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moved route 1 battle location again, added transparency to bottom battle menu
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@@ -1,5 +1,53 @@
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# Changelog
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## 1.3.0
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### Added
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- **BACK, a new row under 3D-BTL: your own Pokémon stays on the battle menu.**
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The staged shot stands both mons on the map, which is the mode's whole claim
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-- and it costs the framing Gen 1 is most recognisable by: your own Pokémon,
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seen from behind, sitting on top of the battle menu with its feet on the box.
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With BACK on the foe is still geometry standing on its own tile at the far
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end of the arena, and the player's side goes back to being the GB's own flat
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back pic in the GB's own slot: same art, same 2x, same feet on row 96. It is
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the engine's own pics layer that draws it, through the `onlySide` argument
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that layer already takes, so every pic effect -- the grow-out-of-the-ball,
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the faint slide, the damage blink, the send-out trainer pic -- comes along
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unchanged and none of it is reimplemented.
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Nothing else about the shot moves. The arena, the camera and the drift are
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solved exactly as they were, so the foe stands where it always stood and the
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player's cell is simply empty ground in the foreground. Two things follow the
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setting: the `pokemon.sprite` hook stops asking for the front pic on the
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player's side (it is a back view again, and the front art would be that mon
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turned round to face the player it belongs to), and the move-animation offset
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drops that side's contribution, because a pic that has not moved cannot have
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moved the pair's centre.
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OFF by default -- what the mode advertises is the two of them out there --
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and only on the OPTIONS menu while 3D-BTL is on, since with staged battles
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off the engine already draws exactly this.
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### Changed
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- **The battle's text box and menus are frosted glass, like the HUDs.** The
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HUD blocks got panels because black glyphs on grass are not readable. The box
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at the bottom had the opposite problem and the same cause: it is drawn as an
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opaque white slab with a black border, which was the field's own colour back
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when the field was white and is a sheet of paper laid over the bottom third
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of the diorama now that it is not.
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It gets exactly what the HUDs get -- the world behind it, blurred to frosted
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glass and laid back down translucent, at the same frost and the same tint --
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and it is measured into the same brightness verdict, so the ink over the menu
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flips white with the ink over the HUDs rather than against it. Only the FILL
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is taken away: the border, the text, the cursor and the down arrow are the
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engine's own glyphs in their own places. The move menu's TYPE/PP box and
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Mimic's copy menu get their own panels, trimmed to the rows above the box
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below them so no pixel is frosted twice.
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## 1.2.1
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### Fixed
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