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Fix tilemap gaps in affine graphic modes #733 #735

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merged 6 commits into from
Jul 11, 2024

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kouta-kun
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@kouta-kun kouta-kun commented Jul 9, 2024

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@gwilymk gwilymk left a comment

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Thanks! This definitely shows I need to fix this properly which I'll hopefully get round to doing at some point in autumn or winter :D


if *self.tiles_dirty() {
unsafe {
let tiledata: Vec<u8> = self.tiles_mut().iter().map(|a| a.tile_index(FourBpp).raw_index() as u8).collect();
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Should this be EightBpp? I know that it doesn't actually make a difference, but it feels more correct here :)

Could you also pull this line out of the unsafe block since it doesn't really need to go there

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Pushed it in the latest commit :)

CHANGELOG.md Outdated
@@ -7,6 +7,9 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0

## [Unreleased]

### Fixed
- Kludge fix for tilemap gaps in affine graphics modes.
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Suggested change
- Kludge fix for tilemap gaps in affine graphics modes.
- There are no longer gaps between tiles in affine graphics modes.

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gwilymk commented Jul 10, 2024

Looks like priority() isn't used any more so can be deleted :). I'll merge once the build is passing :D

@kouta-kun
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@gwilymk Pushed some more fixes for the Just CI build :)

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gwilymk commented Jul 11, 2024

Amazing, thank you!

@gwilymk gwilymk merged commit 5829d71 into agbrs:master Jul 11, 2024
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2 participants