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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
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+14
-1
@@ -941,9 +941,22 @@ function Renderer:endFrame(zones, worldZones)
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-- reads as the foreground instead of competing with a fully lit map. Goes
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-- here rather than in the letterbox clear because with the world pass
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-- active there is no clear -- the world already covers the surface.
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--
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-- The veil covers the voids ONLY, never the battle's own letterbox: "world"
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-- changes what surrounds the battle and leaves the battle screen alone
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-- (BattleState:bgMode). On hardware there is no "behind the battle" to dim
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-- at all -- _InitBattleCommon calls ClearScreen (pokered home/copy2.asm),
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-- which blanks the whole tilemap before the battle draws. A whole-surface
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-- fill was invisible only because the classic battle paints an opaque paper
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-- field over it a few lines below; a render pipeline that stages the fight
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-- on the map and keys that field out got the veil straight onto its
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-- sprites, HP bars and HUD, which is the 55% whole-window dim of #777
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-- (and its duplicate #772).
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if self.battleDim and self.battleDim > 0 then
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love.graphics.setColor(0, 0, 0, self.battleDim)
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love.graphics.rectangle("fill", 0, 0, ww, wh)
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for _, r in ipairs(subtractRect({ { 0, 0, ww, wh } }, uox, uoy, uvpw, uvph)) do
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love.graphics.rectangle("fill", r[1], r[2], r[3], r[4])
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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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