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Various bugfixes: Fightfx scale, PalFX BGCtrl and BGPalFX, Game crashes #716

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merged 4 commits into from
Nov 16, 2022

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Lazin3ss
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Quick set of various bugfixes I've been collecting the last month (or so). I focused all of my energies into finding a proper solution for correct synthesizing of BGPalFX into PalFX from BG elements... without good results, so I went for an alternative that works well for now.

Also, I tried to deal with #658 based on observations from my part. The problem might or might not be fully solved, it will depend on further tests, but I can confirm some of the symptoms were lifted.

Currently, explod creation code divides fightfx anim's start_scale value by char's localscl (which brings ffx anim dimensions to a proper scale) but this operation isn't being performed for other types of actions that support fightfx (ChangeAnim, Projectile, etc). The operation was moved into a common function, so it's applied globally in a character context.
In (*Char) actionRun(), c.minus needs to be 1 before attempting to process next characters, or the game will be prone to crashes when manipulating local variables in ZSS. Code was accommodated accordingly. Also, helpers are now prepared when created, following previous char processing behavior.
This is a temporary "fix" to an issue related to PalFX BGCtrl.

How BGPalFX synthesizing should really work: when BGPalFX is applied to a stage, PalFX BGCtrl modifications should be treated like they were part of the original sprites, so a compensation should be applied to PalFX BGCtrl beforehand based on color and invertall values.
[BGDef] needs to be read before [Shadow], so shadows type can be selected correctly. This issue was introduced in 934c114 by mistake.
@K4thos K4thos merged commit 1913e6b into ikemen-engine:master Nov 16, 2022
@Lazin3ss Lazin3ss deleted the bugfix-various branch November 16, 2022 16:52
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