]> Shamusworld >> Repos - thunder/blobdiff - src/screen.cpp
Some cleanup of the screen tile rendering. More to come.
[thunder] / src / screen.cpp
index bfd0f89d64e1eab007fa9039515f75863f29ad59..0d65192a578673e33797be722f303cc526f6ba9d 100755 (executable)
 //
 // Who  When        What
 // ---  ----------  ------------------------------------------------------------
-// JLH  03/12/2003  Ported this crud to Simple Directmedia Layer
+// JLH  03/12/2003  Ported this steaming pile of crap from VESA to SDL
 //
 
+#include "screen.h"
+
 #include <stdio.h>
 #include <stdlib.h>
 #include <string>                     // For memset()
-#include "SDL.h"
 #include "gui.h"
-#include "screen.h"
 
 // Private function prototypes
 
-void DrawSprites(BYTE priority);
+void DrawSprites(uint8 priority);
 int FindPCXName(void);
+static void DrawChar(uint8 * chr, uint8 * ram, uint8 sx, uint8 sy, uint16 scp, uint32 baseAddr, uint32 scrollOffset, bool transparent = true);
 
 // Private global variables
 
-BYTE my_scr[0x14000];                                                                  // Screen buffer...
-BYTE palette[768];                                                                             // Screen palette
-BYTE ccolor[256][8];                                                                   // Character colors
-BYTE scolor[128][16];                                                                  // Sprite colors
+uint8 my_scr[0x14000];                                                                 // Screen buffer...
+uint8 palette[768];                                                                            // Screen palette
+uint8 ccolor[256][8];                                                                  // Character colors
+uint8 scolor[128][16];                                                                 // Sprite colors
 bool charbase;                                                                                 // Character base pointer...
-BYTE hScrollOffset;                                                                            // Horizontal scroll offset
-BYTE vScrollOffset;                                                                            // Vertical scroll offset
-BYTE spr_color_index;                                                                  // Sprite color index
-DWORD offsets[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };                 // Scroll offsets...
-DWORD voffsets[8] = { 0, 320, 640, 960, 1280, 1600, 1920, 2240 };
+uint8 hScrollOffset;                                                                           // Horizontal scroll offset
+uint8 vScrollOffset;                                                                           // Vertical scroll offset
+uint8 spr_color_index;                                                                 // Sprite color index
+uint32 offsets[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };                        // Scroll offsets...
+uint32 voffsets[8] = { 0, 320, 640, 960, 1280, 1600, 1920, 2240 };
 
 extern bool show_text;                                                                 // Whether or not to show text
 extern bool show_scr;                                                                  // Whether or not to show screen
@@ -47,20 +48,26 @@ extern bool show_scr;                                                                       // Whether or not to show screen
 //
 // Render the NAMCO screen
 //
-void BlitChar(SDL_Surface * scr, BYTE * chr, BYTE * ram)
+void BlitChar(SDL_Surface * scr, uint8 * chr, uint8 * ram)
 {
+// Screen structure:
+// Screen is 288 x 224 pixels, with character and independent sprites. Tiles are 36 x 28.
+// There are four tile planes, three of them affected by the h/vscroll values, the last
+// one is a static display (also has highest priority). Screens are 128 bytes wide by
+// 32 bytes high.
+
        if (show_scr)
        {
                int sx, sy;
-               DWORD sc_base = ((ram[0x9000] << 8) | ram[0x9001]) + 4; // Adjust hscroll val
-               hScrollOffset = sc_base & 0x07;                                 // Horiz. scroll offset
+               uint32 sc_base = ((ram[0x9000] << 8) | ram[0x9001]) + 4;        // Adjust hscroll val
+               hScrollOffset = sc_base & 0x07;                                 // Horiz. fine scroll offset
                sc_base = (sc_base & 0xFFF8) >> 2;                              // Skip odds..
-               BYTE vsc_base = ((ram[0x9002] + 1) & 0xF8) >> 3;// Vertical scroll addr adjust
+               uint8 vsc_base = ((ram[0x9002] + 1) & 0xF8) >> 3;// Vertical scroll addr adjust
                vScrollOffset = ((ram[0x9002] + 1) & 0x07);             // Vertical fine scroll amount
-               DWORD scp1 = 0x0180 | ((sc_base + 0x04) & 0x7F);        /*0x0188;*/
-               DWORD scp2 = 0x1180 | ((sc_base + 0x04) & 0x7F);        /*0x1188;*/
-               DWORD scp3 = 0x2180 | ((sc_base + 0x04) & 0x7F);        /*0x2188;*/
-               DWORD scp = 0x3208;
+               uint32 scp1 = 0x0180 | ((sc_base + 0x04) & 0x7F);       /*0x0188;*/
+               uint32 scp2 = 0x1180 | ((sc_base + 0x04) & 0x7F);       /*0x1188;*/
+               uint32 scp3 = 0x2180 | ((sc_base + 0x04) & 0x7F);       /*0x2188;*/
+               uint32 scp = 0x3208;
                scp1 += vsc_base * 0x80;
                scp1 &= 0x0FFF;                                                                 // Set vertical scroll addr
                scp2 += vsc_base * 0x80;
@@ -68,28 +75,10 @@ void BlitChar(SDL_Surface * scr, BYTE * chr, BYTE * ram)
                scp3 += vsc_base * 0x80;
                scp3 = 0x2000 | (scp3 & 0x0FFF);                                // Set vertical scroll addr
 
-               DWORD chBaseOffset = (charbase ? 0x20000 : 0x00000);
-
                for(sy=0; sy<29; sy++)
                {
                        for(sx=0; sx<37; sx++)
-                       {
-                               BYTE scp_lo = (scp1 + (sx << 1)) & 0x7F;// Let LO byte wrap only...
-                               WORD sp2 = (scp1 & 0xFF80) | scp_lo;
-                               BYTE tile  = ram[sp2++];
-                               BYTE index = ram[sp2] & 0x03;
-                               BYTE color = ram[sp2];
-                               DWORD chind = chBaseOffset + (((index << 8) + tile) * 64);
-                               DWORD sc_addr = (sx * 8) + (sy * 2560); // Start addr in my_scr[]
-
-                               for(int y=0; y<8; y++)
-                               {
-                                       for(int x=0; x<8; x++)
-                                               my_scr[sc_addr++] = ccolor[color][chr[chind++]];
-
-                                       sc_addr += 312;                                         // Do next line...
-                               }
-                       }
+                               DrawChar(chr, ram, sx, sy, scp1, (charbase ? 0x20000 : 0x00000), 0, false);
 
                        scp1 += 0x80;
                        scp1 = 0x0000 | (scp1 & 0x0FFF);
@@ -97,34 +86,10 @@ void BlitChar(SDL_Surface * scr, BYTE * chr, BYTE * ram)
 
                DrawSprites(0x40);                                                              // Draw sprites at lowest layer...
 
-               chBaseOffset = (charbase ? 0x30000 : 0x10000);
-
                for(sy=0; sy<29; sy++)
                {
                        for(sx=0; sx<37; sx++)
-                       {
-                               BYTE scp_lo = (scp2 + (sx << 1)) & 0x7F;  // Let LO byte wrap only...
-                               WORD sp2 = (scp2 & 0xFF80) | scp_lo;
-                               BYTE tile   = ram[sp2++];
-                               BYTE index  = ram[sp2] & 0x03;
-                               BYTE color  = ram[sp2];
-                               DWORD chind = chBaseOffset + (((index << 8) + tile) * 64);
-                               DWORD sc_addr = (sx * 8) + (sy * 2560); // Start addr in my_scr[]
-
-                               for(int y=0; y<8; y++)
-                               {
-                                       for(int x=0; x<8; x++)
-                                       {
-                                               if (chr[chind] != 7)
-                                                       my_scr[sc_addr] = ccolor[color][chr[chind]];
-
-                                               sc_addr++;
-                                               chind++;
-                                       }
-
-                                       sc_addr += 312;                                         // Do next line...
-                               }
-                       }
+                               DrawChar(chr, ram, sx, sy, scp2, (charbase ? 0x30000 : 0x10000), 0);
 
                        scp2 += 0x80;
                        scp2 = 0x1000 | (scp2 & 0x0FFF);
@@ -135,31 +100,10 @@ void BlitChar(SDL_Surface * scr, BYTE * chr, BYTE * ram)
                for(sy=0; sy<29; sy++)
                {
                        for(sx=0; sx<37; sx++)
-                       {
-                               BYTE scp_lo = (scp3 + (sx << 1)) & 0x7F;  // Let LO byte wrap only...
-                               WORD sp2 = (scp3 & 0xFF80) | scp_lo;
-                               BYTE tile  = ram[sp2++];
-                               BYTE index = ram[sp2] & 0x03;
-                               BYTE color = ram[sp2];
-                               DWORD chind = 0x40000 + (((index << 8) + tile) * 64);
-                               DWORD sc_addr = (sx * 8) + (sy * 2560); // Start addr in my_scr[]
-
-                               for(int y=0; y<8; y++)
-                               {
-                                       for(int x=0; x<8; x++)
-                                       {
-                                               if (chr[chind] != 7)
-                                                       my_scr[sc_addr] = ccolor[color][chr[chind]];
-
-                                               sc_addr++;
-                                               chind++;
-                                       }
+                               DrawChar(chr, ram, sx, sy, scp3, 0x40000, 0);
 
-                                       sc_addr += 312;  // Do next line...
-                               }
-                       }
-
-                       scp3 += 0x80;  scp3 = 0x2000|(scp3&0x0FFF);
+                       scp3 += 0x80;
+                       scp3 = 0x2000 | (scp3 & 0x0FFF);
                }
 
                DrawSprites(0xC0);                                                              // Draw highest priority sprites...
@@ -167,28 +111,7 @@ void BlitChar(SDL_Surface * scr, BYTE * chr, BYTE * ram)
                for(sy=0; sy<28; sy++)
                {
                        for(sx=0; sx<36; sx++)
-                       {
-                               WORD sp2 = scp + (sx << 1);
-                               BYTE tile  = ram[sp2++];
-                               BYTE index = ram[sp2] & 0x03;
-                               BYTE color = ram[sp2];
-                               DWORD chind = 0x50000 + (((index << 8) + tile) * 64);
-                               DWORD sc_addr = (sx * 8) + (sy * 2560) + hScrollOffset + voffsets[vScrollOffset];       // Start addr in my_scr[]
-
-                               for(int y=0; y<8; y++)
-                               {
-                                       for(int x=0; x<8; x++)
-                                       {
-                                               if (chr[chind] != 7)
-                                                       my_scr[sc_addr] = ccolor[color][chr[chind]]; 
-
-                                               sc_addr++;
-                                               chind++;
-                                       }
-
-                                       sc_addr += 312;                                         // Do next line of char...
-                               }
-                       }
+                               DrawChar(chr, ram, sx, sy, scp, 0x50000, hScrollOffset + voffsets[vScrollOffset]);
 
                        scp += 0x80;
                }
@@ -206,20 +129,15 @@ void BlitChar(SDL_Surface * scr, BYTE * chr, BYTE * ram)
 //             exit(2);
        }
 
-       // Screen size is 288 x 224
-
-       // Fast blit
-/*     for(int i=0; i<224; i++)
-       {
-               memcpy((char *)scr->pixels + scr->pitch * i,
-                       my_scr + (DWORD)(offsets[hScrollOffset]+voffsets[vScrollOffset]) + i * 320, 320);
-       }//*/
+       // Rolling Thunder screen size is 288 x 224. Virtual is this, real may not be...
 
        // Doubled pixel blit (should be faster now!)
-       BYTE * pMem = (BYTE *)scr->pixels + ((scr->pitch * 8 + 16) * 2);
-       DWORD src = (DWORD)(offsets[hScrollOffset] + voffsets[vScrollOffset]),
+//     uint8 * pMem = (uint8 *)scr->pixels + ((scr->pitch * 8 + 16) * 2);
+       uint8 * pMem = (uint8 *)scr->pixels;
+       uint32 src = (uint32)(offsets[hScrollOffset] + voffsets[vScrollOffset]),
                dst1 = 0, dst2 = scr->pitch;
-       DWORD srcAdd = 320 - 288, dstAdd = (scr->pitch * 2) - (288 * 2);
+//     uint32 srcAdd = 320 - 288, dstAdd = (scr->pitch * 2) - (288 * 2);
+       uint32 srcAdd = 320 - 288, dstAdd = (scr->pitch * 2) - (288 * 2);
 
        for(int i=0; i<224; i++)
        {
@@ -233,53 +151,66 @@ void BlitChar(SDL_Surface * scr, BYTE * chr, BYTE * ram)
                src += srcAdd;
                dst1 += dstAdd;
                dst2 += dstAdd;
-       }//*/
+       }
 
-       // Scanlined pixel blit
-/*     BYTE * pMem = (BYTE *)scr->pixels + ((scr->pitch * 8 + 16) * 2);
-       DWORD src = (DWORD)(offsets[hScrollOffset] + voffsets[vScrollOffset]),
-               dst1 = 0, dst2 = scr->pitch;
-       DWORD srcAdd = 320 - 288, dstAdd = (scr->pitch * 2) - (288 * 2);
+       SDL_UnlockSurface(scr);
+       SDL_UpdateRect(scr, 0, 0, 0, 0);
+}
 
-       for(int i=0; i<224; i++)
+//
+// Draw character on screen
+//
+static inline void DrawChar(uint8 * chr, uint8 * ram, uint8 sx, uint8 sy, uint16 scp, uint32 baseAddr, uint32 scrollOffset, bool transparent/*= true*/)
+{
+       uint8 scp_lo = (scp + (sx << 1)) & 0x7F;// Let LO byte wrap only...
+       uint16 sp2 = (scp & 0xFF80) | scp_lo;
+       uint8 tile  = ram[sp2++];
+       uint8 index = ram[sp2] & 0x03;
+       uint8 color = ram[sp2];
+       uint32 chind = baseAddr + (((index << 8) + tile) * 64);
+       uint32 sc_addr = (sx * 8) + (sy * 2560) + scrollOffset; // Start addr in my_scr[]
+
+       for(int y=0; y<8; y++)
        {
-               for (int j=0; j<288; j++)
+               for(int x=0; x<8; x++)
                {
-                       pMem[dst1] = pMem[dst1 + 1] = pMem[dst2] = my_scr[src++];
-                       dst1 += 2;
-                       dst2 += 2;
-               }
+                       if (transparent)
+                       {
+                               if (chr[chind] != 7)
+                                       my_scr[sc_addr] = ccolor[color][chr[chind]];
+                       }
+                       else
+                               my_scr[sc_addr] = ccolor[color][chr[chind]];
 
-               src += srcAdd;
-               dst1 += dstAdd;
-               dst2 += dstAdd;
-       }//*/
+                       sc_addr++;
+                       chind++;
+               }
 
-       SDL_UnlockSurface(scr);
-       SDL_UpdateRect(scr, 0, 0, 0, 0);
+               sc_addr += 312;                                         // Do next line of char...
+       }
 }
 
 //
 // Draw sprites at priority level (new code)
 //
-void DrawSprites(BYTE priority)
+void DrawSprites(uint8 priority)
 {
-       extern BYTE * gram1;                                                            // Game RAM space
+       extern uint8 gram1[];                                                           // Game RAM space
 
-       for(WORD i=0x5800; i<0x6000; i+=0x10)
+       for(uint16 i=0x5800; i<0x6000; i+=0x10)
        {
                if ((gram1[i + 8] & 0xC0) == priority)                  // Check for correct layer...
                {
                        spr_color_index = gram1[i + 6] >> 1;            // Set color...
-                       WORD x = ((gram1[i + 6] & 0x01) << 8) | gram1[i + 7];
+                       uint16 x = ((gram1[i + 6] & 0x01) << 8) | gram1[i + 7];
 
                        if (x > 512 - 32)
                                x -= 512;                                                               // Handle neg x values
 
-                       WORD y = 192 - gram1[i + 9];
-                       WORD hdr = (gram1[i + 4] & 0x90) << 8 | (gram1[i + 8] & 0x14);
-                       BYTE flip = gram1[i + 4] & 0x20;                        // Horizontal flip
-                       DWORD spr_num = ((gram1[i + 4] & 0x07) << 9) | ((gram1[i + 5] & 0x7F) << 2);
+                       uint16 y = 192 - gram1[i + 9];
+                       uint16 hdr = (gram1[i + 4] & 0x90) << 8 | (gram1[i + 8] & 0x14);
+                       uint8 flip = gram1[i + 4] & 0x20;                       // Horizontal flip
+                       uint32 spr_num = ((gram1[i + 4] & 0x07) << 9) | ((gram1[i + 5] & 0x7F) << 2);
 
                        Sprite(spr_num, x, y, flip, hdr);                       // Draw sprite...
                }
@@ -289,16 +220,33 @@ void DrawSprites(BYTE priority)
 //
 // Sprite handler
 //
-void Sprite(DWORD sprnum, WORD x, WORD y, BYTE flip, WORD spr_id)
+void Sprite(uint32 sprnum, uint16 x, uint16 y, uint8 flip, uint16 spr_id)
 {
-       extern BYTE * spr_rom;
+       extern uint8 spr_rom[];
        // To show or not to show a 16x16 block in the 4x4 grid...
        bool horiz_bl = false, vert_bl = false;
-       DWORD sc_addr;
+       uint32 sc_addr;
 
        x += hScrollOffset;                                                                     // Adjust x-coord
        y += vScrollOffset;                                                                     // Adjust y-coord
 
+//     8421 8421 8421 8421
+//     1xxx xxxx xxxx xxxx   horiz_bl?
+//     xxxx xxxx xxxx x1xx   vert_bl?
+//     xxxx xxxx xxxx x0xx   y + 16?
+//     xxxB xxxx xxxA xxxx   spr# (AB) to start
+
+#if 1
+       if (spr_id & 0x8000)
+               horiz_bl = true;
+
+       if (spr_id & 0x0004)
+               vert_bl = true;
+       else
+               y += 16;
+
+       sprnum += ((spr_id & 0x1000) >> 12) + ((spr_id & 0x0010) >> 3);
+#else
        if (spr_id == 0x8004)
        {
                horiz_bl = true;  vert_bl = true;
@@ -335,17 +283,18 @@ void Sprite(DWORD sprnum, WORD x, WORD y, BYTE flip, WORD spr_id)
        {
                y += 16;  sprnum += 3;
        }
+#endif
 
        sprnum <<= 7;                                                                   // 128 bytes per sprite
 
        if (!flip)
        {
-               for(WORD sy=0; sy<16; sy++)
+               for(uint16 sy=0; sy<16; sy++)
                {
-                       for(WORD sx=0; sx<16; sx+=2)
+                       for(uint16 sx=0; sx<16; sx+=2)
                        {
-                               BYTE b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
-                               WORD spy = y + sy, spx = x + sx;        // Need to optimize this clipping!
+                               uint8 b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+                               uint16 spy = y + sy, spx = x + sx;      // Need to optimize this clipping!
 
                                if (spy > 223 || spx > 299)
                                        sc_addr = 0x13FFE;
@@ -364,12 +313,12 @@ void Sprite(DWORD sprnum, WORD x, WORD y, BYTE flip, WORD spr_id)
 
                if (horiz_bl)
                {
-                       for(WORD sy=0; sy<16; sy++)
+                       for(uint16 sy=0; sy<16; sy++)
                        {
-                               for(WORD sx=16; sx<32; sx+=2)
+                               for(uint16 sx=16; sx<32; sx+=2)
                                {
-                                       BYTE b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
-                                       WORD spy = y + sy, spx = x + sx;
+                                       uint8 b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+                                       uint16 spy = y + sy, spx = x + sx;
 
                                        if (spy > 223 || spx > 299)
                                                sc_addr = 0x13FFE;
@@ -393,12 +342,12 @@ void Sprite(DWORD sprnum, WORD x, WORD y, BYTE flip, WORD spr_id)
                {
                        y += 16;                                                                        // Do next row...
 
-                       for(WORD sy=0; sy<16; sy++)
+                       for(uint16 sy=0; sy<16; sy++)
                        {
-                               for(WORD sx=0; sx<16; sx+=2)
+                               for(uint16 sx=0; sx<16; sx+=2)
                                {
-                                       BYTE b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
-                                       WORD spy = y + sy, spx = x + sx;
+                                       uint8 b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+                                       uint16 spy = y + sy, spx = x + sx;
 
                                        if (spy > 223 || spx > 299)
                                                sc_addr = 0x13FFE;
@@ -417,12 +366,12 @@ void Sprite(DWORD sprnum, WORD x, WORD y, BYTE flip, WORD spr_id)
 
                        if (horiz_bl)
                        {
-                               for(WORD sy=0; sy<16; sy++)
+                               for(uint16 sy=0; sy<16; sy++)
                                {
-                                       for(WORD sx=16; sx<32; sx+=2)
+                                       for(uint16 sx=16; sx<32; sx+=2)
                                        {
-                                               BYTE b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
-                                               WORD spy = y + sy, spx = x + sx;
+                                               uint8 b1 = spr_rom[sprnum] >> 4, b2 = spr_rom[sprnum++] & 0x0F;
+                                               uint16 spy = y + sy, spx = x + sx;
 
                                                if (spy > 223 || spx > 299)
                                                        sc_addr = 0x13FFE;
@@ -445,12 +394,12 @@ void Sprite(DWORD sprnum, WORD x, WORD y, BYTE flip, WORD spr_id)
        {
     if (horiz_bl)
     {
-      for(WORD sy=0; sy<16; sy++)
+      for(uint16 sy=0; sy<16; sy++)
       {
-        for(WORD sx=30; sx!=14; sx-=2)
+        for(uint16 sx=30; sx!=14; sx-=2)
         {
-          BYTE b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
-        WORD spy = y+sy, spx = x+sx;
+          uint8 b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
+        uint16 spy = y+sy, spx = x+sx;
         if ((spy>223) || (spx>299))
           sc_addr = 0x13FFE;
         else
@@ -463,12 +412,12 @@ void Sprite(DWORD sprnum, WORD x, WORD y, BYTE flip, WORD spr_id)
         }
       }
     }
-    for(WORD sy=0; sy<16; sy++)
+    for(uint16 sy=0; sy<16; sy++)
     {
-      for(WORD sx=14; sx!=0xFFFE; sx-=2)
+      for(uint16 sx=14; sx!=0xFFFE; sx-=2)
       {
-        BYTE b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
-        WORD spy = y+sy, spx = x+sx;
+        uint8 b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
+        uint16 spy = y+sy, spx = x+sx;
         if ((spy>223) || (spx>299))
           sc_addr = 0x13FFE;
         else
@@ -486,12 +435,12 @@ void Sprite(DWORD sprnum, WORD x, WORD y, BYTE flip, WORD spr_id)
       y += 16;      // Adjust Y coord...
       if (horiz_bl)
       {
-        for(WORD sy=0; sy<16; sy++)
+        for(uint16 sy=0; sy<16; sy++)
         {
-          for(WORD sx=30; sx!=14; sx-=2)
+          for(uint16 sx=30; sx!=14; sx-=2)
           {
-            BYTE b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
-        WORD spy = y+sy, spx = x+sx;
+            uint8 b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
+        uint16 spy = y+sy, spx = x+sx;
         if ((spy>223) || (spx>299))
           sc_addr = 0x13FFE;
         else
@@ -504,12 +453,12 @@ void Sprite(DWORD sprnum, WORD x, WORD y, BYTE flip, WORD spr_id)
           }
         }
       }
-      for(WORD sy=0; sy<16; sy++)
+      for(uint16 sy=0; sy<16; sy++)
       {
-        for(WORD sx=14; sx!=0xFFFE; sx-=2)
+        for(uint16 sx=14; sx!=0xFFFE; sx-=2)
         {
-          BYTE b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
-        WORD spy = y+sy, spx = x+sx;
+          uint8 b1 = spr_rom[sprnum]>>4, b2 = spr_rom[sprnum++]&0x0F;
+        uint16 spy = y+sy, spx = x+sx;
         if ((spy>223) || (spx>299))
           sc_addr = 0x13FFE;
         else
@@ -585,13 +534,13 @@ void SnapPCX(SDL_Surface * scr)
        // Instead of using the screen, we should use our internal buffer...
        SDL_LockSurface(scr);
 
-       DWORD mem = scr->pitch * 8; // Skip first line... WAS:320*8;
+       uint32 mem = scr->pitch * 8; // Skip first line... WAS:320*8;
        for (line=0; line<=YMax; line++)
        {
                int count;
                int last;
                int xpos;
-               BYTE * pMem = (BYTE *)scr->pixels;
+               uint8 * pMem = (uint8 *)scr->pixels;
 
                xpos = 0;
                while (xpos < bytesPerLine)