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https://github.com/bryanthaboi/gen1recomp.git
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-- engine/battle_anims/anim_commands.asm:1293 BattleAnim_SetBGPals
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--
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-- gen2_shadow_ball_bgp_bug1269.lua proves the runner lands bg.bgp and that
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-- panelPalettes/remapTable would invert correctly; it never calls
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-- BattleAnimView:present, which is where #1269 actually lived (the byte
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-- was landed but nothing read it). This suite drives present() itself and
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-- watches the shader binding around the backdrop draw.
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package.path = "./?.lua;./?/init.lua;" .. package.path
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love = require("tests.love_stub")
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-- A remap shader that never touches the GPU: present() only needs
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-- love.graphics.newShader to succeed so GbcPalette.remapShader() is
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-- non-nil, which is the gate `present` checks before it will bake+remap.
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local sentShader = { calls = {} }
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function sentShader:send(name, ...) self.calls[#self.calls + 1] = name end
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love.graphics.newShader = function() return sentShader end
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-- The stub's stand-in Quad has no setViewport/getViewport, which blitRow
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-- (the scanline blit present() drives 144 times a frame) needs; the real
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-- love.graphics.Quad has both.
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love.graphics.newQuad = function(x, y, w, h)
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local q = { x = x, y = y, w = w, h = h }
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function q:setViewport(x2, y2, w2, h2) self.x, self.y, self.w, self.h = x2, y2, w2, h2 end
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function q:getViewport() return self.x, self.y, self.w, self.h end
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return q
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end
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local T = require("tests.harness")
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local GbcPalette = require("src.render.GbcPalette")
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local BattleAnimView = require("src.ui.gen2.BattleAnimView")
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local shaderDuringFill = "unset"
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local realRectangle = love.graphics.rectangle
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love.graphics.rectangle = function(...)
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if shaderDuringFill == "unset" then
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shaderDuringFill = love.graphics.getShader()
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end
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return realRectangle(...)
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end
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local view = BattleAnimView.new({}, nil)
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-- data/moves/animations.asm:4509 BattleAnim_ShadowBall's anim_bgp $1b, with
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-- no scroll and no rBGP window queued, is exactly the frame that used to
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-- fall through the old `needsCanvas`-only early-out untouched.
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local runner = {
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bg = {
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bgp = 0x1b,
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lcdc = nil,
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scx = 0,
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scy = 0,
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lyStart = 0,
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lyEnd = 0,
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lyBackup = {},
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},
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}
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T.check(love.graphics.getShader() == nil, "no shader bound before present")
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view:present(runner, function() end, nil)
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T.check(shaderDuringFill == sentShader,
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"the panel backdrop is drawn through the remap shader, not plainly")
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T.check(love.graphics.getShader() == nil,
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"the shader is unbound again once present returns, so drawObjects is unaffected")
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local sawRemapSend = false
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for _, name in ipairs(sentShader.calls) do
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if name == "remapSrc" then sawRemapSend = true end
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end
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T.check(sawRemapSend, "GbcPalette.useRemap actually sent a remap table, not just bound the shader")
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-- The identity byte must take the plain path: no bake, no shader, ever.
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shaderDuringFill = "unset"
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local identityRunner = {
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bg = { bgp = GbcPalette.BGP_IDENTITY, lcdc = nil, scx = 0, scy = 0,
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lyStart = 0, lyEnd = 0, lyBackup = {} },
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}
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local plainDrawCalled = false
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view:present(identityRunner, function() plainDrawCalled = true end, nil)
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T.check(plainDrawCalled, "identity rBGP takes the plain drawBg() path")
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T.check(shaderDuringFill == "unset",
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"identity rBGP never touches the remap shader")
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T.finish("gen2 shadow ball bgp view bug 1269")
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