Comments (3)
Can this even be fixed without a significant refactor to the way tiles are updated?
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"Fix: Refactor how tiles are updated to avoid this." or "No fix exists yet" are still valid ways to document that the bug exists.
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You can avoid this by overlaying the window (which is using the tilemap with no text tiles) during the transition, by writing $00 to hWY either just before or just after the call to OverworldTextModeSwitch (depending on if you want the text to last an extra frame or not).
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Related Issues (20)
- Add dupeframes.py tool to find duplicate Pokemon frames
- Bug: Mind Reader and Lock-On don't prevent the AI from failing status moves that have a 25% chance to fail (when used by AI) HOT 1
- Make types easier to edit with rept HOT 4
- [Bug] ["no-maps" Branch] Whiting out while set to the default spawnpoint causes a crash HOT 1
- Inaccurate function names HOT 5
- Use grayscale PNGs plus normal.pal files for Pokemon and trainer sprites HOT 3
- Refactor tools/dupeframes.py HOT 2
- Incorrect Mystery Gift decorations HOT 5
- Support `-` for stdin and stdout in bpp2png and other tools HOT 1
- The `list_start` macro should take a max string length for `li` to check HOT 3
- Move charmap.asm to constants/
- Lowercase "pret" in Discord link HOT 2
- Sweet scent can still be used after being overwritten by a newly learned move HOT 2
- Bug: CheckObjectCoveredByTextbox doesn't account for the background scroll (SCX/SCY)
- Bug: Map cursor on New Bark Town when on S.S. Aqua HOT 1
- Use named constants for warp IDs? HOT 16
- TextCommand_WAIT_BUTTON naming HOT 2
- Bug: Mania uses wrong dialogue for trying to return Shuckie with no other Pokémon
- .editorconfig support HOT 3
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