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https://github.com/bryanthaboi/gen1recomp.git
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graphics and stutters part 1
This commit is contained in:
+22
-9
@@ -68,19 +68,31 @@ Game Boy equivalent:
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## Colors mode
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The `2` key (and the Options menu COLORS row) cycles the global shade-remap
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display mode through **GBC → OG → OG INV → GBC INV → CLASSIC → GBC**:
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The `2` key (and the Options menu COLORS row) cycles the display mode
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through **OG RED → SGB → RED++ → OG → OG INV → SGB INV → CLASSIC → OG RED**.
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The first three are the real colorizations; the rest are DMG-shade novelties:
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- **GBC** (default): current SGB / GBC zone palettes.
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- **OG RED**: the Game Boy Color boot-ROM look for Pokemon Red -- one global
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red BG palette + one green OBJ palette, every map, no per-map variation
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(Pokemon Red has no CGB code, so on a GBC the boot ROM colors it globally).
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The player/NPCs stay green over the red terrain via the OBP bake +
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post-zone redraw (`PaletteFX.GBC_BG` / `GBC_OBJ`).
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- **SGB** (default): the per-map Super Game Boy region palettes
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(`data/sgb/sgb_palettes.asm`). Sprites tint with the region palette, as on
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real SGB. (This is the mode formerly mislabeled "GBC".)
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- **RED++**: pokered-gbc SuperPalettes -- real per-tile GBC coloring plus
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per-species mon colors (`data/palettes_gbc.lua`).
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- **OG**: force the four DMG grays (colorization off).
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- **OG INV**: inverted DMG grays.
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- **GBC INV**: each SGB zone palette with shade order reversed.
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- **SGB INV**: each SGB zone palette with shade order reversed.
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- **CLASSIC**: original Game Boy pea-soup greens
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(`#9BBC0F` / `#8BAC0F` / `#306230` / `#0F380F`).
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The transform is applied centrally in `PaletteFX.sendColors`, so it covers
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overworld, menus, battles, and tilt upright billboards. Persisted as
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`save.options.colors`.
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The shade-remap transform is applied centrally in `PaletteFX.sendColors`, so
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it covers overworld, menus, battles, and tilt upright billboards. OG RED's
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global BG palette is supplied by `OverworldState:overworldBgColors` (per-map
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override in the overworld pass). Persisted as `save.options.colors`; the
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`gbc` / `gbc_inv` save ids are kept for back-compat under the new labels.
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## GBC FX
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@@ -132,7 +144,8 @@ migrated once into `options.lua` on load.
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- Music / SFX volume
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- Music Filter
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- OG GLITCHES on / off (Gen 1 quirks vs. modern-clean battle rules)
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- COLORS (GBC / RED++ / OG / OG INV / GBC INV / CLASSIC), also hotkey `2`
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(RED++ uses pokered-gbc SuperPalettes + per-species mon colors)
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- COLORS (OG RED / SGB / RED++ / OG / OG INV / SGB INV / CLASSIC), also
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hotkey `2` (OG RED = GBC boot-ROM look; RED++ uses pokered-gbc
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SuperPalettes + per-species mon colors)
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- TILT (OFF / 15 / 35 / 50), also hotkey `3` while free-roaming
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- GBC FX (OFF / 1 / 2 / 3 / 4), also hotkey `5`
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@@ -144,6 +144,25 @@ function AnimPlayer.new(data)
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}, AnimPlayer)
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end
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-- Release the tilesheet images and quads this player built. They live in
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-- per-instance caches (a fresh AnimPlayer is made per battle), so unlike a
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-- shared module cache they are dead the moment the battle ends -- freeing
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-- them here instead of waiting on a GC finalizer keeps grinding battles
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-- from piling orphaned VRAM up faster than the (Lua-heap-triggered) GC
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-- reclaims it.
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function AnimPlayer:release()
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for _, img in pairs(self.images) do
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if img and img.release then pcall(img.release, img) end
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end
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self.images = {}
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for _, byTile in pairs(self.quads) do
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for _, q in pairs(byTile) do
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if q and q.release then pcall(q.release, q) end
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end
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end
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self.quads = {}
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end
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function AnimPlayer:warnOnce(key, fmt, ...)
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if not self.warned[key] then
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self.warned[key] = true
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@@ -934,6 +934,20 @@ end
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-- (end_of_battle.asm clears wLowHealthAlarm when a battle ends)
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function BattleState:exit()
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require("src.core.Sound").stopLoop("Low_Health_Alarm")
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-- Free this battle's own GPU objects now rather than waiting on a GC
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-- finalizer: the two full-screen wavy-effect canvases (colorMode) and
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-- the AnimPlayer's per-instance tilesheet images/quads. The shared
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-- module caches (imageCache/imagePadBottom, keyed by path+palette) are
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-- reused by the next battle, so they are deliberately left alone -- only
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-- the per-instance objects, which are dead once this battle is popped,
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-- are released here.
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local function rel(o) if o and o.release then pcall(o.release, o) end end
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rel(self.bgCanvas); self.bgCanvas = nil
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rel(self.waveCanvas); self.waveCanvas = nil
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self.colorFxReady = nil
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if self.animPlayer and self.animPlayer.release then
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self.animPlayer:release()
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end
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end
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-- An action the battler is locked into (bypasses the menu), or nil.
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@@ -3551,12 +3565,28 @@ function BattleState:sgbBattlePals()
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if placeholder or not b then return pals.MEWMON or pals.GREENBAR end
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return PaletteFX.monPal(self.data, b.mon.species) or pals.MEWMON
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end
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return {
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local out = {
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[0] = bar(self.player),
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[1] = bar(self.enemy),
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[2] = mon(self.player, self.showPlayerBack or self.safari or self.demo),
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[3] = mon(self.enemy, self.showEnemyTrainer),
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}
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-- OG RED: the Game Boy Color drew the whole battle from one BG palette --
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-- white paper, black ink -- so every zone shares the same background and
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-- outline; only the two mid shades differ per element (green HP bar, red
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-- mon pic). The bar/base zones otherwise carry the SGB off-white
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-- (255,239,255) as color 0 while the mon zones (monPal -> GBC_BG) carry a
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-- true white, which is what drew a white box around each pic on the pink
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-- field. Snap every zone's color 0/3 to the global GBC white/black; the
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-- mid shades (and the green bar the user prefers) stay untouched.
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if PaletteFX.mode == "ogred" then
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local white, black = PaletteFX.GBC_BG[1], PaletteFX.GBC_BG[4]
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for i = 0, 3 do
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local c = out[i]
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out[i] = { white, c[2], c[3], black }
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end
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end
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return out
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end
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-- the SGB palette covering a screen pixel (BlkPacket_Battle regions)
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+19
-4
@@ -708,14 +708,27 @@ local function soundData(engine, samples, channels)
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return result
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end
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local function fillMusic()
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-- Amortized queue fill. The queue is deep (MUSIC_BUFFER_COUNT buffers, ~6s)
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-- for stall tolerance, but synthesizing all of it at once -- which is what a
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-- song change did -- renders ~6 seconds of Game Boy audio in a single frame:
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-- that was the map-switch stutter (a new map's theme starts a new song). So
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-- cap how many buffers each fill renders. Playback drains ~1 buffer every ~11
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-- frames while update() tops up a few per frame, so the deep queue still ramps
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-- to full within a fraction of a second and keeps its headroom -- it just gets
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-- there gradually instead of all on the frame the song starts.
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local MUSIC_FILL_INITIAL = 4 -- buffers rendered when a song first starts
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local MUSIC_FILL_PER_CALL = 3 -- buffers rendered per update()/recovery tick
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local function fillMusic(limit)
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local music = currentMusic
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if not music or music.engine:finished() then return end
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limit = limit or MUSIC_FILL_PER_CALL
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local free = music.source:getFreeBufferCount()
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while free > 0 and not music.engine:finished() do
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while free > 0 and limit > 0 and not music.engine:finished() do
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music.source:queue(soundData(
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music.engine, MUSIC_BUFFER_SAMPLES, 2))
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free = free - 1
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limit = limit - 1
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end
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end
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@@ -728,7 +741,9 @@ function ChipAudio.playMusic(data, header, allowLoops)
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if not ok then return nil, source end
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ChipAudio.stopMusic()
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currentMusic = { source = source, engine = engine }
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fillMusic()
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-- only a small starting cushion here; update() ramps the deep queue to full
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-- over the next frames so the song-start frame never renders the whole queue
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fillMusic(MUSIC_FILL_INITIAL)
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source:play()
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return source
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end
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@@ -741,7 +756,7 @@ function ChipAudio.ensureMusicPlaying()
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if not music or music.engine:finished() then return end
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local ok, playing = pcall(music.source.isPlaying, music.source)
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if ok and not playing then
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fillMusic()
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fillMusic(MUSIC_FILL_INITIAL)
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pcall(music.source.play, music.source)
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end
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end
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@@ -194,6 +194,13 @@ function Game:update(dt)
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-- frame dt (not the fixed logic step) for a smooth ~0.25s glide.
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require("src.render.Tilt").update(dt)
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pcall(function() require("src.core.DiscordPresence").update(dt) end)
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-- Steady-state memory backstop: advance the incremental collector one
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-- small step every rendered frame. The heavy GPU objects are now freed
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-- explicitly (map eviction, battle exit, canvas/renderer swaps), so this
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-- only has to keep ordinary Lua-heap garbage (per-frame tables/closures)
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-- from drifting upward over a long session, and to spread collection out
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-- so the default lazy schedule never batches it into a visible pause.
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if collectgarbage then collectgarbage("step", 1) end
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end
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-- render.zones' identity default: unhooked, the zone list reaches the blit
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+45
-13
@@ -15,11 +15,16 @@ local PaletteFX = {}
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local shader -- false = unavailable (headless / no shader support)
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local gbcPack -- false = missing; nil = not loaded yet
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-- Cycle order matches OptionsMenu / hotkey 2
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PaletteFX.MODES = { "gbc", "redpp", "og", "og_inv", "gbc_inv", "classic" }
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-- Cycle order matches OptionsMenu / hotkey 2. The three real colorizations
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-- come first (OG RED = GBC hardware, SGB = per-map Super Game Boy, RED++ =
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-- pokered-gbc per-tile), then the DMG-shade novelty modes.
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PaletteFX.MODES = { "ogred", "gbc", "redpp", "og", "og_inv", "gbc_inv", "classic" }
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-- `gbc`/`gbc_inv` keep their save-value ids for back-compat; their LABELS are
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-- "SGB"/"SGB INV" because that is what the mode actually is (the old "GBC"
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-- label was a misnomer -- it never was the real Game Boy Color palette).
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PaletteFX.MODE_LABELS = {
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gbc = "GBC", redpp = "RED++", og = "OG", og_inv = "OG INV",
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gbc_inv = "GBC INV", classic = "CLASSIC",
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ogred = "OG RED", gbc = "SGB", redpp = "RED++", og = "OG",
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og_inv = "OG INV", gbc_inv = "SGB INV", classic = "CLASSIC",
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}
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PaletteFX.mode = "gbc"
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@@ -28,6 +33,20 @@ PaletteFX.CLASSIC = {
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{ 155, 188, 15 }, { 139, 172, 15 }, { 48, 98, 48 }, { 15, 56, 15 },
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}
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-- OG RED: the Game Boy Color boot-ROM auto-palette for Pokemon Red. Pokemon
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-- Red ships no CGB code (pokered's wOnCGB is hardwired 0), so on a Game Boy
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-- Color the boot ROM colorizes it with ONE global palette pair -- a red
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-- background and green objects -- applied to the whole game with no per-map
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-- variation (that variety was the Super Game Boy's doing, i.e. SGB mode).
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-- Lightest shade first, matching the SGB palette tables. Values verified
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-- against hardware captures of Pallet Town and Oak's Lab.
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PaletteFX.GBC_BG = {
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{ 255, 255, 255 }, { 255, 132, 132 }, { 148, 58, 58 }, { 0, 0, 0 },
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}
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PaletteFX.GBC_OBJ = {
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{ 255, 255, 255 }, { 123, 255, 49 }, { 0, 132, 0 }, { 0, 0, 0 },
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}
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local INV_MAP = { [0] = 3, [1] = 2, [2] = 1, [3] = 0 }
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function PaletteFX.shader()
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@@ -141,16 +160,18 @@ function PaletteFX.usesGbcPack(mode)
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return mode == "redpp"
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end
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-- Per-object overworld sprite coloring (ColorOverworldSprite) applies in
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-- plain GBC mode too, not only under the RED++ pack: without it the
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-- whole-map zone shader paints characters with whatever two mid shades
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-- the terrain palette defines. RED++ handles sprites through the baked
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-- usesGbcPack() path in SpriteRenderer; this names the modes where the
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-- OBP bake plus the post-zone redraw (below) stand in for real OBJ
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-- palettes over a shader-colorized background.
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-- Whether the active mode bakes a per-OBJ palette onto overworld sprites
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-- (the OBP bake + post-zone redraw path). ONLY OG RED does: it wears the
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-- GBC boot-ROM green object palette (PaletteFX.GBC_OBJ) so the player and
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-- NPCs stay green over the red background, exactly like Pokemon Red on a
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-- Game Boy Color. SGB mode deliberately does NOT: an SGB OBJ carries no
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-- palette of its own, so the characters tint with the whole-map region
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-- palette along with the terrain (the Super Game Boy never colored Pokemon
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-- Red's sprites separately -- baking a per-sprite palette there was the
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-- "reds coloring on the player/NPCs" bug). RED++ colors sprites through
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-- the usesGbcPack() path in SpriteRenderer instead.
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function PaletteFX.usesSpriteObp(mode)
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mode = mode or PaletteFX.mode
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return mode == "gbc"
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return (mode or PaletteFX.mode) == "ogred"
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end
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-- ------- post-zone sprite redraw (GBC mode)
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@@ -201,7 +222,13 @@ end
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-- named palette from the active pack (nil on stale builds / missing name).
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-- RED++ falls back to the ROM pack for names the gbc table omits (rare).
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-- OG RED short-circuits EVERY name to the one global GBC boot-ROM BG palette
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-- (the hardware had a single BGP for the whole game), so terrain zones,
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-- battle HP bars / text, and menu boxes all come out red -- everything a
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-- background tile drew. Objects do not come through here (they bake
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-- GBC_OBJ green), so this stays a BG-only hook.
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function PaletteFX.pal(data, name)
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if PaletteFX.mode == "ogred" then return PaletteFX.GBC_BG end
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local p = PaletteFX.pack(data)
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local c = p and p.palettes[name]
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if c then return c end
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@@ -217,6 +244,11 @@ end
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-- Transformed mon's pic is tinted gray, not the copied species' own
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-- SGB color). RED++ uses per-species pals from mon_palettes.asm.
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function PaletteFX.monPal(data, species, transformed)
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-- OG RED: a battle mon pic is a BG tile on the Game Boy Color (drawn into
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-- the tilemap, colored by BGP), so it wears the global red BG palette, not
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-- a per-species one -- matching the hardware capture where both mons are
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-- red/pink on the white field.
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if PaletteFX.mode == "ogred" then return PaletteFX.GBC_BG end
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local p = PaletteFX.pack(data)
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if not p then return nil end
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if transformed then
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@@ -79,6 +79,10 @@ function Renderer:beginWorldPass()
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local vw, vh = self:worldViewSize()
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if not self.worldCanvas or self.worldCanvas:getWidth() ~= vw
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or self.worldCanvas:getHeight() ~= vh then
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-- free the old canvas before replacing it: a zoom/tilt tween changes
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-- the view size every frame, so without this the superseded canvases
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-- pile up in VRAM until a GC finalizer happens to run
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if self.worldCanvas and self.worldCanvas.release then self.worldCanvas:release() end
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self.worldCanvas = love.graphics.newCanvas(vw, vh)
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self.worldCanvas:setFilter("nearest", "nearest")
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end
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@@ -107,6 +111,7 @@ function Renderer:beginUprightPass()
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local cw, ch = vw + 2 * M, vh + 2 * M
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if not self.uprightCanvas or self.uprightCanvas:getWidth() ~= cw
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or self.uprightCanvas:getHeight() ~= ch then
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if self.uprightCanvas and self.uprightCanvas.release then self.uprightCanvas:release() end
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self.uprightCanvas = love.graphics.newCanvas(cw, ch)
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self.uprightCanvas:setFilter("nearest", "nearest")
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end
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@@ -200,6 +205,7 @@ function Renderer:drawTiltedWorld(zoneList, s, wox, woy, target)
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-- 2x for extra crispness.
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if not self.tiltCanvas or self.tiltCanvas:getWidth() ~= wvw
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or self.tiltCanvas:getHeight() ~= wvh then
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if self.tiltCanvas and self.tiltCanvas.release then self.tiltCanvas:release() end
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self.tiltCanvas = love.graphics.newCanvas(wvw, wvh)
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self.tiltCanvas:setFilter("linear", "linear")
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end
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@@ -114,15 +114,13 @@ 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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-- 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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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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-- facePlayer on STAY NPCs) but never show walk frames
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+165
-95
@@ -90,8 +90,8 @@ function TileRenderer.setSpinning(active)
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end
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-- true while the spinner arrow tiles should show the 'blur' graphic; false
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-- means draw nothing extra (the static mapBatch/ringBatch tile shows
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-- through, matching the asm's restore-to-original behavior). The 8-tick
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-- means draw nothing extra (the static window tile shows through,
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||||
-- matching the asm's restore-to-original behavior). The 8-tick
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||||
-- half-period approximates one GB movement step (2px/frame); this is a
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||||
-- deliberate approximation of wSimulatedJoypadStatesIndex bit-0 parity, not
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||||
-- a cycle-accurate replication -- the port's tweened scriptMove has no
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||||
@@ -426,22 +426,24 @@ function TileRenderer.new(map, data)
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end
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||||
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||||
local def = map.def
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||||
local wB, hB = def.width, def.height
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||||
-- two batches: the border-block ring around the map, and the map body.
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||||
-- Connected-map strips draw body-only on top of this map's ring.
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||||
local total = (wB + 2 * BORDER_BLOCKS) * (hB + 2 * BORDER_BLOCKS) * 16
|
||||
self.ringBatch = love.graphics.newSpriteBatch(self.image, total, "static")
|
||||
self.mapBatch = love.graphics.newSpriteBatch(self.image, wB * hB * 16, "static")
|
||||
-- animated tiles overdraw the static batches each frame. Entry order
|
||||
-- decides which one claims a tile listed twice, so the vanilla defaults
|
||||
-- keep the old water-then-flower-then-spinner precedence.
|
||||
-- The map body measured in 8px tiles (each block is 4x4 tiles). The tile
|
||||
-- layer is drawn windowed to the camera (see :ensureWindow) instead of
|
||||
-- baked into a whole-map SpriteBatch, so a map becoming visible -- a warp,
|
||||
-- a connection seam -- costs nothing to "build": there is no per-map batch
|
||||
-- construction that scales with map size, which is what stuttered.
|
||||
self.bodyTilesW = def.width * 4
|
||||
self.bodyTilesH = def.height * 4
|
||||
-- Animated tiles overdraw the static window each frame. Only the per-entry
|
||||
-- render spec (textures/sequence/gate) is kept here; the animated cells are
|
||||
-- gathered per camera window in :ensureWindow, so nothing here scales with
|
||||
-- map size either. Entry order decides which entry claims a tile listed
|
||||
-- twice (the vanilla water-then-flower-then-spinner precedence).
|
||||
local anims, claimedBy = {}, {}
|
||||
local declared = map.tileset.animatedTiles
|
||||
or TileRenderer.defaultAnimatedTiles(map.tileset)
|
||||
for _, spec in ipairs(declared) do
|
||||
local anim = buildAnim(spec, map.tileset.image, perRow, self.quads, gbcCtx)
|
||||
if anim then
|
||||
anim.cells = {}
|
||||
anims[#anims + 1] = anim
|
||||
for _, tile in ipairs(anim.tiles) do
|
||||
if claimedBy[tile] == nil then claimedBy[tile] = anim end
|
||||
@@ -460,66 +462,9 @@ function TileRenderer.new(map, data)
|
||||
aliasMap[al.block] = cells
|
||||
end
|
||||
end
|
||||
|
||||
for by = -BORDER_BLOCKS, hB + BORDER_BLOCKS - 1 do
|
||||
for bx = -BORDER_BLOCKS, wB + BORDER_BLOCKS - 1 do
|
||||
local inside = bx >= 0 and by >= 0 and bx < wB and by < hB
|
||||
local batch = inside and self.mapBatch or self.ringBatch
|
||||
-- beyond-edge ring cells use the same override drawBorderFill does,
|
||||
-- so the ring and the far background fill agree (OVERWORLD maps
|
||||
-- whose raw border_block is water still ring with the tree wall)
|
||||
local blockId = inside and map:blockAt(bx, by) or borderBlockFor(map)
|
||||
local block = map.tileset.blocks[blockId + 1]
|
||||
if not block then
|
||||
-- a tileset without the tree-wall block keeps its own border
|
||||
blockId = map:blockAt(bx, by)
|
||||
block = map.tileset.blocks[blockId + 1]
|
||||
end
|
||||
local remap = aliasMap and aliasMap[blockId]
|
||||
for ty = 0, 3 do
|
||||
for tx = 0, 3 do
|
||||
local ci = ty * 4 + tx
|
||||
local tile = block[ci + 1]
|
||||
if remap and remap[ci] then tile = remap[ci] end
|
||||
local quad = self.quads[tile]
|
||||
if quad then
|
||||
batch:add(quad, bx * 32 + tx * 8, by * 32 + ty * 8)
|
||||
end
|
||||
local anim = claimedBy[tile]
|
||||
if anim then
|
||||
local cells = anim.cells
|
||||
cells[#cells + 1] = { bx * 32 + tx * 8, by * 32 + ty * 8, inside, tile }
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- animated overdraw batches: the full set (ring + body) for the
|
||||
-- current map, and a body-only set for connected-map drawing --
|
||||
-- a neighbor's water ring must never overdraw this map's tiles.
|
||||
-- `quadFor`, when given, looks up a per-entry quad (used by toggle
|
||||
-- entries, whose texture is a full tileset-atlas clone rather than a
|
||||
-- single-tile image like the hshift/frames variants).
|
||||
local function animBatches(entries, image, quadFor)
|
||||
if #entries == 0 then return nil, nil end
|
||||
local all = love.graphics.newSpriteBatch(image, #entries, "static")
|
||||
local body
|
||||
for _, c in ipairs(entries) do
|
||||
if quadFor then all:add(quadFor(c[4]), c[1], c[2]) else all:add(c[1], c[2]) end
|
||||
if c[3] then
|
||||
body = body or love.graphics.newSpriteBatch(image, #entries, "static")
|
||||
if quadFor then body:add(quadFor(c[4]), c[1], c[2]) else body:add(c[1], c[2]) end
|
||||
end
|
||||
end
|
||||
return all, body
|
||||
end
|
||||
for _, anim in ipairs(anims) do
|
||||
anim.batch, anim.bodyBatch =
|
||||
animBatches(anim.cells, anim.textures[1], anim.quadFor)
|
||||
anim.cells = nil
|
||||
end
|
||||
self.aliasMap = aliasMap
|
||||
self.anims = anims
|
||||
self.claimedBy = claimedBy
|
||||
|
||||
-- a repeating 32x32 image of the border block, tiled behind
|
||||
-- everything the 3-block ring doesn't cover (the survey zoom sees
|
||||
@@ -554,8 +499,16 @@ function TileRenderer:drawBorderFill(camX, camY, vw, vh)
|
||||
if not self.borderFill then return end
|
||||
if self.trueColor then PaletteFX.markTrueColor(0, 0, vw, vh) end
|
||||
local x, y = math.floor(camX), math.floor(camY)
|
||||
local quad = love.graphics.newQuad(x, y, vw, vh, 32, 32)
|
||||
love.graphics.draw(self.borderFill, quad, 0, 0)
|
||||
-- one reused Quad per renderer, mutated in place: this runs every
|
||||
-- overworld frame, so allocating a fresh Quad here churned the GC
|
||||
local q = self.borderQuad
|
||||
if q then
|
||||
q:setViewport(x, y, vw, vh, 32, 32)
|
||||
else
|
||||
q = love.graphics.newQuad(x, y, vw, vh, 32, 32)
|
||||
self.borderQuad = q
|
||||
end
|
||||
love.graphics.draw(self.borderFill, q, 0, 0)
|
||||
end
|
||||
|
||||
-- GB OBJ-to-BG priority: sprites show through BG color 0 and hide under
|
||||
@@ -616,19 +569,98 @@ function TileRenderer:markCellBottomRedraw(cx, cy, camX, camY, colors)
|
||||
end
|
||||
end
|
||||
|
||||
-- animated overdraw at the current step; bodyOnly skips the ring
|
||||
-- positions (connected maps draw body-only)
|
||||
function TileRenderer:drawAnimated(camX, camY, bodyOnly)
|
||||
-- Window cover for the static tile layer. Refill the reusable window batch
|
||||
-- (and the per-entry animated batches) only when the camera has scrolled past
|
||||
-- what they already cover; a small margin keeps small scrolls free. Cost
|
||||
-- scales with the view, never the map -- crossing a seam or warping in builds
|
||||
-- nothing. The beyond-body area (what the old 3-block ring drew) is painted
|
||||
-- by :drawBorderFill, whose world-aligned border-block tiling is identical
|
||||
-- there, so only body tiles are gathered here.
|
||||
local WINDOW_MARGIN = 8 -- tiles of slack kept around the view between refills
|
||||
|
||||
function TileRenderer:ensureWindow(camX, camY, vw, vh)
|
||||
local W, H = self.bodyTilesW, self.bodyTilesH
|
||||
vw = vw or W * 8 -- a nil view (headless draw) means the whole body
|
||||
vh = vh or H * 8
|
||||
-- visible body-tile range (8px tiles), clamped to the map body
|
||||
local tx0 = math.min(W, math.max(0, math.floor(camX / 8)))
|
||||
local ty0 = math.min(H, math.max(0, math.floor(camY / 8)))
|
||||
local tx1 = math.max(0, math.min(W, math.floor((camX + vw) / 8) + 1))
|
||||
local ty1 = math.max(0, math.min(H, math.floor((camY + vh) / 8) + 1))
|
||||
local win = self.win
|
||||
if win and tx0 >= win.tx0 and ty0 >= win.ty0
|
||||
and tx1 <= win.tx1 and ty1 <= win.ty1 then
|
||||
return -- still inside the last fill
|
||||
end
|
||||
-- refill with margin so the next few scrolled pixels stay covered
|
||||
tx0 = math.max(0, tx0 - WINDOW_MARGIN)
|
||||
ty0 = math.max(0, ty0 - WINDOW_MARGIN)
|
||||
tx1 = math.min(W, tx1 + WINDOW_MARGIN)
|
||||
ty1 = math.min(H, ty1 + WINDOW_MARGIN)
|
||||
if not self.winBatch then
|
||||
self.winBatch = love.graphics.newSpriteBatch(self.image, 1024, "dynamic")
|
||||
end
|
||||
self.winBatch:clear()
|
||||
local anims = self.anims
|
||||
for _, anim in ipairs(anims) do
|
||||
if not anim.batch then
|
||||
anim.batch = love.graphics.newSpriteBatch(anim.textures[1], 256, "dynamic")
|
||||
end
|
||||
anim.batch:clear()
|
||||
end
|
||||
local map, quads = self.map, self.quads
|
||||
local claimedBy, aliasMap = self.claimedBy, self.aliasMap
|
||||
for ty = ty0, ty1 - 1 do
|
||||
local by = math.floor(ty / 4)
|
||||
local ty4 = ty % 4
|
||||
for tx = tx0, tx1 - 1 do
|
||||
local blockId = map:blockAt(math.floor(tx / 4), by)
|
||||
local block = map.tileset.blocks[blockId + 1]
|
||||
if block then
|
||||
local ci = ty4 * 4 + (tx % 4)
|
||||
local tile = block[ci + 1]
|
||||
local remap = aliasMap and aliasMap[blockId]
|
||||
if remap and remap[ci] then tile = remap[ci] end
|
||||
local wx, wy = tx * 8, ty * 8
|
||||
local quad = quads[tile]
|
||||
if quad then self.winBatch:add(quad, wx, wy) end
|
||||
local anim = claimedBy[tile]
|
||||
if anim then
|
||||
if anim.quadFor then
|
||||
anim.batch:add(anim.quadFor(tile), wx, wy)
|
||||
else
|
||||
anim.batch:add(wx, wy)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
self.win = { tx0 = tx0, ty0 = ty0, tx1 = tx1, ty1 = ty1 }
|
||||
end
|
||||
|
||||
-- draw the static tile window, then its animated overdraw, at the camera offset
|
||||
function TileRenderer:drawWindow(camX, camY, vw, vh)
|
||||
self:ensureWindow(camX, camY, vw, vh)
|
||||
if self.winBatch then
|
||||
love.graphics.draw(self.winBatch, -math.floor(camX), -math.floor(camY))
|
||||
end
|
||||
self:drawAnimated(camX, camY)
|
||||
end
|
||||
|
||||
-- animated overdraw at the current step, over the static window batch. The
|
||||
-- cells were gathered for the current camera window by :ensureWindow, so this
|
||||
-- only ever touches on-screen animated tiles.
|
||||
function TileRenderer:drawAnimated(camX, camY)
|
||||
local anims = self.anims
|
||||
if not anims then return end
|
||||
local x, y = -math.floor(camX), -math.floor(camY)
|
||||
for _, anim in ipairs(anims) do
|
||||
local batch = bodyOnly and anim.bodyBatch or anim.batch
|
||||
local batch = anim.batch
|
||||
if batch then
|
||||
if anim.gate then
|
||||
-- a gated entry has only the two frames the asm has (patch /
|
||||
-- restore-to-static); when the gate is shut draw nothing so the
|
||||
-- already-static mapBatch/ringBatch tile shows through unchanged
|
||||
-- already-static window tile shows through unchanged
|
||||
if gateOpen(anim.gate) then love.graphics.draw(batch, x, y) end
|
||||
else
|
||||
local step = math.floor(animFrame / anim.period) % #anim.sequence + 1
|
||||
@@ -649,30 +681,68 @@ function TileRenderer:markTrueColor(camX, camY, blocks)
|
||||
(def.height + 2 * blocks) * 32)
|
||||
end
|
||||
|
||||
function TileRenderer:draw(camX, camY)
|
||||
function TileRenderer:draw(camX, camY, vw, vh)
|
||||
if self.trueColor then self:markTrueColor(camX, camY, BORDER_BLOCKS) end
|
||||
love.graphics.draw(self.ringBatch, -math.floor(camX), -math.floor(camY))
|
||||
love.graphics.draw(self.mapBatch, -math.floor(camX), -math.floor(camY))
|
||||
self:drawAnimated(camX, camY)
|
||||
self:drawWindow(camX, camY, vw, vh)
|
||||
end
|
||||
|
||||
-- body only, for connected-map strips
|
||||
function TileRenderer:drawMapOnly(camX, camY)
|
||||
-- body only, for connected-map strips. Identical to :draw now that the
|
||||
-- border ring is served by :drawBorderFill for the current map too -- the
|
||||
-- only remaining difference is the trueColor mark extent.
|
||||
function TileRenderer:drawMapOnly(camX, camY, vw, vh)
|
||||
if self.trueColor then self:markTrueColor(camX, camY, 0) end
|
||||
love.graphics.draw(self.mapBatch, -math.floor(camX), -math.floor(camY))
|
||||
self:drawAnimated(camX, camY, true)
|
||||
self:drawWindow(camX, camY, vw, vh)
|
||||
end
|
||||
|
||||
-- rebuild after a block change (Cut trees)
|
||||
local function safeRelease(o)
|
||||
if o and o.release then pcall(o.release, o) end
|
||||
end
|
||||
|
||||
-- Release only the GPU objects this instance built and uniquely owns: the
|
||||
-- two SpriteBatches, the border-fill image and its quad, the per-tile
|
||||
-- quads, and the animated-overdraw batches. Deliberately leaves the
|
||||
-- tileset atlas (self.image, shared through Assets/imageCache) and the
|
||||
-- animation textures (shared module caches) alone -- other maps still use
|
||||
-- them. Used by :rebuild before it swaps in fresh batches, and by
|
||||
-- :release on eviction.
|
||||
function TileRenderer:releaseBatches()
|
||||
safeRelease(self.winBatch); self.winBatch = nil
|
||||
safeRelease(self.borderFill); self.borderFill = nil
|
||||
safeRelease(self.borderQuad); self.borderQuad = nil
|
||||
self.win = nil
|
||||
if self.quads then
|
||||
for _, q in pairs(self.quads) do safeRelease(q) end
|
||||
self.quads = nil
|
||||
end
|
||||
if self.anims then
|
||||
for _, a in ipairs(self.anims) do
|
||||
safeRelease(a.batch); a.batch = nil
|
||||
-- a.textures are shared, module-cached: never released here
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Full teardown for eviction (MapLoader.evict): the owned batches, plus
|
||||
-- the RED++ per-map recolored atlas, which -- unlike the plain tileset
|
||||
-- atlas -- is unique to this map (gbcAtlasCache is keyed by map id).
|
||||
function TileRenderer:release()
|
||||
self:releaseBatches()
|
||||
if self.gbcAtlas and self.image then
|
||||
local key = self.map.tileset.image .. "#gbc:" .. self.map.id
|
||||
if gbcAtlasCache[key] == self.image then gbcAtlasCache[key] = nil end
|
||||
safeRelease(self.image)
|
||||
self.image = nil
|
||||
self.gbcAtlas = nil
|
||||
end
|
||||
self.anims = nil
|
||||
end
|
||||
|
||||
-- rebuild after a block change (Cut trees, card-key doors). The tile layer
|
||||
-- is read live from the map on every window fill, so a block swap only needs
|
||||
-- the cached window dropped -- the next draw re-reads the changed blocks. No
|
||||
-- SpriteBatch is reconstructed; that is the whole point of the windowed draw.
|
||||
function TileRenderer:rebuild()
|
||||
local fresh = TileRenderer.new(self.map, self.data)
|
||||
self.image = fresh.image
|
||||
self.gbcAtlas = fresh.gbcAtlas
|
||||
self.quads = fresh.quads
|
||||
self.ringBatch = fresh.ringBatch
|
||||
self.mapBatch = fresh.mapBatch
|
||||
self.anims = fresh.anims
|
||||
self.borderFill = fresh.borderFill
|
||||
self.win = nil
|
||||
end
|
||||
|
||||
-- drop every atlas and every derived animation texture so the next
|
||||
|
||||
+72
-5
@@ -2,6 +2,13 @@
|
||||
-- data, cached by map id. The cache is keyed so a mod that patches one
|
||||
-- map record after boot (or the dev-mode hot reload) can drop just that
|
||||
-- entry instead of every map's SpriteBatches.
|
||||
--
|
||||
-- The resident set is trimmed LRU (trim) so exploring a large world never
|
||||
-- holds every visited map's GPU objects at once. Maps are built on demand
|
||||
-- and cheaply: a map's tile layer draws windowed to the camera (see
|
||||
-- TileRenderer), so there is no per-map batch to construct up front and thus
|
||||
-- nothing to stream -- OverworldState:rebuildNeighbors just loads each
|
||||
-- neighbor directly.
|
||||
|
||||
local Assets = require("src.render.Assets")
|
||||
local Map = require("src.world.Map")
|
||||
@@ -10,9 +17,20 @@ local TileRenderer = require("src.render.TileRenderer")
|
||||
local MapLoader = {}
|
||||
|
||||
local cache = {}
|
||||
-- mapId -> monotonic access stamp, for LRU eviction
|
||||
local lru = {}
|
||||
local accessSeq = 0
|
||||
-- max map renderers kept resident. Comfortably above the largest
|
||||
-- current+neighbor set (~15 in dense overworld), so protected maps are
|
||||
-- never the ones evicted; this only caps the lingering trail behind you.
|
||||
local RESIDENT_CAP = 32
|
||||
|
||||
function MapLoader.load(data, mapId)
|
||||
if cache[mapId] then return cache[mapId] end
|
||||
local function touch(mapId)
|
||||
accessSeq = accessSeq + 1
|
||||
lru[mapId] = accessSeq
|
||||
end
|
||||
|
||||
local function build(data, mapId)
|
||||
local def = data.maps[mapId]
|
||||
assert(def, "unknown map: " .. tostring(mapId) ..
|
||||
" (not in the maps registry)")
|
||||
@@ -25,26 +43,75 @@ function MapLoader.load(data, mapId)
|
||||
local map = Map.new(def, tilesetDef)
|
||||
map.renderer = TileRenderer.new(map, data)
|
||||
cache[mapId] = map
|
||||
touch(mapId)
|
||||
return map
|
||||
end
|
||||
|
||||
function MapLoader.load(data, mapId)
|
||||
local m = cache[mapId]
|
||||
if m then touch(mapId); return m end
|
||||
return build(data, mapId)
|
||||
end
|
||||
|
||||
-- the live instance for a map id, or nil when it has not been loaded;
|
||||
-- callers that must not build a map (invalidation, tests) use this
|
||||
function MapLoader.cached(mapId)
|
||||
return cache[mapId]
|
||||
local m = cache[mapId]
|
||||
if m then touch(mapId) end
|
||||
return m
|
||||
end
|
||||
|
||||
-- evict one resident map, releasing its renderer's GPU objects. Callers
|
||||
-- must ensure the map is not the current map and not drawn as a connected
|
||||
-- strip (nothing live may hold its renderer) -- MapLoader.trim guarantees
|
||||
-- this via its `protected` set.
|
||||
function MapLoader.evict(mapId)
|
||||
local m = cache[mapId]
|
||||
if not m then return false end
|
||||
cache[mapId] = nil
|
||||
lru[mapId] = nil
|
||||
local r = m.renderer
|
||||
if r and r.release then pcall(r.release, r) end
|
||||
return true
|
||||
end
|
||||
|
||||
-- keep the resident renderer set bounded. `protected` (mapId -> true) is
|
||||
-- never evicted (the current map and everything drawn as a connected
|
||||
-- strip); the rest is trimmed least-recently-used down to RESIDENT_CAP.
|
||||
function MapLoader.trim(protected)
|
||||
local n = 0
|
||||
for _ in pairs(cache) do n = n + 1 end
|
||||
if n <= RESIDENT_CAP then return end
|
||||
local ids = {}
|
||||
for id in pairs(cache) do
|
||||
if not (protected and protected[id]) then ids[#ids + 1] = id end
|
||||
end
|
||||
table.sort(ids, function(a, b) return (lru[a] or 0) < (lru[b] or 0) end)
|
||||
local over = n - RESIDENT_CAP
|
||||
for _, id in ipairs(ids) do
|
||||
if over <= 0 then break end
|
||||
MapLoader.evict(id)
|
||||
over = over - 1
|
||||
end
|
||||
end
|
||||
|
||||
-- drop one map so the next load re-reads its record and rebuilds its
|
||||
-- renderer. Callers holding the old instance keep it -- OverworldState
|
||||
-- re-points self.map itself (WorldAPI:invalidateMap).
|
||||
-- renderer. Deliberately does NOT release the old renderer: callers
|
||||
-- holding the old instance keep drawing it until they re-point themselves
|
||||
-- (OverworldState re-points self.map / self.neighbors via setMap /
|
||||
-- rebuildNeighbors), so releasing here would free a batch still in use.
|
||||
-- The orphaned instance is reclaimed by GC; MapLoader.evict is the path
|
||||
-- that releases eagerly, and it only runs on maps nothing live holds.
|
||||
function MapLoader.invalidate(mapId)
|
||||
local had = cache[mapId] ~= nil
|
||||
cache[mapId] = nil
|
||||
lru[mapId] = nil
|
||||
return had
|
||||
end
|
||||
|
||||
function MapLoader.invalidateAll()
|
||||
cache = {}
|
||||
lru = {}
|
||||
end
|
||||
|
||||
-- kept as the pre-v2 name
|
||||
|
||||
@@ -357,20 +357,32 @@ end
|
||||
-- widened to everything the current view size can show so a full
|
||||
-- zoom-out never runs past the rendered set. Re-run whenever the view
|
||||
-- grows (zoom/resize), not only on setMap.
|
||||
--
|
||||
-- Neighbors are built eagerly here. A TileRenderer is now a light object --
|
||||
-- the tile layer draws windowed to the camera, so nothing per-map is
|
||||
-- constructed up front (see TileRenderer) -- so there is no build cost to
|
||||
-- amortize and no prefetch race to lose at a seam. That is what the old
|
||||
-- one-per-frame streaming queue existed to hide, and it is gone.
|
||||
function OverworldState:rebuildNeighbors()
|
||||
local mapId = self.map.id
|
||||
self.neighbors = {}
|
||||
local hops = FieldDefaults.world(Game.data, "neighborHops") or NEIGHBOR_HOPS
|
||||
local vw, vh = Game.renderer:worldViewSize()
|
||||
self.neighborViewW, self.neighborViewH = vw, vh
|
||||
-- resident set the eviction pass must never touch: the current map plus
|
||||
-- every drawn neighbor
|
||||
local keep = { [mapId] = true }
|
||||
for _, n in ipairs(OverworldState.computeNeighbors(Game.data.maps, mapId,
|
||||
hops,
|
||||
math.floor(vw / 2) + 64,
|
||||
math.floor(vh / 2) + 64)) do
|
||||
table.insert(self.neighbors,
|
||||
{ map = MapLoader.load(Game.data, n.id),
|
||||
ox = n.ox, oy = n.oy })
|
||||
keep[n.id] = true
|
||||
local m = MapLoader.load(Game.data, n.id)
|
||||
table.insert(self.neighbors, { map = m, ox = n.ox, oy = n.oy })
|
||||
end
|
||||
-- bound resident memory: drop maps behind us that are neither current nor
|
||||
-- a drawn neighbor, releasing their window batch / border image / atlas
|
||||
MapLoader.trim(keep)
|
||||
|
||||
-- visual-only NPCs on connected maps (survey zoom): same spawn filter
|
||||
-- as a real map entry, but they never join self.entities -- no sight
|
||||
@@ -434,7 +446,9 @@ function OverworldState:paletteNameFor(map)
|
||||
return Runtime.call("map.palette", samePalette, name, map)
|
||||
end
|
||||
|
||||
-- UI-pass palette (text boxes and menus tint with the current map)
|
||||
-- UI-pass palette (text boxes and menus tint with the current map). OG RED
|
||||
-- resolves every name to the one global red BG palette inside PaletteFX.pal,
|
||||
-- so this needs no mode-specific branch.
|
||||
function OverworldState:sgbPalettes()
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
return PaletteFX.wholeNamed(Game.data, self:paletteNameFor(self.map))
|
||||
@@ -3346,9 +3360,9 @@ function OverworldState:drawWorld()
|
||||
-- reorder (no draws), so they run once for both paths.
|
||||
local tilt = Tilt.active()
|
||||
self.map.renderer:drawBorderFill(cam.x, bgY, vw, vh)
|
||||
self.map.renderer:draw(cam.x, bgY)
|
||||
self.map.renderer:draw(cam.x, bgY, vw, vh)
|
||||
for _, nb in ipairs(self.neighbors) do
|
||||
nb.map.renderer:drawMapOnly(cam.x - nb.ox, bgY - nb.oy)
|
||||
nb.map.renderer:drawMapOnly(cam.x - nb.ox, bgY - nb.oy, vw, vh)
|
||||
end
|
||||
-- per-billboard SGB palette source; only needed (and only paid for) when
|
||||
-- tilting. nil headless / on stale palettes -> billboards go uncolorized.
|
||||
@@ -3492,11 +3506,21 @@ function OverworldState:drawWorld()
|
||||
end)
|
||||
-- EXCLAMATION_BUBBLE is index 0 -> first crop; the emote command
|
||||
-- picks question/happy crops instead
|
||||
local rect = bubble.bubbles and bubble.bubbles[self.emote.bubble or 1]
|
||||
local bi = self.emote.bubble or 1
|
||||
local rect = bubble.bubbles and bubble.bubbles[bi]
|
||||
if ok and img and rect then
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(img, love.graphics.newQuad(rect.x, rect.y,
|
||||
rect.w, rect.h, img:getDimensions()), ex, ey)
|
||||
-- one Quad per bubble crop, cached: this draws every frame the "!"
|
||||
-- (or the emote-command crops) is up, so a fresh Quad here churned
|
||||
-- the GC. The bubble set is small and fixed, so the cache is bounded.
|
||||
self.emoteQuads = self.emoteQuads or {}
|
||||
local q = self.emoteQuads[bi]
|
||||
if not q then
|
||||
q = love.graphics.newQuad(rect.x, rect.y, rect.w, rect.h,
|
||||
img:getDimensions())
|
||||
self.emoteQuads[bi] = q
|
||||
end
|
||||
love.graphics.draw(img, q, ex, ey)
|
||||
drawn = true
|
||||
end
|
||||
end
|
||||
|
||||
@@ -0,0 +1,48 @@
|
||||
-- Visual test: SQUIRTLE (player) vs BULBASAUR (enemy) in OG RED, to match
|
||||
-- the Game Boy Color hardware capture. Run with a display:
|
||||
--
|
||||
-- SHOT_DIR=/tmp/ogred POKEPORT_IDENTITY=pokeport-ogred-shot \
|
||||
-- POKEPORT_DRIVER=tests/drivers/ogred_battle_test.lua love .
|
||||
--
|
||||
-- Captures ogred_0{1..5}_*.png into SHOT_DIR. OG RED is a global palette:
|
||||
-- red BG (terrain, mon pics, HUD, text) + green OBJ (overworld characters,
|
||||
-- battle effects). Battle mon pics are BG tiles, so they come out red/pink
|
||||
-- on the near-white field -- see PaletteFX.GBC_BG / monPal.
|
||||
return function(game)
|
||||
local U = dofile("tests/drivers/util.lua")
|
||||
local DIR = os.getenv("SHOT_DIR") or "."
|
||||
local PaletteFX = require("src.render.PaletteFX")
|
||||
|
||||
-- Set the SAVED option, not just the live mode: Game:applyOptions re-reads
|
||||
-- save.options.colors, so a bare setMode would get reverted to the default.
|
||||
game.save.options = game.save.options or {}
|
||||
game.save.options.colors = "ogred"
|
||||
PaletteFX.setMode("ogred")
|
||||
|
||||
local Pokemon = require("src.pokemon.Pokemon")
|
||||
game.save.party = { Pokemon.new(game.data, "SQUIRTLE", 5) }
|
||||
|
||||
U.teleport(game, "ROUTE_1", 5, 5, "down")
|
||||
local ow = game.overworld
|
||||
|
||||
local BattleState = require("src.battle.BattleState")
|
||||
local battle = BattleState.newWild(game, "BULBASAUR", 5)
|
||||
battle.onFinish = function() end
|
||||
ow:pushBattle(battle)
|
||||
|
||||
U.wait(220)
|
||||
U.shot(game, DIR .. "/ogred_01_intro.png")
|
||||
|
||||
for _ = 1, 24 do U.tap(game, "a"); U.wait(6) end
|
||||
U.shot(game, DIR .. "/ogred_02_menu.png")
|
||||
|
||||
U.tap(game, "a"); U.wait(12) -- FIGHT -> move list
|
||||
U.shot(game, DIR .. "/ogred_03_moves.png")
|
||||
|
||||
U.tap(game, "down"); U.wait(6) -- TACKLE -> TAIL WHIP
|
||||
U.tap(game, "a"); U.wait(30)
|
||||
U.shot(game, DIR .. "/ogred_04_tailwhip.png")
|
||||
U.wait(40)
|
||||
U.shot(game, DIR .. "/ogred_05_after.png")
|
||||
U.wait(4)
|
||||
end
|
||||
@@ -40,6 +40,8 @@ stub.graphics = {
|
||||
newSpriteBatch = function(image, size)
|
||||
local batch = { image = image, sprites = {} }
|
||||
function batch:add(quad, x, y) table.insert(self.sprites, { quad, x, y }) end
|
||||
function batch:clear() self.sprites = {} end
|
||||
function batch:setTexture(tex) self.texture = tex end
|
||||
return batch
|
||||
end,
|
||||
draw = noop, rectangle = noop, setColor = noop, clear = noop,
|
||||
|
||||
@@ -113,6 +113,7 @@ love.graphics = {
|
||||
newSpriteBatch = function(image, size)
|
||||
local batch = { image = image, sprites = {} }
|
||||
function batch:add(quad, x, y) table.insert(self.sprites, { quad, x, y }) end
|
||||
function batch:clear() self.sprites = {} end
|
||||
function batch:setTexture(tex) self.texture = tex end
|
||||
return batch
|
||||
end,
|
||||
@@ -287,6 +288,8 @@ local renderer = TileRenderer.new(map)
|
||||
check(#renderer.anims == 1, "a declared animatedTiles entry builds one anim")
|
||||
check(renderer.anims[1].period == 12, "the declared period is honored")
|
||||
check(#renderer.anims[1].textures == 3, "the declared frame images load")
|
||||
-- the camera-window fill gathers the on-screen animated cells into anims[].batch
|
||||
renderer:draw(0, 0)
|
||||
check(renderer.anims[1].batch ~= nil, "the animated tile collected cells")
|
||||
|
||||
-- the vanilla water cycle, driven through the same data path: eight
|
||||
@@ -307,6 +310,8 @@ local sea = TileRenderer.new({
|
||||
check(#sea.anims == 1, "an OVERWORLD tileset animates its water with no record edit")
|
||||
check(#sea.anims[1].textures == 8, "the water entry builds 8 shifted variants")
|
||||
|
||||
-- fill the camera window so the water cells are gathered into the batch
|
||||
sea:draw(0, 0)
|
||||
local seen = {}
|
||||
for step = 1, 8 do
|
||||
sea:drawAnimated(0, 0)
|
||||
|
||||
Reference in New Issue
Block a user