///////////////////////////////////////////////////////////////////////////////
INLINE void gpuSetTexture(u16 tpage)
{
- long tp;
- long tx, ty;
- GPU_GP1 = (GPU_GP1 & ~0x7FF) | (tpage & 0x7FF);
+ u32 tp;
+ u32 tx, ty;
+ GPU_GP1 = (GPU_GP1 & ~0x1FF) | (tpage & 0x1FF);
TextureWindow[0]&= ~TextureWindow[2];
TextureWindow[1]&= ~TextureWindow[3];
tp = (tpage >> 7) & 3;
tx = (tpage & 0x0F) << 6;
ty = (tpage & 0x10) << 4;
+ if (tp == 3) tp = 2;
tx += (TextureWindow[0] >> (2 - tp));
ty += TextureWindow[1];
case 0xE5:
{
const u32 temp = PacketBuffer.U4[0];
- DrawingOffset[0] = ((long)temp<<(32-11))>>(32-11);
- DrawingOffset[1] = ((long)temp<<(32-22))>>(32-11);
+ DrawingOffset[0] = ((s32)temp<<(32-11))>>(32-11);
+ DrawingOffset[1] = ((s32)temp<<(32-22))>>(32-11);
//isSkip = false;
DO_LOG(("DrawingOffset(0x%x)\n",PRIM));
}