d_unico: zeropoint 2 continue screen sprite prio issue

This commit is contained in:
dinkc64 2017-03-27 11:50:11 +00:00
parent 7251bcf8b0
commit af4cab18a9
1 changed files with 8 additions and 8 deletions

View File

@ -1713,7 +1713,7 @@ static void DrvDraw()
pTransDraw[i] = 0x1f00;
}
if (nSpriteEnable & 1) DrvRenderSprites(0);
if (nSpriteEnable & 1) DrvRenderSprites(0); // why does spri 0 and 3 need to be swapped?
if (nBurnLayer & 1) DrvRenderLayer(0);
if (nSpriteEnable & 4) DrvRenderSprites(2);
if (nBurnLayer & 2) DrvRenderLayer(1);
@ -1737,13 +1737,13 @@ static void Zeropnt2Draw()
pTransDraw[i] = 0x1f00;
}
Zeropnt2RenderSprites(3);
Zeropnt2RenderLayer(0);
Zeropnt2RenderSprites(2);
Zeropnt2RenderLayer(1);
Zeropnt2RenderSprites(1);
Zeropnt2RenderLayer(2);
Zeropnt2RenderSprites(0);
if (nSpriteEnable & 1) Zeropnt2RenderSprites(0); // why does spri 0 and 3 need to be swapped?
if (nBurnLayer & 1) Zeropnt2RenderLayer(0);
if (nSpriteEnable & 2) Zeropnt2RenderSprites(2);
if (nBurnLayer & 2) Zeropnt2RenderLayer(1);
if (nSpriteEnable & 4) Zeropnt2RenderSprites(1);
if (nBurnLayer & 4) Zeropnt2RenderLayer(2);
if (nSpriteEnable & 8) Zeropnt2RenderSprites(3);
BurnTransferCopy(DrvPalette);