Use macro and minor offset adjustment
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8e935a05a6
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82a99060e5
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@ -62,8 +62,10 @@ static int s_fullscreen = 0;
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static int noframe = 0;
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static int initBlitToHighDone = 0;
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#define NWIDTH (256 - (s_clipSides ? 16 : 0))
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#define NOFFSET (s_clipSides ? 8 : 0)
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#define NWIDTH (256 - (s_clipSides ? 16 : 0))
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#define NOFFSET (s_clipSides ? 8 : 0)
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#define NTSCWIDTH (301 - (s_clipSides ? 19 : 0))
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static int s_paletterefresh = 1;
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@ -168,7 +170,7 @@ void CalcVideoDimensions(void)
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int iScale = nes_shm->video.xscale;
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if ( s_sponge == 3 )
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{
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nes_shm->video.ncol = iScale*(301-(ClipSidesOffset ? 21 : 0));
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nes_shm->video.ncol = iScale*NTSCWIDTH;
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}
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else
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{
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@ -264,7 +266,7 @@ int InitVideo(FCEUGI *gi)
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int iScale = nes_shm->video.xscale;
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if ( s_sponge == 3 )
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{
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nes_shm->video.ncol = iScale*(301-(ClipSidesOffset ? 21 : 0));
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nes_shm->video.ncol = iScale*NTSCWIDTH;
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}
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else
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{
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@ -446,7 +448,7 @@ doBlitScreen(uint8_t *XBuf, uint8_t *dest)
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if ( s_sponge == 3 )
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{
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w = ixScale*(301-(ClipSidesOffset ? 21 : 0));
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w = ixScale*NTSCWIDTH;
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bw = 256;
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}
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else
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@ -539,7 +541,7 @@ uint32 PtoV(double nx, double ny)
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if ( nes_shm->video.preScaler == 3 )
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{
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x = (int)( nx * (double)nes_shm->video.ncol * (256.0/(301.0-(ClipSidesOffset ? 21 : 0))) );
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x = (int)( nx * (double)nes_shm->video.ncol * (256.0/301.0) );
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}
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else
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{
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@ -859,7 +859,7 @@ void Blit8ToHigh(uint8 *src, uint8 *dest, int xr, int yr, int pitch, int xscale,
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{
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case 4:
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if ( nes_ntsc && GameInfo && GameInfo->type!=GIT_NSF) {
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int outxr = 301 - (ClipSidesOffset ? 21 : 0);
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int outxr = 301 - (ClipSidesOffset ? 19 : 0);
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//if(xr == 282) outxr = 282; //hack for windows
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burst_phase ^= 1;
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u8* srcD = XDBuf + (src-XBuf); // get deemphasis buffer
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