Fix sprite transparencies in Labyrinth Runner
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@ -363,6 +363,7 @@ static void DrvGfxExpand(UINT8 *src, INT32 len)
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static void DrvExpandLookupTable()
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{
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// Calculate color lookup tables
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for (INT32 pal = 0; pal < 8; pal+=2)
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{
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for (INT32 i = 0; i < 0x100; i++)
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@ -371,6 +372,11 @@ static void DrvExpandLookupTable()
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DrvLookUpTable[((pal+0) << 8) | i] = ((DrvLutPROM[i] == 0) ? 0 : ((pal << 4) | (DrvLutPROM[i] & 0x0f)));
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}
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}
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// Calculate sprite transparency lookups
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for (INT32 i = 0; i < 0x800; i++) {
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DrvSprTranspLut[i] = DrvLookUpTable[i] & 0xf;
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}
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}
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static INT32 CommonInit(INT32 nLoadType)
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@ -672,11 +678,6 @@ static void DrvPaletteInit()
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for (INT32 i = 0; i < 0x800; i++) {
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DrvPalette[i] = pens[DrvLookUpTable[i]];
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if (DrvPalette[i])
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DrvSprTranspLut[i] = 1;
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else
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DrvSprTranspLut[i] = 0;
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}
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DrvPalette[0x800] = BurnHighCol(0,0,0,0); // black
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