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ssv: fixed background disable condition [Roberto Zandona']
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@ -651,18 +651,15 @@ static void draw_row(running_machine *machine, bitmap_t *bitmap, const rectangle
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/* Get the scroll data */
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x = ssv_scroll[ scroll * 4 + 0 ]; // x scroll
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y = ssv_scroll[ scroll * 4 + 1 ]; // y scroll
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// ssv_scroll[ scroll * 4 + 2 ]; // Priority ?
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mode = ssv_scroll[ scroll * 4 + 3 ]; // shadow, depth etc.
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x = ssv_scroll[ scroll * 4 + 0 ]; // x scroll
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y = ssv_scroll[ scroll * 4 + 1 ]; // y scroll
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// ssv_scroll[ scroll * 4 + 2 ]; // ???
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mode = ssv_scroll[ scroll * 4 + 3 ]; // layer disabled, shadow, depth etc.
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// Priority ?
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if ( (ssv_scroll[ scroll * 4 + 2 ] < ssv_scroll[ 0 * 4 + 2 ]) )
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/* Background layer disabled */
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if ((mode & 0xf000) == 0)
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return;
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/* How is the background layer disabled ? */
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if ((mode & 0x0700) == 0) return;
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shadow = (mode & 0x0800);
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/* Decide the actual size of the tilemap. $200 and $400 pixels
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@ -676,8 +673,8 @@ static void draw_row(running_machine *machine, bitmap_t *bitmap, const rectangle
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y += sy;
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/* Tweak the scroll values (game specific) */
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// x += 0;
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y += ((ssv_scroll[0x70/2] & 0x1ff) - (ssv_scroll[0x70/2] & 0x200) + ssv_scroll[0x6a/2] + 2);
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// x += 0;
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y += ((ssv_scroll[0x70/2] & 0x1ff) - (ssv_scroll[0x70/2] & 0x200) + ssv_scroll[0x6a/2] + 2);
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/* Draw the rows */
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