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Add named getters, resolving composition bug.
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@ -96,7 +96,7 @@ void Base<personality>::draw_sprites(LineBuffer &buffer, int start, int end, int
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// Determine the lowest visible sprite; exit early if that leaves no sprites visible.
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for(; min_sprite < buffer.active_sprite_slot; min_sprite++) {
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LineBuffer::ActiveSprite &sprite = buffer.active_sprites[min_sprite];
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if(!(sprite.image[2]&0x40)) {
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if(sprite.opaque()) {
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break;
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}
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}
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@ -129,7 +129,7 @@ void Base<personality>::draw_sprites(LineBuffer &buffer, int start, int end, int
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// Go backwards compositing any sprites that are set as OR masks onto their parents.
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for(int index = buffer.active_sprite_slot - 1; index >= min_sprite + 1; --index) {
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LineBuffer::ActiveSprite &sprite = buffer.active_sprites[index];
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if(!(sprite.image[2] & 0x40)) {
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if(sprite.opaque()) {
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continue;
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}
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@ -148,7 +148,7 @@ void Base<personality>::draw_sprites(LineBuffer &buffer, int start, int end, int
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}
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// If a previous opaque sprite has been found, stop.
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if(previous.image[2] & 0x40) {
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if(previous.opaque()) {
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break;
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}
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}
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@ -191,11 +191,11 @@ void Base<personality>::draw_sprites(LineBuffer &buffer, int start, int end, int
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sprite_buffer[c] |= sprite_colour;
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// ... but a sprite with the transparent colour won't actually be visible.
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sprite_colour &= colour_masks[sprite.image[2]&15];
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sprite_colour &= colour_masks[sprite.image[2] & 0xf];
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pixel_origin_[c] =
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(pixel_origin_[c] & sprite_colour_selection_masks[sprite_colour^1]) |
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(palette()[sprite.image[2]&15] & sprite_colour_selection_masks[sprite_colour]);
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(palette()[sprite.image[2] & 0xf] & sprite_colour_selection_masks[sprite_colour]);
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sprite.shift_position += shift_advance;
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}
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@ -281,7 +281,7 @@ class SpriteFetcher {
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} break;
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}
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sprite.image[2] = colour;
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sprite.x -= (colour & 0x80) >> 2;
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sprite.x -= sprite.early_clock();
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const AddressT graphic_location = base->sprite_generator_table_address_ & bits<11>(AddressT((name << 3) | sprite.row));
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sprite.image[0] = base->ram_[graphic_location];
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@ -88,6 +88,19 @@ struct LineBuffer {
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// Master System mode: the four bytes of this 8x8 sprite;
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// TMS and Yamaha: [0] = the left half of this sprite; [1] = the right side (if 16x16 sprites enabled); [2] = colour, early-clock bit, etc.
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int shift_position = 0; // An offset representing how much of the image information has already been drawn.
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// Yamaha helpers.
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bool opaque() const {
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return !(image[2] & 0x40);
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}
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bool noncollideable() const {
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return image[2] & 0x20;
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}
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// Yamaha and TMS helpers.
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int early_clock() const {
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return (image[2] & 0x80) >> 2;
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}
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} active_sprites[8];
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int active_sprite_slot = 0; // A pointer to the slot into which a new active sprite will be deposited, if required.
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