Fix for graphics decoding in ISGSM games after savestate load
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@ -9061,14 +9061,14 @@ static INT32 IsgsmScan(INT32 nAction,INT32 *pnMin)
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if (nAction & ACB_DRIVER_DATA) {
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memset(&ba, 0, sizeof(ba));
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ba.Data = System16Sprites;
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ba.nLen = 0x1fffff;
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ba.nLen = System16SpriteRomSize - 1;
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ba.nAddress = 0;
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ba.szName = "SpriteROM";
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BurnAcb(&ba);
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memset(&ba, 0, sizeof(ba));
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ba.Data = System16TempGfx;
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ba.nLen = 0x5ffff;
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ba.nLen = System16TileRomSize - 1;
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ba.nAddress = 0;
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ba.szName = "TileROM";
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BurnAcb(&ba);
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@ -9107,6 +9107,10 @@ static INT32 IsgsmScan(INT32 nAction,INT32 *pnMin)
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SekMapMemory(System16Rom + 0x300000, 0x000000, 0x0fffff, SM_ROM);
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SekClose();
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}
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for (INT32 i = 0; i < System16TileRomSize; i++) {
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GfxDecodeSingle((i & 0x1ffff) / 8, 3, 8, 8, IsgsmTilePlaneOffsets, IsgsmTileXOffsets, IsgsmTileYOffsets, 0x40, System16TempGfx, System16Tiles);
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}
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}
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}
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