- Fixed code to compile: it's the last time I fix, at least check the changes to MAKE SURE THEY WORK AND COMPILE. Next time I'll just revert it.
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@ -636,7 +636,8 @@ INLINE BOOL renderline_setFinalColor(GPU *gpu,u32 passing,u8 bgnum,u8 *dst,u16 c
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u16 sourceFraction = (gpu->BLDALPHA & 0x1F),
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sourceR, sourceG, sourceB,targetFraction;
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if (!sourceFraction) return ;
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if (!sourceFraction)
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return 0;
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/* no fraction of this BG to be showed, so don't do anything */
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sourceR = ((color & 0x1F) * sourceFraction) >> 4 ;
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/* weighted component from color to draw */
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@ -1761,7 +1762,7 @@ void GPU_ligne(NDS_Screen * screen, u16 l)
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unsigned int masterBrightFactor = mBright->Factor;
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u16 * colors = bright_more_colors[masterBrightFactor];
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if (mBright.FactorEx)
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if (mBright->FactorEx)
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{
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/* the formular would create only white, as (r + (31-r)) = 31 */
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/* white = enable all bits */
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