MAME - Hyper NeoGeo 64 - Sprite Scaling Fixes (no commentary)
**click See More to view timestamps of improvements** The previous HNG64 sprite scaling implementation was throwing a lot of 'float' types around, to convert to and from the pixel step in order to work with the generic MAME draw functions. This, amongst other things was causing a loss of precision, especially with chained sprites. As a result, many zoomed sprites didn't align with each other properly, with noticeable gaps or movement that just didn't look smooth. The code has been reworked to give better precision.
0:43 Buriki One - Jumbotron is made up of multiple sprites, left and right parts align now rather than leaving gaps
0:59 Buriki One - Camera crane pieces no longer have gaps between them
1:09 Buriki One - Come Back Into The Ring text now scales smoothly
(same improvements can be seen for the duration of the Buriki One footage)
5:13 Samurai Shodown 64 - Scaling sprite in intro is smooth without gaps
5:24 Samurai Shodown 64 - Scaling game logo is smooth without gaps (but is missing a Sprite Mosaic effect vs. hardware)
5:55, 6:50 Samurai Shodown 64 - Blended shadows that (correctly) cut into the other parts of the display now scale without gaps
6:05 Samurai Shodown 64 - Large red screen tint sprite scales smoothly without gaps
12:42 , 13:20 Beast Busters 2nd Nightmare - No gap between halves of full screen overlay when grenade is used
(same every time a grenade is used in the BB2 footage)
15:37 Fatal Fury Wild Ambition - VS logo scales smoothly (it's missing a mask effect though, it should be cutting a hole rather than drawing)
(There are many single line errors fixed on hit effects in Wild Ambition too)
22:32 Roads Edge - Go text now zooms correctly without leaving a gap between the two parts of it.
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