From a0c3f4c6be61d0872706aaab6a21162cff237ae0 Mon Sep 17 00:00:00 2001 From: flan Date: Mon, 28 Jul 2025 16:15:49 +0200 Subject: [PATCH] Keep current picture sprite shown while the new one is loading Prevents flickering on multi-picture sequences loaded from a slow source such as a remote server. Some examples (Yume 2kki 0.127i): - entry animation in MAP0259 (Square-Square World) -> MAP3117 (Goldfish Pond) - entry animation in MAP2997 (Photographic Field) -> MAP2998 (Dining Table) - background animation in MAP3116 (Rural Starflower Field: Entrance) --- src/game_pictures.cpp | 5 ----- 1 file changed, 5 deletions(-) diff --git a/src/game_pictures.cpp b/src/game_pictures.cpp index 21422f2c31..6f7187c2f7 100644 --- a/src/game_pictures.cpp +++ b/src/game_pictures.cpp @@ -253,11 +253,6 @@ bool Game_Pictures::Picture::Show(const ShowParams& params) { bool Game_Pictures::Show(int id, const ShowParams& params) { auto& pic = GetPicture(id); if (pic.Show(params)) { - if (pic.sprite && !pic.data.name.empty()) { - // When the name is empty the current image buffer is reused by ShowPicture command (Used by Yume2kki) - // In all other cases hide the current image until replaced while doing an Async load - pic.sprite->SetVisible(false); - } RequestPictureSprite(pic); return true; }