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https://github.com/bryanthaboi/gen1recomp.git
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CLOSES #339, CLOSES #354, CLOSES #360, CLOSES #372, CLOSES #373, CLOSES #374, CLOSES #375, CLOSES #378, CLOSES #379, CLOSES #383, CLOSES #384, CLOSES #385, CLOSES #391, CLOSES #392, CLOSES #393, CLOSES #394, CLOSES #395, CLOSES #396, CLOSES #397, CLOSES #398, CLOSES #413, CLOSES #420, CLOSES #423, CLOSES #424, CLOSES #425, CLOSES #426, CLOSES #427, CLOSES #429, CLOSES #430, CLOSES #431, CLOSES #433, CLOSES #435, CLOSES #436, CLOSES #438, CLOSES #439, CLOSES #441, CLOSES #442, CLOSES #444
This commit is contained in:
+10
-3
@@ -43,12 +43,13 @@ function SummaryMenu.new(game, mon)
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Stats.ensure(game.data.pokemon[mon.species], mon)
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local self = setmetatable({ game = game, mon = mon, page = 1 }, SummaryMenu)
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local Sprites = require("src.pokemon.Sprites")
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local path = Sprites.path(game.data, mon.species, "front",
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local path, trueColor = Sprites.path(game.data, mon.species, "front",
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{ mon = mon, kind = "summary" })
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if path then
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local ok, img = pcall(love.graphics.newImage, path)
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self.sprite = ok and img or nil
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end
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self.spriteTrueColor = self.sprite and trueColor or false
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require("src.core.Sound").playCry(game.data, mon.species)
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return self
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end
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@@ -111,8 +112,14 @@ function SummaryMenu:draw()
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-- the same routine the intro's NIDORINO show-off uses (OakSpeech picFlip:
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-- negative x scale anchored at the pic's right edge). #280
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if self.sprite then
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love.graphics.draw(self.sprite, 8 + self.sprite:getWidth(),
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math.max(0, 56 - self.sprite:getHeight()), 0, -1, 1)
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local pw, ph = self.sprite:getDimensions()
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local py = math.max(0, 56 - ph)
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love.graphics.draw(self.sprite, 8 + pw, py, 0, -1, 1)
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-- a full-color pic has to sit out the SGB monPal recolor, so mark the
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-- rect the mirrored draw covers for the unshaded pass (#430)
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if self.spriteTrueColor then
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require("src.render.PaletteFX").markTrueColor(8, py, pw, ph)
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end
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end
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local HudTiles = require("src.render.HudTiles")
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love.graphics.setColor(0, 0, 0, 1)
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@@ -574,10 +574,14 @@ function YellowIntro:beginScenes()
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self:startScene(0)
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end
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-- The movie's exit never stops the song (intro_yellow.asm PlayIntroScene
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-- .go_to_title_screen, where the A/B/START skip lands too): Music_YellowIntro
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-- outlasts the scenes and plays on into the title setup until title.asm's
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-- StopAllMusic before MUSIC_TITLE_SCREEN, which TitleState:startMusic stands
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-- in for (#436)
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function YellowIntro:finish()
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if self.finished then return end
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self.finished = true
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pcall(Music.stop)
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self.game.stack:pop()
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if self.onDone then self.onDone() end
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end
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