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Corrected both position increments and target time calculation.
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@ -634,12 +634,12 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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next_copy = 64;
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}
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int time_until_copy = next_copy - position;
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if(start+time_until_copy < next_event_time) next_event_time = start+time_until_copy;
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int next_copy_time = start + next_copy - position;
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if(next_copy_time < next_event_time) next_event_time = next_copy_time;
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}
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// the next interesting event is after next_event_time cycles, so progress
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position = (position + next_event_time) % 160;
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position = (position + next_event_time - start) % 160;
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start = next_event_time;
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// if the event is a motion tick, apply
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@ -673,6 +673,6 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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else
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{
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// just advance the timer all in one jump
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position = (position + start - end) % 160;
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position = (position + end - start) % 160;
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}
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}
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