CLOSES #455, CLOSES #487, CLOSES #501, CLOSES #540, CLOSES #585, CLOSES #591, CLOSES #593, CLOSES #595, CLOSES #597, CLOSES #599, CLOSES #600, CLOSES #606, CLOSES #607, CLOSES #610, CLOSES #613, CLOSES #616, CLOSES #620, CLOSES #626, CLOSES #632, CLOSES #633, CLOSES #647

This commit is contained in:
bryanthaboi
2026-08-02 08:17:16 -04:00
parent ebbc55c4d0
commit 35b3fa6d9c
87 changed files with 6349 additions and 285 deletions
+11 -3
View File
@@ -373,9 +373,17 @@ function PartyMenu:update(dt)
or Strings("A blinding FLASH\nlights the area!"), function()
self:close()
-- setDark, not a bare field write: ADVANCED carries the darkness
-- in a baked atlas, so lighting the cave rebuilds it (#383)
self.game.stack:push(Transition.whiteFlash(self.game, nil,
function() ow:setDark(false) end))
-- in a baked atlas, so lighting the cave drops every resident map
-- and rebakes this one (#383). It runs HERE, before the blink,
-- because start_sub_menus.asm .flash clears wMapPalOffset before
-- PrintText and blinks last of all: the cave is already lit by the
-- time GBPalWhiteOutWithDelay3 runs. Hanging the rebuild off the
-- blink's completion instead left that rebuild's whole cost --
-- seconds of per-pixel atlas baking on a phone -- on screen as a
-- solid white frame with nothing under it, which reads as a
-- lockup (#610).
ow:setDark(false)
self.game.stack:push(Transition.whiteFlash(self.game))
end))
return
elseif action == "surf" then