diff options
-rw-r--r-- | sword2/build_display.cpp | 6 | ||||
-rw-r--r-- | sword2/driver/driver96.h | 9 | ||||
-rw-r--r-- | sword2/driver/render.cpp | 14 | ||||
-rw-r--r-- | sword2/resman.cpp | 9 |
4 files changed, 0 insertions, 38 deletions
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index f694ad7368..fcca838f14 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -304,8 +304,6 @@ void Build_display(void) { //Tony21Sept96 rv = DrawSprite(&spriteInfo); if (rv) error("Driver Error %.8x (drawing console)", rv); - - CopyScreenBuffer(); } else{ StartConsole(); // force the palette @@ -379,8 +377,6 @@ void DisplayMsg(uint8 *text, int time) { pal[187].blue = 255; BS2_SetPalette(0, 256, (uint8 *) pal, RDPAL_FADE); - CopyScreenBuffer(); - FadeUp((float) 0.75); Free_mem(text_spr); @@ -401,7 +397,6 @@ void DisplayMsg(uint8 *text, int time) { // Drivers change the y co-ordinate, don't know why... spriteInfo.y = oldY; spriteInfo.x = oldX; - CopyScreenBuffer(); } BS2_SetPalette(0, 256, (uint8 *) oldPal, RDPAL_FADE); @@ -418,7 +413,6 @@ void RemoveMsg(void) { WaitForFade(); EraseBackBuffer(); - CopyScreenBuffer(); // FadeUp((float) 0.75); // removed by JEL (08oct97) to prevent "eye" smacker corruption when diff --git a/sword2/driver/driver96.h b/sword2/driver/driver96.h index dbb26d3b11..0dfc98636a 100644 --- a/sword2/driver/driver96.h +++ b/sword2/driver/driver96.h @@ -343,14 +343,6 @@ // // --------------------------------------------------------------------------- // -// int32 CopyScreenBuffer(void) -// -// Copies the screen buffer to screen memory. This function should be called -// when the drawing should be done to the back buffer. It only does this -// when we are using a software screen buffer. -// -// --------------------------------------------------------------------------- -// // int32 SetScrollTarget(int16 sx, int16 sy) // // Sets the scroll target position for the end of the game cycle. The drivers @@ -1066,7 +1058,6 @@ extern int32 StartRenderCycle(void); extern int32 EndRenderCycle(bool *end); extern int32 RenderParallax(_parallax *p, int16 layer); extern int32 SetLocationMetrics(uint16 w, uint16 h); -extern int32 CopyScreenBuffer(void); extern int32 PlotPoint(uint16 x, uint16 y, uint8 colour); extern int32 DrawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour); extern int32 InitialiseBackgroundLayer(_parallax *p); diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp index 9933914adf..98087e3e10 100644 --- a/sword2/driver/render.cpp +++ b/sword2/driver/render.cpp @@ -39,14 +39,6 @@ // // --------------------------------------------------------------------------- // -// int32 CopyScreenBuffer(void) -// -// Copies the screen buffer to screen memory. This function should be called -// when the drawing should be done to the back buffer. It only does this -// when we are using a software screen buffer. -// -// --------------------------------------------------------------------------- -// // int32 SetScrollTarget(int16 sx, int16 sy) // // Sets the scroll target position for the end of the game cycle. The drivers @@ -907,12 +899,6 @@ int32 SetScrollTarget(int16 sx, int16 sy) { return RD_OK; } -int32 CopyScreenBuffer(void) { - // FIXME: This function no longer seems to be needed. We copy the - // back buffer to the screen in ServiceWindows() instead. - return RD_OK; -} - int32 InitialiseBackgroundLayer(_parallax *p) { uint8 *memchunk; uint8 zeros; diff --git a/sword2/resman.cpp b/sword2/resman.cpp index 4fcd0d27ea..b46ce60887 100644 --- a/sword2/resman.cpp +++ b/sword2/resman.cpp @@ -1218,7 +1218,6 @@ void resMan::CacheNewCluster(uint32 newCluster) { textSprite.x = textX; textSprite.y = textY; - CopyScreenBuffer(); FadeUp((float) 0.75); WaitForFade(); @@ -1259,7 +1258,6 @@ void resMan::CacheNewCluster(uint32 newCluster) { textSprite.x = textX; textSprite.y = textY; - CopyScreenBuffer(); fr++; } else step++; @@ -1279,7 +1277,6 @@ void resMan::CacheNewCluster(uint32 newCluster) { FadeDown((float) 0.75); WaitForFade(); - CopyScreenBuffer(); FadeUp((float) 0.75); // Git rid of read-only status. @@ -1436,18 +1433,12 @@ void resMan::GetCd(int cd) { } } - //-------------------------------------------------- - // Service windows - ServiceWindows(); - //-------------------------------------------------- - EraseBackBuffer(); DrawSprite(&spriteInfo); // Keep the message there even when the user task swaps. spriteInfo.y = oldY; // Drivers change the y co-ordinate, don't know why... spriteInfo.x = oldX; - CopyScreenBuffer(); } while (!done); Free_mem(text_spr); |