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tuxor1337 avatar tuxor1337 commented on June 21, 2024

You probably already checked this, but for the sake of documentation I want to leave this piece of information here:

The compass is not drawn because the FADING_STATE has the value 2 in the situation you describe. Now some remarks on the FADING_STATE. It only takes one of the values 0, 1, 2, 3. More precisely:

  • 0: The only place where it is set to this value is in city_fade_and_colors which is called only from game_loop() -> do_town() -> city_step() -> seg066_10c8() -> seg066_0692(). If it's not 0 on entering the function city_fade_and_colors, we see a fade-in and it's set to 0.
  • 1: The only places where it takes this value (apart from leave_dungeon and at the end of do_travel_mode) is city_fade_and_colors. But it's always 0 when leaving this function. And it's never explicitly checked whether it takes the value 1.
  • 2: The only place where it is set to this value is in void copy_palette(void). The only place where this function is called is on leaving a location (especially on leaving a temple!).
  • 3: It takes this value on leaving several states like the game_options, the status_menu or a fight. Furthermore it takes this value at the end of load_game_state.

Apart from that, the meaning of the FADING_STATE is currently not clear, but it has to do with fading or a change of location/state.

Apparently, the problem is that this flag should be something different from 2 whenever we are in a dungeon. And the best place to handle this is in do_dungeon which I haven't had time to look into yet.

from bright-eyes.

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