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Minor thing: skip the internal counter stuff if we're definitely going to end up with a transparent pixel anyway for the player and missile graphics.
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@ -64,8 +64,10 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset)
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uint8_t playfieldColour = ((_playfieldControl&6) == 2) ? _playerColour[offset / 80] : _playfieldColour;
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// get player and missile proposed pixels
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uint8_t playerPixels[2], missilePixels[2];
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uint8_t playerPixels[2] = {0, 0}, missilePixels[2] = {0, 0};
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for(int c = 0; c < 2; c++)
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{
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if(_playerGraphics[c])
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{
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// figure out player colour
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int flipMask = (_playerReflection[c]&0x8) ? 0 : 7;
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@ -101,13 +103,15 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset)
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if(relativeTimer >= 0 && relativeTimer < 8)
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playerPixels[c] = (_playerGraphics[c] >> (relativeTimer ^ flipMask)) &1;
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else
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playerPixels[c] = 0;
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}
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// figure out missile colour
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if((_missileGraphicsEnable[c]&2) && !(_missileGraphicsReset[c]&2))
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{
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int missileIndex = _objectCounter[2+c] - 4;
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int missileSize = 1 << ((_playerAndMissileSize[c] >> 4)&3);
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missilePixels[c] = (missileIndex >= 0 && missileIndex < missileSize && (_missileGraphicsEnable[c]&2) && !(_missileGraphicsReset[c]&2)) ? 1 : 0;
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missilePixels[c] = (missileIndex >= 0 && missileIndex < missileSize) ? 1 : 0;
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}
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}
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// get the ball proposed colour
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