4.1 KiB
Local Emerald visible-progress probe
Method
A temporary host driver uses public core APIs (deleted after use; lives
outside version control). It boots the local user-supplied ROM with
bios::boot, selects CartridgeHardware::Rtc and SaveDevice::Flash128,
fixes the RTC to [24, 1, 1, 1, 12, 0, 0] without advancing it, enables
scanline rendering, and calls Machine::run_until_vblank(400000) once per
frame. Input snapshots apply after each VBlank capture, before the next
machine step. Frames dump as checksums plus a final PPM for visual reading.
No ROM bytes, screenshots, or extracted code are committed.
Three schedules were used:
- No input (attract mode).
advance: periodic A/Start taps (A for 10 of every 120 frames, Start for 10 of every 120 frames offset by 60) to walk through title, menu, and dialogue.sweep: deterministic rotation holding each button 20 frames in turn.
Observed visible progress
No-input attract mode renders the title screen, the Pokémon logo, the
NEW GAME / OPTION menu, the Prof. Birch scene, and legible dialogue text
(Hi! Sorry to keep yo, Welcome to the world of POKéMON!). Menu and
dialogue text, the Birch sprite, and the spotlight composite correctly.
The advance schedule reaches further: Birch dialogue, the And are you?
gender prompt, and — at 12,000 frames — the in-game start menu (BAG A SAVE OPTION EXIT) over the overworld with the player sprite in a room. Frame
checksums evolve continuously through the run; PC samples alternate between
the 0x080008c6–0x080008cc wait loop and game code (0x082e6dcc,
0x082e6dce).
The sweep schedule changes captured output per input (input-dependent
execution) but its denser presses stall the intro on a blue field; raw
button rotation is worse than sparse taps for menu progress.
A 40,000-frame advance run is in progress to check the user's reported
starter-selection trap point (37,101 captured frames in their manual run)
against the empty-LZ77 correction. Blind taps take a different menu path
than manual play, so reaching the identical scene is not guaranteed; a
diagnostic-free run still validates forward progress, while any trap gets
recorded with full CPU state.
Result status
Execution is diagnostic-free through 12,000 tapped frames (about 1.18
billion machine steps). This establishes visible menus, sprite/dialogue
composition, and input-driven progress — not correct gameplay, audio, or
saving. The old INVALID_ARGUMENT_TRAP at starter selection has not yet
been re-encountered because the probe has not reached that scene.
Second-game data point
A local FireRed ROM (16 MiB) faults during boot init, after about 1.19
million steps with --rtc --save-type flash128:
PC=0x081e37d2 CPSR=0x0000003f System/Thumb
r0=0x09fe2ffe r1=0x00000020
read-only memory at 0x09fe2ffe
A dynamic trace shows boot code spilling 0x09fe20f8, 0x04000204
(WAITCNT), and 0x09fe2ffe to the stack, writing 0x1800 to WAITCNT, then
STRH r1,[r0] of 0x20 to 0x09fe2ffe. That address is ROM window
0x09 past the 16 MiB EOF; the bus reports ReadOnly. On hardware the
0x09 window mirrors 0x08 and ROM writes are ignored. The following
instruction stream also loads halfwords from 0x09fe20f8, so reads past
EOF would fault next under the current policy. Without --save-type the
same ROM faults earlier at 0x0e005555 (unmapped memory), i.e. it also
expects Flash save hardware. Both failures are recorded, not fixed: mirror
folding plus write-ignore semantics need independent hardware evidence and
a deliberate policy decision against the explicit-error convention. See
the usability roadmap for sequencing.
References
- GBATEK memory map:
three 32 MiB ROM windows at
0x08/0x0a/0x0cwith wait states 0–2. - mGBA memory at c30aaa8f:
out-of-bounds ROM loads log a game error and return
(address >> 1) & 0xFFFF; ROM stores go through patch infrastructure. Precedent for non-fatal handling, not a hardware measurement. Not copied.