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big bug squash (#261)
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@@ -105,7 +105,10 @@ function SpriteRenderer:resolveImage()
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local colors, group = PaletteFX.spriteObp(self.def, self.seed)
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if colors then return getObpImage(self.def.image, colors, group) end
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elseif PaletteFX.usesSpriteObp() then
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return getObpImage(self.def.image, PaletteFX.GBC_OBJ, "gbcobj")
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-- OG boot-ROM OBJ palette: green on Red, pink on Blue (PaletteFX.ogObj
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-- returns colors + a version-distinct cache group so the two never
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-- collide in obpCache) -- see issue #155
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return getObpImage(self.def.image, PaletteFX.ogObj())
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end
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return self.image
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end
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@@ -141,11 +144,13 @@ function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip)
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image = getObpImage(self.def.image, colors, group)
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end
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elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then
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-- OG RED (GBC boot-ROM look): every OBJ wears the one global green
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-- object palette. The red BG zone shader still runs over the world
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-- canvas, so the baked sprite is queued for a post-zone redraw
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-- (PaletteFX.markSpriteRedraw) that restores its green pixels on top.
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image = getObpImage(self.def.image, PaletteFX.GBC_OBJ, "gbcobj")
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-- OG RED (GBC boot-ROM look): every OBJ wears the one global object
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-- palette -- green over Red's red background, pink over Blue's blue
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-- background (PaletteFX.ogObj, #155). The BG zone shader still runs over
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-- the world canvas, so the baked sprite is queued for a post-zone redraw
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-- (PaletteFX.markSpriteRedraw) that restores its object-colored pixels on
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-- top.
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image = getObpImage(self.def.image, PaletteFX.ogObj())
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redraw = true
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end
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-- single-frame sprites (item balls, fossils...) have one fixed pose;
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