static void LineUpdate(uint8 *target)
{
uint32 tem;
+ int y;
/* 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) return;
+ if(FSkip)
+ {
+ y=(int)SPRAM[0] + 1;
+ if(scanline==y && SpriteON) PPU_status|=0x40; // hack
+ return;
+ }
if(scanline < FSettings.FirstSLine || scanline > FSettings.LastSLine)
{
if(PPU_hook)
PRefreshLine();
+ y=(int)SPRAM[0] + 1;
+ if(scanline==y && SpriteON) PPU_status|=0x40;
}
else
{
}
update:
+ if(Exit)
+ {
+ //CloseGame();
+ break;
+ }
+
{
int ssize;
}
}
- if(Exit)
- {
- //CloseGame();
- break;
- }
-
} // for
}