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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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-- Hardware frame budgets, in fixed 60Hz logic steps.
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--
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-- The original spends a large share of its running time inside DelayFrames
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-- calls that produce no visible change -- the pause after a page break, the
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-- beat before a status move resolves, the one-HP-at-a-time drain of an HP
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-- bar. Porting the visible half of a sequence and dropping the wait is what
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-- makes a port read as snappier than hardware, so every one of those waits
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-- lives here with its asm citation instead of as a file-local constant.
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--
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-- See docs/timing-parity.md for the full catalog and the measurement method;
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-- tools/scan_pokered_delays.ps1 regenerates the hardware side from a
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-- disassembly checkout.
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local Timing = {}
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-- home/palettes.asm:14 -- three frames to let the bg map fully update
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Timing.DELAY3 = 3
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-- home/fade.asm: each fade is a loop of `ld c, 8 / call DelayFrames`
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Timing.FADE_IN_FROM_BLACK = 32 -- fade.asm:21, b = 4
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Timing.FADE_OUT_TO_BLACK = 32 -- fade.asm:43, b = 4
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Timing.FADE_OUT_TO_WHITE = 24 -- fade.asm:26, b = 3
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Timing.FADE_IN_FROM_WHITE = 24 -- fade.asm:48, b = 3
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-- Overworld -----------------------------------------------------------------
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-- home/overworld.asm:703 PlayMapChangeSound tail-calls GBFadeOutToBlack on
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-- every map change. There is no matching fade in: the new map is drawn while
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-- the palettes are still blacked out and LoadGBPal restores them in one write,
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-- so the map appears instantly.
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Timing.WARP_FADE_OUT = Timing.FADE_OUT_TO_BLACK
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Timing.WARP_FADE_IN = 0
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-- home/overworld.asm:351-352 -- after a battle, before EnterMap
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Timing.POST_BATTLE_RETURN = 10
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-- engine/overworld/player_animations.asm:5-7 -- EnterMapAnim, the fly /
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-- teleport / dungeon-warp arrival: Delay3 then GBFadeInFromWhite
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Timing.SPECIAL_WARP_ENTRY = Timing.DELAY3 + Timing.FADE_IN_FROM_WHITE
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-- player_animations.asm:43 -- dungeon warp holds before handing back control
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Timing.DUNGEON_WARP_ARRIVAL = 50
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-- Text ----------------------------------------------------------------------
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-- home/text.asm:283-307 ScrollTextUpOneLine is `ld b, 5` of DelayFrame, and
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-- its own comment notes it is "always called twice in a row"
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Timing.TEXT_SCROLL_LINE = 5
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Timing.TEXT_SCROLL_PAIR = Timing.TEXT_SCROLL_LINE * 2
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-- Both _ContText (home/text.asm:262-277) and Paragraph (:230-243) print the
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-- â–¼ and call ProtectedDelay3 *before* ManualTextScroll starts watching the
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-- joypad, so three frames pass with the arrow up and the button ignored.
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Timing.TEXT_PRE_ADVANCE = Timing.DELAY3
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-- Paragraph / PageChar clear the box and then hold (home/text.asm:239-240,
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-- :254-255) before the next page starts typing.
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Timing.TEXT_PAGE_CLEAR = 20
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-- Totals, for the catalog and the parity tests.
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Timing.TEXT_CONT = Timing.TEXT_PRE_ADVANCE + Timing.TEXT_SCROLL_PAIR
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Timing.TEXT_PARAGRAPH = Timing.TEXT_PRE_ADVANCE + Timing.TEXT_PAGE_CLEAR
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Timing.TEXT_PAGE = Timing.TEXT_PARAGRAPH
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Timing.TEXT_PAUSE = 30 -- home/text.asm:500 TextCommand_PAUSE
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Timing.TEXT_DOT = 10 -- home/text.asm:576 TextCommand_DOTS, per dot
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-- Menus ---------------------------------------------------------------------
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-- engine/menus/text_box.asm:322-323 / :333-334 -- both branches of a
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-- two-option (yes/no) menu hold before restoring the screen tiles
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Timing.YES_NO_ANSWER = 15
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Timing.LIST_MENU_OPEN = 10 -- home/list_menu.asm:55-56
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Timing.LIST_MENU_REDRAW = Timing.DELAY3 -- home/list_menu.asm:64
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-- engine/menus/start_sub_menus.asm:224-225
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Timing.FIELD_TELEPORT = 60 + Timing.DELAY3
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-- Battle --------------------------------------------------------------------
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-- SlidePlayerAndEnemySilhouettesOnScreen (engine/battle/core.asm:9-49):
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-- the enemy comes in on BG SCX $90 -> $00 and the player's back pic on
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-- decrementing OAM x, both 2 px per frame -- so 144 px over 72 frames. The
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-- port ran 160 px at 4 px/frame (40 frames), a little under twice too fast.
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Timing.BATTLE_SLIDE_IN_FRAMES = 72
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Timing.BATTLE_SLIDE_PX_PER_FRAME = 2
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-- PrintBeginningBattleText .trainerBattle (engine/battle/common_text.asm):
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-- SFX_SILPH_SCOPE plays into a clear window (PlaySound then
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-- WaitForSoundToFinish, which blocks), and only after `ld c, 20 /
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-- DelayFrames` do DrawAllPokeballs and the "wants to fight!" text run.
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Timing.TRAINER_INTRO_SFX_GAP = 20
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Timing.BATTLE_START_SENDOUT = 40 -- engine/battle/core.asm:155-156
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Timing.MOVE_ANIM_PRE = Timing.DELAY3 -- core.asm:6638 PlayMoveAnimation
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-- core.asm:3185-3186 (player) / :5587-5588 (enemy). Reached when the move
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-- has 0 BP (core.asm:3145 -- every status move) or missed (:3158), so this
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-- beat is paid on a large fraction of all turns.
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Timing.MOVE_STATUS_OR_MISS = 30
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-- PlayApplyingAttackAnimation's six types (AnimationTypePointerTable,
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-- engine/battle/animations.asm:490-524). The two shake families are
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-- `AnimationShakeScreenHorizontallySlow`, whose double push/pop makes each
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-- outer pass cost 4b frames and run c times -- so c * 4b.
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Timing.SHAKE_VERTICAL = 48 -- type 1, b=8: 8 x 6
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Timing.SHAKE_HORIZ_HEAVY = 72 -- type 2, b=8: 8 x 9
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Timing.SHAKE_HORIZ_SLOW = 48 -- type 3, lb bc, 6, 2: 2 x 4x6
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Timing.SHAKE_HORIZ_LIGHT = 18 -- type 5, b=2: 2 x 9
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Timing.SHAKE_HORIZ_SLOW2 = 24 -- type 6, lb bc, 3, 2: 2 x 4x3
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-- Type 4 -- the player's damaging move with no added effect, and so the
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-- single most common animation in the game -- is AnimationBlinkMon
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-- (animations.asm:1360-1376): `ld c, 6` iterations of hide + DelayFrames 5
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-- + show + DelayFrames 5. The asm's own comment calls it "a second or
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-- two"; the port ran it in 20 frames, three times too fast, which is a
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-- large part of why trading blows felt hurried.
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Timing.BLINK_MON = 60
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-- SlideDownFaintedMonPic (engine/battle/core.asm:1181-1222): b = PIC_HEIGHT
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-- (7) outer iterations, each closing with `ld c, 2 / call DelayFrames`.
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-- This one the port ran SLOWER than hardware, at 30.
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Timing.FAINT_SLIDE = 14
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Timing.RESIDUAL_TICK = 20 -- core.asm:529-530 poison/burn/leech seed
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Timing.CRIT_OHKO_TEXT = 20 -- core.asm:3813-3814
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Timing.SWITCH_PLAYER_MON = 50 -- core.asm:2421-2422
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Timing.NO_MOVES_LEFT = 60 -- core.asm:2753-2754
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Timing.TRAINER_VICTORY = 40 -- core.asm:940-941
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Timing.PLAYER_BLACKOUT = 40 -- core.asm:1143-1144
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Timing.FAINT_SLIDE_ROW = 2 -- core.asm:1216-1217, per row
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Timing.TRAINER_SLIDE_COL = 2 -- core.asm:1267-1268, per column
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-- HP bar (engine/gfx/hp_bar.asm) ---------------------------------------------
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--
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-- UpdateHPBar steps ONE HP point per loop iteration (:81-120). Each
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-- iteration pays:
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-- * 1 frame in UpdateHPBar_PrintHPNumber's DelayFrame (:234) -- but only
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-- when wHPBarType is nonzero (:207-209), i.e. the player's own HUD and
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-- the party menu, never the enemy HUD; and
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-- * 2 frames per pixel the bar actually moved, from
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-- UpdateHPBar_AnimateHPBar's `ld c, 2 / call DelayFrames` (:147-148).
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-- The drain closes with one more pixel step and a Delay3 (:133-135).
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--
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-- So a player-side drain of D HP across P pixels costs D + 2P + 6 frames,
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-- while the same drain on the enemy HUD costs only 2P + 5. A 150 HP mon
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-- losing everything takes 150 + 96 + 6 = 252 frames on hardware.
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Timing.HP_BAR_PIXELS = 48 -- the bar is 48 px wide (GetHPBarLength)
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Timing.HP_BAR_PIXEL_STEP = 2 -- frames per pixel of bar movement
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Timing.HP_BAR_HP_STEP = 1 -- frames per HP point, player-side HUD only
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-- Pixels the bar shows for `hp` out of `maxHP`. GetHPBarLength floors the
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-- 48ths and clamps the result to at least 1 for any nonzero HP
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-- (engine/gfx/hp_bar.asm:42-45); an empty bar is 0.
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function Timing.hpBarPixels(hp, maxHP)
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if not maxHP or maxHP <= 0 then return 0 end
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if hp <= 0 then return 0 end
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local px = math.floor(hp * Timing.HP_BAR_PIXELS / maxHP)
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if px < 1 then px = 1 end
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return px
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end
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-- Frames one single-HP step of the drain costs: the per-HP number print
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-- (player side only) plus two frames for every pixel that step moved.
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function Timing.hpDrainStepFrames(fromHP, toHP, maxHP, playerSide)
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local pixels = math.abs(Timing.hpBarPixels(toHP, maxHP)
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- Timing.hpBarPixels(fromHP, maxHP))
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local frames = pixels * Timing.HP_BAR_PIXEL_STEP
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if playerSide then frames = frames + Timing.HP_BAR_HP_STEP end
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return frames
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end
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-- After the loop, .animateHPBarDone prints the number one last time, runs
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-- AnimateHPBar for a single pixel and falls into Delay3 (hp_bar.asm:132-135)
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-- -- so the tail costs 6 frames on the player's HUD and 5 on the enemy's.
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function Timing.hpDrainClosingFrames(playerSide)
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local frames = Timing.HP_BAR_PIXEL_STEP + Timing.DELAY3
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if playerSide then frames = frames + Timing.HP_BAR_HP_STEP end
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return frames
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end
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-- Total cost of draining `fromHP` to `toHP`, for tests and for anything that
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-- needs to budget the whole animation up front.
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function Timing.hpDrainFrames(fromHP, toHP, maxHP, playerSide)
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local total = 0
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local hp = fromHP
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local dir = (toHP < fromHP) and -1 or 1
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while hp ~= toHP do
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local nextHP = hp + dir
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total = total + Timing.hpDrainStepFrames(hp, nextHP, maxHP, playerSide)
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hp = nextHP
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end
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return total + Timing.hpDrainClosingFrames(playerSide)
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end
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return Timing
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