-- 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. The default SGB color mode instead -- region-tints the player with the per-map SGB BG palette: Red's dark-gray cap -- (DMG shade 2) maps to the ROUTE palette's shade-2 = light-blue (165,214,255) -- (data/generated/palettes.lua ROUTE), so the character clashes with the grass. -- On real GBC/SGB an OBJ carries its own object palette; OG RED already bakes -- PaletteFX.ogObj() (green over Red, pink over Blue -- color/sprites.asm -- ColorOverworldSprite) onto overworld characters. The fix makes SGB mode do -- the same while leaving terrain on its per-map SGB palette. -- -- Gate (fails before the fix, passes after): -- * PaletteFX.usesSpriteObp("gbc") == true -- * the player SpriteRenderer bakes a distinct OBJ image in SGB mode -- (resolveImage() ~= the raw grayscale sheet) -- the pixel path that -- recolors the cap green -- * that baked OBJ palette's shade-2 (the cap) is green, not ROUTE 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. -- -- Screenshots (SHOT_DIR): grass_bug150_sgb.png (the reported 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 -- 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") -- === render-decision gate: fails before the fix, passes after ========= check(PaletteFX.usesSpriteObp("gbc") == true, "SGB mode bakes an OBJ palette onto overworld characters") -- the player's sprite must resolve to a baked OBJ image (not the raw -- grayscale sheet) in SGB mode -- this is the exact path that colors the cap local spr = p.sprite check(spr and spr.image and spr:resolveImage() ~= spr.image, "player sprite bakes a distinct OBJ image in SGB mode") -- the baked object palette's shade-2 (the cap) is a green, and specifically -- NOT the ROUTE light-blue the region shader used to hand it local obj = PaletteFX.ogObj() -- {white, brightgreen, darkgreen, black} local cap = obj and obj[3] -- DMG shade 2 -> 3rd palette entry check(cap and cap[2] > cap[1] and cap[2] > cap[3], "OBJ cap color is green-dominant (g>r and g>b)") check(cap and not (cap[1] == 165 and cap[2] == 214 and cap[3] == 255), "OBJ cap color 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)") -- OG RED reference for the human diff (green character over red terrain) 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