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CLOSES #503, CLOSES #511, CLOSES #515, CLOSES #518, CLOSES #522, CLOSES #523, CLOSES #525, CLOSES #528, CLOSES #529, CLOSES #533, CLOSES #535, CLOSES #536
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@@ -12,9 +12,13 @@ local Player = {}
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Player.__index = Player
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local STEP_FRAMES = 16
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-- a turn in place holds for the ~2 frames the original spends on the
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-- extra OverworldLoop pass (home/overworld.asm .handleDirectionButtonPress
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-- returns to the loop without moving after a direction change)
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-- a turn in place blocks movement for the one extra OverworldLoop pass the
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-- original spends after a direction change: .handleDirectionButtonPress ends
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-- `jp OverworldLoop` (home/overworld.asm), and OverworldLoop burns two
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-- DelayFrame calls before the next JoypadOverworld, so the sample that can
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-- commit to a step lands exactly 2 fixed steps after the turn -- the same
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-- 2-frames-per-iteration cadence that makes STEP_FRAMES 16 above
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-- (wWalkCounter = 8, 2px per AdvancePlayerSprite) (#415)
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local TURN_FRAMES = 2
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function Player.new(data, cx, cy, facing)
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