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bestleag: no need to calc exact spriteram end
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156e64d162
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@ -135,23 +135,16 @@ void bestleag_state::video_start()
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m_fg_tilemap->set_transparent_pen(15);
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m_fg_tilemap->set_transparent_pen(15);
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}
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}
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/*
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Note: sprite chip is different than the other Big Striker sets and they
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include several similiarities with other Playmark games (including
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the sprite end code and the data being offset (i.e. spriteram starting from 0x16/2))
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*/
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void bestleag_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect)
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void bestleag_state::draw_sprites(bitmap_ind16 &bitmap, const rectangle &cliprect)
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{
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{
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int start = 0x16/2;
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int end = m_spriteram.length() - (-start & 3);
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/*
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/*
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Sprites are the same to sslam, but using 16x16 sprites instead of 8x8
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Sprites are the same to sslam, but using 16x16 sprites instead of 8x8
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Note: sprite chip is different than the other Big Striker sets and they
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include several similiarities with other Playmark games (including
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the sprite end code and the data being offset (i.e. spriteram starting from 0x16/2))
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*/
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*/
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for (int offs = 0x16/2; offs < m_spriteram.length() - 3; offs += 4)
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for (int offs = start; offs < end; offs += 4)
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{
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{
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int code = m_spriteram[offs+3] & 0xfff;
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int code = m_spriteram[offs+3] & 0xfff;
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int color = (m_spriteram[offs+2] & 0xf000) >> 12;
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int color = (m_spriteram[offs+2] & 0xf000) >> 12;
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