mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-14 01:11:07 +02:00
383 lines
17 KiB
Lua
383 lines
17 KiB
Lua
-- Overworld character sprites. The vanilla 12-tile sheet (16x96 PNG) holds
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-- 6 16x16 frames: stand down/up/left, walk down/up/left
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-- (data/sprites/facings.asm). Mod records may opt into another frame size
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-- and anchor; the defaults below preserve the original grounded placement.
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-- Right-facing frames are horizontal flips of the left frames.
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local Assets = require("src.render.Assets")
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local GbcPalette = require("src.render.GbcPalette")
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local PaletteFX = require("src.render.PaletteFX")
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local SpriteRenderer = {}
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SpriteRenderer.__index = SpriteRenderer
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local imageCache = {}
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local function getImage(path)
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if not imageCache[path] then
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imageCache[path] = Assets.image(path)
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end
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return imageCache[path]
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end
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-- Overworld sprite OBJ-palette recolor, baked into an ImageData like
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-- BattleState's mon-pic palette bake (src/battle/BattleState.lua getImage):
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-- CPU-remap the 4 DMG shades to the resolved OBP colors, cached per
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-- (image path, group). Every colour mode goes through it now (#301): RED++
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-- resolves real per-sprite colours (color/sprites.asm ColorOverworldSprite),
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-- OG RED the one boot-ROM object palette, and everything else the plain
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-- rOBP0 = $D0 shade lift (PaletteFX.dmgObj) that leaves the sprite in DMG
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-- shades for the zone shader to colour.
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--
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-- Sprite sheets carry no real alpha (every pixel, including the
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-- background, is opaque -- confirmed by sampling the extracted PNGs): the
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-- "transparent" look in every other draw path is a coincidence of the
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-- whole-canvas shade-remap shader, where shade 0 (white) happens to map to
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-- a similarly light color in whatever terrain zone the sprite stands over.
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-- That coincidence breaks once terrain is colored per-tile instead of one
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-- flat color per map (different tiles can have very different color-0s),
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-- so shade 0 is keyed to alpha 0 here explicitly -- matching real GBC OBJ
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-- hardware, where sprite palette index 0 is unconditionally transparent
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-- (same rule TileRenderer's getColor0KeyShader documents for tall grass).
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local obpCache = {}
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local function getObpImage(path, colors, group)
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local key = path .. "#obp" .. group
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if not obpCache[key] then
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local img
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if love.image and love.image.newImageData then
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local id = Assets.imageData(path)
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id:mapPixel(function(_, _, r, g, b, a)
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if a == 0 then return r, g, b, a end
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if r > 0.83 then return r, g, b, 0 end -- OBJ color 0: always transparent
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local col = r > 0.5 and colors[2] or r > 0.17 and colors[3] or colors[4]
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return col[1] / 255, col[2] / 255, col[3] / 255, a
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end)
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img = love.graphics.newImage(id)
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else
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img = getImage(path) -- headless stub: no pixel access
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end
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obpCache[key] = img
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end
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return obpCache[key]
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end
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SpriteRenderer.obpImage = getObpImage
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-- hot reload drops the sheets; live instances hold their own image, so
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-- the world rebuilds them (MapLoader.invalidateAll) rather than this
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function SpriteRenderer.invalidate()
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imageCache = {}
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obpCache = {}
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end
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Assets.register(SpriteRenderer.invalidate)
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-- exported: a render pipeline's own sprite geometry picks frames by the
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-- same tables, so a 3D pose can never drift from the 2D one
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local STAND = { down = 0, up = 1, left = 2, right = 2 }
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local WALK = { down = 3, up = 4, left = 5, right = 5 }
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SpriteRenderer.STAND = STAND
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SpriteRenderer.WALK = WALK
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-- Sprite records are anchored at the point where the actor stands in the
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-- world. In the vanilla renderer that point is the bottom-center of a
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-- 16x16 frame: the frame starts at (px, py - 4), so the ground point is
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-- (px + 8, py + 12). Custom anchors are measured from the frame's top-left
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-- in sheet pixels and may be fractional for a sub-pixel art style.
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local DEFAULT_FRAME_WIDTH = 16
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local DEFAULT_FRAME_HEIGHT = 16
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local DEFAULT_ANCHOR_X = 8
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local DEFAULT_ANCHOR_Y = 16
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local WORLD_ANCHOR_X = 8
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local WORLD_ANCHOR_Y = 12
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SpriteRenderer.DEFAULT_FRAME_WIDTH = DEFAULT_FRAME_WIDTH
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SpriteRenderer.DEFAULT_FRAME_HEIGHT = DEFAULT_FRAME_HEIGHT
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SpriteRenderer.DEFAULT_ANCHOR_X = DEFAULT_ANCHOR_X
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SpriteRenderer.DEFAULT_ANCHOR_Y = DEFAULT_ANCHOR_Y
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local function finiteNumber(value)
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if type(value) ~= "number" or value ~= value
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or value == math.huge or value == -math.huge then
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return nil
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end
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return value
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end
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local function positiveInteger(value, fallback)
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value = finiteNumber(value)
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if value and value >= 1 then return math.floor(value) end
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return fallback
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end
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local function numberOr(value, fallback)
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return finiteNumber(value) or fallback
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end
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local function pose(self, facing, walkPhase, stepFlip)
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if self.frameCount <= 1 then return 0, false end
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local frame = (self.def.walker and walkPhase == 1)
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and WALK[facing] or STAND[facing]
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frame = frame or 0
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-- Preserve the old fallback for a short custom sheet whose pose table
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-- names a frame it does not provide.
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if not self.frames[frame] then frame = 0 end
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local flip = false
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if facing == "right" then
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flip = true
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elseif (facing == "down" or facing == "up")
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and walkPhase == 1 and stepFlip then
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flip = true
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end
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return frame, flip
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end
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-- seed: any stable per-instance value (e.g. an NPC's `id`) used to resolve
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-- RED++'s per-instance "random" OBP sentinel (PaletteFX.spriteObp)
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function SpriteRenderer.new(spriteDef, seed)
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local self = setmetatable({}, SpriteRenderer)
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self.def = spriteDef
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self.seed = seed
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self.image = getImage(spriteDef.image)
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self.frameCount = positiveInteger(spriteDef.frames, 1)
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self.frameWidth = positiveInteger(spriteDef.frameWidth, DEFAULT_FRAME_WIDTH)
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self.frameHeight = positiveInteger(spriteDef.frameHeight, DEFAULT_FRAME_HEIGHT)
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self.anchorX = numberOr(spriteDef.anchorX, self.frameWidth / 2)
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self.anchorY = numberOr(spriteDef.anchorY, self.frameHeight)
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local iw, ih = self.image:getDimensions()
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self.frames = {}
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for f = 0, self.frameCount - 1 do
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self.frames[f] = love.graphics.newQuad(0, f * self.frameHeight,
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self.frameWidth, self.frameHeight,
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iw, ih)
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end
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return self
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end
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-- Return the sheet rectangle and top-left-relative anchor for a frame. The
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-- result is a fresh table so a custom render pipeline may annotate it without
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-- changing the renderer's shared definition.
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function SpriteRenderer:getFrameGeometry(frame)
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frame = math.floor(finiteNumber(frame) or 0)
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if frame < 0 then frame = 0 end
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if frame >= self.frameCount then frame = self.frameCount - 1 end
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return {
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frame = frame,
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x = 0,
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y = frame * self.frameHeight,
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width = self.frameWidth,
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height = self.frameHeight,
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anchorX = self.anchorX,
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anchorY = self.anchorY,
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quad = self.frames[frame],
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}
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end
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-- Return the frame geometry selected by the ordinary 2D pose rules, plus the
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-- horizontal mirror state that :draw applies. This is the supported hook for
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-- custom render pipelines that need to draw actors with the same pose/flip.
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function SpriteRenderer:getPoseGeometry(facing, walkPhase, stepFlip)
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local frame, flip = pose(self, facing, walkPhase, stepFlip)
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local geometry = self:getFrameGeometry(frame)
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geometry.facing = facing
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geometry.walkPhase = walkPhase
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geometry.stepFlip = stepFlip
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geometry.mirror = flip
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return geometry
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end
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-- Screen-space top-left for the actor's current world anchor. World-facing
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-- effects such as fishing can use this instead of assuming a 16x16 frame.
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function SpriteRenderer:getScreenOrigin(px, py, camX, camY)
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local baseX = math.floor(px - camX) + WORLD_ANCHOR_X
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local baseY = math.floor(py - camY) + WORLD_ANCHOR_Y
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return math.floor(baseX - self.anchorX),
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math.floor(baseY - self.anchorY)
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end
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-- The image this sprite would draw from right now: the plain sheet, or the
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-- OBP-recolored bake of it. Exposed so a render pipeline can texture its
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-- own geometry from the very same image -- the geometry carries sheet pixel
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-- coordinates rather than baked colors, so sharing this one resolver is
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-- what makes palette modes and sprite-replacing mods apply to 2D and 3D
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-- alike.
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--
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-- Deliberately free of draw's bookkeeping: markTrueColor and
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-- markSpriteRedraw exist to patch up the screen-space zone shader, and a
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-- pipeline that renders into its own canvas never runs through it. For the
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-- same reason the OG-RED bake is returned unconditionally here rather than
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-- only during a redraw pass -- there is no later pass to restore it.
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-- Gen 2 hands its OBJ palette over explicitly. Gold is a CGB-native game:
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-- every OW sprite already has a real 4-color OBJ palette (PAL_OW_* crossed
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-- with the time of day, engine/gfx/color.asm MapObjectPals), so there is
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-- nothing for the PaletteFX mode ladder below to infer -- src/world/gen2 just
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-- says what the colors are. It rides the same getObpImage bake as RED++,
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-- which is also what keys OBJ color 0 to alpha; the sheets carry no real
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-- alpha of their own, so a raw blit would put a white box behind every
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-- character.
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--
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-- `group` must be distinct per palette or the bake cache collides -- callers
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-- pass something like "gen2:NITE:1".
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function SpriteRenderer:setObjPalette(colors, group)
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self.objColors = colors
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self.objGroup = group or "gen2"
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end
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-- The Gen 2 OBJ palette with the COLOR option applied. Resolved on the way
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-- to the bake rather than where the world hands the colours over: the option
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-- can change between two frames of a standing map, and applyPalettes only
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-- runs on map entry and once a second. The mode joins the cache group
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-- because the bake is per-palette -- without it, DMG would keep serving the
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-- colour bake it made first.
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function SpriteRenderer:gen2Obp()
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return GbcPalette.resolve(self.objColors),
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self.objGroup .. "|" .. tostring(GbcPalette.mode)
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end
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function SpriteRenderer:resolveImage()
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if self.def.trueColor then return self.image end
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if self.objColors then
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return getObpImage(self.def.image, self:gen2Obp())
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end
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if PaletteFX.usesGbcPack() then
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local colors, group = PaletteFX.spriteObp(self.def, self.seed)
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if colors then return getObpImage(self.def.image, colors, group) end
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elseif PaletteFX.usesSpriteObp() then
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-- OG boot-ROM OBJ palette: green on Red, pink on Blue (PaletteFX.ogObj
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-- returns colors + a version-distinct cache group so the two never
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-- collide in obpCache) -- see issue #155
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return getObpImage(self.def.image, PaletteFX.ogObj())
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end
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-- Every other mode (SGB and the mono/inverted novelties) leaves the sprite
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-- in DMG shades so the zone shader colors it out of the map's own palette,
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-- but still bakes rOBP0 = $D0 in and keys OBJ color 0 to alpha -- the two
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-- things a raw sheet blit cannot express (#301, #150). The sheets carry no
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-- real alpha (see getObpImage), so returning self.image here would put an
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-- opaque white box behind every character a pipeline textures.
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return getObpImage(self.def.image, PaletteFX.dmgObj())
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end
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-- facing: down/up/left/right; walkPhase: 0 stand, 1 walk; flip: alternate
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-- steps mirror the walk frame for up/down (GB uses OAM flip for this).
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local function blitFrame(image, quad, x, y, flip, redraw, frameWidth)
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frameWidth = frameWidth or DEFAULT_FRAME_WIDTH
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if flip then
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love.graphics.draw(image, quad, x + frameWidth, y, 0, -1, 1)
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if redraw then
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PaletteFX.markSpriteRedraw(image, quad, x + frameWidth, y, -1)
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end
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else
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love.graphics.draw(image, quad, x, y)
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if redraw then PaletteFX.markSpriteRedraw(image, quad, x, y, 1) end
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end
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end
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-- topHalf blits everything above the bottom 8-pixel tile row: FishingAnim
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-- overwrites that row of the standing frames with fishing pose art, which the
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-- caller then draws itself through :drawTile (Player:draw, #384). Vanilla
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-- frames therefore still draw 8 rows, while taller frames keep their larger
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-- body and reserve only the overlay row.
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-- `forceFlip` is the caller asking for the X-flipped copy of the frame it
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-- already picked, for the facings whose OAM rows are the mirror of another
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-- row's: FacingWeirdTree3 is FacingWeirdTree1's four tiles with the columns
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-- swapped and OAM_XFLIP on each (data/sprites/facings.asm:192-197). Optional
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-- and trailing, so every existing call site is unchanged.
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function SpriteRenderer:draw(px, py, camX, camY, facing, walkPhase, stepFlip,
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topHalf, forceFlip, frameOverride)
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local x, y = self:getScreenOrigin(px, py, camX, camY)
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local image = self.image
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local redraw = false
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-- True-color sheets bypass every palette bake; the screen-space exemption
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-- is recorded below once the final frame/height is known.
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if self.def.trueColor then
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image = self.image
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elseif self.objColors then
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-- Gen 2: the palette came from the caller (setObjPalette). Like RED++
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-- this bakes to a true-color, real-alpha image and there is no BG zone
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-- shader over the Gen 2 world to exempt it from.
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image = getObpImage(self.def.image, self:gen2Obp())
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elseif PaletteFX.usesGbcPack() then
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-- RED++: the world canvas is already true-color (TileRenderer bakes
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-- terrain, this bakes the sprite) and the world pass runs unshaded
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-- (OverworldState.sgbWorldZones), so this draws like any normal sprite
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-- -- opaque character pixels over a real-alpha-transparent background,
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-- no trueColor rect needed (there is no shader left to exempt it from).
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local colors, group = PaletteFX.spriteObp(self.def, self.seed)
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if colors then
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image = getObpImage(self.def.image, colors, group)
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end
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elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then
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-- OG RED (GBC boot-ROM look): every OBJ wears the one global object
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-- palette -- green over Red's red background, pink over Blue's blue
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-- background (PaletteFX.ogObj, #155). The BG zone shader still runs over
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-- the world canvas, so the baked sprite is queued for a post-zone redraw
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-- (PaletteFX.markSpriteRedraw) that restores its object-colored pixels on
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-- top.
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image = getObpImage(self.def.image, PaletteFX.ogObj())
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redraw = true
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else
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-- SGB and the mono/inverted modes (and OG RED's tilt upright pass, which
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-- has no post-zone replay to restore a bake): the sprite stays in DMG
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-- shades -- rOBP0 = $D0 baked in, OBJ color 0 keyed to alpha -- and the
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-- whole-canvas zone shader colors it with the map's palette. That is the
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-- only thing the Super Game Boy can do to an OBJ, since pokered never
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-- sends the OBJ_TRN packet that would give sprites palettes of their own
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-- (data/sgb/sgb_packets.asm defines ATTR_BLK / PAL_SET / PAL_TRN /
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-- MLT_REQ / CHR_TRN / PCT_TRN and nothing else). No redraw is queued:
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-- being colorized by the zone IS the point (#301).
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image = getObpImage(self.def.image, PaletteFX.dmgObj())
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end
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-- Single-frame sprites (item balls, fossils...) have one fixed pose;
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-- still 3-frame sprites turn to face (the nurse at her machine,
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-- facePlayer on STAY NPCs) but never show walk frames.
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local frame, flip = pose(self, facing, walkPhase, stepFlip)
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if frameOverride and self.frames[frameOverride] then
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frame, flip = frameOverride, false
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end
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if forceFlip then flip = true end
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local quad = self.frames[frame]
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local drawHeight = self.frameHeight
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if topHalf and self.frameCount > 1 then
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self.halfFrames = self.halfFrames or {}
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if not self.halfFrames[frame] then
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local iw, ih = self.image:getDimensions()
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local topHeight = math.max(1, self.frameHeight - math.min(8, self.frameHeight))
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self.halfFrames[frame] = love.graphics.newQuad(
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0, frame * self.frameHeight, self.frameWidth, topHeight, iw, ih)
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end
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quad = self.halfFrames[frame]
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drawHeight = math.max(1, self.frameHeight - math.min(8, self.frameHeight))
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end
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-- Full-color art claims exactly the portion of the frame that was drawn.
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if self.def.trueColor then
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PaletteFX.markTrueColor(x, y, self.frameWidth, drawHeight)
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end
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blitFrame(image, quad, x, y, flip, redraw, self.frameWidth)
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end
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-- Blit a loose 16-wide fx tile at screen (x, y) wearing THIS sprite's OBJ
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-- palette, mirroring the mode branches in :draw above. The fishing pose row
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-- overwrites the sheet's own tiles in VRAM in the original, so it has to be
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-- recolored and OG-RED-redrawn exactly like the sheet rather than blitted as
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-- raw DMG shades (#384).
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function SpriteRenderer:drawTile(path, x, y, flip)
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local image, redraw = getImage(path), false
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if self.def.trueColor then
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PaletteFX.markTrueColor(x, y, 16, 8)
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elseif PaletteFX.usesGbcPack() then
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local colors, group = PaletteFX.spriteObp(self.def, self.seed)
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if colors then image = getObpImage(path, colors, group) end
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elseif PaletteFX.usesSpriteObp() and PaletteFX.spriteRedrawPassActive() then
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image, redraw = getObpImage(path, PaletteFX.ogObj()), true
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else
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image = getObpImage(path, PaletteFX.dmgObj())
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end
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local iw, ih = image:getDimensions()
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self.tileQuads = self.tileQuads or {}
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self.tileQuads[path] = self.tileQuads[path]
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or love.graphics.newQuad(0, 0, iw, ih, iw, ih)
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blitFrame(image, self.tileQuads[path], x, y, flip, redraw, iw)
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end
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return SpriteRenderer
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