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Port timing/parity fixes, seamless battle transitions, faithful-res lock, and zoom-aware UI anchoring
Ports from a downstream fork, hand-surgered hunk-by-hunk to exclude the fork's randomizer/pokescript work and to skip a FixedStep jitter-tolerance attempt that never fixed the stutter it targeted. - src/core/Timing.lua: hardware-accurate frame-delay catalog ported from pret/pokered, feeding BattleState:waitNext, EffectRegistry's miss/crit beats, TextBox/ChoiceBox scroll and prompt holds, and the battle silhouette slide/shake/blink/faint timings. - Seamless battle transitions: Renderer:drawBattleWipe replaces the old 160x144-only cascade with one wipe drawn over the whole surface at any zoom or window size; BattleTransition's per-style frame lengths are corrected against pokered-c's derivation; Transition.battleReturn adds the post-battle GBFadeInFromWhite the port never had. - BATTLE SIZE / BATTLE BG options (BattleState:wantsFillScale/bgMode, Game.fillScaleInStack/worldBgBattleDim): battle surface can fill the window instead of the fixed integer letterbox, and the area around it can show white/black/the dimmed overworld instead of only white. - src/core/FaithfulRes.lua: locks the window to an exact 160x144 multiple. - Zoom-aware UI anchoring: Renderer:uiScale steps the UI down with survey zoom (gated to worldActive so the title/intro never shrink); Renderer:setUIAnchor lets TextBox, ChoiceBox, and an opted-in Menu (the START menu) pin themselves to a screen edge instead of the zoomed-out letterbox.
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@@ -320,7 +320,9 @@ function WideBattle.draw(battle)
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if sx == 0 and sy == 0 and fx and fx.shake and fx.shake > 0 then
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sx = battle.frame % 4 < 2 and 2 or -2
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end
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local slide = (battle.introSlide or 0) * 2
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-- same 2 px/frame silhouette slide the 160px layout uses
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local slide = (battle.introSlide or 0)
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* require("src.core.Timing").BATTLE_SLIDE_PX_PER_FRAME
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-- Each side keeps its original sprite pixels and placement math: the two
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-- 160x144 OAM regions are translated apart and clipped into the wider
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