uuuh we should only do it once per scanline
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@ -1465,6 +1465,8 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
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else
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memset(WindowMask, 0xFF, 256);
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ApplySpriteMosaicX();
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switch (DispCnt & 0x7)
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{
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case 0: DrawScanlineBGMode<0>(line); break;
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@ -2236,30 +2238,32 @@ void GPU2D::DrawBG_Large(u32 line) // BG is always BG2
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BGYRefInternal[0] += rotD;
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}
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void GPU2D::InterleaveSprites(u32 prio)
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void GPU2D::ApplySpriteMosaicX()
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{
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// apply X mosaic if needed
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// X mosaic for sprites is applied after all sprites are rendered
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if (OBJMosaicSize[0] > 0)
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if (OBJMosaicSize[0] == 0) return;
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u32 lastcolor = OBJLine[0];
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for (u32 i = 1; i < 256; i++)
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{
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u32 lastcolor = OBJLine[0];
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for (u32 i = 1; i < 256; i++)
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if (!(OBJLine[i] & 0x100000))
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{
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if (!(OBJLine[i] & 0x100000))
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{
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// not a mosaic'd sprite pixel
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continue;
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}
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if ((!(OBJLine[i-1] & 0x100000)) || (CurOBJXMosaicTable[i] == 0))
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lastcolor = OBJLine[i];
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else
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OBJLine[i] = lastcolor;
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// not a mosaic'd sprite pixel
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continue;
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}
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}
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if ((!(OBJLine[i-1] & 0x100000)) || (CurOBJXMosaicTable[i] == 0))
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lastcolor = OBJLine[i];
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else
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OBJLine[i] = lastcolor;
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}
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}
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void GPU2D::InterleaveSprites(u32 prio)
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{
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u16* pal = (u16*)&GPU::Palette[Num ? 0x600 : 0x200];
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if (DispCnt & 0x80000000)
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@ -154,6 +154,7 @@ private:
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template<bool mosaic> void DrawBG_Extended(u32 line, u32 bgnum);
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template<bool mosaic> void DrawBG_Large(u32 line);
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void ApplySpriteMosaicX();
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void InterleaveSprites(u32 prio);
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template<bool window> void DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32 boundheight, u32 width, u32 height, s32 xpos, s32 ypos);
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template<bool window> void DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, s32 ypos);
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