-- Overworld character sprites. A 12-tile sheet (16x96 PNG) holds 6 16x16 -- frames: stand down/up/left, walk down/up/left (data/sprites/facings.asm). -- Right-facing frames are horizontal flips of the left frames. -- Sprites draw 4px above their cell, like the GB engine. local Assets = require("src.render.Assets") local PaletteFX = require("src.render.PaletteFX") local SpriteRenderer = {} SpriteRenderer.__index = SpriteRenderer local imageCache = {} local function getImage(path) if not imageCache[path] then imageCache[path] = Assets.image(path) end return imageCache[path] end -- Overworld sprite OBJ-palette recolor, baked into an ImageData like -- BattleState's mon-pic palette bake (src/battle/BattleState.lua getImage): -- CPU-remap the 4 DMG shades to the resolved OBP colors, cached per -- (image path, group). Every colour mode goes through it now (#301): RED++ -- resolves real per-sprite colours (color/sprites.asm ColorOverworldSprite), -- OG RED the one boot-ROM object palette, and everything else the plain -- rOBP0 = $D0 shade lift (PaletteFX.dmgObj) that leaves the sprite in DMG -- shades for the zone shader to colour. -- -- Sprite sheets carry no real alpha (every pixel, including the -- background, is opaque -- confirmed by sampling the extracted PNGs): the -- "transparent" look in every other draw path is a coincidence of the -- whole-canvas shade-remap shader, where shade 0 (white) happens to map to -- a similarly light color in whatever terrain zone the sprite stands over. -- That coincidence breaks once terrain is colored per-tile instead of one -- flat color per map (different tiles can have very different color-0s), -- so shade 0 is keyed to alpha 0 here explicitly -- matching real GBC OBJ -- hardware, where sprite palette index 0 is unconditionally transparent -- (same rule TileRenderer's getColor0KeyShader documents for tall grass). local obpCache = {} local function getObpImage(path, colors, group) local key = path .. "#obp" .. group if not obpCache[key] then local img if love.image and love.image.newImageData then local id = Assets.imageData(path) id:mapPixel(function(_, _, r, g, b, a) if a == 0 then return r, g, b, a end if r > 0.83 then return r, g, b, 0 end -- OBJ color 0: always transparent local col = r > 0.5 and colors[2] or r > 0.17 and colors[3] or colors[4] return col[1] / 255, col[2] / 255, col[3] / 255, a end) img = love.graphics.newImage(id) else img = getImage(path) -- headless stub: no pixel access end obpCache[key] = img end return obpCache[key] end -- hot reload drops the sheets; live instances hold their own image, so -- the world rebuilds them (MapLoader.invalidateAll) rather than this function SpriteRenderer.invalidate() imageCache = {} obpCache = {} end Assets.register(SpriteRenderer.invalidate) -- exported: a render pipeline's own sprite geometry picks frames by the -- same tables, so a 3D pose can never drift from the 2D one local STAND = { down = 0, up = 1, left = 2, right = 2 } local WALK = { down = 3, up = 4, left = 5, right = 5 } SpriteRenderer.STAND = STAND SpriteRenderer.WALK = WALK -- seed: any stable per-instance value (e.g. an NPC's `id`) used to resolve -- RED++'s per-instance "random" OBP sentinel (PaletteFX.spriteObp) function SpriteRenderer.new(spriteDef, seed) local self = setmetatable({}, SpriteRenderer) self.def = spriteDef self.seed = seed self.image = getImage(spriteDef.image) local iw, ih = self.image:getDimensions() self.frames = {} for f = 0, spriteDef.frames - 1 do self.frames[f] = love.graphics.newQuad(0, f * 16, 16, 16, iw, ih) end return self end -- The image this sprite would draw from right now: the plain sheet, or the -- OBP-recolored bake of it. Exposed so a render pipeline can texture its -- own geometry from the very same image -- the geometry carries sheet pixel -- coordinates rather than baked colors, so sharing this one resolver is -- what makes palette modes and sprite-replacing mods apply to 2D and 3D -- alike. -- -- Deliberately free of draw's bookkeeping: markTrueColor and -- markSpriteRedraw exist to patch up the screen-space zone shader, and a -- pipeline that renders into its own canvas never runs through it. For the -- same reason the OG-RED bake is returned unconditionally here rather than -- only during a redraw pass -- there is no later pass to restore it. function SpriteRenderer:resolveImage() if self.def.trueColor then return self.image end if PaletteFX.usesGbcPack() then local colors, group = PaletteFX.spriteObp(self.def, self.seed) if colors then return getObpImage(self.def.image, colors, group) end elseif PaletteFX.usesSpriteObp() then -- OG boot-ROM OBJ palette: green on Red, pink on Blue (PaletteFX.ogObj -- returns colors + a version-distinct cache group so the two never -- collide in obpCache) -- see issue #155 return getObpImage(self.def.image, PaletteFX.ogObj()) end -- Every other mode (SGB and the mono/inverted novelties) leaves the sprite -- in DMG shades so the zone shader colors it out of the map's own palette, -- but still bakes rOBP0 = $D0 in and keys OBJ color 0 to alpha -- the two -- things a raw sheet blit cannot express (#301, #150). The sheets carry no -- real alpha (see getObpImage), so returning self.image here would put an -- opaque white box behind every character a pipeline textures. return getObpImage(self.def.image, PaletteFX.dmgObj()) end -- facing: down/up/left/right; walkPhase: 0 stand, 1 walk; flip: alternate -- steps mirror the walk frame for up/down (GB uses OAM flip for this). local function blitFrame(image, quad, x, y, flip, redraw) if flip then love.graphics.draw(image, quad, x + 16, y, 0, -1, 1) if redraw then PaletteFX.markSpriteRedraw(image, quad, x + 16, y, -1) end else love.graphics.draw(image, quad, x, y) if redraw then PaletteFX.markSpriteRedraw(image, quad, x, y, 1) end end end function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip) local x = math.floor(px - camX) local y = math.floor(py - camY) - 4 local image = self.image local redraw = false -- full-color art claims its 16x16 cell out of the shade-remap pass if self.def.trueColor then PaletteFX.markTrueColor(x, y, 16, 16) elseif PaletteFX.usesGbcPack() then -- RED++: the world canvas is already true-color (TileRenderer bakes -- terrain, this bakes the sprite) and the world pass runs unshaded -- (OverworldState.sgbWorldZones), so this draws like any normal sprite -- -- opaque character pixels over a real-alpha-transparent background, -- no trueColor rect needed (there is no shader left to exempt it from). local colors, group = PaletteFX.spriteObp(self.def, self.seed) if colors then image = getObpImage(self.def.image, colors, group) end elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then -- OG RED (GBC boot-ROM look): every OBJ wears the one global object -- palette -- green over Red's red background, pink over Blue's blue -- background (PaletteFX.ogObj, #155). The BG zone shader still runs over -- the world canvas, so the baked sprite is queued for a post-zone redraw -- (PaletteFX.markSpriteRedraw) that restores its object-colored pixels on -- top. image = getObpImage(self.def.image, PaletteFX.ogObj()) redraw = true else -- SGB and the mono/inverted modes (and OG RED's tilt upright pass, which -- has no post-zone replay to restore a bake): the sprite stays in DMG -- shades -- rOBP0 = $D0 baked in, OBJ color 0 keyed to alpha -- and the -- whole-canvas zone shader colors it with the map's palette. That is the -- only thing the Super Game Boy can do to an OBJ, since pokered never -- sends the OBJ_TRN packet that would give sprites palettes of their own -- (data/sgb/sgb_packets.asm defines ATTR_BLK / PAL_SET / PAL_TRN / -- MLT_REQ / CHR_TRN / PCT_TRN and nothing else). No redraw is queued: -- being colorized by the zone IS the point (#301). image = getObpImage(self.def.image, PaletteFX.dmgObj()) end -- single-frame sprites (item balls, fossils...) have one fixed pose; -- still 3-frame sprites turn to face (the nurse at her machine, -- facePlayer on STAY NPCs) but never show walk frames if self.def.frames <= 1 then blitFrame(image, self.frames[0], x, y, false, redraw) return end local frame = (self.def.walker and walkPhase == 1) and WALK[facing] or STAND[facing] local flip = false if facing == "right" then flip = true elseif (facing == "down" or facing == "up") and walkPhase == 1 and stepFlip then flip = true end local quad = self.frames[frame] or self.frames[0] blitFrame(image, quad, x, y, flip, redraw) end return SpriteRenderer