From 0a25f0c7cf62745c988c96ef65e82cebe1689ab5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Mat=C3=ADas=20Locatti?= <42481638+goldenx86@users.noreply.github.com> Date: Wed, 9 Jun 2021 09:14:29 -0300 Subject: [PATCH] Update site/content/entry/yuzu-progress-report-may-2021/index.md Co-authored-by: Schplee <24275329+Schplee@users.noreply.github.com> --- site/content/entry/yuzu-progress-report-may-2021/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/site/content/entry/yuzu-progress-report-may-2021/index.md b/site/content/entry/yuzu-progress-report-may-2021/index.md index 0264b49f..4f732645 100644 --- a/site/content/entry/yuzu-progress-report-may-2021/index.md +++ b/site/content/entry/yuzu-progress-report-may-2021/index.md @@ -43,7 +43,7 @@ yuzu has to be able to [properly emulate this behaviour](https://github.com/yuzu something epicboy had no problem properly implementing for us. {{< imgs - "./blits.png| Here’s a beautifully detailed example of the old out-of-bounds wrong behaviour in red, and the correct result in blue, with the affected area moving to the next row,as it should" + "./blits.png| Here’s a beautifully detailed example of the old out-of-bounds incorrect behaviour in red, and the correct result in blue, with the affected area moving to the next row, as it should" >}} The result is quite noticeable in games that use this blit technique, such as `Shantae` and `Pixel Game Maker Series Werewolf Princess Kaguya`, which we mentioned in the previous progress report.