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argusargus happytime
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@ -1,8 +1,6 @@
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// FB Alpha NMK Argus driver module
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// Based on MAME driver by Yochizo
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// todo: figure out Argus' title logo alpha effect
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#include "tiles_generic.h"
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#include "burn_bitmap.h"
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#include "z80_intf.h"
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@ -58,6 +56,8 @@ static UINT8 DrvDips[2];
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static UINT8 DrvInputs[3];
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static UINT8 DrvReset;
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static INT32 is_argus = 0;
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static struct BurnInputInfo ArgusInputList[] = {
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{"P1 Coin", BIT_DIGITAL, DrvJoy1 + 7, "p1 coin" },
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{"P1 Start", BIT_DIGITAL, DrvJoy1 + 0, "p1 start" },
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@ -977,6 +977,8 @@ static INT32 ArgusInit()
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GenericTilemapSetTransparent(0, 0xf);
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GenericTilemapSetOffsets(TMAP_GLOBAL, 0, -((256 - nScreenHeight) / 2));
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is_argus = 1;
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DrvDoReset();
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return 0;
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@ -1158,6 +1160,8 @@ static INT32 DrvExit()
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rambank = -1;
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is_argus = 0;
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return 0;
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}
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@ -1196,7 +1200,12 @@ static void draw_sprite_blend(INT32 bgmask, INT32 code, INT32 sx, INT32 sy, INT3
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c += color;
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INT32 dst = (sy * nScreenWidth) + sx + x;
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if (pTransDraw[dst] >= bgmask) continue;
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if (pTransDraw[dst] >= bgmask) continue; // Don't draw over text layer
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// Don't allow the title "mask" to get blitted over the background
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if (is_argus && ((code >= 0x3f0 && code <= 0x3f8) || (code >= 0x3b6 && code <= 0x3bf) ||
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(code >= 0x3ac && code <= 0x3af)) && (~pTransDraw[dst] & 0x200))
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continue;
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UINT8 a = DrvBlendTable[c];
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