* "sonic mode" is autodetected, shadow/hilight is enabled by emulated game.\r
* AS is enabled by user and takes priority over "sonic mode".\r
*\r
+ * since renderer always draws line in 8bit mode, there are 2 spare bits:\r
+ * b \ mode: s/h as sonic\r
+ * 00 normal - -\r
+ * 01 shadow - pal index\r
+ * 10 hilight+op spr spr pal index\r
+ * 11 shadow +op spr - pal index\r
+ *\r
* not handled properly:\r
* - hilight op on shadow tile\r
* - AS + s/h (s/h sprite flag interferes with and cleared by AS code)\r
\r
if (prio) {\r
int *zb = (int *)(HighCol+8+(tilex<<3));\r
- *zb++ &= 0x3f3f3f3f;\r
- *zb &= 0x3f3f3f3f;\r
+ *zb++ &= 0xbfbfbfbf;\r
+ *zb &= 0xbfbfbfbf;\r
} else {\r
pal |= 0x40;\r
}\r
\r
/* nasty 1: remove 'sprite' flags */\r
{\r
- int c = 320/4, *zb = (int *)(HighCol+8);\r
+ int c = 320/4/4, *zb = (int *)(HighCol+8);\r
while (c--)\r
{\r
- *zb++ &= 0x7f7f7f7f;\r
+ *zb++ &= 0x7f7f7f7f; *zb++ &= 0x7f7f7f7f;\r
+ *zb++ &= 0x7f7f7f7f; *zb++ &= 0x7f7f7f7f;\r
}\r
}\r
\r