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Move corner logo + title down/left to clear CRT overscan.
1 parent e8f7f60 commit 3359017

1 file changed

Lines changed: 8 additions & 9 deletions

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gamecube/ppc/main.c

Lines changed: 8 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -117,12 +117,11 @@ static void xfb_compose_logo(u32 *fb_words, int fb_pitch_words,
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}
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}
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// Console column 0 sits at pixel x=20 (CONSOLE_START_POS, defined below).
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// With cropped masks (no internal padding) the bounding box left edge IS
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// the silhouette's visible edge — so placing the logo at x=20 makes its
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// left edge align exactly with the leftmost console character.
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#define CORNER_LOGO_X 20
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#define CORNER_LOGO_Y 16
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// Inset enough from the framebuffer edges to clear typical CRT overscan
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// (the outer ~5–10% of pixels are usually cut). Logo sits left of the
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// console text — the silhouette's left edge is at x=CORNER_LOGO_X.
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#define CORNER_LOGO_X 8
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#define CORNER_LOGO_Y 40
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static void xfb_draw_corner_logo(u32 *fb_words, int fb_pitch_words) {
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static const yuv_t white = {235, 128, 128};
@@ -506,9 +505,9 @@ int main(int argc, char **argv) {
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}
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// Repaint each port at a fixed row (5 rows: header + 3 data + blank).
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// Logo+title bitmaps occupy y=16..80 → port rendering starts at row 6
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// (y=96, just below the logo's bottom edge with a clean gap).
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int base_row = 6;
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// Logo + title occupy y=40..~94 → port rendering starts a little below
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// that with breathing room.
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int base_row = 7;
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for (int i = 0; i < 4; i++) {
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pad_snap_t snap = {0};
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u32 raw_type = SI_GetType(i);

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