Commit 8d4780b8 authored by aliaspider's avatar aliaspider
Browse files

solve 'for' loop initial declarations build errors.

remove --std=c99
parent 7a7857f4
......@@ -79,7 +79,7 @@ OBJECTS := $(OBJECTS:.cpp=.o)
OBJECTS := $(OBJECTS:.S=.o)
OBJECTS := $(OBJECTS:.s=.o)
CFLAGS += $(DEFINES) $(COMMON_DEFINES) $(INCLUDES) --std=c99
CFLAGS += $(DEFINES) $(COMMON_DEFINES) $(INCLUDES)
all: $(TARGET)
......
......@@ -28,7 +28,7 @@ LIBRETRO_DIR := ../libretro
include ../Makefile.common
LOCAL_SRC_FILES := $(SOURCES)
LOCAL_CFLAGS += $(DEFINES) $(COMMON_DEFINES) $(INCLUDES) --std=c99
LOCAL_CFLAGS += $(DEFINES) $(COMMON_DEFINES) $(INCLUDES)
LOCAL_ASFLAGS += $(DEFINES) $(COMMON_DEFINES) $(INCLUDES)
include $(BUILD_SHARED_LIBRARY)
This diff is collapsed.
......@@ -255,9 +255,11 @@ bool8_32 S9xGraphicsInit ()
S9xSetRenderPixelFormat (RGB565);
#endif
for (uint8 bitshift = 0; bitshift < 4; bitshift++)
uint8 bitshift;
for (bitshift = 0; bitshift < 4; bitshift++)
{
for (register int i = 0; i < 16; i++)
register int i;
for (i = 0; i < 16; i++)
{
register uint32 h = 0;
register uint32 l = 0;
......@@ -534,9 +536,11 @@ void S9xGraphicsDeinit (void)
void S9xBuildDirectColourMaps ()
{
for (uint32 p = 0; p < 8; p++)
uint32 p;
for (p = 0; p < 8; p++)
{
for (uint32 c = 0; c < 256; c++)
uint32 c;
for (c = 0; c < 256; c++)
{
// XXX: Brightness
/*
......@@ -873,7 +877,8 @@ void DrawOBJS (bool8_32 OnMain, uint8 D)
DBG("Draw Objects.\n");
int I = 0;
for (int S = GFX.OBJList [I++]; S >= 0; S = GFX.OBJList [I++])
int S;
for (S = GFX.OBJList [I++]; S >= 0; S = GFX.OBJList [I++])
{
int VPos = GFX.VPositions [S];
int Size = GFX.Sizes[S];
......@@ -908,7 +913,8 @@ void DrawOBJS (bool8_32 OnMain, uint8 D)
GFX.Z2 = (PPU.OBJ[S].Priority + 1) * 4 + D;
for (int clip = 0; clip < clipcount; clip++)
int clip;
for (clip = 0; clip < clipcount; clip++)
{
int Left;
int Right;
......@@ -927,7 +933,8 @@ void DrawOBJS (bool8_32 OnMain, uint8 D)
PPU.OBJ[S].HPos >= Right)
continue;
for (int Y = 0; Y < Size; Y += 8)
int Y;
for (Y = 0; Y < Size; Y += 8)
{
if (VPos + Y + 7 >= (int) GFX.StartY && VPos + Y <= (int) GFX.EndY)
{
......@@ -994,7 +1001,8 @@ void DrawOBJS (bool8_32 OnMain, uint8 D)
else
Offset = 0;
for (int X = 0; X < Middle; X++, O += 8 * GFX_PIXSIZE,
int X;
for (X = 0; X < Middle; X++, O += 8 * GFX_PIXSIZE,
Tile += TileInc)
{
//if (Tile & 0x100) BG.TileAddress = bg_ta_ns;
......@@ -1075,7 +1083,8 @@ void DrawBackgroundMosaic (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
OffsetShift = 3;
}
for (uint32 Y = GFX.StartY; Y <= GFX.EndY; Y += Lines)
uint32 Y;
for (Y = GFX.StartY; Y <= GFX.EndY; Y += Lines)
{
uint32 VOffset = LineData [Y].BG[bg].VOffset;
uint32 HOffset = LineData [Y].BG[bg].HOffset;
......@@ -1116,7 +1125,8 @@ void DrawBackgroundMosaic (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
if (!ClipCount)
ClipCount = 1;
for (uint32 clip = 0; clip < ClipCount; clip++)
uint32 clip;
for (clip = 0; clip < ClipCount; clip++)
{
if (GFX.pCurrentClip->Count [bg])
{
......@@ -1127,7 +1137,8 @@ void DrawBackgroundMosaic (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
PixWidth = PPU.Mosaic - r;
}
uint32 s = Y * GFX_PPL + Left * GFX_PIXSIZE;
for (uint32 x = Left; x < Right; x += PixWidth,
uint32 x;
for (x = Left; x < Right; x += PixWidth,
s += PixWidth * GFX_PIXSIZE,
HPos += PixWidth, PixWidth = PPU.Mosaic)
{
......@@ -1324,7 +1335,8 @@ void DrawBackgroundOffset (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
}
TileBlank = 0xFFFFFFFF;
for (uint32 Y = GFX.StartY; Y <= GFX.EndY; Y++)
uint32 Y;
for (Y = GFX.StartY; Y <= GFX.EndY; Y++)
{
uint32 VOff = LineData [Y].BG[2].VOffset - 1;
uint32 HOff = LineData [Y].BG[2].HOffset;
......@@ -1362,7 +1374,8 @@ void DrawBackgroundOffset (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
if (!clipcount)
clipcount = 1;
for (int clip = 0; clip < clipcount; clip++)
int clip;
for (clip = 0; clip < clipcount; clip++)
{
uint32 Left;
uint32 Right;
......@@ -1586,7 +1599,8 @@ void DrawBackgroundMode5 (uint32 BGMODE, uint32 bg, uint8 Z1, uint8 Z2)
}
int endy = GFX.EndY;
for (int Y = GFX.StartY; Y <= endy; Y += Lines)
int Y;
for (Y = GFX.StartY; Y <= endy; Y += Lines)
{
//int y = Y;
uint32 VOffset = LineData [Y].BG[bg].VOffset;
......@@ -1629,7 +1643,8 @@ void DrawBackgroundMode5 (uint32 BGMODE, uint32 bg, uint8 Z1, uint8 Z2)
int clipcount = GFX.pCurrentClip->Count [bg];
if (!clipcount)
clipcount = 1;
for (int clip = 0; clip < clipcount; clip++)
int clip;
for (clip = 0; clip < clipcount; clip++)
{
int Left;
int Right;
......@@ -1732,7 +1747,8 @@ void DrawBackgroundMode5 (uint32 BGMODE, uint32 bg, uint8 Z1, uint8 Z2)
Count = Width - Count;
int Middle = Count >> 3;
Count &= 7;
for (int C = Middle; C > 0; s += 4, Quot++, C--)
int C;
for (C = Middle; C > 0; s += 4, Quot++, C--)
{
Tile = READ_2BYTES(t);
GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13];
......@@ -1885,7 +1901,8 @@ void DrawBackground_8(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
HOffset = LineData [GFX.StartY].BG[bg].HOffset;
}
TileBlank = 0xFFFFFFFF;
for (uint32 Y = GFX.StartY; Y <= GFX.EndY; Y += Lines){
uint32 Y;
for (Y = GFX.StartY; Y <= GFX.EndY; Y += Lines){
int y_ppl = Y * GFX_PPL;
if (oc) {
VOffset = LineData [Y].BG[bg].VOffset;
......@@ -1974,7 +1991,8 @@ void DrawBackground_8(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
// Middle, unclipped tiles
Count = Width - Count;
for (int C = Count >> 3; C > 0; s += 8, Quot++, C--){
int C ;
for (C = Count >> 3; C > 0; s += 8, Quot++, C--){
//uint32 Tile = READ_2BYTES(t);
register uint32 Tile = *(t++);
if (Tile != TileBlank){
......@@ -2042,7 +2060,8 @@ void DrawBackground_16 (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
TileBlank = 0xFFFFFFFF;
unsigned int tb1 = 0xffffffff;
unsigned int tb2 = 0xffffffff;
for (uint32 Y = GFX.StartY; Y <= GFX.EndY; Y += Lines){
uint32 Y ;
for (Y = GFX.StartY; Y <= GFX.EndY; Y += Lines){
int y_ppl = Y * GFX_PPL;
if (oc) {
VOffset = LineData [Y].BG[bg].VOffset;
......@@ -2149,7 +2168,8 @@ void DrawBackground_16 (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
// Middle, unclipped tiles
Count = Width - Count;
for (int C = Count >> 3; C > 0; s += 8, Quot++, C--){
int C ;
for (C = Count >> 3; C > 0; s += 8, Quot++, C--){
if (!(Quot & 1)) {
Tile = *(t++);
Tile += tx_table[tx_index + ((Tile & (H_FLIP | V_FLIP)) >> 13)];
......@@ -2567,7 +2587,8 @@ static void S9xUpdateScreenTransparency () // ~30-50ms! (called from FLUSH_REDRA
// Colour window enabled.
// loop around all of the lines being updated
for (uint32 y = starty; y <= endy; y++)
uint32 y ;
for (y = starty; y <= endy; y++)
{
// Clear the subZbuffer
memset32 ((uint32_t*)(GFX.SubZBuffer + y * GFX_ZPITCH),0, (256>>2));
......@@ -2579,7 +2600,8 @@ static void S9xUpdateScreenTransparency () // ~30-50ms! (called from FLUSH_REDRA
}
// loop through all window clippings
for (uint32 c = 0; c < pClip->Count [5]; c++)
uint32 c ;
for (c = 0; c < pClip->Count [5]; c++)
{
int width = pClip->Right [c][5] - pClip->Left [c][5];
if (width > 0) {
......@@ -2638,7 +2660,8 @@ static void S9xUpdateScreenTransparency () // ~30-50ms! (called from FLUSH_REDRA
// No windows are clipping the main screen
// this simplifies the screen clearing process
// loop through all of the lines to be updated
for (uint32 y = starty; y <= endy; y++) {
uint32 y ;
for (y = starty; y <= endy; y++) {
// Clear the Zbuffer
memset32 ((uint32_t*)(GFX.ZBuffer + y * GFX_ZPITCH),0, (256>>2));
// clear the sub Zbuffer to 1
......@@ -2738,10 +2761,12 @@ static void S9xUpdateScreenTransparency () // ~30-50ms! (called from FLUSH_REDRA
}
if (!(Count = pClip->Count [5])) Count = 1;
for (uint32 y = starty; y <= endy; y++)
uint32 y ;
for (y = starty; y <= endy; y++)
{
for (uint32 b = 0; b < Count; b++)
uint32 b ;
for (b = 0; b < Count; b++)
{
if (pClip->Count [5])
{
......@@ -2891,9 +2916,11 @@ _ROP_##rop##half \
DBG("Copying subscreen with clipping...\n");
for (uint32 y = starty; y <= endy; y++)
uint32 y ;
for (y = starty; y <= endy; y++)
{
for (uint32 b = 0; b < pClip->Count [5]; b++)
uint32 b ;
for (b = 0; b < pClip->Count [5]; b++)
{
uint32 Left = pClip->Left [b][5];
uint32 Right = pClip->Right [b][5];
......@@ -3018,14 +3045,16 @@ _ROP_##rop##half \
DBG("Clearing background with clipping...\n");
// loop through all of the lines that are going to be updated as part of this screen update
for (uint32 y = starty; y <= endy; y++)
uint32 y ;
for (y = starty; y <= endy; y++)
{
memset32 ((uint32_t*)(GFX.Screen + y * GFX_PITCH), black,
IPPU.RenderedScreenWidth>>1);
if (black!=back)
{
for (uint32 c = 0; c < IPPU.Clip [0].Count [5]; c++)
uint32 c ;
for (c = 0; c < IPPU.Clip [0].Count [5]; c++)
{
//if (IPPU.Clip [0].Right [c][5] > IPPU.Clip [0].Left [c][5])
//{
......@@ -3070,7 +3099,8 @@ _ROP_##rop##half \
DBG("Clearing background with no clipping...\n");
// there is no clipping to worry about so just fill with the back colour
for (uint32 y = starty; y <= endy; y++) {
uint32 y ;
for (y = starty; y <= endy; y++) {
memset32 ((uint32_t*)(GFX.Screen + y * GFX_PITCH), back, (256>>1));
}
......@@ -3081,7 +3111,8 @@ _ROP_##rop##half \
{
DBG("Forced Blanking not in use. Clearing ZBuffer ... !!\n");
// Clear the Zbuffer for each of the lines which are going to be updated
for (uint32 y = starty; y <= endy; y++) {
uint32 y ;
for (y = starty; y <= endy; y++) {
memset32 ((uint32_t*)(GFX.ZBuffer + y * GFX_ZPITCH), 0, (256>>2));
}
DBG("Rendering screen !!\n");
......@@ -3125,7 +3156,8 @@ static void S9xUpdateScreenNoTransparency () // ~30-50ms! (called from FLUSH_RED
}
// now clear all graphics lines which are being updated using the back colour
for (register uint32 y = starty; y <= endy; y++)
register uint32 y;
for (y = starty; y <= endy; y++)
{
memset32 ((uint32_t*)(GFX.Screen + y * GFX_PITCH), back,
IPPU.RenderedScreenWidth>>1);
......@@ -3135,7 +3167,8 @@ static void S9xUpdateScreenNoTransparency () // ~30-50ms! (called from FLUSH_RED
{
// Loop through all lines being updated and clear the
// zbuffer for each of the lines
for (uint32 y = starty; y <= endy; y++)
uint32 y ;
for (y = starty; y <= endy; y++)
{
memset32 ((uint32_t*)(GFX.ZBuffer + y * GFX_ZPITCH), 0,
IPPU.RenderedScreenWidth>>2);
......
......@@ -74,7 +74,8 @@ extern bool8 LoadZip(const char* , int32 *, int32 *);
bool8_32 AllASCII (uint8 *b, int size)
{
for (int i = 0; i < size; i++)
int i;
for (i = 0; i < size; i++)
{
if (b[i] < 32 || b[i] > 126)
return (FALSE);
......@@ -149,7 +150,8 @@ char *Safe (const char *s)
safe = (char *) malloc (safe_len = len + 1);
}
for (int i = 0; i < len; i++)
int i;
for (i = 0; i < len; i++)
{
if (s [i] >= 32 && s [i] < 127)
safe [i] = s[i];
......@@ -596,7 +598,8 @@ again:
{
for (i = 0; i < nblocks * 2; i++)
{
for (int j = i; j < nblocks * 2; j++)
int j;
for (j = i; j < nblocks * 2; j++)
{
if (blocks [j] == i)
{
......@@ -672,7 +675,8 @@ void S9xDeinterleaveMode2 ()
{
for (i = 0; i < nblocks * 2; i++)
{
for (int j = i; j < nblocks * 2; j++)
int j;
for (j = i; j < nblocks * 2; j++)
{
if (blocks [j] == i)
{
......@@ -1049,7 +1053,8 @@ void FixROMSpeed ()
void WriteProtectROM ()
{
memmove ((void *) Memory.WriteMap, (void *) Memory.Map, sizeof (Memory.Map));
for (int c = 0; c < 0x1000; c++)
int c;
for (c = 0; c < 0x1000; c++)
{
if (Memory.BlockIsROM [c])
Memory.WriteMap [c] = (uint8 *) MAP_NONE;
......@@ -2434,7 +2439,8 @@ void ApplyROMFixes ()
strcmp (Memory.ROMName, "HOME ALONE") == 0)
{
// Banks 00->3f and 80->bf
for (int c = 0; c < 0x400; c += 16)
int c;
for (c = 0; c < 0x400; c += 16)
{
Memory.Map [c + 6] = Memory.Map [c + 0x806] = Memory.SRAM;
Memory.Map [c + 7] = Memory.Map [c + 0x807] = Memory.SRAM;
......@@ -2475,7 +2481,8 @@ void ApplyROMFixes ()
// CAPCOM's protect
// Banks 0x808000, 0x408000 are mirroring.
for (int c = 0; c < 8; c++)
int c;
for (c = 0; c < 8; c++)
Memory.Map [0x408 + c] = Memory.ROM - 0x8000;
}
......@@ -2507,7 +2514,8 @@ void ApplyROMFixes ()
if (strcmp (Memory.ROMName, "DRAGON KNIGHT 4") == 0)
{
// Banks 70->7e, S-RAM
for (int c = 0; c < 0xe0; c++)
int c;
for (c = 0; c < 0xe0; c++)
{
Memory.Map [c + 0x700] = (uint8 *) MAP_LOROM_SRAM;
Memory.BlockIsRAM [c + 0x700] = TRUE;
......@@ -2751,7 +2759,8 @@ const uint32 crc32Table[256] = {
//CRC32 for char arrays
uint32 caCRC32(uint8 *array, uint32 size) {
register uint32 crc32 = 0xFFFFFFFF;
for (register uint32 i = 0; i < size; i++) {
register uint32 i;
for (i = 0; i < size; i++) {
crc32 = ((crc32 >> 8) & 0x00FFFFFF) ^ crc32Table[(crc32 ^ array[i]) & 0xFF];
}
return ~crc32;
......
......@@ -160,7 +160,8 @@ extern unsigned int ROpCount;
#define ADD_ROP(drop, dval) {rops[ROpCount].line = IPPU.CurrentLine; rops[ROpCount].rop = drop; rops[ROpCount].value = dval; ROpCount++;}
#define RESET_ROPS(from) \
{ \
for (unsigned int c = from; c < ROpCount; c++) doRaster(&rops[c]);\
unsigned int c;\
for (c = from; c < ROpCount; c++) doRaster(&rops[c]);\
ROpCount = 0;\
}
......
......@@ -660,9 +660,11 @@ static void S9xSA1CharConv2 ()
if (depth == 8)
{
for (int l = 0; l < 8; l++, q += 8)
int l;
for (l = 0; l < 8; l++, q += 8)
{
for (int b = 0; b < 8; b++)
int b;
for (b = 0; b < 8; b++)
{
uint8 r = *(q + b);
*(p + 0) = (*(p + 0) << 1) | ((r >> 0) & 1);
......
......@@ -68,7 +68,8 @@ void S9xSetSDD1MemoryMap (uint32 bank, uint32 value)
void S9xResetSDD1 ()
{
memset (&Memory.FillRAM [0x4800], 0, 4);
for (int i = 0; i < 4; i++)
int i;
for (i = 0; i < 4; i++)
{
Memory.FillRAM [0x4804 + i] = i;
S9xSetSDD1MemoryMap (i, i);
......@@ -77,10 +78,11 @@ void S9xResetSDD1 ()
void S9xSDD1PostLoadState ()
{
for (int i = 0; i < 4; i++)
int i;
for (i = 0; i < 4; i++)
S9xSetSDD1MemoryMap (i, Memory.FillRAM [0x4804 + i]);
}
static int S9xCompareSDD1LoggedDataEntries (const void *p1, const void *p2)
{
uint8 *b1 = (uint8 *) p1;
......
......@@ -594,7 +594,8 @@ static int Unfreeze()
IPPU.OBJChanged = TRUE;
CPU.InDMA = FALSE;
// Restore colors from PPU
for (unsigned int i = 0; i < 256; i++) {
unsigned int i;
for (i = 0; i < 256; i++) {
IPPU.Red[i] = PPU.CGDATA[i] & 0x1f;
IPPU.Green[i] = (PPU.CGDATA[i] >> 5) & 0x1f;
IPPU.Blue[i] = (PPU.CGDATA[i] >> 10) & 0x1f;
......@@ -648,7 +649,8 @@ static int Unfreeze()
return (result);
// notaz: just to be sure
for(int u=0; u<8; u++) {
int u;
for(u=0; u<8; u++) {
SoundData.channels[u].env_ind_attack &= 0xf;
SoundData.channels[u].env_ind_decay &= 0x7;
SoundData.channels[u].env_ind_sustain&= 0x1f;
......
......@@ -178,7 +178,8 @@ void S9xFixSoundAfterSnapshotLoad ()
S9xSetFilterCoefficient (6, (signed char) APU.DSP [APU_C6]);
S9xSetFilterCoefficient (7, (signed char) APU.DSP [APU_C7]);
for (int i = 0; i < 8; i++)
int i;
for (i = 0; i < 8; i++)
{
SoundData.channels[i].needs_decode = TRUE;
S9xSetSoundFrequency (i, SoundData.channels[i].hertz);
......@@ -353,7 +354,8 @@ static void MixStereo (int sample_count)
{
int pitch_mod = SoundData.pitch_mod & (0xFFFFFFFF^APU.DSP[APU_NON]);//~APU.DSP[APU_NON];
for (uint32 J = 0; J < NUM_CHANNELS; J++)
uint32 J;
for (J = 0; J < NUM_CHANNELS; J++)
{
int32 VL, VR;
Channel *ch = &SoundData.channels[J];
......@@ -382,7 +384,8 @@ static void MixStereo (int sample_count)
VL = (ch->sample * ch-> left_vol_level) / 128;
VR = (ch->sample * ch->right_vol_level) / 128;
for (uint32 I = 0; I < (uint32) sample_count; I += 2)
uint32 I;
for (I = 0; I < (uint32) sample_count; I += 2)
{
unsigned long freq = freq0;
......@@ -614,7 +617,8 @@ static void MixMono (int sample_count)
{
int pitch_mod = SoundData.pitch_mod & (0xFFFFFFFF^APU.DSP[APU_NON]);
for (uint32 J = 0; J < NUM_CHANNELS; J++)
uint32 J;
for (J = 0; J < NUM_CHANNELS; J++)
{
Channel *ch = &SoundData.channels[J];
unsigned long freq0 = ch->frequency;
......@@ -641,7 +645,8 @@ static void MixMono (int sample_count)
}
int32 V = (ch->sample * ch->left_vol_level) / 128;
for (uint32 I = 0; I < (uint32) sample_count; I++)
uint32 I;
for (I = 0; I < (uint32) sample_count; I++)
{
unsigned long freq = freq0;
......@@ -1058,7 +1063,8 @@ END_OF_FUNCTION(S9xMixSamplesO);
void S9xResetSound (bool8 full)
{
for (int i = 0; i < 8; i++)
int i;
for (i = 0; i < 8; i++)
{
SoundData.channels[i].state = SOUND_SILENT;
SoundData.channels[i].mode = MODE_NONE;
......@@ -1179,7 +1185,8 @@ void S9xSetPlaybackRate (uint32 playback_rate)
}
S9xSetEchoDelay (APU.DSP [APU_EDL] & 0xf);
for (int i = 0; i < 8; i++)
int i;
for (i = 0; i < 8; i++)
S9xSetSoundFrequency (i, SoundData.channels [i].hertz);
}
......
......@@ -161,7 +161,8 @@ extern uint32 TileBlank;
pixel = PIXEL; \
for (l = LineCount; l != 0; l--, sp += GFX_PPL, Depth += GFX_PPL) \
{ \
for (int z = Pixels - 1; z >= 0; z--) \
int z ;\
for (z = Pixels - 1; z >= 0; z--) \
if (GFX.Z1 > Depth [z]) \
{ \
sp [z] = FUNCTION(sp + z, pixel); \
......@@ -179,7 +180,8 @@ extern uint32 TileBlank;
pixel = PIXEL; \
for (l = LineCount; l != 0; l--, sp += GFX_PPL, Depth += GFX_PPL) \
{ \
for (int z = Pixels - 1; z >= 0; z--) \
int z ;\
for (z = Pixels - 1; z >= 0; z--) \
if (GFX.Z1 > Depth [z]) \
{ \
sp [z] = FUNCTION(sp + z, pixel); \
......@@ -197,7 +199,8 @@ extern uint32 TileBlank;
pixel = PIXEL; \
for (l = LineCount; l != 0; l--, sp += GFX_PPL, Depth += GFX_PPL) \
{ \
for (int z = Pixels - 1; z >= 0; z--) \
int z ;\
for (z = Pixels - 1; z >= 0; z--) \
if (GFX.Z1 > Depth [z]) \
{ \
sp [z] = FUNCTION(sp + z, pixel); \
......@@ -213,7 +216,8 @@ extern uint32 TileBlank;
pixel = PIXEL; \
for (l = LineCount; l != 0; l--, sp += GFX_PPL, Depth += GFX_PPL) \
{ \
for (int z = Pixels - 1; z >= 0; z--) \
int z ;\
for (z = Pixels - 1; z >= 0; z--) \
if (GFX.Z1 > Depth [z]) \
{ \
sp [z] = FUNCTION(sp + z, pixel); \
......
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