1 | 224a225,262
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2 | >
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3 | > tmpBlackRect.x = 0;
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4 | > tmpBlackRect.y = 0;
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5 | > tmpBlackRect.w = _screenWidth;
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6 | > tmpBlackRect.h = 256-_screenHeight-_glScreenStart;
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7 | >
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8 | > if (!_adjustAspectRatio) {
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9 | > // Don't use the whole screen (black borders)
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10 | > fb2gl.init(0, 0, 0, 15, _glFlags);
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11 | > _glScreenStart = _glBorderHeight;
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12 | >
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13 | > // Top black border
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14 | > SDL_Rect blackrect = {
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15 | > 0,
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16 | > 0, // _glScreenStart,
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17 | > _screenWidth,
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18 | > _newShakePos + _glScreenStart
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19 | > };
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20 | >
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21 | > SDL_FillRect(tmpSurface, &blackrect, 0);
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22 | > fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
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23 | >
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24 | > // Bottom black border
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25 | > int _glBottomOfGameScreen = _screenHeight +
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26 | > _glScreenStart + _currentShakePos;
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27 | >
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28 | > tmpBlackRect.h = _glBottomOfTexture -
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29 | > _glBottomOfGameScreen;
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30 | >
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31 | > SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
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32 | > fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
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33 | > _glBottomOfGameScreen);
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34 | > } else {
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35 | > // Use the whole screen
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36 | > fb2gl.init(0, 0, 0, 72, _glFlags);
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37 | > _glScreenStart = 0;
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38 | > }
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39 | >
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40 | 245,250c283
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41 | <
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42 | < tmpBlackRect.x = 0;
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43 | < tmpBlackRect.y = 0;
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44 | < tmpBlackRect.w = _screenWidth;
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45 | < tmpBlackRect.h = 256-_screenHeight-_glScreenStart;
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46 | <
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47 | ---
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48 | >
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49 | 549c582
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50 | < if (_adjustAspectRatio) {
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51 | ---
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52 | > if (!_adjustAspectRatio) {
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53 | 552a586
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54 | >
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