1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
|
--- source/games/dkong.c.orig Mon Jan 17 10:04:09 2005
+++ source/games/dkong.c Mon Jan 17 10:33:14 2005
@@ -479,7 +479,7 @@
static void draw_emudx() {
UINT8 code, color;
- SCROLL_REGS;
+ SCROLL_REGS
UINT8 *map,*gfx;
int offs;
int curlev = 0;
@@ -517,8 +517,8 @@
gfx = gfx_ram;
if( check_layer_enabled(layer_id_data[0])) {
- MAKE_SCROLL_n_16(512,512,1,0, 0);
- START_SCROLL_16(BORDER,BORDER,512,512);
+ MAKE_SCROLL_n_16(512,512,1,0, 0)
+ START_SCROLL_16(BORDER,BORDER,512,512)
int sy = y-16*2;
if (sy < 0 || sy > 224*2+BORDER)
@@ -716,20 +716,21 @@
/* As always for the color prom, great thanks go to mame for their decoding work */
for (i=0; i<256; i++) {
UINT8 bit0, bit1, bit2;
+ int r,g,b;
/* red component */
bit0 = (color_prom[256] >> 1) & 1;
bit1 = (color_prom[256] >> 2) & 1;
bit2 = (color_prom[256] >> 3) & 1;
- int r = 7 - (bit0 | (bit1<<1) | (bit2 << 2));
+ r = 7 - (bit0 | (bit1<<1) | (bit2 << 2));
/* green component */
bit0 = (color_prom[0] >> 2) & 1;
bit1 = (color_prom[0] >> 3) & 1;
bit2 = (color_prom[256] >> 0) & 1;
- int g = 7 - (bit0 | (bit1<<1) | (bit2 << 2));
+ g = 7 - (bit0 | (bit1<<1) | (bit2 << 2));
/* blue component */
bit0 = (color_prom[0] >> 0) & 1;
bit1 = (color_prom[0] >> 1) & 1;
- int b = 7 - ((bit0<<1) | (bit1 << 2));
+ b = 7 - ((bit0<<1) | (bit1 << 2));
RAM_PAL[i] = (b) | (g<<3) | (r<<6);
color_prom++;
}
@@ -800,9 +801,9 @@
static void draw_dkong() {
UINT8 code, color;
- SCROLL_REGS;
+ SCROLL_REGS
UINT8 *map,*gfx;
- int offs;
+ int offs,sy;
if (*gfx_bank) {
gfx = gfx_ram + 0x100;
@@ -813,7 +814,7 @@
MAKE_SCROLL_n_8(256,256,1,0, 0);
START_SCROLL_8(BORDER,BORDER,256,256);
- int sy = y-16;
+ sy = y-16;
if (sy < 0 || sy > 224+BORDER)
continue;
code = gfx[tile_index];
|