Page 3 of 3
Re: Tilegen

Posted:
Fri Sep 25, 2020 4:37 pm
by Bart
I just tried this but it doesn't seem to fix Scud at all. Am I missing something? I inserted it on line 406 of Render2D.cpp...
Re: Tilegen

Posted:
Fri Sep 25, 2020 5:01 pm
by Ian
What clock speed you testing at? Was using 50. Because the value is written right where I do a buffer swap scroll values might end up in the same frame
Re: Tilegen

Posted:
Fri Sep 25, 2020 6:28 pm
by Bart
Same: 50.
Re: Tilegen

Posted:
Sat Sep 26, 2020 1:51 pm
by Ian
Should have been -8
But testing that broke the player selection screen in spike out:/ will test out some other possibilities
Re: Tilegen

Posted:
Mon Oct 04, 2021 10:14 am
by Ian
Ignoring scud
Does this have any negative effects on any games ?
uint16_t maskTest = 1 << (15-((pixelOffset+16)/32));
instead of
uint16_t maskTest = 1 << (15-((pixelOffset+0)/32));