35):
macro starts MENU 82, BACK 82, GO FRONTIER 8, the event log alternating
`MENU start/done, BACK start/done`. MENU pressed START, the start menu opened,
and that scene's pad is CLOSE / CONFIRM / BACK -- so BACK pressed B and closed it
again. Two buttons that undo each other with nothing else changing, which is
section 12.10's rule one scene wider than a battle, and section 12.2's trap by
definition: a precondition satisfied wherever the fly stands and a macro that
completes without moving.
Nothing in the macro vocabulary uses the start menu for anything, so MENU comes
off scene_set's overworld row entirely rather than being narrowed. It stays a
type, a population, a tag and a script, so the roles, the channel order and
--print-compatibility are untouched, and the fly's raw START still opens the
start menu in macros mode.
MENU was also what made an empty overworld pad impossible. That guarantee moves
to the way out: `ways` gains one last resort for a *room*, the one GO ROUTE has
had outdoors since 13.1, so a map that offers nothing else at all still offers
its door or its staircase -- ignoring the blocked window, because a target the
ledger is resting is still the only place to go. The museum's staircase is a
passage and not an exit, which is why the old tier 3 could not answer for it.
A map with no way out at all is now a genuinely empty pad. No map in Red is
that, it is asserted as the named residual, and game.padEmptyMs reports it.
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.
Live on rung 9 thirty-five minutes after v0.4.2: NEXT 1264 macro starts, BACK
1241, the log alternating NEXT start/done, BACK start/done every hold, on map
51. NEXT on the top-level battle menu is an A press on the cursor, and the
cursor sits on FIGHT, so it opened the move list; BACK on the move list closed
it again. Each button was legitimate where it stood, and the pair undid itself
with nothing else changing, so the turn never resolved.
NEXT is now on no pad with a cursor accepting input. It keeps the between-turns
row alone and the forced switch, which has no BACK beside it to undo it. MOVE 1
is the top-level menu's backstop instead: the question over that menu is 12.8's
"is there a move list to open", FIGHT always opens, and the script there is
confirm FIGHT and stop, which reads no move at all.
The bag is the fly's own turn, because a cursor accepting input is one, and its
pad is the bag's own three answers: ITEM, THROW BALL, BACK. Section 12.10.
The buffer is ds 1300 and every real map plus its three-block border fits in it.
A header that says otherwise is one read mid-load, and decoding it would read
past the buffer into somebody else s WRAM, so it is a refusal rather than a
clamp.
A warp writes wCurMap before the map header and the block data: on Oak s lab
doormat wCurMap already reads PALLET_TOWN while the header still reads the lab s
ten-by-twelve. The decode agrees with the screen on such a frame -- both are the
old map -- so only the id is wrong, and a grid filed under it would stay wrong
for as long as it was cached. One byte answers it: does the cached grid still
agree with the screen about the tile the fly is standing on.
Measured on the cartridge, not derived: a map tile is 2x2 screen tiles and
CheckTilePassable matches one id, and the screen agrees with the lower-left tile
of the quadrant. Viridian Forest s (4, 32) reads 3, the second row of its
block, where the first row holds bash4. On open ground most quadrants hold one id
four times over, so the upper-left guess reads correctly on a town and falls
apart in a forest -- which is why the decode is cross-checked against the screen
before it is trusted.
route and frontier ask for the grid once per plan and fall back to the window
when there is none. With it: one plan crosses a whole map, GO WARP / GO OUT /
GO ROUTE route to their warp or connection tile rather than to the nearest tile
of an edge that reads Unknown, a tile-pair wall is planned around instead of
being learned by walking into it, and the frontier is the nearest unstood
walkable tile anywhere on the map instead of the nearest one on screen.
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.
MemoryReader::read8 reads the CPU bus, where banks 1 and up are whichever bank
the cartridge last switched to, so a table in another bank could only be read by
writing the mapper register -- and the joypad is the only write this workspace
makes into a running game. read_rom takes a bank and a CPU address and reads the
cartridge image the process already holds instead. Defaulted to None, so every
reader without a cartridge behind it narrows rather than guesses.
Two traps from the rung-9 forest checkpoint, both section 12.2's rule: a
macro that completes without moving because its precondition is already
satisfied where the fly stands.
BACK was dealt by the between-turns row, which section 13.1 gave NEXT and
BACK for the sake of the battle bag -- the bag reads as nobody's turn, so
it lands there -- and which is also every frame of battle text. With
nothing open there is nothing to back out of, so the press completes in
fifteen frames on the tile it started on: 163 of 959 macro starts in
twenty brain minutes from the checkpoint, plus twelve more on a move list
whose cursor the seam cannot place. The row is now the sub-state's: BACK
with the bag open, NEXT alone otherwise. The move list and the party list
keep it, and the top-level menu never had it.
THROW BALL gains a fourth fact: the species on the other side is not one
the party already holds. The party is the caught set, because it is the
cartridge's own lifetime record in the same internal numbering the enemy
is read in; wPokedexOwned is by Pokedex number and the table that converts
one to the other is in a ROM bank this crate cannot read. An enemy the
seam cannot place leaves the button where it was.
RUN is unchanged. Its blocked outcomes are the script and not the
cartridge: a cursor macro started as the menu closes waits out CURSOR_WAIT
pressing nothing (mean 184 frames over ten starts), which is audit row 19.
The decoder, the reward catalog, the adapter version and the compatibility
string are untouched: --print-compatibility is byte-identical at 648 bytes.
resolve_wram.py is a second reading of the disassembly beside gen_symbols.py:
it walks ram/wram.asm with a cursor that is only ever live while anchored on an
address symbols.rs already pins, re-derives 40 of the 63 it carries with no
disagreement, and emits an address only when a pinned one after it agrees too.
wOverworldMap, wCurMapTileset, wTilesetBank and wTilesetBlocksPtr come out of
that pass; no address is hand-written and nothing else in the table moves.