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let's try this instead (nw)
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@ -106,11 +106,13 @@ static int apply_window(tms34010_state *tms, const char *inst_name,int srcbpp, U
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SET_V_LOG(tms, 1);
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SET_V_LOG(tms, 1);
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}
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}
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/* clip Y */
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/* clip Y */
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diff = WSTART_Y(tms) - sy;
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diff = WSTART_Y(tms) - sy;
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if (diff > 0)
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if (diff > 0)
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{
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{
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#if 1 // littlerb and megaphx do not work correctly with this enabled, see items dropping into playfield from top, battletoads however needs this logic, see screen after player select
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#if 1
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if (sy>=0) // littlerb and megaphx need this check for many items leaving / entering the top of the playfield with negative sy coordinates eg. jam jars, keys in littlerb, player shots, stage 2/3 birds in megaphx. battletoads requires the code to execute for positive sy co-ordinates eg. screen after player select
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if (srcaddr)
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if (srcaddr)
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*srcaddr += diff * SPTCH(tms);
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*srcaddr += diff * SPTCH(tms);
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#endif
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#endif
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