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Possible fix for Gfx niggles Raiden 2 Level 3
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@@ -2806,7 +2806,20 @@ static UINT8 TRANSP(HandleTransparencyPen)(struct tilemap *tilemap, UINT32 x0, U
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x = x0+(yx%MAX_TILESIZE);
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y = y0+(yx/MAX_TILESIZE);
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*(x+(UINT16 *)pixmap->line[y]) = PAL_GET(pen);
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((UINT8 *)transparency_bitmap->line[y])[x] = (pen==transparent_pen)?code_transparent:code_opaque;
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/* Both pixels in a packed byte contribute to the per-tile
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* classification. Ignoring the high nibble can classify a
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* mixed tile as wholly opaque/transparent, bypassing its mask
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* and leaving solid blocks over the layers underneath. */
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if( pen==transparent_pen )
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{
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((UINT8 *)transparency_bitmap->line[y])[x] = code_transparent;
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bWhollyOpaque = 0;
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}
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else
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{
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((UINT8 *)transparency_bitmap->line[y])[x] = code_opaque;
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bWhollyTransparent = 0;
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}
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}
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pPenData += pitch/2;
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}
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