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Port pause menu framebuffer handling from 2Ship #4346

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@Archez Archez commented Sep 16, 2024

This PR ports over the framebuffer handling logic introduced in 2Ship, and leverages it for the pause menu background (much like in 2Ship). Doing this will allow us to return some of the logic closer in intention to the authentic behavior of the game.

In the past we had to make changes to work around this, notably:

  • The game world and effects were forced to always render/update when paused
    • Things like scrolling texture effects, Link damage flashing, sparkles would continue to update/move while the game was paused
  • The kaleido system was changed to render against a new display stack that is after game world elements, but before the HUD
  • Certain HUD elements were rendered on another new display stack that is after the world elements, but before the kaleido system (specifically hookshoot dot and title cards)
  • A brief frame of static would display during the Game Over screen
  • Added extra conditional logic in some of the code handling lights for actors that would cause crashing during a Game Over

With this PR, all of these changes have been reverted (with the exception of moving all kaleido draw calls back to OPA, I'm deferring this to a follow up PR as that will be large and need to be checked with the mirror mode enhancement).

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