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0091e6d93b
Armed on the occupant-change edge, which happens while the screen is still mid-wipe -- so the burst spent its whole three-quarter-second life underneath it. The instrumentation is what settled it: armed=1, quads=450, which is 45 frames times 10 stars, exactly LIFE. It was never missing. It was drawing where nobody could see it. Two gates, because the first one was still wrong. Holding the clock until the scene DREW the side does not help: the battle renders under the wipe for about a second before the wipe is gone. The burst now waits until the battle is the top of the stack -- the wipe popped, somebody watching -- and only then starts. Armed and released are separate moments now, which is what they always were. Also, a shiny no longer discolours a PERSON. Both sides can be holding a trainer pic rather than a Pokemon (the foe's portrait before the send-out, the player's own back until "Go!"), and the tint was going straight through it. Shininess is a fact about a Pokemon, not its owner. sideTexture asks the same two questions it already used to label the finished texture. And the capture drivers build the party BEFORE pinning the odds. Pokemon.new is where shininess is decided, so setting odds to 1 first made the player's own Pikachu shiny too -- which tinted the player's side, which during the intro is the trainer sprite. That is what "the player trainer sprite seems discolored" was. Lineup is now Charizard, Electrode, Vaporeon, Dratini. Verified by strip: the burst lands in the frames right after the wipe clears, and the trainer back sprite is its own colour again.