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Konami devices: Fixed sprite Z code rejection regression (hap)
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@ -5,10 +5,8 @@ TODO:
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hardcoded in the drivers; there might be a control bit somewhere.
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Games requiring shadows to affect sprites behind them:
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- Surprise Attack (dark glass walls in level 3)
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- 88 Games (angle indicator in the long jump event)
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- 88 Games (angle indicator in the long jump event).
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- Sunset Riders (bull's eye in the saloon cutscene)
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- TMNT 2 (lightbeam in level 4 cave)
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- Metamorphic Force (double! lightbeam just before the last boss)
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Games requiring shadows to NOT affect sprites behind them:
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- Asterix (Asterix's shadow would be over his feet otherwise)
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- X-Men is dubious, see enemies halfway through level 1 coming from above with
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@ -4098,6 +4096,7 @@ static DEVICE_START( k05324x )
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k05324x->ramsize = 0x800;
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k05324x->z_rejection = -1;
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k05324x->memory_region = intf->gfx_memory_region;
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k05324x->gfx = machine->gfx[intf->gfx_num];
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k05324x->dx = intf->dx;
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@ -4119,7 +4118,6 @@ static DEVICE_RESET( k05324x )
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k05324x_state *k05324x = k05324x_get_safe_token(device);
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int i;
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k05324x->z_rejection = -1;
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k05324x->rombank = 0;
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for (i = 0; i < 0x10; i++)
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