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What the BDSP story table's steps do in the game, without the story itself: saving and the X menu (Actions), the Bag and Potions (Bag), the Pokemon Center by its lit doorway (Center), trainer battles with the best move (Battle), the Starly battle, catching and running from wild battles (WildBattle), the Options the story needs (Settings), and a new game's intro to the bedroom (NewGame), with the detectors they read: the battle menu and move cursor, the X menu's cursor, the name list and the Switch's keyboard. Tests: the intro's decisions, and the lit doorway, Pokemon Center, save card and School lamp screenshots. Adapted in part from PokemonAutomation#1717 by Developer-Butters. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…nners Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…enu and X menu readers Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…on#1717 in the X menu reader Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
The repo's control-flow formatting throughout; long functions split into helpers that run the same statements in the same order; the move reading moved to BattleMoves. Battle drops the parameters and branches no caller used (a confirmed default target, move lists, no post-battle cleanup): every battle takes the best move each turn, and fight_story_battle() takes BattleFormat instead of a bool. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
… BDSP, read arrowless dialogue r1 (2026-11-01) started with no game running: closing it failed, HOME was pressed again, its cursor moved to the first tile, and FireRed was launched and played for 30 s. The intro now refuses to start with HOME in front, and before a screen only BDSP shows (its dialogue box, the rival's name list, its menu) presses A on unknown screens at most 20 times, then fails as another game. r2 stopped on Rowan's last line: a dialogue box without the "more" arrow, which ShortDialogDetector needs, read as "other", and the background's sparkles read as X changing the screen. The intro now reads such a box as dialogue, and the probe compares only the box's area. Tests: the intro's decisions with the new gate; the intro screens from CommandLineTests (PokemonBDSP/AutoStory/IntroScreens), skipped without them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…anged Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…t line, which a long line reaches Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
… then X; only the menu ends the intro Screens the classifier misses no longer stop the intro: once the rival is named, each unknown screen takes B (up to INTRO_B_BEFORE_X), then X checks for the menu, up to INTRO_X_WITHOUT_MENU times. Dialogue takes B too. The before/after comparison of the X probe is gone. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…nctions and story_language() Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…or the wrong-game guard r3 spent the guard's 20 presses on BDSP's black boot (about 25 s after the restart) and stopped. Now the intro waits for a screen that is not black before it starts (up to INTRO_BOOT_LIMIT), black screens are their own class that takes no press, and the guard counts INTRO_TIME_BEFORE_BDSP from the first screen that is not black instead of presses. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
This was referenced Nov 1, 2026
r4 picked Barry, then B answered "Barry, is it?"'s Yes/No as No and the list came back until the state machine's visit limit. Picking a preset now leaves the name pending: dialog and unknown screens take A (Yes) until INTRO_SCREENS_AFTER_RIVAL_PICK of them pass without the list, and the list coming back is picked from again (up to 6 visits). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…X opening something from a still bedroom r5 reached the bedroom, but a new game's X menu (BAG and OPTIONS with a NEW tag) is not the full menu MenuDetector wants, and the intro pressed X twelve times. XMenuDetector also takes the blue bar along the bottom, there from the first menu on, for the intro and the Options steps. And when X opens something no detector knows from a screen that held still, and B puts it back, the player is in control too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…to bdsp/actions-v4 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…elow a long first line; their screenshots in CommandLineTests The intro's misses were the detectors' (r2, r5), so they are fixed there: MenuDetector also looks at its white columns from below the "NEW" tags (a new game's OPTIONS has one beside the third column), and ShortDialogDetector takes the box's right end below the first line when a long first line covers it. The AutoStory-only XMenuDetector and the intro's own dialogue check go; the screenshots are registered per file from CommandLineTests' PokemonBDSP/MenuDetector and DialogDetector, and the AutoStory folder readers for them are removed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
The MenuDetector and ShortDialogDetector changes now come from their own PR; this PR keeps only the AutoStory side. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
… NEW tags A new game's main menu has a "NEW" tag above OPTIONS that breaks the top of the third white column. MenuDetector already handles that with skip_new_banner = true, so every menu check in the intro and the settings checkpoint passes it, instead of MenuDetector itself changing. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
MenuDetector keeps its old check (review on #152); the callers here pass skip_new_banner instead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
…r any party Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
heal_inside_pokemon_center() is heal_at_pokemon_center() after the door, for a caller that walks in from a known tile. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
For a caller that leaves the Center its own way: the walk out's indoor check read "not a room" a step from the counter (r50), so 00.04b ended inside. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
The Bag check used overworld_to_menu(), whose menu read misses the NEW tags (r52: the menu was open, "Menu not detected after 10 seconds"). One opener, with the tags allowed, for both. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
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Depends on #152 (base
bdsp/detectors-v4); the diff shows only this PR's change.The game actions the BDSP story steps use, as their own files with the detectors they read, kept to what the story needs.
talk_to_nurse()), trainer and wild battles (running uses a menu check that holds for any party), the Options check, and the system keyboard.Testing
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https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E