sprite w/ 256 colors back again
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@ -1141,8 +1141,8 @@ INLINE void render_sprite_256 (GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
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{
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palette_entry = src[(x&0x7) + ((x&0xFFF8)<<3)];
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color = pal[palette_entry];
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// 0 = backdrop
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RENDER_COND(color&0x8000)
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// palette entry = 0 means backdrop
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RENDER_COND(palette_entry>0)
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}
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}
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@ -1378,7 +1378,6 @@ void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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continue;
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}
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/* 16 colors */
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src = gpu->sprMem + (spriteInfo->TileIndex<<block) + ((y>>3)*sprSize.x*4) + ((y&0x7)*4);
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pal = ARM9Mem.ARM9_VMEM + 0x200 + gpu->core * 0x400;
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