kov3: treat this bit as 'sprite disable' - prevents stray horemen heads in kov3 attract, changes what you see in the shop (improves, hopefully, I can't read Chinese)

This commit is contained in:
David Haywood 2018-01-01 15:07:58 +00:00
parent d014b20dcf
commit 0d9939fe5e

View File

@ -158,7 +158,10 @@ void pgm2_state::draw_sprites(screen_device &screen, const rectangle &cliprect,
int pal = (spriteram[i + 0] & 0x0fc00000) >> 22;
int pri = (spriteram[i + 0] & 0x80000000) >> 31;
int unk0 = (spriteram[i + 0] & 0x70000000) >> 0;
int unk0 = (spriteram[i + 0] & 0x30000000) >> 0;
int disable = (spriteram[i + 0] & 0x40000000) >> 30; // kov3 uses this in places (eg. horsemen special move heads) when it can only possibly mean 'disable' also used in places on kov2nl and orleg2, often the 'power up' effects - verify it is disable there too
if (disable) continue;
int sizex = (spriteram[i + 1] & 0x0000003f) >> 0;
int sizey = (spriteram[i + 1] & 0x00007fc0) >> 6;
@ -172,7 +175,6 @@ void pgm2_state::draw_sprites(screen_device &screen, const rectangle &cliprect,
if (unk0 || unk1)
{
// unk0 & 0x40000000 set during gameplay on kov2nl, why? more pri bits?
//popmessage("sprite rendering unused bits set unk0 %08x unk1 %08x\n", unk0, unk1);
}