GBHawk: Window timing bug fix
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377c69032c
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@ -833,6 +833,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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window_is_reset = false;
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// don't evaluate sprites until pre-render for window is over
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pre_render = true;
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pre_render_2 = true;
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}
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@ -1199,6 +1200,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// here we set up rendering
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// unlike for the normal background case, there is no pre-render period for the window
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// so start shifting in data to the screen right away
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pre_render = false;
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pre_render_2 = false;
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first_fetch = true;
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@ -829,6 +829,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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window_is_reset = false;
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// don't evaluate sprites until pre-render for window is over
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pre_render = true;
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pre_render_2 = true;
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}
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@ -1156,6 +1157,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// here we set up rendering
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// unlike for the normal background case, there is no pre-render period for the window
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// so start shifting in data to the screen right away
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pre_render = false;
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pre_render_2 = false;
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first_fetch = true;
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@ -516,6 +516,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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window_is_reset = false;
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// don't evaluate sprites until pre-render for window is over
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pre_render = true;
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pre_render_2 = true;
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}
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@ -804,6 +805,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
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// here we set up rendering
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// unlike for the normal background case, there is no pre-render period for the window
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// so start shifting in data to the screen right away
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pre_render = false;
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pre_render_2 = false;
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first_fetch = true;
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