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small workaround for airco22b garbage sprite
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@ -6,8 +6,8 @@
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* - emulate slave dsp!
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* - texture u/v mapping is often 1 pixel off, resulting in many glitch lines/gaps between textures. The glitch may be in MAME core:
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* it used to be much worse with the old poly.h
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* - tokyowar tanks are not shootable, same for timecris helicopter, there's still a very small hitbox but almost impossible to hit
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* (is this related to dsp? or cpu?)
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* - tokyowar tanks are not shootable, same for timecris helicopter, there's still a very small hitbox but almost impossible to hit.
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* airco22b may have a similar problem. (is this related to dsp? or cpu?)
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* - find out how/where vics num_sprites is determined exactly, currently a workaround is needed for airco22b and dirtdash
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* - improve ss22 fogging:
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* + scene changes too rapidly sometimes, eg. dirtdash snow level finish (see attract), or aquajet going down the waterfall
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@ -1623,6 +1623,10 @@ void namcos22_state::draw_sprites(bitmap_rgb32 &bitmap, const rectangle &cliprec
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int base = m_spriteram[0] & 0xffff; // alpinesa/alpinr2b
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int num_sprites = ((m_spriteram[1] >> 16) - base) + 1;
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// airco22b doesn't use spriteset #1
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if (m_gametype == NAMCOS22_AIR_COMBAT22)
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num_sprites = 0;
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if (sprites_on && num_sprites > 0 && num_sprites < 0x400)
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{
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