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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)
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@ -158,7 +158,10 @@ void pgm2_state::draw_sprites(screen_device &screen, const rectangle &cliprect,
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int pal = (spriteram[i + 0] & 0x0fc00000) >> 22;
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int pri = (spriteram[i + 0] & 0x80000000) >> 31;
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int unk0 = (spriteram[i + 0] & 0x70000000) >> 0;
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int unk0 = (spriteram[i + 0] & 0x30000000) >> 0;
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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
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if (disable) continue;
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int sizex = (spriteram[i + 1] & 0x0000003f) >> 0;
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int sizey = (spriteram[i + 1] & 0x00007fc0) >> 6;
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@ -172,7 +175,6 @@ void pgm2_state::draw_sprites(screen_device &screen, const rectangle &cliprect,
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if (unk0 || unk1)
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{
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// unk0 & 0x40000000 set during gameplay on kov2nl, why? more pri bits?
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//popmessage("sprite rendering unused bits set unk0 %08x unk1 %08x\n", unk0, unk1);
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}
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