The parent's gauge render (since its 47319061) is laid out for its own 87-cell flash gauge, and on this skin's 50 × 21 px fade-in grid it draws wrong:
Dark gap before the new cell. With gauge_cell_fade_in, the fading sprite is the new cell itself and the fill stops one cell short until it lands. The parent now puts the sprite at length * bw (a glow on the fill's leading edge), so the new cell faded in one cell too far right, with a dark cell before it.
Clear mark off the grid. The parent puts the clear mark units / 60 cells before the exact clear fraction. Here that's 3.5 px off the cell edges and the クリア frame.
Scripts/game/gauge.lua now loads the parent's gauge from its own file and replaces only render(). Its two changes:
with gauge_cell_fade_in, the sprite goes on cell length - 1
the clear mark sits gauge_clear_mark_offset cells before the fraction (skin_config, set to 1 in #57), which is the cell edge
Everything else, including the dan gauge, the fire and the result screen's draw_result, stays the parent's.
Checked with the parent's current gauge.lua on Easy and Hard (Chouchou, auto), every 100 ms over 13 s: no gap before a fading cell, and the gold zone starts at the クリア frame edge.
The parent's gauge render (since its 47319061) is laid out for its own 87-cell flash gauge, and on this skin's 50 × 21 px fade-in grid it draws wrong:
- **Dark gap before the new cell.** With `gauge_cell_fade_in`, the fading sprite is the new cell itself and the fill stops one cell short until it lands. The parent now puts the sprite at `length * bw` (a glow on the fill's leading edge), so the new cell faded in one cell too far right, with a dark cell before it.
- **Clear mark off the grid.** The parent puts the clear mark `units / 60` cells before the exact clear fraction. Here that's 3.5 px off the cell edges and the クリア frame.
`Scripts/game/gauge.lua` now loads the parent's gauge from its own file and replaces only `render()`. Its two changes:
- with `gauge_cell_fade_in`, the sprite goes on cell `length - 1`
- the clear mark sits `gauge_clear_mark_offset` cells before the fraction (skin_config, set to 1 in #57), which is the cell edge
Everything else, including the dan gauge, the fire and the result screen's `draw_result`, stays the parent's.
Checked with the parent's current gauge.lua on Easy and Hard (Chouchou, auto), every 100 ms over 13 s: no gap before a fading cell, and the gold zone starts at the クリア frame edge.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
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The parent's gauge render (since its 47319061) is laid out for its own 87-cell flash gauge, and on this skin's 50 × 21 px fade-in grid it draws wrong:
gauge_cell_fade_in, the fading sprite is the new cell itself and the fill stops one cell short until it lands. The parent now puts the sprite atlength * bw(a glow on the fill's leading edge), so the new cell faded in one cell too far right, with a dark cell before it.units / 60cells before the exact clear fraction. Here that's 3.5 px off the cell edges and the クリア frame.Scripts/game/gauge.luanow loads the parent's gauge from its own file and replaces onlyrender(). Its two changes:gauge_cell_fade_in, the sprite goes on celllength - 1gauge_clear_mark_offsetcells before the fraction (skin_config, set to 1 in #57), which is the cell edgeEverything else, including the dan gauge, the fire and the result screen's
draw_result, stays the parent's.Checked with the parent's current gauge.lua on Easy and Hard (Chouchou, auto), every 100 ms over 13 s: no gap before a fading cell, and the gold zone starts at the クリア frame edge.
🤖 Generated with Claude Code