gpu: dont render an obj window in one of N cases remaining where that happens accidentally and add a note about a failing save autodetection
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@ -1494,6 +1494,7 @@ void GPU::_spriteRender(u8 * dst, u8 * dst_alpha, u8 * typeTab, u8 * prioTab)
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u16 l = currLine;
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GPU *gpu = this;
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struct _DISPCNT * dispCnt = &(gpu->dispx_st)->dispx_DISPCNT.bits;
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_OAM_ * spriteInfo = (_OAM_ *)(gpu->oam + (nbShow-1));// + 127;
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u8 block = gpu->sprBoundary;
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@ -1723,10 +1724,15 @@ void GPU::_spriteRender(u8 * dst, u8 * dst_alpha, u8 * typeTab, u8 * prioTab)
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if(colour && (prioTab[sprX]>=prio))
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{
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T2WriteWord(dst, (sprX<<1), LE_TO_LOCAL_16(T2ReadWord(pal, colour << 1)));
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dst_alpha[sprX] = 16;
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typeTab[sprX] = spriteInfo->Mode;
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prioTab[sprX] = prio;
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if(spriteInfo->Mode==2)
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sprWin[sprX] = 1;
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else
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{
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T2WriteWord(dst, (sprX<<1), LE_TO_LOCAL_16(T2ReadWord(pal, colour << 1)));
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dst_alpha[sprX] = 16;
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typeTab[sprX] = spriteInfo->Mode;
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prioTab[sprX] = prio;
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}
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}
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}
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@ -358,6 +358,7 @@ void BackupDevice::reset_command()
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//another modern typical case..
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//but unfortunately we select this case for spider-man 3, when what it meant to do was
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//present the archaic 1+2 case
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//it seems that over the hedge does this also.
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addr_size = 2;
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break;
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case 4:
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