-- Visual + render-decision regression for #150 ("Grass transparency is off"). -- -- The reporter's should_be.png shows Red standing in Route 1 tall grass with a -- GREEN cap that blends into the grass. That green is the ROUTE palette's own -- entry 2 (173,230,90), not an object palette of the character's: overworld -- OBJs run through rOBP0 = $D0 (home/fade.asm FadePal4 `dc 3,1,0,0`), which -- lifts OBJ color 1 to DMG shade 0 and color 2 to shade 1, so the cap lands on -- the very colour the grass beside it uses. Drawn with an identity shade map -- the cap landed on shade 2 = light-blue (165,214,255) instead -- the clash -- #150 reported. The first fix baked PaletteFX.ogObj() (the Game Boy Color -- boot ROM's green) onto SGB characters, which is a different machine's answer -- and became #301 ("people in SGB mode are green"): the Super Game Boy cannot -- colour an OBJ apart from the BG at all, since pokered never sends OBJ_TRN -- (data/sgb/sgb_packets.asm defines ATTR_BLK / PAL_SET / PAL_TRN / MLT_REQ / -- CHR_TRN / PCT_TRN and nothing else). So SGB bakes the OBP0 ramp -- (PaletteFX.dmgObj) and lets the zone shader colour the result. -- -- Gate (fails before the fix, passes after): -- * PaletteFX.usesSpriteObp("gbc") == false -- SGB owns no object palette -- * the player SpriteRenderer still bakes a distinct image in SGB mode -- (resolveImage() ~= the raw grayscale sheet): rOBP0 plus the alpha key -- * that bake puts the cap (sheet shade 2) on DMG shade 1, which the zone -- shader then reads out of the map palette as its entry 2 -- ROUTE's grass -- green, not its light-blue -- Regression guard (must hold before AND after -- terrain is untouched): -- * the ROUTE terrain palette still carries BOTH grass green (173,230,90) and -- light-blue (165,214,255), so the grass field keeps its green+blue dither. -- -- The SECOND half of #150 is the feet overdraw itself. Tall grass hides the -- lower half of whoever stands in it (the GB OBJ-priority trick: an OBJ shows -- through BG colour 0 and hides under colours 1-3), which the port reproduces -- by redrawing the cell's bottom tile row over the sprite with shade 0 keyed -- to alpha. Every mode but ADVANCED still has DMG white sitting in shade 0 at -- draw time, so a white test finds it; ADVANCED bakes the real per-tile GBC -- palette into the atlas first (TileRenderer.getGbcAtlas), which turns the -- grass tile's shade 0 into its palette's light green -- the white test then -- never fires and the patch paints an opaque block over the player. Hence the -- gap-pixel gate below, run in BOTH modes so the two can't drift apart again. -- -- Screenshots (SHOT_DIR): grass_bug150_sgb.png (the reported view), -- grass_bug150_advanced.png (the ADVANCED view) and grass_bug150_ogred.png -- (OG RED reference -- green character, red terrain). -- -- Run: POKEPORT_DRIVER=tests/drivers/grass_overlay_bug150_test.lua \ -- POKEPORT_IDENTITY=bug150 POKEPORT_TOUCH=0 love . return function(game) local U = dofile("tests/drivers/util.lua") local PaletteFX = require("src.render.PaletteFX") local DIR = os.getenv("SHOT_DIR") or "." local fails = 0 local function check(cond, msg) if cond then U.log("ok: " .. msg) else fails = fails + 1; U.log("FAIL: " .. msg) end end local function hasColor(pal, r, g, b) if not pal then return false end for i = 1, #pal do if pal[i][1] == r and pal[i][2] == g and pal[i][3] == b then return true end end return false end -- How many of the 16x8 feet-overdraw pixels let the thing underneath show -- through, measured the way the screen does it: render the cell's bottom -- tile row over an opaque magenta field and count the magenta survivors. -- Mode-agnostic on purpose -- it asks what reached the framebuffer, not -- which of the two keying paths (shader or baked alpha) produced it. local function grassGapPixels(ow) local p = ow.player local canvas = love.graphics.newCanvas(16, 8) love.graphics.setCanvas(canvas) love.graphics.clear(1, 0, 1, 1) love.graphics.setColor(1, 1, 1, 1) -- camera placed so the cell's bottom tile row lands at the canvas origin ow.map.renderer:drawCellBottom(p.cellX, p.cellY, p.cellX * 16, p.cellY * 16 + 8) love.graphics.setCanvas() local id = canvas:newImageData() local n = 0 for y = 0, 7 do for x = 0, 15 do local r, g, b = id:getPixel(x, y) if r > 0.9 and g < 0.1 and b > 0.9 then n = n + 1 end end end return n end -- a party + starter flag so the overworld is fully usable game.save.flags.EVENT_GOT_STARTER = true local Pokemon = require("src.pokemon.Pokemon") table.insert(game.save.party, Pokemon.new(game.data, "CHARMANDER", 5)) -- default SGB color mode. Set the SAVED option too: Game:applyOptions -- re-reads save.options.colors, so a bare setMode() would get reverted. game.save.options = game.save.options or {} game.save.options.colors = "gbc" PaletteFX.setMode("gbc") U.teleport(game, "ROUTE_1", 10, 6, "down") local ow = game.overworld local p = ow.player check(ow.map.id == "ROUTE_1", "on ROUTE_1") check(ow.map:isGrassCell(p.cellX, p.cellY), "player stands on a tall-grass cell (" .. p.cellX .. "," .. p.cellY .. ")") U.wait(40) -- let the grass/flower tile animation cycle U.shot(game, DIR .. "/grass_bug150_sgb.png") -- the feet overdraw is see-through in SGB (the mode the reporter compared -- ADVANCED against), so this side of the gate holds before AND after local sgbGaps = grassGapPixels(ow) check(sgbGaps > 0, "SGB grass feet overdraw shows the sprite through its gaps (" .. sgbGaps .. "/128 px)") -- === render-decision gate: fails before the fix, passes after ========= check(PaletteFX.usesSpriteObp("gbc") == false, "SGB owns no object palette (it cannot colour an OBJ apart from the BG)") -- the player's sprite must still resolve to a baked image (not the raw -- grayscale sheet) in SGB mode -- that bake is rOBP0 plus the alpha key local spr = p.sprite check(spr and spr.image and spr:resolveImage() ~= spr.image, "player sprite bakes a distinct OBP0 image in SGB mode") -- OBP0 (`dc 3,1,0,0`) sends the cap -- sheet shade 2 -- to DMG shade 1, so -- the zone shader hands it the map palette's entry 2 rather than the entry 3 -- light-blue an identity shade map used to pick local obp = PaletteFX.dmgObj() check(obp and obp[3][1] == 170 and obp[3][2] == 170 and obp[3][3] == 170, "OBP0 bake puts sheet shade 2 on DMG shade 1 (170)") local cap = PaletteFX.pal(game.data, ow:paletteNameFor(ow.map)) cap = cap and cap[2] -- DMG shade 1 -> 2nd palette entry check(cap and cap[2] > cap[1] and cap[2] > cap[3], "the cap's resolved map colour is green-dominant (g>r and g>b)") check(cap and not (cap[1] == 165 and cap[2] == 214 and cap[3] == 255), "the cap's resolved map colour is NOT ROUTE light-blue (165,214,255)") -- === regression guard: terrain palette untouched ===================== local terrain = PaletteFX.pal(game.data, ow:paletteNameFor(ow.map)) check(hasColor(terrain, 173, 230, 90), "ROUTE terrain palette still contains grass green (173,230,90)") check(hasColor(terrain, 165, 214, 255), "ROUTE terrain palette still contains light-blue (grass keeps its blue dither)") -- === ADVANCED (RED++): the same overdraw, over a baked true-colour atlas == -- setMode drops every cached Map/TileRenderer and reloads the visible one, -- so re-read the state's map before touching its renderer. game.save.options.colors = "redpp" PaletteFX.setMode("redpp") U.wait(20) ow = game.overworld check(ow.map.renderer.gbcAtlas ~= nil, "ADVANCED baked the per-tile GBC atlas for ROUTE_1") local advGaps = grassGapPixels(ow) check(advGaps > 0, "ADVANCED grass feet overdraw shows the sprite through its gaps (" .. advGaps .. "/128 px)") -- the gaps must be the SAME pixels the other modes key -- a baked-in green -- shade 0 is what #150 saw, so the count has to match SGB's exactly check(advGaps == sgbGaps, "ADVANCED keys the same shade-0 pixels SGB does (" .. advGaps .. " vs " .. sgbGaps .. ")") U.shot(game, DIR .. "/grass_bug150_advanced.png") -- ROUTE_1 is the OVERWORLD tileset; the other two tilesets that own a grass -- tile (FOREST $20, PLATEAU $45) file it under the very same pack group 2, -- so all three baked the same green over shade 0 and all three broke -- together. One tileset passing proves nothing about the other two. for _, spot in ipairs({ { "VIRIDIAN_FOREST", 6, 6, "FOREST" }, { "ROUTE_23", 10, 44, "PLATEAU" } }) do local id, cx, cy, tsId = spot[1], spot[2], spot[3], spot[4] U.teleport(game, id, cx, cy, "down") U.wait(10) ow = game.overworld check(ow.map.tileset.id == tsId and ow.map:isGrassCell(ow.player.cellX, ow.player.cellY), id .. ": player stands on " .. tsId .. " tall grass") check(ow.map.renderer.gbcAtlas ~= nil, id .. ": ADVANCED baked its atlas") local gaps = grassGapPixels(ow) check(gaps > 0, id .. ": ADVANCED grass feet overdraw shows the sprite " .. "through its gaps (" .. gaps .. "/128 px)") end -- OG RED reference for the human diff (green character over red terrain) U.teleport(game, "ROUTE_1", 10, 6, "down") game.save.options.colors = "ogred" PaletteFX.setMode("ogred") U.wait(20) U.shot(game, DIR .. "/grass_bug150_ogred.png") -- restore the default so the run doesn't end in a non-default mode game.save.options.colors = "gbc" PaletteFX.setMode("gbc") U.wait(2) if fails > 0 then error(fails .. " check(s) failed for #150") end U.log("all #150 checks passed") end