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https://github.com/bryanthaboi/gen1recomp.git
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481 lines
18 KiB
Lua
481 lines
18 KiB
Lua
-- Gen 2 title: colored TitleScreenTilemap BG, scrolling clouds, Ho-Oh
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-- wing-flap (Frameset_GSIntroHoOhLugia), spark trails, A/Start to continue.
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-- drawWidescreen fills the window with sky/clouds so widescreen has no
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-- pillarbox voids; the 160x144 art stays aspect-centered on top.
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-- Every Gold/Silver difference arrives as a title.lua key, defaulted to Gold.
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-- src/render/Assets.lua is the mod-override choke point: a raw
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-- love.graphics.newImage skips overrides/ and AssetTransform output.
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local Assets = require("src.render.Assets")
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local Chrome = require("src.ui.gen2.Chrome")
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local GbcPalette = require("src.render.GbcPalette")
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local Music = require("src.core.Music")
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local Runtime = require("src.mods.Runtime")
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local Sound = require("src.core.Sound")
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local SpriteAnims = require("src.ui.gen2.SpriteAnims")
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local TitleState = {}
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TitleState.__index = TitleState
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TitleState.isOpaque = true
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-- title_bg_gold.pal mid-sky shade, for a cache built before title.sky existed.
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local SKY = { 123 / 255, 165 / 255, 255 / 255, 1 }
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-- ...and its grey stand-in, for when COLOR is not GBC. The title art is the
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-- one thing in the port baked with its colours in (see the extractor), so the
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-- window fill that matches it has to be picked the same way the sheet is.
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-- The sky is BG colour 2, and LoadTitleScreenPals' rBGP (%11011000) sends
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-- that colour to shade 1, not to shade 2 -- the grey sheet is baked through
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-- the same register, so the fill has to follow it or the surround comes out
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-- darker than the screen it surrounds.
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local SKY_GRAY = { 170 / 255, 170 / 255, 170 / 255, 1 }
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local function tryImage(path)
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if not path then return nil end
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local ok, image = pcall(Assets.image, path)
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if ok then return image end
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return nil
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end
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function TitleState:wantsFillScale() return true end
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function TitleState:drawsWidescreen() return true end
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function TitleState.new(game, opts)
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opts = opts or {}
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local self = setmetatable({}, TitleState)
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self.game = game
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self.onContinue = opts.onContinue
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local title = opts.title or {}
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self.title = title
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self.screenColor = tryImage(title.screen
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or "assets/generated/title/title_screen.png")
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self.cloudsColor = tryImage(title.clouds
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or "assets/generated/title/clouds.png")
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self.trailColor = tryImage(title.trail or "assets/generated/title/trail.png")
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-- The uncoloured set, absent from a cache built before COLOR existed -- in
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-- which case pickArt falls back to the colour one and DMG simply looks the
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-- way it did before rather than failing to draw.
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self.screenGray = tryImage(title.screenGray)
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self.cloudsGray = tryImage(title.cloudsGray)
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self.trailGray = tryImage(title.trailGray)
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-- `depixel 12, 11` less the OAM bias and the pose's own origin; see the
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-- extractor, which writes the same pair into title.lua.
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self.hoohX = tonumber(title.hoohX) or 48
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self.hoohY = tonumber(title.hoohY) or 56
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self.cloudY = tonumber(title.cloudY) or 88
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self.cloudScrollEvery = tonumber(title.cloudScrollEvery) or 8
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-- AnimSeq_GSIntroHoOhLugia (engine/sprite_anims/functions.asm:820-838).
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self.hoohBobAmplitude = tonumber(title.hoohBobAmplitude) or 2
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self.hoohBobStep = tonumber(title.hoohBobStep) or 1
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local sky = title.sky
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self.sky = (type(sky) == "table" and #sky >= 3)
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and { sky[1], sky[2], sky[3], 1 } or SKY
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local below = title.below
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self.below = (type(below) == "table" and #below >= 3)
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and { below[1], below[2], below[3], 1 } or { 1, 1, 1, 1 }
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self.hoohColor, self.hoohGray = {}, {}
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local paths = title.hoohFrames
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if type(paths) == "table" then
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for i, path in ipairs(paths) do
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self.hoohColor[i] = tryImage(path)
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end
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end
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if #self.hoohColor == 0 then
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self.hoohColor[1] = tryImage(title.hooh or "assets/generated/title/hooh.png")
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end
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if type(title.hoohFramesGray) == "table" then
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for i, path in ipairs(title.hoohFramesGray) do
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self.hoohGray[i] = tryImage(path)
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end
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end
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self.sequence = title.hoohSequence or {
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{ 1, 10 }, { 2, 9 }, { 3, 10 }, { 4, 10 }, { 3, 9 }, { 5, 10 },
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}
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-- A frame shows duration + 1 ticks: GetSpriteAnimFrame stores the byte on
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-- the advancing tick and only decrements on the ones after
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-- (engine/sprite_anims/core.asm:400-434). Both editions' framesets total
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-- 64 ticks with it, locking the wing beat to the 64-tick sine bob.
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self.seqIndex = 1
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self.seqLeft = (self.sequence[1] and self.sequence[1][2] or 10) + 1
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self.frame = 1
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-- AnimSeq_GSIntroHoOhLugia's SPRITEANIMSTRUCT_VAR1.
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self.hoohPhase = 0
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self.frameCounter = 0
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self.cloudScroll = 0
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self.trails = {}
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-- UpdateTitleTrailSprite / TitleTrailCoords (intro_menu.asm:1069-1124), in
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-- pixels.
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self.trailSpawns = title.trailSpawns or {
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{ 80, 88 }, { 104, 88 }, { 104, 88 }, { 120, 88 },
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{ 120, 88 }, { 88, 88 },
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}
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self.trailSpawnIndex = 1
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-- AnimSeq_GSTitleTrail (engine/sprite_anims/functions.asm:720-818).
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self.trailMode = title.trailMode or "gold"
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self.trailSpawnEvery = tonumber(title.trailSpawnEvery) or 4
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self.trailStepX = tonumber(title.trailStepX) or 4
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self.trailStepY = tonumber(title.trailStepY) or 1
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self.trailBobAmplitude = tonumber(title.trailBobAmplitude) or 2
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self.trailPhaseStep = tonumber(title.trailPhaseStep) or 3
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self.trailPhase = tonumber(title.trailPhase)
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-- How far past the 160px frame trails may fly (GB pixels); set each draw.
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self.trailMaxX = 200
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self.musicStarted = false
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-- engine/movie/title.asm:104-127,217-273,304-338
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self.suicuneColor, self.suicuneGray = {}, {}
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if type(title.suicuneFrames) == "table" then
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for i, path in ipairs(title.suicuneFrames) do
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self.suicuneColor[i] = tryImage(path)
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end
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end
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if type(title.suicuneFramesGray) == "table" then
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for i, path in ipairs(title.suicuneFramesGray) do
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self.suicuneGray[i] = tryImage(path)
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end
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end
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self.suicuneX = tonumber(title.suicuneX) or 48
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self.suicuneY = tonumber(title.suicuneY) or 96
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-- SuicuneFrameIterator's `and %111` clock (engine/movie/title.asm:217-243).
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self.suicuneEvery = tonumber(title.suicuneEvery) or 8
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self.suicuneTick = 0
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self.suicuneFrame = 1
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self.gemColor = tryImage(title.gem)
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self.gemGray = tryImage(title.gemGray)
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self.gemX = tonumber(title.gemX) or 56
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self.gemRestY = tonumber(title.gemY) or 6
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self.gemStep = tonumber(title.gemStep) or 2
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-- TitleScreenEntrance (engine/menus/intro_menu.asm:1078-1123): hSCX walks
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-- to 0 while alternating logo lines converge and the gem descends.
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local entrance = type(title.entrance) == "table" and title.entrance or nil
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self.entrance = entrance
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self.entranceScx = entrance and (tonumber(entrance.scx) or 112) or 0
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self.entranceStep = entrance and (tonumber(entrance.step) or 4) or 4
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self.entranceLines = entrance and (tonumber(entrance.lines) or 80) or 0
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self.entranceHideBelow = entrance and tonumber(entrance.hideBelow) or nil
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self.gemY = entrance and (tonumber(title.gemFromY) or -50) or self.gemRestY
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self.entranceSfx = title.entranceSfx
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-- engine/menus/intro_menu.asm:951-966
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self.timeoutFrames = tonumber(title.timeoutFrames)
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or ((self.trailMode == "silver") and (73 * 60 + 36) or (84 * 60 + 16))
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self.onTimeout = opts.onTimeout
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-- The copyright window line is pal 7 (engine/movie/title.asm:40-43); its
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-- colour 0 backs the whole band.
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local pals = type(title.palettes) == "table" and title.palettes.bg or nil
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local band = type(pals) == "table" and type(pals[8]) == "table"
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and pals[8][1] or nil
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self.bandColor = (type(band) == "table" and #band >= 3)
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and { band[1] / 255, band[2] / 255, band[3] / 255, 1 } or { 0, 0, 0, 1 }
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return self
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end
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function TitleState:startMusic()
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if self.musicStarted then return end
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local data = self.game and self.game.data
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if data and data.audio and data.audio.runtime then
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Music.play(data, "Music_TitleScreen", true, { reason = "title" })
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self.musicStarted = true
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end
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end
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function TitleState:enter()
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if self.entrance then
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-- _TitleScreen silences the channels and plays the entrance sting;
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-- MUSIC_TITLE waits for the entrance to land
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-- (engine/movie/title.asm:184,210-213; engine/menus/intro_menu.asm:1118-1119).
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Music.stop()
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local data = self.game and self.game.data
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if data and data.audio and data.audio.runtime and self.entranceSfx
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and data.audio.sfx and data.audio.sfx[self.entranceSfx] then
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Sound.play(data, self.entranceSfx)
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end
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else
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self:startMusic()
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end
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-- intro.boot.title: the last card of the GS boot cinema, up with its music
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-- started. Gen 2 only, like the rest of intro.boot.* (see
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-- src/ui/gen2/CopyrightSplash.lua for why the set is new rather than shared).
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-- Its end is the main menu opening, which src/ui/gen2/MainMenu.lua owns, so
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-- there is no `ended` name here. The title's MENU is a different seam again:
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-- that is Gen 1's `ui.title_menu.items`, which Gold reaches through the main
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-- menu rather than through this screen.
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if Runtime.wants("intro.boot.title") then
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Runtime.emit("intro.boot.title", { screen = self, game = self.game })
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end
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end
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-- Sprites_Sine hands back the byte the ASM leaves in a, so the down half of
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-- the wave arrives in two's complement and is a signed pixel delta here.
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local function signed(value)
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if value >= 0x80 then return value - 0x100 end
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return value
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end
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-- AnimSeq_GSIntroHoOhLugia (engine/sprite_anims/functions.asm:820-838).
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function TitleState:hoohBob()
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return signed(SpriteAnims.sine(self.hoohPhase, self.hoohBobAmplitude))
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end
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function TitleState:advanceHooh()
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self.hoohPhase = (self.hoohPhase + self.hoohBobStep) % 256
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self.seqLeft = self.seqLeft - 1
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if self.seqLeft > 0 then return end
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self.seqIndex = self.seqIndex + 1
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if self.seqIndex > #self.sequence then self.seqIndex = 1 end
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local step = self.sequence[self.seqIndex]
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self.frame = step[1]
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self.seqLeft = step[2] + 1
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end
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function TitleState:spawnTrail()
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if not (self.trailColor or self.trailGray) then return end
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if #self.trailSpawns == 0 then return end
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if self.frameCounter % self.trailSpawnEvery ~= 0 then return end
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local spawn = self.trailSpawns[self.trailSpawnIndex]
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self.trailSpawnIndex = self.trailSpawnIndex % #self.trailSpawns + 1
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if not spawn then return end
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self.trails[#self.trails + 1] = {
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x = spawn[1], y = spawn[2],
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phase = self.trailPhase or love.math.random(0, 255),
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}
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end
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function TitleState:stepTrails()
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local alive = {}
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local maxX = self.trailMaxX or 200
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local silver = self.trailMode == "silver"
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for _, t in ipairs(self.trails) do
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t.x = t.x + self.trailStepX
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t.y = t.y + self.trailStepY
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t.phase = t.phase + self.trailPhaseStep
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if silver then
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t.drawY = t.y + signed(SpriteAnims.sine(t.phase, self.trailBobAmplitude))
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else
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t.drawY = t.y
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+ math.floor(math.sin(t.phase / 16) * self.trailBobAmplitude)
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end
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if t.x < maxX then alive[#alive + 1] = t end
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end
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self.trails = alive
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end
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-- SuicuneFrameIterator (engine/movie/title.asm:217-249): advance once per
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-- `suicuneEvery` frames, cycling the four frame bases.
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function TitleState:advanceSuicune()
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if #self.suicuneColor == 0 then return end
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local c = self.suicuneTick
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self.suicuneTick = (c + 1) % 256
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if c % self.suicuneEvery ~= 0 then return end
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self.suicuneFrame = math.floor(c % (self.suicuneEvery * 4)
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/ self.suicuneEvery) + 1
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end
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function TitleState:update(_dt)
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self.frameCounter = self.frameCounter + 1
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self:advanceHooh()
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self:advanceSuicune()
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if self.frameCounter % self.cloudScrollEvery == 0 then
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self.cloudScroll = (self.cloudScroll - 1) % 160
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end
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self:spawnTrail()
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self:stepTrails()
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if self.entranceScx > 0 then
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-- TitleScreenEntrance polls no buttons and moves the gem by 2 a frame
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-- (engine/menus/intro_menu.asm:1078-1107; engine/movie/title.asm:340-362).
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self.entranceScx = math.max(0, self.entranceScx - self.entranceStep)
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if self.gemY < self.gemRestY then
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self.gemY = math.min(self.gemRestY, self.gemY + self.gemStep)
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end
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if self.entranceScx == 0 then
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self:startMusic()
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-- TitleScreenTimer only starts once the entrance scene hands over
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-- (engine/menus/intro_menu.asm:1110-1136).
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self.timeoutStart = self.frameCounter
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end
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return
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end
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-- engine/menus/intro_menu.asm:1023-1059
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if self.timeoutFrames and self.onTimeout then
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if self.fadeStart then
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if self.frameCounter - self.fadeStart >= 60 then self.onTimeout() end
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return
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end
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if self.frameCounter - (self.timeoutStart or 0) >= self.timeoutFrames then
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self.fadeStart = self.frameCounter
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Music.fadeOut(8)
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return
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end
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end
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local input = self.game.input
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if input and (input:wasPressed("a") or input:wasPressed("start")) then
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if self.onContinue then self.onContinue() end
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end
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end
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function TitleState:gray()
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return GbcPalette.mode == "dmg" or GbcPalette.mode == "classic"
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end
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function TitleState:art()
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if self:gray() then
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return self.screenGray or self.screenColor,
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self.cloudsGray or self.cloudsColor,
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self.trailGray or self.trailColor,
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(#self.hoohGray > 0) and self.hoohGray or self.hoohColor
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end
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return self.screenColor, self.cloudsColor, self.trailColor, self.hoohColor
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end
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-- Tile the cloud strip across [x0, x1) in GB pixel space (y = 0 of strip).
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function TitleState:drawCloudSpan(x0, x1)
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local _, clouds = self:art()
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if not clouds then return end
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local G = love.graphics
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local s = self.cloudScroll % 160
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-- First tile origin such that the scroll lines up with the 160px frame.
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local start = math.floor((x0 + s) / 160) * 160 - s
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for x = start, x1, 160 do
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G.draw(clouds, x, 0)
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end
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end
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-- TitleScreenEntrance's interlace: even lines slide in from the left, odd
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-- from the right, converging as hSCX walks to 0
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-- (engine/menus/intro_menu.asm:1084-1103).
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function TitleState:drawEntranceScreen(screen)
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local G = love.graphics
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local scx = self.entranceScx
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if scx <= 0 then
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G.draw(screen, 0, 0)
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return
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end
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local w, h = screen:getDimensions()
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local lines = math.min(self.entranceLines, h)
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self.entranceQuad = self.entranceQuad or G.newQuad(0, 0, w, 1, w, h)
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for line = 0, lines - 1 do
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self.entranceQuad:setViewport(0, line, w, 1, w, h)
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G.draw(screen, self.entranceQuad, line % 2 == 0 and -scx or scx, line)
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end
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-- hWY holds the copyright window off screen until the entrance lands
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-- (engine/movie/title.asm:198-199; engine/menus/intro_menu.asm:1121-1122).
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local bottom = (self.entranceHideBelow or h) - lines
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if bottom > 0 then
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self.entranceQuad:setViewport(0, lines, w, bottom, w, h)
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G.draw(screen, self.entranceQuad, 0, lines)
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end
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end
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function TitleState:drawContent()
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local G = love.graphics
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local screen, _, trail, hoohFrames = self:art()
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G.setColor(1, 1, 1, 1)
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local gem = self:gray() and (self.gemGray or self.gemColor) or self.gemColor
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local suicuneFrames = nil
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if #self.suicuneColor > 0 then
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suicuneFrames = (self:gray() and #self.suicuneGray > 0)
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and self.suicuneGray or self.suicuneColor
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end
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if gem or suicuneFrames then
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-- Crystal's layering: the gem is OAM_PRIO so every BG colour 1-3 pixel
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-- beats it; Suicune is BG; the window copyright covers Suicune's last
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-- row (engine/movie/title.asm:81-85,334; engine/menus/intro_menu.asm:1121-1122).
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local fill = self:gray() and SKY_GRAY or self.sky
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G.setColor(fill[1], fill[2], fill[3], 1)
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G.rectangle("fill", 0, 0, 160, 144)
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G.setColor(1, 1, 1, 1)
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if gem then G.draw(gem, self.gemX, self.gemY) end
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if suicuneFrames then
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local frame = suicuneFrames[self.suicuneFrame] or suicuneFrames[1]
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if frame then G.draw(frame, self.suicuneX, self.suicuneY) end
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end
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if self.entranceScx <= 0 then
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-- The pal-7 window line covers the BG once hWY lands at $88
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-- (engine/movie/title.asm:40-43; engine/menus/intro_menu.asm:1121-1122).
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local bandTop = self.entranceHideBelow or 136
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local band = self.bandColor
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G.setColor(band[1], band[2], band[3], 1)
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G.rectangle("fill", 0, bandTop, 160, 144 - bandTop)
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G.setColor(1, 1, 1, 1)
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end
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if screen then
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self:drawEntranceScreen(screen)
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end
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return
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end
|
|
|
|
if screen then
|
|
-- title_screen.png already carries the cart's © GAME FREAK line on row 17.
|
|
G.draw(screen, 0, 0)
|
|
else
|
|
G.rectangle("fill", 0, 0, 160, 144)
|
|
end
|
|
|
|
-- Center cloud scroll (matches the side tiles from drawWidescreen).
|
|
G.push()
|
|
G.translate(0, self.cloudY)
|
|
self:drawCloudSpan(0, 160)
|
|
G.pop()
|
|
|
|
local bob = self:hoohBob()
|
|
local hooh = hoohFrames[self.frame] or hoohFrames[1]
|
|
if hooh then
|
|
G.draw(hooh, self.hoohX, self.hoohY + bob)
|
|
end
|
|
|
|
if trail then
|
|
for _, t in ipairs(self.trails) do
|
|
G.draw(trail, t.x, t.drawY or t.y)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Letterboxed fallback (non-widescreen hosts).
|
|
function TitleState:draw()
|
|
self:drawContent()
|
|
end
|
|
|
|
-- Full-window sky + cloud wrap, then centered 160x144 art.
|
|
function TitleState:drawWidescreen(winW, winH)
|
|
local G = love.graphics
|
|
local scale = Chrome.fitScale(winW, winH)
|
|
local ox, oy = Chrome.fitOrigin(winW, winH, scale)
|
|
local cloudTop = oy + self.cloudY * scale
|
|
-- Let trails fly into the side bands.
|
|
self.trailMaxX = math.ceil((winW - ox) / scale) + 16
|
|
|
|
-- Sky above the cloud line, title.below under it (Gold's white cloud
|
|
-- field, Silver's black sea) : edge to edge. The fill has to match
|
|
-- whichever baked set is showing, or the surround would stay blue around a
|
|
-- grey screen.
|
|
local sky = self:gray() and SKY_GRAY or self.sky
|
|
G.setColor(sky[1], sky[2], sky[3], 1)
|
|
G.rectangle("fill", 0, 0, winW, math.max(0, cloudTop))
|
|
local below = self.below
|
|
G.setColor(below[1], below[2], below[3], 1)
|
|
G.rectangle("fill", 0, cloudTop, winW, winH - cloudTop)
|
|
G.setColor(1, 1, 1, 1)
|
|
|
|
-- Clouds across the full window width, aligned to the GB cloud band.
|
|
G.push()
|
|
G.translate(ox, cloudTop)
|
|
G.scale(scale, scale)
|
|
local left = -math.ceil(ox / scale) - 160
|
|
local right = math.ceil((winW - ox) / scale) + 160
|
|
self:drawCloudSpan(left, right)
|
|
G.pop()
|
|
|
|
-- Centered original composition (logo / Ho-Oh / copyright / trails).
|
|
G.push()
|
|
G.translate(ox, oy)
|
|
G.scale(scale, scale)
|
|
self:drawContent()
|
|
G.pop()
|
|
end
|
|
|
|
return TitleState
|