Comments (2)
I have an impression that this is an issue with SDL itself (on PSV). It may even have already been resolved in newer SDL versions, but vitasdk has SDL 2.28.5 in its package repo while the latest SDL version is currently 2.30.1.
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Simple way to fix it is to disable all resolutions with width not divisible by 4. This is a common logic for all monitors. We don't use SDL for rendering on Vita. We shouldn't populate any resolutions except existing 3 for Vita.
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Related Issues (20)
- heroes of might and magic 2 - campaign - the price of loyalty - mission 8 HOT 2
- Improve Ultimate Artifact object sprite
- Adventure map: computer don't want to protect his castle
- Capitulation logic HOT 2
- Battle: Improve attack strategy to loose less troops HOT 1
- Battle: computer is rushing and loosing units HOT 1
- Battle: if we definetely loose, then try to kill as much units, as we can
- I suggest new feature - rating of the map HOT 1
- Castle screen, scroll bar becomes too tiny for a sizeable trade
- High scores screen, the default name can be too long to fit the list HOT 4
- Castle info field is too large and shifted HOT 1
- Show creature info for the editor dialog
- Combat, AI behavior, AI shooters tend to spread their shots over different troops (1.1.0 8733)
- [Scenario Editor] Graveyard is in the wrong category HOT 2
- AI doesn't take into an account Troll's regenerative abilities
- Adventure map, sometimes the hero's movement animation is stopped when he enters the stone liths HOT 1
- Combat screen, giant's sprite is displayed on top of the crusader troop's creature count indicator
- Adventure map, optimize the hero's path, taking into account the destination reached on the next turn
- Adventure map, optimize AI behavior of heroes during movement (1.1.0 8733)
- Combat screen, cyclops corpse sprite is displayed on top of the crusader troop's creature count indicator
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