bestleag: no need to calc exact spriteram end

This commit is contained in:
hap 2022-11-05 15:03:17 +01:00
parent 156e64d162
commit 54ca62e3f3

View File

@ -135,23 +135,16 @@ void bestleag_state::video_start()
m_fg_tilemap->set_transparent_pen(15);
}
/*
Note: sprite chip is different than the other Big Striker sets and they
include several similiarities with other Playmark games (including
the sprite end code and the data being offset (i.e. spriteram starting from 0x16/2))
*/
void bestleag_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect)
{
int start = 0x16/2;
int end = m_spriteram.length() - (-start & 3);
/*
Sprites are the same to sslam, but using 16x16 sprites instead of 8x8
Note: sprite chip is different than the other Big Striker sets and they
include several similiarities with other Playmark games (including
the sprite end code and the data being offset (i.e. spriteram starting from 0x16/2))
*/
for (int offs = start; offs < end; offs += 4)
for (int offs = 0x16/2; offs < m_spriteram.length() - 3; offs += 4)
{
int code = m_spriteram[offs+3] & 0xfff;
int color = (m_spriteram[offs+2] & 0xf000) >> 12;