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Diffstat (limited to 'src/mame/konami/crimfght.cpp')
-rw-r--r--src/mame/konami/crimfght.cpp22
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);
}