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graphics and stutters part 1
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@@ -114,14 +114,12 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
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image = getObpImage(self.def.image, colors, group)
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end
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elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then
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-- plain GBC: the terrain zone shader still runs over the world canvas,
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-- so the baked sprite is also queued for a post-zone redraw
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-- (PaletteFX.markSpriteRedraw) that restores its own OBP colors on top
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local colors, group = PaletteFX.spriteObp(self.def, self.seed)
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if colors then
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image = getObpImage(self.def.image, colors, group)
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redraw = true
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end
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-- OG RED (GBC boot-ROM look): every OBJ wears the one global green
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-- object palette. The red BG zone shader still runs over the world
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-- canvas, so the baked sprite is queued for a post-zone redraw
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-- (PaletteFX.markSpriteRedraw) that restores its green pixels on top.
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image = getObpImage(self.def.image, PaletteFX.GBC_OBJ, "gbcobj")
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redraw = true
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end
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-- single-frame sprites (item balls, fossils...) have one fixed pose;
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-- still 3-frame sprites turn to face (the nurse at her machine,
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