diff --git a/src/goddard/renderer.c b/src/goddard/renderer.c index 06928dc7..d2f45acd 100644 --- a/src/goddard/renderer.c +++ b/src/goddard/renderer.c @@ -2986,9 +2986,9 @@ void update_cursor(void) { reset_dlnum_indices(sHandShape->gdDls[gGdFrameBuf]); if (gGdCtrl.btnApressed) { - gd_put_sprite((u16 *) gd_texture_hand_closed, GFX_DIMENSIONS_FROM_LEFT_EDGE(sHandView->upperLeft.x), sHandView->upperLeft.y, 0x20, 0x20); + gd_put_sprite((u16 *) gd_texture_hand_closed, sHandView->upperLeft.x, sHandView->upperLeft.y, 32, 32); } else { - gd_put_sprite((u16 *) gd_texture_hand_open, GFX_DIMENSIONS_FROM_LEFT_EDGE(sHandView->upperLeft.x), sHandView->upperLeft.y, 0x20, 0x20); + gd_put_sprite((u16 *) gd_texture_hand_open, sHandView->upperLeft.x, sHandView->upperLeft.y, 32, 32); } gd_enddlsplist_parent(); @@ -3444,7 +3444,8 @@ void Unknown801A5FF8(struct ObjGroup *arg0) { void gd_put_sprite(u16 *sprite, s32 x, s32 y, s32 wx, s32 wy) { s32 c; // 5c s32 r; // 58 - f32 aspect = GFX_DIMENSIONS_ASPECT_RATIO * 0.75; + // Must be game screen aspect ratio, not GFX window aspect ratio + f32 aspect = ((float) SCREEN_WIDTH) / ((float) SCREEN_HEIGHT ) * 0.75; x *= aspect; gSPDisplayList(next_gfx(), osVirtualToPhysical(gd_dl_sprite_start_tex_block));