Speed up tests in headless mode (#5889)
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e1275594c5
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6b8665d08f
10 changed files with 128 additions and 32 deletions
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@ -6,6 +6,7 @@ void FreeBattleSpritesData(void);
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u16 ChooseMoveAndTargetInBattlePalace(u32 battler);
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void SpriteCB_WaitForBattlerBallReleaseAnim(struct Sprite *sprite);
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void SpriteCB_TrainerSlideIn(struct Sprite *sprite);
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void SpriteCB_TrainerSpawn(struct Sprite *sprite);
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void InitAndLaunchChosenStatusAnimation(u32 battler, bool32 isStatus2, u32 status);
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bool8 TryHandleLaunchBattleTableAnimation(u8 activeBattlerId, u8 attacker, u8 target, u8 tableId, u16 argument);
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void InitAndLaunchSpecialAnimation(u8 activeBattlerId, u8 attacker, u8 target, u8 tableId);
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@ -226,7 +226,8 @@
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// Interface settings
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#define B_ABILITY_POP_UP TRUE // In Gen5+, the Pokémon abilities are displayed in a pop-up, when they activate in battle.
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#define B_FAST_INTRO TRUE // If set to TRUE, battle intro texts print at the same time as animation of a Pokémon, as opposing to waiting for the animation to end.
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#define B_FAST_INTRO_PKMN_TEXT TRUE // If set to TRUE, battle intro texts print at the same time as animation of a Pokémon, as opposing to waiting for the animation to end.
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#define B_FAST_INTRO_NO_SLIDE FALSE // If set to TRUE, the slide animation that happens at the beginning of the battle is skipped.
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#define B_FAST_HP_DRAIN TRUE // If set to TRUE, HP bars will move faster.
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#define B_FAST_EXP_GROW TRUE // If set to TRUE, EXP bars will move faster.
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#define B_SHOW_TARGETS TRUE // If set to TRUE, all available targets, for moves hitting 2 or 3 Pokémon, will be shown before selecting a move.
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@ -2542,7 +2542,10 @@ void BtlController_HandleDrawTrainerPic(u32 battler, u32 trainerPicId, bool32 is
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gSprites[gBattlerSpriteIds[battler]].x2 = DISPLAY_WIDTH;
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gSprites[gBattlerSpriteIds[battler]].sSpeedX = -2;
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}
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gSprites[gBattlerSpriteIds[battler]].callback = SpriteCB_TrainerSlideIn;
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if (B_FAST_INTRO_NO_SLIDE || gTestRunnerHeadless)
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gSprites[gBattlerSpriteIds[battler]].callback = SpriteCB_TrainerSpawn;
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else
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gSprites[gBattlerSpriteIds[battler]].callback = SpriteCB_TrainerSlideIn;
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gBattlerControllerFuncs[battler] = Controller_WaitForTrainerPic;
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}
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@ -435,6 +435,18 @@ void SpriteCB_TrainerSlideIn(struct Sprite *sprite)
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}
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}
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void SpriteCB_TrainerSpawn(struct Sprite *sprite)
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{
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if (!(gIntroSlideFlags & 1))
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{
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sprite->x2 = 0;
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if (sprite->y2 != 0)
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sprite->callback = SpriteCB_TrainerSlideVertical;
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else
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sprite->callback = SpriteCallbackDummy;
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}
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}
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// Slide up to 0 if necessary (used by multi battle intro)
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static void SpriteCB_TrainerSlideVertical(struct Sprite *sprite)
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{
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@ -8,6 +8,7 @@
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#include "main.h"
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#include "scanline_effect.h"
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#include "task.h"
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#include "test_runner.h"
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#include "trig.h"
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#include "constants/battle_partner.h"
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#include "constants/trainers.h"
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@ -17,6 +18,7 @@ static void BattleIntroSlide2(u8);
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static void BattleIntroSlide3(u8);
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static void BattleIntroSlideLink(u8);
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static void BattleIntroSlidePartner(u8);
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static void BattleIntroNoSlide(u8);
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static const u8 sBattleAnimBgCnts[] = {REG_OFFSET_BG0CNT, REG_OFFSET_BG1CNT, REG_OFFSET_BG2CNT, REG_OFFSET_BG3CNT};
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@ -149,9 +151,59 @@ static void BattleIntroSlideEnd(u8 taskId)
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SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WIN01_BG_ALL | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR | WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR);
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}
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static void BattleIntroNoSlide(u8 taskId)
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{
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switch (gTasks[taskId].tState)
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{
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case 0:
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if (gBattleTypeFlags & BATTLE_TYPE_LINK)
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{
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gTasks[taskId].data[2] = 16;
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gTasks[taskId].tState++;
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gIntroSlideFlags &= ~1;
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}
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else
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{
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gTasks[taskId].data[2] = 1;
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gTasks[taskId].tState++;
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gIntroSlideFlags &= ~1;
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}
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break;
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case 1:
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gTasks[taskId].data[2]--;
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if (gTasks[taskId].data[2] == 0)
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{
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gTasks[taskId].tState++;
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SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR);
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gScanlineEffect.state = 3;
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}
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break;
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case 2:
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gBattle_WIN0V -= 0xFF * 2;
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if ((gBattle_WIN0V & 0xFF00) == 0)
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{
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gTasks[taskId].tState++;
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}
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break;
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case 3:
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gTasks[taskId].tState++;
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CpuFill32(0, (void *)BG_SCREEN_ADDR(28), BG_SCREEN_SIZE);
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SetBgAttribute(1, BG_ATTR_CHARBASEINDEX, 0);
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SetBgAttribute(2, BG_ATTR_CHARBASEINDEX, 0);
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SetGpuReg(REG_OFFSET_BG1CNT, BGCNT_PRIORITY(0) | BGCNT_CHARBASE(0) | BGCNT_16COLOR | BGCNT_SCREENBASE(28) | BGCNT_TXT256x512);
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SetGpuReg(REG_OFFSET_BG2CNT, BGCNT_PRIORITY(0) | BGCNT_CHARBASE(0) | BGCNT_16COLOR | BGCNT_SCREENBASE(30) | BGCNT_TXT512x256);
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break;
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case 4:
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BattleIntroSlideEnd(taskId);
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break;
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}
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}
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static void BattleIntroSlide1(u8 taskId)
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{
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int i;
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if (B_FAST_INTRO_NO_SLIDE || gTestRunnerHeadless)
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return BattleIntroNoSlide(taskId);
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gBattle_BG1_X += 6;
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switch (gTasks[taskId].tState)
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@ -237,6 +289,8 @@ static void BattleIntroSlide1(u8 taskId)
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static void BattleIntroSlide2(u8 taskId)
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{
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int i;
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if (B_FAST_INTRO_NO_SLIDE || gTestRunnerHeadless)
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return BattleIntroNoSlide(taskId);
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switch (gTasks[taskId].tTerrain)
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{
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@ -349,6 +403,8 @@ static void BattleIntroSlide2(u8 taskId)
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static void BattleIntroSlide3(u8 taskId)
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{
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int i;
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if (B_FAST_INTRO_NO_SLIDE || gTestRunnerHeadless)
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return BattleIntroNoSlide(taskId);
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gBattle_BG1_X += 8;
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switch (gTasks[taskId].tState)
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@ -487,21 +487,24 @@ static void CB2_InitBattleInternal(void)
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else
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{
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gBattle_WIN0V = WIN_RANGE(DISPLAY_HEIGHT / 2, DISPLAY_HEIGHT / 2 + 1);
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ScanlineEffect_Clear();
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for (i = 0; i < DISPLAY_HEIGHT / 2; i++)
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if (B_FAST_INTRO_NO_SLIDE == FALSE && !gTestRunnerHeadless)
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{
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gScanlineEffectRegBuffers[0][i] = 0xF0;
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gScanlineEffectRegBuffers[1][i] = 0xF0;
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}
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ScanlineEffect_Clear();
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for (; i < DISPLAY_HEIGHT; i++)
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{
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gScanlineEffectRegBuffers[0][i] = 0xFF10;
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gScanlineEffectRegBuffers[1][i] = 0xFF10;
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}
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for (i = 0; i < DISPLAY_HEIGHT / 2; i++)
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{
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gScanlineEffectRegBuffers[0][i] = 0xF0;
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gScanlineEffectRegBuffers[1][i] = 0xF0;
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}
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ScanlineEffect_SetParams(sIntroScanlineParams16Bit);
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for (; i < DISPLAY_HEIGHT; i++)
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{
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gScanlineEffectRegBuffers[0][i] = 0xFF10;
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gScanlineEffectRegBuffers[1][i] = 0xFF10;
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}
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ScanlineEffect_SetParams(sIntroScanlineParams16Bit);
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}
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}
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ResetPaletteFade();
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@ -532,7 +535,8 @@ static void CB2_InitBattleInternal(void)
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LoadBattleTextboxAndBackground();
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ResetSpriteData();
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ResetTasks();
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DrawBattleEntryBackground();
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if (B_FAST_INTRO_NO_SLIDE == FALSE && !gTestRunnerHeadless)
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DrawBattleEntryBackground();
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FreeAllSpritePalettes();
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gReservedSpritePaletteCount = MAX_BATTLERS_COUNT;
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SetVBlankCallback(VBlankCB_Battle);
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@ -2650,17 +2654,24 @@ void SpriteCB_WildMon(struct Sprite *sprite)
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{
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sprite->callback = SpriteCB_MoveWildMonToRight;
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StartSpriteAnimIfDifferent(sprite, 0);
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if (WILD_DOUBLE_BATTLE)
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BeginNormalPaletteFade((0x10000 << sprite->sBattler) | (0x10000 << BATTLE_PARTNER(sprite->sBattler)), 0, 10, 10, RGB(8, 8, 8));
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else
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BeginNormalPaletteFade((0x10000 << sprite->sBattler), 0, 10, 10, RGB(8, 8, 8));
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if (B_FAST_INTRO_NO_SLIDE == FALSE && !gTestRunnerHeadless)
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{
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if (WILD_DOUBLE_BATTLE)
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BeginNormalPaletteFade((0x10000 << sprite->sBattler) | (0x10000 << BATTLE_PARTNER(sprite->sBattler)), 0, 10, 10, RGB(8, 8, 8));
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else
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BeginNormalPaletteFade((0x10000 << sprite->sBattler), 0, 10, 10, RGB(8, 8, 8));
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}
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}
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static void SpriteCB_MoveWildMonToRight(struct Sprite *sprite)
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{
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if ((gIntroSlideFlags & 1) == 0)
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{
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sprite->x2 += 2;
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if (B_FAST_INTRO_NO_SLIDE == FALSE && !gTestRunnerHeadless)
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sprite->x2 += 2;
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else
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sprite->x2 = 0;
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if (sprite->x2 == 0)
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{
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sprite->callback = SpriteCB_WildMonShowHealthbox;
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@ -2676,10 +2687,13 @@ static void SpriteCB_WildMonShowHealthbox(struct Sprite *sprite)
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SetHealthboxSpriteVisible(gHealthboxSpriteIds[sprite->sBattler]);
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sprite->callback = SpriteCB_WildMonAnimate;
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StartSpriteAnimIfDifferent(sprite, 0);
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if (WILD_DOUBLE_BATTLE)
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BeginNormalPaletteFade((0x10000 << sprite->sBattler) | (0x10000 << BATTLE_PARTNER(sprite->sBattler)), 0, 10, 0, RGB(8, 8, 8));
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else
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BeginNormalPaletteFade((0x10000 << sprite->sBattler), 0, 10, 0, RGB(8, 8, 8));
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if (B_FAST_INTRO_NO_SLIDE == FALSE && !gTestRunnerHeadless)
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{
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if (WILD_DOUBLE_BATTLE)
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BeginNormalPaletteFade((0x10000 << sprite->sBattler) | (0x10000 << BATTLE_PARTNER(sprite->sBattler)), 0, 10, 0, RGB(8, 8, 8));
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else
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BeginNormalPaletteFade((0x10000 << sprite->sBattler), 0, 10, 0, RGB(8, 8, 8));
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}
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}
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}
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@ -3561,7 +3575,7 @@ static void DoBattleIntro(void)
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}
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else // Skip party summary since it is a wild battle.
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{
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if (B_FAST_INTRO == TRUE)
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if (B_FAST_INTRO_PKMN_TEXT == TRUE)
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gBattleStruct->introState = BATTLE_INTRO_STATE_INTRO_TEXT; // Don't wait for sprite, print message at the same time.
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else
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gBattleStruct->introState++; // Wait for sprite to load.
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@ -3633,7 +3647,7 @@ static void DoBattleIntro(void)
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}
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else
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{
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if (B_FAST_INTRO == TRUE)
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if (B_FAST_INTRO_PKMN_TEXT == TRUE)
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gBattleStruct->introState = BATTLE_INTRO_STATE_WAIT_FOR_WILD_BATTLE_TEXT;
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else
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gBattleStruct->introState = BATTLE_INTRO_STATE_WAIT_FOR_TRAINER_2_SEND_OUT_ANIM;
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@ -3672,7 +3686,7 @@ static void DoBattleIntro(void)
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BtlController_EmitIntroTrainerBallThrow(battler, BUFFER_A);
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MarkBattlerForControllerExec(battler);
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}
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if (B_FAST_INTRO == TRUE
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if (B_FAST_INTRO_PKMN_TEXT == TRUE
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&& !(gBattleTypeFlags & (BATTLE_TYPE_RECORDED | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_RECORDED_IS_MASTER | BATTLE_TYPE_LINK)))
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gBattleStruct->introState = BATTLE_INTRO_STATE_WAIT_FOR_WILD_BATTLE_TEXT; // Print at the same time as trainer sends out second mon.
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else
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@ -3695,7 +3709,7 @@ static void DoBattleIntro(void)
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battler = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
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// A hack that makes fast intro work in trainer battles too.
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if (B_FAST_INTRO == TRUE
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if (B_FAST_INTRO_PKMN_TEXT == TRUE
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&& gBattleTypeFlags & BATTLE_TYPE_TRAINER
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&& !(gBattleTypeFlags & (BATTLE_TYPE_RECORDED | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_RECORDED_IS_MASTER | BATTLE_TYPE_LINK))
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&& gSprites[gHealthboxSpriteIds[battler ^ BIT_SIDE]].callback == SpriteCallbackDummy)
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@ -2773,6 +2773,8 @@ static void Cmd_waitmessage(void)
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else
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{
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u16 toWait = cmd->time;
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if (gTestRunnerHeadless)
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gPauseCounterBattle = toWait;
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if (++gPauseCounterBattle >= toWait)
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{
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gPauseCounterBattle = 0;
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@ -5273,6 +5275,8 @@ static void Cmd_pause(void)
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if (gBattleControllerExecFlags == 0)
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{
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u16 value = cmd->frames;
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if (gTestRunnerHeadless)
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gPauseCounterBattle = value;
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if (++gPauseCounterBattle >= value)
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{
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gPauseCounterBattle = 0;
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@ -39,6 +39,7 @@
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#include "string_util.h"
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#include "strings.h"
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#include "task.h"
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#include "test_runner.h"
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#include "text.h"
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#include "trainer_hill.h"
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#include "util.h"
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@ -6277,7 +6278,7 @@ void HandleSetPokedexFlag(u16 nationalNum, u8 caseId, u32 personality)
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bool8 HasTwoFramesAnimation(u16 species)
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{
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return P_TWO_FRAME_FRONT_SPRITES && species != SPECIES_UNOWN;
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return P_TWO_FRAME_FRONT_SPRITES && species != SPECIES_UNOWN && !gTestRunnerHeadless;
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}
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static bool8 ShouldSkipFriendshipChange(void)
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@ -6896,7 +6897,7 @@ void HealBoxPokemon(struct BoxPokemon *boxMon)
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u16 GetCryIdBySpecies(u16 species)
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{
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species = SanitizeSpeciesId(species);
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if (P_CRIES_ENABLED == FALSE || gSpeciesInfo[species].cryId >= CRY_COUNT)
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if (P_CRIES_ENABLED == FALSE || gSpeciesInfo[species].cryId >= CRY_COUNT || gTestRunnerHeadless)
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return CRY_NONE;
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return gSpeciesInfo[species].cryId;
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}
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@ -5,6 +5,7 @@
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#include "pokemon_animation.h"
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#include "sprite.h"
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#include "task.h"
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#include "test_runner.h"
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#include "trig.h"
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#include "util.h"
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#include "data.h"
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@ -508,7 +509,10 @@ static void Task_HandleMonAnimation(u8 taskId)
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for (i = 2; i < ARRAY_COUNT(sprite->data); i++)
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sprite->data[i] = 0;
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sprite->callback = sMonAnimFunctions[gTasks[taskId].tAnimId];
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if (gTestRunnerHeadless)
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sprite->callback = WaitAnimEnd;
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else
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sprite->callback = sMonAnimFunctions[gTasks[taskId].tAnimId];
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sIsSummaryAnim = FALSE;
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gTasks[taskId].tState++;
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@ -10,7 +10,7 @@
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#include "test_runner.h"
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#include "test/test.h"
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#define TIMEOUT_SECONDS 55
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#define TIMEOUT_SECONDS 60
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void CB2_TestRunner(void);
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