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CLOSES #604, CLOSES #666, CLOSES #716, CLOSES #727, CLOSES #763, CLOSES #781, CLOSES #784, CLOSES #799, CLOSES #801, CLOSES #810, CLOSES #828, CLOSES #834, CLOSES #838, CLOSES #849, CLOSES #852, CLOSES #857, CLOSES #863, CLOSES #864, CLOSES #867, CLOSES #869, CLOSES #870, CLOSES #872, CLOSES #839
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+17
-2
@@ -820,8 +820,13 @@ function Renderer:endFrame(zones, worldZones)
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-- non-battle state that opts in) uses the paper shade. "world" never
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-- reaches here -- it makes the battle non-opaque, so the world pass is
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-- active and this whole branch is skipped.
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-- FAITHFUL RATIO's mobile lock promises the display outside the GB
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-- screen stays black (src/core/FaithfulRes.lua); the paper surround
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-- painted the whole phone white on New Game and in battle (#864), so
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-- the lock keeps the default black bars.
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if state and state.letterboxWhite
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and not (state.bgMode and state:bgMode() == "black") then
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and not (state.bgMode and state:bgMode() == "black")
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and not FaithfulRes.scaleCap() then
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clearR, clearG, clearB = PaletteFX.paperShade(Game and Game.data)
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end
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end
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@@ -1029,7 +1034,17 @@ function Renderer:endFrame(zones, worldZones)
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local veil = self.screenVeil
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if veil and veil[2] > 0 then
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love.graphics.setColor(veil[1], veil[1], veil[1], veil[2])
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love.graphics.rectangle("fill", 0, 0, ww, wh)
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-- FAITHFUL RATIO's mobile lock: the surface the player sees is the
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-- locked viewport and the bars around it are dead display, not screen
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-- (src/core/FaithfulRes.lua). A whole-window veil lit the entire phone
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-- for the battle flash and the post-battle fade (#864), so under the
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-- lock the veil stops at the letterbox. The desktop lock is unaffected:
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-- there the window IS the viewport.
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if FaithfulRes.scaleCap() then
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love.graphics.rectangle("fill", ox, oy, vpw, vph)
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else
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love.graphics.rectangle("fill", 0, 0, ww, wh)
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end
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love.graphics.setColor(1, 1, 1, 1)
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end
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