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Diffstat (limited to 'src/mame/video/deco32.c')
-rw-r--r--src/mame/video/deco32.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/mame/video/deco32.c b/src/mame/video/deco32.c
index 0c9203cce3f..c12290a2619 100644
--- a/src/mame/video/deco32.c
+++ b/src/mame/video/deco32.c
@@ -548,7 +548,7 @@ VIDEO_START( dragngun )
{
dragngun_state *state = machine->driver_data<dragngun_state>();
state->dirty_palette = auto_alloc_array(machine, UINT8, 4096);
-
+
memset(state->dirty_palette,0,4096);
state_save_register_global(machine, state->dragngun_sprite_ctrl);
@@ -590,7 +590,7 @@ SCREEN_EOF( captaven )
SCREEN_EOF( dragngun )
{
-
+
}
@@ -627,7 +627,7 @@ SCREEN_UPDATE( captaven )
deco16ic_tilemap_1_draw(state->deco16ic, bitmap, cliprect, 0, 4);
screen->machine->device<decospr_device>("spritegen")->set_alt_format(true);
- screen->machine->device<decospr_device>("spritegen")->draw_sprites(screen->machine, bitmap, cliprect, state->spriteram16_buffered, 0x400);
+ screen->machine->device<decospr_device>("spritegen")->draw_sprites(screen->machine, bitmap, cliprect, state->spriteram16_buffered, 0x400);
return 0;
}
@@ -651,7 +651,7 @@ SCREEN_UPDATE( dragngun )
// zooming sprite draw is very slow, and sprites are buffered.. however, one of the levels attempts to use
// partial updates for every line, which causes things to be very slow... the sprites appear to support
// multiple layers of alpha, so rendering to a buffer for layer isn't easy (maybe there are multiple sprite
- // chips at work?)
+ // chips at work?)
//
// really, it needs optimizing .. the raster effects also need fixing properly, they're not correct using
// partial updates right now but the old buffering of scroll values was a hack and doesn't work properly
@@ -686,7 +686,7 @@ SCREEN_UPDATE( fghthist )
deco16ic_pf12_update(state->deco16ic, state->pf1_rowscroll, state->pf2_rowscroll);
deco16ic_pf34_update(state->deco16ic, state->pf3_rowscroll, state->pf4_rowscroll);
- screen->machine->device<decospr_device>("spritegen")->draw_sprites(screen->machine, bitmap, cliprect, state->spriteram16_buffered, 0x800, true);
+ screen->machine->device<decospr_device>("spritegen")->draw_sprites(screen->machine, bitmap, cliprect, state->spriteram16_buffered, 0x800, true);
/* Draw screen */
deco16ic_tilemap_4_draw(state->deco16ic, bitmap, cliprect, 0, 1);
@@ -730,7 +730,7 @@ static void mixDualAlphaSprites(bitmap_t *bitmap, const rectangle *cliprect, con
bitmap_t* sprite0_mix_bitmap = machine->device<decospr_device>("spritegen1")->get_sprite_temp_bitmap();
bitmap_t* sprite1_mix_bitmap = machine->device<decospr_device>("spritegen2")->get_sprite_temp_bitmap();
-
+
/* Mix sprites into main bitmap, based on priority & alpha */
for (y=8; y<248; y++) {
UINT8* tilemapPri=BITMAP_ADDR8(machine->priority_bitmap, y, 0);
@@ -875,10 +875,10 @@ SCREEN_UPDATE( nslasher )
screen->machine->device<decospr_device>("spritegen1")->set_pix_raw_shift(8);
screen->machine->device<decospr_device>("spritegen2")->set_pix_raw_shift(8);
- screen->machine->device<decospr_device>("spritegen1")->draw_sprites(screen->machine, bitmap, cliprect, state->spriteram16_buffered, 0x800, true);
- screen->machine->device<decospr_device>("spritegen2")->draw_sprites(screen->machine, bitmap, cliprect, state->spriteram16_2_buffered, 0x800, true);
+ screen->machine->device<decospr_device>("spritegen1")->draw_sprites(screen->machine, bitmap, cliprect, state->spriteram16_buffered, 0x800, true);
+ screen->machine->device<decospr_device>("spritegen2")->draw_sprites(screen->machine, bitmap, cliprect, state->spriteram16_2_buffered, 0x800, true);
+
-
/* Render alpha-blended tilemap to seperate buffer for proper mixing */
bitmap_fill(state->tilemap_alpha_bitmap,cliprect,0);