diff --git a/site/content/entry/yuzu-progress-report-oct-2023/index.md b/site/content/entry/yuzu-progress-report-oct-2023/index.md index 1d6822d2..ffba1efd 100644 --- a/site/content/entry/yuzu-progress-report-oct-2023/index.md +++ b/site/content/entry/yuzu-progress-report-oct-2023/index.md @@ -90,8 +90,8 @@ This work solves rendering issues in games like `Disney Speedstorm` and `Titan G {{< single-title-imgs-compare "Look, the most powerful mouse in the world (Disney Speedstorm)" - "./depthbug.png" - "./depthfix.png" + "./disneybug.png" + "./disneyfix.png" >}} Some games also make aliases of images in the D32 depth format. @@ -196,7 +196,7 @@ And to close the graphics section, by following this chain of events, the previo 95 lines of {{< gh-hovercard "11896" "cropping-behaviour code changes" >}} later, and byte[] solved the issue. {{< imgs - "./tt.png| Good aesthetics (Arcaea)" + "./arcaea.png| Good art style (Arcaea)" >}} ## Android changes @@ -331,7 +331,7 @@ Our audio connoisseur Maide found thanks to user reports that `Ancient Rush 2` w {{< gh-hovercard "11735" "Clearing the DPS buffer" >}} after each call execution closes the issue. {{< imgs - "./poke.png| Diggy Diggy Hole! (Ancient Rush 2)" + "./ar2.png| Diggy Diggy Hole! (Ancient Rush 2)" >}} Speaking of audio, byte[] accomplished another blow to shutdown crashes by {{< gh-hovercard "11778" "fixing a shutdown deadlock" >}} in the audio renderer.