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note for later (nw)
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@ -234,7 +234,9 @@ void tecmo_mix_device::mix_bitmaps(screen_device &screen, bitmap_rgb32 &bitmap,
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else
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{
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dd[x] = paldata[sprpixel + m_spregular_comp];
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//dd[x] = rand();
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//dd[x] = rand();
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// the bad tiles on the wildfang map (shown between levels) are drawn here.. why? looks like they should be transparent?
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// most wildfang sprites use this and are fine, so what's going wrong?
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}
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}
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