legionna.cpp : Reduce unnecessary line
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c825e91773
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@ -324,11 +324,9 @@ VIDEO_START_MEMBER(legionna_state,grainbow)
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void legionna_state::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap,const rectangle &cliprect)
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void legionna_state::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap,const rectangle &cliprect)
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{
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{
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u16 *spriteram16 = m_spriteram;
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for (int offs = 0; offs < 0x400; offs += 4)
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for (int offs = 0; offs < 0x400; offs += 4)
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{
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{
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const u16 data = spriteram16[offs];
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const u16 data = m_spriteram[offs];
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if (!(data & 0x8000)) continue;
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if (!(data & 0x8000)) continue;
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u8 cur_pri = 0;
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u8 cur_pri = 0;
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@ -336,7 +334,7 @@ void legionna_state::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap,co
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if (m_has_extended_priority)
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if (m_has_extended_priority)
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{
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{
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cur_pri = (spriteram16[offs+1] & 0xc000) >> 14;
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cur_pri = (m_spriteram[offs+1] & 0xc000) >> 14;
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if (data & 0x0040)
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if (data & 0x0040)
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{
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{
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@ -368,7 +366,7 @@ void legionna_state::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap,co
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}
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}
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else
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else
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{
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{
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cur_pri = (spriteram16[offs+1] & 0xc000) >> 14;
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cur_pri = (m_spriteram[offs+1] & 0xc000) >> 14;
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pri_mask = m_sprite_pri_mask[cur_pri];
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pri_mask = m_sprite_pri_mask[cur_pri];
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#if 0
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#if 0
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static u8 pri_test;
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static u8 pri_test;
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@ -419,7 +417,7 @@ void legionna_state::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap,co
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#endif
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#endif
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}
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}
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u32 sprite = spriteram16[offs+1];
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u32 sprite = m_spriteram[offs+1];
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sprite &= 0x3fff;
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sprite &= 0x3fff;
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@ -429,14 +427,14 @@ void legionna_state::draw_sprites(screen_device &screen, bitmap_ind16 &bitmap,co
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{
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{
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sprite |= 0x4000;//tile banking,used in Denjin Makai
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sprite |= 0x4000;//tile banking,used in Denjin Makai
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}
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}
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if (spriteram16[offs+3] & 0x8000)
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if (m_spriteram[offs+3] & 0x8000)
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{
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{
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sprite |= 0x8000;//tile banking?,used in Denjin Makai
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sprite |= 0x8000;//tile banking?,used in Denjin Makai
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}
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}
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}
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}
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int y = spriteram16[offs+3];
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int y = m_spriteram[offs+3];
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int x = spriteram16[offs+2];
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int x = m_spriteram[offs+2];
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/* heated barrel hardware seems to need 0x1ff with 0x100 sign bit for sprite wrap,
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/* heated barrel hardware seems to need 0x1ff with 0x100 sign bit for sprite wrap,
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this doesn't work on denjin makai as the visible area is larger */
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this doesn't work on denjin makai as the visible area is larger */
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