text: /*
   * Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
   *
   * (c) Copyright 1996 - 2001 Gary Henderson (gary.henderson@ntlworld.com) and
   *                           Jerremy Koot (jkoot@snes9x.com)
   *
   * Super FX C emulator code 
   * (c) Copyright 1997 - 1999 Ivar (ivar@snes9x.com) and
   *                           Gary Henderson.
   * Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_.
   *
   * DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson.
   * C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_.
   * C4 C code (c) Copyright 2001 Gary Henderson (gary.henderson@ntlworld.com).
   *
   * DOS port code contains the works of other authors. See headers in
   * individual files.
   *
   * Snes9x homepage: http://www.snes9x.com
   *
   * Permission to use, copy, modify and distribute Snes9x in both binary and
   * source form, for non-commercial purposes, is hereby granted without fee,
   * providing that this license information and copyright notice appear with
   * all copies and any derived work.
   *
   * This software is provided 'as-is', without any express or implied
   * warranty. In no event shall the authors be held liable for any damages
   * arising from the use of this software.
   *
   * Snes9x is freeware for PERSONAL USE only. Commercial users should
   * seek permission of the copyright holders first. Commercial use includes
   * charging money for Snes9x or software derived from Snes9x.
   *
   * The copyright holders request that bug fixes and improvements to the code
   * should be forwarded to them so everyone can benefit from the modifications
   * in future versions.
   *
   * Super NES and Super Nintendo Entertainment System are trademarks of
   * Nintendo Co., Limited and its subsidiary companies.
   */
  #include "snes9x.h"
  
  #include "memmap.h"
  #include "ppu.h"
  #include "display.h"
  #include "gfx.h"
  #include "tile.h"
  
  #ifdef USE_GLIDE
  #include "3d.h"
  #endif
  
  extern uint32 HeadMask [4];
  extern uint32 TailMask [5];
  
  uint8 ConvertTile (uint8 *pCache, uint32 TileAddr)
  {
      register uint8 *tp = &Memory.VRAM[TileAddr];
      uint32 *p = (uint32 *) pCache;
      uint32 non_zero = 0;
      uint8 line;
  	uint32 p1;
  	uint32 p2;
  	register uint8 pix;
  
      switch (BG.BitShift)
      {
      case 8:
  	for (line = 8; line != 0; line--, tp += 2)
  	{
  	    p1 = p2 = 0;
  		if ((pix = *(tp + 0)))
  	    {
  		p1 |= odd_high[0][pix >> 4];
  		p2 |= odd_low[0][pix & 0xf];
  	    }
  	    if ((pix = *(tp + 1)))
  	    {
  		p1 |= even_high[0][pix >> 4];
  		p2 |= even_low[0][pix & 0xf];
  	    }
  	    if ((pix = *(tp + 16)))
  	    {
  		p1 |= odd_high[1][pix >> 4];
  		p2 |= odd_low[1][pix & 0xf];
  	    }
  	    if ((pix = *(tp + 17)))
  	    {
  		p1 |= even_high[1][pix >> 4];
  		p2 |= even_low[1][pix & 0xf];
  	    }
  	    if ((pix = *(tp + 32)))
  	    {
  		p1 |= odd_high[2][pix >> 4];
  		p2 |= odd_low[2][pix & 0xf];
  	    }
  	    if ((pix = *(tp + 33)))
  	    {
  		p1 |= even_high[2][pix >> 4];
  		p2 |= even_low[2][pix & 0xf];
  	    }
  	    if ((pix = *(tp + 48)))
  	    {
  		p1 |= odd_high[3][pix >> 4];
  		p2 |= odd_low[3][pix & 0xf];
  	    }
  	    if ((pix = *(tp + 49)))
  	    {
  		p1 |= even_high[3][pix >> 4];
  		p2 |= even_low[3][pix & 0xf];
  	    }
  	    *p++ = p1;
  	    *p++ = p2;
  	    non_zero |= p1 | p2;
  	}
  	break;
  
      case 4:
  	for (line = 8; line != 0; line--, tp += 2)
  	{
  	    p1 = p2 = 0;
  	    if ((pix = *(tp + 0)))
  	    {
  		p1 |= odd_high[0][pix >> 4];
  		p2 |= odd_low[0][pix & 0xf];
  	    }
  	    if ((pix = *(tp + 1)))
  	    {
  		p1 |= even_high[0][pix >> 4];
  		p2 |= even_low[0][pix & 0xf];
  	    }
  	    if ((pix = *(tp + 16)))
  	    {
  		p1 |= odd_high[1][pix >> 4];
  		p2 |= odd_low[1][pix & 0xf];
  	    }
  	    if ((pix = *(tp + 17)))
  	    {
  		p1 |= even_high[1][pix >> 4];
  		p2 |= even_low[1][pix & 0xf];
  	    }
  	    *p++ = p1;
  	    *p++ = p2;
  	    non_zero |= p1 | p2;
  	}
  	break;
  
      case 2:
  	for (line = 8; line != 0; line--, tp += 2)
  	{
  	    p1 = p2 = 0;
  	    if ((pix = *(tp + 0)))
  	    {
  		p1 |= odd_high[0][pix >> 4];
  		p2 |= odd_low[0][pix & 0xf];
  	    }
  	    if ((pix = *(tp + 1)))
  	    {
  		p1 |= even_high[0][pix >> 4];
  		p2 |= even_low[0][pix & 0xf];
  	    }
  	    *p++ = p1;
  	    *p++ = p2;
  	    non_zero |= p1 | p2;
  	}
  	break;
      }
      return (non_zero ? TRUE : BLANK_TILE);
  }
  
  INLINE void WRITE_4PIXELS (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint8 Pixel;
      uint8 *Screen = gfx->S + Offset;
      uint8 *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[N])) \
      { \
  	Screen [N] = (uint8) gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS_FLIPPED (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint8 Pixel;
      uint8 *Screen = gfx->S + Offset;
      uint8 *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
      { \
  	Screen [N] = (uint8) gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  inline void WRITE_4PIXELSHI16 (uint32 Offset, uint8 *Pixels)
  {
      uint32 Pixel;
      uint16 *Screen = (uint16 *) GFX.S + Offset;
      uint8  *Depth = GFX.DB + Offset;
  
  #define FN(N) \
      if (GFX.Z1 > Depth [N] && (Pixel = Pixels[2*N])) \
      { \
  	Screen [N] = GFX.ScreenColors [Pixel]; \
  	Depth [N] = GFX.Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  inline void WRITE_4PIXELSHI16_FLIPPED (uint32 Offset, uint8 *Pixels)
  {
      uint32 Pixel;
      uint16 *Screen = (uint16 *) GFX.S + Offset;
      uint8  *Depth = GFX.DB + Offset;
  
  #define FN(N) \
      if (GFX.Z1 > Depth [N] && (Pixel = Pixels[6 - 2*N])) \
      { \
  	Screen [N] = GFX.ScreenColors [Pixel]; \
  	Depth [N] = GFX.Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  INLINE void WRITE_4PIXELSx2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint8 Pixel;
      uint8 *Screen = gfx->S + Offset;
      uint8 *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [0] && (Pixel = Pixels[N])) \
      { \
  	Screen [N * 2] = Screen [N * 2 + 1] = (uint8) gfx->ScreenColors [Pixel]; \
  	Depth [N * 2] = Depth [N * 2 + 1] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS_FLIPPEDx2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint8 Pixel;
      uint8 *Screen = gfx->S + Offset;
      uint8 *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
      { \
  	Screen [N * 2] = Screen [N * 2 + 1] = (uint8) gfx->ScreenColors [Pixel]; \
  	Depth [N * 2] = Depth [N * 2 + 1] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  INLINE void WRITE_4PIXELSx2x2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint8 Pixel;
      uint8 *Screen = gfx->S + Offset;
      uint8 *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \
      { \
  	Screen [N * 2] = Screen [N * 2 + 1] = Screen [gfx->RealPitch + N * 2] =  \
  	    Screen [gfx->RealPitch + N * 2 + 1] = (uint8) gfx->ScreenColors [Pixel]; \
  	Depth [N * 2] = Depth [N * 2 + 1] = Depth [gfx->RealPitch + N * 2] = \
  	    Depth [gfx->RealPitch + N * 2 + 1] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint8 Pixel;
      uint8 *Screen = gfx->S + Offset;
      uint8 *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
      { \
  	Screen [N * 2] = Screen [N * 2 + 1] = Screen [gfx->RealPitch + N * 2] =  \
  	    Screen [gfx->RealPitch + N * 2 + 1] = (uint8) gfx->ScreenColors [Pixel]; \
  	Depth [N * 2] = Depth [N * 2 + 1] = Depth [gfx->RealPitch + N * 2] = \
  	    Depth [gfx->RealPitch + N * 2 + 1] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  void DrawTile (uint32 Tile, uint32 Offset, uint32 StartLine,
  	       uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
  
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)
  }
  
  void DrawClippedTile (uint32 Tile, uint32 Offset,
  		      uint32 StartPixel, uint32 Width,
  		      uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELS, WRITE_4PIXELS_FLIPPED, 4)
  }
  
  void DrawTilex2 (uint32 Tile, uint32 Offset, uint32 StartLine,
  		 uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
  
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)
  }
  
  void DrawClippedTilex2 (uint32 Tile, uint32 Offset,
  			uint32 StartPixel, uint32 Width,
  			uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELSx2, WRITE_4PIXELS_FLIPPEDx2, 8)
  }
  
  void DrawTilex2x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
  		   uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
  
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8)
  }
  
  void DrawClippedTilex2x2 (uint32 Tile, uint32 Offset,
  			  uint32 StartPixel, uint32 Width,
  			  uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELSx2x2, WRITE_4PIXELS_FLIPPEDx2x2, 8)
  }
  
  void DrawLargePixel (uint32 Tile, uint32 Offset,
  		     uint32 StartPixel, uint32 Pixels,
  		     uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
  
      register uint8 *sp = gfx->S + Offset;
      uint8  *Depth = gfx->DB + Offset;
      uint8 pixel;
  #define PLOT_PIXEL(screen, pixel) (pixel)
  
      RENDER_TILE_LARGE (((uint8) gfx->ScreenColors [pixel]), PLOT_PIXEL)
  }
  
  INLINE void WRITE_4PIXELS16 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[N])) \
      { \
  	Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_FLIPPED (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
      { \
  	Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16x2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \
      { \
  	Screen [N * 2] = Screen [N * 2 + 1] = gfx->ScreenColors [Pixel]; \
  	Depth [N * 2] = Depth [N * 2 + 1] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_FLIPPEDx2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
      { \
  	Screen [N * 2] = Screen [N * 2 + 1] = gfx->ScreenColors [Pixel]; \
  	Depth [N * 2] = Depth [N * 2 + 1] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16x2x2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \
      { \
  	Screen [N * 2] = Screen [N * 2 + 1] = Screen [(gfx->RealPitch >> 1) + N * 2] = \
  	    Screen [(gfx->RealPitch >> 1) + N * 2 + 1] = gfx->ScreenColors [Pixel]; \
  	Depth [N * 2] = Depth [N * 2 + 1] = Depth [(gfx->RealPitch >> 1) + N * 2] = \
  	    Depth [(gfx->RealPitch >> 1) + N * 2 + 1] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->DB + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
      { \
  	Screen [N * 2] = Screen [N * 2 + 1] = Screen [(gfx->RealPitch >> 1) + N * 2] = \
  	    Screen [(gfx->RealPitch >> 1) + N * 2 + 1] = gfx->ScreenColors [Pixel]; \
  	Depth [N * 2] = Depth [N * 2 + 1] = Depth [(gfx->RealPitch >> 1) + N * 2] = \
  	    Depth [(gfx->RealPitch >> 1) + N * 2 + 1] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  #undef FN
  }
  
  void DrawTile16 (uint32 Tile, uint32 Offset, uint32 StartLine,
  	         uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)
  }
  
  void DrawClippedTile16 (uint32 Tile, uint32 Offset,
  			uint32 StartPixel, uint32 Width,
  			uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)
  }
  
  void DrawTile16x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
  		   uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
  }
  
  void DrawClippedTile16x2 (uint32 Tile, uint32 Offset,
  			  uint32 StartPixel, uint32 Width,
  			  uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
  }
  
  void DrawTile16x2x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
  		     uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
  }
  
  void DrawClippedTile16x2x2 (uint32 Tile, uint32 Offset,
  			    uint32 StartPixel, uint32 Width,
  			    uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
  }
  
  void DrawLargePixel16 (uint32 Tile, uint32 Offset,
  		       uint32 StartPixel, uint32 Pixels,
  		       uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
  
      register uint16 *sp = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->DB + Offset;
      uint16 pixel;
  
      RENDER_TILE_LARGE (gfx->ScreenColors [pixel], PLOT_PIXEL)
  }
  
  INLINE void WRITE_4PIXELS16_ADD (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[N])) \
      { \
  	if (SubDepth [N]) \
  	{ \
  	    if (SubDepth [N] != 1) \
  		Screen [N] = COLOR_ADD (gfx->ScreenColors [Pixel], \
  					Screen [gfx->Delta + N]); \
  	    else \
  		Screen [N] = COLOR_ADD (gfx->ScreenColors [Pixel], \
  					gfx->FixedColour); \
  	} \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_FLIPPED_ADD (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
      { \
  	if (SubDepth [N]) \
  	{ \
  	    if (SubDepth [N] != 1) \
  		Screen [N] = COLOR_ADD (gfx->ScreenColors [Pixel], \
  					Screen [gfx->Delta + N]); \
  	    else \
  		Screen [N] = COLOR_ADD (gfx->ScreenColors [Pixel], \
  					gfx->FixedColour); \
  	} \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_ADD1_2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[N])) \
      { \
  	if (SubDepth [N]) \
  	{ \
  	    if (SubDepth [N] != 1) \
  		Screen [N] = (uint16) (COLOR_ADD1_2 (gfx->ScreenColors [Pixel], \
  						     Screen [gfx->Delta + N])); \
  	    else \
  		Screen [N] = COLOR_ADD (gfx->ScreenColors [Pixel], \
  					gfx->FixedColour); \
  	} \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_FLIPPED_ADD1_2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
      { \
  	if (SubDepth [N]) \
  	{ \
  	    if (SubDepth [N] != 1) \
  		Screen [N] = (uint16) (COLOR_ADD1_2 (gfx->ScreenColors [Pixel], \
  						     Screen [gfx->Delta + N])); \
  	    else \
  		Screen [N] = COLOR_ADD (gfx->ScreenColors [Pixel], \
  					gfx->FixedColour); \
  	} \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_SUB (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[N])) \
      { \
  	if (SubDepth [N]) \
  	{ \
  	    if (SubDepth [N] != 1) \
  		Screen [N] = (uint16) COLOR_SUB (gfx->ScreenColors [Pixel], \
  					Screen [gfx->Delta + N]); \
  	    else \
  		Screen [N] = (uint16) COLOR_SUB (gfx->ScreenColors [Pixel], \
  					gfx->FixedColour); \
  	} \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_FLIPPED_SUB (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
      { \
  	if (SubDepth [N]) \
  	{ \
  	    if (SubDepth [N] != 1) \
  		Screen [N] = (uint16) COLOR_SUB (gfx->ScreenColors [Pixel], \
  					Screen [gfx->Delta + N]); \
  	    else \
  		Screen [N] = (uint16) COLOR_SUB (gfx->ScreenColors [Pixel], \
  					gfx->FixedColour); \
  	} \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_SUB1_2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[N])) \
      { \
  	if (SubDepth [N]) \
  	{ \
  	    if (SubDepth [N] != 1) \
  		Screen [N] = (uint16) COLOR_SUB1_2 (gfx->ScreenColors [Pixel], \
  					   Screen [gfx->Delta + N]); \
  	    else \
  		Screen [N] = (uint16) COLOR_SUB (gfx->ScreenColors [Pixel], \
  					gfx->FixedColour); \
  	} \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_FLIPPED_SUB1_2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
      { \
  	if (SubDepth [N]) \
  	{ \
  	    if (SubDepth [N] != 1) \
  		Screen [N] = (uint16) COLOR_SUB1_2 (gfx->ScreenColors [Pixel], \
  					   Screen [gfx->Delta + N]); \
  	    else \
  		Screen [N] = (uint16) COLOR_SUB (gfx->ScreenColors [Pixel], \
  					gfx->FixedColour); \
  	} \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  
  void DrawTile16Add (uint32 Tile, uint32 Offset, uint32 StartLine,
  		    uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
  }
  
  void DrawClippedTile16Add (uint32 Tile, uint32 Offset,
  			   uint32 StartPixel, uint32 Width,
  			   uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
  }
  
  void DrawTile16Add1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
  		       uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
  }
  
  void DrawClippedTile16Add1_2 (uint32 Tile, uint32 Offset,
  			      uint32 StartPixel, uint32 Width,
  			      uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
  }
  
  void DrawTile16Sub (uint32 Tile, uint32 Offset, uint32 StartLine,
  		    uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
  }
  
  void DrawClippedTile16Sub (uint32 Tile, uint32 Offset,
  			   uint32 StartPixel, uint32 Width,
  			   uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
  }
  
  void DrawTile16Sub1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
  		       uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
  }
  
  void DrawClippedTile16Sub1_2 (uint32 Tile, uint32 Offset,
  			      uint32 StartPixel, uint32 Width,
  			      uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
  }
  
  INLINE void WRITE_4PIXELS16_ADDF1_2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[N])) \
      { \
  	if (SubDepth [N] == 1) \
  	    Screen [N] = (uint16) (COLOR_ADD1_2 (gfx->ScreenColors [Pixel], \
  						 gfx->FixedColour)); \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel];\
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_FLIPPED_ADDF1_2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
      { \
  	if (SubDepth [N] == 1) \
  	    Screen [N] = (uint16) (COLOR_ADD1_2 (gfx->ScreenColors [Pixel], \
  						 gfx->FixedColour)); \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel];\
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_SUBF1_2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[N])) \
      { \
  	if (SubDepth [N] == 1) \
  	    Screen [N] = (uint16) COLOR_SUB1_2 (gfx->ScreenColors [Pixel], \
  						gfx->FixedColour); \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  INLINE void WRITE_4PIXELS16_FLIPPED_SUBF1_2 (uint32 Offset, uint8 *Pixels, struct SGFX * gfx)
  {
      register uint32 Pixel;
      uint16 *Screen = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint8  *SubDepth = gfx->SubZBuffer + Offset;
  
  #define FN(N) \
      if (gfx->Z1 > Depth [N] && (Pixel = Pixels[3 - N])) \
      { \
  	if (SubDepth [N] == 1) \
  	    Screen [N] = (uint16) COLOR_SUB1_2 (gfx->ScreenColors [Pixel], \
  						gfx->FixedColour); \
  	else \
  	    Screen [N] = gfx->ScreenColors [Pixel]; \
  	Depth [N] = gfx->Z2; \
      }
  
      FN(0)
      FN(1)
      FN(2)
      FN(3)
  
  #undef FN
  }
  
  void DrawTile16FixedAdd1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
  			    uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELS16_ADDF1_2, WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
  }
  
  void DrawClippedTile16FixedAdd1_2 (uint32 Tile, uint32 Offset,
  				   uint32 StartPixel, uint32 Width,
  				   uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADDF1_2, 
  			WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
  }
  
  void DrawTile16FixedSub1_2 (uint32 Tile, uint32 Offset, uint32 StartLine,
  			    uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      RENDER_TILE(WRITE_4PIXELS16_SUBF1_2, WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
  }
  
  void DrawClippedTile16FixedSub1_2 (uint32 Tile, uint32 Offset,
  				   uint32 StartPixel, uint32 Width,
  				   uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUBF1_2, 
  			WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
  }
  
  void DrawLargePixel16Add (uint32 Tile, uint32 Offset,
  			  uint32 StartPixel, uint32 Pixels,
  			  uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
  
      register uint16 *sp = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      register uint16 pixel;
  
  #define LARGE_ADD_PIXEL(s, p) \
  (Depth [z + gfx->DepthDelta] ? (Depth [z + gfx->DepthDelta] != 1 ? \
  			       COLOR_ADD (p, *(s + gfx->Delta))    : \
  			       COLOR_ADD (p, gfx->FixedColour)) \
  			    : p)
  			      
      RENDER_TILE_LARGE (gfx->ScreenColors [pixel], LARGE_ADD_PIXEL)
  }
  
  void DrawLargePixel16Add1_2 (uint32 Tile, uint32 Offset,
  			     uint32 StartPixel, uint32 Pixels,
  			     uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
  
      register uint16 *sp = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      register uint16 pixel;
  
  #define LARGE_ADD_PIXEL1_2(s, p) \
  ((uint16) (Depth [z + gfx->DepthDelta] ? (Depth [z + gfx->DepthDelta] != 1 ? \
  			       COLOR_ADD1_2 (p, *(s + gfx->Delta))    : \
  			       COLOR_ADD (p, gfx->FixedColour)) \
  			    : p))
  			      
      RENDER_TILE_LARGE (gfx->ScreenColors [pixel], LARGE_ADD_PIXEL1_2)
  }
  
  void DrawLargePixel16Sub (uint32 Tile, uint32 Offset,
  			  uint32 StartPixel, uint32 Pixels,
  			  uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
  
      register uint16 *sp = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      register uint16 pixel;
  
  #define LARGE_SUB_PIXEL(s, p) \
  (Depth [z + gfx->DepthDelta] ? (Depth [z + gfx->DepthDelta] != 1 ? \
  			       COLOR_SUB (p, *(s + gfx->Delta))    : \
  			       COLOR_SUB (p, gfx->FixedColour)) \
  			    : p)
  			      
      RENDER_TILE_LARGE (gfx->ScreenColors [pixel], LARGE_SUB_PIXEL)
  }
  
  void DrawLargePixel16Sub1_2 (uint32 Tile, uint32 Offset,
  			     uint32 StartPixel, uint32 Pixels,
  			     uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
  
      register uint16 *sp = (uint16 *) gfx->S + Offset;
      uint8  *Depth = gfx->ZBuffer + Offset;
      uint16 pixel;
  
  #define LARGE_SUB_PIXEL1_2(s, p) \
  (Depth [z + gfx->DepthDelta] ? (Depth [z + gfx->DepthDelta] != 1 ? \
  			       COLOR_SUB1_2 (p, *(s + gfx->Delta))    : \
  			       COLOR_SUB (p, gfx->FixedColour)) \
  			    : p)
  			      
      RENDER_TILE_LARGE (gfx->ScreenColors [pixel], LARGE_SUB_PIXEL1_2)
  }
  
  void DrawHiResTile16 (uint32 Tile, uint32 Offset, uint32 StartLine,
  	         uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      RENDER_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
  }
  
  void DrawHiResClippedTile16 (uint32 Tile, uint32 Offset,
  			uint32 StartPixel, uint32 Width,
  			uint32 StartLine, uint32 LineCount, struct SGFX * gfx)
  {
      TILE_PREAMBLE
      register uint8 *bp;
  
      TILE_CLIP_PREAMBLE
      RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
  }
  