diff options
Diffstat (limited to 'src/mame/konami/crimfght.cpp')
| -rw-r--r-- | src/mame/konami/crimfght.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/mame/konami/crimfght.cpp b/src/mame/konami/crimfght.cpp index 5dd9e725676..36bc91957e5 100644 --- a/src/mame/konami/crimfght.cpp +++ b/src/mame/konami/crimfght.cpp @@ -92,9 +92,9 @@ private: K052109_CB_MEMBER(crimfght_state::tile_callback) { - *flags = (*color & 0x20) ? TILE_FLIPX : 0; - *code |= ((*color & 0x1f) << 8) | (bank << 13); - *color = layer * 4 + ((*color & 0xc0) >> 6); + flags = (color & 0x20) ? TILE_FLIPX : 0; + code |= ((color & 0x1f) << 8) | (bank << 13); + color = layer * 4 + ((color & 0xc0) >> 6); } /*************************************************************************** @@ -109,21 +109,21 @@ K051960_CB_MEMBER(crimfght_state::sprite_callback) // The PROM allows for mixed priorities, where sprites would have // priority over text but not on one or both of the other two planes. - switch (*color & 0x70) + switch (color & 0x70) { - case 0x10: *priority = 0x00; break; // over ABF - case 0x00: *priority = GFX_PMASK_4; break; // over AB, not F - case 0x40: *priority = GFX_PMASK_4 | GFX_PMASK_2; break; // over A, not BF + case 0x10: priority = 0x00; break; // over ABF + case 0x00: priority = GFX_PMASK_4; break; // over AB, not F + case 0x40: priority = GFX_PMASK_4 | GFX_PMASK_2; break; // over A, not BF case 0x20: - case 0x60: *priority = GFX_PMASK_4 | GFX_PMASK_2 | GFX_PMASK_1; break; // over -, not ABF - case 0x50: *priority = GFX_PMASK_2; break; // over AF, not B + case 0x60: priority = GFX_PMASK_4 | GFX_PMASK_2 | GFX_PMASK_1; break; // over -, not ABF + case 0x50: priority = GFX_PMASK_2; break; // over AF, not B case 0x30: - case 0x70: *priority = GFX_PMASK_2 | GFX_PMASK_1; break; // over F, not AB + case 0x70: priority = GFX_PMASK_2 | GFX_PMASK_1; break; // over F, not AB } // bit 7 is on in the "Game Over" sprites, meaning unknown // in Aliens it is the top bit of the code, but that's not needed here - *color = sprite_colorbase + (*color & 0x0f); + color = sprite_colorbase + (color & 0x0f); } |
