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Updated Korean font

Hi friend!

I want to replace the new font that satisfies the better readability and capacity compared to the previous Korean font.

Please see the attached file.

Best regards.

font8x8-kr_갈무리M.zip

Slightly off-integer image scaling on Wii

I have this "fixed" on my end but my fix is just the result of trial and error futzing around with these values, I'm certain it could be fixed far more correctly.

f32 cx2 = ((f32)(cropx + cropw) / (f32)s->width) - (0.001f / (f32)s->width);
f32 cy2 = ((f32)(cropy + croph) / (f32)s->height) - (0.001f / (f32)s->height);

t[i].cropx2 = ((f32)(cropx + cropw) / (f32)s->width) - (0.001f / (f32)s->width);
t[i].cropy2 = ((f32)(cropy + croph) / (f32)s->height) - (0.001f / (f32)s->height);

Locally, I made all of these + (0.03f / (f32)s-> ... (plus, not minus, and 0.03f, not 0.001f).

The tilemap change should be apparent everywhere as long as you look close enough, while the DrawSurfacePart is more specific and only noticeable when objects are positioned on the scaling "seams". The room I found most useful for testing is this one:

IMG_20201028_163617_620

If you look closely, there is a column of doubled pixels to the right of center of the screen, and a row of doubled pixels at the top of the left floating platform, including the top pixel of the floating platform itself.

Another example is this bat (with a stretched left eye), two screens to the left when starting a new game:

IMG_20201028_173824_795

Sorry I don't have a proper fix for this, it's an odd one. Both of the above examples are fixed with my jank hack, but I don't know whether I'm breaking anything else by doing that.

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