Removed some hacks that were supposed to force blending for sprites and that actually cause glitches.
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@ -1547,13 +1547,7 @@ INLINE void render_sprite_256 ( GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
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{
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int i;
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u8 palette_entry;
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u16 color, oldBLDCNT;
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if (alpha)
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{
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oldBLDCNT = gpu->BLDCNT;
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gpu->BLDCNT = gpu->BLDCNT | 0x10;
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}
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u16 color;
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for(i = 0; i < lg; i++, ++sprX, x+=xdir)
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{
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@ -1568,11 +1562,6 @@ INLINE void render_sprite_256 ( GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
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prioTab[sprX] = prio;
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}
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}
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if (alpha)
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{
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gpu->BLDCNT = oldBLDCNT;
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}
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}
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INLINE void render_sprite_16 ( GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
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@ -1580,13 +1569,7 @@ INLINE void render_sprite_16 ( GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
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{
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int i;
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u8 palette, palette_entry;
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u16 color, oldBLDCNT, x1;
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if (alpha)
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{
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oldBLDCNT = gpu->BLDCNT;
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gpu->BLDCNT = gpu->BLDCNT | 0x10;
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}
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u16 color, x1;
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for(i = 0; i < lg; i++, ++sprX, x+=xdir)
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{
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@ -1604,11 +1587,6 @@ INLINE void render_sprite_16 ( GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
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prioTab[sprX] = prio;
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}
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}
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if (alpha)
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{
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gpu->BLDCNT = oldBLDCNT;
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}
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}
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INLINE void render_sprite_Win (GPU * gpu, u16 l, u8 * src,
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