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Backport Fixed crash when loading game when ignore sprite limit option is turned on (uninit memory)
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@ -44,6 +44,8 @@ PPU::PPU(std::shared_ptr<Console> console)
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_console->InitializeRam(_spriteRAM, 0x100);
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_console->InitializeRam(_secondarySpriteRAM, 0x20);
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SetNesModel(NesModel::NTSC);
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Reset();
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}
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@ -85,8 +87,6 @@ void PPU::Reset()
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_spriteAddrH = 0;
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_spriteAddrL = 0;
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_oamCopyDone = false;
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_renderingEnabled = false;
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_prevRenderingEnabled = false;
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memset(_hasSprite, 0, sizeof(_hasSprite));
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memset(_spriteTiles, 0, sizeof(_spriteTiles));
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@ -110,6 +110,9 @@ void PPU::Reset()
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_updateVramAddrDelay = 0;
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_updateVramAddr = 0;
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_firstVisibleSpriteAddr = 0;
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_lastVisibleSpriteAddr = 0;
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memset(_oamDecayCycles, 0, sizeof(_oamDecayCycles));
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_enableOamDecay = _settings->CheckFlag(EmulationFlags::EnableOamDecay);
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