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gsdx: wrap bp for block ptr
Fix massive flickering of Beyond Good&Evil on SW renderer (HW happily overflow)
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@ -232,9 +232,7 @@ public:
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uint8* BlockPtr(uint32 bp) const
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{
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ASSERT(bp < 16384);
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return &m_vm8[bp << 8];
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return &m_vm8[(bp % MAX_BLOCKS) << 8];
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}
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uint8* BlockPtr32(int x, int y, uint32 bp, uint32 bw) const
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