Files
gen1recomp/data/scripts
thibautbus 6d841526b1 Hold two frames on Oak's turn before the Pikachu battle starts
oak.facing was set and the battle pushed in the same synchronous
callback, so the overworld never rendered a frame of Oak already
turned toward the grass before the screen cut to battle.

Traced home/overworld.asm: PalletTownOakGreetsPlayerScript (the turn)
and PalletTownPikachuBattleScript (arming wCurOpponent) are separate
script ticks, one main-loop iteration apart. OverworldLoopLessDelay
burns two DelayFrame calls per iteration, calls RunMapScript (via
JoypadOverworld) first, and only then checks wCurOpponent to jump
into the battle -- so the turn from iteration A is on screen for the
two DelayFrame calls that open iteration B, before that same
iteration's RunMapScript arms wCurOpponent and falls straight into
the battle check. hold(2, ...) restores exactly that beat.
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