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namcos22: fix bug with priority over textlayer (nw)
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@ -35,7 +35,6 @@
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* - alpha blended sprite/poly with priority over alpha blended text doesn't work right (see dirtdash countdown when you start at jungle level)
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* - ss22 poly translucency is probably more limited than currently emulated, not supporting stacked layers
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* - there's a sprite limit per scanline, eg. timecris submarine explosion smoke partially erases sprites on real hardware
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* - cybrcomm arrows(black part) should be below textlayer when a messagebox pops up
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* - cybrcycc speed dial needle is missing
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* - global offset is wrong in non-super22 servicemode video test, and above that, it flickers in acedrvrw, victlapw
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* - dirtdash polys are broken at the start section of the mountain level, maybe bad rom?
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@ -127,7 +127,7 @@ void namcos22_renderer::renderscanline_uvi_full(int32_t scanline, const extent_t
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}
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dest[x] = rgb.to_rgba();
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primap[x] |= prioverchar;
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primap[x] = (primap[x] & ~1) | prioverchar;
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u += du;
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v += dv;
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@ -171,7 +171,7 @@ void namcos22_renderer::renderscanline_uvi_full(int32_t scanline, const extent_t
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rgb.scale_imm_and_clamp(shade << 2);
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dest[x] = rgb.to_rgba();
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primap[x] |= prioverchar;
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primap[x] = (primap[x] & ~1) | prioverchar;
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u += du;
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v += dv;
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@ -221,7 +221,7 @@ void namcos22_renderer::renderscanline_sprite(int32_t scanline, const extent_t &
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}
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dest[x] = rgb.to_rgba();
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primap[x] |= prioverchar;
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primap[x] = (primap[x] & ~1) | prioverchar;
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}
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x_index += dx;
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}
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