The previous drawCellBottom calls fired only for cells containing a
tracked entity. While walking this worked acceptably because the
sprite's sub-pixel tween kept the visual overlap plausible, but while
standing still the sprite is pixel-aligned with the cell and the opaque
leaf-edge pixels in the grass bottom row paint over the player's feet.
This change removes the per-entity isGrassCell checks and replaces them
with a single post-sprite pass that overdraws every visible grass cell.
TileRenderer:
- ensureWindow now builds grassCells (all paths) and grassBatch (DMG/SGB
shader path) alongside winBatch during the existing tile scan loop.
A grassSeen table deduplicates cells so each cx/cy pair is only
recorded once despite having two bottom-row tiles.
- drawGrassOverdraw: DMG/SGB draws the grassBatch under color0KeyShader
in one call; GBC iterates grassCells and calls drawCellBottomRaw per
cell (pre-keyed images can't share a SpriteBatch).
- markGrassOverdrawRedraw: iterates grassCells and calls
markCellBottomRedraw for the post-zone OBP-replay pass (GBC only).
- releaseBatches cleans up grassBatch and grassCells.
OverworldController (flat path):
- Entity loop draws sprites only; grass overdraw fires once after the
loop via drawGrassOverdraw + markGrassOverdrawRedraw.
OverworldController (tilt path):
- Grass cells are injected into the billboard sort queue keyed on the
world-pixel foot of each cell's bottom tile row (cy*16+16), so they
depth-sort correctly against entities at different y positions. Each
grass cell billboards via drawCellBottomRaw inside the upright pass.
Fixes: standing-in-tall-grass feet overdraw (Gen 2 confirmed, Gen 1
improved); NPCs and Pikachu follower in grass benefit automatically.
Parity test: tests/parity_grass_seam.lua 10/10, engine 228/228.
The takeover stop in Sound.playMove moved after the new source starts in
cfa84063, but an equal-id replay reuses the cached source, so the stop
killed the sound it had just restarted.
The generated launcher resolves the game folder as "$SHDIR/gen1recomp" -- the
sibling of the script. That is right on Anbernic stock, and the comment above
it explains why PortMaster's \$directory was not used there (casing and mount
points differ).
Firmwares that keep launcher scripts and port data in SEPARATE trees -- muOS
puts scripts in roms/ports and data in ports, as does PortMaster on several
devices -- have no game beside the script, so the launcher exits without
starting anything.
Try the sibling first, unchanged, and fall back to the split layouts only when
the sibling holds no game.
Probe for bin/love.aarch64, not for the directory: on a split layout the script
has usually already created "$SHDIR/gen1recomp/conf" and log.txt on an earlier
failed run (its own mkdir and tee), so a directory test matches a decoy of the
script's own making. Verified on a muOS RG35XXSP, where exactly that decoy
exists and holds only conf/ and log.txt.
Stock is unaffected: its sibling holds the real binary and wins the first test,
including when a populated path exists elsewhere. With no game anywhere the
value is unchanged, so the failure mode stays what it was.
ensurePlaythroughId() treats a fresh New Game skeleton as having no id, mints
one, and persists it into opts.playthroughIds[version][scope] -- even when that
slot already names a playthrough.
newGame() marks the skeleton on the boot frame, before any save is loaded, and
mods initialise inside that window: Storage:selected needs TitleState, which
does not exist yet, so Storage:context -> _scope -> ensurePlaythroughId is the
only path open to them. A mod touching mod.storage at init therefore replaces
the real save's id with a throwaway, stranding that save's mod storage, and it
repeats on every launch.
Observed on an RG35XXSP (engine 0.2.1, PotatoVoxel 1.7.11): a new playthrough
id in options.lua after every launch, 32 orphaned mod_storage directories, and
the mod's ~400MB prebuilt mesh cache abandoned under the id options.lua used to
name -- so every map rebuilt from scratch.
Keep both existing behaviours: a fresh skeleton still gets its own id, so two
unsaved New Games sharing a slot stay distinct, and it is still persisted when
the slot has no binding yet -- the contract tests/modkit/cases/
title_playthrough_context.lua pins, where a tool persists before the first
normal SAVE and the title must resolve it after a restart.
Only the overwrite of an EXISTING binding is dropped.
./scripts/test.sh: ALL TIERS PASSED (44/44 title_playthrough_context,
18/18 playthrough_identity).