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Don't limit sprite fetch area; add further commentary.
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@ -610,7 +610,7 @@ template <int cycle, bool stop_if_cpu> bool Chipset::perform_cycle() {
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}
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if constexpr (cycle >= 0x16 && cycle < 0x36) {
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if((dma_control_ & SpritesFlag) == SpritesFlag && y_ >= vertical_blank_height_) {
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if((dma_control_ & SpritesFlag) == SpritesFlag) {
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constexpr auto sprite_id = (cycle - 0x16) >> 2;
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static_assert(sprite_id >= 0 && sprite_id < std::tuple_size<decltype(sprites_)>::value);
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@ -83,7 +83,7 @@ bool Sprite::advance_dma(int offset, int y) {
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}
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} else {
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visible |= y == v_start_;
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if(!visible) return false;
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if(!visible) return false; // Act as if there wasn't a fetch.
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// Write colour word 1, then colour word 0; 0 is the word that 'arms'
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// the sprite (i.e. makes it visible).
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