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Fix faint slide starting partway down (#671)
The faint slide was shortened from 30 to Timing.FAINT_SLIDE (14) frames in the timing-parity pass, but fxFaintOffset still computed the offset with a stale (30 - frames) * 2. With frames starting at 14 the sprite teleported 32px down on the first frame and only slid the remaining 28px, cutting the animation short. SlideDownFaintedMonPic drops the pic one 8px row per 2-frame step, so the offset advances Timing.FAINT_SLIDE_STEP (4px) per frame at 1x and covers the full 56px PIC_HEIGHT over the 14-frame budget.
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@@ -129,6 +129,7 @@ Timing.NO_MOVES_LEFT = 60 -- core.asm:2753-2754
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Timing.TRAINER_VICTORY = 40 -- core.asm:940-941
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Timing.PLAYER_BLACKOUT = 40 -- core.asm:1143-1144
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Timing.FAINT_SLIDE_ROW = 2 -- core.asm:1216-1217, per row
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Timing.FAINT_SLIDE_STEP = 8 / Timing.FAINT_SLIDE_ROW -- 4px per frame at 1x
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Timing.TRAINER_SLIDE_COL = 2 -- core.asm:1267-1268, per column
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-- HP bar (engine/gfx/hp_bar.asm) ---------------------------------------------
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