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GBA Video: Force align 256-color tiles
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@ -17,6 +17,7 @@ Bugfixes:
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- GB Serialize: Fix game title check
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- GB: Revamp IRQ handling based on new information
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- GBA Video: Don't mask out high bits of BLDY (fixes mgba.io/i/899)
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- GBA Video: Force align 256-color tiles
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Misc:
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- GBA Timer: Use global cycles for timers
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- GBA: Extend oddly-sized ROMs to full address space (fixes mgba.io/i/722)
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@ -148,7 +148,7 @@ int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* re
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int32_t x = (uint32_t) GBAObjAttributesBGetX(sprite->b) << 23;
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x >>= 23;
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uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1];
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unsigned charBase = GBAObjAttributesCGetTile(sprite->c) * 0x20;
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unsigned charBase = (GBAObjAttributesCGetTile(sprite->c) & ~GBAObjAttributesAGet256Color(sprite->a)) * 0x20;
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if (GBARegisterDISPCNTGetMode(renderer->dispcnt) >= 3 && GBAObjAttributesCGetTile(sprite->c) < 512) {
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return 0;
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}
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