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AGS: Make VRAM 8 bits per pixel
Before this, the virtual VRAM was 32 bits per pixel, with each pixel holding an 8-bit index color or 0x80RRGGBB. The latter was for Ayumi- chan Monogatari Jisshaban, which has been unsupported since system3-sdl2 was forked from System3 for Win32. This change removes the 0x80RRGGBB format and makes the virtual VRAM 8 bits per pixel.
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-2
@@ -128,8 +128,8 @@ void AGS::load_gm3(uint8* data, int page, int transparent)
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c[6] = ((b0 >> 1) & 1) | ((b1 ) & 2) | ((b2 << 1) & 4);
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c[7] = ((b0 ) & 1) | ((b1 << 1) & 2) | ((b2 << 2) & 4);
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uint32* dest0 = &vram[dest_screen][(y + sy) * 2 + 0][(x + sx) * 8];
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uint32* dest1 = &vram[dest_screen][(y + sy) * 2 + 1][(x + sx) * 8];
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uint8_t* dest0 = &vram[dest_screen][(y + sy) * 2 + 0][(x + sx) * 8];
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uint8_t* dest1 = &vram[dest_screen][(y + sy) * 2 + 1][(x + sx) * 8];
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if(transparent == -1) {
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for(int i = 0; i < 8; i++) {
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dest0[i] = dest1[i] = c[i] | base;
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