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.
This commit is contained in:
spiritsnails
2026-08-01 15:52:34 -06:00
parent 5e89e35e02
commit aedc63c40d
23 changed files with 2515 additions and 114 deletions
+27 -4
View File
@@ -3,6 +3,7 @@
local Font = require("src.render.Font")
local Theme = require("src.ui.Theme")
local Strings = require("src.core.Strings")
local Timing = require("src.core.Timing")
local ChoiceBox = {}
ChoiceBox.__index = ChoiceBox
@@ -25,6 +26,19 @@ end
function ChoiceBox:update(dt)
local input = self.game.input
-- Both branches of DisplayTwoOptionMenu hold 15 frames with the menu still
-- on screen before TwoOptionMenu_RestoreScreenTiles hands control back
-- (engine/menus/text_box.asm:322-323, :333-334).
if self.pending ~= nil then
self.holdFrames = self.holdFrames - 1
if self.holdFrames <= 0 then
local yes = self.pending
self.pending = nil
self.game.stack:pop()
self.onChoose(yes)
end
return
end
if input:wasPressed("up") or input:wasPressed("down") then
self.index = self.index == 1 and 2 or 1
elseif input:wasPressed("a") then
@@ -32,19 +46,28 @@ function ChoiceBox:update(dt)
if not self.noSound then
require("src.core.Sound").play(self.game.data, "Press_AB")
end
self.game.stack:pop()
self.onChoose(self.index == 1)
self.pending = (self.index == 1)
self.holdFrames = Timing.YES_NO_ANSWER
elseif input:wasPressed("b") then
if not self.noSound then
require("src.core.Sound").play(self.game.data, "Press_AB")
end
self.game.stack:pop()
self.onChoose(false)
-- .choseSecondMenuItem writes wCurrentMenuItem = 1 before the hold, so
-- the cursor visibly snaps to NO for those 15 frames
self.index = 2
self.pending = false
self.holdFrames = Timing.YES_NO_ANSWER
end
end
function ChoiceBox:draw()
local tx, ty, tw, th = self.tx, self.ty, self.tw, self.th
-- rides the same bottom anchor as the dialogue box it sits above, so the
-- pair travels together (the anchor keeps each element's gap from the edge)
local r = self.game and self.game.renderer
if r and r.setUIAnchor then
r:setUIAnchor(tx * 8, ty * 8, tw * 8, th * 8, "bottom")
end
Font.drawBox(tx, ty, tw, th)
love.graphics.setColor(0, 0, 0, 1)
Font.draw(Strings("YES"), (tx + 2) * 8, (ty + 1) * 8)
+4
View File
@@ -33,6 +33,10 @@ local IntroMovie = {}
IntroMovie.__index = IntroMovie
IntroMovie.isOpaque = true
-- Same as the title screen: full-bleed art, no world behind it, no player zoom
-- to respect, so fill the window rather than sit at the fixed integer scale.
function IntroMovie:wantsFillScale() return true end
-- SGB intro palettes: the splash uses PalPacket_GameFreakIntro (logo
-- GAMEFREAK, falling star columns RED/VIRIDIAN/BLUEMON), the attract
-- fight PalPacket_NidorinoIntro (PURPLEMON letterbox, BLACK bars)
+11
View File
@@ -50,6 +50,9 @@ function Menu.new(game, items, opts)
-- only menus whose real mask includes PAD_START -- the start menu
-- (engine/menus/draw_start_menu.asm) -- opt in here.
self.startCloses = opts.startCloses or false
-- screen-edge anchor for this menu (see Menu:draw); nil keeps it in the
-- classic centred letterbox
self.anchor = opts.anchor
self.onCancel = opts.onCancel
-- BIT_NO_MENU_BUTTON_SOUND (wMiscFlags): the PC session runs its
-- menus silent (home/window.asm HandleMenuInput_)
@@ -104,6 +107,14 @@ function Menu:update(dt)
end
function Menu:draw()
-- opts.anchor opts a menu out of the centred letterbox and onto a screen
-- edge (the START menu asks for "topright"). Only menus that ask for it
-- move; every other menu is placed exactly as before.
local r = self.anchor and self.game and self.game.renderer
if r and r.setUIAnchor then
r:setUIAnchor(self.tx * 8, self.ty * 8,
self.tw * 8, self.th * 8, self.anchor)
end
Font.drawBox(self.tx, self.ty, self.tw, self.th)
love.graphics.setColor(0, 0, 0, 1)
local visible = (self.maxVisible and math.min(self.maxVisible, #self.items))
+49
View File
@@ -19,6 +19,7 @@ local TileRenderer = require("src.render.TileRenderer")
local GameSpeed = require("src.core.GameSpeed")
local GameVersion = require("src.core.GameVersion")
local VideoMode = require("src.core.VideoMode")
local FaithfulRes = require("src.core.FaithfulRes")
local FrameCap = require("src.core.FrameCap")
local Performance = require("src.core.Performance")
local Logger = require("src.core.Logger")
@@ -156,6 +157,40 @@ local function buildRows(game)
o.battleLayout = o.battleLayout == "wide" and "og" or "wide"
return true
end },
-- FIXED keeps the classic integer-scaled letterbox -- a GB pixel is a
-- whole number of screen pixels and the battle is the same size at any
-- zoom. FILL scales the battle surface to the window so it fills
-- vertically; that needs a fractional scale, so pixels stop being evenly
-- sized. Battle only: the overworld is untouched either way.
{ id = "battleFit", label = Strings("BATTLE SIZE"),
value = function(g)
return g.save.options.battleFit == "fill" and Strings("FILL")
or Strings("FIXED")
end,
step = function(g)
local o = g.save.options
o.battleFit = o.battleFit == "fill" and "fixed" or "fill"
return true
end },
-- What sits behind and around the battle. WHITE is the classic paper
-- field; BLACK swaps it for black bars; WORLD leaves the frozen overworld
-- visible underneath, dimmed (the battle stops being opaque, so the map
-- shows through everywhere the battle does not paint).
{ id = "battleBg", label = Strings("BATTLE BG"),
value = function(g)
local m = g.save.options.battleBg
if m == "black" then return Strings("BLACK") end
if m == "world" then return Strings("WORLD") end
return Strings("WHITE")
end,
step = function(g, dir)
local o = g.save.options
local order = { "white", "black", "world" }
local cur = 1
for i, m in ipairs(order) do if o.battleBg == m then cur = i break end end
o.battleBg = order[(cur - 1 + (dir or 1)) % #order + 1]
return true
end },
{ id = "ruleset", label = Strings("RULESET"),
value = function(g) return rulesetName(g) end,
step = function(g, dir)
@@ -298,6 +333,20 @@ local function buildRows(game)
VideoMode.apply(o.videoMode)
return true
end },
-- Lock the window to an exact 160x144 multiple, so the surface IS the
-- Game Boy screen with no letterbox at all. Sits next to VIDEO MODE
-- because it overrides it: holding an exact size means dropping
-- fullscreen.
{ id = "faithfulRes", label = Strings("FAITHFUL RES"),
value = function(g)
return FaithfulRes.label(g.save.options.faithfulRes)
end,
step = function(g, dir)
local o = g.save.options
o.faithfulRes = FaithfulRes.cycle(o.faithfulRes, dir)
FaithfulRes.apply(o.faithfulRes)
return true
end },
-- hard render cap (issue #88): bounds the present rate so a
-- driver-forced vsync-off run cannot spin at thousands of FPS. Logic
-- is fixed-step off dt, so this touches presentation only.
+6 -1
View File
@@ -133,7 +133,12 @@ function StartMenu.new(game)
local rowStep = 2
local maxVisible = math.floor((Renderer.HEIGHT / 8 - 2) / rowStep)
local menu = Menu.new(game, items,
{ tx = 9, ty = 0, tw = 11, maxVisible = maxVisible, startCloses = true })
-- the START menu hugs the top-right corner of the SCREEN, not of a
-- centred letterbox: at 9,0 x 11 it is already flush with the top and
-- right of the 20x18 grid, so the anchor keeps it flush when the view
-- is zoomed out and the letterbox no longer fills the window
{ tx = 9, ty = 0, tw = 11, maxVisible = maxVisible, startCloses = true,
anchor = "topright" })
-- the cursor position survives closing the menu
-- (wBattleAndStartSavedMenuItem, home/start_menu.asm)
menu.index = math.min(game.save.startMenuIndex or 1, #items)
+6
View File
@@ -14,6 +14,12 @@ local TitleState = {}
TitleState.__index = TitleState
TitleState.isOpaque = true
-- Fill the window (aspect preserved, bars on the long axis) instead of sitting
-- at the fixed integer scale. The title screen is a full-bleed picture with no
-- world behind it, so a small centred box in a large window is just wasted
-- glass -- and unlike the overworld it has no zoom the player chose to respect.
function TitleState:wantsFillScale() return true end
-- SGB title zones (PalPacket_Titlescreen): the logo rows get LOGO2,
-- the version-ribbon band LOGO1, the rest MEWMON.
--