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Fix the lights dont go out when shot in Elevator Action II / Returns #25

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Jul 14, 2020
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8 changes: 8 additions & 0 deletions src/vidhrdw/taito_f3.c
Original file line number Diff line number Diff line change
Expand Up @@ -2007,6 +2007,12 @@ static void get_line_ram_info(tilemap *tmap, int sx, int sy, int pos, UINT32 *f3
line_enable=2;
else if(pri&0x8000) //alpha2
line_enable=3;
/* special case when the blend mode is "normal" but the 6200 area is used. Might be missing a flag */
else if((pri&0x3000) && (f3_line_ram[0x6230/4]!= 0) && (pos == 2) &&
(((f3_line_ram[(0x6200/4) + (y>>1)] >> 4) &0xf) != 0xb) && (f3_game == EACTION2))
{
line_enable=0x22;
}
else
line_enable=1;

Expand Down Expand Up @@ -2072,6 +2078,8 @@ static void get_line_ram_info(tilemap *tmap, int sx, int sy, int pos, UINT32 *f3
/* If clipping enabled for this line have to disable 'all opaque' optimisation */
if (line_t->clip0[y]!=0x7fff0000 || line_t->clip1[y]!=0)
line_t->alpha_mode[y]&=~0x80;

if ((pos ==1) && ((((f3_line_ram[(0x6200/4) + (y>>1)]) >> 4) &0xf) > 0xb) && (f3_game == EACTION2)) line_t->alpha_mode[y] = 0x22; /*hack*/

/* set pixmap index */
line_t->x_count[y]=x_index_fx & 0xffff; // Fractional part
Expand Down