2D: fix blending against the 3D layer or bitmap sprites (when those are second target)

fixes #68
This commit is contained in:
StapleButter 2017-07-14 00:32:25 +02:00
parent 04172f47de
commit e1926d6e97

View File

@ -1005,11 +1005,18 @@ void GPU2D::DrawScanline_Mode1(u32 line, u32* dst)
u32 coloreffect, eva, evb;
u32 flag1 = val1 >> 24;
u32 flag2 = val2 >> 24;
u32 target2;
if (flag2 & 0x80) target2 = 0x1000;
else if (flag2 & 0x40) target2 = 0x0100;
else target2 = flag2 << 8;
if (!(windowmask[i] & 0x20))
{
coloreffect = 0;
}
else if ((flag1 & 0x80) && (BlendCnt & ((val2 >> 16) & 0xFF00)))
else if ((flag1 & 0x80) && (BlendCnt & target2))
{
// sprite blending
@ -1026,7 +1033,7 @@ void GPU2D::DrawScanline_Mode1(u32 line, u32* dst)
evb = EVB;
}
}
else if ((flag1 & 0x40) && (BlendCnt & ((val2 >> 16) & 0xFF00)))
else if ((flag1 & 0x40) && (BlendCnt & target2))
{
// 3D layer blending
@ -1054,7 +1061,7 @@ void GPU2D::DrawScanline_Mode1(u32 line, u32* dst)
}
else if (BlendCnt & flag1)
{
if ((bldcnteffect == 1) && (BlendCnt & ((val2 >> 16) & 0xFF00)))
if ((bldcnteffect == 1) && (BlendCnt & target2))
{
coloreffect = 1;
eva = EVA;