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Add in-battle shadows underneath all enemy battlers #5178
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The build fails for me if I try to compile the rom with |
Fixed those errors, albeit in a bit of an ugly fashion. I think it would be good to revisit how the sprites themselves are laid out to lessen the preproc reliance (maybe always use |
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Looked at all shadows.
Found some that I think are just oversights.
More that are personal opinions.
Other than that I think it looks good. But the code this touches isn't my strongest area. Couldn't find anything obviously broken.
With shadow.mp4 |
I remember that this pr went from using preprocs to normal if conditions. The answer is probably buried somewhere here but why was it reverted to using the preproc again? |
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All functionality seems to be in order now.
Everything I've tested works with both Gen 3 and later gen settings.
The only thing is some whitespace changes.
This adds a configurable option to display blob-shadows underneath all enemy battlers.
Description
These changes add new data-fields to the
SpeciesInfo
struct defining where to position the shadow and what size blob-shadow to draw. All species through Generation 9 are updated with new values. The sprite visualizer has also been updated to support previewing changes to this data for a given species.All changes to the code controlling how shadow sprites are constructed are masked behind
B_ENEMY_MON_SHADOW_STYLE
.Images
Feature(s) this PR does NOT handle:
SpriteCB_EnemyShadow
; the routineIsBattlerSpritePresent
will returnFALSE
before the battler's fainting animation begins, causing the shadow to be hidden during the fainting cry.gAnimScriptActive
being set toTRUE
during the Sprite callback.Discord contact info
lhea