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d978a8f938
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d167507b25
4 changed files with 62 additions and 51 deletions
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@ -38,6 +38,7 @@ static const int DeltaTableSizeX=SCREEN_TILE3D_WIDTH+1;
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static const int DeltaTableSizeY=SCREEN_TILE3D_HEIGHT+1;
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/*****************************************************************************/
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// now uses a single delta table for front and back (interleaved) to reduce register use
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// 0 LUF
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// 1 RUF
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// 2 LDF
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@ -134,10 +135,8 @@ void CLayerTile3d::shutdown()
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#endif
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for (int i=0; i<16; i++)
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{
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MemFree(FTableX[i]);
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MemFree(FTableY[i]);
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MemFree(BTableX[i]);
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MemFree(BTableY[i]);
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MemFree(DeltaTableX[i]);
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MemFree(DeltaTableY[i]);
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}
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}
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@ -147,17 +146,14 @@ void CLayerTile3d::CalcDelta()
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{
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VECTOR BlkPos;
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SVECTOR Pnt={-BLOCK_SIZE/2,-BLOCK_SIZE/2,-BLOCK_SIZE*4};
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s16 *FTab,*BTab;
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s16 *Tab;
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CGameScene::setCameraMtx();
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for (int i=0; i<16; i++)
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{
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FTab=(s16*)MemAlloc(DeltaTableSizeX*sizeof(s16),"FTableXTable");
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BTab=(s16*)MemAlloc(DeltaTableSizeX*sizeof(s16),"BTableXTable");
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FTableX[i]=FTab;
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BTableX[i]=BTab;
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ASSERT(FTab);
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ASSERT(BTab);
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Tab=(s16*)MemAlloc(DeltaTableSizeX*2*sizeof(s16),"DeltaTableXTable");
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DeltaTableX[i]=Tab;
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ASSERT(Tab);
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BlkPos.vx=RENDER_X_OFS-i;
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BlkPos.vy=RENDER_Y_OFS;
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for (int x=0; x<DeltaTableSizeX; x++)
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@ -167,19 +163,16 @@ s16 *FTab,*BTab;
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CMX_SetTransMtxXY(&BlkPos);
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Pnt.vz=-BLOCK_SIZE*4;
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RotTransPers(&Pnt,(s32*)&O,&Tmp,&Tmp);
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FTab[x]=O.vx;
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*Tab++=O.vx;
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Pnt.vz=+BLOCK_SIZE*4;
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RotTransPers(&Pnt,(s32*)&O,&Tmp,&Tmp);
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BTab[x]=O.vx;
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*Tab++=O.vx;
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BlkPos.vx+=BLOCK_SIZE;
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}
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FTab=(s16*)MemAlloc(DeltaTableSizeY*sizeof(s16),"FTableYTable");
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BTab=(s16*)MemAlloc(DeltaTableSizeY*sizeof(s16),"BTableYTable");
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FTableY[i]=FTab;
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BTableY[i]=BTab;
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ASSERT(FTab);
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ASSERT(BTab);
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Tab=(s16*)MemAlloc(DeltaTableSizeY*2*sizeof(s16),"DeltaYTable");
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DeltaTableY[i]=Tab;
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ASSERT(Tab);
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BlkPos.vx=RENDER_X_OFS;
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BlkPos.vy=RENDER_Y_OFS-i;
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for (int y=0; y<DeltaTableSizeY; y++)
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@ -189,15 +182,15 @@ s16 *FTab,*BTab;
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CMX_SetTransMtxXY(&BlkPos);
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Pnt.vz=-BLOCK_SIZE*4;
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RotTransPers(&Pnt,(s32*)&O,&Tmp,&Tmp);
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FTab[y]=O.vy;
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*Tab++=O.vy;
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Pnt.vz=+BLOCK_SIZE*4;
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RotTransPers(&Pnt,(s32*)&O,&Tmp,&Tmp);
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BTab[y]=O.vy;
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*Tab++=O.vy;
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BlkPos.vy+=BLOCK_SIZE;
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}
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}
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DeltaF=FTableX[0][1]-FTableX[0][0];
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DeltaB=BTableY[0][1]-BTableY[0][0];
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DeltaF=DeltaTableX[0][(1*2)+0]-DeltaTableX[0][(0*2)+0];
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DeltaB=DeltaTableY[0][(1*2)+1]-DeltaTableY[0][(0*2)+1];
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}
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@ -287,8 +280,7 @@ s32 ClipZ;
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sOT *ThisOT;
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VECTOR BlkPos;
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DVECTOR *DP0,*DP1,*DP2,*DP3;
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s16 *DeltaFY=FTableY[ShiftY];
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s16 *DeltaBY=BTableY[ShiftY];
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s16 *DeltaTabY=DeltaTableY[ShiftY];
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#if defined(_SHOW_POLYZ_)
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s16 TCount=0,QCount=0;
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@ -303,8 +295,7 @@ s16 TCount=0,QCount=0;
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sTileMapElem *MapRow=MapPtr;
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u8 *RGBRow=RGBMapPtr;
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s32 BlkXOld=BlkPos.vx;
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s16 *DeltaFX=FTableX[ShiftX];
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s16 *DeltaBX=BTableX[ShiftX];
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s16 *DeltaTabX=DeltaTableX[ShiftX];
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for (int X=0; X<RenderW; X++)
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{
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@ -318,8 +309,8 @@ s16 TCount=0,QCount=0;
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if (TriCount || QuadCount) // Blank tiles rejected here, to prevent over processing (as no tri-count)
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{
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u8 *RGB=&RGBTable[RGBOfs*(16*4)];
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sFlipTable *FTab=&FlipTable[Tile&3];
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u8 *RGB=&RGBTable[RGBOfs*(16*4)];
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CMX_SetTransMtxXY(&BlkPos);
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CMX_SetRotMatrixXY(&FTab->Mtx);
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@ -351,13 +342,12 @@ s16 TCount=0,QCount=0;
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gte_ldv3(V0,V1,V2);
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gte_stsxy3c(OutPtr); // read XY back
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}
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}
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s16 FL=DeltaFX[0]+DeltaFOfs.vx;
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s16 FR=DeltaFX[1]+DeltaFOfs.vx;
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s16 FU=DeltaFY[0]+DeltaFOfs.vy;
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s16 FD=DeltaFY[1]+DeltaFOfs.vy;
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s16 FL=DeltaTabX[(0*2)+0]+DeltaFOfs.vx;
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s16 FR=DeltaTabX[(1*2)+0]+DeltaFOfs.vx;
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s16 FU=DeltaTabY[(0*2)+0]+DeltaFOfs.vy;
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s16 FD=DeltaTabY[(1*2)+0]+DeltaFOfs.vy;
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DP0=FTab->DeltaTab[0];
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DP1=FTab->DeltaTab[1];
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DP2=FTab->DeltaTab[2];
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@ -371,10 +361,10 @@ s16 TCount=0,QCount=0;
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DP3->vx=FR;
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DP3->vy=FD;
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s16 BL=DeltaBX[0]+DeltaBOfs.vx;
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s16 BR=DeltaBX[1]+DeltaBOfs.vx;
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s16 BU=DeltaBY[0]+DeltaBOfs.vy;
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s16 BD=DeltaBY[1]+DeltaBOfs.vy;
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s16 BL=DeltaTabX[(0*2)+1]+DeltaBOfs.vx;
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s16 BR=DeltaTabX[(1*2)+1]+DeltaBOfs.vx;
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s16 BU=DeltaTabY[(0*2)+1]+DeltaBOfs.vy;
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s16 BD=DeltaTabY[(1*2)+1]+DeltaBOfs.vy;
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DP0=FTab->DeltaTab[4];
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DP1=FTab->DeltaTab[5];
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DP2=FTab->DeltaTab[6];
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@ -418,7 +408,6 @@ s16 TCount=0,QCount=0;
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*(u32*)&ThisPrim->u0=T0; // Set UV0
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*(u32*)&ThisPrim->u1=T1; // Set UV1
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*(u32*)&ThisPrim->u2=T2; // Set UV2
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addPrim(ThisOT,ThisPrim);
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{ // lighting
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T0=*(u32*)&RGB[TList->C0];
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T1=*(u32*)&RGB[TList->C1];
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@ -431,7 +420,7 @@ s16 TCount=0,QCount=0;
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if (ShowPolyz) {setRGB0(ThisPrim,127,0,0); setRGB1(ThisPrim,255,0,0); setRGB2(ThisPrim,255,0,0); TCount++;}
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#endif
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ThisPrim->code=TList->PolyCode;
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addPrim(ThisOT,ThisPrim);
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PrimPtr+=sizeof(POLY_GT3);
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}
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TList++;
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@ -446,13 +435,13 @@ s16 TCount=0,QCount=0;
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T0=*(u32*)(XYList+QList->P0);
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T1=*(u32*)(XYList+QList->P1);
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T2=*(u32*)(XYList+QList->P2);
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T3=*(u32*)(XYList+QList->P3);
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gte_ldsxy0(T0);
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gte_ldsxy1(T1);
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gte_ldsxy2(T2);
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setlen(ThisPrim, GPU_PolyGT4Tag);
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gte_nclip_b(); // 8 cycles
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T3=*(u32*)(XYList+QList->P3);
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*(u32*)&ThisPrim->x0=T0; // Set XY0
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*(u32*)&ThisPrim->x1=T1; // Set XY1
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@ -495,13 +484,13 @@ s16 TCount=0,QCount=0;
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}
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MapRow++;
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BlkPos.vx+=BLOCK_SIZE;
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DeltaFX++; DeltaBX++;
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DeltaTabX+=2;
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}
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MapPtr+=MapWidth;
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RGBMapPtr+=MapWidth;
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BlkPos.vx=BlkXOld;
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BlkPos.vy+=BLOCK_SIZE;
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DeltaFY++; DeltaBY++;
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DeltaTabY+=2;
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}
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SetPrimPtr((u8*)PrimPtr);
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