removing some cases where then and else do exactly the same thing
i could not see any functional differences anywhere, but there might be something im overlooking.
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@ -409,13 +409,8 @@ void gbDrawSpriteTile(int tile, int x,int y,int t, int flags,
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u8 * bank0;
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u8 * bank1;
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if(gbCgbMode) {
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if(register_VBK & 1) {
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bank0 = &gbVram[0x0000];
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bank1 = &gbVram[0x2000];
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} else {
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bank0 = &gbVram[0x0000];
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bank1 = &gbVram[0x2000];
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}
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bank0 = &gbVram[0x0000];
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bank1 = &gbVram[0x2000];
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} else {
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bank0 = &gbMemory[0x8000];
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bank1 = NULL;
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@ -168,13 +168,8 @@ void GBOamView::render()
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u8 * bank0;
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u8 * bank1;
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if(gbCgbMode) {
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if(register_VBK & 1) {
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bank0 = &gbVram[0x0000];
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bank1 = &gbVram[0x2000];
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} else {
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bank0 = &gbVram[0x0000];
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bank1 = &gbVram[0x2000];
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}
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bank0 = &gbVram[0x0000];
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bank1 = &gbVram[0x2000];
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} else {
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bank0 = &gbMemory[0x8000];
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bank1 = NULL;
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@ -279,7 +279,6 @@ void MapView::renderRotScreen(u16 control)
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w = sizeX;
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h = sizeY;
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if(control & 0x80) {
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for(int y = 0; y < sizeY; y++) {
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for(int x = 0; x < sizeX; x++) {
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int tile = screenBase[(x>>3) + (y>>3)*(w>>3)];
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@ -293,23 +292,6 @@ void MapView::renderRotScreen(u16 control)
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*bmp++ = ((color2 >> 10) & 0x1f) << 3;
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*bmp++ = ((color2 >> 5) & 0x1f) << 3;
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*bmp++ = (color2 & 0x1f) << 3;
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}
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}
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} else {
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for(int y = 0; y < sizeY; y++) {
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for(int x = 0; x < sizeX; x++) {
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int tile = screenBase[(x>>3) + (y>>3)*(w>>3)];
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int tileX = (x & 7);
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int tileY = y & 7;
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u8 color = charBase[tile * 64 + tileY * 8 + tileX];
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u16 color2 = palette[color];
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*bmp++ = ((color2 >> 10) & 0x1f) << 3;
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*bmp++ = ((color2 >> 5) & 0x1f) << 3;
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*bmp++ = (color2 & 0x1f) << 3;
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}
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}
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}
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