Possible fix for Gfx niggles Raiden 2 Level 3

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arcadez2003 authored and GitHub committed 2026-10-15 00:34:15 +01:00
1 parent a5e5261093
commit c5233bcb58
1 file changed
+14 -1
+14 -1
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@@ -2806,7 +2806,20 @@ static UINT8 TRANSP(HandleTransparencyPen)(struct tilemap *tilemap, UINT32 x0, U
x = x0+(yx%MAX_TILESIZE);
y = y0+(yx/MAX_TILESIZE);
*(x+(UINT16 *)pixmap->line[y]) = PAL_GET(pen);
((UINT8 *)transparency_bitmap->line[y])[x] = (pen==transparent_pen)?code_transparent:code_opaque;
/* Both pixels in a packed byte contribute to the per-tile
* classification. Ignoring the high nibble can classify a
* mixed tile as wholly opaque/transparent, bypassing its mask
* and leaving solid blocks over the layers underneath. */
if( pen==transparent_pen )
{
((UINT8 *)transparency_bitmap->line[y])[x] = code_transparent;
bWhollyOpaque = 0;
}
else
{
((UINT8 *)transparency_bitmap->line[y])[x] = code_opaque;
bWhollyTransparent = 0;
}
}
pPenData += pitch/2;
}