don't blend semitransparent sprites with everything
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@ -748,7 +748,7 @@ void GPU2D::DrawScanline_Mode1(u32 line, u32* dst)
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u32 coloreffect, eva, evb;
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u32 flag1 = val1 >> 24;
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if (flag1 & 0x80)
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if ((flag1 & 0x80) && (BlendCnt & ((val2 >> 16) & 0xFF00)))
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{
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// sprite blending
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@ -10,7 +10,7 @@
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1481161027 c:\documents\sources\melonds\types.h
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1488594513 source:c:\documents\sources\melonds\nds.cpp
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1488635272 source:c:\documents\sources\melonds\nds.cpp
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<stdio.h>
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<string.h>
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"NDS.h"
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