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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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@@ -33,6 +33,10 @@ local IntroMovie = {}
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IntroMovie.__index = IntroMovie
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IntroMovie.isOpaque = true
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-- Same as the title screen: full-bleed art, no world behind it, no player zoom
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-- to respect, so fill the window rather than sit at the fixed integer scale.
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function IntroMovie:wantsFillScale() return true end
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-- SGB intro palettes: the splash uses PalPacket_GameFreakIntro (logo
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-- GAMEFREAK, falling star columns RED/VIRIDIAN/BLUEMON), the attract
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-- fight PalPacket_NidorinoIntro (PURPLEMON letterbox, BLACK bars)
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