# Boot -> battle (Mario vs CPU), for SSBU_SEQ (see nnhid.c). Lines starting with # are dropped by tests/run_battle.sh.
# Screens are recognised by their draw count per frame, so loading times do not matter.
# opening movie created and playing (24 draws); it ignores A for the first seconds: press A every 200 polls until the title logo (39-41 draws) is up
@movie
@draws:22-26/30
# FAST MODE variant (SSBU_SKIP_MOVIES=1, tests\DEBUG_MODE.md): the movie ends by itself, so no A presses here (a press that lands as the title appears skips it
# and the sequence loses the screens); just wait for the title logo (36-44 draws) for 30 polls.
@draws:36-44/30
# title -> main menu (746-759 draws); "Mischia" (Smash) is the item under the cursor
30:Z
@draws:700-800/40 30:Z
# Smash menu (same draw count): "Incontro normale" is the default item -> rules screen (384 draws)
150:Z
# rules -> stage select (274-289 draws): A picks the stage under the hand, the first one (Battlefield)
@draws:370-400/40 30:Z
@draws:270-295/40 30:Z
# loading (45 draws), then character select (185-199 draws): P1 hand starts on its panel at about (340,415) of 960x540
@draws:175-205/60
# hand up to the first portrait row, left onto Mario, A = pick. Player 2 is already a level 3 CPU with a random fighter.
30:u/30 20:l/18 30:Z
# "Ready to fight" banner (200-205 draws): move the hand onto it and press A = start the battle
60:r/50 20:d/8 30:Z
# loading splash (38-45 draws), then the battle itself (more than 205 draws per frame); the countdown takes about 250 polls
@draws:30-60/20
@draws:206-450/60
280
# player 1 acts: walk right, jab (A), walk left, jump (X), special (B), smash-like A with the stick, repeated
60:r/50 10:Z 25:Z 25:Z 40:l/50 10:C 40:X 30:l/30 10:Z 40:r/20 5:Z 60:C/4 20:Z 40:d/20 10:X
60:r/50 10:Z 25:Z 25:Z 40:l/50 10:C 40:X 30:l/30 10:Z 40:r/20 5:Z 60:C/4 20:Z 40:u/6 10:X
60:r/50 10:Z 25:Z 25:Z 40:l/50 10:C 40:X 30:l/30 10:Z 40:r/20 5:Z 60:C/4 20:Z 40:d/20 10:X
60:r/50 10:Z 25:Z 25:Z 40:l/50 10:C 40:X 30:l/30 10:Z 40:r/20 5:Z 60:C/4 20:Z 40:u/6 10:X
