view src/filters/hq_shared32.h @ 268:82ee2704c973

Since the game uses zeros as delimiters in the evolution/learnset section, it increments all of the move/pokemon indices by 1. Altered my code so that all returned values are consistently non-incremented.
author Dylan Holmes <ocsenave@gmail.com>
date Mon, 26 Mar 2012 23:25:18 -0500
parents f9f4f1b99eed
children
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1 #ifndef VBA_HQ_SHARED32_H
2 #define VBA_HQ_SHARED32_H
4 #if _MSC_VER > 1000
5 #pragma once
6 #endif // _MSC_VER > 1000
8 #define abs32(value) (value & 0x7FFFFFFF)
9 #define abs16(value) (value & 0x7FFF)
11 const int Ymask = 0x00FF0000;
12 const int Umask = 0x0000FF00;
13 const int Vmask = 0x000000FF;
14 const int trY = 0x00300000;
15 const int trU = 0x00000700;
16 const int trV = 0x00000006;
18 void Interp1(unsigned char *pc, unsigned int c1, unsigned int c2);
19 void Interp2(unsigned char *pc, unsigned int c1, unsigned int c2, unsigned int c3);
20 void Interp3(unsigned char *pc, unsigned int c1, unsigned int c2);
21 void Interp4(unsigned char *pc, unsigned int c1, unsigned int c2, unsigned int c3);
22 void Interp5(unsigned char *pc, unsigned int c1, unsigned int c2);
23 void Interp1_16(unsigned char *pc, unsigned short c1, unsigned short c2);
24 void Interp2_16(unsigned char *pc, unsigned short c1, unsigned short c2, unsigned short c3);
25 void Interp3_16(unsigned char *pc, unsigned short c1, unsigned short c2);
26 void Interp4_16(unsigned char *pc, unsigned short c1, unsigned short c2, unsigned short c3);
27 void Interp5_16(unsigned char *pc, unsigned short c1, unsigned short c2);
28 bool Diff(unsigned int c1, unsigned int c2);
29 unsigned int RGBtoYUV(unsigned int c);
31 #endif // VBA_HQ_SHARED32_H