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seicupbl.cpp: some sprite priorities (nw)
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@ -160,13 +160,12 @@ void seicupbl_state::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap,co
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// is the low bit REALLY priority?
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#if 0
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switch (cur_pri)
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{
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case 0: pri_mask = -256; break; // gumdam swamp monster l2
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case 1: pri_mask = -256; break; // cupsoc
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case 1: pri_mask = 0xfffc; break; // cupsoc (players and football goal)
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case 2: pri_mask = -4; break; // masking effect for gundam l2 monster
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case 3: pri_mask = -4; break; // cupsoc (not sure what..)
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case 3: pri_mask = 0x0000; break; // cupsoc (radar dots)
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case 4: pri_mask = -32; break; // gundam level 2/3 player
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//case 5: pri_mask = 0; break;
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case 6: pri_mask = 0; break; // insert coin in gundam
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@ -174,8 +173,6 @@ void seicupbl_state::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap,co
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default: printf("unhandled pri %d\n",cur_pri); pri_mask=0;
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}
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#endif
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pri_mask = 0;
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sprite = spriteram16[offs+1];
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@ -290,16 +287,16 @@ uint32_t seicupbl_state::screen_update( screen_device &screen, bitmap_ind16 &bit
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}
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if (!(m_layer_disable&0x0001))
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m_sc_layer[0]->draw(screen, bitmap, cliprect, 0, 0);
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m_sc_layer[0]->draw(screen, bitmap, cliprect, 0, 1);
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if (!(m_layer_disable&0x0002))
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m_sc_layer[1]->draw(screen, bitmap, cliprect, 0, 1);
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m_sc_layer[1]->draw(screen, bitmap, cliprect, 0, 2);
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if (!(m_layer_disable&0x0004))
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m_sc_layer[2]->draw(screen, bitmap, cliprect, 0, 2);
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m_sc_layer[2]->draw(screen, bitmap, cliprect, 0, 4);
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if (!(m_layer_disable&0x0008))
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m_sc_layer[3]->draw(screen, bitmap, cliprect, 0, 4);
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m_sc_layer[3]->draw(screen, bitmap, cliprect, 0, 8);
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if (!(m_layer_disable&0x0010))
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draw_sprites(screen,bitmap,cliprect);
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@ -425,7 +425,7 @@ void legionna_state::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap,co
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if(machine().input().code_pressed_once(KEYCODE_A))
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pri_test++;
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if(machine().input().code_pressed_once(KEYCODE_A))
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if(machine().input().code_pressed_once(KEYCODE_S))
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pri_test--;
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pri_test&=3;
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