--- source/games/dkong.c.orig Mon Jan 17 10:04:09 2005 +++ source/games/dkong.c Mon Jan 17 10:33:14 2005 @@ -479,7 +479,7 @@ static void draw_emudx() { UINT8 code, color; - SCROLL_REGS; + SCROLL_REGS UINT8 *map,*gfx; int offs; int curlev = 0; @@ -517,8 +517,8 @@ gfx = gfx_ram; if( check_layer_enabled(layer_id_data[0])) { - MAKE_SCROLL_n_16(512,512,1,0, 0); - START_SCROLL_16(BORDER,BORDER,512,512); + MAKE_SCROLL_n_16(512,512,1,0, 0) + START_SCROLL_16(BORDER,BORDER,512,512) int sy = y-16*2; if (sy < 0 || sy > 224*2+BORDER) @@ -716,20 +716,21 @@ /* As always for the color prom, great thanks go to mame for their decoding work */ for (i=0; i<256; i++) { UINT8 bit0, bit1, bit2; + int r,g,b; /* red component */ bit0 = (color_prom[256] >> 1) & 1; bit1 = (color_prom[256] >> 2) & 1; bit2 = (color_prom[256] >> 3) & 1; - int r = 7 - (bit0 | (bit1<<1) | (bit2 << 2)); + r = 7 - (bit0 | (bit1<<1) | (bit2 << 2)); /* green component */ bit0 = (color_prom[0] >> 2) & 1; bit1 = (color_prom[0] >> 3) & 1; bit2 = (color_prom[256] >> 0) & 1; - int g = 7 - (bit0 | (bit1<<1) | (bit2 << 2)); + g = 7 - (bit0 | (bit1<<1) | (bit2 << 2)); /* blue component */ bit0 = (color_prom[0] >> 0) & 1; bit1 = (color_prom[0] >> 1) & 1; - int b = 7 - ((bit0<<1) | (bit1 << 2)); + b = 7 - ((bit0<<1) | (bit1 << 2)); RAM_PAL[i] = (b) | (g<<3) | (r<<6); color_prom++; } @@ -800,9 +801,9 @@ static void draw_dkong() { UINT8 code, color; - SCROLL_REGS; + SCROLL_REGS UINT8 *map,*gfx; - int offs; + int offs,sy; if (*gfx_bank) { gfx = gfx_ram + 0x100; @@ -813,7 +814,7 @@ MAKE_SCROLL_n_8(256,256,1,0, 0); START_SCROLL_8(BORDER,BORDER,256,256); - int sy = y-16; + sy = y-16; if (sy < 0 || sy > 224+BORDER) continue; code = gfx[tile_index];