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fmtowns: fix sprite gaps
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1f6fad1918
commit
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@ -900,19 +900,19 @@ void towns_state::render_sprite_16(uint32_t poffset, uint16_t x, uint16_t y, boo
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if(xflip)
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{
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if (xhalfsize)
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xstart = x+8;
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xstart = x+7;
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else
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xstart = x+16;
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xend = x;
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xstart = x+15;
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xend = x-1;
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xdir = -1;
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}
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else
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{
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xstart = x+1;
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xstart = x;
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if (xhalfsize)
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xend = x+9;
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xend = x+8;
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else
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xend = x+17;
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xend = x+16;
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xdir = 1;
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}
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if(yflip)
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@ -1018,7 +1018,7 @@ TIMER_CALLBACK_MEMBER(towns_state::draw_sprites)
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poffset = (attr & 0x3ff) << 7;
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coffset = (colour & 0xfff) << 5;
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#ifdef SPR_DEBUG
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printf("Sprite4 #%i, X %i Y %i Attr %04x Col %04x Poff %08x Coff %08x\n",
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logerror("Sprite4 #%i, X %i Y %i Attr %04x Col %04x Poff %08x Coff %08x\n",
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n,x,y,attr,colour,poffset,coffset);
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#endif
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if(!(colour & 0x2000))
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@ -1028,7 +1028,7 @@ TIMER_CALLBACK_MEMBER(towns_state::draw_sprites)
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{
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poffset = (attr & 0x3ff) << 7;
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#ifdef SPR_DEBUG
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printf("Sprite16 #%i, X %i Y %i Attr %04x Col %04x Poff %08x",
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logerror("Sprite16 #%i, X %i Y %i Attr %04x Col %04x Poff %08x\n",
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n,x,y,attr,colour,poffset);
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#endif
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if(!(colour & 0x2000))
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