So, this flag, which is used by the SCORE / TIME/ RINGS HUD as well probably others behaves extremely weirdly in software rendering if offsets are used to modify a sprite's location ever so slightly while using any other resolution than 320x200;
In these screenshots, offsets of the SCORE HUD have been modified to +18 on the Y axis.
Do note that this is also an issue with any of the higher green resolutions as well.
OpenGL as a whole behaves as if the game was always on 320x200, so it's only an issue with software.
I don't really know why some of the vanilla HUDs use V_NOSCALESTART while some others don't (Exemple: Monitors icons, those use V_SNAPTO flags, but SCORE/TIME/RINGS and lives use V_NOSCALESTART), especially because this flag makes it a pain to align custom HUDs properly with vanilla's since not many people even know what this flag does if they know it exists to begin with, and it requires a few extra steps that wouldn't be necessary if they used V_SNAPTO flags which are anyway advertised on the wiki as better, heck, the wiki even says that V_NOSCALESTART is NOT recommended in most cases anyway.
In these screenshots, offsets of the SCORE HUD have been modified to +18 on the Y axis.
Do note that this is also an issue with any of the higher green resolutions as well.
OpenGL as a whole behaves as if the game was always on 320x200, so it's only an issue with software.
I don't really know why some of the vanilla HUDs use V_NOSCALESTART while some others don't (Exemple: Monitors icons, those use V_SNAPTO flags, but SCORE/TIME/RINGS and lives use V_NOSCALESTART), especially because this flag makes it a pain to align custom HUDs properly with vanilla's since not many people even know what this flag does if they know it exists to begin with, and it requires a few extra steps that wouldn't be necessary if they used V_SNAPTO flags which are anyway advertised on the wiki as better, heck, the wiki even says that V_NOSCALESTART is NOT recommended in most cases anyway.
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