mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 11:00:51 +02:00
219 lines
7.4 KiB
Lua
219 lines
7.4 KiB
Lua
-- STADIUM battles: the one-time build, on screen.
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--
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-- A pushed game state, so it draws in the Game Boy's own 160x144 and stops
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-- everything under it -- which is what it should do, because it is doing real
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-- work and the player should not be walking around while it happens.
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--
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-- ------- why a species a frame
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--
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-- A species takes roughly fifty milliseconds to extract, and there are 151 of
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-- them. That is ten seconds, which has to go somewhere. Doing them one per
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-- frame puts the whole cost on this screen where it is explained, keeps the
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-- bar moving at a visible rate, and leaves the frame free to draw between
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-- them. Batching more per frame would finish no sooner -- the work is the
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-- same -- and would only make the bar jump.
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--
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-- ------- what it says
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--
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-- Which Pokemon it is on, by name. That is not decoration: it is the
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-- difference between a progress bar the player trusts and one they suspect
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-- has hung, and it costs one lookup a frame.
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-- the mod namespace (see main.lua): V.require loads a sibling module
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local V = ...
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local StadiumInstall = V.require("StadiumInstall")
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local StadiumScreen = {}
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StadiumScreen.__index = StadiumScreen
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-- The Game Boy frame this draws in.
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local W, H = 160, 144
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-- How long the finished message stays up before the screen retires itself.
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StadiumScreen.HOLD = 1.1
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local Font = nil
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local function font()
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if Font then return Font end
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local ok, F = pcall(require, "src.render.Font")
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if ok then Font = F end
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return Font
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end
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-- Black glyphs, because that is the only colour the Game Boy font sheets
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-- have -- they are black on transparent, so setColor cannot lighten one.
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-- Everything here is therefore laid out dark-on-light.
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local function text(str, x, y)
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local F = font()
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if not F then return end
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love.graphics.setColor(0, 0, 0, 1)
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F.draw(str, math.floor(x), math.floor(y))
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end
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local function centred(str, y)
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local F = font()
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if not F then return end
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text(str, (W - F.width(str)) / 2, y)
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end
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-- ------- dex number -> the engine's own species key
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--
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-- Built once, from the loaded data rather than from a list of names carried
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-- here: a list would be a second place for the same 151 facts to live, and
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-- would go stale against a mod that renames one.
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local dexNames = nil
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local function speciesName(dex)
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if not dex then return nil end
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if not dexNames then
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dexNames = {}
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local ok, data = pcall(function()
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return require("src.core.Game").data
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end)
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if ok and data and data.pokemon then
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for key, def in pairs(data.pokemon) do
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if type(def) == "table" and def.dex then dexNames[def.dex] = key end
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end
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end
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end
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return dexNames[dex]
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end
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function StadiumScreen.new(game)
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return setmetatable({ game = game, hold = 0, started = false }, StadiumScreen)
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end
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-- Opaque: the loading screen owns the frame, so the map underneath is not
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-- drawn and not paying for a render it cannot be seen through.
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StadiumScreen.isOpaque = true
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function StadiumScreen:enter()
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local ok, err = StadiumInstall.begin()
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self.started = ok and true or false
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if not ok then
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StadiumInstall.status.state = "failed"
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StadiumInstall.status.error = err
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end
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end
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function StadiumScreen:update()
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local status = StadiumInstall.status
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if status.state == "building" then
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if not StadiumInstall.step() then
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-- fell out of building: either finished or failed, both of which hold
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-- for a moment so the player sees which
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self.hold = 0
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end
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return
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end
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self.hold = self.hold + 1 / 60
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-- a failure stays up longer, because it is the one the player has to read
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local wait = (status.state == "failed") and StadiumScreen.HOLD * 4
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or StadiumScreen.HOLD
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if self.hold >= wait then
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if self.game and self.game.stack and self.game.stack:top() == self then
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self.game.stack:pop()
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end
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end
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end
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-- Let the player out of a build that has gone wrong, or that they would
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-- rather not wait for. Cancelling leaves the packs unbuilt, so the STADIUM
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-- rungs stay off the row until the next boot offers again -- which is
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-- honest, and better than a half-built set.
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function StadiumScreen:onKeyPressed(key)
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if key == "escape" or key == "x" or key == "backspace" then
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StadiumInstall.cancel()
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if self.game and self.game.stack and self.game.stack:top() == self then
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self.game.stack:pop()
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end
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return true
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end
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return false
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end
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function StadiumScreen:draw()
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local status = StadiumInstall.status
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love.graphics.setColor(0.93, 0.94, 0.90, 1)
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love.graphics.rectangle("fill", 0, 0, W, H)
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centred("POKEMON STADIUM", 24)
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centred("BATTLE MODELS", 34)
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if status.state == "failed" then
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centred("COULD NOT BUILD", 62)
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local why = tostring(status.error or "unknown"):sub(1, 24)
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centred(why, 76)
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centred("STADIUM IS OFF", 96)
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return
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end
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local done = status.done or 0
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local total = status.total or StadiumInstall.COUNT
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local frac = (total > 0) and (done / total) or 1
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if status.state == "done" then frac = 1 end
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-- the bar: a dark frame with a dark fill, so it reads on the light plate
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local bx, by, bw, bh = 24, 66, W - 48, 9
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love.graphics.setColor(0.06, 0.05, 0.09, 1)
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love.graphics.rectangle("fill", bx - 1, by - 1, bw + 2, bh + 2)
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love.graphics.setColor(0.80, 0.80, 0.78, 1)
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love.graphics.rectangle("fill", bx, by, bw, bh)
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love.graphics.setColor(0.06, 0.05, 0.09, 1)
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love.graphics.rectangle("fill", bx, by, math.floor(bw * frac + 0.5), bh)
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if status.state == "done" then
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centred("READY", 84)
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else
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local name = speciesName(status.species)
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centred(("%d/%d"):format(done, total), 84)
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if name then centred(name, 96) end
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centred("BUILDING FROM ROM", 112)
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end
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love.graphics.setColor(1, 1, 1, 1)
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end
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-- ------- when this comes up
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--
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-- The first frame the player is actually IN the world, rather than at boot.
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-- Two reasons. The engine has its own launcher and ROM importer before the
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-- game starts, and pushing over those would be fighting them for the screen.
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-- And `Game.data` has to be loaded for the species names above to resolve.
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--
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-- Asked once. If the player cancels, or there is no ROM, this does not come
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-- back until the next run -- a loading screen that reappears every time you
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-- step outside would be worse than no stadium models.
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local asked = false
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function StadiumScreen.maybePush()
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if asked then return false end
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local ok, Game = pcall(require, "src.core.Game")
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if not (ok and Game and Game.stack and Game.overworld) then return false end
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if Game.stack:top() ~= Game.overworld then return false end
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asked = true
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if not StadiumInstall.pending() then
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-- Say where to put a cartridge, ONCE, and only when there is nothing to
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-- build from and nothing already built. The two STADIUM rungs are simply
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-- absent in that case (ModSetting.setGate), which is the right thing for
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-- a row to do and tells the player nothing about why -- and the answer
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-- they need is an absolute path that depends on how the game was
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-- installed, so it cannot be written into the options help text.
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if not StadiumInstall.available() then
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V.mod.log:info("stadium: no Pokemon Stadium ROM found, so the STADIUM "
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.. "battle rungs are off. Put one (.z64/.n64/.v64) in "
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.. "%s and restart.", StadiumInstall.romHint())
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end
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return false
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end
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Game.stack:push(StadiumScreen.new(Game))
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return true
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end
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-- named for the suite, which drives the screen without a boot
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function StadiumScreen._reset()
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asked = false
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end
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return StadiumScreen
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