@@ -142,7+142,7 @@ modexDrawBmp(page_t *page, int x, int y, bitmap_t *bmp) {
void\r
modexDrawBmpRegion(page_t *page, int x, int y,\r
int rx, int ry, int rw, int rh, bitmap_t *bmp) {\r
- word poffset = (word) page->data + y*(page->width/4) + x/4;\r
+ word poffset = (word)page->data + y*(page->width/4) + x/4;\r
byte *data = bmp->data;//+bmp->offset;\r
word bmpOffset = (word) data + ry * bmp->width + rx;\r
word width = rw;\r
@@ -151,7+151,7 @@ modexDrawBmpRegion(page_t *page, int x, int y,
word scanCount = width/4 + (width%4 ? 1 :0);\r
word nextPageRow = page->width/4 - scanCount;\r
word nextBmpRow = (word) bmp->width - width;\r
- word rowCounter;\r
+ word rowCounter=0;\r
byte planeCounter = 4;\r
\r
__asm {\r
@@ -218,7+218,7 @@ modexDrawSpriteRegion(page_t *page, int x, int y,
word scanCount = width/4 + (width%4 ? 1 :0);\r
word nextPageRow = page->width/4 - scanCount;\r
word nextBmpRow = (word) bmp->width - width;\r
- word rowCounter;\r
+ word rowCounter=0;\r
byte planeCounter = 4;\r
\r
__asm {\r
@@ -297,7+297,7 @@ modexDrawBmpPBufRegion(page_t *page, int x, int y,
word scanCount = width/4 + (width%4 ? 1 :0);\r
word nextPageRow = page->width/4 - scanCount;\r
word nextBmpRow = (word) bmp->width - width;\r
- word rowCounter;\r
+ word rowCounter=0;\r
byte planeCounter = 4;\r
\r
__asm {\r
@@ -375,7+375,7 @@ modexDrawSpritePBufRegion(page_t *page, int x, int y,
word scanCount = width/4 + (width%4 ? 1 :0);\r
word nextPageRow = page->width/4 - scanCount;\r
word nextBmpRow = (word) bmp->width - width;\r
- word rowCounter;\r
+ word rowCounter=0;\r
byte planeCounter = 4;\r
\r
__asm {\r
@@ -434,40+434,3 @@ modexDrawSpritePBufRegion(page_t *page, int x, int y,
JNZ PLANE_LOOP ; do all 4 planes\r
}\r
}\r
-\r
-void modexDrawChar(page_t *page, int x/*for planar selection only*/, word t, word col, word bgcol, word addr)\r
-{\r
- /* vertical drawing routine by joncampbell123.\r
- *\r
- * optimize for VGA mode X planar memory to minimize the number of times we do I/O write to map mask register.\r
- * so, we enumerate over columns (not rows!) to draw every 4th pixel. bit masks are used because of the font bitmap.\r
- *\r
- * NTS: addr defines what VGA memory address we use, "x" is redundant except to specify which of the 4 pixels we select in the map mask register. */\r