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If a sprite is 16x8, and set to tile index 63, then the right half of the sprite should be taken from tile index 32. However, mGBA pulls from tile index 64.
I've included a small test ROM. On mGBA 0.9.3-0.10, it will display a white+red sprite, but on hardware it displays a white+green sprite.
This fixes the test ROM... there's probably a better way to do this by having charBase mean the start of the row. I also have no clue how to fix the GL renderer, or deal with other sprite cases (256, windowing, etc). At least it's a start:
Perfect, thanks. I have a patch prepared, but I'm testing it to make sure it doesn't break anything. I noticed that this does not apply to 1D-mapped sprites, only 2D-mapped, which makes a lot of sense, so I'm glad I checked.
If a sprite is 16x8, and set to tile index 63, then the right half of the sprite should be taken from tile index 32. However, mGBA pulls from tile index 64.
I've included a small test ROM. On mGBA 0.9.3-0.10, it will display a white+red sprite, but on hardware it displays a white+green sprite.
obj.gba.zip
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