if (gameHeight > GUI.Height || gameWidth > GUI.Width)
DIE("Video is larger than window size!");
- const ScalerFactory* sFactory =
- searchForScaler(Settings.SixteenBit ? 16 : 8, gameWidth, gameHeight);
+ const ScalerFactory* sFactory = searchForScaler(16, gameWidth, gameHeight);
+
+ screen = SDL_SetVideoMode(GUI.Width, GUI.Height, 16,
+ SDL_SWSURFACE | (Config.fullscreen ? SDL_FULLSCREEN : 0));
- screen = SDL_SetVideoMode(GUI.Width, GUI.Height,
- Settings.SixteenBit ? 16 : 8,
- SDL_SWSURFACE |
- (Config.fullscreen ? SDL_FULLSCREEN : 0));
if (!screen)
DIE("SDL_SetVideoMode: %s", SDL_GetError());
if (Config.touchscreenShow) {
scaler->pause();
SDL_FillRect(screen, NULL, 0);
- S9xInputScreenDraw(Settings.SixteenBit ? 2 : 1,
- screen->pixels, screen->pitch);
+ S9xInputScreenDraw(screen->pixels, screen->pitch);
SDL_Flip(screen);
scaler->resume();
}
return false;
}
-// This is here for completeness, but palette mode is mostly useless (slow).
-void S9xSetPalette ()
-{
- if (Settings.SixteenBit) return;
-
- SDL_Color colors[256];
- int brightness = IPPU.MaxBrightness *138;
- for (int i = 0; i < 256; i++)
- {
- colors[i].r = ((PPU.CGDATA[i] >> 0) & 0x1F) * brightness;
- colors[i].g = ((PPU.CGDATA[i] >> 5) & 0x1F) * brightness;
- colors[i].b = ((PPU.CGDATA[i] >> 10) & 0x1F) * brightness;
- }
-
- SDL_SetColors(screen, colors, 0, 256);
-}
-
/** Called before rendering a frame.
This function must ensure GFX.Screen points to something, but we did that
while initializing video output.
478 if hi-res. SNES screen modes are being supported.
*/
// TODO Above.
-bool8_32 S9xDeinitUpdate (int width, int height, bool8_32 sixteenBit)
+bool8_32 S9xDeinitUpdate (int width, int height)
{
scaler->finish();