fix quicknes lua rendering being offset incorrectly sometimes. fixes #498
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@ -116,6 +116,7 @@ namespace BizHawk.Client.EmuHawk
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{
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{
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var g = _luaSurface == null ? Graphics.FromImage(_nullGraphicsBitmap) : _luaSurface.GetGraphics();
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var g = _luaSurface == null ? Graphics.FromImage(_nullGraphicsBitmap) : _luaSurface.GetGraphics();
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//we don't like CoreComm, right? Someone should find a different way to do this then.
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var tx = Global.Emulator.CoreComm.ScreenLogicalOffsetX;
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var tx = Global.Emulator.CoreComm.ScreenLogicalOffsetX;
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var ty = Global.Emulator.CoreComm.ScreenLogicalOffsetY;
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var ty = Global.Emulator.CoreComm.ScreenLogicalOffsetY;
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if (tx != 0 || ty != 0)
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if (tx != 0 || ty != 0)
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@ -27,6 +27,10 @@ namespace BizHawk.Emulation.Cores.Consoles.Nintendo.QuickNES
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LibQuickNES.qn_set_sprite_limit(Context, _settings.NumSprites);
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LibQuickNES.qn_set_sprite_limit(Context, _settings.NumSprites);
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RecalculateCrops();
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RecalculateCrops();
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CalculatePalette();
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CalculatePalette();
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CoreComm.ScreenLogicalOffsetX = o.ClipLeftAndRight ? 8 : 0;
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CoreComm.ScreenLogicalOffsetY = o.ClipTopAndBottom ? 8 : 0;
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return false;
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return false;
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}
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}
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