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https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
fix picto with res multiplier and docked windows (#474)
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@@ -80,6 +80,8 @@ void FB_WriteFramebufferSliceToCPU(Gfx** gfxp, void* buffer, u8 byteSwap) {
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// Set the N64 resolution framebuffer as the draw target (320x240)
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gsSPSetFB(gfx++, gN64ResFrameBuffer);
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// Reset scissor for new framebuffer
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gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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int16_t s0 = 0, t0 = 0;
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int16_t s1 = OTRGetGameRenderWidth();
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@@ -92,7 +94,7 @@ void FB_WriteFramebufferSliceToCPU(Gfx** gfxp, void* buffer, u8 byteSwap) {
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// to the N64 resolution buffer. Currently ratios smaller than 4:3 will just stretch to fill.
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if (aspectRatio > fourByThree) {
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int16_t adjustedWidth = OTRGetGameRenderWidth() / (aspectRatio / fourByThree);
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s0 = (OTRGetCurrentWidth() - adjustedWidth) / 2;
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s0 = (OTRGetGameRenderWidth() - adjustedWidth) / 2;
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s1 -= s0;
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}
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@@ -104,6 +106,8 @@ void FB_WriteFramebufferSliceToCPU(Gfx** gfxp, void* buffer, u8 byteSwap) {
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gDPReadFB(gfx++, gN64ResFrameBuffer, buffer, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, byteSwap);
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gsSPResetFB(gfx++);
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// Reset scissor for original framebuffer
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gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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*gfxp = gfx;
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}
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