https://www.romhacking.net/hacks/10083/>Super Mario Kart – Fullscreen Edition has been updated to v1.2, fixing several issues exposed by the new fullscreen camera and improving performance in some of the game’s heaviest scenes.>The most important change is the alignment between the kart and the projected ground. In the previous version, the point used by the game for collision detection could sit around 37 scanlines above the kart instead of directly beneath it, causing collisions with walls, track edges and pits to trigger too early. Version 1.2 realigns the projection so the kart now occupies the position the game actually expects.>The update also restores Lakitu’s rescue sequence after falling off the track. The original routine relied on Y-coordinate values that no longer matched the fullscreen layout, preventing parts of the sequence from triggering correctly. Those checks have been adapted without changing Lakitu’s original movement or timing.>Performance has received a deeper pass as well. Profiling revealed that the fullscreen check was being performed 40–55 times per frame by sprite-drawing routines. It is now calculated once per frame and reused, reducing the worst-case slowdown during Lakitu’s rescue from around 18% of frames with lag to virtually zero. Normal driving, the starting grid with all eight karts, and a full Donut Plains race showed no measured lag, with roughly 17–22% of the CPU budget still available.>Version 1.1 also fixed a handful of white pixels that could appear on real hardware in the screen transition band, a problem confirmed on an actual console, and moved the LAP TIME table and standings faces a further five pixels down. Anti AI luddites=BTFO
>>749051272SAAAAAAAAAAAAAR
but will you actually play it
>>749051272>Anti AI luddites=BTFOkek, I see what you did there