moved route 1 battle location again, added transparency to bottom battle menu

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DramaticShape
2026-07-30 21:34:25 -04:00
parent d1a1c69c7d
commit f12b564dcd
13 changed files with 1606 additions and 24 deletions
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# Changelog
## 1.3.0
### Added
- **BACK, a new row under 3D-BTL: your own Pokémon stays on the battle menu.**
The staged shot stands both mons on the map, which is the mode's whole claim
-- and it costs the framing Gen 1 is most recognisable by: your own Pokémon,
seen from behind, sitting on top of the battle menu with its feet on the box.
With BACK on the foe is still geometry standing on its own tile at the far
end of the arena, and the player's side goes back to being the GB's own flat
back pic in the GB's own slot: same art, same 2x, same feet on row 96. It is
the engine's own pics layer that draws it, through the `onlySide` argument
that layer already takes, so every pic effect -- the grow-out-of-the-ball,
the faint slide, the damage blink, the send-out trainer pic -- comes along
unchanged and none of it is reimplemented.
Nothing else about the shot moves. The arena, the camera and the drift are
solved exactly as they were, so the foe stands where it always stood and the
player's cell is simply empty ground in the foreground. Two things follow the
setting: the `pokemon.sprite` hook stops asking for the front pic on the
player's side (it is a back view again, and the front art would be that mon
turned round to face the player it belongs to), and the move-animation offset
drops that side's contribution, because a pic that has not moved cannot have
moved the pair's centre.
OFF by default -- what the mode advertises is the two of them out there --
and only on the OPTIONS menu while 3D-BTL is on, since with staged battles
off the engine already draws exactly this.
### Changed
- **The battle's text box and menus are frosted glass, like the HUDs.** The
HUD blocks got panels because black glyphs on grass are not readable. The box
at the bottom had the opposite problem and the same cause: it is drawn as an
opaque white slab with a black border, which was the field's own colour back
when the field was white and is a sheet of paper laid over the bottom third
of the diorama now that it is not.
It gets exactly what the HUDs get -- the world behind it, blurred to frosted
glass and laid back down translucent, at the same frost and the same tint --
and it is measured into the same brightness verdict, so the ink over the menu
flips white with the ink over the HUDs rather than against it. Only the FILL
is taken away: the border, the text, the cursor and the down arrow are the
engine's own glyphs in their own places. The move menu's TYPE/PP box and
Mimic's copy menu get their own panels, trimmed to the rows above the box
below them so no pixel is frosted twice.
## 1.2.1
### Fixed