revise windows to be even closer to hardware.
apparently hardware only ever updates its 'inside/outside window' status when reaching the coordinates. which becomes apparent if you, like, try to invert a window midframe.
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2035784f9f
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4b8cea3b38
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@ -107,6 +107,9 @@ void GPU2D::Reset()
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memset(Win1Coords, 0, 4);
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memset(Win1Coords, 0, 4);
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memset(WinCnt, 0, 4);
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memset(WinCnt, 0, 4);
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Win0Active = 0;
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Win1Active = 0;
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BGMosaicSize[0] = 0;
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BGMosaicSize[0] = 0;
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BGMosaicSize[1] = 0;
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BGMosaicSize[1] = 0;
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OBJMosaicSize[0] = 0;
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OBJMosaicSize[0] = 0;
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@ -961,10 +964,10 @@ u16* GPU2D::GetOBJExtPal(u32 pal)
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void GPU2D::CheckWindows(u32 line)
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void GPU2D::CheckWindows(u32 line)
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{
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{
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line &= 0xFF;
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line &= 0xFF;
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if (line == Win0Coords[3]) Win0Active = false;
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if (line == Win0Coords[3]) Win0Active &= ~0x1;
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else if (line == Win0Coords[2]) Win0Active = true;
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else if (line == Win0Coords[2]) Win0Active |= 0x1;
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if (line == Win1Coords[3]) Win1Active = false;
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if (line == Win1Coords[3]) Win1Active &= ~0x1;
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else if (line == Win1Coords[2]) Win1Active = true;
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else if (line == Win1Coords[2]) Win1Active |= 0x1;
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}
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}
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void GPU2D::CalculateWindowMask(u32 line, u8* mask)
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void GPU2D::CalculateWindowMask(u32 line, u8* mask)
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@ -972,35 +975,40 @@ void GPU2D::CalculateWindowMask(u32 line, u8* mask)
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for (u32 i = 0; i < 256; i++)
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for (u32 i = 0; i < 256; i++)
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mask[i] = WinCnt[2]; // window outside
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mask[i] = WinCnt[2]; // window outside
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if ((DispCnt & (1<<15)) && (DispCnt & (1<<12)))
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if (DispCnt & ((1<<15)|(1<<12)))
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{
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{
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// OBJ window
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// OBJ window
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u8 objwin[256];
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DrawSpritesWindow(line, mask);
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memset(objwin, 0, 256);
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DrawSpritesWindow(line, objwin);
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for (u32 i = 0; i < 256; i++)
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{
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if (objwin[i]) mask[i] = WinCnt[3];
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}
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}
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}
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if ((DispCnt & (1<<14)) && Win1Active)
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if (DispCnt & (1<<14))
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{
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{
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// window 1
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// window 1
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u8 x1 = Win1Coords[0];
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u8 x1 = Win1Coords[0];
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u8 x2 = Win1Coords[1];
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u8 x2 = Win1Coords[1];
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while (x1 != x2) mask[x1++] = WinCnt[1];
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for (int i = 0; i < 256; i++)
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{
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if (i == x2) Win1Active &= ~0x2;
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else if (i == x1) Win1Active |= 0x2;
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if (Win1Active == 0x3) mask[i] = WinCnt[1];
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}
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}
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}
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if ((DispCnt & (1<<13)) && Win0Active)
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if (DispCnt & (1<<13))
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{
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{
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// window 0
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// window 0
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u8 x1 = Win0Coords[0];
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u8 x1 = Win0Coords[0];
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u8 x2 = Win0Coords[1];
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u8 x2 = Win0Coords[1];
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while (x1 != x2) mask[x1++] = WinCnt[0];
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for (int i = 0; i < 256; i++)
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{
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if (i == x2) Win0Active &= ~0x2;
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else if (i == x1) Win0Active |= 0x2;
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if (Win0Active == 0x3) mask[i] = WinCnt[0];
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}
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}
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}
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}
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}
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@ -2157,7 +2165,7 @@ void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32
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if (color & 0x8000)
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if (color & 0x8000)
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{
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{
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if (window) ((u8*)dst)[xpos] = 1;
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if (window) ((u8*)dst)[xpos] = WinCnt[3];
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else dst[xpos] = color | prio;
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else dst[xpos] = color | prio;
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}
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}
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}
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}
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@ -2221,7 +2229,7 @@ void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32
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if (color)
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if (color)
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{
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{
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if (window) ((u8*)dst)[xpos] = 1;
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if (window) ((u8*)dst)[xpos] = WinCnt[3];
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else dst[xpos] = pal[color] | prio;
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else dst[xpos] = pal[color] | prio;
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}
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}
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}
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}
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@ -2279,7 +2287,7 @@ void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32
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if (color)
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if (color)
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{
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{
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if (window) ((u8*)dst)[xpos] = 1;
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if (window) ((u8*)dst)[xpos] = WinCnt[3];
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else dst[xpos] = pal[color] | prio;
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else dst[xpos] = pal[color] | prio;
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}
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}
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}
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}
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@ -2393,7 +2401,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
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if (color & 0x8000)
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if (color & 0x8000)
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{
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{
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if (window) ((u8*)dst)[xpos] = 1;
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if (window) ((u8*)dst)[xpos] = WinCnt[3];
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else dst[xpos] = color | prio;
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else dst[xpos] = color | prio;
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}
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}
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@ -2420,7 +2428,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
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if (color & 0x8000)
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if (color & 0x8000)
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{
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{
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if (window) ((u8*)dst)[xpos] = 1;
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if (window) ((u8*)dst)[xpos] = WinCnt[3];
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else dst[xpos] = color | prio;
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else dst[xpos] = color | prio;
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}
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}
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@ -2480,7 +2488,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
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if (color)
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if (color)
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{
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{
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if (window) ((u8*)dst)[xpos] = 1;
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if (window) ((u8*)dst)[xpos] = WinCnt[3];
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else dst[xpos] = pal[color] | prio;
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else dst[xpos] = pal[color] | prio;
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}
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}
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@ -2509,7 +2517,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
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if (color)
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if (color)
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{
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{
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if (window) ((u8*)dst)[xpos] = 1;
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if (window) ((u8*)dst)[xpos] = WinCnt[3];
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else dst[xpos] = pal[color] | prio;
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else dst[xpos] = pal[color] | prio;
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}
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}
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@ -2558,7 +2566,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
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if (color)
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if (color)
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{
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{
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if (window) ((u8*)dst)[xpos] = 1;
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if (window) ((u8*)dst)[xpos] = WinCnt[3];
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else dst[xpos] = pal[color] | prio;
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else dst[xpos] = pal[color] | prio;
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}
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}
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@ -2592,7 +2600,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos, u32* d
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if (color)
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if (color)
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{
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{
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if (window) ((u8*)dst)[xpos] = 1;
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if (window) ((u8*)dst)[xpos] = WinCnt[3];
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else dst[xpos] = pal[color] | prio;
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else dst[xpos] = pal[color] | prio;
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}
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}
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@ -90,8 +90,8 @@ private:
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u8 Win0Coords[4];
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u8 Win0Coords[4];
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u8 Win1Coords[4];
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u8 Win1Coords[4];
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u8 WinCnt[4];
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u8 WinCnt[4];
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bool Win0Active;
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u32 Win0Active;
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bool Win1Active;
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u32 Win1Active;
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u8 BGMosaicSize[2];
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u8 BGMosaicSize[2];
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u8 OBJMosaicSize[2];
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u8 OBJMosaicSize[2];
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