/******************************************************************************* 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. *******************************************************************************/ #ifndef _DSP4_H_ #define _DSP4_H_ // debug int block; // current block number extern int c; // op control int8_t DSP4_Logic; // controls op flow // projection format const int16_t PLANE_START = 0x7fff; // starting distance int16_t view_plane; // viewer location int16_t far_plane; // next milestone into screen int16_t segments; // # raster segments to draw int16_t raster; // current raster line int16_t project_x; // current x-position int16_t project_y; // current y-position int16_t project_centerx; // x-target of projection int16_t project_centery; // y-target of projection int16_t project_x1; // current x-distance int16_t project_x1low; // lower 16-bits int16_t project_y1; // current y-distance int16_t project_y1low; // lower 16-bits int16_t project_x2; // next projected x-distance int16_t project_y2; // next projected y-distance int16_t project_pitchx; // delta center int16_t project_pitchxlow; // lower 16-bits int16_t project_pitchy; // delta center int16_t project_pitchylow; // lower 16-bits int16_t project_focalx; // x-point of projection at viewer plane int16_t project_focaly; // y-point of projection at viewer plane int16_t project_ptr; // data structure pointer // render window int16_t center_x; // x-center of viewport int16_t center_y; // y-center of viewport int16_t viewport_left; // x-left of viewport int16_t viewport_right; // x-right of viewport int16_t viewport_top; // y-top of viewport int16_t viewport_bottom; // y-bottom of viewport // sprite structure int16_t sprite_x; // projected x-pos of sprite int16_t sprite_y; // projected y-pos of sprite int16_t sprite_offset; // data pointer offset int8_t sprite_type; // vehicle, terrain bool sprite_size; // sprite size: 8x8 or 16x16 // path strips int16_t path_clipRight[4]; // value to clip to for x>b int16_t path_clipLeft[4]; // value to clip to for x