Fix tile mapping for 256-color sprites

This commit is contained in:
Jeffrey Pfau 2013-05-13 02:47:11 -07:00
parent c20efb42ff
commit f8b0acd86a
1 changed files with 1 additions and 1 deletions

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@ -917,7 +917,7 @@ static const int _objSizes[32] = {
}
#define SPRITE_XBASE_256(localX) unsigned xBase = (localX & ~0x7) * 8 + (localX & 6);
#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * (renderer->dispcnt.objCharacterMapping ? width : 0x100) + (localY & 0x7) * 8;
#define SPRITE_YBASE_256(localY) unsigned yBase = (localY & ~0x7) * (renderer->dispcnt.objCharacterMapping ? width : 0x80) + (localY & 0x7) * 8;
#define SPRITE_DRAW_PIXEL_256_NORMAL(localX) \
uint16_t tileData = renderer->d.vram[(yBase + charBase + xBase) >> 1]; \