Age | Commit message (Collapse) | Author |
|
|
|
|
|
Although I did not consult with disassembly, judging from the game
logic _unkEndSeqVar4 is used for switching certain Malcolm frames,
and it is apparent that this should happen only under condition,
not always.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This fixes expose events with the opengl backend.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This fixes two issues:
* The rendering rectangle was not rotated, causing garbage to be
drawn if the rotated rectangle did not fully cover the unrotated
rectangle, or sprites to be clipped in the opposite case.
* The order of mirror/scale/rotation operations was inconsistent.
This commit does scaling first, followed by rotation. (This is only an
issue because scaling is specified separately in X and Y directions.)
For now only FIXMEs are added for mirroring.
|
|
|
|
|
|
|
|
This correction no longer seems to be necessary, and removes an
off-by-one in the J.U.L.I.A. Demo main menu screen.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This also reduces inter-header dependencies
|
|
This also reduces inter-header dependencies
|