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remove b&w from sdl layer
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@ -20,21 +20,21 @@ extern const unsigned char interface_glyphs[256];
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// RGB map of each of the lowres colors
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// RGB map of each of the lowres colors
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const uint8_t loresPixelColors[16][3] = { { 0, 0, 0 }, // black
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const uint8_t loresPixelColors[16][3] = { { 0, 0, 0 }, // black
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{ 195, 0, 48 }, // magenta
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{ 0xAC, 0x12, 0x4C }, // magenta
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{ 0, 0, 130 }, // dark blue
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{ 0x00, 0x07, 0x83 }, // dark blue
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{ 166, 52, 170 }, // purple
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{ 0xAA, 0x1A, 0xD1 }, // purple
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{ 0, 146, 0 }, // dark green
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{ 0x00, 0x83, 0x2F }, // dark green
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{ 105, 105, 105 }, // drak grey
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{ 0x9F, 0x97, 0x7E }, // drak grey
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{ 24, 113, 255 }, // medium blue
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{ 0x00, 0x8A, 0xB5 }, // medium blue
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{ 12, 190, 235 }, // light blue
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{ 0x9F, 0x9E, 0xFF }, // light blue
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{ 150, 85, 40 }, // brown
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{ 0x7A, 0x5F, 0x00 }, // brown
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{ 255, 24, 44 }, // orange
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{ 0xFF, 0x72, 0x47 }, // orange
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{ 150, 170, 170 }, // light gray
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{ 0x78, 0x68, 0x7F }, // light gray
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{ 255, 158, 150 }, // pink
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{ 0xFF, 0x7A, 0xCF }, // pink
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{ 0, 255, 0 }, // green
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{ 0x6F, 0xE6, 0x2C }, // green
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{ 255, 255, 0 }, // yellow
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{ 0xFF, 0xF6, 0x7B }, // yellow
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{ 130, 255, 130 }, // aqua
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{ 0x6C, 0xEE, 0xB2 }, // aqua
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{ 255, 255, 255 } // white
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{ 0xFF, 0xFF, 0xFF } // white
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};
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};
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SDLDisplay::SDLDisplay()
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SDLDisplay::SDLDisplay()
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@ -124,8 +124,9 @@ void SDLDisplay::blit(AiieRect r)
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g = fv;
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g = fv;
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}
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}
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else if (g_displayType == m_blackAndWhite) {
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else if (g_displayType == m_blackAndWhite) {
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float fv = 0.2125 * r + 0.7154 * g + 0.0721 * b;
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// Used to reduce to B&W in this driver, but now it's up in the apple display
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r = g = b = fv;
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// float fv = 0.2125 * r + 0.7154 * g + 0.0721 * b;
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// r = g = b = fv;
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}
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}
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SDL_SetRenderDrawColor(renderer, r, g, b, 255);
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SDL_SetRenderDrawColor(renderer, r, g, b, 255);
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