+ /* PRefreshLine() will not get called on skipped frames. This
+ * could cause a problem, but the solution would be rather complex,
+ * due to the current sprite 0 hit code.
+ */
+ if(FSkip)
+ {
+ y=(int)SPRAM[0] + 1;
+ if(scanline==y && SpriteON) PPU_status|=0x40; // hack
+ return;
+ }
+
+ if(scanline < FSettings.FirstSLine || scanline > FSettings.LastSLine)