Patch by Magliocchetti Riccardo:
Removed shadow on "i" variable.
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c5e2f063dd
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e74601884a
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@ -1339,7 +1339,7 @@ void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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s32 sprX, sprY, x, y, lg;
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s32 sprX, sprY, x, y, lg;
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int xdir;
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int xdir;
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u8 prio, * src;
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u8 prio, * src;
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u16 i;
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u16 j;
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// Check if sprite is disabled before everything
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// Check if sprite is disabled before everything
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if (spriteInfo->RotScale == 2)
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if (spriteInfo->RotScale == 2)
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@ -1425,7 +1425,7 @@ void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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else
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else
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pal = (ARM9Mem.ARM9_VMEM + 0x200 + gpu->core *0x400);
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pal = (ARM9Mem.ARM9_VMEM + 0x200 + gpu->core *0x400);
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for(i = 0; i < lg; ++i, ++sprX)
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for(j = 0; j < lg; ++j, ++sprX)
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{
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{
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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auxX = (realX>>8);
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auxX = (realX>>8);
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@ -1456,7 +1456,7 @@ void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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{
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{
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src = gpu->sprMem + (spriteInfo->TileIndex)*32;
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src = gpu->sprMem + (spriteInfo->TileIndex)*32;
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for(i = 0; i < lg; ++i, ++sprX)
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for(j = 0; j < lg; ++j, ++sprX)
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{
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{
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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auxX = (realX>>8);
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auxX = (realX>>8);
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@ -1488,7 +1488,7 @@ void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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pal = ARM9Mem.ARM9_VMEM + 0x200 + gpu->core*0x400 + (spriteInfo->PaletteIndex*32);
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pal = ARM9Mem.ARM9_VMEM + 0x200 + gpu->core*0x400 + (spriteInfo->PaletteIndex*32);
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src = gpu->sprMem + (spriteInfo->TileIndex<<gpu->sprBoundary);
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src = gpu->sprMem + (spriteInfo->TileIndex<<gpu->sprBoundary);
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for(i = 0; i < lg; ++i, ++sprX)
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for(j = 0; j < lg; ++j, ++sprX)
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{
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{
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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auxX = (realX>>8);
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auxX = (realX>>8);
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@ -1601,7 +1601,7 @@ void sprite2D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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int xdir;
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int xdir;
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u8 prio, * src;
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u8 prio, * src;
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//u16 * pal;
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//u16 * pal;
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u16 i;
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u16 j;
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// Check if sprite is disabled before everything
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// Check if sprite is disabled before everything
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if (spriteInfo->RotScale == 2)
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if (spriteInfo->RotScale == 2)
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@ -1687,7 +1687,7 @@ void sprite2D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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else
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else
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pal = (ARM9Mem.ARM9_VMEM + 0x200 + gpu->core *0x400);
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pal = (ARM9Mem.ARM9_VMEM + 0x200 + gpu->core *0x400);
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for(i = 0; i < lg; ++i, ++sprX)
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for(j = 0; j < lg; ++j, ++sprX)
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{
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{
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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auxX = (realX>>8);
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auxX = (realX>>8);
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@ -1718,7 +1718,7 @@ void sprite2D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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{
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{
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src = gpu->sprMem + (((spriteInfo->TileIndex&0x03E0) * 8) + (spriteInfo->TileIndex&0x001F))*16;
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src = gpu->sprMem + (((spriteInfo->TileIndex&0x03E0) * 8) + (spriteInfo->TileIndex&0x001F))*16;
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for(i = 0; i < lg; ++i, ++sprX)
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for(j = 0; j < lg; ++j, ++sprX)
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{
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{
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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auxX = (realX>>8);
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auxX = (realX>>8);
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@ -1750,7 +1750,7 @@ void sprite2D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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src = gpu->sprMem + (spriteInfo->TileIndex<<5);
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src = gpu->sprMem + (spriteInfo->TileIndex<<5);
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pal = ARM9Mem.ARM9_VMEM + 0x200 + (gpu->core*0x400 + (spriteInfo->PaletteIndex*32));
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pal = ARM9Mem.ARM9_VMEM + 0x200 + (gpu->core*0x400 + (spriteInfo->PaletteIndex*32));
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for(i = 0; i < lg; ++i, ++sprX)
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for(j = 0; j < lg; ++j, ++sprX)
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{
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{
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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// Get the integer part of the fixed point 8.8, and check if it lies inside the sprite data
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auxX = (realX>>8);
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auxX = (realX>>8);
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