mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 16:21:30 +02:00
@@ -72,11 +72,11 @@ function Pool:reset()
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for row = 0, SCREEN_ROWS do self.lyBackup[row] = 0 end
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-- wBGP / wOBP0 / wOBP1, as DMG palette bytes.
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self.bgp, self.obp0, self.obp1 = NORMAL_PAL, NORMAL_PAL, NORMAL_PAL
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-- Per-battler state the CGB paths write instead of touching wBGP: a DMG
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-- shade byte the view remaps that battler's pic through, whether the pic is
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-- hidden outright, and which of the six BG squares it is drawn at.
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-- Per-battler state the CGB paths write instead of touching wBGP: shade
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-- byte, hidden flag, lifted tile rows, and which BG square it is drawn at.
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self.monShade = { player = NORMAL_PAL, enemy = NORMAL_PAL }
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self.hidden = { player = false, enemy = false }
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self.liftedRows = { player = nil, enemy = nil }
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self.picSize = { player = nil, enemy = nil }
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self.slide = { player = 0, enemy = 0 }
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-- wSurfWaveBGEffect: the $40-byte rolling wave Surf keeps beside the
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@@ -488,6 +488,7 @@ local function runPicResize(self, st, script)
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self.picSize[side] = step
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self.hidden[side] = false
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end
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self.liftedRows[side] = nil
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incJt(st)
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elseif jt >= 1 and jt <= 2 then
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incJt(st)
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@@ -545,7 +546,7 @@ end
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-- The two battler-pic objects: the animation borrows the mon's own tiles as
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-- an OBJ so it can be moved without touching the tilemap.
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local function battlerObj(self, st, objectPlayer, objectEnemy, clearRows)
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local function battlerObj(self, st, objectPlayer, objectEnemy, rows)
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local jt = st.jt
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if jt == 0 then
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if self:flyDig(st) then
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@@ -562,25 +563,26 @@ local function battlerObj(self, st, objectPlayer, objectEnemy, clearRows)
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}
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elseif jt == 1 then
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incJt(st)
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-- The rows the OBJ now covers are cleared out of the tilemap so the mon
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-- is not drawn twice.
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self.hidden[self:sideKey(st)] = clearRows
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-- engine/battle_anims/bg_effects.asm:448-465: the rows the OBJ now covers
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-- come out of the tilemap, and .five never puts them back.
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self.liftedRows[self:sideKey(st)] = rows[self:sideKey(st)]
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elseif jt >= 2 and jt <= 4 then
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incJt(st)
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elseif jt == 5 then
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self.hidden[self:sideKey(st)] = false
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endEffect(st)
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end
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end
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E.BATTLE_BG_EFFECT_BATTLEROBJ_1ROW = function(self, st)
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battlerObj(self, st, "BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW",
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"BATTLE_ANIM_OBJ_ENEMYFEET_1ROW", true)
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"BATTLE_ANIM_OBJ_ENEMYFEET_1ROW",
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{ player = { 0, 1 }, enemy = { 6, 1 } })
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end
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E.BATTLE_BG_EFFECT_BATTLEROBJ_2ROW = function(self, st)
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battlerObj(self, st, "BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW",
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"BATTLE_ANIM_OBJ_ENEMYFEET_2ROW", true)
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"BATTLE_ANIM_OBJ_ENEMYFEET_2ROW",
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{ player = { 0, 2 }, enemy = { 5, 2 } })
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end
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-- BGEffect_RapidCyclePals. On a CGB the palette is applied to ONE battler
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@@ -150,6 +150,10 @@ end
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-- animation (most of them) skips the canvas entirely.
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local function needsCanvas(runner)
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local bg = runner.bg
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-- engine/battle_anims/bg_effects.asm:448-465: a lifted battler row stays
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-- out of the BG until the next pic redraw, so those frames stay baked too.
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local lifted = bg.liftedRows
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if lifted and (lifted.player or lifted.enemy) then return true end
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if bg.scx ~= 0 or bg.scy ~= 0 then return true end
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if not bg.lcdc then return false end
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if bg.lyEnd <= bg.lyStart then return false end
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@@ -229,13 +233,12 @@ end
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-- times, and the grouping is by VALUE so a table that happens to repeat costs
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-- nothing extra.
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local function bgpBands(bg)
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local base = bg.bgp or GbcPalette.BGP_IDENTITY
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local order, bands = {}, {}
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for row = 0, SCREEN_H - 1 do
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local inWindow = row >= bg.lyStart and row < bg.lyEnd
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-- Outside the window the register still reads whatever wBGP holds, which
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-- for every effect that aims hLCDCPointer at rBGP is the identity.
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local byte = inWindow and (bg.lyBackup[row] or GbcPalette.BGP_IDENTITY)
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or GbcPalette.BGP_IDENTITY
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-- Outside the window the register still reads whatever wBGP holds.
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local byte = inWindow and (bg.lyBackup[row] or base) or base
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local band = bands[byte]
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if not band then
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band = { byte = byte, rows = {} }
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@@ -244,24 +247,56 @@ local function bgpBands(bg)
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end
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band.rows[#band.rows + 1] = row
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end
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-- Identity first so the fillBackground below it happens before any blit and
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-- the common band is the one drawn from the first bake.
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-- The base band first so the fillBackground below it happens before any blit
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-- and the common band is the one drawn from the first bake.
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table.sort(order, function(a, b)
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if a.byte == b.byte then return false end
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if a.byte == GbcPalette.BGP_IDENTITY then return true end
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if b.byte == GbcPalette.BGP_IDENTITY then return false end
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if a.byte == base then return true end
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if b.byte == base then return false end
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return a.rows[1] < b.rows[1]
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end)
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return order
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end
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-- Runs `drawBg` (the battle panel) and then puts it on screen through the
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-- animation's BG registers. Returns without a canvas when nothing is
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-- displacing anything, which is the common case and costs nothing.
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function BattleAnimView:present(runner, drawBg)
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-- engine/battle_anims/anim_commands.asm:1293 BattleAnim_SetBGPals
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function BattleAnimView:panelPalettes(battle)
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local list = {}
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local shades = {}
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for index = 1, 4 do shades[index] = GbcPalette.color(nil, index) end
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list[#list + 1] = shades
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local function bracket(pair)
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if not (pair and pair[1] and pair[2]) then return end
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list[#list + 1] = {
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{ 255, 255, 255 },
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{ pair[1][1], pair[1][2], pair[1][3] },
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{ pair[2][1], pair[2][2], pair[2][3] },
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{ 0, 0, 0 },
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}
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end
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for _, side in ipairs({ "player", "enemy" }) do
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local mon = battle and battle[side]
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local colors = mon
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and Palettes.monColors(self.palettes, mon.species, mon.shiny)
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if colors then list[#list + 1] = colors end
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end
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local hpBar = self.palettes and self.palettes.hpBar
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if hpBar then
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bracket(hpBar.green)
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bracket(hpBar.yellow)
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bracket(hpBar.red)
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end
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bracket(self.palettes and self.palettes.expBar)
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return list
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end
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-- Runs `drawBg` (the battle panel) and puts it on screen through the
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-- animation's BG registers; skips the canvas when nothing needs one.
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function BattleAnimView:present(runner, drawBg, battle)
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if not (love and love.graphics) then return end
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local bg = runner.bg
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if not needsCanvas(runner) then
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local invert = bg.bgp and bg.bgp ~= GbcPalette.BGP_IDENTITY
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and bg.lcdc ~= "BGP" and GbcPalette.remapShader() ~= nil
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if not invert and not needsCanvas(runner) then
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drawBg()
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return
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end
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@@ -292,9 +327,10 @@ function BattleAnimView:present(runner, drawBg)
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self:bake(drawBg, nil)
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-- A shifted scanline exposes whatever the BG map holds beside the pic, which
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-- outside the two pic boxes is the blank tile. Without this the exposed
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-- strip is the canvas's own transparency and every shake shows a seam.
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local remapped = invert
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and GbcPalette.useRemap(self:panelPalettes(battle), bg.bgp)
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-- A shifted scanline exposes the blank tile beside the pic boxes; without
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-- this the exposed strip is the canvas's own transparency.
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self:fillBackground()
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G.setColor(1, 1, 1, 1)
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-- hSCX / hSCY move the whole background; the per-scanline overrides only
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@@ -314,6 +350,7 @@ function BattleAnimView:present(runner, drawBg)
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self:blitRow(row, dx, dy)
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end
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end
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if remapped then GbcPalette.clear() end
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-- Shaderless boot: the panel is raw grayscale, so there are no palettes to
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-- permute and the entry's BRIGHTNESS is the only thing left to reproduce.
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if bg.lcdc == "BGP" then
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@@ -417,5 +454,6 @@ end
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BattleAnimView.SCREEN_W = SCREEN_W
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BattleAnimView.SCREEN_H = SCREEN_H
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BattleAnimView.needsCanvas = needsCanvas
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return BattleAnimView
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@@ -661,7 +661,7 @@ function BattleState:drawPic(mon, back)
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-- the mon drawn at this frame.
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local scale = self:picScale(path, mon, back)
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if anim then
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px = px + (anim.slide or 0)
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if not self.liftedPass then px = px + (anim.slide or 0) end
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local resized = anim.size and PIC_RESIZE_TILES[anim.size]
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if resized then scale = scale * (resized / boxTiles) end
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end
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@@ -714,11 +714,39 @@ function BattleState:drawPic(mon, back)
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-- A mod-supplied pic that says it is already coloured is drawn as it is:
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-- pokemon.sprite's ctx.trueColor, the same flag Gen 1's Sprites.path hands
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-- back to its own draw site.
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if colors and not trueColor and GbcPalette.available() then
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GbcPalette.with(colors, body)
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else
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body()
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local function paint()
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if colors and not trueColor and GbcPalette.available() then
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GbcPalette.with(colors, body)
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else
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body()
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end
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end
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local lifted = anim and anim.lifted
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if not lifted then
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paint()
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return
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end
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-- engine/battle_anims/bg_effects.asm:448-465: the ClearBoxed band is off the BG.
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local bandY = (back and BattleState.PLAYER_PIC_TILE_Y
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or BattleState.ENEMY_PIC_TILE_Y) * 8 + lifted[1] * 8
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local bandH = lifted[2] * 8
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local psx, psy, psw, psh
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if G.getScissor then psx, psy, psw, psh = G.getScissor() end
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if self.liftedPass then
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G.setScissor(0, bandY, 160, bandH)
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paint()
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else
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if bandY > 0 then
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G.setScissor(0, 0, 160, bandY)
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paint()
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end
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local below = 144 - bandY - bandH
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if below > 0 then
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G.setScissor(0, bandY + bandH, 160, below)
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paint()
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end
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end
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if psx then G.setScissor(psx, psy, psw, psh) else G.setScissor() end
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end
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-- MonsterSpriteGFX (gfx/sprites.asm:82): the facing-DOWN 16x16 frame for the
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@@ -1137,6 +1165,7 @@ function BattleState:animPicState(side)
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local bg = self.anim.bg
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return {
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hidden = bg.hidden[side],
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lifted = bg.liftedRows and bg.liftedRows[side] or nil,
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size = bg.picSize[side],
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slide = bg.slide[side] or 0,
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shade = bg.monShade[side],
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@@ -3436,6 +3465,36 @@ function BattleState:drawScene()
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end
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end
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-- data/battle_anims/objects.asm:390-397: the lifted band rides at ABSOLUTE_X,
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-- outside the scanline blit, so the attacker's SCX never moves it.
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function BattleState:drawLiftedRows()
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local battle = self.battle
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if not battle then return end
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local enemy = self:animPicState("enemy")
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local player = self:animPicState("player")
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local enemyLift = enemy and enemy.lifted
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local playerLift = player and player.lifted
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if not (enemyLift or playerLift) then return end
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local G = love.graphics
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if not self.liftCanvas then
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self.liftCanvas = G.newCanvas(160, 144)
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self.liftCanvas:setFilter("nearest", "nearest")
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end
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local previous = G.getCanvas()
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G.setCanvas(self.liftCanvas)
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G.clear(0, 0, 0, 0)
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G.push()
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G.origin()
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self.liftedPass = true
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if enemyLift then self:drawPic(battle.enemy, false) end
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if playerLift then self:drawPic(battle.player, true) end
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self.liftedPass = nil
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G.pop()
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G.setCanvas(previous)
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G.setColor(1, 1, 1, 1)
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G.draw(self.liftCanvas, 0, 0)
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end
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function BattleState:drawSceneBody()
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local panel = function() self:drawPanel() end
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if self.animView and self.slideFrame < BattleAnimView.SLIDE_FRAMES then
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@@ -3456,7 +3515,8 @@ function BattleState:drawSceneBody()
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return
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end
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if self.anim and self.animView then
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self.animView:present(self.anim, panel)
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self.animView:present(self.anim, panel, self.battle)
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self:drawLiftedRows()
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self.animView:drawObjects(self.anim, self.battle)
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return
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end
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@@ -6,6 +6,7 @@ local Assets = require("src.render.Assets")
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local BorderFill = require("src.world.gen2.BorderFill")
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local GbcPalette = require("src.render.GbcPalette")
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local Palettes = require("src.world.gen2.Palettes")
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local PixelCanvas = require("src.render.PixelCanvas")
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local MapPreview = {}
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@@ -96,9 +97,8 @@ function MapPreview.bake(baker, map, daytime)
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local blocks = tileset.blocks
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local tilesPerRow = tileset.tilesPerRow or 16
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local pw, ph = map.width * 32, map.height * 32
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local okCanvas, canvas = pcall(love.graphics.newCanvas, pw, ph)
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local okCanvas, canvas = pcall(PixelCanvas.new, pw, ph, "nearest")
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if not okCanvas or not canvas then return nil end
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if canvas.setFilter then canvas:setFilter("nearest", "nearest") end
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local quads = {}
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local function quadFor(tile)
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local q = quads[tile]
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@@ -47,6 +47,7 @@ local NPC = require("src.world.gen2.Npc")
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local Party = require("src.pokemon.Party")
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local Permissions = require("src.world.gen2.Permissions")
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local Pipelines = require("src.render.Pipelines")
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local PixelCanvas = require("src.render.PixelCanvas")
|
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local Player = require("src.world.gen2.Player")
|
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local Pokerus = require("src.core.gen2.Pokerus")
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local Roamers = require("src.core.gen2.Roamers")
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@@ -7612,8 +7613,9 @@ function World:bakeMapImage(map, daytime, flicker)
|
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local blocks = tileset.blocks
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local tilesPerRow = tileset.tilesPerRow or 16
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local pw, ph = map.width * 32, map.height * 32
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||||
local canvas = love.graphics.newCanvas(pw, ph)
|
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canvas:setFilter("nearest", "nearest")
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-- Map pixels, not the screen's: a DPI-scaled canvas bakes them non-square
|
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-- (#208, see src/render/PixelCanvas.lua).
|
||||
local canvas = PixelCanvas.new(pw, ph, "nearest")
|
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local quads = {}
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local function quadFor(tile)
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local q = quads[tile]
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@@ -8140,12 +8142,11 @@ function World:scrollStrip(mapDef, tileset, tile, scroll)
|
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local cached = self.scrollStrips[key]
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if cached ~= nil then return cached or nil end
|
||||
local atlas = self:atlasFor(mapDef)
|
||||
local ok, canvas = pcall(love.graphics.newCanvas, 8, 8 * 8)
|
||||
local ok, canvas = pcall(PixelCanvas.new, 8, 8 * 8, "nearest")
|
||||
if not (atlas and ok and canvas) then
|
||||
self.scrollStrips[key] = false
|
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return nil
|
||||
end
|
||||
canvas:setFilter("nearest", "nearest")
|
||||
local perRow = tileset.tilesPerRow or 16
|
||||
local sx, sy = (tile % perRow) * 8, math.floor(tile / perRow) * 8
|
||||
local aw, ah = atlas:getDimensions()
|
||||
@@ -9945,8 +9946,7 @@ function World:drawTilted(w, h, s, gw, gh)
|
||||
if self.tiltCanvas and self.tiltCanvas.release then
|
||||
self.tiltCanvas:release()
|
||||
end
|
||||
self.tiltCanvas = G.newCanvas(gw, gh)
|
||||
self.tiltCanvas:setFilter("linear", "linear")
|
||||
self.tiltCanvas = PixelCanvas.new(gw, gh, "linear")
|
||||
end
|
||||
|
||||
local previous = G.getCanvas()
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
-- engine/battle_anims/bg_effects.asm:406-471 BattleBGEffect_BattlerObj_1Row
|
||||
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
love = require("tests.love_stub")
|
||||
|
||||
local T = require("tests.harness")
|
||||
local BgEffects = require("src.battle.gen2.BgEffects")
|
||||
local BattleAnimView = require("src.ui.gen2.BattleAnimView")
|
||||
|
||||
do
|
||||
local bg = BgEffects.new(nil, { battleTurn = 0 })
|
||||
bg:queue("BATTLE_BG_EFFECT_BATTLEROBJ_1ROW", 0, 0, 0)
|
||||
bg:playFrame()
|
||||
local spawns = bg:takeSpawns()
|
||||
T.eq(spawns[1] and spawns[1].object, "BATTLE_ANIM_OBJ_ENEMYFEET_1ROW",
|
||||
"player attacking: the enemy's feet row becomes an OBJ")
|
||||
T.eq(spawns[1] and spawns[1].x, 16 * 8 + 4, "at the asm's fixed x")
|
||||
T.eq(bg.liftedRows.enemy, nil, "the tilemap row is intact on frame one")
|
||||
T.eq(BattleAnimView.needsCanvas({ bg = bg }), false,
|
||||
"an intact tilemap with no scroll skips the bake canvas")
|
||||
bg:playFrame()
|
||||
local lifted = bg.liftedRows.enemy
|
||||
T.check(lifted and lifted[1] == 6 and lifted[2] == 1,
|
||||
"frame two ClearBoxes row 6 of the enemy box (hlcoord 12, 6)")
|
||||
T.eq(bg.hidden.enemy, false, "the rest of the pic stays on the BG")
|
||||
T.eq(BattleAnimView.needsCanvas({ bg = bg }), true,
|
||||
"a lifted row keeps the panel on the bake canvas even with scx 0 and no"
|
||||
.. " lcdc pointer, so drawPic's 160x144 scissor stays in canvas space")
|
||||
for _ = 1, 4 do bg:playFrame() end
|
||||
T.eq(bg:activeCount(), 0, ".five ends the effect")
|
||||
lifted = bg.liftedRows.enemy
|
||||
T.check(lifted and lifted[1] == 6 and lifted[2] == 1,
|
||||
".five never restores the row")
|
||||
T.eq(BattleAnimView.needsCanvas({ bg = bg }), true,
|
||||
"and the wait frames after .five stay baked as well")
|
||||
bg:queue("BATTLE_BG_EFFECT_SHOW_MON", 0, 0, 0)
|
||||
bg:playFrame()
|
||||
T.eq(bg.liftedRows.enemy, nil, "SHOW_MON's box redraw puts the row back")
|
||||
T.eq(BattleAnimView.needsCanvas({ bg = bg }), false,
|
||||
"after which the plain no-canvas path returns")
|
||||
end
|
||||
|
||||
do
|
||||
local bg = BgEffects.new(nil, { battleTurn = 1 })
|
||||
bg:queue("BATTLE_BG_EFFECT_BATTLEROBJ_2ROW", 0, 0, 0)
|
||||
bg:playFrame()
|
||||
local spawns = bg:takeSpawns()
|
||||
T.eq(spawns[1] and spawns[1].object, "BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW",
|
||||
"enemy attacking: the player's head rows become an OBJ")
|
||||
T.eq(spawns[1] and spawns[1].x, 6 * 8, "at the asm's fixed x")
|
||||
bg:playFrame()
|
||||
local lifted = bg.liftedRows.player
|
||||
T.check(lifted and lifted[1] == 0 and lifted[2] == 2,
|
||||
"rows 0-1 of the player box (hlcoord 2, 6, two rows)")
|
||||
T.eq(bg.liftedRows.enemy, nil, "the attacker keeps its own rows")
|
||||
end
|
||||
|
||||
do
|
||||
local bg = BgEffects.new(nil, { battleTurn = 0, flying = { enemy = true } })
|
||||
bg:queue("BATTLE_BG_EFFECT_BATTLEROBJ_1ROW", 0, 0, 0)
|
||||
bg:playFrame()
|
||||
T.eq(#bg:takeSpawns(), 0, "a flying target spawns nothing")
|
||||
T.eq(bg:activeCount(), 0, "and the effect ends at once")
|
||||
T.eq(bg.liftedRows.enemy, nil, "with no row lifted")
|
||||
end
|
||||
|
||||
T.finish("gen2 battler row lift bug 1231")
|
||||
@@ -0,0 +1,54 @@
|
||||
-- Gen 2 map bakes take dpiscale 1 so map pixels stay square LCD pixels
|
||||
-- (#208 #1301, constants/hardware.inc:932; see src/render/PixelCanvas.lua).
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
local T = require("tests.modkit")
|
||||
|
||||
local g = love.graphics
|
||||
local seen = {}
|
||||
local realNewCanvas = g.newCanvas
|
||||
g.newCanvas = function(w, h, settings)
|
||||
seen[#seen + 1] = { w = w, h = h, dpiscale = settings and settings.dpiscale }
|
||||
local c = realNewCanvas(w, h)
|
||||
c.renderTo = function(_, fn) fn() end
|
||||
c.setFilter = function() end
|
||||
return c
|
||||
end
|
||||
|
||||
local World = require("src.world.gen2.World")
|
||||
local MapPreview = require("src.world.gen2.MapPreview")
|
||||
|
||||
local atlas = {
|
||||
getDimensions = function() return 128, 128 end,
|
||||
setFilter = function() end,
|
||||
}
|
||||
local tileset = { blocks = { [1] = {} }, tilesPerRow = 16 }
|
||||
local map = { def = { tileset = "TILESET_JOHTO" }, width = 20, height = 18,
|
||||
blocks = {}, borderBlock = 0 }
|
||||
|
||||
local world = setmetatable({
|
||||
atlasCache = {},
|
||||
atlasFor = function() return atlas, tileset end,
|
||||
}, { __index = World })
|
||||
|
||||
World.bakeMapImage(world, map, nil, nil)
|
||||
local bakeCount = #seen
|
||||
T.check(bakeCount >= 1, "the map bake allocated a canvas")
|
||||
|
||||
World.scrollStrip(world, map.def, tileset, 3, { h = 1, v = 0 })
|
||||
T.check(#seen > bakeCount, "the scroll strip allocated a canvas")
|
||||
local stripCount = #seen
|
||||
|
||||
local origAtlasFor = MapPreview.atlasFor
|
||||
MapPreview.atlasFor = function() return atlas, tileset end
|
||||
MapPreview.bake({ tilesets = {}, atlasCache = {}, mapImages = {} }, map, "DAY")
|
||||
MapPreview.atlasFor = origAtlasFor
|
||||
T.check(#seen > stripCount, "the save-editor bake allocated a canvas")
|
||||
|
||||
for i, c in ipairs(seen) do
|
||||
T.eq(c.dpiscale, 1,
|
||||
("canvas %d (%dx%d) is allocated at dpiscale 1"):format(i, c.w, c.h))
|
||||
end
|
||||
|
||||
g.newCanvas = realNewCanvas
|
||||
T.finish("gen2 map bake dpi")
|
||||
@@ -44,4 +44,46 @@ do
|
||||
"the identity byte returns the palette untouched")
|
||||
end
|
||||
|
||||
-- engine/battle_anims/anim_commands.asm:1293 BattleAnim_SetBGPals
|
||||
do
|
||||
local BattleAnimView = require("src.ui.gen2.BattleAnimView")
|
||||
local palettes = {
|
||||
pokemon = {
|
||||
[6] = { normal = { { 200, 100, 50 }, { 80, 40, 20 } } },
|
||||
[25] = { normal = { { 230, 200, 40 }, { 150, 90, 20 } } },
|
||||
},
|
||||
hpBar = {
|
||||
green = { { 100, 220, 100 }, { 30, 160, 30 } },
|
||||
yellow = { { 230, 220, 90 }, { 180, 150, 20 } },
|
||||
red = { { 230, 100, 90 }, { 180, 30, 20 } },
|
||||
},
|
||||
expBar = { { 120, 140, 230 }, { 40, 60, 160 } },
|
||||
}
|
||||
local view = BattleAnimView.new({}, palettes)
|
||||
local battle = { player = { species = 6 }, enemy = { species = 25 } }
|
||||
local list = view:panelPalettes(battle)
|
||||
T.eq(#list, 7, "shades + two mons + three hp bars + exp bar")
|
||||
local src, dst, count, ambiguous = GbcPalette.remapTable(list, 0x1b)
|
||||
T.check(count > 0 and count <= GbcPalette.REMAP_MAX,
|
||||
"the table fits the shader array")
|
||||
T.eq(ambiguous, 0, "no colour maps two ways")
|
||||
local function mapped(from)
|
||||
for i = 1, count do
|
||||
if src[i][1] == from[1] and src[i][2] == from[2]
|
||||
and src[i][3] == from[3] then
|
||||
return dst[i]
|
||||
end
|
||||
end
|
||||
end
|
||||
local black = mapped({ 255, 255, 255 })
|
||||
T.check(black and black[1] == 0 and black[2] == 0 and black[3] == 0,
|
||||
"white inverts to black")
|
||||
local white = mapped({ 0, 0, 0 })
|
||||
T.check(white and white[1] == 255 and white[2] == 255 and white[3] == 255,
|
||||
"black inverts to white")
|
||||
local mid = mapped({ 200, 100, 50 })
|
||||
T.check(mid and mid[1] == 80 and mid[2] == 40 and mid[3] == 20,
|
||||
"the mon's colour 1 shows its colour 2")
|
||||
end
|
||||
|
||||
T.finish("gen2 shadow ball bgp bug 1269")
|
||||
|
||||
@@ -0,0 +1,86 @@
|
||||
-- engine/battle_anims/anim_commands.asm:1293 BattleAnim_SetBGPals
|
||||
--
|
||||
-- gen2_shadow_ball_bgp_bug1269.lua proves the runner lands bg.bgp and that
|
||||
-- panelPalettes/remapTable would invert correctly; it never calls
|
||||
-- BattleAnimView:present, which is where #1269 actually lived (the byte
|
||||
-- was landed but nothing read it). This suite drives present() itself and
|
||||
-- watches the shader binding around the backdrop draw.
|
||||
|
||||
package.path = "./?.lua;./?/init.lua;" .. package.path
|
||||
|
||||
love = require("tests.love_stub")
|
||||
|
||||
-- A remap shader that never touches the GPU: present() only needs
|
||||
-- love.graphics.newShader to succeed so GbcPalette.remapShader() is
|
||||
-- non-nil, which is the gate `present` checks before it will bake+remap.
|
||||
local sentShader = { calls = {} }
|
||||
function sentShader:send(name, ...) self.calls[#self.calls + 1] = name end
|
||||
love.graphics.newShader = function() return sentShader end
|
||||
|
||||
-- The stub's stand-in Quad has no setViewport/getViewport, which blitRow
|
||||
-- (the scanline blit present() drives 144 times a frame) needs; the real
|
||||
-- love.graphics.Quad has both.
|
||||
love.graphics.newQuad = function(x, y, w, h)
|
||||
local q = { x = x, y = y, w = w, h = h }
|
||||
function q:setViewport(x2, y2, w2, h2) self.x, self.y, self.w, self.h = x2, y2, w2, h2 end
|
||||
function q:getViewport() return self.x, self.y, self.w, self.h end
|
||||
return q
|
||||
end
|
||||
|
||||
local T = require("tests.harness")
|
||||
local GbcPalette = require("src.render.GbcPalette")
|
||||
local BattleAnimView = require("src.ui.gen2.BattleAnimView")
|
||||
|
||||
local shaderDuringFill = "unset"
|
||||
local realRectangle = love.graphics.rectangle
|
||||
love.graphics.rectangle = function(...)
|
||||
if shaderDuringFill == "unset" then
|
||||
shaderDuringFill = love.graphics.getShader()
|
||||
end
|
||||
return realRectangle(...)
|
||||
end
|
||||
|
||||
local view = BattleAnimView.new({}, nil)
|
||||
-- data/moves/animations.asm:4509 BattleAnim_ShadowBall's anim_bgp $1b, with
|
||||
-- no scroll and no rBGP window queued, is exactly the frame that used to
|
||||
-- fall through the old `needsCanvas`-only early-out untouched.
|
||||
local runner = {
|
||||
bg = {
|
||||
bgp = 0x1b,
|
||||
lcdc = nil,
|
||||
scx = 0,
|
||||
scy = 0,
|
||||
lyStart = 0,
|
||||
lyEnd = 0,
|
||||
lyBackup = {},
|
||||
},
|
||||
}
|
||||
|
||||
T.check(love.graphics.getShader() == nil, "no shader bound before present")
|
||||
|
||||
view:present(runner, function() end, nil)
|
||||
|
||||
T.check(shaderDuringFill == sentShader,
|
||||
"the panel backdrop is drawn through the remap shader, not plainly")
|
||||
T.check(love.graphics.getShader() == nil,
|
||||
"the shader is unbound again once present returns, so drawObjects is unaffected")
|
||||
|
||||
local sawRemapSend = false
|
||||
for _, name in ipairs(sentShader.calls) do
|
||||
if name == "remapSrc" then sawRemapSend = true end
|
||||
end
|
||||
T.check(sawRemapSend, "GbcPalette.useRemap actually sent a remap table, not just bound the shader")
|
||||
|
||||
-- The identity byte must take the plain path: no bake, no shader, ever.
|
||||
shaderDuringFill = "unset"
|
||||
local identityRunner = {
|
||||
bg = { bgp = GbcPalette.BGP_IDENTITY, lcdc = nil, scx = 0, scy = 0,
|
||||
lyStart = 0, lyEnd = 0, lyBackup = {} },
|
||||
}
|
||||
local plainDrawCalled = false
|
||||
view:present(identityRunner, function() plainDrawCalled = true end, nil)
|
||||
T.check(plainDrawCalled, "identity rBGP takes the plain drawBg() path")
|
||||
T.check(shaderDuringFill == "unset",
|
||||
"identity rBGP never touches the remap shader")
|
||||
|
||||
T.finish("gen2 shadow ball bgp view bug 1269")
|
||||
Reference in New Issue
Block a user