yy += (VOffset - CentreY) % 1023; \
else \
yy += VOffset - CentreY; \
- int BB = l->MatrixB * yy + (CentreX << 8); \
- int DD = l->MatrixD * yy + (CentreY << 8); \
+ register int BB = l->MatrixB * yy + (CentreX << 8); \
+ register int DD = l->MatrixD * yy + (CentreY << 8); \
\
for (uint32 clip = 0; clip < ClipCount; clip++) \
{ \
if (Right <= Left) \
continue; \
} \
- TYPE *p = (TYPE *) Screen + Left; \
- uint8 *d = Depth + Left; \
+ register TYPE *p = (TYPE *) Screen + Left; \
+ register uint8 *d = Depth + Left; \
\
if (PPU.Mode7HFlip) \
{ \
int X = ((AA + BB) >> 8) & 0x3ff; \
int Y = ((CC + DD) >> 8) & 0x3ff; \
uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
- uint32 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
+ uint8 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
GFX.Z1 = Mode7Depths [(b & GFX.Mode7PriorityMask) >> 7]; \
if (GFX.Z1 > *d && b) \
{ \
if (((X | Y) & ~0x3ff) == 0) \
{ \
uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
- uint32 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
+ uint8 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
GFX.Z1 = Mode7Depths [(b & GFX.Mode7PriorityMask) >> 7]; \
if (GFX.Z1 > *d && b) \
{ \
{ \
X = (x + HOffset) & 7; \
Y = (yy + CentreY) & 7; \
- uint32 b = *(VRAM1 + ((Y & 7) << 4) + ((X & 7) << 1)); \
+ uint8 b = *(VRAM1 + ((Y & 7) << 4) + ((X & 7) << 1)); \
GFX.Z1 = Mode7Depths [(b & GFX.Mode7PriorityMask) >> 7]; \
if (GFX.Z1 > *d && b) \
{ \