fix toon highlight mode. GBAtek is wrong.
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@ -709,11 +709,26 @@ u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
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if (blendmode == 2)
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{
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u16 tooncolor = RenderToonTable[vr >> 1];
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if (RenderDispCnt & (1<<1))
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{
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// highlight mode: color is calculated normally
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// except all vertex color components are set
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// to the red component
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// the toon color is added to the final color
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vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
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vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
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vb = (tooncolor >> 9) & 0x3E; if (vb) vb++;
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vg = vr;
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vb = vr;
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}
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else
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{
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// toon mode: vertex color is replaced by toon color
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u16 tooncolor = RenderToonTable[vr >> 1];
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vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
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vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
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vb = (tooncolor >> 9) & 0x3E; if (vb) vb++;
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}
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}
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if ((RenderDispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
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@ -771,6 +786,12 @@ u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t)
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if ((blendmode == 2) && (RenderDispCnt & (1<<1)))
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{
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u16 tooncolor = RenderToonTable[vr >> 1];
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vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
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vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
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vb = (tooncolor >> 9) & 0x3E; if (vb) vb++;
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r += vr;
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g += vg;
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b += vb;
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