Steps
Open any choice in the overworld dialogue: the bedroom PC menu, a YES/NO question such as picking a starter, and so on.
Actual
The choices are drawn inside the dialogue (text) box, to the right of the text. That is also what clipped the PC menu (#65).
Expected (original game)
Every choice (menus, YES/NO and the amount boxes) is a box of its own, above the text box and aligned to the right. The text box stays below with only the text. See the reference emulator on the bedroom PC.
Notes
Related to #64 (YES/NO vertical) and #65 (PC menu cut off), which this layout also resolves.
The ids #dialogue-choice and #native-dialogue are unchanged, so tests that use them keep working.
The app-only CANCEL button under the menu list is removed for parity; B (also the on-screen B button) leaves the menu, as in the original.
The cursor marker reserves its width on every entry, so the box no longer changes size as the cursor moves.
**Reported by QA (PestoRosso)**
**Steps**
Open any choice in the overworld dialogue: the bedroom PC menu, a YES/NO question such as picking a starter, and so on.
**Actual**
The choices are drawn inside the dialogue (text) box, to the right of the text. That is also what clipped the PC menu (#65).
**Expected (original game)**
Every choice (menus, YES/NO and the amount boxes) is a box of its own, above the text box and aligned to the right. The text box stays below with only the text. See the reference emulator on the bedroom PC.
**Notes**
- Related to #64 (YES/NO vertical) and #65 (PC menu cut off), which this layout also resolves.
- The ids `#dialogue-choice` and `#native-dialogue` are unchanged, so tests that use them keep working.
- The app-only CANCEL button under the menu list is removed for parity; B (also the on-screen B button) leaves the menu, as in the original.
- The cursor marker reserves its width on every entry, so the box no longer changes size as the cursor moves.
Regression on phone viewports: the floating choice box lets the start menu overflow the top of the game screen, so POKéDEX/POKéMON/PACK cannot be tapped. Tracked in #70.
Regression on phone viewports: the floating choice box lets the start menu overflow the top of the game screen, so POKéDEX/POKéMON/PACK cannot be tapped. Tracked in #70.
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Reported by QA (PestoRosso)
Steps
Open any choice in the overworld dialogue: the bedroom PC menu, a YES/NO question such as picking a starter, and so on.
Actual
The choices are drawn inside the dialogue (text) box, to the right of the text. That is also what clipped the PC menu (#65).
Expected (original game)
Every choice (menus, YES/NO and the amount boxes) is a box of its own, above the text box and aligned to the right. The text box stays below with only the text. See the reference emulator on the bedroom PC.
Notes
#dialogue-choiceand#native-dialogueare unchanged, so tests that use them keep working.Fixed in
525ff09(with the choice layout work in5546e57), pushed to main. All dialogue choices are now a box above the text box, as in the original.Regression on phone viewports: the floating choice box lets the start menu overflow the top of the game screen, so POKéDEX/POKéMON/PACK cannot be tapped. Tracked in #70.