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Merge pull request #251 from mamesick/master
Fix for MAMETESTERS bug #05981
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commit
37ed7c9a1f
@ -298,8 +298,8 @@ UINT32 aerofgt_state::screen_update_pspikes(screen_device &screen, bitmap_ind16
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screen.priority().fill(0, cliprect);
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m_bg1_tilemap->draw(screen, bitmap, cliprect, 0, 0);
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m_spr_old->turbofrc_draw_sprites(m_spriteram3,m_spriteram3.bytes(),m_spritepalettebank, bitmap, cliprect, screen.priority(), 0);
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m_spr_old->turbofrc_draw_sprites(m_spriteram3,m_spriteram3.bytes(),m_spritepalettebank, bitmap, cliprect, screen.priority(), 1);
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m_spr_old->turbofrc_draw_sprites(m_spriteram3,m_spriteram3.bytes(),m_spritepalettebank, bitmap, cliprect, screen.priority(), 0);
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return 0;
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}
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@ -317,11 +317,11 @@ UINT32 aerofgt_state::screen_update_karatblz(screen_device &screen, bitmap_ind16
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m_bg2_tilemap->draw(screen, bitmap, cliprect, 0, 0);
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/* we use the priority buffer so sprites are drawn front to back */
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m_spr_old2->turbofrc_draw_sprites(m_spriteram3+0x200,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 0);
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m_spr_old2->turbofrc_draw_sprites(m_spriteram3+0x200,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 1);
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m_spr_old2->turbofrc_draw_sprites(m_spriteram3+0x200,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 0);
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m_spr_old->turbofrc_draw_sprites(m_spriteram3+0x000,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 0);
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m_spr_old->turbofrc_draw_sprites(m_spriteram3+0x000,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 1);
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m_spr_old->turbofrc_draw_sprites(m_spriteram3+0x000,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 0);
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return 0;
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}
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@ -343,11 +343,11 @@ UINT32 aerofgt_state::screen_update_spinlbrk(screen_device &screen, bitmap_ind16
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m_bg2_tilemap->draw(screen, bitmap, cliprect, 0, 1);
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/* we use the priority buffer so sprites are drawn front to back */
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m_spr_old->turbofrc_draw_sprites(m_spriteram3+0x000,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 1);
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m_spr_old->turbofrc_draw_sprites(m_spriteram3+0x000,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 0);
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m_spr_old->turbofrc_draw_sprites(m_spriteram3+0x000,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 1);
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m_spr_old2->turbofrc_draw_sprites(m_spriteram3+0x200,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 1);
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m_spr_old2->turbofrc_draw_sprites(m_spriteram3+0x200,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 0);
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m_spr_old2->turbofrc_draw_sprites(m_spriteram3+0x200,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 1);
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return 0;
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}
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@ -370,11 +370,11 @@ UINT32 aerofgt_state::screen_update_turbofrc(screen_device &screen, bitmap_ind16
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m_bg2_tilemap->draw(screen, bitmap, cliprect, 0, 1);
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/* we use the priority buffer so sprites are drawn front to back */
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m_spr_old2->turbofrc_draw_sprites(m_spriteram3+0x200,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 0); //enemy
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m_spr_old2->turbofrc_draw_sprites(m_spriteram3+0x200,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 1); //enemy
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m_spr_old2->turbofrc_draw_sprites(m_spriteram3+0x200,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 1); //ship
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m_spr_old2->turbofrc_draw_sprites(m_spriteram3+0x200,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 0); //intro
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m_spr_old->turbofrc_draw_sprites(m_spriteram3+0x000,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 0); //ship
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m_spr_old->turbofrc_draw_sprites(m_spriteram3+0x000,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 1); //intro
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m_spr_old->turbofrc_draw_sprites(m_spriteram3+0x000,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 1); //enemy
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m_spr_old->turbofrc_draw_sprites(m_spriteram3+0x000,m_spriteram3.bytes()/2,m_spritepalettebank, bitmap, cliprect, screen.priority(), 0); //enemy
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return 0;
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}
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