/* * 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). * * (c) Copyright 2014 - 2016 Daniel De Matteis. (UNDER NO CIRCUMSTANCE * WILL COMMERCIAL RIGHTS EVER BE APPROPRIATED TO ANY PARTY) * * 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 "cpuexec.h" #include "display.h" #include "gfx.h" #include "apu.h" #include "cheats.h" #include #include "asmmemfuncs.h" #include "tile.h" uint32 TileBlank; const int tx_table[16] = { // t1 = 16, t2 = 0 // FLIP = 0x00 16 + 0, // 0x00 16 + 1, // 0x01 // FLIP = 0x01 16 + 1 - 0, // 0x02 16 + 1 - 1, // 0x03 // FLIP = 0x02 0 + 0, // 0x04 0 + 1, // 0x05 // FLIP = 0x03 0 + 1 - 0, // 0x06 0 + 1 - 1, // 0x07 // t1 = 0, t2 = 16 // FLIP = 0x00 0 + 0, // 0x08 0 + 1, // 0x09 // FLIP = 0x01 0 + 1 - 0, // 0x0A 0 + 1 - 1, // 0x0B // FLIP = 0x02 16 + 0, // 0x0C 16 + 1, // 0x0D // FLIP = 0x03 16 + 1 - 0, // 0x0E 16 + 1 - 1 // 0x0F }; #define M7 19 #define M8 19 void ComputeClipWindows(); extern uint8 BitShifts[8][4]; extern uint8 TileShifts[8][4]; extern uint8 PaletteShifts[8][4]; extern uint8 PaletteMasks[8][4]; extern uint8 Depths[8][4]; extern uint8 BGSizes [2]; extern NormalTileRenderer DrawTilePtr; extern ClippedTileRenderer DrawClippedTilePtr; extern NormalTileRenderer DrawHiResTilePtr; extern ClippedTileRenderer DrawHiResClippedTilePtr; extern LargePixelRenderer DrawLargePixelPtr; extern SBG BG; extern SLineData LineData[240]; extern SLineMatrixData LineMatrixData [240]; extern uint8 Mode7Depths [2]; #define CLIP_10_BIT_SIGNED(a) \ ((a)%1023) #define ON_MAIN(N) (GFX.r212c & (1 << (N))) #define SUB_OR_ADD(N) \ (GFX.r2131 & (1 << (N))) #define ON_SUB(N) \ ((GFX.r2130 & 0x30) != 0x30 && \ (GFX.r2130 & 2) && \ (GFX.r212d & (1 << N))) #define ANYTHING_ON_SUB \ ((GFX.r2130 & 0x30) != 0x30 && \ (GFX.r2130 & 2) && \ (GFX.r212d & 0x1f)) #define ADD_OR_SUB_ON_ANYTHING \ (GFX.r2131 & 0x3f) #define BLACK BUILD_PIXEL(0,0,0) void DrawTile(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTile(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawTilex2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTilex2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawTilex2x2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTilex2x2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawLargePixel(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount); void DrawTile16(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTile16(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawTile16x2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTile16x2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawTile16x2x2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTile16x2x2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawLargePixel16(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount); void DrawTile16Add(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTile16Add(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawTile16Add1_2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTile16Add1_2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawTile16FixedAdd1_2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTile16FixedAdd1_2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawTile16Sub(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTile16Sub(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawTile16Sub1_2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTile16Sub1_2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawTile16FixedSub1_2(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); void DrawClippedTile16FixedSub1_2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawLargePixel16Add(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount); void DrawLargePixel16Add1_2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount); void DrawLargePixel16Sub(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount); void DrawLargePixel16Sub1_2(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Pixels, uint32 StartLine, uint32 LineCount); void DrawHiResClippedTile16(uint32 Tile, int32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount); void DrawHiResTile16(uint32 Tile, int32 Offset, uint32 StartLine, uint32 LineCount); bool8_32 S9xGraphicsInit(void) { uint8 bitshift; uint32 r, g, b; uint32 PixelOdd = 1; uint32 PixelEven = 2; #ifdef GFX_MULTI_FORMAT if (GFX.BuildPixel == NULL) S9xSetRenderPixelFormat(RGB565); #endif for (bitshift = 0; bitshift < 4; bitshift++) { int i; for (i = 0; i < 16; i++) { uint32 h = 0; uint32 l = 0; #if defined(MSB_FIRST) if (i & 8) h |= (PixelOdd << 24); if (i & 4) h |= (PixelOdd << 16); if (i & 2) h |= (PixelOdd << 8); if (i & 1) h |= PixelOdd; if (i & 8) l |= (PixelOdd << 24); if (i & 4) l |= (PixelOdd << 16); if (i & 2) l |= (PixelOdd << 8); if (i & 1) l |= PixelOdd; #else if (i & 8) h |= PixelOdd; if (i & 4) h |= PixelOdd << 8; if (i & 2) h |= PixelOdd << 16; if (i & 1) h |= PixelOdd << 24; if (i & 8) l |= PixelOdd; if (i & 4) l |= PixelOdd << 8; if (i & 2) l |= PixelOdd << 16; if (i & 1) l |= PixelOdd << 24; #endif odd_high[bitshift][i] = h; odd_low[bitshift][i] = l; h = l = 0; #if defined(MSB_FIRST) if (i & 8) h |= (PixelEven << 24); if (i & 4) h |= (PixelEven << 16); if (i & 2) h |= (PixelEven << 8); if (i & 1) h |= PixelEven; if (i & 8) l |= (PixelEven << 24); if (i & 4) l |= (PixelEven << 16); if (i & 2) l |= (PixelEven << 8); if (i & 1) l |= PixelEven; #else if (i & 8) h |= PixelEven; if (i & 4) h |= PixelEven << 8; if (i & 2) h |= PixelEven << 16; if (i & 1) h |= PixelEven << 24; if (i & 8) l |= PixelEven; if (i & 4) l |= PixelEven << 8; if (i & 2) l |= PixelEven << 16; if (i & 1) l |= PixelEven << 24; #endif even_high[bitshift][i] = h; even_low[bitshift][i] = l; } PixelEven <<= 2; PixelOdd <<= 2; } GFX.Delta = (GFX.SubScreen - GFX.Screen) >> 1; GFX.DepthDelta = GFX.SubZBuffer - GFX.ZBuffer; //GFX.InfoStringTimeout = 0; //GFX.InfoString = NULL; PPU.BG_Forced = 0; IPPU.OBJChanged = TRUE; IPPU.DirectColourMapsNeedRebuild = TRUE; DrawTilePtr = DrawTile16; DrawClippedTilePtr = DrawClippedTile16; DrawLargePixelPtr = DrawLargePixel16; DrawHiResTilePtr = DrawHiResTile16; DrawHiResClippedTilePtr = DrawHiResClippedTile16; S9xFixColourBrightness(); #if defined(USE_OLD_COLOUR_OPS) /* Pre-1.60 colour operations */ if (!(GFX.X2 = (uint16*) malloc(sizeof(uint16) * 0x10000))) return (FALSE); if (!(GFX.ZERO_OR_X2 = (uint16*) malloc(sizeof(uint16) * 0x10000)) || !(GFX.ZERO = (uint16*) malloc(sizeof(uint16) * 0x10000))) { if (GFX.ZERO_OR_X2) { free((char*) GFX.ZERO_OR_X2); GFX.ZERO_OR_X2 = NULL; } if (GFX.X2) { free((char*) GFX.X2); GFX.X2 = NULL; } return (FALSE); } // Build a lookup table that multiplies a packed RGB value by 2 with // saturation. for (r = 0; r <= MAX_RED; r++) { uint32 r2 = r << 1; if (r2 > MAX_RED) r2 = MAX_RED; for (g = 0; g <= MAX_GREEN; g++) { uint32 g2 = g << 1; if (g2 > MAX_GREEN) g2 = MAX_GREEN; for (b = 0; b <= MAX_BLUE; b++) { uint32 b2 = b << 1; if (b2 > MAX_BLUE) b2 = MAX_BLUE; GFX.X2 [BUILD_PIXEL2(r, g, b)] = BUILD_PIXEL2(r2, g2, b2); GFX.X2 [BUILD_PIXEL2(r, g, b) & ~ALPHA_BITS_MASK] = BUILD_PIXEL2(r2, g2, b2); } } } memset(GFX.ZERO, 0, 0x10000 * sizeof(uint16)); memset(GFX.ZERO_OR_X2, 0, 0x10000 * sizeof(uint16)); // Build a lookup table that if the top bit of the color value is zero // then the value is zero, otherwise multiply the value by 2. Used by // the color subtraction code. #if defined(OLD_COLOUR_BLENDING) for (r = 0; r <= MAX_RED; r++) { uint32 r2 = r; if ((r2 & 0x10) == 0) r2 = 0; else r2 = (r2 << 1) & MAX_RED; for (g = 0; g <= MAX_GREEN; g++) { uint32 g2 = g; if ((g2 & GREEN_HI_BIT) == 0) g2 = 0; else g2 = (g2 << 1) & MAX_GREEN; for (b = 0; b <= MAX_BLUE; b++) { uint32 b2 = b; if ((b2 & 0x10) == 0) b2 = 0; else b2 = (b2 << 1) & MAX_BLUE; GFX.ZERO_OR_X2 [BUILD_PIXEL2(r, g, b)] = BUILD_PIXEL2(r2, g2, b2); GFX.ZERO_OR_X2 [BUILD_PIXEL2(r, g, b) & ~ALPHA_BITS_MASK] = BUILD_PIXEL2(r2, g2, b2); } } } #else for (r = 0; r <= MAX_RED; r++) { uint32 r2 = r; if ((r2 & 0x10) == 0) r2 = 0; else r2 = (r2 << 1) & MAX_RED; if (r2 == 0) r2 = 1; for (g = 0; g <= MAX_GREEN; g++) { uint32 g2 = g; if ((g2 & GREEN_HI_BIT) == 0) g2 = 0; else g2 = (g2 << 1) & MAX_GREEN; if (g2 == 0) g2 = 1; for (b = 0; b <= MAX_BLUE; b++) { uint32 b2 = b; if ((b2 & 0x10) == 0) b2 = 0; else b2 = (b2 << 1) & MAX_BLUE; if (b2 == 0) b2 = 1; GFX.ZERO_OR_X2 [BUILD_PIXEL2(r, g, b)] = BUILD_PIXEL2(r2, g2, b2); GFX.ZERO_OR_X2 [BUILD_PIXEL2(r, g, b) & ~ALPHA_BITS_MASK] = BUILD_PIXEL2(r2, g2, b2); } } } #endif #else if (!(GFX.ZERO = (uint16_t*) malloc(sizeof(uint16_t) * 0x10000))) return false; #endif // Build a lookup table that if the top bit of the color value is zero // then the value is zero, otherwise its just the value. for (r = 0; r <= MAX_RED; r++) { uint32 r2 = r; if ((r2 & 0x10) == 0) r2 = 0; else r2 &= ~0x10; for (g = 0; g <= MAX_GREEN; g++) { uint32 g2 = g; if ((g2 & GREEN_HI_BIT) == 0) g2 = 0; else g2 &= ~GREEN_HI_BIT; for (b = 0; b <= MAX_BLUE; b++) { uint32 b2 = b; if ((b2 & 0x10) == 0) b2 = 0; else b2 &= ~0x10; GFX.ZERO [BUILD_PIXEL2(r, g, b)] = BUILD_PIXEL2(r2, g2, b2); GFX.ZERO [BUILD_PIXEL2(r, g, b) & ~ALPHA_BITS_MASK] = BUILD_PIXEL2(r2, g2, b2); } } } return (TRUE); } void S9xGraphicsDeinit(void) { // Free any memory allocated in S9xGraphicsInit #if defined(USE_OLD_COLOUR_OPS) /* Pre-1.60 colour operations */ if (GFX.X2) { free((char*) GFX.X2); GFX.X2 = NULL; } if (GFX.ZERO_OR_X2) { free((char*) GFX.ZERO_OR_X2); GFX.ZERO_OR_X2 = NULL; } #endif if (GFX.ZERO) { free((char*) GFX.ZERO); GFX.ZERO = NULL; } } void S9xBuildDirectColourMaps() { uint32 p, c; for (p = 0; p < 8; p++) { for (c = 0; c < 256; c++) { // XXX: Brightness DirectColourMaps [p][c] = BUILD_PIXEL(((c & 7) << 2) | ((p & 1) << 1), ((c & 0x38) >> 1) | (p & 2), ((c & 0xc0) >> 3) | (p & 4)); } } IPPU.DirectColourMapsNeedRebuild = FALSE; } void S9xStartScreenRefresh() { if (IPPU.RenderThisFrame) { if (!S9xInitUpdate()) { IPPU.RenderThisFrame = FALSE; return; } IPPU.RenderedFramesCount++; IPPU.PreviousLine = IPPU.CurrentLine = 0; IPPU.MaxBrightness = PPU.Brightness; IPPU.LatchedBlanking = PPU.ForcedBlanking; IPPU.LatchedInterlace = (Memory.FillRAM[0x2133] & 1); IPPU.RenderedScreenWidth = 256; IPPU.RenderedScreenHeight = PPU.ScreenHeight; IPPU.DoubleWidthPixels = FALSE; PPU.RecomputeClipWindows = TRUE; GFX.DepthDelta = GFX.SubZBuffer - GFX.ZBuffer; GFX.Delta = (GFX.SubScreen - GFX.Screen) >> 1; } if (++IPPU.FrameCount % Memory.ROMFramesPerSecond == 0) { IPPU.DisplayedRenderedFrameCount = IPPU.RenderedFramesCount; IPPU.RenderedFramesCount = 0; IPPU.FrameCount = 0; } } void RenderLine(uint8 C) { if (IPPU.RenderThisFrame) { LineData[C].BG[0].VOffset = PPU.BG[0].VOffset + 1; LineData[C].BG[0].HOffset = PPU.BG[0].HOffset; LineData[C].BG[1].VOffset = PPU.BG[1].VOffset + 1; LineData[C].BG[1].HOffset = PPU.BG[1].HOffset; if (PPU.BGMode == 7) { SLineMatrixData* p = &LineMatrixData [C]; p->MatrixA = PPU.MatrixA; p->MatrixB = PPU.MatrixB; p->MatrixC = PPU.MatrixC; p->MatrixD = PPU.MatrixD; p->CentreX = PPU.CentreX; p->CentreY = PPU.CentreY; } else { if (Settings.StarfoxHack && PPU.BG[2].VOffset == 0 && PPU.BG[2].HOffset == 0xe000) { LineData[C].BG[2].VOffset = 0xe1; LineData[C].BG[2].HOffset = 0; } else { LineData[C].BG[2].VOffset = PPU.BG[2].VOffset + 1; LineData[C].BG[2].HOffset = PPU.BG[2].HOffset; LineData[C].BG[3].VOffset = PPU.BG[3].VOffset + 1; LineData[C].BG[3].HOffset = PPU.BG[3].HOffset; } } IPPU.CurrentLine = C + 1; } } void S9xEndScreenRefresh() { IPPU.HDMAStarted = FALSE; //RC if (IPPU.RenderThisFrame) { FLUSH_REDRAW(); if (IPPU.ColorsChanged) IPPU.ColorsChanged = FALSE; S9xDeinitUpdate(IPPU.RenderedScreenWidth, IPPU.RenderedScreenHeight, 1); } #ifdef LAGFIX finishedFrame = true; #endif #ifndef RC_OPTIMIZED S9xApplyCheats(); #endif #ifdef DEBUGGER if (CPU.Flags & FRAME_ADVANCE_FLAG) { if (ICPU.FrameAdvanceCount) { ICPU.FrameAdvanceCount--; IPPU.RenderThisFrame = TRUE; IPPU.FrameSkip = 0; } else { CPU.Flags &= ~FRAME_ADVANCE_FLAG; CPU.Flags |= DEBUG_MODE_FLAG; } } #endif /* if (CPU.SRAMModified) { if (!CPU.AutoSaveTimer) { if (!(CPU.AutoSaveTimer = Settings.AutoSaveDelay * Memory.ROMFramesPerSecond)) CPU.SRAMModified = FALSE; } else { if (!--CPU.AutoSaveTimer) { CPU.SRAMModified = FALSE; } } } */ } void S9xSetInfoString(const char* string) { } static INLINE void SelectTileRenderer(bool8_32 normal, bool NoZ) { if (normal) { DrawTilePtr = DrawTile16; DrawClippedTilePtr = DrawClippedTile16; DrawLargePixelPtr = DrawLargePixel16; } else { if (GFX.r2131 & 0x80) { if (GFX.r2131 & 0x40) { if (GFX.r2130 & 2) { DrawTilePtr = DrawTile16Sub1_2; DrawClippedTilePtr = DrawClippedTile16Sub1_2; } else { // Fixed colour substraction DrawTilePtr = DrawTile16FixedSub1_2; DrawClippedTilePtr = DrawClippedTile16FixedSub1_2; } DrawLargePixelPtr = DrawLargePixel16Sub1_2; } else { DrawTilePtr = DrawTile16Sub; DrawClippedTilePtr = DrawClippedTile16Sub; DrawLargePixelPtr = DrawLargePixel16Sub; } } else { if (GFX.r2131 & 0x40) { if (GFX.r2130 & 2) { DrawTilePtr = DrawTile16Add1_2; DrawClippedTilePtr = DrawClippedTile16Add1_2; } else { // Fixed colour addition DrawTilePtr = DrawTile16FixedAdd1_2; DrawClippedTilePtr = DrawClippedTile16FixedAdd1_2; } DrawLargePixelPtr = DrawLargePixel16Add1_2; } else { DrawTilePtr = DrawTile16Add; DrawClippedTilePtr = DrawClippedTile16Add; DrawLargePixelPtr = DrawLargePixel16Add; } } } } void S9xSetupOBJ(void) { int C = 0; int SmallSize; int LargeSize; int S; int FirstSprite; switch (PPU.OBJSizeSelect) { case 0: SmallSize = 8; LargeSize = 16; break; case 1: SmallSize = 8; LargeSize = 32; break; case 2: SmallSize = 8; LargeSize = 64; break; case 3: SmallSize = 16; LargeSize = 32; break; case 4: SmallSize = 16; LargeSize = 64; break; case 5: default: SmallSize = 32; LargeSize = 64; break; } FirstSprite = PPU.FirstSprite & 0x7f; S = FirstSprite; do { int Size; long VPos; if (PPU.OBJ [S].Size) Size = LargeSize; else Size = SmallSize; VPos = PPU.OBJ [S].VPos; if (VPos >= PPU.ScreenHeight) VPos -= 256; if (PPU.OBJ [S].HPos < 256 && PPU.OBJ [S].HPos > -Size && VPos < PPU.ScreenHeight && VPos > -Size) { GFX.OBJList [C++] = S; GFX.Sizes[S] = Size; GFX.VPositions[S] = VPos; } S = (S + 1) & 0x7f; } while (S != FirstSprite); // Terminate the list GFX.OBJList [C] = -1; IPPU.OBJChanged = FALSE; } void DrawOBJS(bool8_32 OnMain, uint8 D) { uint32 O; uint32 BaseTile, Tile; int I = 0; int S; BG.BitShift = 4; BG.TileShift = 5; BG.TileAddress = PPU.OBJNameBase; BG.StartPalette = 128; BG.PaletteShift = 4; BG.PaletteMask = 7; BG.Buffer = IPPU.TileCache [TILE_4BIT]; BG.Buffered = IPPU.TileCached [TILE_4BIT]; BG.NameSelect = PPU.OBJNameSelect; BG.DirectColourMode = FALSE; SelectPalette(); GFX.Z1 = D + 2; for (S = GFX.OBJList [I++]; S >= 0; S = GFX.OBJList [I++]) { int clipcount; int clip, Offset; int VPos = GFX.VPositions [S]; int Size = GFX.Sizes[S]; int TileInc = 1; if (VPos + Size <= (int) GFX.StartY || VPos > (int) GFX.EndY) continue; if (OnMain && SUB_OR_ADD(4)) SelectTileRenderer(!GFX.Pseudo && PPU.OBJ [S].Palette < 4, false); BaseTile = PPU.OBJ[S].Name | (PPU.OBJ[S].Palette << 10); if (PPU.OBJ[S].HFlip) { BaseTile += ((Size >> 3) - 1) | H_FLIP; TileInc = -1; } if (PPU.OBJ[S].VFlip) BaseTile |= V_FLIP; clipcount = GFX.pCurrentClip->Count [4]; if (!clipcount) clipcount = 1; GFX.Z2 = (PPU.OBJ[S].Priority + 1) * 4 + D; for (clip = 0; clip < clipcount; clip++) { int Left, Right, Y; if (!GFX.pCurrentClip->Count [4]) { Left = 0; Right = 256; } else { Left = GFX.pCurrentClip->Left [clip][4]; Right = GFX.pCurrentClip->Right [clip][4]; } if (Right <= Left || PPU.OBJ[S].HPos + Size <= Left || PPU.OBJ[S].HPos >= Right) continue; for (Y = 0; Y < Size; Y += 8) { if (VPos + Y + 7 >= (int) GFX.StartY && VPos + Y <= (int) GFX.EndY) { int X; int Middle; int StartLine; int TileLine; int LineCount; int Last; if ((StartLine = VPos + Y) < (int) GFX.StartY) { StartLine = GFX.StartY - StartLine; LineCount = 8 - StartLine; } else { StartLine = 0; LineCount = 8; } if ((Last = VPos + Y + 7 - GFX.EndY) > 0) if ((LineCount -= Last) <= 0) break; TileLine = StartLine << 3; O = (VPos + Y + StartLine) * GFX_PPL; if (!PPU.OBJ[S].VFlip) Tile = BaseTile + (Y << 1); else Tile = BaseTile + ((Size - Y - 8) << 1); Middle = Size >> 3; if (PPU.OBJ[S].HPos < Left) { Tile += ((Left - PPU.OBJ[S].HPos) >> 3) * TileInc; Middle -= (Left - PPU.OBJ[S].HPos) >> 3; O += Left * GFX_PIXSIZE; if ((Offset = (Left - PPU.OBJ[S].HPos) & 7)) { int W, Width; O -= Offset * GFX_PIXSIZE; W = 8 - Offset; Width = Right - Left; if (W > Width) W = Width; (*DrawClippedTilePtr)(Tile, O, Offset, W, TileLine, LineCount); if (W >= Width) continue; Tile += TileInc; Middle--; O += 8 * GFX_PIXSIZE; } } else O += PPU.OBJ[S].HPos * GFX_PIXSIZE; if (PPU.OBJ[S].HPos + Size >= Right) { Middle -= ((PPU.OBJ[S].HPos + Size + 7) - Right) >> 3; Offset = (Right - (PPU.OBJ[S].HPos + Size)) & 7; } else Offset = 0; for (X = 0; X < Middle; X++, O += 8 * GFX_PIXSIZE, Tile += TileInc) (*DrawTilePtr)(Tile, O, TileLine, LineCount); if (Offset) (*DrawClippedTilePtr)(Tile, O, 0, Offset, TileLine, LineCount); } } } } } void DrawBackgroundMosaic(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2) { uint32 Y; uint32 Lines; uint32 OffsetMask; uint32 OffsetShift; uint32 Tile; uint16* SC0; uint16* SC1; uint16* SC2; uint16* SC3; uint8 depths [2] = {Z1, Z2}; if (BGMode == 0) BG.StartPalette = bg << 5; else BG.StartPalette = 0; SelectPalette(); SC0 = (uint16*) &Memory.VRAM[PPU.BG[bg].SCBase << 1]; if (PPU.BG[bg].SCSize & 1) SC1 = SC0 + 1024; else SC1 = SC0; if (((uint8*)SC1 - Memory.VRAM) >= 0x10000) SC1 -= 0x08000; if (PPU.BG[bg].SCSize & 2) SC2 = SC1 + 1024; else SC2 = SC0; if (((uint8*)SC2 - Memory.VRAM) >= 0x10000) SC2 -= 0x08000; if (PPU.BG[bg].SCSize & 1) SC3 = SC2 + 1024; else SC3 = SC2; if (((uint8*)SC3 - Memory.VRAM) >= 0x10000) SC3 -= 0x08000; if (BG.TileSize == 16) { OffsetMask = 0x3ff; OffsetShift = 4; } else { OffsetMask = 0x1ff; OffsetShift = 3; } for (Y = GFX.StartY; Y <= GFX.EndY; Y += Lines) { uint16* t; uint32 Left = 0; uint32 Right = 256; uint16* b1; uint16* b2; uint32 VirtAlign; uint32 ScreenLine; uint32 Rem16; uint32 MosaicLine; uint32 clip, x; uint32 ClipCount; uint32 HPos; uint32 PixWidth; uint32 VOffset = LineData [Y].BG[bg].VOffset; uint32 HOffset = LineData [Y].BG[bg].HOffset; uint32 MosaicOffset = Y % PPU.Mosaic; for (Lines = 1; Lines < PPU.Mosaic - MosaicOffset; Lines++) if ((VOffset != LineData [Y + Lines].BG[bg].VOffset) || (HOffset != LineData [Y + Lines].BG[bg].HOffset)) break; MosaicLine = VOffset + Y - MosaicOffset; if (Y + Lines > GFX.EndY) Lines = GFX.EndY + 1 - Y; VirtAlign = (MosaicLine & 7) << 3; ScreenLine = MosaicLine >> OffsetShift; Rem16 = MosaicLine & 15; if (ScreenLine & 0x20) b1 = SC2, b2 = SC3; else b1 = SC0, b2 = SC1; b1 += (ScreenLine & 0x1f) << 5; b2 += (ScreenLine & 0x1f) << 5; ClipCount = GFX.pCurrentClip->Count [bg]; HPos = HOffset; PixWidth = PPU.Mosaic; if (!ClipCount) ClipCount = 1; for (clip = 0; clip < ClipCount; clip++) { uint32 s; if (GFX.pCurrentClip->Count [bg]) { uint32 r; Left = GFX.pCurrentClip->Left [clip][bg]; Right = GFX.pCurrentClip->Right [clip][bg]; r = Left % PPU.Mosaic; HPos = HOffset + Left; PixWidth = PPU.Mosaic - r; } s = Y * GFX_PPL + Left * GFX_PIXSIZE; for (x = Left; x < Right; x += PixWidth, s += PixWidth * GFX_PIXSIZE, HPos += PixWidth, PixWidth = PPU.Mosaic) { uint32 Quot = (HPos & OffsetMask) >> 3; if (x + PixWidth >= Right) PixWidth = Right - x; if (BG.TileSize == 8) { if (Quot > 31) t = b2 + (Quot & 0x1f); else t = b1 + Quot; } else { if (Quot > 63) t = b2 + ((Quot >> 1) & 0x1f); else t = b1 + (Quot >> 1); } Tile = READ_2BYTES(t); GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; // Draw tile... if (BG.TileSize != 8) { if (Tile & H_FLIP) { // Horizontal flip, but what about vertical flip ? if (Tile & V_FLIP) { // Both horzontal & vertical flip if (Rem16 < 8) { (*DrawLargePixelPtr)(Tile + 17 - (Quot & 1), s, HPos & 7, PixWidth, VirtAlign, Lines); } else { (*DrawLargePixelPtr)(Tile + 1 - (Quot & 1), s, HPos & 7, PixWidth, VirtAlign, Lines); } } else { // Horizontal flip only if (Rem16 > 7) { (*DrawLargePixelPtr)(Tile + 17 - (Quot & 1), s, HPos & 7, PixWidth, VirtAlign, Lines); } else { (*DrawLargePixelPtr)(Tile + 1 - (Quot & 1), s, HPos & 7, PixWidth, VirtAlign, Lines); } } } else { // No horizontal flip, but is there a vertical flip ? if (Tile & V_FLIP) { // Vertical flip only if (Rem16 < 8) { (*DrawLargePixelPtr)(Tile + 16 + (Quot & 1), s, HPos & 7, PixWidth, VirtAlign, Lines); } else { (*DrawLargePixelPtr)(Tile + (Quot & 1), s, HPos & 7, PixWidth, VirtAlign, Lines); } } else { // Normal unflipped if (Rem16 > 7) { (*DrawLargePixelPtr)(Tile + 16 + (Quot & 1), s, HPos & 7, PixWidth, VirtAlign, Lines); } else { (*DrawLargePixelPtr)(Tile + (Quot & 1), s, HPos & 7, PixWidth, VirtAlign, Lines); } } } } else (*DrawLargePixelPtr)(Tile, s, HPos & 7, PixWidth, VirtAlign, Lines); } } } } void DrawBackgroundOffset(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2) { static const int Lines = 1; uint32 Y; int OffsetMask; int OffsetShift; uint32 Tile; uint16* SC0; uint16* SC1; uint16* SC2; uint16* SC3; uint16* BPS0; uint16* BPS1; uint16* BPS2; uint16* BPS3; uint32 Width; int OffsetEnableMask; int VOffsetOffset = BGMode == 4 ? 0 : 32; uint8 depths [2] = {Z1, Z2}; BG.StartPalette = 0; SelectPalette(); BPS0 = (uint16*) &Memory.VRAM[PPU.BG[2].SCBase << 1]; if (PPU.BG[2].SCSize & 1) BPS1 = BPS0 + 1024; else BPS1 = BPS0; if (PPU.BG[2].SCSize & 2) BPS2 = BPS1 + 1024; else BPS2 = BPS0; if (PPU.BG[2].SCSize & 1) BPS3 = BPS2 + 1024; else BPS3 = BPS2; SC0 = (uint16*) &Memory.VRAM[PPU.BG[bg].SCBase << 1]; if (PPU.BG[bg].SCSize & 1) SC1 = SC0 + 1024; else SC1 = SC0; if (((uint8*)SC1 - Memory.VRAM) >= 0x10000) SC1 -= 0x08000; if (PPU.BG[bg].SCSize & 2) SC2 = SC1 + 1024; else SC2 = SC0; if (((uint8*)SC2 - Memory.VRAM) >= 0x10000) SC2 -= 0x08000; if (PPU.BG[bg].SCSize & 1) SC3 = SC2 + 1024; else SC3 = SC2; if (((uint8*)SC3 - Memory.VRAM) >= 0x10000) SC3 -= 0x08000; OffsetEnableMask = 1 << (bg + 13); if (BG.TileSize == 16) { OffsetMask = 0x3ff; OffsetShift = 4; } else { OffsetMask = 0x1ff; OffsetShift = 3; } TileBlank = 0xFFFFFFFF; for (Y = GFX.StartY; Y <= GFX.EndY; Y++) { int clip; uint32 VOff = LineData [Y].BG[2].VOffset - 1; uint32 HOff = LineData [Y].BG[2].HOffset; int VirtAlign; int clipcount; int ScreenLine = VOff >> 3; uint16* s0; uint16* s1; uint16* s2; if (ScreenLine & 0x20) s1 = BPS2, s2 = BPS3; else s1 = BPS0, s2 = BPS1; s1 += (ScreenLine & 0x1f) << 5; s2 += (ScreenLine & 0x1f) << 5; if (BGMode != 4) { if ((ScreenLine & 0x1f) == 0x1f) { if (ScreenLine & 0x20) VOffsetOffset = BPS0 - BPS2 - 0x1f * 32; else VOffsetOffset = BPS2 - BPS0 - 0x1f * 32; } else VOffsetOffset = 32; } clipcount = GFX.pCurrentClip->Count [bg]; if (!clipcount) clipcount = 1; for (clip = 0; clip < clipcount; clip++) { uint32 Left; uint32 Right; uint32 VOffset; uint32 HOffset; int32 Offset; uint32 HPos; uint32 Quot; uint32 Count; uint16* t; uint32 Quot2; uint32 VCellOffset; uint32 HCellOffset; uint16* b1; uint16* b2; uint32 TotalCount = 0; uint32 MaxCount = 8; uint32 LineHOffset; uint32 s; bool8_32 left_hand_edge; if (!GFX.pCurrentClip->Count [bg]) { Left = 0; Right = 256; } else { Left = GFX.pCurrentClip->Left [clip][bg]; Right = GFX.pCurrentClip->Right [clip][bg]; if (Right <= Left) continue; } LineHOffset = LineData [Y].BG[bg].HOffset; s = Left * GFX_PIXSIZE + Y * GFX_PPL; left_hand_edge = (Left == 0); Width = Right - Left; if (Left & 7) MaxCount = 8 - (Left & 7); while (Left < Right) { int tx_index; if (left_hand_edge) { // The SNES offset-per-tile background mode has a // hardware limitation that the offsets cannot be set // for the tile at the left-hand edge of the screen. VOffset = LineData [Y].BG[bg].VOffset; HOffset = LineHOffset; left_hand_edge = FALSE; } else { // All subsequent offset tile data is shifted left by one, // hence the - 1 below. Quot2 = ((HOff + Left - 1) & OffsetMask) >> 3; if (Quot2 > 31) s0 = s2 + (Quot2 & 0x1f); else s0 = s1 + Quot2; HCellOffset = READ_2BYTES(s0); if (BGMode == 4) { VOffset = LineData [Y].BG[bg].VOffset; HOffset = LineHOffset; if ((HCellOffset & OffsetEnableMask)) { if (HCellOffset & 0x8000) VOffset = HCellOffset + 1; else HOffset = HCellOffset; } } else { VCellOffset = READ_2BYTES(s0 + VOffsetOffset); if ((VCellOffset & OffsetEnableMask)) VOffset = VCellOffset + 1; else VOffset = LineData [Y].BG[bg].VOffset; if ((HCellOffset & OffsetEnableMask)) HOffset = (HCellOffset & ~7) | (LineHOffset & 7); else HOffset = LineHOffset; } } VirtAlign = ((Y + VOffset) & 7) << 3; ScreenLine = (VOffset + Y) >> OffsetShift; tx_index = (((VOffset + Y) & 15) <= 7) << 3; if (ScreenLine & 0x20) b1 = SC2, b2 = SC3; else b1 = SC0, b2 = SC1; b1 += (ScreenLine & 0x1f) << 5; b2 += (ScreenLine & 0x1f) << 5; HPos = (HOffset + Left) & OffsetMask; Quot = HPos >> 3; if (BG.TileSize == 8) { if (Quot > 31) t = b2 + (Quot & 0x1f); else t = b1 + Quot; } else { if (Quot > 63) t = b2 + ((Quot >> 1) & 0x1f); else t = b1 + (Quot >> 1); } if (MaxCount + TotalCount > Width) MaxCount = Width - TotalCount; Offset = HPos & 7; Count = 8 - Offset; if (Count > MaxCount) Count = MaxCount; s -= Offset * GFX_PIXSIZE; Tile = READ_2BYTES(t); GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; if (Tile != TileBlank) if (BG.TileSize == 8) (*DrawClippedTilePtr)(Tile, s, Offset, Count, VirtAlign, Lines); else { Tile += tx_table[tx_index + ((Tile & (H_FLIP | V_FLIP)) >> 13) + (Quot & 1)]; if (Tile != TileBlank) (*DrawClippedTilePtr)(Tile, s, Offset, Count, VirtAlign, Lines); } Left += Count; TotalCount += Count; s += (Offset + Count) * GFX_PIXSIZE; MaxCount = 8; } } } } void DrawBackgroundMode5(uint32 BGMODE, uint32 bg, uint8 Z1, uint8 Z2) { int Y; int endy; int Lines; int VOffsetShift = 3; uint8 depths [2] = {Z1, Z2}; uint32 Tile; uint16* SC0; uint16* SC1; uint16* SC2; uint16* SC3; uint32 Width; BG.StartPalette = 0; SelectPalette(); SC0 = (uint16*) &Memory.VRAM[PPU.BG[bg].SCBase << 1]; if ((PPU.BG[bg].SCSize & 1)) SC1 = SC0 + 1024; else SC1 = SC0; if ((SC1 - (unsigned short*)Memory.VRAM) > 0x10000) SC1 = (uint16*)&Memory.VRAM[(((uint8*)SC1) - Memory.VRAM) % 0x10000]; if ((PPU.BG[bg].SCSize & 2)) SC2 = SC1 + 1024; else SC2 = SC0; if (((uint8*)SC2 - Memory.VRAM) >= 0x10000) SC2 -= 0x08000; if ((PPU.BG[bg].SCSize & 1)) SC3 = SC2 + 1024; else SC3 = SC2; if (((uint8*)SC3 - Memory.VRAM) >= 0x10000) SC3 -= 0x08000; if (BG.TileSize == 16) VOffsetShift = 4; endy = GFX.EndY; for (Y = GFX.StartY; Y <= endy; Y += Lines) { uint16* b1; uint16* b2; int ScreenLine; int t1; int t2; int y = Y; int clip; int clipcount; uint32 VOffset = LineData [y].BG[bg].VOffset; uint32 HOffset = LineData [y].BG[bg].HOffset; int VirtAlign = (Y + VOffset) & 7; for (Lines = 1; Lines < 8 - VirtAlign; Lines++) if ((VOffset != LineData [y + Lines].BG[bg].VOffset) || (HOffset != LineData [y + Lines].BG[bg].HOffset)) break; HOffset <<= 1; if (Y + Lines > endy) Lines = endy + 1 - Y; ScreenLine = (VOffset + Y) >> VOffsetShift; if (((VOffset + Y) & 15) > 7) { t1 = 16; t2 = 0; } else { t1 = 0; t2 = 16; } if (ScreenLine & 0x20) b1 = SC2, b2 = SC3; else b1 = SC0, b2 = SC1; b1 += (ScreenLine & 0x1f) << 5; b2 += (ScreenLine & 0x1f) << 5; clipcount = GFX.pCurrentClip->Count [bg]; if (!clipcount) clipcount = 1; for (clip = 0; clip < clipcount; clip++) { int C; int Middle; int Left; int Right; uint16* t; uint32 s; uint32 HPos; uint32 Quot; uint32 Count = 0; if (!GFX.pCurrentClip->Count [bg]) { Left = 0; Right = 512; } else { Left = GFX.pCurrentClip->Left [clip][bg] * 2; Right = GFX.pCurrentClip->Right [clip][bg] * 2; if (Right <= Left) continue; } s = (Left >> 1) * GFX_PIXSIZE + Y * GFX_PPL; HPos = (HOffset + Left * GFX_PIXSIZE) & 0x3ff; Quot = HPos >> 3; if (Quot > 63) t = b2 + ((Quot >> 1) & 0x1f); else t = b1 + (Quot >> 1); Width = Right - Left; // Left hand edge clipped tile if (HPos & 7) { int Offset = (HPos & 7); Count = 8 - Offset; if (Count > Width) Count = Width; s -= (Offset >> 1); Tile = READ_2BYTES(t); GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; if (BG.TileSize == 8) { if (!(Tile & H_FLIP)) { // Normal, unflipped (*DrawHiResClippedTilePtr)(Tile + (Quot & 1), s, Offset, Count, VirtAlign, Lines); } else { // H flip (*DrawHiResClippedTilePtr)(Tile + 1 - (Quot & 1), s, Offset, Count, VirtAlign, Lines); } } else { if (!(Tile & (V_FLIP | H_FLIP))) { // Normal, unflipped (*DrawHiResClippedTilePtr)(Tile + t1 + (Quot & 1), s, Offset, Count, VirtAlign, Lines); } else if (Tile & H_FLIP) { if (Tile & V_FLIP) { // H & V flip (*DrawHiResClippedTilePtr)(Tile + t2 + 1 - (Quot & 1), s, Offset, Count, VirtAlign, Lines); } else { // H flip only (*DrawHiResClippedTilePtr)(Tile + t1 + 1 - (Quot & 1), s, Offset, Count, VirtAlign, Lines); } } else { // V flip only (*DrawHiResClippedTilePtr)(Tile + t2 + (Quot & 1), s, Offset, Count, VirtAlign, Lines); } } t += Quot & 1; if (Quot == 63) t = b2; else if (Quot == 127) t = b1; Quot++; s += 4; } // Middle, unclipped tiles Count = Width - Count; Middle = Count >> 3; Count &= 7; for (C = Middle; C > 0; s += 4, Quot++, C--) { Tile = READ_2BYTES(t); GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; if (BG.TileSize == 8) { if (!(Tile & H_FLIP)) { // Normal, unflipped (*DrawHiResTilePtr)(Tile + (Quot & 1), s, VirtAlign, Lines); } else { // H flip (*DrawHiResTilePtr)(Tile + 1 - (Quot & 1), s, VirtAlign, Lines); } } else { if (!(Tile & (V_FLIP | H_FLIP))) { // Normal, unflipped (*DrawHiResTilePtr)(Tile + t1 + (Quot & 1), s, VirtAlign, Lines); } else if (Tile & H_FLIP) { if (Tile & V_FLIP) { // H & V flip (*DrawHiResTilePtr)(Tile + t2 + 1 - (Quot & 1), s, VirtAlign, Lines); } else { // H flip only (*DrawHiResTilePtr)(Tile + t1 + 1 - (Quot & 1), s, VirtAlign, Lines); } } else { // V flip only (*DrawHiResTilePtr)(Tile + t2 + (Quot & 1), s, VirtAlign, Lines); } } t += Quot & 1; if (Quot == 63) t = b2; else if (Quot == 127) t = b1; } // Right-hand edge clipped tiles if (Count) { Tile = READ_2BYTES(t); GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; if (BG.TileSize == 8) { if (!(Tile & H_FLIP)) { // Normal, unflipped (*DrawHiResClippedTilePtr)(Tile + (Quot & 1), s, 0, Count, VirtAlign, Lines); } else { // H flip (*DrawHiResClippedTilePtr)(Tile + 1 - (Quot & 1), s, 0, Count, VirtAlign, Lines); } } else { if (!(Tile & (V_FLIP | H_FLIP))) { // Normal, unflipped (*DrawHiResClippedTilePtr)(Tile + t1 + (Quot & 1), s, 0, Count, VirtAlign, Lines); } else if (Tile & H_FLIP) { if (Tile & V_FLIP) { // H & V flip (*DrawHiResClippedTilePtr)(Tile + t2 + 1 - (Quot & 1), s, 0, Count, VirtAlign, Lines); } else { // H flip only (*DrawHiResClippedTilePtr)(Tile + t1 + 1 - (Quot & 1), s, 0, Count, VirtAlign, Lines); } } else { // V flip only (*DrawHiResClippedTilePtr)(Tile + t2 + (Quot & 1), s, 0, Count, VirtAlign, Lines); } } } } } } void DrawBackground_8(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2) { int Lines; uint32 Y; uint32 Tile; uint16* SC0; uint16* SC1; uint16* SC2; uint16* SC3; uint32 Width; uint8 depths [2] = {Z1, Z2}; SC0 = (uint16*) &Memory.VRAM[PPU.BG[bg].SCBase << 1]; if (PPU.BG[bg].SCSize & 1) SC1 = SC0 + 1024; else SC1 = SC0; if (SC1 >= (unsigned short*)(Memory.VRAM + 0x10000)) SC1 = (uint16*)&Memory.VRAM[((uint8*)SC1 - &Memory.VRAM[0]) % 0x10000]; if (PPU.BG[bg].SCSize & 2) SC2 = SC1 + 1024; else SC2 = SC0; if (((uint8*)SC2 - Memory.VRAM) >= 0x10000) SC2 -= 0x08000; if (PPU.BG[bg].SCSize & 1) SC3 = SC2 + 1024; else SC3 = SC2; if (((uint8*)SC3 - Memory.VRAM) >= 0x10000) SC3 -= 0x08000; TileBlank = 0xFFFFFFFF; for (Y = GFX.StartY; Y <= GFX.EndY; Y += Lines) { int clip; int clipcount; uint16* b1; uint16* b2; uint32 ScreenLine; uint32 VOffset = LineData [Y].BG[bg].VOffset; uint32 HOffset = LineData [Y].BG[bg].HOffset; int VirtAlign = (Y + VOffset) & 7; for (Lines = 1; Lines < 8 - VirtAlign; Lines++) if ((VOffset != LineData [Y + Lines].BG[bg].VOffset) || (HOffset != LineData [Y + Lines].BG[bg].HOffset)) break; if (Y + Lines > GFX.EndY) Lines = GFX.EndY + 1 - Y; VirtAlign <<= 3; ScreenLine = (VOffset + Y) >> 3; if (ScreenLine & 0x20) b1 = SC2, b2 = SC3; else b1 = SC0, b2 = SC1; b1 += (ScreenLine & 0x1f) << 5; b2 += (ScreenLine & 0x1f) << 5; clipcount = GFX.pCurrentClip->Count [bg]; if (!clipcount) clipcount = 1; for (clip = 0; clip < clipcount; clip++) { int C; uint32 Left; uint32 Right; uint32 s; uint16* t; uint32 Count = 0; uint32 HPos, Quot; if (!GFX.pCurrentClip->Count [bg]) { Left = 0; Right = 256; } else { Left = GFX.pCurrentClip->Left [clip][bg]; Right = GFX.pCurrentClip->Right [clip][bg]; if (Right <= Left) continue; } s = Left + Y * GFX_PPL; HPos = (HOffset + Left) & 0x1ff; Quot = HPos >> 3; if (Quot > 31) t = b2 + (Quot & 0x1f); else t = b1 + Quot; Width = Right - Left; // Left hand edge clipped tile if (HPos & 7) { int32 Offset = (HPos & 7); Count = 8 - Offset; if (Count > Width) Count = Width; s -= Offset; Tile = READ_2BYTES(t); if (Tile != TileBlank) { GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; (*DrawClippedTilePtr)(Tile, s, Offset, Count, VirtAlign, Lines); } t++; if (Quot == 31) t = b2; else if (Quot == 63) t = b1; Quot++; s += 8; } // Middle, unclipped tiles Count = Width - Count; for (C = Count >> 3; C > 0; s += 8, Quot++, C--) { Tile = READ_2BYTES(t); if (Tile != TileBlank) { GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; (*DrawTilePtr)(Tile, s, VirtAlign, Lines); } t++; if (Quot == 31) t = b2; else if (Quot == 63) t = b1; } // Right-hand edge clipped tiles if (Count) { Tile = READ_2BYTES(t); if (Tile != TileBlank) { GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; (*DrawClippedTilePtr)(Tile, s, 0, Count & 7, VirtAlign, Lines); } } } } GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; } void DrawBackground_16(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2) { int Lines; uint32 Y; uint32 Tile; uint16* SC0; uint16* SC1; uint16* SC2; uint16* SC3; uint32 Width; uint8 depths [2] = {Z1, Z2}; SC0 = (uint16*) &Memory.VRAM[PPU.BG[bg].SCBase << 1]; if (PPU.BG[bg].SCSize & 1) SC1 = SC0 + 1024; else SC1 = SC0; if (SC1 >= (unsigned short*)(Memory.VRAM + 0x10000)) SC1 = (uint16*)&Memory.VRAM[((uint8*)SC1 - &Memory.VRAM[0]) % 0x10000]; if (PPU.BG[bg].SCSize & 2) SC2 = SC1 + 1024; else SC2 = SC0; if (((uint8*)SC2 - Memory.VRAM) >= 0x10000) SC2 -= 0x08000; if (PPU.BG[bg].SCSize & 1) SC3 = SC2 + 1024; else SC3 = SC2; if (((uint8*)SC3 - Memory.VRAM) >= 0x10000) SC3 -= 0x08000; TileBlank = 0xFFFFFFFF; for (Y = GFX.StartY; Y <= GFX.EndY; Y += Lines) { int clip; int clipcount; int tx_index; uint32 ScreenLine; uint16* b1; uint16* b2; uint32 VOffset = LineData [Y].BG[bg].VOffset; uint32 HOffset = LineData [Y].BG[bg].HOffset; int VirtAlign = (Y + VOffset) & 7; for (Lines = 1; Lines < 8 - VirtAlign; Lines++) if ((VOffset != LineData [Y + Lines].BG[bg].VOffset) || (HOffset != LineData [Y + Lines].BG[bg].HOffset)) break; if (Y + Lines > GFX.EndY) Lines = GFX.EndY + 1 - Y; VirtAlign <<= 3; ScreenLine = (VOffset + Y) >> 4; tx_index = (((VOffset + Y) & 15) <= 7) << 3; if (ScreenLine & 0x20) b1 = SC2, b2 = SC3; else b1 = SC0, b2 = SC1; b1 += (ScreenLine & 0x1f) << 5; b2 += (ScreenLine & 0x1f) << 5; clipcount = GFX.pCurrentClip->Count [bg]; if (!clipcount) clipcount = 1; for (clip = 0; clip < clipcount; clip++) { int C; uint32 Left; uint32 Right; uint32 s; uint32 HPos; uint32 Quot; uint32 Count = 0; uint16* t; if (!GFX.pCurrentClip->Count [bg]) { Left = 0; Right = 256; } else { Left = GFX.pCurrentClip->Left [clip][bg]; Right = GFX.pCurrentClip->Right [clip][bg]; if (Right <= Left) continue; } s = Left + Y * GFX_PPL; HPos = (HOffset + Left) & 0x3ff; Quot = HPos >> 3; if (Quot > 63) t = b2 + ((Quot >> 1) & 0x1f); else t = b1 + (Quot >> 1); Width = Right - Left; // Left hand edge clipped tile if (HPos & 7) { int32 Offset = (HPos & 7); Count = 8 - Offset; if (Count > Width) Count = Width; s -= Offset; Tile = READ_2BYTES(t); Tile += tx_table[tx_index + ((Tile & (H_FLIP | V_FLIP)) >> 13) + (Quot & 1)]; if (Tile != TileBlank) { GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; (*DrawClippedTilePtr)(Tile, s, Offset, Count, VirtAlign, Lines); } t += Quot & 1; if (Quot == 63) t = b2; else if (Quot == 127) t = b1; Quot++; s += 8; } // Middle, unclipped tiles Count = Width - Count; for (C = Count >> 3; C > 0; s += 8, Quot++, C--) { Tile = READ_2BYTES(t); Tile += tx_table[tx_index + ((Tile & (H_FLIP | V_FLIP)) >> 13) + (Quot & 1)]; if (Tile != TileBlank) { GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; (*DrawTilePtr)(Tile, s, VirtAlign, Lines); } t += Quot & 1; if (Quot == 63) t = b2; else if (Quot == 127) t = b1; } // Right-hand edge clipped tiles if (Count) { Tile = READ_2BYTES(t); Tile += tx_table[tx_index + ((Tile & (H_FLIP | V_FLIP)) >> 13) + (Quot & 1)]; if (Tile != TileBlank) { GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; (*DrawClippedTilePtr)(Tile, s, 0, Count & 7, VirtAlign, Lines); } } } } GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13]; } static INLINE void DrawBackground(uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2) { //StartAnalyze(); BG.TileSize = BGSizes [PPU.BG[bg].BGSize]; BG.BitShift = BitShifts[BGMode][bg]; BG.TileShift = TileShifts[BGMode][bg]; BG.TileAddress = PPU.BG[bg].NameBase << 1; BG.NameSelect = 0; BG.Buffer = IPPU.TileCache [Depths [BGMode][bg]]; BG.Buffered = IPPU.TileCached [Depths [BGMode][bg]]; BG.PaletteShift = PaletteShifts[BGMode][bg]; BG.PaletteMask = PaletteMasks[BGMode][bg]; BG.DirectColourMode = (BGMode == 3 || BGMode == 4) && bg == 0 && (GFX.r2130 & 1); if (PPU.BGMosaic [bg] && PPU.Mosaic > 1) { DrawBackgroundMosaic(BGMode, bg, Z1, Z2); return; } switch (BGMode) { case 2: case 4: // Used by Puzzle Bobble DrawBackgroundOffset(BGMode, bg, Z1, Z2); return; case 5: case 6: // XXX: is also offset per tile. DrawBackgroundMode5(BGMode, bg, Z1, Z2); return; } if (BGMode == 0) BG.StartPalette = bg << 5; else BG.StartPalette = 0; SelectPalette(); if (BG.TileSize == 8) DrawBackground_8(BGMode, bg, Z1, Z2); else DrawBackground_16(BGMode, bg, Z1, Z2); } #define RENDER_BACKGROUND_MODE7(FUNC) \ int aa, cc; \ int dir; \ int startx, endx; \ uint32 Left = 0; \ uint32 Right = 256; \ uint32 clip, Line; \ uint32 ClipCount; \ SLineMatrixData *l; \ uint8 *VRAM1 = Memory.VRAM + 1; \ if (GFX.r2130 & 1) \ { \ if (IPPU.DirectColourMapsNeedRebuild) \ S9xBuildDirectColourMaps (); \ GFX.ScreenColors = DirectColourMaps [0]; \ } \ else \ GFX.ScreenColors = IPPU.ScreenColors; \ \ ClipCount = GFX.pCurrentClip->Count [bg]; \ if (!ClipCount) \ ClipCount = 1; \ \ Screen += GFX.StartY * GFX_PITCH; \ l = &LineMatrixData [GFX.StartY]; \ \ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, l++) \ { \ int yy, BB, DD; \ \ int32 HOffset = ((int32) LineData [Line].BG[0].HOffset << M7) >> M7; \ int32 VOffset = ((int32) LineData [Line].BG[0].VOffset << M7) >> M7; \ \ int32 CentreX = ((int32) l->CentreX << M7) >> M7; \ int32 CentreY = ((int32) l->CentreY << M7) >> M7; \ \ if (PPU.Mode7VFlip) \ yy = 255 - (int) Line; \ else \ yy = Line; \ \ if (PPU.Mode7Repeat == 0) \ yy += (VOffset - CentreY) % 1023; \ else \ yy += VOffset - CentreY; \ BB = l->MatrixB * yy + (CentreX << 8); \ DD = l->MatrixD * yy + (CentreY << 8); \ \ for (clip = 0; clip < ClipCount; clip++) \ { \ int xx; \ int AA, CC; \ uint16 *p; \ if (GFX.pCurrentClip->Count [bg]) \ { \ Left = GFX.pCurrentClip->Left [clip][bg]; \ Right = GFX.pCurrentClip->Right [clip][bg]; \ if (Right <= Left) \ continue; \ } \ p = (uint16 *) Screen + Left; \ \ if (PPU.Mode7HFlip) \ { \ startx = Right - 1; \ endx = Left - 1; \ dir = -1; \ aa = -l->MatrixA; \ cc = -l->MatrixC; \ } \ else \ { \ startx = Left; \ endx = Right; \ dir = 1; \ aa = l->MatrixA; \ cc = l->MatrixC; \ } \ if (PPU.Mode7Repeat == 0) \ xx = startx + (HOffset - CentreX) % 1023; \ else \ xx = startx + HOffset - CentreX; \ AA = l->MatrixA * xx; \ CC = l->MatrixC * xx; \ \ if (!PPU.Mode7Repeat) \ { \ int x; \ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++) \ { \ int X = ((AA + BB) >> 8) & 0x3ff; \ int Y = ((CC + DD) >> 8) & 0x3ff; \ uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \ uint32 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \ if (b) \ { \ *p = (FUNC); \ } \ } \ } \ else \ { \ int x; \ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++) \ { \ int X = ((AA + BB) >> 8); \ int Y = ((CC + DD) >> 8); \ \ if (Settings.Dezaemon && PPU.Mode7Repeat == 2) \ { \ X &= 0x7ff; \ Y &= 0x7ff; \ } \ \ if (((X | Y) & ~0x3ff) == 0) \ { \ uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \ uint32 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \ if (b) \ *p = (FUNC); \ } \ else \ { \ if (PPU.Mode7Repeat == 3) \ { \ uint32 b; \ X = (x + HOffset) & 7; \ Y = (yy + CentreY) & 7; \ b = *(VRAM1 + ((Y & 7) << 4) + ((X & 7) << 1)); \ if (b ) \ *p = (FUNC); \ } \ } \ } \ } \ } \ } #define RENDER_BACKGROUND_MODE7ADDSUB(DEPTH, FUNC) \ int aa, cc; \ int dir; \ int startx, endx; \ uint32 Left = 0; \ uint32 Right = 256; \ uint32 clip, Line; \ uint8 *VRAM1 = Memory.VRAM + 1; \ uint32 ClipCount; \ uint8 *Depth; \ SLineMatrixData *l; \ if (GFX.r2130 & 1) \ { \ if (IPPU.DirectColourMapsNeedRebuild) \ S9xBuildDirectColourMaps (); \ GFX.ScreenColors = DirectColourMaps [0]; \ } \ else \ GFX.ScreenColors = IPPU.ScreenColors; \ \ ClipCount = GFX.pCurrentClip->Count [bg]; \ \ if (!ClipCount) \ ClipCount = 1; \ \ Screen += GFX.StartY * GFX_PITCH; \ Depth = GFX.DB + GFX.StartY * GFX_PPL; \ l = &LineMatrixData [GFX.StartY]; \ \ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) \ { \ int BB, DD; \ int yy; \ \ int32 HOffset = ((int32) LineData [Line].BG[0].HOffset << M7) >> M7; \ int32 VOffset = ((int32) LineData [Line].BG[0].VOffset << M7) >> M7; \ \ int32 CentreX = ((int32) l->CentreX << M7) >> M7; \ int32 CentreY = ((int32) l->CentreY << M7) >> M7; \ \ if (PPU.Mode7VFlip) \ yy = 255 - (int) Line; \ else \ yy = Line; \ \ if (PPU.Mode7Repeat == 0) \ yy += (VOffset - CentreY) % 1023; \ else \ yy += VOffset - CentreY; \ BB = l->MatrixB * yy + (CentreX << 8); \ DD = l->MatrixD * yy + (CentreY << 8); \ \ for (clip = 0; clip < ClipCount; clip++) \ { \ int AA, CC; \ int xx; \ uint16 *p; \ uint8 *d; \ if (GFX.pCurrentClip->Count [bg]) \ { \ Left = GFX.pCurrentClip->Left [clip][bg]; \ Right = GFX.pCurrentClip->Right [clip][bg]; \ if (Right <= Left) \ continue; \ } \ p = (uint16 *) Screen + Left; \ d = Depth + Left; \ \ if (PPU.Mode7HFlip) \ { \ startx = Right - 1; \ endx = Left - 1; \ dir = -1; \ aa = -l->MatrixA; \ cc = -l->MatrixC; \ } \ else \ { \ startx = Left; \ endx = Right; \ dir = 1; \ aa = l->MatrixA; \ cc = l->MatrixC; \ } \ if (PPU.Mode7Repeat == 0) \ xx = startx + (HOffset - CentreX) % 1023; \ else \ xx = startx + HOffset - CentreX; \ AA = l->MatrixA * xx; \ CC = l->MatrixC * xx; \ \ if (!PPU.Mode7Repeat) \ { \ int x; \ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \ { \ int X = ((AA + BB) >> 8) & 0x3ff; \ int Y = ((CC + DD) >> 8) & 0x3ff; \ uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \ uint32 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \ if (DEPTH > *d && (b) ) \ { \ *p = (FUNC); \ *d = DEPTH; \ } \ } \ } \ else \ { \ int x; \ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \ { \ int X = ((AA + BB) >> 8); \ int Y = ((CC + DD) >> 8); \ \ if (Settings.Dezaemon && PPU.Mode7Repeat == 2) \ { \ X &= 0x7ff; \ Y &= 0x7ff; \ } \ \ if (((X | Y) & ~0x3ff) == 0) \ { \ uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \ uint32 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \ if (DEPTH > *d && (b) ) \ { \ *p = (FUNC); \ *d = DEPTH; \ } \ } \ else \ { \ if (PPU.Mode7Repeat == 3) \ { \ uint32 b; \ X = (x + HOffset) & 7; \ Y = (yy + CentreY) & 7; \ b = *(VRAM1 + ((Y & 7) << 4) + ((X & 7) << 1)); \ if (DEPTH > *d && (b) ) \ { \ *p = (FUNC); \ *d = DEPTH; \ } \ } \ } \ } \ } \ } \ } #define RENDER_BACKGROUND_MODE7PRIO(FUNC) \ SLineMatrixData *l; \ int aa, cc; \ int dir; \ int startx, endx; \ uint32 Left = 0; \ uint32 Right = 256; \ uint32 clip, Line; \ uint32 ClipCount; \ uint8 *Depth; \ uint8 *VRAM1 = Memory.VRAM + 1; \ if (GFX.r2130 & 1) \ { \ if (IPPU.DirectColourMapsNeedRebuild) \ S9xBuildDirectColourMaps (); \ GFX.ScreenColors = DirectColourMaps [0]; \ } \ else \ GFX.ScreenColors = IPPU.ScreenColors; \ \ ClipCount = GFX.pCurrentClip->Count [bg]; \ \ if (!ClipCount) \ ClipCount = 1; \ \ Screen += GFX.StartY * GFX_PITCH; \ Depth = GFX.DB + GFX.StartY * GFX_PPL; \ l = &LineMatrixData [GFX.StartY]; \ \ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) \ { \ int BB, DD; \ int yy; \ \ int32 HOffset = ((int32) LineData [Line].BG[0].HOffset << M7) >> M7; \ int32 VOffset = ((int32) LineData [Line].BG[0].VOffset << M7) >> M7; \ \ int32 CentreX = ((int32) l->CentreX << M7) >> M7; \ int32 CentreY = ((int32) l->CentreY << M7) >> M7; \ \ if (PPU.Mode7VFlip) \ yy = 255 - (int) Line; \ else \ yy = Line; \ \ if (PPU.Mode7Repeat == 0) \ yy += (VOffset - CentreY) % 1023; \ else \ yy += VOffset - CentreY; \ BB = l->MatrixB * yy + (CentreX << 8); \ DD = l->MatrixD * yy + (CentreY << 8); \ \ for (clip = 0; clip < ClipCount; clip++) \ { \ int AA, CC; \ int xx; \ uint16 *p; \ uint8 *d; \ if (GFX.pCurrentClip->Count [bg]) \ { \ Left = GFX.pCurrentClip->Left [clip][bg]; \ Right = GFX.pCurrentClip->Right [clip][bg]; \ if (Right <= Left) \ continue; \ } \ p = (uint16 *) Screen + Left; \ d = Depth + Left; \ \ if (PPU.Mode7HFlip) \ { \ startx = Right - 1; \ endx = Left - 1; \ dir = -1; \ aa = -l->MatrixA; \ cc = -l->MatrixC; \ } \ else \ { \ startx = Left; \ endx = Right; \ dir = 1; \ aa = l->MatrixA; \ cc = l->MatrixC; \ } \ if (PPU.Mode7Repeat == 0) \ xx = startx + (HOffset - CentreX) % 1023; \ else \ xx = startx + HOffset - CentreX; \ AA = l->MatrixA * xx; \ CC = l->MatrixC * xx; \ \ if (!PPU.Mode7Repeat) \ { \ int x; \ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \ { \ int X = ((AA + BB) >> 8) & 0x3ff; \ int Y = ((CC + DD) >> 8) & 0x3ff; \ uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \ uint32 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \ GFX.Z1 = Mode7Depths [(b & 0x80) >> 7]; \ if (GFX.Z1 > *d && (b & 0x7f) ) \ { \ *p = (FUNC); \ *d = GFX.Z1; \ } \ } \ } \ else \ { \ int x; \ for (x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \ { \ int X = ((AA + BB) >> 8); \ int Y = ((CC + DD) >> 8); \ \ if (Settings.Dezaemon && PPU.Mode7Repeat == 2) \ { \ X &= 0x7ff; \ Y &= 0x7ff; \ } \ \ if (((X | Y) & ~0x3ff) == 0) \ { \ uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \ uint32 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \ GFX.Z1 = Mode7Depths [(b & 0x80) >> 7]; \ if (GFX.Z1 > *d && (b & 0x7f) ) \ { \ *p = (FUNC); \ *d = GFX.Z1; \ } \ } \ else \ { \ if (PPU.Mode7Repeat == 3) \ { \ uint32 b; \ X = (x + HOffset) & 7; \ Y = (yy + CentreY) & 7; \ b = *(VRAM1 + ((Y & 7) << 4) + ((X & 7) << 1)); \ GFX.Z1 = Mode7Depths [(b & 0x80) >> 7]; \ if (GFX.Z1 > *d && (b & 0x7f) ) \ { \ *p = (FUNC); \ *d = GFX.Z1; \ } \ } \ } \ } \ } \ } \ } void DrawBGMode7Background16New(uint8* Screen, int bg) { RENDER_BACKGROUND_MODE7(GFX.ScreenColors [b & 0xff]); } void DrawBGMode7Background16(uint8* Screen, int bg, int depth) { RENDER_BACKGROUND_MODE7ADDSUB(depth, GFX.ScreenColors [b & 0xff]); } void DrawBGMode7Background16Add(uint8* Screen, int bg, int depth) { RENDER_BACKGROUND_MODE7ADDSUB(depth, *(d + GFX.DepthDelta) ? (*(d + GFX.DepthDelta) != 1 ? COLOR_ADD(GFX.ScreenColors [b & 0xff], p [GFX.Delta]) : COLOR_ADD(GFX.ScreenColors [b & 0xff], GFX.FixedColour)) : GFX.ScreenColors [b & 0xff]); } void DrawBGMode7Background16Add1_2(uint8* Screen, int bg, int depth) { RENDER_BACKGROUND_MODE7ADDSUB(depth, *(d + GFX.DepthDelta) ? (*(d + GFX.DepthDelta) != 1 ? COLOR_ADD1_2(GFX.ScreenColors [b & 0xff], p [GFX.Delta]) : COLOR_ADD(GFX.ScreenColors [b & 0xff], GFX.FixedColour)) : GFX.ScreenColors [b & 0xff]); } void DrawBGMode7Background16Sub(uint8* Screen, int bg, int depth) { RENDER_BACKGROUND_MODE7ADDSUB(depth, *(d + GFX.DepthDelta) ? (*(d + GFX.DepthDelta) != 1 ? COLOR_SUB(GFX.ScreenColors [b & 0xff], p [GFX.Delta]) : COLOR_SUB(GFX.ScreenColors [b & 0xff], GFX.FixedColour)) : GFX.ScreenColors [b & 0xff]); } void DrawBGMode7Background16Sub1_2(uint8* Screen, int bg, int depth) { RENDER_BACKGROUND_MODE7ADDSUB(depth, *(d + GFX.DepthDelta) ? (*(d + GFX.DepthDelta) != 1 ? COLOR_SUB1_2(GFX.ScreenColors [b & 0xff], p [GFX.Delta]) : COLOR_SUB(GFX.ScreenColors [b & 0xff], GFX.FixedColour)) : GFX.ScreenColors [b & 0xff]); } void DrawBGMode7Background16Prio(uint8* Screen, int bg) { RENDER_BACKGROUND_MODE7PRIO(GFX.ScreenColors [b & 0x7f]); } void DrawBGMode7Background16AddPrio(uint8* Screen, int bg) { RENDER_BACKGROUND_MODE7PRIO(*(d + GFX.DepthDelta) ? (*(d + GFX.DepthDelta) != 1 ? COLOR_ADD(GFX.ScreenColors [b & 0x7f], p [GFX.Delta]) : COLOR_ADD(GFX.ScreenColors [b & 0x7f], GFX.FixedColour)) : GFX.ScreenColors [b & 0x7f]); } void DrawBGMode7Background16Add1_2Prio(uint8* Screen, int bg) { RENDER_BACKGROUND_MODE7PRIO(*(d + GFX.DepthDelta) ? (*(d + GFX.DepthDelta) != 1 ? COLOR_ADD1_2(GFX.ScreenColors [b & 0x7f], p [GFX.Delta]) : COLOR_ADD(GFX.ScreenColors [b & 0x7f], GFX.FixedColour)) : GFX.ScreenColors [b & 0x7f]); } void DrawBGMode7Background16SubPrio(uint8* Screen, int bg) { RENDER_BACKGROUND_MODE7PRIO(*(d + GFX.DepthDelta) ? (*(d + GFX.DepthDelta) != 1 ? COLOR_SUB(GFX.ScreenColors [b & 0x7f], p [GFX.Delta]) : COLOR_SUB(GFX.ScreenColors [b & 0x7f], GFX.FixedColour)) : GFX.ScreenColors [b & 0x7f]); } void DrawBGMode7Background16Sub1_2Prio(uint8* Screen, int bg) { RENDER_BACKGROUND_MODE7PRIO(*(d + GFX.DepthDelta) ? (*(d + GFX.DepthDelta) != 1 ? COLOR_SUB1_2(GFX.ScreenColors [b & 0x7f], p [GFX.Delta]) : COLOR_SUB(GFX.ScreenColors [b & 0x7f], GFX.FixedColour)) : GFX.ScreenColors [b & 0x7f]); } #define _BUILD_SETUP(F) \ GFX.BuildPixel = BuildPixel##F; \ GFX.BuildPixel2 = BuildPixel2##F; \ GFX.DecomposePixel = DecomposePixel##F; \ RED_LOW_BIT_MASK = RED_LOW_BIT_MASK_##F; \ GREEN_LOW_BIT_MASK = GREEN_LOW_BIT_MASK_##F; \ BLUE_LOW_BIT_MASK = BLUE_LOW_BIT_MASK_##F; \ RED_HI_BIT_MASK = RED_HI_BIT_MASK_##F; \ GREEN_HI_BIT_MASK = GREEN_HI_BIT_MASK_##F; \ BLUE_HI_BIT_MASK = BLUE_HI_BIT_MASK_##F; \ MAX_RED = MAX_RED_##F; \ MAX_GREEN = MAX_GREEN_##F; \ MAX_BLUE = MAX_BLUE_##F; \ GREEN_HI_BIT = ((MAX_GREEN_##F + 1) >> 1); \ SPARE_RGB_BIT_MASK = SPARE_RGB_BIT_MASK_##F; \ RGB_LOW_BITS_MASK = (RED_LOW_BIT_MASK_##F | \ GREEN_LOW_BIT_MASK_##F | \ BLUE_LOW_BIT_MASK_##F); \ RGB_HI_BITS_MASK = (RED_HI_BIT_MASK_##F | \ GREEN_HI_BIT_MASK_##F | \ BLUE_HI_BIT_MASK_##F); \ RGB_HI_BITS_MASKx2 = ((RED_HI_BIT_MASK_##F | \ GREEN_HI_BIT_MASK_##F | \ BLUE_HI_BIT_MASK_##F) << 1); \ RGB_REMOVE_LOW_BITS_MASK = ~RGB_LOW_BITS_MASK; \ FIRST_COLOR_MASK = FIRST_COLOR_MASK_##F; \ SECOND_COLOR_MASK = SECOND_COLOR_MASK_##F; \ THIRD_COLOR_MASK = THIRD_COLOR_MASK_##F; \ ALPHA_BITS_MASK = ALPHA_BITS_MASK_##F; \ FIRST_THIRD_COLOR_MASK = FIRST_COLOR_MASK | THIRD_COLOR_MASK; \ TWO_LOW_BITS_MASK = RGB_LOW_BITS_MASK | (RGB_LOW_BITS_MASK << 1); \ HIGH_BITS_SHIFTED_TWO_MASK = (( (FIRST_COLOR_MASK | SECOND_COLOR_MASK | THIRD_COLOR_MASK) & \ ~TWO_LOW_BITS_MASK ) >> 2); void RenderScreen(uint8* Screen, bool8_32 sub, bool8_32 force_no_add, uint8 D) { bool8_32 BG0; bool8_32 BG1; bool8_32 BG2; bool8_32 BG3; bool8_32 OB; GFX.S = Screen; if (!sub) { GFX.pCurrentClip = &IPPU.Clip [0]; BG0 = ON_MAIN(0) && !(Settings.os9x_hack & GFX_IGNORE_BG0); BG1 = ON_MAIN(1) && !(Settings.os9x_hack & GFX_IGNORE_BG1); BG2 = ON_MAIN(2) && !(Settings.os9x_hack & GFX_IGNORE_BG2); BG3 = ON_MAIN(3) && !(Settings.os9x_hack & GFX_IGNORE_BG3); OB = ON_MAIN(4) && !(Settings.os9x_hack & GFX_IGNORE_OBJ); } else { GFX.pCurrentClip = &IPPU.Clip [1]; BG0 = ON_SUB(0) && !(Settings.os9x_hack & GFX_IGNORE_BG0); BG1 = ON_SUB(1) && !(Settings.os9x_hack & GFX_IGNORE_BG1); BG2 = ON_SUB(2) && !(Settings.os9x_hack & GFX_IGNORE_BG2); BG3 = ON_SUB(3) && !(Settings.os9x_hack & GFX_IGNORE_BG3); OB = ON_SUB(4) && !(Settings.os9x_hack & GFX_IGNORE_OBJ); } sub |= force_no_add; if (PPU.BGMode <= 1) { if (OB) { SelectTileRenderer(sub || !SUB_OR_ADD(4), false); DrawOBJS(!sub, D); } if (BG0) { SelectTileRenderer(sub || !SUB_OR_ADD(0), false); DrawBackground(PPU.BGMode, 0, D + 10, D + 14); } if (BG1) { SelectTileRenderer(sub || !SUB_OR_ADD(1), false); DrawBackground(PPU.BGMode, 1, D + 9, D + 13); } if (BG2) { SelectTileRenderer(sub || !SUB_OR_ADD(2), false); DrawBackground(PPU.BGMode, 2, D + 3, PPU.BG3Priority ? D + 17 : D + 6); } if (BG3 && PPU.BGMode == 0) { SelectTileRenderer(sub || !SUB_OR_ADD(3), false); DrawBackground(PPU.BGMode, 3, D + 2, D + 5); } } else if (PPU.BGMode != 7) { if (OB) { SelectTileRenderer(sub || !SUB_OR_ADD(4), false); DrawOBJS(!sub, D); } if (BG0) { SelectTileRenderer(sub || !SUB_OR_ADD(0), false); DrawBackground(PPU.BGMode, 0, D + 5, D + 13); } if (PPU.BGMode != 6 && BG1) { SelectTileRenderer(sub || !SUB_OR_ADD(1), false); DrawBackground(PPU.BGMode, 1, D + 2, D + 9); } } else { if (OB && ((SNESGameFixes.Mode7Hack && D) || !SNESGameFixes.Mode7Hack)) { SelectTileRenderer(sub || !SUB_OR_ADD(4), false); DrawOBJS(!sub, D); } if (BG0 || ((Memory.FillRAM [0x2133] & 0x40) && BG1)) { int bg; if ((Memory.FillRAM [0x2133] & 0x40) && BG1) { Mode7Depths [0] = (BG0 ? 5 : 1) + D; Mode7Depths [1] = 9 + D; bg = 1; if (sub || !SUB_OR_ADD(0)) DrawBGMode7Background16Prio(Screen, bg); else { if (GFX.r2131 & 0x80) { if (GFX.r2131 & 0x40) DrawBGMode7Background16Sub1_2Prio(Screen, bg); else DrawBGMode7Background16SubPrio(Screen, bg); } else { if (GFX.r2131 & 0x40) DrawBGMode7Background16Add1_2Prio(Screen, bg); else DrawBGMode7Background16AddPrio(Screen, bg); } } } else { bg = 0; if (sub || !SUB_OR_ADD(0)) { if (D || !SNESGameFixes.Mode7Hack) DrawBGMode7Background16(Screen, bg, D + 5); else DrawBGMode7Background16New(Screen, bg); } else { if (GFX.r2131 & 0x80) { if (GFX.r2131 & 0x40) DrawBGMode7Background16Sub1_2(Screen, bg, D + 5); else DrawBGMode7Background16Sub(Screen, bg, D + 5); } else { if (GFX.r2131 & 0x40) DrawBGMode7Background16Add1_2(Screen, bg, D + 5); else DrawBGMode7Background16Add(Screen, bg, D + 5); } } } } if (OB && SNESGameFixes.Mode7Hack && D == 0) { SelectTileRenderer(sub || !SUB_OR_ADD(4), false); DrawOBJS(!sub, D); } } } #include "font.h" void DisplayChar(uint8* Screen, uint8 c) { int line = (((c & 0x7f) - 32) >> 4) * font_height; int offset = (((c & 0x7f) - 32) & 15) * font_width; int h, w; uint16* s = (uint16*) Screen; for (h = 0; h < font_height; h++, line++, s += GFX_PPL - font_width) { for (w = 0; w < font_width; w++, s++) { uint8 p = font [line][offset + w]; if (p == '#') *s = 0xffff; else if (p == '.') *s = BLACK; } } } void S9xUpdateScreen(void) // ~30-50ms! (called from FLUSH_REDRAW()) { uint32 black; uint32 starty, endy; uint8_t *memoryfillram; int32 x2 = 1; GFX.S = GFX.Screen; memoryfillram = Memory.FillRAM; // get local copies of vid registers to be used later GFX.r2131 = memoryfillram [0x2131]; // ADDITION/SUBTRACTION & SUBTRACTION DESIGNATION FOR EACH SCREEN GFX.r212c = memoryfillram [0x212c]; // MAIN SCREEN, DESIGNATION - used to enable BGS GFX.r212d = memoryfillram [0x212d]; // SUB SCREEN DESIGNATION - used to enable sub BGS GFX.r2130 = memoryfillram [0x2130]; // INITIAL SETTINGS FOR FIXED COLOR ADDITION OR SCREEN ADDITION // If external sync is off and // main screens have not been configured the same as the sub screen and // color addition and subtraction has been diabled then // Pseudo is 1 // anything else it is 0 GFX.Pseudo = (memoryfillram [0x2133] & 8) != 0 && // Use EXTERNAL SYNCHRONIZATION? (GFX.r212c & 15) != (GFX.r212d & 15) && // Are the main screens different from the sub screens? (GFX.r2131 & 0x3f) == 0; // Is colour data addition/subtraction disabled on all BGS? // If sprite data has been changed then go through and // refresh the sprites. if (IPPU.OBJChanged) S9xSetupOBJ(); if (PPU.RecomputeClipWindows) { ComputeClipWindows(); PPU.RecomputeClipWindows = FALSE; } GFX.StartY = IPPU.PreviousLine; if ((GFX.EndY = IPPU.CurrentLine - 1) >= PPU.ScreenHeight) GFX.EndY = PPU.ScreenHeight - 1; starty = GFX.StartY; endy = GFX.EndY; if (Settings.SupportHiRes && (PPU.BGMode == 5 || PPU.BGMode == 6 || IPPU.LatchedInterlace)) { if (PPU.BGMode == 5 || PPU.BGMode == 6) { IPPU.RenderedScreenWidth = 512; x2 = 2; } if (IPPU.LatchedInterlace) { starty = GFX.StartY * 2; endy = GFX.EndY * 2 + 1; } if (!IPPU.DoubleWidthPixels) { uint32 y; // The game has switched from lo-res to hi-res mode part way down // the screen. Scale any existing lo-res pixels on screen for (y = 0; y < GFX.StartY; y++) { int x; uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + 255; uint16* q = (uint16*)(GFX.Screen + y * GFX_PITCH) + 510; for (x = 255; x >= 0; x--, p--, q -= 2) * q = *(q + 1) = *p; } IPPU.DoubleWidthPixels = TRUE; } } black = BLACK | (BLACK << 16); // Are we worrying about transparencies? if (Settings.Transparency) { if (GFX.Pseudo) { GFX.r2131 = 0x5f; //0101 1111 - enable addition/subtraction on all BGS and sprites and "1/2 OF COLOR DATA" DESIGNATION GFX.r212c &= (Memory.FillRAM [0x212d] | 0xf0); GFX.r212d |= (Memory.FillRAM [0x212c] & 0x0f); GFX.r2130 |= 2; // enable ADDITION/SUBTRACTION FOR SUB SCREEN } // Check to see if any transparency effects are currently in use if (!PPU.ForcedBlanking && ADD_OR_SUB_ON_ANYTHING && (GFX.r2130 & 0x30) != 0x30 && !((GFX.r2130 & 0x30) == 0x10 && IPPU.Clip[1].Count[5] == 0)) { // transparency effects in use, so lets get busy! ClipData* pClip; uint32 fixedColour; GFX.FixedColour = BUILD_PIXEL(IPPU.XB [PPU.FixedColourRed], IPPU.XB [PPU.FixedColourGreen], IPPU.XB [PPU.FixedColourBlue]); fixedColour = (GFX.FixedColour << 16 | GFX.FixedColour); // Clear the z-buffer, marking areas 'covered' by the fixed // colour as depth 1. pClip = &IPPU.Clip [1]; // Clear the z-buffer if (pClip->Count [5]) { // Colour window enabled. #ifdef RC_OPTIMIZED for (uint32 y = starty; y <= endy; y++) { memset(GFX.SubZBuffer + y * GFX_ZPITCH, 0, IPPU.RenderedScreenWidth); memset(GFX.ZBuffer + y * GFX_ZPITCH, 0, IPPU.RenderedScreenWidth); if (IPPU.Clip [0].Count [5]) memset((GFX.SubScreen + y * GFX_PITCH), black, IPPU.RenderedScreenWidth); for (uint32 c = 0; c < pClip->Count [5]; c++) { if (pClip->Right [c][5] > pClip->Left [c][5]) { memset(GFX.SubZBuffer + y * GFX_ZPITCH + pClip->Left [c][5] * x2, 1, (pClip->Right [c][5] - pClip->Left [c][5]) * x2); if (IPPU.Clip [0].Count [5]) { // Blast, have to clear the sub-screen to the fixed-colour // because there is a colour window in effect clipping // the main screen that will allow the sub-screen // 'underneath' to show through. memset((GFX.SubScreen + y * GFX_PITCH) + pClip->Left [c][5] * x2, GFX.FixedColour, pClip->Right[c][5]*x2 - pClip->Left [c][5] * x2); } } } } #else // NOT RC_OPTIMIZED /* loop around all of the lines being updated */ uint32 y; for (y = starty; y <= endy; y++) { uint32 c; // Clear the subZbuffer memset32((uint32_t*)(GFX.SubZBuffer + y * GFX_ZPITCH), 0, IPPU.RenderedScreenWidth >> 2); // Clear the Zbuffer memset32((uint32_t*)(GFX.ZBuffer + y * GFX_ZPITCH), 0, IPPU.RenderedScreenWidth >> 2); // if there is clipping then clear subscreen to a black color if (IPPU.Clip [0].Count [5]) memset32((uint32_t*)(GFX.SubScreen + y * GFX_PITCH), black, IPPU.RenderedScreenWidth >> 1); // loop through all window clippings for (c = 0; c < pClip->Count [5]; c++) { if (pClip->Right [c][5] > pClip->Left [c][5]) { memset(GFX.SubZBuffer + y * GFX_ZPITCH + pClip->Left [c][5] * x2, 1, (pClip->Right [c][5] - pClip->Left [c][5]) * x2); if (IPPU.Clip [0].Count [5]) { // Blast, have to clear the sub-screen to the fixed-colour // because there is a colour window in effect clipping // the main screen that will allow the sub-screen // 'underneath' to show through. uint16* p = (uint16*)(GFX.SubScreen + y * GFX_PITCH); uint16* q = p + pClip->Right [c][5] * x2; p += pClip->Left [c][5] * x2; while (p < q) *p++ = (uint16) GFX.FixedColour; } } } } #endif //#undef RC_OPTIMIZED } else { // No windows are clipping the main screen // this simplifies the screen clearing process #ifdef RC_OPTIMIZED if (GFX_ZPITCH == (uint32)IPPU.RenderedScreenWidth) { memset(GFX.ZBuffer + starty * GFX_ZPITCH, 0, GFX_ZPITCH * (endy - starty - 1)); memset(GFX.SubZBuffer + starty * GFX_ZPITCH, 1, GFX_ZPITCH * (endy - starty - 1)); } else { for (uint32 y = starty; y <= endy; y++) { memset(GFX.ZBuffer + y * GFX_ZPITCH, 0, IPPU.RenderedScreenWidth); memset(GFX.SubZBuffer + y * GFX_ZPITCH, 1, IPPU.RenderedScreenWidth); } } if (IPPU.Clip [0].Count [5]) { // Blast, have to clear the sub-screen to the fixed-colour // because there is a colour window in effect clipping // the main screen that will allow the sub-screen // 'underneath' to show through. if (GFX_PITCH == (uint32)IPPU.RenderedScreenWidth) { memset((GFX.SubScreen + starty * GFX_PITCH), GFX.FixedColour | (GFX.FixedColour << 16), GFX_PITCH * (endy - starty - 1)); } else { for (uint32 y = starty; y <= endy; y++) { memset((GFX.SubScreen + y * GFX_PITCH), GFX.FixedColour | (GFX.FixedColour << 16), IPPU.RenderedScreenWidth); } } } #else // NOT RC_OPTIMIZED /* loop through all of the lines to be updated */ uint32 y; for (y = starty; y <= endy; y++) { // Clear the Zbuffer memset32((uint32_t*)(GFX.ZBuffer + y * GFX_ZPITCH), 0, IPPU.RenderedScreenWidth >> 2); // clear the sub Zbuffer to 1 memset32((uint32_t*)(GFX.SubZBuffer + y * GFX_ZPITCH), 0x01010101, IPPU.RenderedScreenWidth >> 2); if (IPPU.Clip [0].Count [5]) { // Blast, have to clear the sub-screen to the fixed-colour // because there is a colour window in effect clipping // the main screen that will allow the sub-screen // 'underneath' to show through. memset32((uint32_t*)(GFX.SubScreen + y * GFX_PITCH), fixedColour, IPPU.RenderedScreenWidth >> 1); } } #endif } if (ANYTHING_ON_SUB) { GFX.DB = GFX.SubZBuffer; RenderScreen(GFX.SubScreen, TRUE, TRUE, SUB_SCREEN_DEPTH); } if (IPPU.Clip [0].Count [5]) { uint32 y; for (y = starty; y <= endy; y++) { uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH); uint8* d = GFX.SubZBuffer + y * GFX_ZPITCH ; uint8* e = d + IPPU.RenderedScreenWidth; while (d < e) { if (*d > 1) *p = *(p + GFX.Delta); else *p = BLACK; d++; p++; } } } GFX.DB = GFX.ZBuffer; RenderScreen(GFX.Screen, FALSE, FALSE, MAIN_SCREEN_DEPTH); if (SUB_OR_ADD(5)) { uint32 y; uint32 back = IPPU.ScreenColors [0]; uint32 Left = 0; uint32 Right = 256; uint32 Count; pClip = &IPPU.Clip [0]; for (y = starty; y <= endy; y++) { uint32 b; if (!(Count = pClip->Count [5])) { Left = 0; Right = 256 * x2; Count = 1; } for (b = 0; b < Count; b++) { if (pClip->Count [5]) { Left = pClip->Left [b][5] * x2; Right = pClip->Right [b][5] * x2; if (Right <= Left) continue; } if (GFX.r2131 & 0x80) { if (GFX.r2131 & 0x40) { // Subtract, halving the result. uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left; uint8* d = GFX.ZBuffer + y * GFX_ZPITCH; uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left; uint8* e = d + Right; uint16 back_fixed = COLOR_SUB(back, GFX.FixedColour); d += Left; while (d < e) { if (*d == 0) { if (*s) { if (*s != 1) *p = COLOR_SUB1_2(back, *(p + GFX.Delta)); else *p = back_fixed; } else *p = (uint16) back; } d++; p++; s++; } } else { // Subtract uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left; uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left; uint8* d = GFX.ZBuffer + y * GFX_ZPITCH; uint8* e = d + Right; uint16 back_fixed = COLOR_SUB(back, GFX.FixedColour); d += Left; while (d < e) { if (*d == 0) { if (*s) { if (*s != 1) *p = COLOR_SUB(back, *(p + GFX.Delta)); else *p = back_fixed; } else *p = (uint16) back; } d++; p++; s++; } } } else if (GFX.r2131 & 0x40) { uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left; uint8* d = GFX.ZBuffer + y * GFX_ZPITCH; uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left; uint8* e = d + Right; uint16 back_fixed = COLOR_ADD(back, GFX.FixedColour); d += Left; while (d < e) { if (*d == 0) { if (*s) { if (*s != 1) *p = COLOR_ADD1_2(back, *(p + GFX.Delta)); else *p = back_fixed; } else *p = (uint16) back; } d++; p++; s++; } } else if (back != 0) { uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left; uint8* d = GFX.ZBuffer + y * GFX_ZPITCH; uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left; uint8* e = d + Right; uint16 back_fixed = COLOR_ADD(back, GFX.FixedColour); d += Left; while (d < e) { if (*d == 0) { if (*s) { if (*s != 1) *p = COLOR_ADD(back, *(p + GFX.Delta)); else *p = back_fixed; } else *p = (uint16) back; } d++; p++; s++; } } else { if (!pClip->Count [5]) { // The backdrop has not been cleared yet - so // copy the sub-screen to the main screen // or fill it with the back-drop colour if the // sub-screen is clear. uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left; uint8* d = GFX.ZBuffer + y * GFX_ZPITCH; uint8* s = GFX.SubZBuffer + y * GFX_ZPITCH + Left; uint8* e = d + Right; d += Left; while (d < e) { if (*d == 0) { if (*s) { if (*s != 1) *p = *(p + GFX.Delta); else *p = GFX.FixedColour; } else *p = (uint16) back; } d++; p++; s++; } } } } } } else { uint32 y; // Subscreen not being added to back uint32 back = IPPU.ScreenColors [0] | (IPPU.ScreenColors [0] << 16); pClip = &IPPU.Clip [0]; if (pClip->Count [5]) { for (y = starty; y <= endy; y++) { uint32 b; for (b = 0; b < pClip->Count [5]; b++) { uint32 Left = pClip->Left [b][5] * x2; uint32 Right = pClip->Right [b][5] * x2; uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + Left; uint8* d = GFX.ZBuffer + y * GFX_ZPITCH; uint8* e = d + Right; d += Left; while (d < e) { if (*d++ == 0) *p = (int16) back; p++; } } } } else { for (y = starty; y <= endy; y++) { uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH); uint8* d = GFX.ZBuffer + y * GFX_ZPITCH; uint8* e = d + 256 * x2; while (d < e) { if (*d == 0) #ifdef RC_OPTIMIZED *p++ = back; d++; #else *p = (int16) back; d++; p++; #endif } } } } } else { // 16bit and transparency but currently no transparency effects in // operation. // get the back colour of the current screen uint32 back = IPPU.ScreenColors [0] | (IPPU.ScreenColors [0] << 16); // if forceblanking in use then use black instead of the back color if (PPU.ForcedBlanking) back = black; // not sure what Clip is used for yet // could be a check to see if there is any clipping present? if (IPPU.Clip [0].Count[5]) { #ifdef RC_OPTIMIZED if (GFX_PITCH == (uint32)IPPU.RenderedScreenWidth) { memset(GFX.Screen + starty * GFX_PITCH, black, GFX_PITCH * (endy - starty - 1)); } else { for (uint32 y = starty; y <= endy; y++) { memset(GFX.Screen + y * GFX_PITCH, black, GFX_PITCH); } } for (uint32 y = starty; y <= endy; y++) { for (uint32 c = 0; c < IPPU.Clip [0].Count [5]; c++) { if (IPPU.Clip [0].Right [c][5] > IPPU.Clip [0].Left [c][5]) { memset((GFX.Screen + y * GFX_PITCH) + IPPU.Clip [0].Left [c][5] * x2, back, IPPU.Clip [0].Right [c][5] * x2 - IPPU.Clip [0].Left [c][5] * x2); } } } #else /* loop through all of the lines that are going to be updated as part of this screen update */ uint32 y; for (y = starty; y <= endy; y++) { memset32((uint32_t*)(GFX.Screen + y * GFX_PITCH), black, IPPU.RenderedScreenWidth >> 1); if (black != back) { uint32 c; for (c = 0; c < IPPU.Clip [0].Count [5]; c++) { if (IPPU.Clip [0].Right [c][5] > IPPU.Clip [0].Left [c][5]) { uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH); // get pointer to current line in screen buffer uint16* q = p + IPPU.Clip [0].Right [c][5] * x2; // get pointer to end of line p += IPPU.Clip [0].Left [c][5] * x2; while (p < q) *p++ = (uint16) back; // fill all pixels in clipped section with the back colour } } } } #endif } else { #ifdef RC_OPTIMIZED if (GFX_PITCH == (uint32)IPPU.RenderedScreenWidth) { memset(GFX.Screen + starty * GFX_PITCH, back, GFX_PITCH * (endy - starty - 1)); } else { for (uint32 y = starty; y <= endy; y++) { memset(GFX.Screen + y * GFX_PITCH, back, GFX_PITCH); } } #else /* there is no clipping to worry about so just fill with the back colour */ uint32 y; for (y = starty; y <= endy; y++) { memset32((uint32_t*)(GFX.Screen + y * GFX_PITCH), back, IPPU.RenderedScreenWidth >> 1); } #endif } // If Forced blanking is not in effect if (!PPU.ForcedBlanking) { #ifdef RC_OPTIMIZED if (GFX_ZPITCH == (uint32)IPPU.RenderedScreenWidth) { memset(GFX.ZBuffer + starty * GFX_ZPITCH, 0, GFX_ZPITCH * (endy - starty - 1)); } else { for (uint32 y = starty; y <= endy; y++) { memset(GFX.ZBuffer + y * GFX_ZPITCH, 0, GFX_ZPITCH); } } #else /* Clear the Zbuffer for each of the lines which are going to be updated */ uint32 y; for (y = starty; y <= endy; y++) { memset32((uint32_t*)(GFX.ZBuffer + y * GFX_ZPITCH), 0, IPPU.RenderedScreenWidth >> 2); } #endif GFX.DB = GFX.ZBuffer; // save pointer to Zbuffer in GFX object RenderScreen(GFX.Screen, FALSE, TRUE, SUB_SCREEN_DEPTH); } } } else // Transparencys are disabled, ahh lovely ... nice and easy. { uint32 y; // get back colour to be used in clearing the screen uint32 back; if (!(Memory.FillRAM [0x2131] & 0x80) && (Memory.FillRAM[0x2131] & 0x20) && (PPU.FixedColourRed || PPU.FixedColourGreen || PPU.FixedColourBlue)) { back = (IPPU.XB[PPU.FixedColourRed] << 11) | (IPPU.XB[PPU.FixedColourGreen] << 6) | (IPPU.XB[PPU.FixedColourBlue] << 1) | 1; back = (back << 16) | back; } else back = IPPU.ScreenColors [0] | (IPPU.ScreenColors [0] << 16); // if Forcedblanking in use then back colour becomes black if (PPU.ForcedBlanking) back = black; else { SelectTileRenderer(TRUE, FALSE); //selects the tile renderers to be used // TRUE means to use the default // FALSE means use best renderer based on current // graphics register settings } // now clear all graphics lines which are being updated using the back colour for (y = starty; y <= endy; y++) { memset32((uint32_t*)(GFX.Screen + y * GFX_PITCH), back, IPPU.RenderedScreenWidth >> 1); } if (!PPU.ForcedBlanking) { uint32 y; uint8 subadd; bool8_32 BG0, BG1, BG2, BG3, OB; // Loop through all lines being updated and clear the // zbuffer for each of the lines for (y = starty; y <= endy; y++) { memset32((uint32_t*)(GFX.ZBuffer + y * GFX_ZPITCH), 0, IPPU.RenderedScreenWidth >> 2); } GFX.DB = GFX.ZBuffer; // save pointer to Zbuffer in GFX object GFX.pCurrentClip = &IPPU.Clip [0]; // Define an inline function to handle clipping #define FIXCLIP(n) \ if (GFX.r212c & (1 << (n))) \ GFX.pCurrentClip = &IPPU.Clip [0]; \ else \ GFX.pCurrentClip = &IPPU.Clip [1] // Define an inline function to handle which BGs are being displayed #define DISPLAY(n) ((GFX.r212c & n) || ((GFX.r212d & n) && subadd)) subadd = GFX.r2131 & 0x3f; // go through all BGS are check if they need to be displayed BG0 = DISPLAY(1) && !(Settings.os9x_hack & GFX_IGNORE_BG0); BG1 = DISPLAY(2) && !(Settings.os9x_hack & GFX_IGNORE_BG1); BG2 = DISPLAY(4) && !(Settings.os9x_hack & GFX_IGNORE_BG2); BG3 = DISPLAY(8) && !(Settings.os9x_hack & GFX_IGNORE_BG3); OB = DISPLAY(16) && !(Settings.os9x_hack & GFX_IGNORE_OBJ); if (PPU.BGMode <= 1) { // screen modes 0 and 1 if (OB) { FIXCLIP(4); DrawOBJS(FALSE, 0); } if (BG0) { FIXCLIP(0); DrawBackground(PPU.BGMode, 0, 10, 14); } if (BG1) { FIXCLIP(1); DrawBackground(PPU.BGMode, 1, 9, 13); } if (BG2) { FIXCLIP(2); DrawBackground(PPU.BGMode, 2, 3, PPU.BG3Priority ? 17 : 6); } if (BG3 && PPU.BGMode == 0) { FIXCLIP(3); DrawBackground(PPU.BGMode, 3, 2, 5); } } else if (PPU.BGMode != 7) { // screen modes 2 and up but not mode 7 if (OB) { FIXCLIP(4); DrawOBJS(FALSE, 0); } if (BG0) { FIXCLIP(0); DrawBackground(PPU.BGMode, 0, 5, 13); } if (BG1 && PPU.BGMode != 6) { FIXCLIP(1); DrawBackground(PPU.BGMode, 1, 2, 9); } } else { int bg = 0; // screen mode 7 GFX.Mode7Mask = 0xff; GFX.Mode7PriorityMask = 0; bg = 0; DrawBGMode7Background16New(GFX.Screen, bg); if (OB) { FIXCLIP(4); DrawOBJS(FALSE, 0); } } } } #ifndef RC_OPTIMIZE // no hi res if (Settings.SupportHiRes && PPU.BGMode != 5 && PPU.BGMode != 6) { if (IPPU.DoubleWidthPixels) { uint32 y; // Mixure of background modes used on screen - scale width // of all non-mode 5 and 6 pixels. for (y = GFX.StartY; y <= GFX.EndY; y++) { int x; uint16* p = (uint16*)(GFX.Screen + y * GFX_PITCH) + 255; uint16* q = (uint16*)(GFX.Screen + y * GFX_PITCH) + 510; for (x = 255; x >= 0; x--, p--, q -= 2) * q = *(q + 1) = *p; } } if (IPPU.LatchedInterlace) { uint32 y; // Interlace is enabled - double the height of all non-mode 5 and 6 // pixels. for (y = GFX.StartY; y <= GFX.EndY; y++) { memcpy32((uint32_t*)(GFX.Screen + (y * 2 + 1) * GFX_PITCH), (uint32_t*)(GFX.Screen + y * 2 * GFX_PITCH), GFX_PITCH >> 2); } } } #endif IPPU.PreviousLine = IPPU.CurrentLine; } #ifdef GFX_MULTI_FORMAT #define _BUILD_PIXEL(F) \ uint32 BuildPixel##F(uint32 R, uint32 G, uint32 B) \ { \ return (BUILD_PIXEL_##F(R,G,B)); \ }\ uint32 BuildPixel2##F(uint32 R, uint32 G, uint32 B) \ { \ return (BUILD_PIXEL2_##F(R,G,B)); \ } \ void DecomposePixel##F(uint32 pixel, uint32 &R, uint32 &G, uint32 &B) \ { \ DECOMPOSE_PIXEL_##F(pixel,R,G,B); \ } _BUILD_PIXEL(RGB565) _BUILD_PIXEL(RGB555) _BUILD_PIXEL(BGR565) _BUILD_PIXEL(BGR555) _BUILD_PIXEL(GBR565) _BUILD_PIXEL(GBR555) _BUILD_PIXEL(RGB5551) bool8_32 S9xSetRenderPixelFormat(int format) { extern uint32 current_graphic_format; current_graphic_format = format; switch (format) { case RGB565: _BUILD_SETUP(RGB565) return (TRUE); case RGB555: _BUILD_SETUP(RGB555) return (TRUE); case BGR565: _BUILD_SETUP(BGR565) return (TRUE); case BGR555: _BUILD_SETUP(BGR555) return (TRUE); case GBR565: _BUILD_SETUP(GBR565) return (TRUE); case GBR555: _BUILD_SETUP(GBR555) return (TRUE); case RGB5551: _BUILD_SETUP(RGB5551) return (TRUE); default: break; } return (FALSE); } #endif