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Fixed foreshadowing of sprites yet to come. Put flipMask back the other way around.
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@ -65,7 +65,7 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset)
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for(int c = 0; c < 2; c++)
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for(int c = 0; c < 2; c++)
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{
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{
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int flipMask = (_playerReflection[c]&0x8) ? 7 : 0;
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int flipMask = (_playerReflection[c]&0x8) ? 0 : 7;
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int relativeTimer = _playerPosition[c] - _horizontalTimer;
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int relativeTimer = _playerPosition[c] - _horizontalTimer;
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switch (_playerAndMissileSize[c]&7)
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switch (_playerAndMissileSize[c]&7)
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@ -96,7 +96,7 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset)
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break;
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break;
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}
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}
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if(relativeTimer < 8)
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if(relativeTimer >= 0 && relativeTimer < 8)
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playerPixels[c] = (_playerGraphics[c] >> (relativeTimer ^ flipMask)) &1;
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playerPixels[c] = (_playerGraphics[c] >> (relativeTimer ^ flipMask)) &1;
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else
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else
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playerPixels[c] = 0;
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playerPixels[c] = 0;
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