gpu: fix some (all?) sprite priority regressions

This commit is contained in:
zeromus 2010-01-29 20:04:38 +00:00
parent 950c6c7460
commit d5d24cbb88
1 changed files with 3 additions and 3 deletions

View File

@ -1626,7 +1626,7 @@ void GPU::_spriteRender(u8 * dst, u8 * dst_alpha, u8 * typeTab, u8 * prioTab)
colour = src[offset];
if (colour && (prioTab[sprX]>=prio))
if (colour && (prio<prioTab[sprX]))
{
T2WriteWord(dst, (sprX<<1), T2ReadWord(pal, (colour<<1)));
dst_alpha[sprX] = 16;
@ -1669,7 +1669,7 @@ void GPU::_spriteRender(u8 * dst, u8 * dst_alpha, u8 * typeTab, u8 * prioTab)
colour = T1ReadWord (src, offset<<1);
if((colour&0x8000) && (prioTab[sprX]>=prio))
if((colour&0x8000) && (prio<prioTab[sprX]))
{
T2WriteWord(dst, (sprX<<1), colour);
dst_alpha[sprX] = spriteInfo->PaletteIndex;
@ -1719,7 +1719,7 @@ void GPU::_spriteRender(u8 * dst, u8 * dst_alpha, u8 * typeTab, u8 * prioTab)
if (auxX&1) colour >>= 4;
else colour &= 0xF;
if(colour && (prioTab[sprX]>=prio))
if(colour && (prio<prioTab[sprX]))
{
if(spriteInfo->Mode==2)
sprWin[sprX] = 1;