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Wrap-around fix from Haze for ZT, nw
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@ -680,9 +680,6 @@ void raiden2_state::draw_sprites(running_machine &machine, bitmap_ind16 &bitmap,
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int xflip, yflip;
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int xstep, ystep;
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if (sx & 0x8000) sx -= 0x10000;
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if (sy & 0x8000) sy -= 0x10000;
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ytlim = (source[0] >> 12) & 0x7;
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xtlim = (source[0] >> 8) & 0x7;
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@ -714,6 +711,12 @@ void raiden2_state::draw_sprites(running_machine &machine, bitmap_ind16 &bitmap,
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{
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for (ytiles = 0; ytiles < ytlim; ytiles++)
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{
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/* note this wraparound handling could be wrong if some of the COP maths is wrong */
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#define ZEROTEAM_MASK_X (0x1ff) // causes a blank square in the corner of zero team, but otherwise the thrusters of the ship in the r2 intro are clipped, using 0x8000 as a sign bit instead of this logic works for r2, but not zero team
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#define ZEROTEAM_MASK_Y (0x1ff)
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drawgfx_transpen(
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bitmap,
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cliprect,
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@ -721,7 +724,35 @@ void raiden2_state::draw_sprites(running_machine &machine, bitmap_ind16 &bitmap,
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tile_number,
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colr,
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yflip,xflip,
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sx+xstep*xtiles,sy+ystep*ytiles,15);
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(sx+xstep*xtiles)&ZEROTEAM_MASK_X,(sy+ystep*ytiles)&ZEROTEAM_MASK_Y,15);
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drawgfx_transpen(
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bitmap,
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cliprect,
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gfx,
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tile_number,
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colr,
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yflip,xflip,
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((sx+xstep*xtiles)&ZEROTEAM_MASK_X)-0x200,(sy+ystep*ytiles)&ZEROTEAM_MASK_Y,15);
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drawgfx_transpen(
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bitmap,
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cliprect,
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gfx,
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tile_number,
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colr,
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yflip,xflip,
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(sx+xstep*xtiles)&ZEROTEAM_MASK_X,((sy+ystep*ytiles)&ZEROTEAM_MASK_Y)-0x200,15);
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drawgfx_transpen(
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bitmap,
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cliprect,
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gfx,
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tile_number,
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colr,
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yflip,xflip,
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((sx+xstep*xtiles)&ZEROTEAM_MASK_X)-0x200,((sy+ystep*ytiles)&ZEROTEAM_MASK_Y)-0x200,15);
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tile_number++;
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}
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