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authoraliaspider2014-10-29 05:36:07 +0100
committeraliaspider2014-10-29 05:36:07 +0100
commita6dc7abc9b8cc3986eda5a84141da7dc9e4e8f1a (patch)
tree6f82417b0ab41f3887dd025ee3b85254e28143da /source/tile.c
parent1d98e1c317fa19687ae6bc3cb8e550ef7531bf02 (diff)
downloadsnes9x2005-a6dc7abc9b8cc3986eda5a84141da7dc9e4e8f1a.tar.gz
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start moving everything to C
Diffstat (limited to 'source/tile.c')
-rw-r--r--source/tile.c1065
1 files changed, 1065 insertions, 0 deletions
diff --git a/source/tile.c b/source/tile.c
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index 0000000..3dcab74
--- /dev/null
+++ b/source/tile.c
@@ -0,0 +1,1065 @@
+/*******************************************************************************
+ Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
+
+ (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
+ Jerremy Koot (jkoot@snes9x.com)
+
+ (c) Copyright 2001 - 2004 John Weidman (jweidman@slip.net)
+
+ (c) Copyright 2002 - 2004 Brad Jorsch (anomie@users.sourceforge.net),
+ funkyass (funkyass@spam.shaw.ca),
+ Joel Yliluoma (http://iki.fi/bisqwit/)
+ Kris Bleakley (codeviolation@hotmail.com),
+ Matthew Kendora,
+ Nach (n-a-c-h@users.sourceforge.net),
+ Peter Bortas (peter@bortas.org) and
+ zones (kasumitokoduck@yahoo.com)
+
+ C4 x86 assembler and some C emulation code
+ (c) Copyright 2000 - 2003 zsKnight (zsknight@zsnes.com),
+ _Demo_ (_demo_@zsnes.com), and Nach
+
+ C4 C++ code
+ (c) Copyright 2003 Brad Jorsch
+
+ DSP-1 emulator code
+ (c) Copyright 1998 - 2004 Ivar (ivar@snes9x.com), _Demo_, Gary Henderson,
+ John Weidman, neviksti (neviksti@hotmail.com),
+ Kris Bleakley, Andreas Naive
+
+ DSP-2 emulator code
+ (c) Copyright 2003 Kris Bleakley, John Weidman, neviksti, Matthew Kendora, and
+ Lord Nightmare (lord_nightmare@users.sourceforge.net
+
+ OBC1 emulator code
+ (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com) and
+ Kris Bleakley
+ Ported from x86 assembler to C by sanmaiwashi
+
+ SPC7110 and RTC C++ emulator code
+ (c) Copyright 2002 Matthew Kendora with research by
+ zsKnight, John Weidman, and Dark Force
+
+ S-DD1 C emulator code
+ (c) Copyright 2003 Brad Jorsch with research by
+ Andreas Naive and John Weidman
+
+ S-RTC C emulator code
+ (c) Copyright 2001 John Weidman
+
+ ST010 C++ emulator code
+ (c) Copyright 2003 Feather, Kris Bleakley, John Weidman and Matthew Kendora
+
+ Super FX x86 assembler emulator code
+ (c) Copyright 1998 - 2003 zsKnight, _Demo_, and pagefault
+
+ Super FX C emulator code
+ (c) Copyright 1997 - 1999 Ivar, Gary Henderson and John Weidman
+
+
+ SH assembler code partly based on x86 assembler code
+ (c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
+
+
+ Specific ports 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 "display.h"
+#include "gfx.h"
+#include "tile.h"
+
+extern uint32 HeadMask [4];
+extern uint32 TailMask [5];
+
+static uint8 ConvertTile (uint8 *pCache, uint32 TileAddr)
+{
+ register uint8 *tp = &Memory.VRAM[TileAddr];
+ uint32 *p = (uint32 *) pCache;
+ uint32 non_zero = 0;
+ uint8 line;
+
+ switch (BG.BitShift)
+ {
+ case 8:
+ for (line = 8; line != 0; line--, tp += 2)
+ {
+ uint32 p1 = 0;
+ uint32 p2 = 0;
+ register uint8 pix;
+
+ if ((pix = *(tp + 0)))
+ {
+ p1 |= odd_high[0][pix >> 4];
+ p2 |= odd_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 1)))
+ {
+ p1 |= even_high[0][pix >> 4];
+ p2 |= even_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 16)))
+ {
+ p1 |= odd_high[1][pix >> 4];
+ p2 |= odd_low[1][pix & 0xf];
+ }
+ if ((pix = *(tp + 17)))
+ {
+ p1 |= even_high[1][pix >> 4];
+ p2 |= even_low[1][pix & 0xf];
+ }
+ if ((pix = *(tp + 32)))
+ {
+ p1 |= odd_high[2][pix >> 4];
+ p2 |= odd_low[2][pix & 0xf];
+ }
+ if ((pix = *(tp + 33)))
+ {
+ p1 |= even_high[2][pix >> 4];
+ p2 |= even_low[2][pix & 0xf];
+ }
+ if ((pix = *(tp + 48)))
+ {
+ p1 |= odd_high[3][pix >> 4];
+ p2 |= odd_low[3][pix & 0xf];
+ }
+ if ((pix = *(tp + 49)))
+ {
+ p1 |= even_high[3][pix >> 4];
+ p2 |= even_low[3][pix & 0xf];
+ }
+ *p++ = p1;
+ *p++ = p2;
+ non_zero |= p1 | p2;
+ }
+ break;
+
+ case 4:
+ for (line = 8; line != 0; line--, tp += 2)
+ {
+ uint32 p1 = 0;
+ uint32 p2 = 0;
+ register uint8 pix;
+ if ((pix = *(tp + 0)))
+ {
+ p1 |= odd_high[0][pix >> 4];
+ p2 |= odd_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 1)))
+ {
+ p1 |= even_high[0][pix >> 4];
+ p2 |= even_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 16)))
+ {
+ p1 |= odd_high[1][pix >> 4];
+ p2 |= odd_low[1][pix & 0xf];
+ }
+ if ((pix = *(tp + 17)))
+ {
+ p1 |= even_high[1][pix >> 4];
+ p2 |= even_low[1][pix & 0xf];
+ }
+ *p++ = p1;
+ *p++ = p2;
+ non_zero |= p1 | p2;
+ }
+ break;
+
+ case 2:
+ for (line = 8; line != 0; line--, tp += 2)
+ {
+ uint32 p1 = 0;
+ uint32 p2 = 0;
+ register uint8 pix;
+ if ((pix = *(tp + 0)))
+ {
+ p1 |= odd_high[0][pix >> 4];
+ p2 |= odd_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 1)))
+ {
+ p1 |= even_high[0][pix >> 4];
+ p2 |= even_low[0][pix & 0xf];
+ }
+ *p++ = p1;
+ *p++ = p2;
+ non_zero |= p1 | p2;
+ }
+ break;
+ }
+ return (non_zero ? TRUE : BLANK_TILE);
+}
+#define PLOT_PIXEL(screen, pixel) (pixel)
+
+
+static void WRITE_4PIXELS16 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
+ {
+ Screen [N] = ScreenColors [Pixel];
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_FLIPPED (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
+ {
+ Screen [N] = ScreenColors [Pixel];
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_HALFWIDTH (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+ for (uint8 N = 0; N < 4; N += 2)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
+ {
+ Screen [N >> 1] = ScreenColors [Pixel];
+ Depth [N >> 1] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_FLIPPED_HALFWIDTH (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+ for (uint8 N = 0; N < 4; N += 2)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[2 - N]))
+ {
+ Screen [N >> 1] = ScreenColors [Pixel];
+ Depth [N >> 1] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16x2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
+ {
+ Screen [N * 2] = Screen [N * 2 + 1] = ScreenColors [Pixel];
+ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_FLIPPEDx2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
+ {
+ Screen [N * 2] = Screen [N * 2 + 1] = ScreenColors [Pixel];
+ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16x2x2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
+ {
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX.RealPitch >> 1) + N * 2] = Screen [(GFX.RealPitch >> 1) + N * 2 + 1] = ScreenColors [Pixel];
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX.RealPitch >> 1) + N * 2] = Depth [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_FLIPPEDx2x2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
+ {
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX.RealPitch >> 1) + N * 2] = Screen [(GFX.RealPitch >> 1) + N * 2 + 1] = ScreenColors [Pixel];
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX.RealPitch >> 1) + N * 2] = Depth [(GFX.RealPitch >> 1) + N * 2 + 1] = GFX.Z2;
+ }
+ }
+}
+
+void DrawTile16 (uint32 Tile, int32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)
+}
+
+void DrawClippedTile16 (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16, WRITE_4PIXELS16_FLIPPED, 4)
+}
+
+void DrawTile16HalfWidth (uint32 Tile, int32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_HALFWIDTH, WRITE_4PIXELS16_FLIPPED_HALFWIDTH, 2)
+}
+
+void DrawClippedTile16HalfWidth (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_HALFWIDTH, WRITE_4PIXELS16_FLIPPED_HALFWIDTH, 2)
+}
+
+void DrawTile16x2 (uint32 Tile, int32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
+}
+
+void DrawClippedTile16x2 (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
+}
+
+void DrawTile16x2x2 (uint32 Tile, int32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
+}
+
+void DrawClippedTile16x2x2 (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
+}
+
+void DrawLargePixel16 (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+ uint16 pixel;
+
+ RENDER_TILE_LARGE (ScreenColors [pixel], PLOT_PIXEL)
+}
+
+void DrawLargePixel16HalfWidth (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+ uint16 pixel;
+
+ RENDER_TILE_LARGE_HALFWIDTH (ScreenColors [pixel], PLOT_PIXEL)
+}
+
+static void WRITE_4PIXELS16_ADD (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], Screen [GFX.Delta + N]);
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_FLIPPED_ADD (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], Screen [GFX.Delta + N]);
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_ADD1_2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = (uint16) (COLOR_ADD1_2 (ScreenColors [Pixel], Screen [GFX.Delta + N]));
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_FLIPPED_ADD1_2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = (uint16) (COLOR_ADD1_2 (ScreenColors [Pixel], Screen [GFX.Delta + N]));
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_SUB (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = (uint16) COLOR_SUB (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = (uint16) COLOR_SUB (ScreenColors [Pixel], Screen [GFX.Delta + N]);
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_FLIPPED_SUB (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = (uint16) COLOR_SUB (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = (uint16) COLOR_SUB (ScreenColors [Pixel], Screen [GFX.Delta + N]);
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_SUB1_2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = (uint16) COLOR_SUB (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = (uint16) COLOR_SUB1_2 (ScreenColors [Pixel], Screen [GFX.Delta + N]);
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_FLIPPED_SUB1_2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint8 N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = (uint16) COLOR_SUB (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = (uint16) COLOR_SUB1_2 (ScreenColors [Pixel], Screen [GFX.Delta + N]);
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+
+void DrawTile16Add (uint32 Tile, int32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ switch (Tile & (V_FLIP | H_FLIP))
+ {
+ case 0:
+ bp = pCache + StartLine;
+ for (l = LineCount; l != 0; l--, bp += 8, Screen += GFX.PPL, Depth += GFX.PPL, SubDepth += GFX.PPL)
+ {
+ for (uint8 N = 0; N < 8; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = bp[N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], Screen [GFX.Delta + N]);
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+ }
+ break;
+ case H_FLIP:
+ bp = pCache + StartLine;
+ for (l = LineCount; l != 0; l--, bp += 8, Screen += GFX.PPL, Depth += GFX.PPL, SubDepth += GFX.PPL)
+ {
+ for (uint8 N = 0; N < 8; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = bp[7 - N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], Screen [GFX.Delta + N]);
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+ }
+ break;
+ case H_FLIP | V_FLIP:
+ bp = pCache + 56 - StartLine;
+ for (l = LineCount; l != 0; l--, bp -= 8, Screen += GFX.PPL, Depth += GFX.PPL, SubDepth += GFX.PPL)
+ {
+ for (uint8 N = 0; N < 8; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = bp[7 - N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], Screen [GFX.Delta + N]);
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+ }
+ break;
+ case V_FLIP:
+ bp = pCache + 56 - StartLine;
+ for (l = LineCount; l != 0; l--, bp -= 8, Screen += GFX.PPL, Depth += GFX.PPL, SubDepth += GFX.PPL)
+ {
+ for (uint8 N = 0; N < 8; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = bp[N]))
+ {
+ switch (SubDepth [N])
+ {
+ case 0:
+ Screen [N] = ScreenColors [Pixel];
+ break;
+ case 1:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], GFX.FixedColour);
+ break;
+ default:
+ Screen [N] = COLOR_ADD (ScreenColors [Pixel], Screen [GFX.Delta + N]);
+ break;
+ }
+ Depth [N] = GFX.Z2;
+ }
+ }
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+void DrawClippedTile16Add (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD, WRITE_4PIXELS16_FLIPPED_ADD, 4)
+}
+
+void DrawTile16Add1_2 (uint32 Tile, int32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
+}
+
+void DrawClippedTile16Add1_2 (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADD1_2, WRITE_4PIXELS16_FLIPPED_ADD1_2, 4)
+}
+
+void DrawTile16Sub (uint32 Tile, int32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
+}
+
+void DrawClippedTile16Sub (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB, WRITE_4PIXELS16_FLIPPED_SUB, 4)
+}
+
+void DrawTile16Sub1_2 (uint32 Tile, int32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
+}
+
+void DrawClippedTile16Sub1_2 (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUB1_2, WRITE_4PIXELS16_FLIPPED_SUB1_2, 4)
+}
+
+static void WRITE_4PIXELS16_ADDF1_2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
+ {
+ if (SubDepth [N] == 1)
+ Screen [N] = (uint16) (COLOR_ADD1_2 (ScreenColors [Pixel], GFX.FixedColour));
+ else
+ Screen [N] = ScreenColors [Pixel];
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_FLIPPED_ADDF1_2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
+ {
+ if (SubDepth [N] == 1)
+ Screen [N] = (uint16) (COLOR_ADD1_2 (ScreenColors [Pixel], GFX.FixedColour));
+ else
+ Screen [N] = ScreenColors [Pixel];
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_SUBF1_2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[N]))
+ {
+ if (SubDepth [N] == 1)
+ Screen [N] = (uint16) COLOR_SUB1_2 (ScreenColors [Pixel], GFX.FixedColour);
+ else
+ Screen [N] = ScreenColors [Pixel];
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+static void WRITE_4PIXELS16_FLIPPED_SUBF1_2 (int32 Offset, uint8 *Pixels, uint16 *ScreenColors)
+{
+ uint8 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint8 *SubDepth = GFX.SubZBuffer + Offset;
+
+ for (uint N = 0; N < 4; N++)
+ {
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[3 - N]))
+ {
+ if (SubDepth [N] == 1)
+ Screen [N] = (uint16) COLOR_SUB1_2 (ScreenColors [Pixel], GFX.FixedColour);
+ else
+ Screen [N] = ScreenColors [Pixel];
+ Depth [N] = GFX.Z2;
+ }
+ }
+}
+
+void DrawTile16FixedAdd1_2 (uint32 Tile, int32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_ADDF1_2, WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
+}
+
+void DrawClippedTile16FixedAdd1_2 (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_ADDF1_2,
+ WRITE_4PIXELS16_FLIPPED_ADDF1_2, 4)
+}
+
+void DrawTile16FixedSub1_2 (uint32 Tile, int32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ RENDER_TILE(WRITE_4PIXELS16_SUBF1_2, WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
+}
+
+void DrawClippedTile16FixedSub1_2 (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16_SUBF1_2,
+ WRITE_4PIXELS16_FLIPPED_SUBF1_2, 4)
+}
+
+void DrawLargePixel16Add (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint16 pixel;
+
+#define LARGE_ADD_PIXEL(s, p) \
+(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_ADD (p, *(s + GFX.Delta)) : \
+ COLOR_ADD (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE (ScreenColors [pixel], LARGE_ADD_PIXEL)
+}
+
+void DrawLargePixel16Add1_2 (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint16 pixel;
+
+#define LARGE_ADD_PIXEL1_2(s, p) \
+((uint16) (Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_ADD1_2 (p, *(s + GFX.Delta)) : \
+ COLOR_ADD (p, GFX.FixedColour)) \
+ : p))
+
+ RENDER_TILE_LARGE (ScreenColors [pixel], LARGE_ADD_PIXEL1_2)
+}
+
+void DrawLargePixel16Sub (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint16 pixel;
+
+#define LARGE_SUB_PIXEL(s, p) \
+(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_SUB (p, *(s + GFX.Delta)) : \
+ COLOR_SUB (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE (ScreenColors [pixel], LARGE_SUB_PIXEL)
+}
+
+void DrawLargePixel16Sub1_2 (uint32 Tile, int32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint16 pixel;
+
+#define LARGE_SUB_PIXEL1_2(s, p) \
+(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_SUB1_2 (p, *(s + GFX.Delta)) : \
+ COLOR_SUB (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE (ScreenColors [pixel], LARGE_SUB_PIXEL1_2)
+}
+