CLOSES #644, CLOSES #703, CLOSES #726, CLOSES #737, CLOSES #750, CLOSES #752, CLOSES #764, CLOSES #765, CLOSES #768, CLOSES #773, CLOSES #774, CLOSES #775, CLOSES #777, CLOSES #780, CLOSES #782

This commit is contained in:
bryanthaboi
2026-08-04 09:25:28 -04:00
parent 6cfc85ca83
commit f2d9b74490
52 changed files with 3099 additions and 252 deletions
+15
View File
@@ -279,6 +279,21 @@ function Game.worldBgBattleDim(stack)
return nil
end
-- Is a BATTLE BG "world" battle composing itself over the live map right now?
-- Same whole-stack walk as worldBgBattleDim, asked for a different reason: the
-- dark-cave shade shift (wMapPalOffset) must not reach a frame a battle is
-- drawing in. InitBattleCommon (engine/battle/core.asm) pushes wMapPalOffset,
-- InitBattleVariables (engine/battle/init_battle_variables.asm) writes 0 over
-- it and core.asm pops it back when the battle ends, so a battle in an
-- un-flashed Rock Tunnel is lit on hardware. Every other BATTLE BG gets that
-- for free -- no map draws beneath an opaque battle, so nothing re-arms the
-- per-frame shade map -- but "world" keeps the overworld drawing underneath,
-- and its arming then darkened the battle's own pics, HUD and text at colorize
-- time (#773).
function Game.worldBgBattleInStack(stack)
return Game.worldBgBattleDim(stack) ~= nil
end
-- Does anything on the stack want the surface scaled to FILL the window
-- (aspect preserved, bars on the long axis) rather than sit at the fixed
-- integer scale?