bug squashing

# Closed issues

CLOSES #17: Incorrect Character Visuals (Only with GBC filter)
CLOSES #23: Could you allow the player to change the order of the moves
CLOSES #24: Evolution music not playing during evolution
CLOSES #26: Standing on door glitch
CLOSES #27: Battle Intro text automatically continues
CLOSES #29: Visual bug when zoomed out
CLOSES #32: Team Rocket recruiter doesn't battle with you unless you speak with him first
CLOSES #33: Developer/Debug Console
CLOSES #35: Professor Oak's introduction Inaccuracies
CLOSES #36: Missing Pokemon Dex entries when picking starter + Rival Pathing issues
CLOSES #39: Guy who stops player from skipping brock doesn't bring you to brock's gym + doesn't leave once you've beaten brock
CLOSES #40: Bill cutscene is broken
CLOSES #41: Ticket guy failing to be a Ticket guy
CLOSES #42: S.S. anne odd behavior + Missing sailing away animation
CLOSES #43: Dig Attack animation appears to be glitched
CLOSES #44: Pokeball flashing doesn't appear to be accurate
CLOSES #45: Inaccurate Cut Animation
CLOSES #46: Dugtrio i caught in diglett cave has two of the same move
CLOSES #47: Rival ignores player in Lavender Tower
CLOSES #48: Healing pad in lavender tower does not function
CLOSES #49: Incorrect dialogue with parched security guard
CLOSES #50: (Game Breaking!) Rocket grunt guarding poster refuses to move
CLOSES #51: Badges showing up as items I can deposit in PC
CLOSES #52: Visual bug on Celadon Department Store roof (Red Filter)
CLOSES #54: Visual issue on route 15 + Fuchsia City
CLOSES #56: Running animation missing
CLOSES #57: Safari Zone does not display steps while you are inside of it
CLOSES #58: (Game Breaking!) Softlock at cycling road gate
CLOSES #59: Bike visual issues
CLOSES #60: Cycling road not forcing you to get on your bike
CLOSES #61: No keycard doors in Silph Co.
CLOSES #63: Missing teleporter animation
CLOSES #64: Inaccurate spinning
CLOSES #65: Reimplement unused Silph Co. Chief and Professor Oak trainer battles
This commit is contained in:
bryanthaboi
2026-07-22 08:18:13 -04:00
parent 2c2a5a4220
commit 15029d811f
38 changed files with 1318 additions and 134 deletions
+22 -6
View File
@@ -85,10 +85,21 @@ end
-- facing: down/up/left/right; walkPhase: 0 stand, 1 walk; flip: alternate
-- steps mirror the walk frame for up/down (GB uses OAM flip for this).
local function blitFrame(image, quad, x, y, flip, redraw)
if flip then
love.graphics.draw(image, quad, x + 16, y, 0, -1, 1)
if redraw then PaletteFX.markSpriteRedraw(image, quad, x + 16, y, -1) end
else
love.graphics.draw(image, quad, x, y)
if redraw then PaletteFX.markSpriteRedraw(image, quad, x, y, 1) end
end
end
function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
local x = math.floor(px - camX)
local y = math.floor(py - camY) - 4
local image = self.image
local redraw = false
-- full-color art claims its 16x16 cell out of the shade-remap pass
if self.def.trueColor then
PaletteFX.markTrueColor(x, y, 16, 16)
@@ -102,12 +113,21 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
if colors then
image = getObpImage(self.def.image, colors, group)
end
elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then
-- plain GBC: the terrain zone shader still runs over the world canvas,
-- so the baked sprite is also queued for a post-zone redraw
-- (PaletteFX.markSpriteRedraw) that restores its own OBP colors on top
local colors, group = PaletteFX.spriteObp(self.def, self.seed)
if colors then
image = getObpImage(self.def.image, colors, group)
redraw = true
end
end
-- single-frame sprites (item balls, fossils...) have one fixed pose;
-- still 3-frame sprites turn to face (the nurse at her machine,
-- facePlayer on STAY NPCs) but never show walk frames
if self.def.frames <= 1 then
love.graphics.draw(image, self.frames[0], x, y)
blitFrame(image, self.frames[0], x, y, false, redraw)
return
end
local frame = (self.def.walker and walkPhase == 1)
@@ -119,11 +139,7 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
flip = true
end
local quad = self.frames[frame] or self.frames[0]
if flip then
love.graphics.draw(image, quad, x + 16, y, 0, -1, 1)
else
love.graphics.draw(image, quad, x, y)
end
blitFrame(image, quad, x, y, flip, redraw)
end
return SpriteRenderer