diff --git a/desmume/src/GPU.cpp b/desmume/src/GPU.cpp index c265751f1..a4c5e9919 100644 --- a/desmume/src/GPU.cpp +++ b/desmume/src/GPU.cpp @@ -1223,7 +1223,7 @@ static BOOL setFinalOBJColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u static BOOL setFinal3DColorSpecialNone(GPU *gpu, u32 passing, u8 *dst, u16 color, u8 alpha, u16 x) { /* We must blend if the 3D layer has the highest prio */ - if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)) + if((alpha < 16) && gpu->bg0HasHighestPrio) { int bg_under = gpu->bgPixels[x]; u16 final = color; @@ -1302,7 +1302,7 @@ static BOOL setFinal3DColorSpecialIncrease(GPU *gpu, u32 passing, u8 *dst, u16 c /* We must blend if the 3D layer has the highest prio */ /* But it doesn't seem to have priority over fading, */ /* unlike semi-transparent sprites */ - if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)) + if((alpha < 16) && gpu->bg0HasHighestPrio) { int bg_under = gpu->bgPixels[x]; @@ -1350,7 +1350,7 @@ static BOOL setFinal3DColorSpecialDecrease(GPU *gpu, u32 passing, u8 *dst, u16 c /* We must blend if the 3D layer has the highest prio */ /* But it doesn't seem to have priority over fading, */ /* unlike semi-transparent sprites */ - if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)) + if((alpha < 16) && gpu->bg0HasHighestPrio) { int bg_under = gpu->bgPixels[x]; @@ -1400,7 +1400,7 @@ static BOOL setFinal3DColorSpecialNoneWnd(GPU *gpu, u32 passing, u8 *dst, u16 co if(windowDraw) { /* We must blend if the 3D layer has the highest prio */ - if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)) + if((alpha < 16) && gpu->bg0HasHighestPrio) { int bg_under = gpu->bgPixels[x]; u16 final = color; @@ -1492,7 +1492,7 @@ static BOOL setFinal3DColorSpecialIncreaseWnd(GPU *gpu, u32 passing, u8 *dst, u1 /* We must blend if the 3D layer has the highest prio */ /* But it doesn't seem to have priority over fading, */ /* unlike semi-transparent sprites */ - if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)) + if((alpha < 16) && gpu->bg0HasHighestPrio) { int bg_under = gpu->bgPixels[x]; @@ -1546,7 +1546,7 @@ static BOOL setFinal3DColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u1 /* We must blend if the 3D layer has the highest prio */ /* But it doesn't seem to have priority over fading, */ /* unlike semi-transparent sprites */ - if((alpha < 16) && ((gpu->BLDCNT & 0x1) || gpu->bg0HasHighestPrio)) + if((alpha < 16) && gpu->bg0HasHighestPrio) { int bg_under = gpu->bgPixels[x];