Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|00528||Graphics||Minor||Always||Jan 30, 2008, 12:12||Jan 16, 2016, 23:19|
|Version||0.61||Fixed in Version||0.118u1||Build|
|Summary||00528: karatour: Some little green (bad) square tiles can be seen when the background tilemap scrolls in the first level.|
Some little green (bad) square tiles can be seen when the background tilemap scrolls in the first level.
Update: The green blocks also appear in the second stage. And they don't have to be green at all (sorry, no screenshot). They also disappear if you get back to the middle for the face off before you go on fighting again.
|Steps To Reproduce|
|Affected Sets / Systems||karatour|
karatour061gre.png (11,604 bytes) Feb 14, 2008, 14:49
|There are no relationsihp linked to this issue.|
Jan 16, 2016, 21:39
Can't reproduce this anymore.
After some testing, looks like it was fixed in 0.118u1, probably by Aaron Giles:
Significantly revamped the tilemap rendering code. There are now only two tilemap types, based on whether or not you want transparency based on pen or color. All existing tilemap effects are built on top of these two modes. The internal tilemap handling code has been reorganized and simplified in a number of cases. For most games, this change is transparent (har har), apart from the change in tilemap type values. Several concepts within the tilemap system now have different terminology for clarity and to remove some ambiguous naming ('priority', for example, was overloaded). A small tutorial and better documentation is now present at the top of tilemap.h and provides more details of the changes. [Aaron Giles]
Jan 16, 2016, 23:19
|Fixed in 0.118u1. Thx!|