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library: examples: Use stdint.h types
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@ -17,7 +17,7 @@ typedef struct {
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quad_t Quad[NUM_QUADS];
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uint32 kheld;
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uint32_t kheld;
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void UpdateQuads(void)
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{
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@ -89,7 +89,7 @@ int main(void)
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// Refresh keys
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scanKeys();
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uint32 keys = keysDown();
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uint32_t keys = keysDown();
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// Modify parameters
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if (keys & KEY_UP)
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@ -69,8 +69,8 @@ int main(void)
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// Refresh keys
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scanKeys();
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uint32 keys = keysHeld();
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uint32 kdown = keysDown();
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uint32_t keys = keysHeld();
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uint32_t kdown = keysDown();
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printf("\x1b[0;0H"
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"Pad: Rotate.\nA: Sine effect.\nB: Noise effect.\n"
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@ -75,8 +75,8 @@ int main(void)
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// Refresh keys
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scanKeys();
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uint32 keys = keysHeld();
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uint32 kdown = keysDown();
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uint32_t keys = keysHeld();
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uint32_t kdown = keysDown();
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printf("\x1b[0;0H"
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"START: Lock CPU until released\n"
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@ -89,7 +89,7 @@ int main(void)
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// Refresh keys
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scanKeys();
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uint32 keys = keysHeld();
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uint32_t keys = keysHeld();
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printf("\x1b[0;0H"
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"Pad: Rotate.\nA: Toon shading.\n"
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@ -106,8 +106,8 @@ int main(void)
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// Get keys information
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scanKeys();
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uint32 keys = keysHeld();
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uint32 keys_down = keysDown();
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uint32_t keys = keysHeld();
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uint32_t keys_down = keysDown();
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printf("\x1b[0;0H"
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"PAD: Rotate\n"
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@ -61,7 +61,7 @@ int main(void)
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NE_WaitForVBL(NE_UPDATE_ANIMATIONS);
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scanKeys();
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uint32 keys = keysHeld();
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uint32_t keys = keysHeld();
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if (keys & KEY_RIGHT)
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NE_ModelRotate(Model,0,2,0);
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@ -104,7 +104,7 @@ int main(void)
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NE_WaitForVBL(NE_UPDATE_ANIMATIONS);
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scanKeys();
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uint32 keys = keysHeld();
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uint32_t keys = keysHeld();
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if (keys & KEY_START)
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break;
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@ -89,7 +89,7 @@ int main(void)
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NE_WaitForVBL(0);
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scanKeys(); //Get keys information...
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uint32 keys = keysDown();
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uint32_t keys = keysDown();
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if (keys & KEY_START)
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return 0;
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@ -65,7 +65,7 @@ int main(void)
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// Get keys information
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scanKeys();
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uint32 keys = keysHeld();
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uint32_t keys = keysHeld();
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printf("\x1b[0;0HPad: Rotate.");
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@ -73,7 +73,7 @@ int main(void)
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// Get keys information
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scanKeys();
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uint32 keys = keysHeld();
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uint32_t keys = keysHeld();
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printf("\x1b[0;0HPad: Rotate.");
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@ -73,7 +73,7 @@ int main(void)
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NE_WaitForVBL(NE_UPDATE_ANIMATIONS);
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scanKeys();
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uint32 keys = keysHeld();
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uint32_t keys = keysHeld();
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if (keys & KEY_RIGHT)
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NE_ModelRotate(Model,0,2,0);
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@ -79,7 +79,7 @@ int main(void)
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NE_WaitForVBL(0);
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scanKeys();
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uint32 keys = keysHeld();
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uint32_t keys = keysHeld();
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NE_ModelRotate(Model, 0, 2, 1);
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@ -74,7 +74,7 @@ int main(void)
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// Refresh keys
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scanKeys();
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uint32 keys = keysHeld();
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uint32_t keys = keysHeld();
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printf("\x1b[0;0H"
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"START: Lock CPU for 20 frames\n"
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@ -93,8 +93,8 @@ int main(void)
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// Refresh keys
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scanKeys();
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uint32 keys = keysHeld();
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uint32 kdown = keysDown();
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uint32_t keys = keysHeld();
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uint32_t kdown = keysDown();
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printf("\x1b[0;0H"
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"START: Lock CPU until released\n"
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@ -89,7 +89,7 @@ int main(void)
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// Get keys information
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scanKeys();
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uint32 keys = keysHeld();
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uint32_t keys = keysHeld();
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printf("\x1b[0;0HPad: Rotate.");
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@ -63,7 +63,7 @@ int main(void)
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// Get keys information
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scanKeys();
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uint32 keys = keysHeld();
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uint32_t keys = keysHeld();
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printf("\x1b[0;0HPad: Rotate.\nA/B: Move forward/back.");
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@ -17,7 +17,7 @@ int object_touched;
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int rotz, roty;
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uint32 keys;
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uint32_t keys;
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void Draw3DScene(void)
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{
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@ -224,7 +224,7 @@ int main(void)
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// Start processing a new frame after the 2D elements have been updated.
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scanKeys();
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uint32 keys = keysHeld();
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uint32_t keys = keysHeld();
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if (keys & KEY_START)
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break;
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@ -37,9 +37,9 @@ typedef void (*NE_VoidArgfunc)(void *);
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/// Holds information of keys and stylus input for internal use.
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typedef struct {
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uint32 kdown; ///< Keys that have just been pressed this frame.
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uint32 kheld; ///< Keys that are pressed.
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uint32 kup; ///< Keys that have just been released this frame.
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uint32_t kdown; ///< Keys that have just been pressed this frame.
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uint32_t kheld; ///< Keys that are pressed.
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uint32_t kup; ///< Keys that have just been released this frame.
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touchPosition touch; ///< Touch screen state
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} NE_Input;
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@ -154,7 +154,7 @@ int NE_ScreenshotBMP(const char *filename)
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NE_write32(&infoheader->ncolors, 0);
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// Allow CPU to access VRAM
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uint32 vramTemp = 0;
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uint32_t vramTemp = 0;
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if (NE_CurrentExecutionMode() != NE_ModeSingle3D)
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{
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vramTemp = vramSetPrimaryBanks(VRAM_A_LCD, VRAM_B_LCD,
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@ -105,7 +105,7 @@ void NE_PolyNormalI(int x, int y, int z)
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void NE_PolyVertexI(int x, int y, int z)
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{
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GFX_VERTEX16 = (y << 16) | (x & 0xFFFF);
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GFX_VERTEX16 = (uint32) (uint16) (z);
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GFX_VERTEX16 = (uint32_t)(uint16_t)z;
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}
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void NE_PolyTexCoord(int u, int v)
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@ -82,7 +82,7 @@ static inline void *slot1_to_slot2(void *ptr)
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}
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static inline void ne_set_material_tex_param(NE_Material *tex,
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int sizeX, int sizeY, uint32 *addr,
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int sizeX, int sizeY, uint32_t *addr,
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GL_TEXTURE_TYPE_ENUM mode, u32 param)
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{
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NE_AssertPointer(tex, "NULL pointer");
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@ -90,7 +90,7 @@ static inline void ne_set_material_tex_param(NE_Material *tex,
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NE_Texture[tex->texindex].param =
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(ne_tex_raw_size(sizeX) << 20) |
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(ne_tex_raw_size(sizeY) << 23) |
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(((uint32)addr >> 3) & 0xFFFF) |
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(((uint32_t)addr >> 3) & 0xFFFF) |
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(mode << 26) | param;
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}
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@ -650,7 +650,7 @@ void NE_TextureDefragMem(void)
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if (!ne_texture_system_inited)
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return;
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uint32 vramTemp = vramSetMainBanks(VRAM_A_LCD, VRAM_B_LCD, VRAM_C_LCD,
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uint32_t vramTemp = vramSetMainBanks(VRAM_A_LCD, VRAM_B_LCD, VRAM_C_LCD,
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VRAM_D_LCD);
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bool ok = false;
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@ -672,7 +672,7 @@ void NE_TextureDefragMem(void)
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dmaCopy((void*) NE_Texture[i].address, pointer, size);
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NE_Texture[i].address = pointer;
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NE_Texture[i].param &= 0xFFFF0000;
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NE_Texture[i].param |= ((uint32)pointer >> 3) & 0xFFFF;
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NE_Texture[i].param |= ((uint32_t)pointer >> 3) & 0xFFFF;
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ok = false;
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}
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}
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