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Searched refs:BASE_TILE (Results 1 – 10 of 10) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/
H A DStructure_Internals.h137 #define BASE_TILE 0 macro
H A DStructure.cc713 for (UINT8 i = BASE_TILE; i < pDBStructure->ubNumberOfTiles; ++i) in AddStructureToWorld()
732 if (i != BASE_TILE) in AddStructureToWorld()
794 for (UINT8 i = BASE_TILE; i < pDBStructure->ubNumberOfTiles; ++i) in AddStructureToWorld()
798 if (i == BASE_TILE) in AddStructureToWorld()
805 for (UINT8 k = BASE_TILE; k < i; ++k) in AddStructureToWorld()
815 STRUCTURE* const base = structures[BASE_TILE]; in AddStructureToWorld()
H A DExplosion_Control.cc463 for (UINT8 ubLoop = BASE_TILE; ubLoop != n_tiles; ++ubLoop) in ExplosiveDamageStructureAtGridNo()
704 for ( ubLoop = BASE_TILE; ubLoop < ubNumberOfTiles; ubLoop++) in ExplosiveDamageGridNo()
/dports/emulators/cannonball/cannonball-0.34/src/main/engine/
H A Dohud.cpp152 const uint16_t BASE_TILE = 0x8C80; in draw_timer1() local
153 draw_timer2(time > 0x99 ? 0x99 : time, 0x1100BE, BASE_TILE); in draw_timer1()
/dports/emulators/mgba/mgba-0.9.2/include/mgba/internal/gba/
H A Dvideo.h34 BASE_TILE = 0x00010000 enumerator
/dports/games/libretro-mgba/mgba-6186d45/include/mgba/internal/gba/
H A Dvideo.h33 BASE_TILE = 0x00010000 enumerator
/dports/emulators/mgba/mgba-0.9.2/src/gba/renderers/
H A Dsoftware-obj.c157 uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1]; in GBAVideoSoftwareRendererPreprocessSprite()
H A Dgl.c1699 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10; in GBAVideoGLRendererDrawSprite()
/dports/games/libretro-mgba/mgba-6186d45/src/gba/renderers/
H A Dsoftware-obj.c157 uint16_t* vramBase = &renderer->d.vram[BASE_TILE >> 1]; in GBAVideoSoftwareRendererPreprocessSprite()
H A Dgl.c1658 unsigned charBase = (BASE_TILE >> 1) + (GBAObjAttributesCGetTile(sprite->c) & ~align) * 0x10; in GBAVideoGLRendererDrawSprite()