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CLOSES #1211, CLOSES #1228, CLOSES #1229, CLOSES #1232, CLOSES #1251, CLOSES #1265, CLOSES #1267, CLOSES #1276, CLOSES #1279, CLOSES #1282, CLOSES #1293, CLOSES #1296, CLOSES #1303, CLOSES #1329, CLOSES #1338, CLOSES #1341, CLOSES #1343, CLOSES #1344, CLOSES #1368, CLOSES #1385, CLOSES #1388, CLOSES #1389, CLOSES #1391
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+32
-15
@@ -220,6 +220,20 @@ function TownMap.new(game, opts)
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-- the player's current location (guard: overworld may not be running)
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local mapId = game.overworld and game.overworld.map and game.overworld.map.id
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self.playerLoc = mapId and self.byMap[mapId] or nil
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-- engine/items/town_map.asm:347
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do
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local playerSprites = (game.data.field and game.data.field.playerSprites)
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or {}
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local sprites = game.data.sprites or {}
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local red = sprites[playerSprites.walk or "SPRITE_RED"]
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or sprites.SPRITE_RED
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local ok, img = pcall(love.graphics.newImage, red and red.image)
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if ok and img then
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self.playerSheet = img
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self.playerQuad = love.graphics.newQuad(0, 0, 16, 16,
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img:getDimensions())
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end
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end
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self.sel = 1
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-- LoadTownMap_Fly always opens with hl on wFlyLocationsList[0], the FIRST
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-- fly destination (PALLET_TOWN), never the player's current town (#795).
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@@ -345,18 +359,16 @@ function TownMap:draw()
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love.graphics.setColor(1, 1, 1, 1)
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return
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end
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-- the player's current location blinks (slow phase). Paint it with a
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-- palette-safe DARK shade (red 0), not red: this screen composites through
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-- the TOWNMAP SGB shade-remap shader (PaletteFX.shader), which keys ONLY on
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-- the red channel, and a red-0.75 dot lands in the c1 bucket = TOWNMAP
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-- {165,214,255}, the exact light-blue used for the water and the town-square
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-- fill, so the marker was drawn but recolored invisible (#152). Red 0 -> c3
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-- {25,16,16} = a solid dark "you are here" dot, visible on land and water.
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-- engine/items/town_map.asm:347; fallback dot stays red 0 for PaletteFX (#152)
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if self.playerLoc and self.blink < 20 then
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local x, y = markerXY(self.playerLoc)
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.rectangle("fill", x + 2, y + 2, 4, 4)
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love.graphics.setColor(1, 1, 1, 1)
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if self.playerSheet then
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love.graphics.draw(self.playerSheet, self.playerQuad, x - 4, y - 3)
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else
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.rectangle("fill", x + 2, y + 2, 4, 4)
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love.graphics.setColor(1, 1, 1, 1)
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end
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end
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-- blinking cursor on the selected location. markerXY is the 8x8 cell's
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-- top-left; the cursor asset is a 16x16 hollow frame centered on its own
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@@ -389,11 +401,16 @@ function TownMap:draw()
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drawSquare(loc)
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end
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if self.playerLoc and self.blink < 20 then
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-- palette-safe dark, same red-channel shade-remap reason as the primary
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-- grid path above (#152); stale-asset builds hit this fallback square
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.rectangle("fill", self.playerLoc.x * 8 + 2,
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self.playerLoc.y * 8 + 2, 4, 4)
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-- engine/items/town_map.asm:347; fallback dot stays red 0 for PaletteFX (#152)
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if self.playerSheet then
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(self.playerSheet, self.playerQuad,
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self.playerLoc.x * 8 - 4, self.playerLoc.y * 8 - 3)
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else
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.rectangle("fill", self.playerLoc.x * 8 + 2,
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self.playerLoc.y * 8 + 2, 4, 4)
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end
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end
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if selected and self.blink % 16 < 10 then
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love.graphics.setColor(0, 0, 0, 1)
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