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Ensures proper left clipping of sprites.
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@ -711,6 +711,15 @@ void Base::draw_tms_character(int start, int end) {
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// Paint sprites and check for collisions, but only if at least one sprite is active
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// on this line.
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if(line_buffer.active_sprite_slot) {
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const int shift_advance = sprites_magnified_ ? 1 : 2;
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// If this is the start of the line clip any part of any sprites that is off to the left.
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if(!start) {
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for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
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LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
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if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
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}
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}
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int sprite_buffer[256];
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int sprite_collision = 0;
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memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
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@ -719,7 +728,6 @@ void Base::draw_tms_character(int start, int end) {
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static const int colour_masks[16] = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
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// Draw all sprites into the sprite buffer.
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const int shift_advance = sprites_magnified_ ? 1 : 2;
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const int shifter_target = sprites_16x16_ ? 32 : 16;
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for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
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LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
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@ -852,6 +860,16 @@ void Base::draw_sms(int start, int end) {
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Apply sprites (if any).
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*/
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if(line_buffer.active_sprite_slot) {
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const int shift_advance = sprites_magnified_ ? 1 : 2;
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// If this is the start of the line clip any part of any sprites that is off to the left.
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if(!start) {
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for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
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LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
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if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
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}
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}
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int sprite_buffer[256];
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int sprite_collision = 0;
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memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
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@ -877,7 +895,7 @@ void Base::draw_sms(int start, int end) {
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sprite_buffer[c] = sprite_colour | 0x10;
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}
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sprite.shift_position += sprites_magnified_ ? 1 : 2;
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sprite.shift_position += shift_advance;
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}
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}
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}
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