mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-18 11:44:42 +02:00
@@ -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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