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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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-- Faithful resolution: lock the window to an exact integer multiple of the
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-- Game Boy's 160x144 screen, 1X through 4X.
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--
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-- At any other window size the renderer picks the largest integer scale that
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-- fits and letterboxes the remainder (Renderer:fitScale), so the game is
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-- already crisp -- what it is not is *exact*: there are bars, and at a wide
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-- window a lot of them. Locking the window to 160*N x 144*N removes the
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-- letterbox entirely, so the surface is the Game Boy screen and nothing else.
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--
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-- Persisted as save.options.faithfulRes (0 = OFF). Applied from OptionsMenu
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-- and on boot via Game:applyOptions. No-ops on mobile and in headless stubs
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-- that lack love.window.
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local FaithfulRes = {}
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FaithfulRes.WIDTH, FaithfulRes.HEIGHT = 160, 144
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FaithfulRes.LEVELS = { 0, 1, 2, 3, 4 }
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FaithfulRes.DEFAULT = 0
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-- conf.lua's floor for the resizable desktop window, restored when the lock
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-- is released. 1X and 2X are BELOW it, so the lock has to lower the minimum
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-- as well as set the size or LOVE clamps the window back up.
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FaithfulRes.MIN_W, FaithfulRes.MIN_H = 480, 360
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-- whether this module currently owns the window size
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FaithfulRes.locked = false
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function FaithfulRes.normalize(v)
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v = math.floor(tonumber(v) or FaithfulRes.DEFAULT)
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if v < 0 then return 0 end
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if v > 4 then return 4 end
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return v
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end
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function FaithfulRes.label(v)
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v = FaithfulRes.normalize(v)
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if v == 0 then return "OFF" end
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return tostring(v) .. "X"
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end
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function FaithfulRes.cycle(v, dir)
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local levels = FaithfulRes.LEVELS
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local cur = 1
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for i, level in ipairs(levels) do
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if level == FaithfulRes.normalize(v) then cur = i break end
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end
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return levels[(cur - 1 + (dir or 1)) % #levels + 1]
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end
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function FaithfulRes.isMobile()
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if not love or not love.system or not love.system.getOS then return false end
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local osName = love.system.getOS()
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return osName == "Android" or osName == "iOS"
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end
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-- Physical pixels per LOVE unit for the CURRENT window.
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--
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-- Deliberately NOT love.window.getDPIScale: that reports the display's
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-- scaling factor even when the window is not high-DPI aware, and conf.lua
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-- only sets t.window.highdpi on mobile. On a plain desktop window a unit IS
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-- a pixel, so dividing by the display scale just shrinks the window -- at
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-- 125% scaling a 2X request became 256x230 pixels, which Renderer:fitScale
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-- floors to 1, and 4X became 512x461, which floors to 3. That is exactly
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-- the "2X renders at 1X, 4X renders at 3X" this shipped with.
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--
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-- Measuring the ratio the window actually reports is correct in both worlds:
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-- 1 on a plain desktop window, the real scale on a high-DPI one.
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local function pixelsPerUnit()
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local g = love and love.graphics
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if not (g and g.getDimensions and g.getPixelDimensions) then return 1 end
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local uw = tonumber((g.getDimensions()))
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local pw = tonumber((g.getPixelDimensions()))
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if not uw or not pw or uw <= 0 or pw <= 0 then return 1 end
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return pw / uw
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end
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-- The window size in LOVE UNITS that puts 160*v x 144*v PHYSICAL pixels on
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-- screen.
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function FaithfulRes.size(v)
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v = FaithfulRes.normalize(v)
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if v == 0 then return nil end
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local ratio = pixelsPerUnit()
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return math.floor(FaithfulRes.WIDTH * v / ratio + 0.5),
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math.floor(FaithfulRes.HEIGHT * v / ratio + 0.5)
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end
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-- Push the lock into the live window. Returns true when the window is
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-- locked afterwards.
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function FaithfulRes.apply(v)
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if FaithfulRes.isMobile() then return false end
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if not love or not love.window or not love.window.setMode
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or not love.window.getMode then
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return false
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end
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v = FaithfulRes.normalize(v)
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local curW, curH, flags = love.window.getMode()
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flags = flags or {}
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if v == 0 then
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-- only touch the window if we were the one holding it: an OFF setting on
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-- boot must not resize a window the player sized themselves
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if not FaithfulRes.locked then return false end
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flags.resizable = true
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flags.minwidth, flags.minheight = FaithfulRes.MIN_W, FaithfulRes.MIN_H
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love.window.setMode(curW, curH, flags)
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FaithfulRes.locked = false
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return false
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end
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local w, h = FaithfulRes.size(v)
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-- An exact size and a desktop-fullscreen mode cannot both hold. The lock
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-- is the more specific request, so it wins and drops fullscreen; VIDEO MODE
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-- reads BORDERLESS until the player changes it, which then releases this.
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flags.fullscreen = false
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-- resizing by hand would silently break the lock, and nothing re-applies it
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-- (there is no love.resize handler -- the renderer re-reads the size every
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-- frame), so the window is fixed while locked rather than left draggable.
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flags.resizable = false
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flags.minwidth, flags.minheight = w, h
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love.window.setMode(w, h, flags)
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FaithfulRes.locked = true
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return true
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end
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function FaithfulRes.applyOptions(opts)
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return FaithfulRes.apply(opts and opts.faithfulRes)
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end
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return FaithfulRes
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