void clear_gba_screen(u16 color) { #ifdef NDS_LAYER ds2_clearScreen(UP_SCREEN, color); #endif flip_gba_screen(); }
void clear_gba_screen(u16 color) { ds2_clearScreen(gba_screen_num, color); ds2_flipScreen(gba_screen_num, UP_SCREEN_UPDATE_METHOD); // Update screen address each flip otherwise flickering occurs GBAScreen = (u16*) *gba_screen_addr_ptr + (16 * 256 + 8); }
void clear_screen(u16 color) { ds2_clearScreen(DOWN_SCREEN, color); }