diff --git a/game.h b/game.h index bea2624..9372929 100755 --- a/game.h +++ b/game.h @@ -243,12 +243,12 @@ typedef struct #define SFG_SPRITE_SIZE(size0to3) \ (((size0to3 + 3) * SFG_BASE_SPRITE_SIZE) / 4) -#define SFG_SPRITE_SIZE_PIXELS(size0to3) \ - ((SFG_SPRITE_SIZE(size0to3) * SFG_SPRITE_MAX_SIZE) / RCL_UNITS_PER_SQUARE) - #define SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(size0to3) \ (SFG_SPRITE_SIZE(size0to3) / 2) +#define SFG_SPRITE_SIZE_PIXELS(size0to3) \ + ((SFG_SPRITE_SIZE(size0to3) * SFG_SPRITE_MAX_SIZE) / RCL_UNITS_PER_SQUARE) + /** Holds information about one instance of a level item (a type of level element, e.g. pickable items, decorations etc.). The format is following: diff --git a/settings.h b/settings.h index cc1e4ee..081c2e8 100644 --- a/settings.h +++ b/settings.h @@ -417,7 +417,8 @@ /** Says the size, in pixels, of a sprite when it is closest to the camera, which is the maximum size that can be drawn. Sprites on "weird" aspect ratios can - look weirdly scaled, so this option can be used to fix that. + look weirdly scaled, so this option can be used to fix that (typically set + horizontal screen resolution instead of vertical). */ #ifndef SFG_SPRITE_MAX_SIZE #define SFG_SPRITE_MAX_SIZE \