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GBA Video: Fix rare regression blending semitransparent sprites (fixes #1876)
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@ -43,6 +43,7 @@ Emulation fixes:
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- GBA Video: Invalidate map cache when modifying BGCNT (fixes mgba.io/i/1846)
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- GBA Video: Don't draw sprites using unmapped VRAM in GL renderer (fixes mgba.io/i/1865)
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- GBA Video: Implement green swap (fixes mgba.io/i/1609)
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- GBA Video: Fix rare regression blending semitransparent sprites (fixes mgba.io/i/1876)
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- SM83: Emulate HALT bug
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Other fixes:
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- 3DS: Redo video sync to be more precise
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@ -162,7 +162,7 @@ int GBAVideoSoftwareRendererPreprocessSprite(struct GBAVideoSoftwareRenderer* re
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}
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int objwinSlowPath = GBARegisterDISPCNTIsObjwinEnable(renderer->dispcnt) && GBAWindowControlGetBlendEnable(renderer->objwin.packed) != GBAWindowControlIsBlendEnable(renderer->currentWindow.packed);
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int variant = (renderer->target1Obj || GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT) &&
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int variant = renderer->target1Obj &&
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GBAWindowControlIsBlendEnable(renderer->currentWindow.packed) &&
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(renderer->blendEffect == BLEND_BRIGHTEN || renderer->blendEffect == BLEND_DARKEN);
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if (GBAObjAttributesAGetMode(sprite->a) == OBJ_MODE_SEMITRANSPARENT || (renderer->target1Obj && renderer->blendEffect == BLEND_ALPHA) || objwinSlowPath) {
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