Fix: Resolve BG color brightness regression, persist Time System tint, and refactor Minecart data
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Docs/Issues/BGColor_Overlay_RootCause.md
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Docs/Issues/BGColor_Overlay_RootCause.md
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# BG Color / Overlay Regression — Resolved (March 2026)
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## Resolution Summary
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The "Too Bright" and "Flash to Day" bugs have been resolved by fixing the register management in `ZSCustomOverworld.asm`.
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**The Problem:**
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When transitioning from an area with an overlay (like Rain/Storms) to an area without one (Overlay ID `$FF`), the code cleared the Subscreen Enable register (`$1D`) but **failed to clear the Color Math Control register (`$9A`)**.
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- Rain sets `$9A` to `$72` (Additive Math).
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- If `$9A` remains `$72` in a normal area, the SNES PPU continues to perform additive color math using the Fixed Color registers (`$9C`/`$9D`).
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- This caused the background to appear significantly brighter (approx +6 per channel), turning the dark night tint into a "bright yellow-ish green".
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- This also caused the "Flash to Day" effect during transitions, as the additive brightness kicked in immediately.
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**The Fix:**
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Modified `ZSCustomOverworld.asm` in two key locations to ensure `$9A` is always cleared when no overlay is present.
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1. **Walking Transitions (`Overworld_ReloadSubscreenOverlay_Interupt`):**
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Added a check for Overlay `$FF` to explicitly clear `$9A`. This prevents the brightness glitch during scrolling.
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```asm
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; In Overworld_ReloadSubscreenOverlay_Interupt
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CPX.b #$FF : BNE .checkScroll
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LDA.b #$00 ; Disable Color Math
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BRA .loadOverlay
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```
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2. **Dungeon/Warp/Bird Transitions (`Overworld_LoadBGColorAndSubscreenOverlay`):**
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Added `STZ.b $9A` to the block handling the `$FF` case. This prevents the glitch when exiting dungeons or warping.
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```asm
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; In Overworld_LoadBGColorAndSubscreenOverlay
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CMP.w #$00FF : BNE .noCustomFixedColor
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SEP #$30
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STZ.b $9A ; FIX: Clear color math
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; ...
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```
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## Verification
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- **Brightness:** The background color in normal areas should now correctly reflect the Time System tint without extra brightness.
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- **Transitions:** Walking from a Rain area to a Normal area should no longer result in a brightness jump.
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- **Song of Storms:** Summoning and dismissing storms should work correctly, with the overlay and color math engaging and disengaging as expected.
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## Technical Details
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- **File:** `Overworld/ZSCustomOverworld.asm`
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- **Routines:** `Overworld_LoadBGColorAndSubscreenOverlay`, `Overworld_ReloadSubscreenOverlay_Interupt`.
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- **Registers:** `$1D` (Subscreen), `$9A` (CGADDSUB Mirror), `$9C`/`$9D` (COLDATA Mirrors).
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## Outstanding Issues
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- None related to BG Color Brightness.
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