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Fetch colour from before attribute table.
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54be424159
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@ -205,7 +205,7 @@ class SpriteFetcher {
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sprite_selection_buffer(sprite_selection_buffer),
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y(y) {}
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void fetch_location(int slot, [[maybe_unused]] int name_slot = 0) {
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void fetch_location(int slot) {
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fetch_xy(slot);
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if constexpr (mode == SpriteMode::Mode2) {
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@ -248,7 +248,7 @@ class SpriteFetcher {
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}
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void fetch_image(int slot, uint8_t name) {
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const AddressT graphic_location = base->sprite_generator_table_address_ & bits<11>(AddressT((name << 3) | tile_buffer.active_sprites[slot].row));
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const AddressT graphic_offset = bits<11>(AddressT((name << 3) | tile_buffer.active_sprites[slot].row));
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uint8_t colour = 0;
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switch(mode) {
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@ -262,12 +262,15 @@ class SpriteFetcher {
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case SpriteMode::Mode2: {
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// Fetch colour from the colour table, per this sprite's name and row.
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colour = base->ram_[graphic_location & ~512];
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colour = base->ram_[
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base->sprite_attribute_table_address_ & AddressT(~512) & graphic_offset
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];
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} break;
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}
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tile_buffer.active_sprites[slot].image[2] = colour;
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tile_buffer.active_sprites[slot].x -= (colour & 0x80) >> 2;
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const AddressT graphic_location = base->sprite_generator_table_address_ & graphic_offset;
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tile_buffer.active_sprites[slot].image[0] = base->ram_[graphic_location];
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tile_buffer.active_sprites[slot].image[1] = base->ram_[graphic_location+16];
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}
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