w/h masking untested, I'm lazy
}
if(num_vertexes > 2)
- command_length += ((num_vertexes * 2) - 2);
+ command_length += ((num_vertexes - 2) * 2);
break;
}
case 0x80: // vid -> vid
render_block_move(psx_gpu, list_s16[2] & 0x3FF, list_s16[3] & 0x1FF,
- list_s16[4] & 0x3FF, list_s16[5] & 0x1FF, list_s16[6], list_s16[7]);
+ list_s16[4] & 0x3FF, list_s16[5] & 0x1FF,
+ ((list_s16[6] - 1) & 0x3FF) + 1, ((list_s16[7] - 1) & 0x1FF) + 1);
break;
#ifdef PCSX
int cmd = 0, pos = 0, len, dummy;
int skip = 1;
+ // XXX: polylines are not properly handled
while (pos < count && skip) {
uint32_t *list = data + pos;
cmd = list[0] >> 24;