toggling layers on/off can now show hidden layers
layer enabled -> toggling on=visible off=invisible layer disabled -> toggling on=invisible off=visible
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e9f12de6a5
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6446581624
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@ -148,11 +148,15 @@ void GPU_resortBGs(GPU *gpu)
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memset(gpu->sprWin[i],0, 256);
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// we don't need to check for windows here...
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gpu->LayersEnable[0] = gpu->dispBG[0] && cnt->BG0_Enable && !(gpu->dispCnt.bits.BG0_3D && (gpu->core==0)) ;
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gpu->LayersEnable[1] = gpu->dispBG[1] && cnt->BG1_Enable;
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gpu->LayersEnable[2] = gpu->dispBG[2] && cnt->BG2_Enable;
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gpu->LayersEnable[3] = gpu->dispBG[3] && cnt->BG3_Enable;
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gpu->LayersEnable[4] = gpu->dispOBJ && cnt->OBJ_Enable;
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// if we tick boxes, invisible layers become invisible & vice versa
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#define OP ^ !
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// if we untick boxes, layers become invisible
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//#define OP &&
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gpu->LayersEnable[0] = gpu->dispBG[0] OP(cnt->BG0_Enable && !(gpu->dispCnt.bits.BG0_3D && (gpu->core==0)));
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gpu->LayersEnable[1] = gpu->dispBG[1] OP(cnt->BG1_Enable);
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gpu->LayersEnable[2] = gpu->dispBG[2] OP(cnt->BG2_Enable);
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gpu->LayersEnable[3] = gpu->dispBG[3] OP(cnt->BG3_Enable);
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gpu->LayersEnable[4] = gpu->dispOBJ OP(cnt->OBJ_Enable);
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// KISS ! lower priority first, if same then lower num
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for (i=0;i<NB_PRIORITIES;i++) {
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