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Spider Car Unleashed
CLOSES #1483, CLOSES #1610, CLOSES #1615, CLOSES #1646, CLOSES #1649, CLOSES #1651, CLOSES #1653, CLOSES #1656, CLOSES #1683, CLOSES #1685, CLOSES #1686, CLOSES #1687, CLOSES #1688, CLOSES #1689, CLOSES #1690, CLOSES #1693, CLOSES #1694, CLOSES #1695, CLOSES #1696, CLOSES #1702, CLOSES #1704, CLOSES #1705, CLOSES #1706, CLOSES #1707, CLOSES #1708, CLOSES #1710, CLOSES #1711, CLOSES #1712, CLOSES #1713, CLOSES #1716, CLOSES #1717, CLOSES #1718, CLOSES #1719, CLOSES #1720, CLOSES #1721, CLOSES #1725, CLOSES #1732, CLOSES #1745, CLOSES #1748, CLOSES #1749, CLOSES #1751, CLOSES #1754
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@@ -573,7 +573,7 @@ gains a field instead of the name gaining a prefix.
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at the same moment `src/core/Game.lua` and `src/render/Renderer.lua` raise it
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-- the logic tick before the pad is read, a pointer the touch overlay gets
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first refusal on, the palette zone list handed to the present pass, the
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composed frame before GBCFX, the letterbox, and the finished playfield rect
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composed frame before ShaderFX, the letterbox, and the finished playfield rect
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-- and carries the same payload.
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`render.hud`'s `gameX` / `gameY` really is where Gold's dialogue boxes and
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menus land, because `Chrome.fitScale` / `fitOrigin` and `World:fitScale`
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