Fix: Resolve BG color brightness regression, persist Time System tint, and refactor Minecart data

This commit is contained in:
scawful
2025-12-08 14:04:12 -05:00
parent 1c19788ba9
commit 1aa5878ab1
4 changed files with 84 additions and 25 deletions

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@@ -0,0 +1,48 @@
# BG Color / Overlay Regression — Resolved (March 2026)
## Resolution Summary
The "Too Bright" and "Flash to Day" bugs have been resolved by fixing the register management in `ZSCustomOverworld.asm`.
**The Problem:**
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`)**.
- Rain sets `$9A` to `$72` (Additive Math).
- If `$9A` remains `$72` in a normal area, the SNES PPU continues to perform additive color math using the Fixed Color registers (`$9C`/`$9D`).
- This caused the background to appear significantly brighter (approx +6 per channel), turning the dark night tint into a "bright yellow-ish green".
- This also caused the "Flash to Day" effect during transitions, as the additive brightness kicked in immediately.
**The Fix:**
Modified `ZSCustomOverworld.asm` in two key locations to ensure `$9A` is always cleared when no overlay is present.
1. **Walking Transitions (`Overworld_ReloadSubscreenOverlay_Interupt`):**
Added a check for Overlay `$FF` to explicitly clear `$9A`. This prevents the brightness glitch during scrolling.
```asm
; In Overworld_ReloadSubscreenOverlay_Interupt
CPX.b #$FF : BNE .checkScroll
LDA.b #$00 ; Disable Color Math
BRA .loadOverlay
```
2. **Dungeon/Warp/Bird Transitions (`Overworld_LoadBGColorAndSubscreenOverlay`):**
Added `STZ.b $9A` to the block handling the `$FF` case. This prevents the glitch when exiting dungeons or warping.
```asm
; In Overworld_LoadBGColorAndSubscreenOverlay
CMP.w #$00FF : BNE .noCustomFixedColor
SEP #$30
STZ.b $9A ; FIX: Clear color math
; ...
```
## Verification
- **Brightness:** The background color in normal areas should now correctly reflect the Time System tint without extra brightness.
- **Transitions:** Walking from a Rain area to a Normal area should no longer result in a brightness jump.
- **Song of Storms:** Summoning and dismissing storms should work correctly, with the overlay and color math engaging and disengaging as expected.
## Technical Details
- **File:** `Overworld/ZSCustomOverworld.asm`
- **Routines:** `Overworld_LoadBGColorAndSubscreenOverlay`, `Overworld_ReloadSubscreenOverlay_Interupt`.
- **Registers:** `$1D` (Subscreen), `$9A` (CGADDSUB Mirror), `$9C`/`$9D` (COLDATA Mirrors).
## Outstanding Issues
- None related to BG Color Brightness.

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@@ -191,7 +191,7 @@ Palette_ArmorAndGloves:
; =========================================================
; Overworld Palette Persist
Overworld_CgramAuxToMain:
Oracle_CgramAuxToMain_Impl:
{
; Copies the auxiliary CGRAM buffer to the main one
; Causes NMI to reupload the palette.
@@ -213,14 +213,36 @@ Overworld_CgramAuxToMain:
SEP #$20
; Fix BG color: Apply time tinting after aux->main copy
; Only when outdoors ($1B = 0)
; NOTE: Overworld_LoadPalettes does NOT load palette 0 (BG color), so aux buffer
; at offset 0 contains garbage. Must load from Pool_BGColorTable instead.
LDA.b $1B : BNE .skip_bg_fix
REP #$20
; Get area index and load BG color from Pool_BGColorTable ($288000)
LDA.b $8A : AND.w #$00FF : ASL : TAX
LDA.l $288000, X ; Pool_BGColorTable
BEQ .skip_bg_fix_16bit ; Skip if transparent ($0000)
STA.l TimeState.SubColor
JSL ColorSubEffect ; Apply time tinting, result in A
; Write tinted color to all 4 BG color buffers
STA.l $7EC500 ; PalCgram500_HUD
STA.l $7EC300 ; PalBuf300_HUD
STA.l $7EC540 ; PalCgram540_BG
STA.l $7EC340 ; PalBuf340_BG
.skip_bg_fix_16bit
SEP #$20
.skip_bg_fix
; tell NMI to upload new CGRAM data
INC $15
RTL
}
pushpc
org $02C769 ; Overworld_CgramAuxToMain
JSL Overworld_CgramAuxToMain
org $02C769 ; Hook vanilla Overworld_CopyPalettesToCache
JSL Oracle_CgramAuxToMain_Impl
RTS
pullpc

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@@ -2364,6 +2364,13 @@ Overworld_ReloadSubscreenOverlay_Interupt:
CPX.b #$95 : BEQ .loadOverlay ; Sky
CPX.b #$9C : BEQ .loadOverlay ; Lava
CPX.b #$96 : BEQ .loadOverlay ; Pyramid BG
; Check for NO OVERLAY ($FF)
CPX.b #$FF : BNE .checkScroll
LDA.b #$00 ; Disable Color Math
BRA .loadOverlay
.checkScroll
; TODO: Investigate what these checks are for.
LDX.b $11 : CPX.b #$23 : BEQ .loadOverlay
CPX.b #$2C : BEQ .loadOverlay
@@ -3713,6 +3720,9 @@ Overworld_LoadBGColorAndSubscreenOverlay:
SEP #$30 ; Set A, X, and Y in 8bit mode.
; Clear color math control register to prevent brightness bug
STZ.b $9A
; Don't set the subscreen during a warp to hide the transparent
; color change. This will get set properly later in the warp
; but not everywhere else.

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@@ -305,28 +305,7 @@ Sprite_Minecart_Prep:
PLB
RTL
; This is which room each track should start in if it hasn't already
; been given a track.
.TrackStartingRooms
dw $0098, $0088, $0087, $0088, $0089, $0089, $0089, $0089
dw $0089, $0089, $0089, $0089, $0089, $0089, $0089, $0089
dw $0089, $0089, $0089, $0089, $0089, $0089, $0089, $0089
dw $0089, $0089, $0089, $0089, $0089, $0089, $0089, $0089
; This is where within the room each track should start in if it hasn't
; already been given a position. This is necessary to allow for more
; than one stopping point to be in one room.
.TrackStartingX
dw $1190, $1160, $1300, $1100, $1300, $1300, $1300, $1300
dw $1300, $1300, $1300, $1300, $1300, $1300, $1300, $1300
dw $1300, $1300, $1300, $1300, $1300, $1300, $1300, $1300
dw $1300, $1300, $1300, $1300, $1300, $1300, $1300, $1300
.TrackStartingY
dw $1380, $10C9, $1100, $10D0, $1100, $1100, $1100, $1100
dw $1100, $1100, $1100, $1100, $1100, $1100, $1100, $1100
dw $1100, $1100, $1100, $1100, $1100, $1100, $1100, $1100
dw $1100, $1100, $1100, $1100, $1100, $1100, $1100, $1100
incsrc "data/minecart_tracks.asm"
}
; =========================================================