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namconb1, remove shadow palette. namcos2: set 'shadow' palette index to 0x800 like c355
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@ -342,18 +342,16 @@ static void namco_c116_write(UINT16 offset, UINT8 data)
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}
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}
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int color = ((offset & 0x6000) >> 2) | (offset & 0x7ff);
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INT32 color = ((offset & 0x6000) >> 2) | (offset & 0x7ff);
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RAM[color] = data;
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DrvPalette[color] = BurnHighCol(DrvPalRAMR[color], DrvPalRAMG[color], DrvPalRAMB[color], 0);
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DrvPalette[color + 0x2000] = BurnHighCol(DrvPalRAMR[color] / 2, DrvPalRAMG[color] / 2, DrvPalRAMB[color] / 2, 0); // shadow
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}
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static void TotalReCarl()
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{
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for (INT32 color = 0; color < 0x2000; color++) {
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DrvPalette[color] = BurnHighCol(DrvPalRAMR[color], DrvPalRAMG[color], DrvPalRAMB[color], 0);
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DrvPalette[color + 0x2000] = BurnHighCol(DrvPalRAMR[color] / 2, DrvPalRAMG[color] / 2, DrvPalRAMB[color] / 2, 0); // shadow
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}
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}
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@ -809,7 +807,7 @@ static INT32 MemIndex()
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DrvNVRAM = Next; Next += 0x000800;
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DrvPalette = (UINT32*)Next; Next += 0x4001 * sizeof(UINT32);
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DrvPalette = (UINT32*)Next; Next += 0x2001 * sizeof(UINT32);
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AllRam = Next;
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@ -1744,7 +1742,7 @@ static void DrvDrawBegin()
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apply_clip();
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BurnTransferClear(0x4000);
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BurnTransferClear(0x2000);
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if (nBurnLayer & 1) c355_predraw_sprites();
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}
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@ -1770,6 +1768,7 @@ static void DrvDrawLine(INT32 line)
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static void DrvDrawEnd()
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{
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BurnTransferCopy(DrvPalette);
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if (has_gun) BurnGunDrawTargets();
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}
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@ -2508,7 +2508,7 @@ static void zdrawgfxzoom(UINT8 *gfx, INT32 tile_size, UINT32 code, UINT32 color,
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if (!max_x && !max_y) return; //nothing to draw (zdrawgfxzoom draws a 1x1 pixel at 0,0 if max_x and max_y are 0)
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INT32 shadow_offset = (1)?0x2000:0;
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const INT32 shadow_offset = 0x800;
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const UINT8 *source_base = gfx + (code * tile_size * tile_size);
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INT32 sprite_screen_height = (scaley*tile_size+0x8000)>>16;
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INT32 sprite_screen_width = (scalex*tile_size+0x8000)>>16;
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