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CLOSES #1418
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@@ -1968,6 +1968,7 @@ function Game2:applyOptions()
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})
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require("src.core.VideoMode").applyOptions(options)
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require("src.core.FrameCap").applyOptions(options)
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require("src.world.gen2.BorderFill").applyOptions(options)
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local GBCFX = require("src.render.GBCFX")
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if GBCFX.applyOptions(options) and self.save then
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-- applyOptions returns true when it had to clear an unsupported level.
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@@ -274,6 +274,9 @@ Save.DEFAULT_OPTIONS = {
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color = "gbc",
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videoMode = "windowed",
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fpsCap = 60,
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-- VOID FILL: fade | water | trees | black. fade is each map header's own
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-- border block with the dissolve across a boundary (#1418).
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voidFill = "fade",
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musicVol = 7, -- 0-7, like the GB's NR50 master volume
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sfxVol = 7, -- 0-7
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musicFilter = 0, -- low-pass steps, 0 = off
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@@ -529,9 +529,9 @@ end
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-- Gold reads NONE of the rows above. Its OPTION screen writes a different
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-- set of names, several of which collide with Gen 1's at a different TYPE
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-- (battleStyle "SHIFT" vs "shift", textSpeed a label vs a frame delay), and
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-- its renderer has no battle layout, no SGB palette packs and no void fill --
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-- so a gear opened on the Gold tab used to offer a dozen controls that did
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-- nothing and hide the seven that the cart itself has.
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-- its renderer has no battle layout and no SGB palette packs -- so a gear
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-- opened on the Gold tab used to offer a dozen controls that did nothing
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-- and hide the seven that the cart itself has.
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--
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-- The block lives in options.lua under `gold`, which is exactly where
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-- src/core/gen2/Save.lua loadOptions reads it, so an edit here is live on the
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@@ -617,6 +617,21 @@ local function gen2Rows(opts, hooks)
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end)
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end
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local okFill, BorderFill = pcall(require, "src.world.gen2.BorderFill")
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if okFill and BorderFill.VOID_FILLS then
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add(Strings("VOID FILL"),
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function() return BorderFill.voidFillLabel(opts.voidFill) end,
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function(dir)
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local modes = BorderFill.VOID_FILLS
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local cur, idx = opts.voidFill or "fade", 1
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for i, m in ipairs(modes) do
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if m == cur then idx = i break end
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end
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opts.voidFill = modes[wrapIndex(idx - 1 + dir, #modes) + 1]
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return true
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end)
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end
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-- Same #136 gate as the Gen 1 row and the in-game one.
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local okFx, GBCFX = pcall(require, "src.render.GBCFX")
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if okFx and GBCFX.isSupported() then
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@@ -134,6 +134,19 @@ local ROWS = {
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text = function(options)
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return require("src.render.Zoom").offsetLabel(options.zoom or 0)
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end },
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-- VOID FILL: FADE is each map's own border block with the dissolve across
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-- a boundary; WATER / TREES force one outdoor block; BLACK is a flat void.
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-- #1418. Same key the Gen 1 OPTION screen uses, different ladder (FADE
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-- is Gold's default because that is already what the maps call for).
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{ label = "VOID FILL", key = "voidFill", port = true,
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cycle = function(options, delta)
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local BorderFill = require("src.world.gen2.BorderFill")
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BorderFill.setVoidFill(options.voidFill or "fade")
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options.voidFill = BorderFill.cycle(delta)
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end,
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text = function(options)
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return require("src.world.gen2.BorderFill").voidFillLabel(options.voidFill)
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end },
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{ label = "TILT", key = "tilt", port = true,
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cycle = function(options, delta)
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local Tilt = require("src.render.Tilt")
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@@ -152,16 +152,95 @@ function BorderFill.bake(atlas, tileset, blockId, bgSet, waterFrame)
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return img
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end
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-- VOID FILL (#1418): the beyond-edge scenery under survey zoom. FADE (the
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-- default) is each map header's own border block with the dissolve below;
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-- WATER / TREES force one block on outdoor tilesets that actually have that
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-- scenery; BLACK is a flat void. Indoor and cave tilesets have no tree wall
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-- or water metatile, so water/trees fall through to the map's own border
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-- rather than painting a random block.
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--
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-- Canonical ids are the wMapBorderBlock values already used as those fills
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-- in data/maps/attributes.asm: New Bark / Route 30 $05 trees, Cherrygrove
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-- $35 water, Pallet $0f trees, Cinnabar $43 water, Ilex Forest $05 trees.
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BorderFill.VOID_FILLS = { "fade", "water", "trees", "black" }
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BorderFill.voidFill = "fade"
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local FILL_BLOCKS = {
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TILESET_JOHTO = { trees = 0x05, water = 0x35 },
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TILESET_JOHTO_MODERN = { trees = 0x05, water = 0x35 },
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TILESET_KANTO = { trees = 0x0f, water = 0x43 },
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TILESET_FOREST = { trees = 0x05 },
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}
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function BorderFill.setVoidFill(mode)
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local ok = false
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for _, name in ipairs(BorderFill.VOID_FILLS) do
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if name == mode then ok = true; break end
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end
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BorderFill.voidFill = ok and mode or "fade"
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end
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function BorderFill.cycle(delta)
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local cur = BorderFill.voidFill or "fade"
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local at = 1
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for i, name in ipairs(BorderFill.VOID_FILLS) do
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if name == cur then at = i; break end
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end
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local n = #BorderFill.VOID_FILLS
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at = (at - 1 + (delta or 1)) % n + 1
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BorderFill.setVoidFill(BorderFill.VOID_FILLS[at])
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return BorderFill.voidFill
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end
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function BorderFill.applyOptions(opts)
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BorderFill.setVoidFill(opts and opts.voidFill or "fade")
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end
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function BorderFill.voidFillLabel(mode)
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mode = mode or BorderFill.voidFill or "fade"
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if mode == "water" then return "WATER" end
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if mode == "trees" then return "TREES" end
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if mode == "black" then return "BLACK" end
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-- trailing space blanks the 5-char WATER/TREES/BLACK from the value column
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return "FADE "
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end
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-- The metatile the void should bake, or false when BLACK skips tiling.
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function BorderFill.fillBlock(def)
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local mode = BorderFill.voidFill or "fade"
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if mode == "black" then return false end
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if (mode == "water" or mode == "trees") and def then
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local fills = FILL_BLOCKS[def.tileset]
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local block = fills and fills[mode]
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if block ~= nil then return block end
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end
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return def and def.borderBlock or 0
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end
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-- Crossfade identity: FADE dissolves per map (Cherrygrove water -> Route 30
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-- trees). WATER/TREES dissolve only when the forced block itself changes
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-- (Johto water -> Kanto water), so walking two Johto routes does not fade
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-- identical water against itself. BLACK is one sheet everywhere.
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function BorderFill.fillKey(def)
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local mode = BorderFill.voidFill or "fade"
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if mode == "black" then return "black" end
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local block = BorderFill.fillBlock(def)
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if mode == "water" or mode == "trees" then
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return mode .. "|" .. tostring(def and def.tileset) .. "|" .. tostring(block)
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end
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return "fade|" .. tostring(def and def.id)
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end
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-- Each map header carries its OWN border block, so crossing a boundary swaps
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-- the whole void from one block to another: Cherrygrove's water becomes Route
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-- 30's trees between one frame and the next. On a 20x18 viewport that is a few
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-- pixels at the screen edge and nobody sees it; under survey zoom the void is
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-- most of the window, and the swap reads as the background popping.
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--
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-- So the swap is dissolved rather than cut. `key` is the map the image belongs
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-- to, not the image itself: the same block gets re-baked by the daytime
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-- rollover, the COLOR option and the two-frame cave flicker, and a dissolve on
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-- any of those would smear the flicker into mush.
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-- So the swap is dissolved rather than cut. `key` is the fill identity
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-- (BorderFill.fillKey), not the image itself: the same block gets re-baked by
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-- the daytime rollover, the COLOR option and the two-frame cave flicker, and a
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-- dissolve on any of those would smear the flicker into mush.
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BorderFill.CROSSFADE_FRAMES = 20
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-- The bookkeeping half, love-free so it can be checked without a canvas.
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@@ -7900,8 +7900,10 @@ function World:borderWaterFrame(def, tileset)
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end
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end
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if not tile then return nil end
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local fill = BorderFill.fillBlock(def)
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if fill == false then return nil end
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local block = tileset.blocks
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and tileset.blocks[BorderFill.blockFor(0, def.borderBlock) + 1]
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and tileset.blocks[BorderFill.blockFor(0, fill) + 1]
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if not block then return nil end
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local found = false
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for i = 1, 16 do
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@@ -7933,11 +7935,19 @@ function World:borderImageFor(mapId)
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if not def then return nil end
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local tileset = self.tilesets and self.tilesets[def.tileset]
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if not tileset then return nil end
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-- VOID FILL black skips the tiled bake; drawGround paints a flat void.
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local fill = BorderFill.fillBlock(def)
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if fill == false then return nil end
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local blockId = BorderFill.blockFor(0, fill)
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-- A border block made of water animates with the rest of the map, so this
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-- frame's row joins the key: four bakes per map instead of one.
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-- frame's row joins the key: four bakes per map instead of one. The VOID
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-- FILL mode is in the key so switching FADE/WATER/TREES does not keep a
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-- stale bake (#1418).
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local waterFrame = self:borderWaterFrame(def, tileset)
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local cacheKey = BorderFill.cacheKey(mapId .. "|" .. tostring(daytime)
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.. "|" .. tostring(GbcPalette.mode) .. "|" .. tostring(flicker)
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.. "|" .. tostring(BorderFill.voidFill or "fade")
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.. "|" .. tostring(blockId)
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.. "|" .. tostring(waterFrame and waterFrame.row or 0))
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local cached = self.mapImages[cacheKey]
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if cached ~= nil then return cached or nil end
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@@ -7949,7 +7959,7 @@ function World:borderImageFor(mapId)
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bgSet = Palettes.withCaveFlicker(bgSet, flicker or 1)
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end
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local ok, img = pcall(BorderFill.bake, atlas, tileset,
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BorderFill.blockFor(0, def.borderBlock), bgSet, waterFrame)
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blockId, bgSet, waterFrame)
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-- `false` rather than nil: a bake that cannot be made (a headless run with
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-- no canvas support) must not be retried once per frame forever.
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self.mapImages[cacheKey] = (ok and img) or false
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@@ -9719,8 +9729,16 @@ function World:drawGround(s)
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else
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bw, bh = GameViewport.dimensions()
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end
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BorderFill.draw(self, self:borderImageFor(self.map.id),
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cam.x, cam.y, bw, bh, s, self.map.id)
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if BorderFill.fillBlock(self.map.def) == false then
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-- BLACK: World:draw clears to a brown letterbox, so the void itself
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-- has to be an actual black sheet or the map sits on that colour.
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G.setColor(0, 0, 0, 1)
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G.rectangle("fill", 0, 0, bw, bh)
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G.setColor(1, 1, 1, 1)
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else
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BorderFill.draw(self, self:borderImageFor(self.map.id),
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cam.x, cam.y, bw, bh, s, BorderFill.fillKey(self.map.def))
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end
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end
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for _, nb in ipairs(self.neighbors) do
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G.draw(nb.image,
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