// to do a scanline render in the non-display area... [DONE]
//this seems to cause a regression in certain games, like rayman
//which means I have to dig thru the asic nets to see what's wrong...
+/*
+No, the OP doesn't start until VDB, that much is certain. The thing is, VDB is the
+HALF line that the OP starts on--which means that it needs to start at VDB / 2!!!
+
+Hrm, doesn't seem to be enough, though it should be... still sticks for 20 frames.
+*/
#if 1
// 16 isn't enough, and neither is 32 for raptgun. 32 fucks up Rayman
+// if (scanline >= ((uint16)GET16(tomRam8, VDB) / 2) && scanline < ((uint16)GET16(tomRam8, VDE) / 2))
if (scanline >= (uint16)GET16(tomRam8, VDB) && scanline < (uint16)GET16(tomRam8, VDE))
-// if (scanline >= ((uint16)GET16(tomRam8, VDB) - 32) && scanline < (uint16)GET16(tomRam8, VDE))
+// if (scanline >= ((uint16)GET16(tomRam8, VDB) - 16) && scanline < (uint16)GET16(tomRam8, VDE))
+// if (scanline >= 20 && scanline < (uint16)GET16(tomRam8, VDE))
{
if (render)
{