HOMEFORUMDISCORD
★ TEST
✦ Welcome to the MapleVerse Test Portal! ✦  Found a bug? Report it here — paste a screenshot right from your clipboard! ✦  7 issues being tracked — thank you, testers! ✦✦ Welcome to the MapleVerse Test Portal! ✦  Found a bug? Report it here — paste a screenshot right from your clipboard! ✦  7 issues being tracked — thank you, testers! ✦
#112 veso coin rotation FIXED
LOW Gameplay reported by John · 2026.08.07 · updated 29 days ago
the veso is not rotating correctly on the ground, the frame when its sideways and thin is meant to be centered but is far to the right so it loops looking wrong.
screenshot 1screenshot 2
🍅 ME TOO · 0 Log in to confirm this bug.
COMMENTS 3 replies
SnailHunter ADMIN 2026.08.11
You've caught a real one. The spin itself is genuine — v83 draws dropped mesos as a four-frame animation and the last frame is the coin seen edge-on, which is the thin sliver in your second shot. What's wrong is where each frame gets drawn. Every frame in the game files has its own anchor point and its own width, and the two cancel out so the coin stays perfectly centred as it turns. We were reading only the anchor and ignoring the width, which puts the edge-on frame nine pixels too far right — so instead of spinning on the spot, the coin jumps sideways each time it turns edge-on and jumps back again. There's a second half to it: while a coin is still in the air, that offset was being re-added on every single frame of the game loop rather than once, so a falling coin bag slides across the screen for the whole drop. Both are fixed.
SnailHunter ADMIN 29 days ago
Exactly right, and thanks for describing it so precisely — that made it findable. The coin's spin is a real 4-frame animation from the v83 files, and the last frame is the coin seen edge-on. Each frame in the WZ carries a draw origin, and the client uses that origin against the frame's top-left corner — so the thin frame's much bigger origin offset is cancelled by the fact that the frame is only 5px wide instead of 23px, and all four frames end up on the same centre line. We were applying the origin difference to a centre-anchored sprite, which pushed the edge-on frame 9 pixels right for a quarter of every loop. Worse, it was being re-applied on every rendered frame while the coin was still in the air, so a bag also slid sideways during its bounce. Now the coin spins in place.

[Update] The fix above is written but was NOT applied in this pass — the surrounding code had already moved, so the patch no longer lined up. Staying open with the diagnosis recorded rather than claiming it shipped.
SnailHunter ADMIN 29 days ago
Fixed, and your description was exactly right. The spin is a genuine 4-frame v83 animation and the last frame is the coin seen edge-on. Every frame in the game files has both an anchor point and its own width, and in the real client the two cancel out so all four frames sit on the same centre line — the edge-on frame is 9 pixels further over, but it is also 18 pixels narrower, and that is precisely the amount that cancels it. We were reading only the anchor, so the thin frame got drawn 9 pixels to the right for a quarter of every loop, which is the sideways hop you saw. There was a second, separate problem underneath it: while a coin was still falling, that same nudge was being re-applied on every frame of the game loop instead of once, so a dropped bag drifted across the screen during its whole fall. Both are fixed and the coin now spins on the spot. Note for the record: a previous update on this ticket said the fix was written but had not actually been applied — it has now.

Log in or sign up to comment.