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