/* only known game needing this is Rotor */
static void do_playfield_collisions (void)
{
- int bplres = bplcon0_res;
+ int bplres = output_res(bplcon0_res);
hwres_t ddf_left = thisline_decision.plfleft * 2 << bplres;
hwres_t hw_diwlast = coord_window_to_diw_x (thisline_decision.diwlastword);
hwres_t hw_diwfirst = coord_window_to_diw_x (thisline_decision.diwfirstword);
int first = curr_drawinfo[next_lineno].first_sprite_entry;
int i;
unsigned int collision_mask = clxmask[clxcon >> 12];
- int bplres = bplcon0_res;
+ int bplres = output_res(bplcon0_res);
hwres_t ddf_left = thisline_decision.plfleft * 2 << bplres;
hwres_t hw_diwlast = coord_window_to_diw_x (thisline_decision.diwlastword);
hwres_t hw_diwfirst = coord_window_to_diw_x (thisline_decision.diwfirstword);