The engine's new retry flow (result screen → retry game, upstream 0a30e71) calls ResultFadeIn:start_reverse(). Nijiiro overrides result_fade_in.lua without it, so the result background never closed back over the screen before the retry.
Same as the parent: start_reverse restarts animation 15 and draw uses 1 - fade while reversed, for both the layered arcade background and the single-texture fallback.
The engine's new retry flow (result screen → retry game, upstream 0a30e71) calls `ResultFadeIn:start_reverse()`. Nijiiro overrides `result_fade_in.lua` without it, so the result background never closed back over the screen before the retry.
Same as the parent: `start_reverse` restarts animation 15 and `draw` uses `1 - fade` while reversed, for both the layered arcade background and the single-texture fallback.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
The engine's retry flow calls ResultFadeIn:start_reverse; this override
of the parent's result_fade_in.lua had no such method, so the result
background never closed back over the screen before the retry.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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The engine's new retry flow (result screen → retry game, upstream 0a30e71) calls
ResultFadeIn:start_reverse(). Nijiiro overridesresult_fade_in.luawithout it, so the result background never closed back over the screen before the retry.Same as the parent:
start_reverserestarts animation 15 anddrawuses1 - fadewhile reversed, for both the layered arcade background and the single-texture fallback.🤖 Generated with Claude Code