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dramatic stadium
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@@ -200,6 +200,14 @@ mod.content.render_pipelines:register("voxel", {
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-- and the whole battle. Ahead of the active() gate below, because a 3D
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-- battle does not require the free-roam mode to be switched on.
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OverworldBattle.update(dt)
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-- The one-time build of the Pokemon Stadium battle models out of the
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-- player's own ROM, if there is one to build from and it has not been
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-- done (see StadiumInstall). Rides this hook for the same reason the
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-- battle does -- it is the tick that runs whatever is on the stack -- and
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-- asks exactly once, on the first frame the player is actually in the
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-- world, so it is never fighting the engine's own launcher for the
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-- screen.
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pcall(function() V.require("StadiumScreen").maybePush() end)
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-- The horde, on the same always-running tick and for the same reason:
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-- it owns no pass of the frame, it is a MODE over the overworld, and
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-- it has to keep thinking while a warp's wipe covers the screen (the
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@@ -422,7 +430,15 @@ local SETTINGS = {
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-- decide nothing there and a dead switch on the menu reads as broken.
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{ OverworldBattle.setting,
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"Fight on the map: the battle draws over the nearest clear ground, "
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.. "shot over the shoulder with a slow parallax drift.",
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.. "shot over the shoulder with a slow parallax drift. 2D-3D stands "
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.. "the game's own pics up on their tiles. STADIUM A replaces them with "
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.. "the Pokemon Stadium battle models, animated, playing the animation "
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.. "the move being used actually calls for. STADIUM B stands those same "
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.. "models on two discs against the sky instead of on the map, which "
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.. "works everywhere -- including the caves and shop floors that have "
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.. "nowhere to stage a fight. The STADIUM rungs only appear once the "
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.. "models have been built: drop a Pokemon Stadium (US) ROM in the "
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.. "baseroms folder and restart.",
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when = function() return not VR.enabled() end, full = true },
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-- Only offered while a fight can actually be staged on the map: with 3D-BTL
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-- off the engine draws the classic screen, which is this row's ON already,
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@@ -496,7 +512,7 @@ mod.options:define(schema)
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-- 5 V-GRID toggle the wireframe (new)
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-- 6 T-SHIFT cycle the blur ladder (was 9)
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-- 7 V-CURVE cycle the horizon bend (new)
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-- 8 3D-BTL toggle overworld battles (new)
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-- 8 3D-BTL cycle overworld battles (new)
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-- 9 WATER cycle the water reflections (new; 9 was T-SHIFT's old key)
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--
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-- Only 6 arrives by the documented route. Game:keypressed answers the
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