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More accurate 2D colours. White should map to 255 not 248
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@ -320,6 +320,7 @@ static inline UINT32 AddColorOffset(UINT8 r, UINT8 g, UINT8 b, UINT8 a, UINT32 o
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* value might have to be multiplied by 2. That is assumed here. In either
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* case, the signed addition should be saturated.
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*/
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ib = (INT32) (INT8)((offsetReg>>16)&0xFF);
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ig = (INT32) (INT8)((offsetReg>>8)&0xFF);
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ir = (INT32) (INT8)((offsetReg>>0)&0xFF);
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@ -356,11 +357,11 @@ void CTileGen::WritePalette(unsigned color, UINT32 data)
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r = g = b = 0;
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else
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{
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b = (data>>7)&0xF8;
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g = (data>>2)&0xF8;
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r = (data<<3)&0xF8;
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b = (((data >> 10) & 0x1F) * 255) / 31;
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g = (((data >> 5) & 0x1F) * 255) / 31;
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r = ((data & 0x1F) * 255) / 31;
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}
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pal[0][color] = AddColorOffset(r, g, b, a, regs[0x40/4]); // A/A'
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pal[1][color] = AddColorOffset(r, g, b, a, regs[0x44/4]); // B/B'
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}
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