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Re: Tilegen

PostPosted: 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

PostPosted: 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

PostPosted: Fri Sep 25, 2020 6:28 pm
by Bart
Same: 50.

Re: Tilegen

PostPosted: 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

PostPosted: 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));