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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.
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1 changed files with 3 additions and 1 deletions
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@ -2403,7 +2403,7 @@ void Graphics::updatetowerbackground()
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{
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{
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int off = map.scrolldir == 0 ? 0 : map.bscroll;
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int off = map.scrolldir == 0 ? 0 : map.bscroll;
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//Draw the whole thing; needed for every colour cycle!
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//Draw the whole thing; needed for every colour cycle!
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for (int j = 0; j < 31; j++)
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for (int j = 0; j < 32; j++)
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{
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{
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for (int i = 0; i < 40; i++)
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for (int i = 0; i < 40; i++)
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{
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{
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@ -2436,6 +2436,8 @@ void Graphics::updatetowerbackground()
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drawtowertile3(i * 8, 30*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate);
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drawtowertile3(i * 8, 30*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate);
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temp = map.tower.backat(i, 31, map.bypos);
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temp = map.tower.backat(i, 31, map.bypos);
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drawtowertile3(i * 8, 31*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate);
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drawtowertile3(i * 8, 31*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate);
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temp = map.tower.backat(i, 32, map.bypos);
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drawtowertile3(i * 8, 32*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate);
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}
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}
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}
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}
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}
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}
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