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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 08:11:35 +02:00
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
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@@ -347,9 +347,10 @@ local function getGbcAtlas(imagePath, tilesetId, mapId, perRow, data)
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if groupColors then
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local src = Assets.imageData(imagePath)
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local iw, ih = src:getDimensions()
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local total = (iw / 8) * (ih / 8)
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local out = love.image.newImageData(iw, ih)
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local tileColors = {}
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for t = 0, (iw / 8) * (ih / 8) - 1 do
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for t = 0, total - 1 do
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local colors = tileColors[t]
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if colors == nil then
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local group = PaletteFX.worldGroupAt(tilesetId, mapId, t)
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@@ -366,6 +367,25 @@ local function getGbcAtlas(imagePath, tilesetId, mapId, perRow, data)
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end
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end
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end
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-- duplicate-tile aliases: bake a copy of a shared tile graphic into
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-- a spare slot under a different palette group, so block cells that
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-- draw the alias can color apart from cells sharing the raw tile
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for _, al in ipairs(PaletteFX.TILE_ALIASES and PaletteFX.TILE_ALIASES[mapId] or {}) do
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if al.alias < total then
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local colors = groupColors[al.group + 1]
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local sxo = (al.tile % perRow) * 8
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local syo = math.floor(al.tile / perRow) * 8
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local dxo = (al.alias % perRow) * 8
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local dyo = math.floor(al.alias / perRow) * 8
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for py = 0, 7 do
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for px = 0, 7 do
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local r, g, b, a = src:getPixel(sxo + px, syo + py)
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r, g, b, a = recolorSample(r, g, b, a, colors)
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out:setPixel(dxo + px, dyo + py, r, g, b, a)
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end
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end
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end
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end
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img = love.graphics.newImage(out)
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end
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end
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@@ -429,14 +449,38 @@ function TileRenderer.new(map, data)
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end
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end
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-- duplicate-tile alias remap (RED++ atlas only): [blockId][0-based cell]
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-- -> alias tile id (see PaletteFX.TILE_ALIASES / getGbcAtlas's bake)
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local aliasMap
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if gbcCtx then
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for _, al in ipairs(PaletteFX.TILE_ALIASES and PaletteFX.TILE_ALIASES[map.id] or {}) do
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aliasMap = aliasMap or {}
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local cells = aliasMap[al.block] or {}
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for ci in pairs(al.cells) do cells[ci] = al.alias end
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aliasMap[al.block] = cells
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end
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end
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for by = -BORDER_BLOCKS, hB + BORDER_BLOCKS - 1 do
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for bx = -BORDER_BLOCKS, wB + BORDER_BLOCKS - 1 do
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local inside = bx >= 0 and by >= 0 and bx < wB and by < hB
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local batch = inside and self.mapBatch or self.ringBatch
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local block = map.tileset.blocks[map:blockAt(bx, by) + 1]
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-- beyond-edge ring cells use the same override drawBorderFill does,
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-- so the ring and the far background fill agree (OVERWORLD maps
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-- whose raw border_block is water still ring with the tree wall)
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local blockId = inside and map:blockAt(bx, by) or borderBlockFor(map)
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local block = map.tileset.blocks[blockId + 1]
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if not block then
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-- a tileset without the tree-wall block keeps its own border
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blockId = map:blockAt(bx, by)
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block = map.tileset.blocks[blockId + 1]
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end
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local remap = aliasMap and aliasMap[blockId]
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for ty = 0, 3 do
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for tx = 0, 3 do
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local tile = block[ty * 4 + tx + 1]
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local ci = ty * 4 + tx
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local tile = block[ci + 1]
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if remap and remap[ci] then tile = remap[ci] end
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local quad = self.quads[tile]
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if quad then
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batch:add(quad, bx * 32 + tx * 8, by * 32 + ty * 8)
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@@ -556,6 +600,22 @@ function TileRenderer:drawCellBottom(cx, cy, camX, camY)
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if shader then love.graphics.setShader() end
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end
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-- queue the same bottom tile row for the post-zone sprite-redraw pass
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-- (GBC mode: OBP-baked sprites replay after the zone shader, so the
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-- grass patch that hides their feet must replay over them, colorized
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-- with the map's palette and color-0 keyed)
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function TileRenderer:markCellBottomRedraw(cx, cy, camX, camY, colors)
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local ty = cy * 2 + 1
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for i = 0, 1 do
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local tx = cx * 2 + i
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local quad = self.quads[self.map:tileAt(tx, ty)]
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if quad then
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PaletteFX.markSpriteRedraw(self.image, quad, tx * 8 - math.floor(camX),
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ty * 8 - math.floor(camY), 1, colors, true)
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end
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end
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end
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-- animated overdraw at the current step; bodyOnly skips the ring
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-- positions (connected maps draw body-only)
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function TileRenderer:drawAnimated(camX, camY, bodyOnly)
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