From 349702c92c0cb97913165c90f56e736df15aa353 Mon Sep 17 00:00:00 2001 From: Misa Date: Sat, 2 May 2020 13:21:42 -0700 Subject: [PATCH] Fix flickering when holding down ACTION in credits scroll The solution is to draw another row of incoming textures. And also just draw another row of textures when the background needs to be redrawn, otherwise it'll flicker when the color changes while you're holding down ACTION. --- desktop_version/src/Graphics.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/desktop_version/src/Graphics.cpp b/desktop_version/src/Graphics.cpp index 45c2c9cc..72ed171f 100644 --- a/desktop_version/src/Graphics.cpp +++ b/desktop_version/src/Graphics.cpp @@ -2403,7 +2403,7 @@ void Graphics::updatetowerbackground() { int off = map.scrolldir == 0 ? 0 : map.bscroll; //Draw the whole thing; needed for every colour cycle! - for (int j = 0; j < 31; j++) + for (int j = 0; j < 32; j++) { for (int i = 0; i < 40; i++) { @@ -2436,6 +2436,8 @@ void Graphics::updatetowerbackground() drawtowertile3(i * 8, 30*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate); temp = map.tower.backat(i, 31, map.bypos); drawtowertile3(i * 8, 31*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate); + temp = map.tower.backat(i, 32, map.bypos); + drawtowertile3(i * 8, 32*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate); } } }