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authoraliaspider2014-10-29 05:36:07 +0100
committeraliaspider2014-10-29 05:36:07 +0100
commita6dc7abc9b8cc3986eda5a84141da7dc9e4e8f1a (patch)
tree6f82417b0ab41f3887dd025ee3b85254e28143da /source/gfx.c
parent1d98e1c317fa19687ae6bc3cb8e550ef7531bf02 (diff)
downloadsnesemu-a6dc7abc9b8cc3986eda5a84141da7dc9e4e8f1a.tar.gz
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start moving everything to C
Diffstat (limited to 'source/gfx.c')
-rw-r--r--source/gfx.c3933
1 files changed, 3933 insertions, 0 deletions
diff --git a/source/gfx.c b/source/gfx.c
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--- /dev/null
+++ b/source/gfx.c
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+/*******************************************************************************
+ 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 "cpuexec.h"
+#include "display.h"
+#include "gfx.h"
+#include "apu.h"
+#include "cheats.h"
+#include "screenshot.h"
+
+#define M7 19
+#define M8 19
+
+void output_png();
+void ComputeClipWindows ();
+static void S9xDisplayFrameRate ();
+static void S9xDisplayString (const char *string);
+
+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 struct SBG BG;
+
+extern struct SLineData LineData[240];
+extern struct SLineMatrixData LineMatrixData [240];
+
+extern uint8 Mode7Depths [2];
+
+#define CLIP_10_BIT_SIGNED(a) \
+ ((a) & ((1 << 10) - 1)) + (((((a) & (1 << 13)) ^ (1 << 13)) - (1 << 13)) >> 3)
+
+#define ON_MAIN(N) \
+(GFX.r212c & (1 << (N)) && \
+ !(PPU.BG_Forced & (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)) && \
+ !(PPU.BG_Forced & (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 FIX_INTERLACE(SCREEN, DO_DEPTH, DEPTH) \
+ if (IPPU.DoubleHeightPixels && ((PPU.BGMode != 5 && PPU.BGMode != 6) || !IPPU.Interlace)) \
+ for (uint32 y = GFX.StartY; y <= GFX.EndY; y++) \
+ { \
+ /* memmove converted: Same malloc, non-overlapping addresses [Neb] */ \
+ memcpy (SCREEN + (y * 2 + 1) * GFX.Pitch2, \
+ SCREEN + y * 2 * GFX.Pitch2, \
+ GFX.Pitch2); \
+ if(DO_DEPTH){ \
+ /* memmove required: Same malloc, potentially overlapping addresses [Neb] */ \
+ memmove (DEPTH + (y * 2 + 1) * (GFX.PPLx2>>1), \
+ DEPTH + y * GFX.PPL, \
+ GFX.PPLx2>>1); \
+ } \
+ }
+
+
+#define BLACK BUILD_PIXEL(0,0,0)
+
+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 DrawTile16HalfWidth (uint32 Tile, int32 Offset, uint32 StartLine,
+ uint32 LineCount);
+void DrawClippedTile16HalfWidth (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 DrawLargePixel16HalfWidth (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);
+
+bool8 S9xGraphicsInit ()
+{
+ register uint32 PixelOdd = 1;
+ register uint32 PixelEven = 2;
+
+ for (uint8 bitshift = 0; bitshift < 4; bitshift++)
+ {
+ for (register int i = 0; i < 16; i++)
+ {
+ register uint32 h = 0;
+ register uint32 l = 0;
+
+#if defined(LSB_FIRST)
+ 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;
+#else
+ 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;
+#endif
+
+ odd_high[bitshift][i] = h;
+ odd_low[bitshift][i] = l;
+ h = l = 0;
+
+#if defined(LSB_FIRST)
+ 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;
+#else
+ 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;
+#endif
+
+ even_high[bitshift][i] = h;
+ even_low[bitshift][i] = l;
+ }
+ PixelEven <<= 2;
+ PixelOdd <<= 2;
+ }
+
+ GFX.RealPitch = GFX.Pitch2 = GFX.Pitch;
+ GFX.ZPitch = GFX.Pitch;
+ GFX.ZPitch >>= 1;
+ 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;
+ GFX.PixSize = 1;
+ DrawTilePtr = DrawTile16;
+ DrawClippedTilePtr = DrawClippedTile16;
+ DrawLargePixelPtr = DrawLargePixel16;
+ if (Settings.SupportHiRes)
+ {
+ DrawHiResTilePtr= DrawTile16;
+ DrawHiResClippedTilePtr = DrawClippedTile16;
+ }
+ else
+ {
+ DrawHiResTilePtr= DrawTile16HalfWidth;
+ DrawHiResClippedTilePtr = DrawClippedTile16HalfWidth;
+ }
+ GFX.PPL = GFX.Pitch >> 1;
+ GFX.PPLx2 = GFX.Pitch;
+ S9xFixColourBrightness ();
+
+ 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);
+ }
+ uint32 r, g, b;
+
+ // 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);
+ }
+ }
+ }
+ ZeroMemory (GFX.ZERO, 0x10000 * sizeof (uint16));
+ ZeroMemory (GFX.ZERO_OR_X2, 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
+
+ // 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 (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;
+ }
+ if (GFX.ZERO)
+ {
+ free ((char *) GFX.ZERO);
+ GFX.ZERO = NULL;
+ }
+}
+
+void S9xBuildDirectColourMaps ()
+{
+ for (uint32 p = 0; p < 8; p++)
+ {
+ for (uint32 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 (GFX.InfoStringTimeout > 0 && --GFX.InfoStringTimeout == 0)
+ GFX.InfoString = NULL;
+
+ if (IPPU.RenderThisFrame)
+ {
+ if (!S9xInitUpdate ())
+ {
+ IPPU.RenderThisFrame = FALSE;
+ return;
+ }
+
+ IPPU.RenderedFramesCount++;
+ IPPU.PreviousLine = IPPU.CurrentLine = 0;
+ IPPU.MaxBrightness = PPU.Brightness;
+ IPPU.LatchedBlanking = PPU.ForcedBlanking;
+
+ if(PPU.BGMode == 5 || PPU.BGMode == 6)
+ IPPU.Interlace = (Memory.FillRAM[0x2133] & 1);
+ if (Settings.SupportHiRes && (PPU.BGMode == 5 || PPU.BGMode == 6 || IPPU.Interlace))
+ {
+ IPPU.RenderedScreenWidth = 512;
+ IPPU.DoubleWidthPixels = TRUE;
+ IPPU.HalfWidthPixels = FALSE;
+
+ if (IPPU.Interlace)
+ {
+ IPPU.RenderedScreenHeight = PPU.ScreenHeight << 1;
+ IPPU.DoubleHeightPixels = TRUE;
+ GFX.Pitch2 = GFX.RealPitch;
+ GFX.Pitch = GFX.RealPitch * 2;
+ GFX.PPL = GFX.PPLx2 = GFX.RealPitch;
+ }
+ else
+ {
+ IPPU.RenderedScreenHeight = PPU.ScreenHeight;
+ GFX.Pitch2 = GFX.Pitch = GFX.RealPitch;
+ IPPU.DoubleHeightPixels = FALSE;
+ GFX.PPL = GFX.Pitch >> 1;
+ GFX.PPLx2 = GFX.PPL << 1;
+ }
+ }
+ else if (!Settings.SupportHiRes && (PPU.BGMode == 5 || PPU.BGMode == 6 || IPPU.Interlace))
+ {
+ IPPU.RenderedScreenWidth = 256;
+ IPPU.DoubleWidthPixels = FALSE;
+ // Secret of Mana displays menus with mode 5.
+ // Make them readable.
+ IPPU.HalfWidthPixels = TRUE;
+ }
+ else
+ {
+ IPPU.RenderedScreenWidth = 256;
+ IPPU.RenderedScreenHeight = PPU.ScreenHeight;
+ IPPU.DoubleWidthPixels = FALSE;
+ IPPU.HalfWidthPixels = FALSE;
+ IPPU.DoubleHeightPixels = FALSE;
+ {
+ GFX.Pitch2 = GFX.Pitch = GFX.RealPitch;
+ GFX.PPL = GFX.PPLx2 >> 1;
+ GFX.ZPitch = GFX.RealPitch;
+ GFX.ZPitch >>= 1;
+ }
+ }
+
+ 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)
+ {
+ struct 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;
+ } else {
+ /* if we're not rendering this frame, we still need to update this */
+ // XXX: Check ForceBlank? Or anything else?
+ if(IPPU.OBJChanged) S9xSetupOBJ();
+ PPU.RangeTimeOver |= GFX.OBJLines[C].RTOFlags;
+ }
+}
+
+void S9xEndScreenRefresh ()
+{
+ IPPU.HDMAStarted = FALSE;
+ if (IPPU.RenderThisFrame)
+ {
+ FLUSH_REDRAW ();
+ if (IPPU.ColorsChanged)
+ {
+ uint32 saved = PPU.CGDATA[0];
+ IPPU.ColorsChanged = FALSE;
+ PPU.CGDATA[0] = saved;
+ }
+
+ GFX.Pitch = GFX.Pitch2 = GFX.RealPitch;
+ GFX.PPL = GFX.PPLx2 >> 1;
+ S9xDeinitUpdate (IPPU.RenderedScreenWidth, IPPU.RenderedScreenHeight);
+ }
+
+ S9xApplyCheats ();
+
+ if (CPU.SRAMModified)
+ {
+ S9xAutoSaveSRAM ();
+ CPU.SRAMModified = FALSE;
+ }
+
+}
+
+void S9xSetInfoString (const char *string)
+{
+ GFX.InfoString = string;
+ GFX.InfoStringTimeout = 120;
+}
+
+inline void SelectTileRenderer (bool8 normal)
+{
+ if (normal)
+ {
+ if (IPPU.HalfWidthPixels)
+ {
+ DrawTilePtr = DrawTile16HalfWidth;
+ DrawClippedTilePtr = DrawClippedTile16HalfWidth;
+ DrawLargePixelPtr = DrawLargePixel16HalfWidth;
+ }
+ else
+ {
+ DrawTilePtr = DrawTile16;
+ DrawClippedTilePtr = DrawClippedTile16;
+ DrawLargePixelPtr = DrawLargePixel16;
+ }
+ }
+ else
+ {
+ switch (GFX.r2131 & 0xC0)
+ {
+ case 0x00:
+ DrawTilePtr = DrawTile16Add;
+ DrawClippedTilePtr = DrawClippedTile16Add;
+ DrawLargePixelPtr = DrawLargePixel16Add;
+ break;
+ case 0x40:
+ if (GFX.r2130 & 2)
+ {
+ DrawTilePtr = DrawTile16Add1_2;
+ DrawClippedTilePtr = DrawClippedTile16Add1_2;
+ }
+ else
+ {
+ // Fixed colour addition
+ DrawTilePtr = DrawTile16FixedAdd1_2;
+ DrawClippedTilePtr = DrawClippedTile16FixedAdd1_2;
+ }
+ DrawLargePixelPtr = DrawLargePixel16Add1_2;
+ break;
+ case 0x80:
+ DrawTilePtr = DrawTile16Sub;
+ DrawClippedTilePtr = DrawClippedTile16Sub;
+ DrawLargePixelPtr = DrawLargePixel16Sub;
+ break;
+ case 0xC0:
+ if (GFX.r2130 & 2)
+ {
+ DrawTilePtr = DrawTile16Sub1_2;
+ DrawClippedTilePtr = DrawClippedTile16Sub1_2;
+ }
+ else
+ {
+ // Fixed colour substraction
+ DrawTilePtr = DrawTile16FixedSub1_2;
+ DrawClippedTilePtr = DrawClippedTile16FixedSub1_2;
+ }
+ DrawLargePixelPtr = DrawLargePixel16Sub1_2;
+ break;
+ }
+ }
+}
+
+void S9xSetupOBJ ()
+{
+#ifdef MK_DEBUG_RTO
+ if(Settings.BGLayering) fprintf(stderr, "Entering SetupOBJS()\n");
+#endif
+ int SmallWidth, SmallHeight;
+ int LargeWidth, LargeHeight;
+
+ switch (PPU.OBJSizeSelect)
+ {
+ case 0:
+ SmallWidth = SmallHeight = 8;
+ LargeWidth = LargeHeight = 16;
+ break;
+ case 1:
+ SmallWidth = SmallHeight = 8;
+ LargeWidth = LargeHeight = 32;
+ break;
+ case 2:
+ SmallWidth = SmallHeight = 8;
+ LargeWidth = LargeHeight = 64;
+ break;
+ case 3:
+ SmallWidth = SmallHeight = 16;
+ LargeWidth = LargeHeight = 32;
+ break;
+ case 4:
+ SmallWidth = SmallHeight = 16;
+ LargeWidth = LargeHeight = 64;
+ break;
+ default:
+ case 5:
+ SmallWidth = SmallHeight = 32;
+ LargeWidth = LargeHeight = 64;
+ break;
+ case 6:
+ SmallWidth = 16; SmallHeight = 32;
+ LargeWidth = 32; LargeHeight = 64;
+ break;
+ case 7:
+ SmallWidth = 16; SmallHeight = 32;
+ LargeWidth = LargeHeight = 32;
+ break;
+ }
+ if(IPPU.InterlaceSprites)
+ {
+ SmallHeight>>=1; LargeHeight>>=1;
+ }
+#ifdef MK_DEBUG_RTO
+ if(Settings.BGLayering) fprintf(stderr, "Sizes are %dx%d and %dx%d\n", SmallWidth, SmallHeight, LargeWidth, LargeHeight);
+#endif
+
+ /* OK, we have three cases here. Either there's no priority, priority is
+ * normal FirstSprite, or priority is FirstSprite+Y. The first two are
+ * easy, the last is somewhat more ... interesting. So we split them up. */
+
+ int Height;
+ uint8 S;
+
+#ifdef MK_DEBUG_RTO
+ if(Settings.BGLayering) fprintf(stderr, "Priority rotation=%d, OAMAddr=%d -> ", PPU.OAMPriorityRotation, PPU.OAMAddr*2 | (PPU.OAMFlip&1));
+#endif
+ if(!PPU.OAMPriorityRotation || !(PPU.OAMFlip&PPU.OAMAddr&1)){
+#ifdef MK_DEBUG_RTO
+ if(Settings.BGLayering) fprintf(stderr, "normal FirstSprite = %02x\n", PPU.FirstSprite);
+#endif
+ /* normal case */
+ uint8 LineOBJ[SNES_HEIGHT_EXTENDED];
+ memset(LineOBJ, 0, sizeof(LineOBJ));
+ for(int i=0; i<SNES_HEIGHT_EXTENDED; i++){
+ GFX.OBJLines[i].RTOFlags=0;
+ GFX.OBJLines[i].Tiles=34;
+ }
+ uint8 FirstSprite=PPU.FirstSprite;
+ S=FirstSprite;
+ do {
+ if(PPU.OBJ[S].Size){
+ GFX.OBJWidths[S]=LargeWidth; Height=LargeHeight;
+ } else {
+ GFX.OBJWidths[S]=SmallWidth; Height=SmallHeight;
+ }
+ int HPos=PPU.OBJ[S].HPos; if(HPos==-256) HPos=256;
+ if(HPos>-GFX.OBJWidths[S] && HPos<=256)
+ {
+ if(HPos<0){
+ GFX.OBJVisibleTiles[S]=(GFX.OBJWidths[S]+HPos+7)>>3;
+ } else if(HPos+GFX.OBJWidths[S]>=257){
+ GFX.OBJVisibleTiles[S]=(257-HPos+7)>>3;
+ } else {
+ GFX.OBJVisibleTiles[S]=GFX.OBJWidths[S]>>3;
+ }
+ for(uint8 line=0, Y=(uint8)(PPU.OBJ[S].VPos&0xff); line<Height; Y++, line++){
+ if(Y>=SNES_HEIGHT_EXTENDED) continue;
+ if(LineOBJ[Y]>=32){
+ GFX.OBJLines[Y].RTOFlags|=0x40;
+#ifdef MK_DEBUG_RTO
+ if(Settings.BGLayering) fprintf(stderr, "%d: OBJ %02x ranged over\n", Y, S);
+#endif
+ continue;
+ }
+ GFX.OBJLines[Y].Tiles-=GFX.OBJVisibleTiles[S];
+ if(GFX.OBJLines[Y].Tiles<0) GFX.OBJLines[Y].RTOFlags|=0x80;
+ GFX.OBJLines[Y].OBJ[LineOBJ[Y]].Sprite=S;
+ if(PPU.OBJ[S].VFlip){
+ // Yes, Width not Height. It so happens that the
+ // sprites with H=2*W flip as two WxW sprites.
+ GFX.OBJLines[Y].OBJ[LineOBJ[Y]].Line=line^(GFX.OBJWidths[S]-1);
+ } else {
+ GFX.OBJLines[Y].OBJ[LineOBJ[Y]].Line=line;
+ }
+ LineOBJ[Y]++;
+ }
+ }
+ S=(S+1)&0x7F;
+ } while(S!=FirstSprite);
+
+ for (int Y = 0; Y < SNES_HEIGHT_EXTENDED; Y++) {
+ if (LineOBJ[Y] < 32) // Add the sentinel
+ GFX.OBJLines[Y].OBJ[LineOBJ[Y]].Sprite = -1;
+ }
+ for(int Y=1; Y<SNES_HEIGHT_EXTENDED; Y++){
+ GFX.OBJLines[Y].RTOFlags |= GFX.OBJLines[Y-1].RTOFlags;
+ }
+ } else {
+ /* evil FirstSprite+Y case */
+#ifdef MK_DEBUG_RTO
+ if(Settings.BGLayering) fprintf(stderr, "FirstSprite+Y\n");
+#endif
+
+ /* First, find out which sprites are on which lines */
+ uint8 OBJOnLine[SNES_HEIGHT_EXTENDED][128];
+ // memset(OBJOnLine, 0, sizeof(OBJOnLine));
+ /* Hold on here, that's a lot of bytes to initialise at once!
+ * So we only initialise them per line, as needed. [Neb]
+ * Bonus: We can quickly avoid looping if a line has no OBJs.
+ */
+ bool8 AnyOBJOnLine[SNES_HEIGHT_EXTENDED];
+ memset(AnyOBJOnLine, FALSE, sizeof(AnyOBJOnLine)); // better
+
+ for(S=0; S<128; S++){
+ if(PPU.OBJ[S].Size){
+ GFX.OBJWidths[S]=LargeWidth; Height=LargeHeight;
+ } else {
+ GFX.OBJWidths[S]=SmallWidth; Height=SmallHeight;
+ }
+ int HPos=PPU.OBJ[S].HPos; if(HPos==-256) HPos=256;
+ if(HPos>-GFX.OBJWidths[S] && HPos<=256)
+ {
+ if(HPos<0){
+ GFX.OBJVisibleTiles[S]=(GFX.OBJWidths[S]+HPos+7)>>3;
+ } else if(HPos+GFX.OBJWidths[S]>=257){
+ GFX.OBJVisibleTiles[S]=(257-HPos+7)>>3;
+ } else {
+ GFX.OBJVisibleTiles[S]=GFX.OBJWidths[S]>>3;
+ }
+ for(uint8 line=0, Y=(uint8)(PPU.OBJ[S].VPos&0xff); line<Height; Y++, line++){
+ if(Y>=SNES_HEIGHT_EXTENDED) continue;
+ if (!AnyOBJOnLine[Y]) {
+ memset(OBJOnLine[Y], 0, 128);
+ AnyOBJOnLine[Y] = TRUE;
+ }
+ if(PPU.OBJ[S].VFlip){
+ // Yes, Width not Height. It so happens that the
+ // sprites with H=2*W flip as two WxW sprites.
+ OBJOnLine[Y][S]=(line^(GFX.OBJWidths[S]-1)) | 0x80;
+ } else {
+ OBJOnLine[Y][S]=line | 0x80;
+ }
+ }
+ }
+ }
+
+ /* Now go through and pull out those OBJ that are actually visible. */
+ int j;
+ for(int Y=0; Y<SNES_HEIGHT_EXTENDED; Y++){
+ GFX.OBJLines[Y].RTOFlags=Y?0:GFX.OBJLines[Y-1].RTOFlags;
+
+ GFX.OBJLines[Y].Tiles=34;
+ j=0;
+ if (AnyOBJOnLine[Y]) {
+ uint8 FirstSprite=(PPU.FirstSprite+Y)&0x7F;
+ S=FirstSprite;
+ do {
+ if(OBJOnLine[Y][S]){
+ if(j>=32){
+ GFX.OBJLines[Y].RTOFlags|=0x40;
+ #ifdef MK_DEBUG_RTO
+ if(Settings.BGLayering) fprintf(stderr, "%d: OBJ %02x ranged over\n", Y, S);
+ #endif
+ break;
+ }
+ GFX.OBJLines[Y].Tiles-=GFX.OBJVisibleTiles[S];
+ if(GFX.OBJLines[Y].Tiles<0) GFX.OBJLines[Y].RTOFlags|=0x80;
+ GFX.OBJLines[Y].OBJ[j].Sprite=S;
+ GFX.OBJLines[Y].OBJ[j++].Line=OBJOnLine[Y][S]&~0x80;
+ }
+ S=(S+1)&0x7F;
+ } while(S!=FirstSprite);
+ }
+ if(j<32) GFX.OBJLines[Y].OBJ[j].Sprite=-1;
+ }
+ }
+
+#ifdef MK_DEBUG_RTO
+ if(Settings.BGLayering) {
+ fprintf(stderr, "Sprites per line:\n");
+ for(int xxx=0; xxx<SNES_HEIGHT_EXTENDED; xxx++){
+ fprintf(stderr, "Line %d: RTO=%02x Tiles=%d", xxx, GFX.OBJLines[xxx].RTOFlags, 34-GFX.OBJLines[xxx].Tiles);
+ for(int j=0; j<32 && GFX.OBJLines[xxx].OBJ[j].Sprite>=0; j++){
+ fprintf(stderr, " %02x.%d", GFX.OBJLines[xxx].OBJ[j].Sprite, GFX.OBJLines[xxx].OBJ[j].Line);
+ }
+ fprintf(stderr, "\n");
+ }
+
+ fprintf(stderr, "Exiting SetupObj()\n");
+ }
+#endif
+
+ IPPU.OBJChanged = FALSE;
+}
+
+static void DrawOBJS (bool8 OnMain = FALSE, uint8 D = 0)
+{
+#ifdef ACCUMULATE_JOYPAD
+/*
+ * This call allows NDSSFC to synchronise the DS controller more often.
+ * If porting a later version of Snes9x into NDSSFC, it is essential to
+ * preserve it.
+ */
+ NDSSFCAccumulateJoypad ();
+#endif
+#ifdef MK_DEBUG_RTO
+ if(Settings.BGLayering) fprintf(stderr, "Entering DrawOBJS() for %d-%d\n", GFX.StartY, GFX.EndY);
+#endif
+ CHECK_SOUND();
+
+ 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;
+
+ GFX.PixSize = 1;
+
+ struct {
+ uint16 Pos;
+ bool8 Value;
+ } Windows[7];
+ int clipcount = GFX.pCurrentClip->Count [4];
+ if (!clipcount){
+ Windows[0].Pos=0;
+ Windows[0].Value=TRUE;
+ Windows[1].Pos=256;
+ Windows[1].Value=FALSE;
+ Windows[2].Pos=1000;
+ Windows[2].Value=FALSE;
+ } else {
+ Windows[0].Pos=1000;
+ Windows[0].Value=FALSE;
+ for(int clip=0, i=1; clip<clipcount; clip++){
+ if(GFX.pCurrentClip->Right[clip][4]<=GFX.pCurrentClip->Left[clip][4]) continue;
+ int j;
+ for(j=0; j<i && Windows[j].Pos<GFX.pCurrentClip->Left[clip][4]; j++);
+ if(j<i && Windows[j].Pos==GFX.pCurrentClip->Left[clip][4]){
+ Windows[j].Value = TRUE;
+ } else {
+ // memmove required: Overlapping addresses [Neb]
+ if(j<i) memmove(&Windows[j+1], &Windows[j], sizeof(Windows[0])*(i-j));
+ Windows[j].Pos = GFX.pCurrentClip->Left[clip][4];
+ Windows[j].Value = TRUE;
+ i++;
+ }
+ for(j=0; j<i && Windows[j].Pos<GFX.pCurrentClip->Right[clip][4]; j++);
+ if(j>=i || Windows[j].Pos!=GFX.pCurrentClip->Right[clip][4]){
+ // memmove required: Overlapping addresses [Neb]
+ if(j<i) memmove(&Windows[j+1], &Windows[j], sizeof(Windows[0])*(i-j));
+ Windows[j].Pos = GFX.pCurrentClip->Right[clip][4];
+ Windows[j].Value = FALSE;
+ i++;
+ }
+ }
+ }
+
+#ifdef MK_DEBUG_RTO
+if(Settings.BGLayering) {
+ fprintf(stderr, "Windows:\n");
+ for(int xxx=0; xxx<6; xxx++){ fprintf(stderr, "%d: %d = %d\n", xxx, Windows[xxx].Pos, Windows[xxx].Value); }
+}
+#endif
+
+ if (Settings.SupportHiRes)
+ {
+ if (PPU.BGMode == 5 || PPU.BGMode == 6)
+ {
+ // Bah, OnMain is never used except to determine if calling
+ // SelectTileRenderer is necessary. So let's hack it to false here
+ // to stop SelectTileRenderer from being called when it causes
+ // problems.
+ OnMain = FALSE;
+ GFX.PixSize = 2;
+ if (IPPU.DoubleHeightPixels)
+ {
+ DrawTilePtr = DrawTile16x2x2;
+ DrawClippedTilePtr = DrawClippedTile16x2x2;
+ }
+ else
+ {
+ DrawTilePtr = DrawTile16x2;
+ DrawClippedTilePtr = DrawClippedTile16x2;
+ }
+ }
+ else
+ {
+ DrawTilePtr = DrawTile16;
+ DrawClippedTilePtr = DrawClippedTile16;
+ }
+ }
+ else // if (!Settings.SupportHiRes)
+ {
+ if (PPU.BGMode == 5 || PPU.BGMode == 6)
+ {
+ // Bah, OnMain is never used except to determine if calling
+ // SelectTileRenderer is necessary. So let's hack it to false here
+ // to stop SelectTileRenderer from being called when it causes
+ // problems.
+ OnMain = FALSE;
+ }
+ DrawTilePtr = DrawTile16;
+ DrawClippedTilePtr = DrawClippedTile16;
+ }
+ GFX.Z1 = D + 2;
+
+ for(uint32 Y=GFX.StartY, Offset=Y*GFX.PPL; Y<=GFX.EndY; Y++, Offset+=GFX.PPL){
+#ifdef MK_DEBUG_RTO
+ bool8 Flag=0;
+#endif
+ int I = 0;
+#ifdef MK_DISABLE_TIME_OVER
+ int tiles=0;
+#else
+ int tiles=GFX.OBJLines[Y].Tiles;
+#endif
+ for (int S = GFX.OBJLines[Y].OBJ[I].Sprite; S >= 0 && I<32; S = GFX.OBJLines[Y].OBJ[++I].Sprite)
+ {
+ tiles+=GFX.OBJVisibleTiles[S];
+ if(tiles<=0){
+#ifdef MK_DEBUG_RTO
+if(Settings.BGLayering) {
+ if(!Flag){ Flag=1; fprintf(stderr, "Line %d:", Y); }
+ fprintf(stderr, " [%02x]", S);
+}
+#endif
+ continue;
+ }
+
+#ifdef MK_DEBUG_RTO
+if(Settings.BGLayering) {
+ if(!Flag){ Flag=1; fprintf(stderr, "Line %d:", Y); }
+ fprintf(stderr, " %02x", S);
+}
+#endif
+
+ if (OnMain && SUB_OR_ADD(4))
+ {
+ SelectTileRenderer (!GFX.Pseudo && PPU.OBJ [S].Palette < 4);
+ }
+
+ int BaseTile = (((GFX.OBJLines[Y].OBJ[I].Line<<1) + (PPU.OBJ[S].Name&0xf0))&0xf0) | (PPU.OBJ[S].Name&0x100) | (PPU.OBJ[S].Palette << 10);
+ int TileX = PPU.OBJ[S].Name&0x0f;
+ int TileLine = (GFX.OBJLines[Y].OBJ[I].Line&7)*8;
+ int TileInc = 1;
+
+ if (PPU.OBJ[S].HFlip)
+ {
+ TileX = (TileX + (GFX.OBJWidths[S] >> 3) - 1) & 0x0f;
+ BaseTile |= H_FLIP;
+ TileInc = -1;
+ }
+
+ GFX.Z2 = (PPU.OBJ[S].Priority + 1) * 4 + D;
+
+ bool8 WinStat=TRUE;
+ int WinIdx=0, NextPos=-1000;
+ int X=PPU.OBJ[S].HPos; if(X==-256) X=256;
+ for(int t=tiles, O=Offset+X*GFX.PixSize; X<=256 && X<PPU.OBJ[S].HPos+GFX.OBJWidths[S]; TileX=(TileX+TileInc)&0x0f, X+=8, O+=8*GFX.PixSize){
+#ifdef MK_DEBUG_RTO
+if(Settings.BGLayering) {
+ if(X<-7) continue;
+ if((t-1)<0) fprintf(stderr, "-[%d]", 35-t);
+ else fprintf(stderr, "-%d", 35-t);
+}
+#endif
+ if(X<-7 || --t<0 || X==256) continue;
+ if(X>=NextPos){
+ for(; WinIdx<7 && Windows[WinIdx].Pos<=X; WinIdx++);
+ if(WinIdx==0) WinStat=FALSE;
+ else WinStat=Windows[WinIdx-1].Value;
+ NextPos=(WinIdx<7)?Windows[WinIdx].Pos:1000;
+ }
+
+ if(X+8<NextPos){
+ if(WinStat) (*DrawTilePtr) (BaseTile|TileX, O, TileLine, 1);
+ } else {
+ int x=X;
+ while(x<X+8){
+ if(WinStat) (*DrawClippedTilePtr) (BaseTile|TileX, O, x-X, NextPos-x, TileLine, 1);
+ x=NextPos;
+ for(; WinIdx<7 && Windows[WinIdx].Pos<=x; WinIdx++);
+ if(WinIdx==0) WinStat=FALSE;
+ else WinStat=Windows[WinIdx-1].Value;
+ NextPos=(WinIdx<7)?Windows[WinIdx].Pos:1000;
+ if(NextPos>X+8) NextPos=X+8;
+ }
+ }
+ }
+ }
+#ifdef MK_DEBUG_RTO
+ if(Settings.BGLayering) if(Flag) fprintf(stderr, "\n");
+#endif
+ }
+#ifdef MK_DEBUG_RTO
+ if(Settings.BGLayering) fprintf(stderr, "Exiting DrawOBJS() for %d-%d\n", GFX.StartY, GFX.EndY);
+#endif
+}
+
+static void DrawBackgroundMosaic (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
+{
+ CHECK_SOUND();
+
+ 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;
+
+ 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;
+
+ uint32 Lines;
+ uint32 OffsetMask;
+ uint32 OffsetShift;
+
+ if (BG.TileSize == 16)
+ {
+ OffsetMask = 0x3ff;
+ OffsetShift = 4;
+ }
+ else
+ {
+ OffsetMask = 0x1ff;
+ OffsetShift = 3;
+ }
+
+ int m5 = (BGMode == 5 || BGMode == 6) ? 1 : 0;
+
+ for (uint32 Y = GFX.StartY; Y <= GFX.EndY; Y += Lines)
+ {
+ 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;
+
+ uint32 MosaicLine = VOffset + Y - MosaicOffset;
+
+ if (Y + Lines > GFX.EndY)
+ Lines = GFX.EndY + 1 - Y;
+ uint32 VirtAlign = (MosaicLine & 7) << 3;
+
+ uint16 *b1;
+ uint16 *b2;
+
+ uint32 ScreenLine = MosaicLine >> OffsetShift;
+ uint32 Rem16 = MosaicLine & 15;
+
+ if (ScreenLine & 0x20)
+ b1 = SC2, b2 = SC3;
+ else
+ b1 = SC0, b2 = SC1;
+
+ b1 += (ScreenLine & 0x1f) << 5;
+ b2 += (ScreenLine & 0x1f) << 5;
+ uint16 *t;
+ uint32 Left = 0;
+ uint32 Right = 256 << m5;
+
+ HOffset <<= m5;
+
+ uint32 ClipCount = GFX.pCurrentClip->Count [bg];
+ uint32 HPos = HOffset;
+ uint32 PixWidth = (PPU.Mosaic << m5);
+
+
+ if (!ClipCount)
+ ClipCount = 1;
+
+ for (uint32 clip = 0; clip < ClipCount; clip++)
+ {
+ if (GFX.pCurrentClip->Count [bg])
+ {
+ Left = GFX.pCurrentClip->Left [clip][bg] << m5;
+ Right = GFX.pCurrentClip->Right [clip][bg] << m5;
+
+ uint32 r = Left % (PPU.Mosaic << m5);
+ HPos = HOffset + Left;
+ PixWidth = (PPU.Mosaic << m5) - r;
+ }
+ uint32 s = Y * GFX.PPL + Left * GFX.PixSize;
+ for (uint32 x = Left; x < Right; x += PixWidth,
+ s += (IPPU.HalfWidthPixels ? PixWidth >> 1 : PixWidth) * GFX.PixSize,
+ HPos += PixWidth, PixWidth = (PPU.Mosaic << m5))
+ {
+ uint32 Quot = (HPos & OffsetMask) >> 3;
+
+ if (x + PixWidth >= Right)
+ PixWidth = Right - x;
+
+ if (BG.TileSize == 8 && !m5)
+ {
+ 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 + (Quot & 1) * m5, s, HPos & 7, PixWidth,
+ VirtAlign, Lines);
+ }
+ }
+ }
+}
+
+static void DrawBackgroundOffset (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
+{
+ CHECK_SOUND();
+
+ uint32 Tile;
+ uint16 *SC0;
+ uint16 *SC1;
+ uint16 *SC2;
+ uint16 *SC3;
+ uint16 *BPS0;
+ uint16 *BPS1;
+ uint16 *BPS2;
+ uint16 *BPS3;
+ uint32 Width;
+ int VOffsetOffset = BGMode == 4 ? 0 : 32;
+ uint8 depths [2] = {Z1, Z2};
+
+ BG.StartPalette = 0;
+
+ 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;
+
+
+ static const int Lines = 1;
+ int OffsetMask;
+ int OffsetShift;
+ int OffsetEnableMask = 1 << (bg + 13);
+
+ if (BG.TileSize == 16)
+ {
+ OffsetMask = 0x3ff;
+ OffsetShift = 4;
+ }
+ else
+ {
+ OffsetMask = 0x1ff;
+ OffsetShift = 3;
+ }
+
+ for (uint32 Y = GFX.StartY; Y <= GFX.EndY; Y++)
+ {
+ uint32 VOff = LineData [Y].BG[2].VOffset - 1;
+// uint32 VOff = LineData [Y].BG[2].VOffset;
+ uint32 HOff = LineData [Y].BG[2].HOffset;
+
+ int VirtAlign;
+ int ScreenLine = VOff >> 3;
+ int t1;
+ int t2;
+ 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;
+ }
+ }
+
+ int clipcount = GFX.pCurrentClip->Count [bg];
+ if (!clipcount)
+ clipcount = 1;
+
+ for (int clip = 0; clip < clipcount; clip++)
+ {
+ uint32 Left;
+ uint32 Right;
+
+ 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;
+ }
+
+ uint32 VOffset;
+ uint32 HOffset;
+ //added:
+ uint32 LineHOffset=LineData [Y].BG[bg].HOffset;
+
+ uint32 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 s = Left * GFX.PixSize + Y * GFX.PPL;
+ bool8 left_hand_edge = (Left == 0);
+ Width = Right - Left;
+
+ if (Left & 7)
+ MaxCount = 8 - (Left & 7);
+
+ while (Left < Right)
+ {
+ 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;
+
+ //MKendora; use temp var to reduce memory accesses
+ //HOffset = LineData [Y].BG[bg].HOffset;
+
+ HOffset = LineHOffset;
+ //End MK
+
+ 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;
+
+ //MKendora another mem access hack
+ //HOffset = LineData [Y].BG[bg].HOffset;
+ HOffset=LineHOffset;
+ //end MK
+
+ 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;
+
+ //MKendora Strike Gunner fix
+ if ((HCellOffset & OffsetEnableMask))
+ {
+ //HOffset= HCellOffset;
+
+ HOffset = (HCellOffset & ~7)|(LineHOffset&7);
+ //HOffset |= LineData [Y].BG[bg].HOffset&7;
+ }
+ else
+ HOffset=LineHOffset;
+ //HOffset = LineData [Y].BG[bg].HOffset -
+ //Settings.StrikeGunnerOffsetHack;
+ //HOffset &= (~7);
+ //end MK
+ }
+ }
+ VirtAlign = ((Y + VOffset) & 7) << 3;
+ ScreenLine = (VOffset + Y) >> OffsetShift;
+
+ 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;
+
+ 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 =1;
+ Count = 8 - Offset;
+ if (Count > MaxCount)
+ Count = MaxCount;
+
+ s -= (IPPU.HalfWidthPixels ? Offset >> 1 : Offset) * GFX.PixSize;
+ Tile = READ_2BYTES(t);
+ GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13];
+
+ if (BG.TileSize == 8)
+ (*DrawClippedTilePtr) (Tile, s, Offset, Count, VirtAlign, Lines);
+ else
+ {
+ if (!(Tile & (V_FLIP | H_FLIP)))
+ {
+ // Normal, unflipped
+ (*DrawClippedTilePtr) (Tile + t1 + (Quot & 1),
+ s, Offset, Count, VirtAlign, Lines);
+ }
+ else
+ if (Tile & H_FLIP)
+ {
+ if (Tile & V_FLIP)
+ {
+ // H & V flip
+ (*DrawClippedTilePtr) (Tile + t2 + 1 - (Quot & 1),
+ s, Offset, Count, VirtAlign, Lines);
+ }
+ else
+ {
+ // H flip only
+ (*DrawClippedTilePtr) (Tile + t1 + 1 - (Quot & 1),
+ s, Offset, Count, VirtAlign, Lines);
+ }
+ }
+ else
+ {
+ // V flip only
+ (*DrawClippedTilePtr) (Tile + t2 + (Quot & 1),
+ s, Offset, Count, VirtAlign, Lines);
+ }
+ }
+
+ Left += Count;
+ TotalCount += Count;
+ s += (IPPU.HalfWidthPixels ? (Offset + Count) >> 1 : (Offset + Count)) * GFX.PixSize;
+ MaxCount = 8;
+ }
+ }
+ }
+}
+
+static void DrawBackgroundMode5 (uint32 /* BGMODE */, uint32 bg, uint8 Z1, uint8 Z2)
+{
+ CHECK_SOUND();
+
+ if(IPPU.Interlace)
+ {
+ GFX.Pitch = GFX.RealPitch;
+ GFX.PPL = GFX.PPLx2 >> 1;
+ }
+ GFX.PixSize = 1;
+ uint8 depths [2] = {Z1, Z2};
+
+ uint32 Tile;
+ uint16 *SC0;
+ uint16 *SC1;
+ uint16 *SC2;
+ uint16 *SC3;
+ uint32 Width;
+
+ BG.StartPalette = 0;
+
+ 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;
+
+
+
+ int Lines;
+ int VOffsetMask;
+ int VOffsetShift;
+
+ if (BG.TileSize == 16)
+ {
+ VOffsetMask = 0x3ff;
+ VOffsetShift = 4;
+ }
+ else
+ {
+ VOffsetMask = 0x1ff;
+ VOffsetShift = 3;
+ }
+ int endy = IPPU.Interlace ? 1 + (GFX.EndY << 1) : GFX.EndY;
+
+ for (int Y = IPPU.Interlace ? GFX.StartY << 1 : GFX.StartY; Y <= endy; Y += Lines)
+ {
+ int y = IPPU.Interlace ? (Y >> 1) : Y;
+ 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;
+ VirtAlign <<= 3;
+
+ int ScreenLine = (VOffset + Y) >> VOffsetShift;
+ int t1;
+ int t2;
+ if (((VOffset + Y) & 15) > 7)
+ {
+ t1 = 16;
+ t2 = 0;
+ }
+ else
+ {
+ t1 = 0;
+ t2 = 16;
+ }
+ uint16 *b1;
+ uint16 *b2;
+
+ if (ScreenLine & 0x20)
+ b1 = SC2, b2 = SC3;
+ else
+ b1 = SC0, b2 = SC1;
+
+ b1 += (ScreenLine & 0x1f) << 5;
+ b2 += (ScreenLine & 0x1f) << 5;
+
+ int clipcount = GFX.pCurrentClip->Count [bg];
+ if (!clipcount)
+ clipcount = 1;
+ for (int clip = 0; clip < clipcount; clip++)
+ {
+ int Left;
+ int Right;
+
+ 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;
+ }
+
+ uint32 s = (IPPU.HalfWidthPixels ? Left >> 1 : Left) * GFX.PixSize + Y * GFX.PPL;
+ uint32 HPos = (HOffset + Left * GFX.PixSize) & 0x3ff;
+
+ uint32 Quot = HPos >> 3;
+ uint32 Count = 0;
+
+ uint16 *t;
+ 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 -= (IPPU.HalfWidthPixels ? Offset >> 1 : Offset);
+ 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 += (IPPU.HalfWidthPixels ? 4 : 8);
+ }
+
+ // Middle, unclipped tiles
+ Count = Width - Count;
+ int Middle = Count >> 3;
+ Count &= 7;
+ for (int C = Middle; C > 0; s += (IPPU.HalfWidthPixels ? 4 : 8), 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);
+ }
+ }
+ }
+ }
+ }
+ GFX.Pitch = IPPU.DoubleHeightPixels ? GFX.RealPitch * 2 : GFX.RealPitch;
+ GFX.PPL = IPPU.DoubleHeightPixels ? GFX.PPLx2 : (GFX.PPLx2 >> 1);
+
+}
+
+static void DrawBackground (uint32 BGMode, uint32 bg, uint8 Z1, uint8 Z2)
+{
+#ifdef ACCUMULATE_JOYPAD
+/*
+ * This call allows NDSSFC to synchronise the DS controller more often.
+ * If porting a later version of Snes9x into NDSSFC, it is essential to
+ * preserve it.
+ */
+ NDSSFCAccumulateJoypad ();
+#endif
+ GFX.PixSize = 1;
+
+ 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.
+// if (Settings.SupportHiRes)
+// {
+ if (!Settings.SupportHiRes)
+ SelectTileRenderer(TRUE /* normal */);
+ DrawBackgroundMode5 (BGMode, bg, Z1, Z2);
+ return;
+// }
+ break;
+ }
+ CHECK_SOUND();
+
+ uint32 Tile;
+ uint16 *SC0;
+ uint16 *SC1;
+ uint16 *SC2;
+ uint16 *SC3;
+ uint32 Width;
+ uint8 depths [2] = {Z1, Z2};
+
+ if (BGMode == 0)
+ BG.StartPalette = bg << 5;
+ else BG.StartPalette = 0;
+
+ 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;
+
+
+
+ int Lines;
+ int OffsetMask;
+ int OffsetShift;
+
+ if (BG.TileSize == 16)
+ {
+ OffsetMask = 0x3ff;
+ OffsetShift = 4;
+ }
+ else
+ {
+ OffsetMask = 0x1ff;
+ OffsetShift = 3;
+ }
+
+ for (uint32 Y = GFX.StartY; Y <= GFX.EndY; Y += Lines)
+ {
+ 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;
+
+ uint32 ScreenLine = (VOffset + Y) >> OffsetShift;
+ uint32 t1;
+ uint32 t2;
+ if (((VOffset + Y) & 15) > 7)
+ {
+ t1 = 16;
+ t2 = 0;
+ }
+ else
+ {
+ t1 = 0;
+ t2 = 16;
+ }
+ uint16 *b1;
+ uint16 *b2;
+
+ if (ScreenLine & 0x20)
+ b1 = SC2, b2 = SC3;
+ else
+ b1 = SC0, b2 = SC1;
+
+ b1 += (ScreenLine & 0x1f) << 5;
+ b2 += (ScreenLine & 0x1f) << 5;
+
+ int clipcount = GFX.pCurrentClip->Count [bg];
+ if (!clipcount)
+ clipcount = 1;
+ for (int clip = 0; clip < clipcount; clip++)
+ {
+ uint32 Left;
+ uint32 Right;
+
+ 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;
+ }
+
+ uint32 s = Left * GFX.PixSize + Y * GFX.PPL;
+ uint32 HPos = (HOffset + Left) & OffsetMask;
+
+ uint32 Quot = HPos >> 3;
+ uint32 Count = 0;
+
+ uint16 *t;
+ 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);
+ }
+
+ Width = Right - Left;
+ // Left hand edge clipped tile
+ if (HPos & 7)
+ {
+ uint32 Offset = (HPos & 7);
+ Count = 8 - Offset;
+ if (Count > Width)
+ Count = Width;
+ s -= Offset * GFX.PixSize;
+ Tile = READ_2BYTES(t);
+ GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13];
+
+ if (BG.TileSize == 8)
+ {
+ (*DrawClippedTilePtr) (Tile, s, Offset, Count, VirtAlign,
+ Lines);
+ }
+ else
+ {
+ if (!(Tile & (V_FLIP | H_FLIP)))
+ {
+ // Normal, unflipped
+ (*DrawClippedTilePtr) (Tile + t1 + (Quot & 1),
+ s, Offset, Count, VirtAlign, Lines);
+ }
+ else
+ if (Tile & H_FLIP)
+ {
+ if (Tile & V_FLIP)
+ {
+ // H & V flip
+ (*DrawClippedTilePtr) (Tile + t2 + 1 - (Quot & 1),
+ s, Offset, Count, VirtAlign, Lines);
+ }
+ else
+ {
+ // H flip only
+ (*DrawClippedTilePtr) (Tile + t1 + 1 - (Quot & 1),
+ s, Offset, Count, VirtAlign, Lines);
+ }
+ }
+ else
+ {
+ // V flip only
+ (*DrawClippedTilePtr) (Tile + t2 + (Quot & 1), s,
+ Offset, Count, VirtAlign, Lines);
+ }
+ }
+
+ if (BG.TileSize == 8)
+ {
+ t++;
+ if (Quot == 31)
+ t = b2;
+ else if (Quot == 63)
+ t = b1;
+ }
+ else
+ {
+ t += Quot & 1;
+ if (Quot == 63)
+ t = b2;
+ else if (Quot == 127)
+ t = b1;
+ }
+ Quot++;
+ s += (IPPU.HalfWidthPixels ? 4 : 8) * GFX.PixSize;
+ }
+
+ // Middle, unclipped tiles
+ Count = Width - Count;
+ int Middle = Count >> 3;
+ Count &= 7;
+ for (int C = Middle; C > 0; s += (IPPU.HalfWidthPixels ? 4 : 8) * GFX.PixSize, Quot++, C--)
+ {
+ Tile = READ_2BYTES(t);
+ GFX.Z1 = GFX.Z2 = depths [(Tile & 0x2000) >> 13];
+
+ if (BG.TileSize != 8)
+ {
+ if (Tile & H_FLIP)
+ {
+ // Horizontal flip, but what about vertical flip ?
+ if (Tile & V_FLIP)
+ {
+ // Both horzontal & vertical flip
+ (*DrawTilePtr) (Tile + t2 + 1 - (Quot & 1), s,
+ VirtAlign, Lines);
+ }
+ else
+ {
+ // Horizontal flip only
+ (*DrawTilePtr) (Tile + t1 + 1 - (Quot & 1), s,
+ VirtAlign, Lines);
+ }
+ }
+ else
+ {
+ // No horizontal flip, but is there a vertical flip ?
+ if (Tile & V_FLIP)
+ {
+ // Vertical flip only
+ (*DrawTilePtr) (Tile + t2 + (Quot & 1), s,
+ VirtAlign, Lines);
+ }
+ else
+ {
+ // Normal unflipped
+ (*DrawTilePtr) (Tile + t1 + (Quot & 1), s,
+ VirtAlign, Lines);
+ }
+ }
+ }
+ else
+ {
+ (*DrawTilePtr) (Tile, s, VirtAlign, Lines);
+ }
+
+ if (BG.TileSize == 8)
+ {
+ t++;
+ if (Quot == 31)
+ t = b2;
+ else
+ if (Quot == 63)
+ t = b1;
+ }
+ else
+ {
+ 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)
+ (*DrawClippedTilePtr) (Tile, s, 0, Count, VirtAlign,
+ Lines);
+ else
+ {
+ if (!(Tile & (V_FLIP | H_FLIP)))
+ {
+ // Normal, unflipped
+ (*DrawClippedTilePtr) (Tile + t1 + (Quot & 1), s, 0,
+ Count, VirtAlign, Lines);
+ }
+ else if (Tile & H_FLIP)
+ {
+ if (Tile & V_FLIP)
+ {
+ // H & V flip
+ (*DrawClippedTilePtr) (Tile + t2 + 1 - (Quot & 1),
+ s, 0, Count, VirtAlign,
+ Lines);
+ }
+ else
+ {
+ // H flip only
+ (*DrawClippedTilePtr) (Tile + t1 + 1 - (Quot & 1),
+ s, 0, Count, VirtAlign,
+ Lines);
+ }
+ }
+ else
+ {
+ // V flip only
+ (*DrawClippedTilePtr) (Tile + t2 + (Quot & 1),
+ s, 0, Count, VirtAlign,
+ Lines);
+ }
+ }
+ }
+ }
+ }
+}
+
+#define RENDER_BACKGROUND_MODE7(TYPE,FUNC) \
+ uint16 *ScreenColors; \
+ CHECK_SOUND(); \
+\
+ uint8 *VRAM1 = Memory.VRAM + 1; \
+ if (GFX.r2130 & 1) \
+ { \
+ if (IPPU.DirectColourMapsNeedRebuild) \
+ S9xBuildDirectColourMaps (); \
+ ScreenColors = DirectColourMaps [0]; \
+ } \
+ else \
+ ScreenColors = IPPU.ScreenColors; \
+\
+ int aa, cc; \
+ int dir; \
+ int startx, endx; \
+ uint32 Left = 0; \
+ uint32 Right = 256; \
+ uint32 ClipCount = GFX.pCurrentClip->Count [bg]; \
+\
+ if (!ClipCount) \
+ ClipCount = 1; \
+\
+ Screen += GFX.StartY * GFX.Pitch; \
+ uint8 *Depth = GFX.DB + GFX.StartY * GFX.PPL; \
+ struct SLineMatrixData *l = &LineMatrixData [GFX.StartY]; \
+\
+ for (uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX.Pitch, Depth += GFX.PPL, l++) \
+ { \
+ 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; \
+\
+ yy += CLIP_10_BIT_SIGNED(VOffset - CentreY); \
+\
+ int BB = l->MatrixB * yy + (CentreX << 8); \
+ int DD = l->MatrixD * yy + (CentreY << 8); \
+\
+ for (uint32 clip = 0; clip < ClipCount; clip++) \
+ { \
+ if (GFX.pCurrentClip->Count [bg]) \
+ { \
+ Left = GFX.pCurrentClip->Left [clip][bg]; \
+ Right = GFX.pCurrentClip->Right [clip][bg]; \
+ if (Right <= Left) \
+ continue; \
+ } \
+ TYPE *p = (TYPE *) Screen + Left; \
+ uint8 *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; \
+ } \
+\
+ int xx = startx + CLIP_10_BIT_SIGNED(HOffset - CentreX); \
+ int AA = l->MatrixA * xx; \
+ int CC = l->MatrixC * xx; \
+\
+ if (!PPU.Mode7Repeat) \
+ { \
+ for (int 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 & GFX.Mode7PriorityMask) >> 7]; \
+ if (GFX.Z1 > *d && (b & GFX.Mode7Mask) ) \
+ { \
+ *p = (FUNC); \
+ *d = GFX.Z1; \
+ } \
+ } \
+ } \
+ else \
+ { \
+ for (int x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
+ { \
+ int X = ((AA + BB) >> 8); \
+ int Y = ((CC + DD) >> 8); \
+\
+ 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 & GFX.Mode7PriorityMask) >> 7]; \
+ if (GFX.Z1 > *d && (b & GFX.Mode7Mask) ) \
+ { \
+ *p = (FUNC); \
+ *d = GFX.Z1; \
+ } \
+ } \
+ else \
+ { \
+ if (PPU.Mode7Repeat == 3) \
+ { \
+ X = (x + HOffset) & 7; \
+ Y = (yy + CentreY) & 7; \
+ uint32 b = *(VRAM1 + ((Y & 7) << 4) + ((X & 7) << 1)); \
+ GFX.Z1 = Mode7Depths [(b & GFX.Mode7PriorityMask) >> 7]; \
+ if (GFX.Z1 > *d && (b & GFX.Mode7Mask) ) \
+ { \
+ *p = (FUNC); \
+ *d = GFX.Z1; \
+ } \
+ } \
+ } \
+ } \
+ } \
+ } \
+ }
+
+static void DrawBGMode7Background (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7 (uint8, (uint8) (b & GFX.Mode7Mask))
+}
+
+static void DrawBGMode7Background16 (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7 (uint16, ScreenColors [b & GFX.Mode7Mask]);
+}
+
+static void DrawBGMode7Background16Add (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7 (uint16, *(d + GFX.DepthDelta) ?
+ (*(d + GFX.DepthDelta) != 1 ?
+ COLOR_ADD (ScreenColors [b & GFX.Mode7Mask],
+ p [GFX.Delta]) :
+ COLOR_ADD (ScreenColors [b & GFX.Mode7Mask],
+ GFX.FixedColour)) :
+ ScreenColors [b & GFX.Mode7Mask]);
+}
+
+static void DrawBGMode7Background16Add1_2 (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7 (uint16, *(d + GFX.DepthDelta) ?
+ (*(d + GFX.DepthDelta) != 1 ?
+ COLOR_ADD1_2 (ScreenColors [b & GFX.Mode7Mask],
+ p [GFX.Delta]) :
+ COLOR_ADD (ScreenColors [b & GFX.Mode7Mask],
+ GFX.FixedColour)) :
+ ScreenColors [b & GFX.Mode7Mask]);
+}
+
+static void DrawBGMode7Background16Sub (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7 (uint16, *(d + GFX.DepthDelta) ?
+ (*(d + GFX.DepthDelta) != 1 ?
+ COLOR_SUB (ScreenColors [b & GFX.Mode7Mask],
+ p [GFX.Delta]) :
+ COLOR_SUB (ScreenColors [b & GFX.Mode7Mask],
+ GFX.FixedColour)) :
+ ScreenColors [b & GFX.Mode7Mask]);
+}
+
+static void DrawBGMode7Background16Sub1_2 (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7 (uint16, *(d + GFX.DepthDelta) ?
+ (*(d + GFX.DepthDelta) != 1 ?
+ COLOR_SUB1_2 (ScreenColors [b & GFX.Mode7Mask],
+ p [GFX.Delta]) :
+ COLOR_SUB (ScreenColors [b & GFX.Mode7Mask],
+ GFX.FixedColour)) :
+ ScreenColors [b & GFX.Mode7Mask]);
+}
+
+#define RENDER_BACKGROUND_MODE7_i(TYPE,FUNC,COLORFUNC) \
+ uint16 *ScreenColors; \
+ CHECK_SOUND(); \
+\
+ uint8 *VRAM1 = Memory.VRAM + 1; \
+ if (GFX.r2130 & 1) \
+ { \
+ if (IPPU.DirectColourMapsNeedRebuild) \
+ S9xBuildDirectColourMaps (); \
+ ScreenColors = DirectColourMaps [0]; \
+ } \
+ else \
+ ScreenColors = IPPU.ScreenColors; \
+ \
+ int aa, cc; \
+ int dir; \
+ int startx, endx; \
+ uint32 Left = 0; \
+ uint32 Right = 256; \
+ uint32 ClipCount = GFX.pCurrentClip->Count [bg]; \
+ \
+ if (!ClipCount) \
+ ClipCount = 1; \
+ \
+ Screen += GFX.StartY * GFX.Pitch; \
+ uint8 *Depth = GFX.DB + GFX.StartY * GFX.PPL; \
+ struct SLineMatrixData *l = &LineMatrixData [GFX.StartY]; \
+ bool8 allowSimpleCase = FALSE; \
+ if (!l->MatrixB && !l->MatrixC && (l->MatrixA == 0x0100) && (l->MatrixD == 0x0100) \
+ && !LineMatrixData[GFX.EndY].MatrixB && !LineMatrixData[GFX.EndY].MatrixC \
+ && (LineMatrixData[GFX.EndY].MatrixA == 0x0100) && (LineMatrixData[GFX.EndY].MatrixD == 0x0100) \
+ ) \
+ allowSimpleCase = TRUE; \
+ \
+ for (uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX.Pitch, Depth += GFX.PPL, l++) \
+ { \
+ int yy; \
+ \
+ int HOffset = ((int) LineData [Line].BG[0].HOffset << M7) >> M7; \
+ int VOffset = ((int) LineData [Line].BG[0].VOffset << M7) >> M7; \
+ \
+ int CentreX = ((int) l->CentreX << M7) >> M7; \
+ int CentreY = ((int) l->CentreY << M7) >> M7; \
+ \
+ if (PPU.Mode7VFlip) \
+ yy = 255 - (int) Line; \
+ else \
+ yy = Line; \
+ \
+ \
+ yy += CLIP_10_BIT_SIGNED(VOffset - CentreY); \
+ bool8 simpleCase = FALSE; \
+ int BB; \
+ int DD; \
+ /* Make a special case for the identity matrix, since it's a common case and */ \
+ /* can be done much more quickly without special effects */ \
+ if (allowSimpleCase && !l->MatrixB && !l->MatrixC && (l->MatrixA == 0x0100) && (l->MatrixD == 0x0100)) \
+ { \
+ BB = CentreX << 8; \
+ DD = (yy + CentreY) << 8; \
+ simpleCase = TRUE; \
+ } \
+ else \
+ { \
+ BB = l->MatrixB * yy + (CentreX << 8); \
+ DD = l->MatrixD * yy + (CentreY << 8); \
+ } \
+ \
+ for (uint32 clip = 0; clip < ClipCount; clip++) \
+ { \
+ if (GFX.pCurrentClip->Count [bg]) \
+ { \
+ Left = GFX.pCurrentClip->Left [clip][bg]; \
+ Right = GFX.pCurrentClip->Right [clip][bg]; \
+ if (Right <= Left) \
+ continue; \
+ } \
+ TYPE *p = (TYPE *) Screen + Left; \
+ uint8 *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; \
+ } \
+ int xx; \
+ \
+ xx = startx + CLIP_10_BIT_SIGNED(HOffset - CentreX); \
+ int AA, CC = 0; \
+ if (simpleCase) \
+ { \
+ AA = xx << 8; \
+ } \
+ else \
+ { \
+ AA = l->MatrixA * xx; \
+ CC = l->MatrixC * xx; \
+ } \
+ if (simpleCase) \
+ { \
+ if (!PPU.Mode7Repeat) \
+ { \
+ int x = startx; \
+ do \
+ { \
+ int X = ((AA + BB) >> 8) & 0x3ff; \
+ int Y = (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 & GFX.Mode7PriorityMask) >> 7]; \
+ if (GFX.Z1 > *d && (b & GFX.Mode7Mask) ) \
+ { \
+ TYPE theColor = COLORFUNC; \
+ *p = (FUNC) | ALPHA_BITS_MASK; \
+ *d = GFX.Z1; \
+ } \
+ AA += aa, p++, d++; \
+ x += dir; \
+ } while (x != endx); \
+ } \
+ else \
+ { \
+ int x = startx; \
+ do { \
+ int X = (AA + BB) >> 8; \
+ int Y = DD >> 8; \
+\
+ 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 & GFX.Mode7PriorityMask) >> 7]; \
+ if (GFX.Z1 > *d && (b & GFX.Mode7Mask) ) \
+ { \
+ TYPE theColor = COLORFUNC; \
+ *p = (FUNC) | ALPHA_BITS_MASK; \
+ *d = GFX.Z1; \
+ } \
+ } \
+ else if (PPU.Mode7Repeat == 3) \
+ { \
+ X = (x + HOffset) & 7; \
+ Y = (yy + CentreY) & 7; \
+ 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 & GFX.Mode7PriorityMask) >> 7]; \
+ if (GFX.Z1 > *d && (b & GFX.Mode7Mask) ) \
+ { \
+ TYPE theColor = COLORFUNC; \
+ *p = (FUNC) | ALPHA_BITS_MASK; \
+ *d = GFX.Z1; \
+ } \
+ } \
+ AA += aa; p++; d++; \
+ x += dir; \
+ } while (x != endx); \
+ } \
+ } \
+ else if (!PPU.Mode7Repeat) \
+ { \
+ /* The bilinear interpolator: get the colors at the four points surrounding */ \
+ /* the location of one point in the _sampled_ image, and weight them according */ \
+ /* to their (city block) distance. It's very smooth, but blurry with "close up" */ \
+ /* points. */ \
+ \
+ /* 460 (slightly less than 2 source pixels per displayed pixel) is an educated */ \
+ /* guess for where bilinear filtering will become a poor method for averaging. */ \
+ /* (When reducing the image, the weighting used by a bilinear filter becomes */ \
+ /* arbitrary, and a simple mean is a better way to represent the source image.) */ \
+ /* You can think of this as a kind of mipmapping. */ \
+ if ((aa < 460 && aa > -460) && (cc < 460 && cc > -460)) \
+ {\
+ for (int x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
+ { \
+ uint32 xPos = AA + BB; \
+ uint32 xPix = xPos >> 8; \
+ uint32 yPos = CC + DD; \
+ uint32 yPix = yPos >> 8; \
+ uint32 X = xPix & 0x3ff; \
+ uint32 Y = yPix & 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 & GFX.Mode7PriorityMask) >> 7]; \
+ if (GFX.Z1 > *d && (b & GFX.Mode7Mask) ) \
+ { \
+ /* X10 and Y01 are the X and Y coordinates of the next source point over. */ \
+ uint32 X10 = (xPix + dir) & 0x3ff; \
+ uint32 Y01 = (yPix + (PPU.Mode7VFlip?-1:1)) & 0x3ff; \
+ uint8 *TileData10 = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X10 >> 2) & ~1)] << 7); \
+ uint8 *TileData11 = VRAM1 + (Memory.VRAM[((Y01 & ~7) << 5) + ((X10 >> 2) & ~1)] << 7); \
+ uint8 *TileData01 = VRAM1 + (Memory.VRAM[((Y01 & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
+ uint32 p1 = COLORFUNC; \
+ p1 = (p1 & FIRST_THIRD_COLOR_MASK) | ((p1 & SECOND_COLOR_MASK) << 16); \
+ b = *(TileData10 + ((Y & 7) << 4) + ((X10 & 7) << 1)); \
+ uint32 p2 = COLORFUNC; \
+ p2 = (p2 & FIRST_THIRD_COLOR_MASK) | ((p2 & SECOND_COLOR_MASK) << 16); \
+ b = *(TileData11 + ((Y01 & 7) << 4) + ((X10 & 7) << 1)); \
+ uint32 p4 = COLORFUNC; \
+ p4 = (p4 & FIRST_THIRD_COLOR_MASK) | ((p4 & SECOND_COLOR_MASK) << 16); \
+ b = *(TileData01 + ((Y01 & 7) << 4) + ((X & 7) << 1)); \
+ uint32 p3 = COLORFUNC; \
+ p3 = (p3 & FIRST_THIRD_COLOR_MASK) | ((p3 & SECOND_COLOR_MASK) << 16); \
+ /* Xdel, Ydel: position (in 1/32nds) between the points */ \
+ uint32 Xdel = (xPos >> 3) & 0x1F; \
+ uint32 Ydel = (yPos >> 3) & 0x1F; \
+ uint32 XY = (Xdel*Ydel) >> 5; \
+ uint32 area1 = 0x20 + XY - Xdel - Ydel; \
+ uint32 area2 = Xdel - XY; \
+ uint32 area3 = Ydel - XY; \
+ uint32 area4 = XY; \
+ if(PPU.Mode7HFlip){ \
+ uint32 tmp=area1; area1=area2; area2=tmp; \
+ tmp=area3; area3=area4; area4=tmp; \
+ } \
+ if(PPU.Mode7VFlip){ \
+ uint32 tmp=area1; area1=area3; area3=tmp; \
+ tmp=area2; area2=area4; area4=tmp; \
+ } \
+ uint32 tempColor = ((area1 * p1) + \
+ (area2 * p2) + \
+ (area3 * p3) + \
+ (area4 * p4)) >> 5; \
+ TYPE theColor = (tempColor & FIRST_THIRD_COLOR_MASK) | ((tempColor >> 16) & SECOND_COLOR_MASK); \
+ *p = (FUNC) | ALPHA_BITS_MASK; \
+ *d = GFX.Z1; \
+ } \
+ } \
+ } \
+ else \
+ /* The oversampling method: get the colors at four corners of a square */ \
+ /* in the _displayed_ image, and average them. It's sharp and clean, but */ \
+ /* gives the usual huge pixels when the source image gets "close." */ \
+ { \
+ /* Find the dimensions of the square in the source image whose corners will be examined. */ \
+ uint32 aaDelX = aa >> 1; \
+ uint32 ccDelX = cc >> 1; \
+ uint32 bbDelY = l->MatrixB >> 1; \
+ uint32 ddDelY = l->MatrixD >> 1; \
+ /* Offset the location within the source image so that the four sampled points */ \
+ /* center around where the single point would otherwise have been drawn. */ \
+ BB -= (bbDelY >> 1); \
+ DD -= (ddDelY >> 1); \
+ AA -= (aaDelX >> 1); \
+ CC -= (ccDelX >> 1); \
+ uint32 BB10 = BB + aaDelX; \
+ uint32 BB01 = BB + bbDelY; \
+ uint32 BB11 = BB + aaDelX + bbDelY; \
+ uint32 DD10 = DD + ccDelX; \
+ uint32 DD01 = DD + ddDelY; \
+ uint32 DD11 = DD + ccDelX + ddDelY; \
+ for (int x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
+ { \
+ uint32 X = ((AA + BB) >> 8) & 0x3ff; \
+ uint32 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 & GFX.Mode7PriorityMask) >> 7]; \
+ if (GFX.Z1 > *d && (b & GFX.Mode7Mask) ) \
+ { \
+ /* X, Y, X10, Y10, etc. are the coordinates of the four pixels within the */ \
+ /* source image that we're going to examine. */ \
+ uint32 X10 = ((AA + BB10) >> 8) & 0x3ff; \
+ uint32 Y10 = ((CC + DD10) >> 8) & 0x3ff; \
+ uint32 X01 = ((AA + BB01) >> 8) & 0x3ff; \
+ uint32 Y01 = ((CC + DD01) >> 8) & 0x3ff; \
+ uint32 X11 = ((AA + BB11) >> 8) & 0x3ff; \
+ uint32 Y11 = ((CC + DD11) >> 8) & 0x3ff; \
+ uint8 *TileData10 = VRAM1 + (Memory.VRAM[((Y10 & ~7) << 5) + ((X10 >> 2) & ~1)] << 7); \
+ uint8 *TileData01 = VRAM1 + (Memory.VRAM[((Y01 & ~7) << 5) + ((X01 >> 2) & ~1)] << 7); \
+ uint8 *TileData11 = VRAM1 + (Memory.VRAM[((Y11 & ~7) << 5) + ((X11 >> 2) & ~1)] << 7); \
+ TYPE p1 = COLORFUNC; \
+ b = *(TileData10 + ((Y10 & 7) << 4) + ((X10 & 7) << 1)); \
+ TYPE p2 = COLORFUNC; \
+ b = *(TileData01 + ((Y01 & 7) << 4) + ((X01 & 7) << 1)); \
+ TYPE p3 = COLORFUNC; \
+ b = *(TileData11 + ((Y11 & 7) << 4) + ((X11 & 7) << 1)); \
+ TYPE p4 = COLORFUNC; \
+ TYPE theColor = Q_INTERPOLATE(p1, p2, p3, p4); \
+ *p = (FUNC) | ALPHA_BITS_MASK; \
+ *d = GFX.Z1; \
+ } \
+ } \
+ } \
+ } \
+ else \
+ { \
+ for (int x = startx; x != endx; x += dir, AA += aa, CC += cc, p++, d++) \
+ { \
+ uint32 xPos = AA + BB; \
+ uint32 xPix = xPos >> 8; \
+ uint32 yPos = CC + DD; \
+ uint32 yPix = yPos >> 8; \
+ uint32 X = xPix; \
+ uint32 Y = yPix; \
+ \
+\
+ 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 & GFX.Mode7PriorityMask) >> 7]; \
+ if (GFX.Z1 > *d && (b & GFX.Mode7Mask) ) \
+ { \
+ /* X10 and Y01 are the X and Y coordinates of the next source point over. */ \
+ uint32 X10 = (xPix + dir) & 0x3ff; \
+ uint32 Y01 = (yPix + dir) & 0x3ff; \
+ uint8 *TileData10 = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X10 >> 2) & ~1)] << 7); \
+ uint8 *TileData11 = VRAM1 + (Memory.VRAM[((Y01 & ~7) << 5) + ((X10 >> 2) & ~1)] << 7); \
+ uint8 *TileData01 = VRAM1 + (Memory.VRAM[((Y01 & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
+ uint32 p1 = COLORFUNC; \
+ p1 = (p1 & FIRST_THIRD_COLOR_MASK) | ((p1 & SECOND_COLOR_MASK) << 16); \
+ b = *(TileData10 + ((Y & 7) << 4) + ((X10 & 7) << 1)); \
+ uint32 p2 = COLORFUNC; \
+ p2 = (p2 & FIRST_THIRD_COLOR_MASK) | ((p2 & SECOND_COLOR_MASK) << 16); \
+ b = *(TileData11 + ((Y01 & 7) << 4) + ((X10 & 7) << 1)); \
+ uint32 p4 = COLORFUNC; \
+ p4 = (p4 & FIRST_THIRD_COLOR_MASK) | ((p4 & SECOND_COLOR_MASK) << 16); \
+ b = *(TileData01 + ((Y01 & 7) << 4) + ((X & 7) << 1)); \
+ uint32 p3 = COLORFUNC; \
+ p3 = (p3 & FIRST_THIRD_COLOR_MASK) | ((p3 & SECOND_COLOR_MASK) << 16); \
+ /* Xdel, Ydel: position (in 1/32nds) between the points */ \
+ uint32 Xdel = (xPos >> 3) & 0x1F; \
+ uint32 Ydel = (yPos >> 3) & 0x1F; \
+ uint32 XY = (Xdel*Ydel) >> 5; \
+ uint32 area1 = 0x20 + XY - Xdel - Ydel; \
+ uint32 area2 = Xdel - XY; \
+ uint32 area3 = Ydel - XY; \
+ uint32 area4 = XY; \
+ uint32 tempColor = ((area1 * p1) + \
+ (area2 * p2) + \
+ (area3 * p3) + \
+ (area4 * p4)) >> 5; \
+ TYPE theColor = (tempColor & FIRST_THIRD_COLOR_MASK) | ((tempColor >> 16) & SECOND_COLOR_MASK); \
+ *p = (FUNC) | ALPHA_BITS_MASK; \
+ *d = GFX.Z1; \
+ } \
+ } \
+ else \
+ { \
+ if (PPU.Mode7Repeat == 3) \
+ { \
+ X = (x + HOffset) & 7; \
+ Y = (yy + CentreY) & 7; \
+ uint32 b = *(VRAM1 + ((Y & 7) << 4) + ((X & 7) << 1)); \
+ GFX.Z1 = Mode7Depths [(b & GFX.Mode7PriorityMask) >> 7]; \
+ if (GFX.Z1 > *d && (b & GFX.Mode7Mask) ) \
+ { \
+ TYPE theColor = COLORFUNC; \
+ *p = (FUNC) | ALPHA_BITS_MASK; \
+ *d = GFX.Z1; \
+ } \
+ } \
+ } \
+ } \
+ } \
+ } \
+ }
+
+STATIC uint32 Q_INTERPOLATE(uint32 A, uint32 B, uint32 C, uint32 D)
+{
+ register uint32 x = ((A >> 2) & HIGH_BITS_SHIFTED_TWO_MASK) +
+ ((B >> 2) & HIGH_BITS_SHIFTED_TWO_MASK) +
+ ((C >> 2) & HIGH_BITS_SHIFTED_TWO_MASK) +
+ ((D >> 2) & HIGH_BITS_SHIFTED_TWO_MASK);
+ register uint32 y = (A & TWO_LOW_BITS_MASK) +
+ (B & TWO_LOW_BITS_MASK) +
+ (C & TWO_LOW_BITS_MASK) +
+ (D & TWO_LOW_BITS_MASK);
+ y = (y>>2) & TWO_LOW_BITS_MASK;
+ return x+y;
+}
+
+static void DrawBGMode7Background16_i (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7_i (uint16, theColor, (ScreenColors[b & GFX.Mode7Mask]));
+}
+
+static void DrawBGMode7Background16Add_i (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7_i (uint16, *(d + GFX.DepthDelta) ?
+ (*(d + GFX.DepthDelta) != 1 ?
+ (COLOR_ADD (theColor,
+ p [GFX.Delta])) :
+ (COLOR_ADD (theColor,
+ GFX.FixedColour))) :
+ theColor, (ScreenColors[b & GFX.Mode7Mask]));
+}
+
+static void DrawBGMode7Background16Add1_2_i (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7_i (uint16, *(d + GFX.DepthDelta) ?
+ (*(d + GFX.DepthDelta) != 1 ?
+ COLOR_ADD1_2 (theColor,
+ p [GFX.Delta]) :
+ COLOR_ADD (theColor,
+ GFX.FixedColour)) :
+ theColor, (ScreenColors[b & GFX.Mode7Mask]));
+}
+
+static void DrawBGMode7Background16Sub_i (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7_i (uint16, *(d + GFX.DepthDelta) ?
+ (*(d + GFX.DepthDelta) != 1 ?
+ COLOR_SUB (theColor,
+ p [GFX.Delta]) :
+ COLOR_SUB (theColor,
+ GFX.FixedColour)) :
+ theColor, (ScreenColors[b & GFX.Mode7Mask]));
+}
+
+static void DrawBGMode7Background16Sub1_2_i (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7_i (uint16, *(d + GFX.DepthDelta) ?
+ (*(d + GFX.DepthDelta) != 1 ?
+ COLOR_SUB1_2 (theColor,
+ p [GFX.Delta]) :
+ COLOR_SUB (theColor,
+ GFX.FixedColour)) :
+ theColor, (ScreenColors[b & GFX.Mode7Mask]));
+}
+
+#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);
+
+static void RenderScreen (uint8 *Screen, bool8 sub, bool8 force_no_add, uint8 D)
+{
+ bool8 BG0;
+ bool8 BG1;
+ bool8 BG2;
+ bool8 BG3;
+ bool8 OB;
+
+ GFX.S = Screen;
+
+ if (!sub)
+ {
+ GFX.pCurrentClip = &IPPU.Clip [0];
+ BG0 = ON_MAIN (0);
+ BG1 = ON_MAIN (1);
+ BG2 = ON_MAIN (2);
+ BG3 = ON_MAIN (3);
+ OB = ON_MAIN (4);
+ }
+ else
+ {
+ GFX.pCurrentClip = &IPPU.Clip [1];
+ BG0 = ON_SUB (0);
+ BG1 = ON_SUB (1);
+ BG2 = ON_SUB (2);
+ BG3 = ON_SUB (3);
+ OB = ON_SUB (4);
+ }
+
+ sub |= force_no_add;
+
+ switch (PPU.BGMode) {
+ case 0:
+ case 1:
+ if (OB)
+ {
+ SelectTileRenderer (sub || !SUB_OR_ADD(4));
+ DrawOBJS (!sub, D);
+ }
+ if (BG0)
+ {
+ SelectTileRenderer (sub || !SUB_OR_ADD(0));
+ DrawBackground (PPU.BGMode, 0, D + 10, D + 14);
+ }
+ if (BG1)
+ {
+ SelectTileRenderer (sub || !SUB_OR_ADD(1));
+ DrawBackground (PPU.BGMode, 1, D + 9, D + 13);
+ }
+ if (BG2)
+ {
+ SelectTileRenderer (sub || !SUB_OR_ADD(2));
+ DrawBackground (PPU.BGMode, 2, D + 3,
+ PPU.BG3Priority ? D + 17 : D + 6);
+ }
+ if (BG3 && PPU.BGMode == 0)
+ {
+ SelectTileRenderer (sub || !SUB_OR_ADD(3));
+ DrawBackground (PPU.BGMode, 3, D + 2, D + 5);
+ }
+ break;
+ case 2:
+ case 3:
+ case 4:
+ case 5:
+ case 6:
+ if (OB)
+ {
+ SelectTileRenderer (sub || !SUB_OR_ADD(4));
+ DrawOBJS (!sub, D);
+ }
+ if (BG0)
+ {
+ SelectTileRenderer (sub || !SUB_OR_ADD(0));
+ DrawBackground (PPU.BGMode, 0, D + 5, D + 13);
+ }
+ if (BG1 && PPU.BGMode != 6)
+ {
+ SelectTileRenderer (sub || !SUB_OR_ADD(1));
+ DrawBackground (PPU.BGMode, 1, D + 2, D + 9);
+ }
+ break;
+ case 7:
+ if (OB)
+ {
+ SelectTileRenderer (sub || !SUB_OR_ADD(4));
+ DrawOBJS (!sub, D);
+ }
+ if (BG0 || ((Memory.FillRAM [0x2133] & 0x40) && BG1))
+ {
+ int bg;
+
+ if ((Memory.FillRAM [0x2133] & 0x40)&&BG1)
+ {
+ GFX.Mode7Mask = 0x7f;
+ GFX.Mode7PriorityMask = 0x80;
+ Mode7Depths [0] = (BG0?5:1) + D;
+ Mode7Depths [1] = 9 + D;
+ bg = 1;
+ }
+ else
+ {
+ GFX.Mode7Mask = 0xff;
+ GFX.Mode7PriorityMask = 0;
+ Mode7Depths [0] = 5 + D;
+ Mode7Depths [1] = 5 + D;
+ bg = 0;
+ }
+ if (sub || !SUB_OR_ADD(0))
+ {
+ if (!Settings.Mode7Interpolate)
+ DrawBGMode7Background16 (Screen, bg);
+ else
+ DrawBGMode7Background16_i (Screen, bg);
+ }
+ else
+ {
+ if (GFX.r2131 & 0x80)
+ {
+ if (GFX.r2131 & 0x40)
+ {
+ if (!Settings.Mode7Interpolate)
+ DrawBGMode7Background16Sub1_2 (Screen, bg);
+ else
+ DrawBGMode7Background16Sub1_2_i (Screen, bg);
+ }
+ else
+ {
+ if (!Settings.Mode7Interpolate)
+ DrawBGMode7Background16Sub (Screen, bg);
+ else
+ DrawBGMode7Background16Sub_i (Screen, bg);
+ }
+ }
+ else
+ {
+ if (GFX.r2131 & 0x40)
+ {
+ if (!Settings.Mode7Interpolate)
+ DrawBGMode7Background16Add1_2 (Screen, bg);
+ else
+ DrawBGMode7Background16Add1_2_i (Screen, bg);
+ }
+ else
+ {
+ if (!Settings.Mode7Interpolate)
+ DrawBGMode7Background16Add (Screen, bg);
+ else
+ DrawBGMode7Background16Add_i (Screen, bg);
+ }
+ }
+ }
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+#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 == '#')
+ {
+ /*
+ if(Memory.Hacked)
+ *s= BUILD_PIXEL(31,0,0);
+ else if(Memory.Iffy)
+ *s= BUILD_PIXEL(31,31,0);
+ else if(Memory.Iformat==1)
+ *s= BUILD_PIXEL(0,31,0);
+ else if(Memory.Iformat==2)
+ *s= BUILD_PIXEL(0,31,31);
+ else *s = 0xffff;
+ */
+ *s=Settings.DisplayColor;
+ }
+ else
+ if (p == '.')
+ *s = BLACK;
+ }
+ }
+}
+
+static void S9xDisplayFrameRate ()
+{
+ uint8 *Screen = GFX.Screen + 2 +
+ (IPPU.RenderedScreenHeight - font_height - 1) * GFX.Pitch2;
+ char string [10];
+ int len = 5;
+
+ sprintf (string, "%02d/%02d", IPPU.DisplayedRenderedFrameCount,
+ (int) Memory.ROMFramesPerSecond);
+
+ int i;
+ for (i = 0; i < len; i++)
+ {
+ DisplayChar (Screen, string [i]);
+ Screen += (font_width - 1) * sizeof (uint16);
+ }
+}
+
+static void S9xDisplayString (const char *string)
+{
+ uint8 *Screen = GFX.Screen + 2 +
+ (IPPU.RenderedScreenHeight - font_height * 5) * GFX.Pitch2;
+ int len = strlen (string);
+ int max_chars = IPPU.RenderedScreenWidth / (font_width - 1);
+ int char_count = 0;
+ int i;
+
+ for (i = 0; i < len; i++, char_count++)
+ {
+ if (char_count >= max_chars || string [i] < 32)
+ {
+ Screen -= (font_width - 1) * max_chars * sizeof (uint16);
+ Screen += font_height * GFX.Pitch;
+ if (Screen >= GFX.Screen + GFX.Pitch * IPPU.RenderedScreenHeight)
+ break;
+ char_count -= max_chars;
+ }
+ if (string [i] < 32)
+ continue;
+ DisplayChar (Screen, string [i]);
+ Screen += (font_width - 1) * sizeof (uint16);
+ }
+}
+
+void S9xUpdateScreen ()
+{
+ int32 x2 = 1;
+
+ GFX.S = GFX.Screen;
+ GFX.r2131 = Memory.FillRAM [0x2131];
+ GFX.r212c = Memory.FillRAM [0x212c];
+ GFX.r212d = Memory.FillRAM [0x212d];
+ GFX.r2130 = Memory.FillRAM [0x2130];
+
+#ifdef JP_FIX
+
+ GFX.Pseudo = (Memory.FillRAM [0x2133] & 8) != 0 &&
+ (GFX.r212c & 15) != (GFX.r212d & 15) &&
+ (GFX.r2131 == 0x3f);
+
+#else
+
+ GFX.Pseudo = (Memory.FillRAM [0x2133] & 8) != 0 &&
+ (GFX.r212c & 15) != (GFX.r212d & 15) &&
+ (GFX.r2131 & 0x3f) == 0;
+
+#endif
+
+ 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;
+
+ // XXX: Check ForceBlank? Or anything else?
+ PPU.RangeTimeOver |= GFX.OBJLines[GFX.EndY].RTOFlags;
+
+ uint32 starty = GFX.StartY;
+ uint32 endy = GFX.EndY;
+
+ if (Settings.SupportHiRes &&
+ (PPU.BGMode == 5 || PPU.BGMode == 6 || IPPU.Interlace || IPPU.DoubleHeightPixels))
+ {
+ if (PPU.BGMode == 5 || PPU.BGMode == 6|| IPPU.Interlace)
+ {
+ IPPU.RenderedScreenWidth = 512;
+ x2 = 2;
+ }
+
+ if (IPPU.DoubleHeightPixels)
+ {
+ starty = GFX.StartY * 2;
+ endy = GFX.EndY * 2 + 1;
+ }
+
+ if ((PPU.BGMode == 5 || PPU.BGMode == 6) && !IPPU.DoubleWidthPixels)
+ {
+ // 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 (register uint32 y = 0; y < starty; y++)
+ {
+ register uint16 *p = (uint16 *) (GFX.Screen + y * GFX.Pitch2) + 255;
+ register uint16 *q = (uint16 *) (GFX.Screen + y * GFX.Pitch2) + 510;
+
+ for (register int x = 255; x >= 0; x--, p--, q -= 2)
+ *q = *(q + 1) = *p;
+ }
+ IPPU.DoubleWidthPixels = TRUE;
+ IPPU.HalfWidthPixels = FALSE;
+ }
+ // BJ: And we have to change the height if Interlace gets set,
+ // too.
+ if (IPPU.Interlace && !IPPU.DoubleHeightPixels)
+ {
+ starty = GFX.StartY * 2;
+ endy = GFX.EndY * 2 + 1;
+ IPPU.RenderedScreenHeight = PPU.ScreenHeight << 1;
+ IPPU.DoubleHeightPixels = TRUE;
+ GFX.Pitch2 = GFX.RealPitch;
+ GFX.Pitch = GFX.RealPitch * 2;
+ GFX.PPL = GFX.PPLx2 = GFX.RealPitch;
+
+
+ // The game has switched from non-interlaced to interlaced mode
+ // part way down the screen. Scale everything.
+ for (register int32 y = (int32) GFX.StartY - 1; y >= 0; y--)
+ {
+ // memmove converted: Same malloc, different addresses, and identical addresses at line 0 [Neb]
+ // DS2 DMA notes: This code path is unused [Neb]
+ memcpy (GFX.Screen + y * 2 * GFX.Pitch2,
+ GFX.Screen + y * GFX.Pitch2,
+ GFX.Pitch2);
+ // memmove converted: Same malloc, different addresses [Neb]
+ memcpy (GFX.Screen + (y * 2 + 1) * GFX.Pitch2,
+ GFX.Screen + y * GFX.Pitch2,
+ GFX.Pitch2);
+ }
+ }
+ }
+ else if (!Settings.SupportHiRes)
+ {
+ if (PPU.BGMode == 5 || PPU.BGMode == 6 || IPPU.Interlace)
+ {
+ if (!IPPU.HalfWidthPixels)
+ {
+ // The game has switched from lo-res to hi-res mode part way down
+ // the screen. Hi-res pixels must now be drawn at half width.
+ IPPU.HalfWidthPixels = TRUE;
+ }
+ }
+ else
+ {
+ if (IPPU.HalfWidthPixels)
+ {
+ // The game has switched from hi-res to lo-res mode part way down
+ // the screen. Lo-res pixels must now be drawn at FULL width.
+ IPPU.HalfWidthPixels = FALSE;
+ }
+ }
+ }
+
+ uint32 black = BLACK | (BLACK << 16);
+
+ if (Settings.Transparency)
+ {
+ if (GFX.Pseudo)
+ {
+ GFX.r2131 = 0x5f;
+ GFX.r212c &= (Memory.FillRAM [0x212d] | 0xf0);
+ GFX.r212d |= (Memory.FillRAM [0x212c] & 0x0f);
+ GFX.r2130 |= 2;
+ }
+
+ if (!PPU.ForcedBlanking && ADD_OR_SUB_ON_ANYTHING &&
+ (GFX.r2130 & 0x30) != 0x30 &&
+ !((GFX.r2130 & 0x30) == 0x10 && IPPU.Clip[1].Count[5] == 0))
+ {
+ struct ClipData *pClip;
+
+ GFX.FixedColour = BUILD_PIXEL (IPPU.XB [PPU.FixedColourRed],
+ IPPU.XB [PPU.FixedColourGreen],
+ IPPU.XB [PPU.FixedColourBlue]);
+
+ // 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.
+ for (uint32 y = starty; y <= endy; y++)
+ {
+ ZeroMemory (GFX.SubZBuffer + y * GFX.ZPitch, IPPU.RenderedScreenWidth);
+ ZeroMemory (GFX.ZBuffer + y * GFX.ZPitch, IPPU.RenderedScreenWidth);
+
+ if (IPPU.Clip [0].Count [5])
+ {
+ uint32 *p = (uint32 *) (GFX.SubScreen + y * GFX.Pitch2);
+ uint32 *q = (uint32 *) ((uint16 *) p + IPPU.RenderedScreenWidth);
+ while (p < q)
+ *p++ = black;
+ }
+
+ 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.
+
+ uint16 *p = (uint16 *) (GFX.SubScreen + y * GFX.Pitch2);
+ uint16 *q = p + pClip->Right [c][5] * x2;
+ p += pClip->Left [c][5] * x2;
+
+ while (p < q)
+ *p++ = (uint16) GFX.FixedColour;
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ for (uint32 y = starty; y <= endy; y++)
+ {
+ ZeroMemory (GFX.ZBuffer + y * GFX.ZPitch, 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.
+
+ uint32 b = GFX.FixedColour | (GFX.FixedColour << 16);
+ uint32 *p = (uint32 *) (GFX.SubScreen + y * GFX.Pitch2);
+ uint32 *q = (uint32 *) ((uint16 *) p + IPPU.RenderedScreenWidth);
+
+ while (p < q)
+ *p++ = b;
+ }
+ }
+ }
+
+ if (ANYTHING_ON_SUB)
+ {
+ GFX.DB = GFX.SubZBuffer;
+ RenderScreen (GFX.SubScreen, TRUE, TRUE, SUB_SCREEN_DEPTH);
+ }
+
+ if (IPPU.Clip [0].Count [5])
+ {
+ for (uint32 y = starty; y <= endy; y++)
+ {
+ register uint16 *p = (uint16 *) (GFX.Screen + y * GFX.Pitch2);
+ register uint8 *d = GFX.SubZBuffer + y * GFX.ZPitch;
+ register 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 back = IPPU.ScreenColors [0];
+ uint32 Left = 0;
+ uint32 Right = 256;
+ uint32 Count;
+
+ pClip = &IPPU.Clip [0];
+ for (uint32 y = starty; y <= endy; y++)
+ {
+ if (!(Count = pClip->Count [5]))
+ {
+ Left = 0;
+ Right = 256 * x2;
+ Count = 1;
+ }
+
+ for (uint32 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.
+ register uint16 *p = (uint16 *) (GFX.Screen + y * GFX.Pitch2) + Left;
+ register uint8 *d = GFX.ZBuffer + y * GFX.ZPitch;
+ register uint8 *s = GFX.SubZBuffer + y * GFX.ZPitch + Left;
+ register 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
+ register uint16 *p = (uint16 *) (GFX.Screen + y * GFX.Pitch2) + Left;
+ register uint8 *s = GFX.SubZBuffer + y * GFX.ZPitch + Left;
+ register uint8 *d = GFX.ZBuffer + y * GFX.ZPitch;
+ register 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)
+ {
+ register uint16 *p = (uint16 *) (GFX.Screen + y * GFX.Pitch2) + Left;
+ register uint8 *d = GFX.ZBuffer + y * GFX.ZPitch;
+ register uint8 *s = GFX.SubZBuffer + y * GFX.ZPitch + Left;
+ register 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)
+ {
+ register uint16 *p = (uint16 *) (GFX.Screen + y * GFX.Pitch2) + Left;
+ register uint8 *d = GFX.ZBuffer + y * GFX.ZPitch;
+ register uint8 *s = GFX.SubZBuffer + y * GFX.ZPitch + Left;
+ register 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.
+ register uint16 *p = (uint16 *) (GFX.Screen + y * GFX.Pitch2) + Left;
+ register uint8 *d = GFX.ZBuffer + y * GFX.ZPitch;
+ register uint8 *s = GFX.SubZBuffer + y * GFX.ZPitch + Left;
+ register 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++;
+ }
+ }
+ }
+ }
+ }
+ } // --if (SUB_OR_ADD(5))
+ else
+ {
+ // Subscreen not being added to back
+ uint32 back = IPPU.ScreenColors [0] | (IPPU.ScreenColors [0] << 16);
+ pClip = &IPPU.Clip [0];
+
+ if (pClip->Count [5])
+ {
+ for (uint32 y = starty; y <= endy; y++)
+ {
+ for (uint32 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.Pitch2) + Left;
+ uint8 *d = GFX.ZBuffer + y * GFX.ZPitch;
+ uint8 *e = d + Right;
+ d += Left;
+
+ while (d < e)
+ {
+ if (*d == 0)
+ *p = (int16) back;
+ d++;
+ p++;
+ }
+ }
+ }
+ }
+ else
+ {
+ for (uint32 y = starty; y <= endy; y++)
+ {
+ uint16 *p = (uint16 *) (GFX.Screen + y * GFX.Pitch2);
+ uint8 *d = GFX.ZBuffer + y * GFX.ZPitch;
+ uint8 *e = d + 256 * x2;
+
+ while (d < e)
+ {
+ if (*d == 0)
+ *p = (int16) back;
+ d++;
+ p++;
+ }
+ }
+ }
+ }
+ } //force blanking
+ else
+ {
+ // 16bit and transparency but currently no transparency effects in
+ // operation.
+
+ uint32 back = IPPU.ScreenColors [0] | (IPPU.ScreenColors [0] << 16);
+
+ if (PPU.ForcedBlanking)
+ back = black;
+
+ if (IPPU.Clip [0].Count[5])
+ {
+ for (uint32 y = starty; y <= endy; y++)
+ {
+ uint32 *p = (uint32 *) (GFX.Screen + y * GFX.Pitch2);
+ uint32 *q = (uint32 *) ((uint16 *) p + IPPU.RenderedScreenWidth);
+
+ while (p < q)
+ *p++ = black;
+
+ for (uint32 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.Pitch2);
+ uint16 *q = p + IPPU.Clip [0].Right [c][5] * x2;
+ p += IPPU.Clip [0].Left [c][5] * x2;
+
+ while (p < q)
+ *p++ = (uint16) back;
+ }
+ }
+ }
+ }
+ else
+ {
+ for (uint32 y = starty; y <= endy; y++)
+ {
+ uint32 *p = (uint32 *) (GFX.Screen + y * GFX.Pitch2);
+ uint32 *q = (uint32 *) ((uint16 *) p + IPPU.RenderedScreenWidth);
+ while (p < q)
+ *p++ = back;
+ }
+ }
+
+ if (!PPU.ForcedBlanking)
+ {
+ for (uint32 y = starty; y <= endy; y++)
+ {
+ ZeroMemory (GFX.ZBuffer + y * GFX.ZPitch, IPPU.RenderedScreenWidth);
+ }
+ GFX.DB = GFX.ZBuffer;
+ RenderScreen (GFX.Screen, FALSE, TRUE, SUB_SCREEN_DEPTH);
+ }
+ }
+ }
+ else
+ {
+ }
+
+ if (Settings.SupportHiRes)
+ {
+ if (PPU.BGMode != 5 && PPU.BGMode != 6 && IPPU.DoubleWidthPixels)
+ {
+ // Mixure of background modes used on screen - scale width
+ // of all non-mode 5 and 6 pixels.
+ for (register uint32 y = starty; y <= endy; y++)
+ {
+ register uint16 *p = (uint16 *) (GFX.Screen + y * GFX.Pitch2) + 255;
+ register uint16 *q = (uint16 *) (GFX.Screen + y * GFX.Pitch2) + 510;
+ for (register int x = 255; x >= 0; x--, p--, q -= 2)
+ *q = *(q + 1) = *p;
+ }
+ }
+
+ // Double the height of the pixels just drawn
+ FIX_INTERLACE(GFX.Screen, FALSE, GFX.ZBuffer);
+ }
+
+ IPPU.PreviousLine = IPPU.CurrentLine;
+}
+
+