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authoraliaspider2015-11-09 19:55:28 +0100
committeraliaspider2015-11-09 19:55:28 +0100
commit7a7857f47b33f1b63fb585d2dc6c60d87c3e928f (patch)
treea4c271ae26c4b5ec9566f37062168e6d2c8c1bbc /src/tile.c
parent5339c79ebd36afa759541d0c2fbdadac6dd26ed2 (diff)
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C++ --> C99
Diffstat (limited to 'src/tile.c')
-rw-r--r--src/tile.c1346
1 files changed, 1346 insertions, 0 deletions
diff --git a/src/tile.c b/src/tile.c
new file mode 100644
index 0000000..b1e53d1
--- /dev/null
+++ b/src/tile.c
@@ -0,0 +1,1346 @@
+/*
+ * Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
+ *
+ * (c) Copyright 1996 - 2001 Gary Henderson (gary.henderson@ntlworld.com) and
+ * Jerremy Koot (jkoot@snes9x.com)
+ *
+ * Super FX C emulator code
+ * (c) Copyright 1997 - 1999 Ivar (ivar@snes9x.com) and
+ * Gary Henderson.
+ * Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_.
+ *
+ * DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson.
+ * C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_.
+ * C4 C code (c) Copyright 2001 Gary Henderson (gary.henderson@ntlworld.com).
+ *
+ * DOS port code contains the works of other authors. See headers in
+ * individual files.
+ *
+ * Snes9x homepage: http://www.snes9x.com
+ *
+ * Permission to use, copy, modify and distribute Snes9x in both binary and
+ * source form, for non-commercial purposes, is hereby granted without fee,
+ * providing that this license information and copyright notice appear with
+ * all copies and any derived work.
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty. In no event shall the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Snes9x is freeware for PERSONAL USE only. Commercial users should
+ * seek permission of the copyright holders first. Commercial use includes
+ * charging money for Snes9x or software derived from Snes9x.
+ *
+ * The copyright holders request that bug fixes and improvements to the code
+ * should be forwarded to them so everyone can benefit from the modifications
+ * in future versions.
+ *
+ * Super NES and Super Nintendo Entertainment System are trademarks of
+ * Nintendo Co., Limited and its subsidiary companies.
+ */
+#include "snes9x.h"
+
+#include "memmap.h"
+#include "ppu.h"
+#include "display.h"
+#include "gfx.h"
+#include "tile.h"
+
+extern uint32 HeadMask [4];
+extern uint32 TailMask [5];
+
+uint8 ConvertTile (uint8 *pCache, uint32 TileAddr)
+{
+ register uint8 *tp = &Memory.VRAM[TileAddr];
+ uint32 *p = (uint32 *) pCache;
+ uint32 non_zero = 0;
+ uint8 line;
+ uint32 p1;
+ uint32 p2;
+ register uint8 pix;
+
+ switch (BG.BitShift)
+ {
+ case 8:
+ for (line = 8; line != 0; line--, tp += 2)
+ {
+ p1 = p2 = 0;
+ if ((pix = *(tp + 0)))
+ {
+ p1 |= odd_high[0][pix >> 4];
+ p2 |= odd_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 1)))
+ {
+ p1 |= even_high[0][pix >> 4];
+ p2 |= even_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 16)))
+ {
+ p1 |= odd_high[1][pix >> 4];
+ p2 |= odd_low[1][pix & 0xf];
+ }
+ if ((pix = *(tp + 17)))
+ {
+ p1 |= even_high[1][pix >> 4];
+ p2 |= even_low[1][pix & 0xf];
+ }
+ if ((pix = *(tp + 32)))
+ {
+ p1 |= odd_high[2][pix >> 4];
+ p2 |= odd_low[2][pix & 0xf];
+ }
+ if ((pix = *(tp + 33)))
+ {
+ p1 |= even_high[2][pix >> 4];
+ p2 |= even_low[2][pix & 0xf];
+ }
+ if ((pix = *(tp + 48)))
+ {
+ p1 |= odd_high[3][pix >> 4];
+ p2 |= odd_low[3][pix & 0xf];
+ }
+ if ((pix = *(tp + 49)))
+ {
+ p1 |= even_high[3][pix >> 4];
+ p2 |= even_low[3][pix & 0xf];
+ }
+ *p++ = p1;
+ *p++ = p2;
+ non_zero |= p1 | p2;
+ }
+ break;
+
+ case 4:
+ for (line = 8; line != 0; line--, tp += 2)
+ {
+ p1 = p2 = 0;
+ if ((pix = *(tp + 0)))
+ {
+ p1 |= odd_high[0][pix >> 4];
+ p2 |= odd_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 1)))
+ {
+ p1 |= even_high[0][pix >> 4];
+ p2 |= even_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 16)))
+ {
+ p1 |= odd_high[1][pix >> 4];
+ p2 |= odd_low[1][pix & 0xf];
+ }
+ if ((pix = *(tp + 17)))
+ {
+ p1 |= even_high[1][pix >> 4];
+ p2 |= even_low[1][pix & 0xf];
+ }
+ *p++ = p1;
+ *p++ = p2;
+ non_zero |= p1 | p2;
+ }
+ break;
+
+ case 2:
+ for (line = 8; line != 0; line--, tp += 2)
+ {
+ p1 = p2 = 0;
+ if ((pix = *(tp + 0)))
+ {
+ p1 |= odd_high[0][pix >> 4];
+ p2 |= odd_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 1)))
+ {
+ p1 |= even_high[0][pix >> 4];
+ p2 |= even_low[0][pix & 0xf];
+ }
+ *p++ = p1;
+ *p++ = p2;
+ non_zero |= p1 | p2;
+ }
+ break;
+ }
+ return (non_zero ? TRUE : BLANK_TILE);
+}
+
+static INLINE void WRITE_4PIXELS (uint32 Offset, uint8 *Pixels)
+{
+ register uint8 Pixel;
+ uint8 *Screen = GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
+ { \
+ Screen [N] = (uint8) GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS_FLIPPED (uint32 Offset, uint8 *Pixels)
+{
+ register uint8 Pixel;
+ uint8 *Screen = GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
+ { \
+ Screen [N] = (uint8) GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+inline void WRITE_4PIXELSHI16 (uint32 Offset, uint8 *Pixels)
+{
+ uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[2*N])) \
+ { \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+inline void WRITE_4PIXELSHI16_FLIPPED (uint32 Offset, uint8 *Pixels)
+{
+ uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[6 - 2*N])) \
+ { \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELSx2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint8 Pixel;
+ uint8 *Screen = GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [0] && (Pixel = Pixels[N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS_FLIPPEDx2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint8 Pixel;
+ uint8 *Screen = GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELSx2x2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint8 Pixel;
+ uint8 *Screen = GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX_PITCH + N * 2] = \
+ Screen [GFX_PITCH + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX_PITCH + N * 2] = \
+ Depth [GFX_PITCH + N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint8 Pixel;
+ uint8 *Screen = GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [GFX_PITCH + N * 2] = \
+ Screen [GFX_PITCH + N * 2 + 1] = (uint8) GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [GFX_PITCH + N * 2] = \
+ Depth [GFX_PITCH + N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+void DrawTile (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)
+}
+
+void DrawClippedTile (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)
+}
+
+void DrawTilex2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)
+}
+
+void DrawClippedTilex2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)
+}
+
+void DrawTilex2x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8)
+}
+
+void DrawClippedTilex2x2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8)
+}
+
+void DrawLargePixel (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint8 *sp = GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+ uint8 pixel;
+#define PLOT_PIXEL(screen, pixel) (pixel)
+
+ RENDER_TILE_LARGE (((uint8) GFX.ScreenColors [pixel]), PLOT_PIXEL)
+}
+
+static INLINE void WRITE_4PIXELS16 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
+ { \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_FLIPPED (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
+ { \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16x2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_FLIPPEDx2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16x2x2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX_PITCH >> 1) + N * 2] = \
+ Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \
+ Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX_PITCH >> 1) + N * 2] = \
+ Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \
+ Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+void DrawTile16_OBJ (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
+{
+// TILE_PREAMBLE
+
+ uint8 *pCache;
+ uint32 TileAddr = BG.TileAddress + ((Tile & 0x3ff) << 5);
+ if (Tile & 0x100){
+ TileAddr += BG.NameSelect;
+ }
+
+ TileAddr &= 0xffff;
+
+ uint32 TileNumber;
+ pCache = &BG.Buffer[(TileNumber = (TileAddr >> 5)) << 6];
+
+ if (!BG.Buffered [TileNumber]){
+ BG.Buffered[TileNumber] = ConvertTile (pCache, TileAddr);
+ }
+
+ if (BG.Buffered [TileNumber] == BLANK_TILE){
+ TileBlank = Tile & 0xFFFFFFFF;
+ return;
+ }
+
+ GFX.ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & 7) << 4) + 128];
+
+ register uint8* bp;
+ register int inc;
+
+ if (Tile & V_FLIP){
+ bp = pCache + 56 - StartLine;
+ inc = -8;
+ } else {
+ bp = pCache + StartLine;
+ inc = 8;
+ }
+
+ uint16* Screen = (uint16 *) GFX.S + Offset;
+ uint16* Colors = GFX.ScreenColors;
+ uint8* Depth = GFX.DB + Offset;
+ int GFX_Z1 = GFX.Z1;
+ int GFX_Z2 = GFX.Z2;
+
+ if (!(Tile & H_FLIP)){
+#define FN(N) \
+ if (GFX_Z1 > Depth[N] && bp[N]){ \
+ Screen[N] = Colors[bp[N]]; \
+ Depth[N] = GFX_Z2; \
+ }
+ while ( LineCount-- ){
+ if ( *(uint32*)bp ){
+ FN(0); FN(1); FN(2); FN(3);
+ }
+
+ if ( *(uint32 *)(bp + 4) ){
+ FN(4); FN(5); FN(6); FN(7);
+ }
+ bp += inc;
+ Screen += GFX_PPL;
+ Depth += GFX_PPL;
+ }
+#undef FN
+ } else {
+#define FN(N, B) \
+ if (GFX_Z1 > Depth[N] && bp[B]){ \
+ Screen[N] = Colors[bp[B]]; \
+ Depth[N] = GFX_Z2; \
+ }
+ while ( LineCount-- ){
+ if ( *(uint32 *)(bp + 4) ){
+ FN(0, 7); FN(1, 6); FN(2, 5); FN(3, 4);
+ }
+
+ if ( *(uint32*)bp ){
+ FN(4, 3); FN(5, 2); FN(6, 1); FN(7, 0);
+ }
+ bp += inc;
+ Screen += GFX_PPL;
+ Depth += GFX_PPL;
+ }
+#undef FN
+ }
+}
+
+void DrawTile16 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
+{
+// TILE_PREAMBLE
+
+ uint8 *pCache;
+ uint32 TileAddr = BG.TileAddress + ((Tile & 0x3ff) << BG.TileShift);
+
+ TileAddr &= 0xffff;
+
+ uint32 TileNumber;
+ pCache = &BG.Buffer[(TileNumber = (TileAddr >> BG.TileShift)) << 6];
+
+ if (!BG.Buffered [TileNumber]){
+ BG.Buffered[TileNumber] = ConvertTile (pCache, TileAddr);
+ }
+
+ if (BG.Buffered [TileNumber] == BLANK_TILE)
+ {
+ TileBlank = Tile & 0xFFFFFFFF;
+ return;
+ }
+
+ if (BG.DirectColourMode){
+ if (IPPU.DirectColourMapsNeedRebuild){
+ S9xBuildDirectColourMaps ();
+ }
+ GFX.ScreenColors = DirectColourMaps [(Tile >> 10) & BG.PaletteMask];
+ } else {
+ GFX.ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & BG.PaletteMask) << BG.PaletteShift) + BG.StartPalette];
+ }
+
+ register uint8* bp;
+ register int inc;
+
+ if (Tile & V_FLIP){
+ bp = pCache + 56 - StartLine;
+ inc = -8;
+ } else {
+ bp = pCache + StartLine;
+ inc = 8;
+ }
+
+ uint16* Screen = (uint16 *) GFX.S + Offset;
+ uint16* Colors = GFX.ScreenColors;
+ uint8* Depth = GFX.DB + Offset;
+ int GFX_Z1 = GFX.Z1;
+// int GFX_Z2 = GFX.Z2;
+
+ if (!(Tile & H_FLIP)){
+#define FN(N) \
+ if (GFX_Z1 > Depth[N] && bp[N]){ \
+ Screen[N] = Colors[bp[N]]; \
+ Depth[N] = GFX_Z1; \
+ }
+ while ( LineCount-- ){
+ if ( *(uint32*)bp ){
+ FN(0); FN(1); FN(2); FN(3);
+ }
+
+ if ( *(uint32 *)(bp + 4) ){
+ FN(4); FN(5); FN(6); FN(7);
+ }
+ bp += inc;
+ Screen += GFX_PPL;
+ Depth += GFX_PPL;
+ }
+#undef FN
+ } else {
+#define FN(N, B) \
+ if (GFX_Z1 > Depth[N] && bp[B]){ \
+ Screen[N] = Colors[bp[B]]; \
+ Depth[N] = GFX_Z1; \
+ }
+ while ( LineCount-- ){
+ if ( *(uint32 *)(bp + 4) ){
+ FN(0, 7); FN(1, 6); FN(2, 5); FN(3, 4);
+ }
+
+ if ( *(uint32*)bp ){
+ FN(4, 3); FN(5, 2); FN(6, 1); FN(7, 0);
+ }
+ bp += inc;
+ Screen += GFX_PPL;
+ Depth += GFX_PPL;
+ }
+#undef FN
+ }
+}
+
+void DrawClippedTile16 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)
+}
+
+void DrawTile16x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
+}
+
+void DrawClippedTile16x2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
+}
+
+void DrawTile16x2x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
+}
+
+void DrawClippedTile16x2x2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
+}
+
+void DrawLargePixel16 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+ uint16 pixel;
+
+ RENDER_TILE_LARGE (GFX.ScreenColors [pixel], PLOT_PIXEL)
+}
+
+static INLINE void WRITE_4PIXELS16_ADD (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
+ { \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = COLOR_ADD (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N]); \
+ else \
+ Screen [N] = COLOR_ADD (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_FLIPPED_ADD (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
+ { \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = COLOR_ADD (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N]); \
+ else \
+ Screen [N] = COLOR_ADD (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_ADD1_2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
+ { \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) (COLOR_ADD1_2 (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N])); \
+ else \
+ Screen [N] = COLOR_ADD (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_FLIPPED_ADD1_2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
+ { \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) (COLOR_ADD1_2 (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N])); \
+ else \
+ Screen [N] = COLOR_ADD (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_SUB (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
+ { \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N]); \
+ else \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_FLIPPED_SUB (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
+ { \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N]); \
+ else \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_SUB1_2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
+ { \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N]); \
+ else \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_FLIPPED_SUB1_2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
+ { \
+ if (SubDepth [N]) \
+ { \
+ if (SubDepth [N] != 1) \
+ Screen [N] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
+ Screen [GFX.Delta + N]); \
+ else \
+ Screen [N] = (uint16) COLOR_SUB (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ } \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+
+void DrawTile16Add (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
+}
+
+void DrawClippedTile16Add (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
+}
+
+void DrawTile16Add1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
+}
+
+void DrawClippedTile16Add1_2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
+}
+
+void DrawTile16Sub (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
+}
+
+void DrawClippedTile16Sub (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
+}
+
+void DrawTile16Sub1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
+}
+
+void DrawClippedTile16Sub1_2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
+}
+
+static INLINE void WRITE_4PIXELS16_ADDF1_2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
+ { \
+ if (SubDepth [N] == 1) \
+ Screen [N] = (uint16) (COLOR_ADD1_2 (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour)); \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel];\
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_FLIPPED_ADDF1_2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
+ { \
+ if (SubDepth [N] == 1) \
+ Screen [N] = (uint16) (COLOR_ADD1_2 (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour)); \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel];\
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_SUBF1_2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N])) \
+ { \
+ if (SubDepth [N] == 1) \
+ Screen [N] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_FLIPPED_SUBF1_2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
+ { \
+ if (SubDepth [N] == 1) \
+ Screen [N] = (uint16) COLOR_SUB1_2 (GFX.ScreenColors [Pixel], \
+ GFX.FixedColour); \
+ else \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+
+#undef FN
+}
+
+void DrawTile16FixedAdd1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_ADDF1_2, WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
+}
+
+void DrawClippedTile16FixedAdd1_2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADDF1_2,
+ WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
+}
+
+void DrawTile16FixedSub1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_SUBF1_2, WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
+}
+
+void DrawClippedTile16FixedSub1_2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUBF1_2,
+ WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
+}
+
+void DrawLargePixel16Add (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ register uint16 pixel;
+
+#define LARGE_ADD_PIXEL(s, p) \
+(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_ADD (p, *(s + GFX.Delta)) : \
+ COLOR_ADD (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_ADD_PIXEL)
+}
+
+void DrawLargePixel16Add1_2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ register uint16 pixel;
+
+#define LARGE_ADD_PIXEL1_2(s, p) \
+((uint16) (Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_ADD1_2 (p, *(s + GFX.Delta)) : \
+ COLOR_ADD (p, GFX.FixedColour)) \
+ : p))
+
+ RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_ADD_PIXEL1_2)
+}
+
+void DrawLargePixel16Sub (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ register uint16 pixel;
+
+#define LARGE_SUB_PIXEL(s, p) \
+(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_SUB (p, *(s + GFX.Delta)) : \
+ COLOR_SUB (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_SUB_PIXEL)
+}
+
+void DrawLargePixel16Sub1_2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint16 pixel;
+
+#define LARGE_SUB_PIXEL1_2(s, p) \
+(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_SUB1_2 (p, *(s + GFX.Delta)) : \
+ COLOR_SUB (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_SUB_PIXEL1_2)
+}
+
+void DrawHiResTile16 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
+}
+
+void DrawHiResClippedTile16 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
+}