Make lowest line of Splash image frames transparent to work around scaling issues
The Splash image is scaled. Sometimes, the lowest line is repeated on the top, which caused some weird lines to appear above big splashes (e.g. piano).
This has been done fully automated with a script. Only the alpha channel was changed. The color information is preserved.
#include "pmath.h"
#include <stdlib.h>
#include <math.h>
/* Currently the games only uses sign of an integer */
int fpcrtl_signi(int x)
{
if(x > 0){
return 1;
}
else if(x < 0){
return -1;
}
else{
return 0;
}
}
float fpcrtl_csc(float x)
{
return 1 / sin(x);
}
float __attribute__((overloadable)) fpcrtl_abs(float x)
{
return fabsf(x);
}
double __attribute__((overloadable)) fpcrtl_abs(double x)
{
return fabs(x);
}
long double __attribute__((overloadable)) fpcrtl_abs(long double x)
{
return fabsl(x);
}
int __attribute__((overloadable)) fpcrtl_abs(int x)
{
return abs(x);
}
int64_t __attribute__((overloadable)) fpcrtl_abs(int64_t x)
{
return x < 0 ? -x : x;
}