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Attempt to avoid lingering sprite elements.
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@ -602,9 +602,13 @@ void TMS9918<personality>::run_for(const HalfCycles cycles) {
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// -------------
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this->output_pointer_.column = end_column;
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if(end_column == Timing<personality>::CyclesPerLine) {
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// Clear all sprites from this sprite buffer.
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this->draw_sprite_buffer_->active_sprite_slot = 0;
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// Advance to the next sprite buffer only if this one was populated by this line.
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if(this->draw_line_buffer_->fetched_sprites) {
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this->advance(this->draw_sprite_buffer_);
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}
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// Advance line buffer.
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this->advance(this->draw_line_buffer_);
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}
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}
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