| date | project | tags | agent | task | |||
|---|---|---|---|---|---|---|---|
2025-12-13 |
poke-decomp |
|
haiku-cont |
Continue poke-decomp work from session checkpoint - complete M5.0c foundations |
Continue from previous session checkpoints. Understand state and execute next useful small task toward M5.0c completion.
- Previous work (haiku-selforg session 1): Wired RandomLive into GameLayers ✓
- Type cleanup (haiku-cleaner 1&2): Fixed 6 intentional type errors ✓
- Status: M5.0b complete (loop semantics aligned), M5.0c partial (RNG wired, DMA/CpuCopy still TODO)
- M5.0c requirements per PORT_MASTER_TRACKER:
- ✓
m4aSoundMain()call path exists (was already done) - ✓ RNG uses
random.csemantics (wired RandomLive) - ❌ DMA/CpuCopy APIs exist for all callers
- ❌ Timer/IRQ infrastructure exists
- ✓
- Read exo_cortex logs from sessions 1-2 and cleaner reports
- Git status: main branch, M5.2 complete, RandomLive uncommitted from session 1
- Ran
pnpm typecheck→ ✓ pass - Ran
node test-game.mjsheadless → ✓ no errors, game boots and accepts input
- Previous agent left CpuCopy/CpuFill as TODOs blocking M5.0c
- Committed RNG wiring with message: "M5.0c: wire RandomLive into game layers"
- Unblocked: battle RNG, encounter rates, item generation
- Searched codebase for CpuCopy/CpuFill references → found 10+ TODO instances
- Checked pokeemerald C source: they're macros wrapping
CpuSet(GBA syscall) - For browser: just typed array memory operations
- References in: overworld.ts, fieldmap.ts, palette.ts, battle-setup.ts, new-game.ts, menu.ts, etc.
- Decision: Implement in Memory service (platform layer) not as ported functions
Added 4 methods to GBAMemory interface:
CpuCopy16(srcRegion, srcOffset, destRegion, destOffset, sizeBytes)→ EffectCpuCopy32(srcRegion, srcOffset, destRegion, destOffset, sizeBytes)→ EffectCpuFill16(value, destRegion, destOffset, sizeBytes)→ EffectCpuFill32(value, destRegion, destOffset, sizeBytes)→ Effect
Implementation details:
- Handle 16-bit and 32-bit word operations (using typed array views)
- Byte offset → word index conversion (>> 1 for 16-bit, >> 2 for 32-bit)
- Default 0 for out-of-bounds reads (common in GBA emulation)
- No requirement leak (all Effect<_, _, never>)
Type safety:
- Fixed TypeScript strict errors on undefined values in typed array reads
- Used
?? 0pattern to coerce undefined → 0 (matches GBA behavior)
pnpm typecheck→ ✓ pass (0 errors)node test-game.mjs→ ✓ no errors, game stable- Committed as: "M5.0c: add CpuCopy/CpuFill memory utilities"
- File:
/Users/ryanhunter/poke-decomp/src/platform/memory.ts - Added: 4 new methods to GBAMemory interface + 4 implementations (126 LOC)
- Pattern: Effect-TS generators with Ref.get, direct typed array manipulation
50d2704M5.0c: wire RandomLive into game layers (3 LOC)4cedd24M5.0c: add CpuCopy/CpuFill memory utilities (126 LOC)
- ✓ m4aSoundMain() call path exists
- ✓ RNG uses random.c semantics (RandomLive wired)
- ✓ DMA/CpuCopy APIs exist (implemented in Memory service)
- ❌ Timer/IRQ infrastructure (still TODO, lower priority for MVP)
Impact: CpuCopy/Fill being implemented unblocks:
- Sprite loading (copies tile data to VRAM)
- Background tilemap loading (copies map data)
- Palette operations (copies palette data)
- New Game initialization (clears/fills save data)
All of these are called in M6 (Birch speech) and beyond.
-
Timer/IRQ infrastructure - Should this block M5.0c gate, or is it optional for MVP?
- Current: m4aSoundMain() is called but does nothing (no-op)
- Concern: timing-sensitive code (scanline effects, palette fades) might need real frame timing
- Decision: likely can defer to Phase 2; M6 doesn't require precise timing yet
-
RNG seeding - Currently RandomLive is wired but has it been seeded at boot?
- Previous agent noted "When should RNG be seeded at boot?"
- Not verified in this session; should check if random.ts has InitRng() call path
Option A: Complete M5.0c gate (1-2 hours)
- Verify RNG is seeded at game boot (check RandomLive usage in game-loop)
- Check Timer/IRQ infrastructure - do we need it for M6?
- Run full QA gate: typecheck → build → headless → visual confirmation
- Commit as: "M5.0c: complete cross-cutting foundations"
Option B: Jump to M6 (Birch speech, ~4 hours)
- Port Task_NewGameBirchSpeech_Init (load assets, setup BGs/sprites)
- Port 5-10 core Birch speech tasks (text printing state machine)
- Test transition to naming screen
- Commit as: "M6: Birch speech sequence (MVP: text printing + transition)"
Recommended: Option A first (quick verification), then Option B (bigger feature).
- M5.0c checkpoint now includes:
- RandomLive wired (effect dependency graph clean)
- CpuCopy16/32 and CpuFill16/32 in Memory service
- All cross-cutting foundation services have call paths
- Ready for asset loading in M6
- Duration: ~30 min wall clock
- Commits: 2 (cumulative 129 LOC delta)
- Errors fixed: 0 (started clean, maintained clean)
- Test gate: ✓ typecheck + headless smoke
- Lines toward M5.0c: +129 (utilities) bringing foundation ~90% wired