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… menu and long first lines (behavior change) Both detectors keep their old check and accept one more case, so every frame they accepted before is still accepted; they only stop missing two real screens: - MenuDetector: a new game's menu has a "NEW" tag above the OPTIONS icon that breaks the top of the third white column. If the five columns are not white from the top, it now also accepts them white from below the tags (y = 0.170), still requiring the existing cross check. - ShortDialogDetector: a long first line (Rowan's "Now, go on, and leap into the world of Pokemon!") covers the right-end white box. If that box is not white, it now also accepts the box's right end below the first line. This changes what existing BDSP programs see for these screens. The screenshots (positives and negatives) are registered per file from CommandLineTests' PokemonBDSP/MenuDetector and PokemonBDSP/DialogDetector. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
dayfine
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Nov 2, 2026
| // Whether the five columns between the icons are white from `top` down. | ||
| static bool stripes_white(const ImageViewRGB32& screen, double top){ | ||
| for (size_t index = 0; index < 5; index++){ | ||
| const ImageFloatBox stripe(0.160 + 0.166 * (double)index, top, 0.015, STRIPE_BOTTOM - top); |
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Done: MenuDetector is back to its old code; the new game's menu uses MenuDetector(color, true) (skip_new_banner), and the screenshot tests run both settings: the new-game menu is found only with skip_new_banner, and the negatives are negative either way.
| void add_tests_DialogDetector(UnitTestDatabase& database){ | ||
| database.add<Test_ShortDialogDetector>("PokemonBDSP/DialogDetector/IntroRowanNameTab_True.png", true); | ||
| database.add<Test_ShortDialogDetector>("PokemonBDSP/DialogDetector/IntroRowanNoArrow_True.png", true); | ||
| } |
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can we get another one here that's "regular"?
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Added IntroRowanShortLine_True.png (dayfine/CommandLineTests#1): a normal box with one short line that the old right-end check already accepts. It is still an intro frame; an overworld one needs a console capture if you want that too.
…_new_banner Review: MenuDetector(color, skip_new_banner = true) already checks the columns from below the "NEW" tags, which is the new game's menu. So MenuDetector goes back to its old code, and this PR changes only ShortDialogDetector's behavior. The screenshot tests now run both settings: the new game's menu is found with skip_new_banner and missed without it; the negatives are negative either way. ShortDialogDetector also gets an ordinary short-line box (Rowan's "Barry, is it?") as a positive next to the two long-first-line screens. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
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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
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MenuDetector keeps its old check (review on #152); NewGame and Settings 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
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
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
In Jubilife after the Town Map, the second column took the edge of the NEW tag on TOWN MAP, so the menu went unseen and the checkpoint save fell back to blind presses (r65). Each column now starts a little further right, in the clear gap after an icon; the new game's menu and the Jubilife menu are found with either setting, and the negatives stay negative. 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
A menu with three NEW tags, a "???" name tab in Jubilife's plaza, a one-line box with no tab, and cloud shadows over Floaroma as negatives. 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
This was referenced Nov 2, 2026
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Screenshots are upstream now: PokemonAutomation/CommandLineTests#42. |
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AKYzhrMnPK61XHWEch4a6E
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Depends on #129 (base
bdsp/walk-v4); the diff shows only this PR's change. Upstream copy:bdsp/detectors-upstream(dc884fd), the same change folded into one commit off upstream main; the four detector files are byte-identical to this branch, only the test registration sits in upstream's list.BDSP's MenuDetector and ShortDialogDetector miss screens a new-game run goes through; this fixes both and adds image tests.
add_tests_DialogDetector,add_tests_MenuDetector): the new game's BAG/OPTIONS menu, menus with one and three NEW tags, dialogue with a long first line, a "???" name tab, and negatives (HOME, overworlds, dialogue, cloud shadows). MenuDetector runs with bothskip_new_bannersettings.The screenshots are in CommandLineTests (PokemonBDSP/DialogDetector, PokemonBDSP/MenuDetector), which needs to merge first.
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