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Fix incorrect cursor position calculation on Mario head screen (related to #28)
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parent
4d1c229e6d
commit
339735392f
1 changed files with 4 additions and 3 deletions
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@ -2986,9 +2986,9 @@ void update_cursor(void) {
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reset_dlnum_indices(sHandShape->gdDls[gGdFrameBuf]);
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if (gGdCtrl.btnApressed) {
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gd_put_sprite((u16 *) gd_texture_hand_closed, GFX_DIMENSIONS_FROM_LEFT_EDGE(sHandView->upperLeft.x), sHandView->upperLeft.y, 0x20, 0x20);
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gd_put_sprite((u16 *) gd_texture_hand_closed, sHandView->upperLeft.x, sHandView->upperLeft.y, 32, 32);
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} else {
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gd_put_sprite((u16 *) gd_texture_hand_open, GFX_DIMENSIONS_FROM_LEFT_EDGE(sHandView->upperLeft.x), sHandView->upperLeft.y, 0x20, 0x20);
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gd_put_sprite((u16 *) gd_texture_hand_open, sHandView->upperLeft.x, sHandView->upperLeft.y, 32, 32);
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}
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gd_enddlsplist_parent();
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@ -3444,7 +3444,8 @@ void Unknown801A5FF8(struct ObjGroup *arg0) {
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void gd_put_sprite(u16 *sprite, s32 x, s32 y, s32 wx, s32 wy) {
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s32 c; // 5c
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s32 r; // 58
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f32 aspect = GFX_DIMENSIONS_ASPECT_RATIO * 0.75;
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// Must be game screen aspect ratio, not GFX window aspect ratio
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f32 aspect = ((float) SCREEN_WIDTH) / ((float) SCREEN_HEIGHT ) * 0.75;
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x *= aspect;
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gSPDisplayList(next_gfx(), osVirtualToPhysical(gd_dl_sprite_start_tex_block));
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