uint8_t pixel_skip:1; // If 1, allows skipping rendering pixels that
// would not be visible when a high horizontal
// resolution PS1 video mode is set.
uint8_t pixel_skip:1; // If 1, allows skipping rendering pixels that
// would not be visible when a high horizontal
// resolution PS1 video mode is set.
uint8_t ilace_force:3; // Option to force skipping rendering of lines,
// for very slow platforms. Value will be
uint8_t ilace_force:3; // Option to force skipping rendering of lines,
// for very slow platforms. Value will be
// don't think it's necessary. It would require adding 'AH' flag to
// gpuSpriteSpanFn() increasing size of sprite span function array.
//uint8_t enableAbbeyHack:1; // Abe's Odyssey hack
////////////////////////////////////////////////////////////////////////////
// don't think it's necessary. It would require adding 'AH' flag to
// gpuSpriteSpanFn() increasing size of sprite span function array.
//uint8_t enableAbbeyHack:1; // Abe's Odyssey hack
////////////////////////////////////////////////////////////////////////////
#ifndef USE_GPULIB
uint8_t prog_ilace:1; // Progressive interlace option (old option)
// This option was somewhat oddly named:
#ifndef USE_GPULIB
uint8_t prog_ilace:1; // Progressive interlace option (old option)
// This option was somewhat oddly named: