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Reimplement Bounding Box calculation using the software renderer.
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@ -18,10 +18,10 @@ enum
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PE_ALPHAREAD = 0x08, // Alpha Read
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PE_CTRL_REGISTER = 0x0a, // Control
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PE_TOKEN_REG = 0x0e, // Token
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PE_BBOX_LEFT = 0x10, // Flip Left
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PE_BBOX_RIGHT = 0x12, // Flip Right
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PE_BBOX_TOP = 0x14, // Flip Top
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PE_BBOX_BOTTOM = 0x16, // Flip Bottom
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PE_BBOX_LEFT = 0x10, // Bounding Box Left Pixel
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PE_BBOX_RIGHT = 0x12, // Bounding Box Right Pixel
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PE_BBOX_TOP = 0x14, // Bounding Box Top Pixel
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PE_BBOX_BOTTOM = 0x16, // Bounding Box Bottom Pixel
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// NOTE: Order not verified
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// These indicate the number of quads that are being used as input/output for each particular stage
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@ -63,8 +63,4 @@ void SetToken(const u16 _token, const int _bSetTokenAcknowledge);
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void SetFinish();
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UPEAlphaReadReg GetAlphaReadMode();
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// Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
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extern u16 bbox[4];
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extern bool bbox_active;
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} // end of namespace PixelEngine
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