/* only update window clip on window change (?) fix leftmost window/nta render and window bug sprite masking isn't right in sonic/micromachines 2, but seems ok in galaxy force 2 Eke-Eke (2007): . pixel sprite limit fixed (sonic/micromachines 2) . sprite collision detection added . big endian support improved . fixed leftmost window/nta render and window bug . some code speedup (minor) */ #include "shared.h" #ifndef LSB_FIRST static uint32 ATTR_MSB; #endif #ifdef ALIGN_LONG /* Or change the names if you depend on these from elsewhere.. */ #undef READ_LONG #undef WRITE_LONG static __inline__ uint32 READ_LONG(void *address) { if ((uint32)address & 3) { #ifdef LSB_FIRST /* little endian version */ return ( *((uint8 *)address) + (*((uint8 *)address+1) << 8) + (*((uint8 *)address+2) << 16) + (*((uint8 *)address+3) << 24) ); #else /* big endian version */ return ( *((uint8 *)address+3) + (*((uint8 *)address+2) << 8) + (*((uint8 *)address+1) << 16) + (*((uint8 *)address) << 24) ); #endif /* LSB_FIRST */ } else return *(uint32 *)address; } static __inline__ void WRITE_LONG(void *address, uint32 data) { if ((uint32)address & 3) { #ifdef LSB_FIRST *((uint8 *)address) = data; *((uint8 *)address+1) = (data >> 8); *((uint8 *)address+2) = (data >> 16); *((uint8 *)address+3) = (data >> 24); #else *((uint8 *)address+3) = data; *((uint8 *)address+2) = (data >> 8); *((uint8 *)address+1) = (data >> 16); *((uint8 *)address) = (data >> 24); #endif /* LSB_FIRST */ return; } else *(uint32 *)address = data; } #endif /* ALIGN_LONG */ /* Two Pattern Attributes are written in VRAM as two 16bits WORD: P = priority bit C = color palette (2 bits) V = Vertical Flip bit H = Horizontal Flip bit N = Pattern Number (11 bits) MSB PCCVHNNN NNNNNNNN LSB PCCVHNNN NNNNNNNN LSB PATTERN1 PATTERN2 Pattern attributes are read from VRAM as 32bits WORD like this: LIT_ENDIAN: ATTR is MSB PCCVHNNN NNNNNNNN PCCVHNNN NNNNNNNN LSB PATTERN2 PATTERN1 BIG_ENDIAN: ATTR is MSB PCCVHNNN NNNNNNNN PCCVHNNN NNNNNNNN LSB PATTERN1 PATTERN2 Each Line Buffer written byte describe one pixel data like this: msb SPppcccc lsb with: S = sprite data indicator (not written here) P = priority bit (from Pattern Attribute) p = color palette (from Pattern Attribute) c = color data (from Pattern Cache) A column is 2 patterns wide A pattern is 8 pixels wide = 8 bytes = two 32 bits write */ /* Draw a single 8-pixel column */ /* pattern cache is addressed like this: 00000VHN NNNNNNNN NNYYYXXX with : Y = pattern row (1-8 lines) X = pattern column (1-8 pixels) V = Vertical Flip bit H = Horizontal Flip bit N = Pattern Number (1-2048) */ #ifdef ALIGN_LONG #ifdef LSB_FIRST #define DRAW_COLUMN(ATTR, LINE) \ atex = atex_table[(ATTR >> 13) & 7]; \ src = (uint32 *)&bg_pattern_cache[(ATTR & 0x1FFF) << 6 | (LINE)]; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ ATTR >>= 16; \ atex = atex_table[(ATTR >> 13) & 7]; \ src = (uint32 *)&bg_pattern_cache[(ATTR & 0x1FFF) << 6 | (LINE)]; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; #else #define DRAW_COLUMN(ATTR, LINE) \ ATTR_MSB = ATTR >> 16; \ atex = atex_table[(ATTR_MSB >> 13) & 7]; \ src = (uint32 *)&bg_pattern_cache[(ATTR_MSB & 0x1FFF) << 6 | (LINE)]; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ atex = atex_table[(ATTR >> 13) & 7]; \ src = (uint32 *)&bg_pattern_cache[(ATTR & 0x1FFF) << 6 | (LINE)]; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; #endif #else /* NOT ALIGNED */ #ifdef LSB_FIRST #define DRAW_COLUMN(ATTR, LINE) \ atex = atex_table[(ATTR >> 13) & 7]; \ src = (uint32 *)&bg_pattern_cache[(ATTR & 0x1FFF) << 6 | (LINE)]; \ *dst++ = (*src++ | atex); \ *dst++ = (*src++ | atex); \ ATTR >>= 16; \ atex = atex_table[(ATTR >> 13) & 7]; \ src = (uint32 *)&bg_pattern_cache[(ATTR & 0x1FFF) << 6 | (LINE)]; \ *dst++ = (*src++ | atex); \ *dst++ = (*src++ | atex); #else #define DRAW_COLUMN(ATTR, LINE) \ ATTR_MSB = ATTR >> 16; \ atex = atex_table[(ATTR_MSB >> 13) & 7]; \ src = (uint32 *)&bg_pattern_cache[(ATTR_MSB & 0x1FFF) << 6 | (LINE)]; \ *dst++ = (*src++ | atex); \ *dst++ = (*src++ | atex); \ atex = atex_table[(ATTR >> 13) & 7]; \ src = (uint32 *)&bg_pattern_cache[(ATTR & 0x1FFF) << 6 | (LINE)]; \ *dst++ = (*src++ | atex); \ *dst++ = (*src++ | atex); #endif #endif /* ALIGN_LONG */ /* Draw a single 16-pixel column */ /* pattern cache is addressed like this: 00000VHN NNNNNNNN NYYYYXXX with : Y = pattern row (1-16 lines) X = pattern column (1-8 pixels) V = Vertical Flip bit H = Horizontal Flip bit N = Pattern Number (1-1024) one pattern line is 8 pixels = 8 bytes = 2 * 32 bits */ #ifdef ALIGN_LONG #ifdef LSB_FIRST #define DRAW_COLUMN_IM2(ATTR, LINE) \ atex = atex_table[(ATTR >> 13) & 7]; \ offs = (ATTR & 0x03FF) << 7 | (ATTR & 0x1800) << 6 | (LINE); \ if(ATTR & 0x1000) offs ^= 0x40; \ src = (uint32 *)&bg_pattern_cache[offs]; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ ATTR >>= 16; \ atex = atex_table[(ATTR >> 13) & 7]; \ offs = (ATTR & 0x03FF) << 7 | (ATTR & 0x1800) << 6 | (LINE); \ if(ATTR & 0x1000) offs ^= 0x40; \ src = (uint32 *)&bg_pattern_cache[offs]; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; #else #define DRAW_COLUMN_IM2(ATTR, LINE) \ ATTR_MSB = ATTR >> 16; \ atex = atex_table[(ATTR_MSB >> 13) & 7]; \ offs = (ATTR_MSB & 0x03FF) << 7 | (ATTR_MSB & 0x1800) << 6 | (LINE); \ if(ATTR_MSB & 0x1000) offs ^= 0x40; \ src = (uint32 *)&bg_pattern_cache[offs]; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ atex = atex_table[(ATTR >> 13) & 7]; \ offs = (ATTR & 0x03FF) << 7 | (ATTR & 0x1800) << 6 | (LINE); \ if(ATTR & 0x1000) offs ^= 0x40; \ src = (uint32 *)&bg_pattern_cache[offs]; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; \ WRITE_LONG(dst, READ_LONG(src) | atex); \ dst++; \ src++; #endif #else /* NOT ALIGNED */ #ifdef LSB_FIRST #define DRAW_COLUMN_IM2(ATTR, LINE) \ atex = atex_table[(ATTR >> 13) & 7]; \ offs = (ATTR & 0x03FF) << 7 | (ATTR & 0x1800) << 6 | (LINE); \ if(ATTR & 0x1000) offs ^= 0x40; \ src = (uint32 *)&bg_pattern_cache[offs]; \ *dst++ = (*src++ | atex); \ *dst++ = (*src++ | atex); \ ATTR >>= 16; \ atex = atex_table[(ATTR >> 13) & 7]; \ offs = (ATTR & 0x03FF) << 7 | (ATTR & 0x1800) << 6 | (LINE); \ if(ATTR & 0x1000) offs ^= 0x40; \ src = (uint32 *)&bg_pattern_cache[offs]; \ *dst++ = (*src++ | atex); \ *dst++ = (*src++ | atex); #else #define DRAW_COLUMN_IM2(ATTR, LINE) \ ATTR_MSB = ATTR >> 16; \ atex = atex_table[(ATTR_MSB >> 13) & 7]; \ offs = (ATTR_MSB & 0x03FF) << 7 | (ATTR_MSB & 0x1800) << 6 | (LINE); \ if(ATTR_MSB & 0x1000) offs ^= 0x40; \ src = (uint32 *)&bg_pattern_cache[offs]; \ *dst++ = (*src++ | atex); \ *dst++ = (*src++ | atex); \ atex = atex_table[(ATTR >> 13) & 7]; \ offs = (ATTR & 0x03FF) << 7 | (ATTR & 0x1800) << 6 | (LINE); \ if(ATTR & 0x1000) offs ^= 0x40; \ src = (uint32 *)&bg_pattern_cache[offs]; \ *dst++ = (*src++ | atex); \ *dst++ = (*src++ | atex); #endif #endif /* ALIGN_LONG */ /* gcc complains about this: *lb++ = table[(*lb << 8) |(*src++ | palette)]; .. claiming the result on lb is undefined. So we manually advance lb and use constant offsets into the line buffer. */ /* added sprite collision detection: check if non-transparent sprite data has been previously drawn */ #define DRAW_SPRITE_TILE \ for(i=0; i<8; i++) \ { \ if ((lb[i] & 0x80) && ((lb[i] | src[i]) & 0x0F)) status |= 0x20; \ lb[i] = table[(lb[i] << 8) |(src[i] | palette)]; \ } /* Pixel creation macros, input is four bits each */ /* 8:8:8 RGB */ #define MAKE_PIXEL_32(r,g,b) ((r) << 20 | (g) << 12 | (b) << 4) /* 5:5:5 RGB */ #define MAKE_PIXEL_15(r,g,b) ((r) << 11 | (g) << 6 | (b) << 1) /* 5:6:5 RGB */ #define MAKE_PIXEL_16(r,g,b) ((r) << 11 | (g) << 5 | (b)) /* 3:3:2 RGB */ #define MAKE_PIXEL_8(r,g,b) ((r) << 5 | (g) << 2 | ((b) >> 1)) /* Clip data */ static clip_t clip[2]; /* Attribute expansion table */ static const uint32 atex_table[] = { 0x00000000, 0x10101010, 0x20202020, 0x30303030, 0x40404040, 0x50505050, 0x60606060, 0x70707070 }; /* Sprite name look-up table */ uint8 name_lut[0x400]; /* Sprite line buffer data */ uint8 object_index_count; struct { uint16 ypos; uint16 xpos; uint16 attr; uint8 size; uint8 index; } object_info[20]; /* Pixel look-up tables and table base address */ uint8 *lut[5]; uint8 *lut_base = NULL; /* 8-bit pixel remapping data */ uint8 pixel_8[0x100]; uint8 pixel_8_lut[3][0x200]; /* 15-bit pixel remapping data */ uint16 pixel_15[0x100]; uint16 pixel_15_lut[3][0x200]; /* 16-bit pixel remapping data */ uint16 pixel_16[0x100]; uint16 pixel_16_lut[3][0x200]; /* 32-bit pixel remapping data */ uint32 pixel_32[0x100]; uint32 pixel_32_lut[3][0x200]; /* Line buffers */ uint8 tmp_buf[0x400]; /* Temporary buffer */ uint8 bg_buf[0x400]; /* Merged background buffer */ uint8 nta_buf[0x400]; /* Plane A / Window line buffer */ uint8 ntb_buf[0x400]; /* Plane B line buffer */ uint8 obj_buf[0x400]; /* Object layer line buffer */ /* 3:3:3 to 5:6:5 RGB pixel extrapolation tables this is used to convert 3bits RGB values to 5bits (R,B) or 6bits (G) values there is three color modes: normal: RGB range is [0;MAX] half: RGB range is [0;MAX/2] (shadow mode) high: RGB range is [MAX/2;MAX] (highlight mode) MAX is 31 (R,B) or 63 (G) for 5:6:5 pixels and 7 (R,G,B) for 3:3:3 pixels MAX/2 is rounded to inferior value (15, 31 or 3) the extrapolation is linear and calculated like this: for (i=0; i<8; i++) { rgb565_norm[0][i] = round(((double)i * 31.0) / 7.0); rgb565_norm[1][i] = round(((double)i * 63.0) / 7.0); rgb565_half[0][i] = round(((double)i * 31.0) / 7.0 / 2.0); rgb565_half[1][i] = round(((double)i * 63.0) / 7.0 / 2.0); rgb565_high[0][i] = round(((double)i * 31.0) / 7.0 / 2.0 + 15.5); rgb565_high[1][i] = round(((double)i * 63.0) / 7.0 / 2.0 + 31.5); } */ uint8 rgb565_norm[2][8] = {{0 , 4, 9, 13, 18, 22, 27, 31}, {0 , 9, 18, 27, 36, 45, 54, 63}}; uint8 rgb565_half[2][8] = {{0 , 2, 4, 7, 9, 11, 13, 15}, {0 , 4, 9, 13, 18, 22, 27, 31}}; uint8 rgb565_high[2][8] = {{15, 18, 20, 22, 24, 27, 29, 31}, {31, 36, 40, 45, 49, 54, 58, 63}}; /*--------------------------------------------------------------------------*/ /* Init, reset, shutdown routines */ /*--------------------------------------------------------------------------*/ int render_init (void) { int bx, ax, i; /* Allocate and align pixel look-up tables */ if (lut_base == NULL) lut_base = malloc ((LUT_MAX * LUT_SIZE) + LUT_SIZE); lut[0] = (uint8 *) (((uint32) lut_base + LUT_SIZE) & ~(LUT_SIZE - 1)); for (i = 1; i < LUT_MAX; i += 1) lut[i] = lut[0] + (i * LUT_SIZE); /* Make pixel look-up table data */ for (bx = 0; bx < 0x100; bx += 1) for (ax = 0; ax < 0x100; ax += 1) { uint16 index = (bx << 8) | (ax); lut[0][index] = make_lut_bg (bx, ax); lut[1][index] = make_lut_obj (bx, ax); lut[2][index] = make_lut_bg_ste (bx, ax); lut[3][index] = make_lut_obj_ste (bx, ax); lut[4][index] = make_lut_bgobj_ste (bx, ax); } /* Make pixel data tables */ for (i = 0; i < 0x200; i += 1) { int r, g, b; r = (i >> 6) & 7; g = (i >> 3) & 7; b = (i >> 0) & 7; pixel_8_lut[0][i] = MAKE_PIXEL_8(r>>1,g>>1,b>>1); pixel_8_lut[1][i] = MAKE_PIXEL_8(r,g,b); pixel_8_lut[2][i] = MAKE_PIXEL_8((r>>1)|4,(g>>1)|4,(b>>1)|4); pixel_15_lut[0][i] = MAKE_PIXEL_15(r,g,b); pixel_15_lut[1][i] = MAKE_PIXEL_15(r<<1,g<<1,b<<1); pixel_15_lut[2][i] = MAKE_PIXEL_15(r|8,g|8,b|8); /* RGB 565 format: we extrapolate each 3-bit value into a 5-bit (R,B) or 6-bit (G) value this is needed to correctly cover full color range: [0-31] for R,B or [0-63] for G */ pixel_16_lut[0][i] = MAKE_PIXEL_16(rgb565_half[0][r],rgb565_half[1][g],rgb565_half[0][b]); pixel_16_lut[1][i] = MAKE_PIXEL_16(rgb565_norm[0][r],rgb565_norm[1][g],rgb565_norm[0][b]); pixel_16_lut[2][i] = MAKE_PIXEL_16(rgb565_high[0][r],rgb565_high[1][g],rgb565_high[0][b]); pixel_32_lut[0][i] = MAKE_PIXEL_32(r,g,b); pixel_32_lut[1][i] = MAKE_PIXEL_32(r<<1,g<<1,b<<1); pixel_32_lut[2][i] = MAKE_PIXEL_32(r|8,g|8,b|8); } /* Set up color update function */ switch(bitmap.depth) { case 8: color_update = color_update_8; break; case 15: color_update = color_update_15; break; case 16: color_update = color_update_16; break; case 32: color_update = color_update_32; break; } /* Make sprite name look-up table */ make_name_lut(); return (1); } void make_name_lut(void) { int col, row; int vcol, vrow; int width, height; int flipx, flipy; int i, name; memset (name_lut, 0, sizeof (name_lut)); for (i = 0; i < 0x400; i += 1) { vcol = col = i & 3; vrow = row = (i >> 2) & 3; height = (i >> 4) & 3; width = (i >> 6) & 3; flipx = (i >> 8) & 1; flipy = (i >> 9) & 1; if(flipx) vcol = (width - col); if(flipy) vrow = (height - row); name = vrow + (vcol * (height + 1)); if ((row > height) || col > width) name = -1; name_lut[i] = name; } } void render_reset(void) { memset(&clip, 0, sizeof(clip)); memset(bg_buf, 0, sizeof(bg_buf)); memset(tmp_buf, 0, sizeof(tmp_buf)); memset(nta_buf, 0, sizeof(nta_buf)); memset(ntb_buf, 0, sizeof(ntb_buf)); memset(obj_buf, 0, sizeof(obj_buf)); memset(&pixel_8, 0, sizeof(pixel_8)); memset(&pixel_15, 0, sizeof(pixel_15)); memset(&pixel_16, 0, sizeof(pixel_16)); memset(&pixel_32, 0, sizeof(pixel_32)); } void render_shutdown(void) { if(lut_base) free(lut_base); } /*--------------------------------------------------------------------------*/ /* Line render function */ /*--------------------------------------------------------------------------*/ void render_line(int line) { uint8 *lb = tmp_buf; int width = bitmap.viewport.w; if((reg[1] & 0x40) == 0x00) { memset(&lb[bitmap.viewport.x], 0x40 | border, width); } else { update_bg_pattern_cache(); window_clip(line); if(im2_flag) { if (clip[0].enable) render_ntx_im2(0, line, nta_buf); render_ntx_im2(1, line, ntb_buf); if (clip[1].enable) render_ntw_im2(line, nta_buf); } else { if(reg[11] & 4) { if (clip[0].enable) render_ntx_vs(0, line, nta_buf); render_ntx_vs(1, line, ntb_buf); } else { if (clip[0].enable) render_ntx(0, line, nta_buf); render_ntx(1, line, ntb_buf); } if (clip[1].enable) render_ntw(line, nta_buf); } if(reg[12] & 8) { merge(&nta_buf[0x20], &ntb_buf[0x20], &bg_buf[0x20], lut[2], width); memset(&obj_buf[0x20], 0, width); if(im2_flag) render_obj_im2(line, obj_buf, lut[3]); else render_obj(line, obj_buf, lut[3]); merge(&obj_buf[0x20], &bg_buf[0x20], &lb[0x20], lut[4], width); } else { merge(&nta_buf[0x20], &ntb_buf[0x20], &lb[0x20], lut[0], width); if(im2_flag) render_obj_im2(line, lb, lut[1]); else render_obj(line, lb, lut[1]); } } if(reg[0] & 0x20) { memset(&lb[bitmap.viewport.x], 0x40 | border, 0x08); } void *out = (void *)&bitmap.data[(line * bitmap.pitch) + (bitmap.viewport.x * bitmap.granularity)]; switch(bitmap.depth) { case 8: remap_8(lb+0x20, (uint8 *)out, pixel_8, width); break; case 15: remap_16(lb+0x20, (uint16 *)out, pixel_15, width); break; case 16: remap_16(lb+0x20, (uint16 *)out, pixel_16, width); break; case 32: remap_32(lb+0x20, (uint32 *)out, pixel_32, width); break; } } /*--------------------------------------------------------------------------*/ /* Window rendering */ /*--------------------------------------------------------------------------*/ void render_ntw(int line, uint8 *buf) { int column, v_line, width; uint32 *nt, *src, *dst, atex, atbuf; v_line = (line & 7) << 3; width = (reg[12] & 1) ? 7 : 6; nt = (uint32 *)&vram[ntwb | ((line >> 3) << width)]; dst = (uint32 *)&buf[0x20 + (clip[1].left << 4)]; for(column = clip[1].left; column < clip[1].right; column ++) { atbuf = nt[column]; DRAW_COLUMN(atbuf, v_line) } } void render_ntw_im2(int line, uint8 *buf) { int column, v_line, width; uint32 *nt, *src, *dst, atex, atbuf, offs; v_line = ((line & 7) << 1 | ((status >> 4) & 1)) << 3; width = (reg[12] & 1) ? 7 : 6; nt = (uint32 *)&vram[ntwb | ((line >> 3) << width)]; dst = (uint32 *)&buf[0x20 + (clip[1].left << 4)]; for(column = clip[1].left; column < clip[1].right; column ++) { atbuf = nt[column]; DRAW_COLUMN_IM2(atbuf, v_line) } } /*--------------------------------------------------------------------------*/ /* Background plane rendering */ /*--------------------------------------------------------------------------*/ void render_ntx(int which, int line, uint8 *buf) { int column; int start, end; int index; int shift; int v_line; uint32 atex, atbuf, *src, *dst; uint16 xscroll; int y_scroll; uint32 *nt; uint32 *vs; uint16 table[2] = {ntab,ntbb}; uint8 xshift[2] = {0,2}; #ifdef LSB_FIRST uint8 vsr_shift[2] = {0,16}; #else uint8 vsr_shift[2] = {16,0}; #endif get_hscroll(line, xshift[which], &xscroll); shift = (xscroll & 0x0F); index = playfield_col_mask + 1 - ((xscroll >> 4) & playfield_col_mask); if(which) { start = 0; end = (reg[12] & 1) ? 20 : 16; } else { start = clip[0].left; end = clip[0].right; index = (index + clip[0].left) & playfield_col_mask; } vs = (uint32 *)&vsram[0]; y_scroll = (vs[0] >> vsr_shift[which]) & 0x3FF; y_scroll = (line + y_scroll) & playfield_row_mask; v_line = (y_scroll & 7) << 3; nt = (uint32 *)&vram[table[which] + (((y_scroll >> 3) << playfield_shift) & y_mask)]; if(shift) { dst = (uint32 *)&buf[0x10 + shift + (start<<4)]; /* Window bug */ if (start) atbuf = nt[(index) & playfield_col_mask]; else atbuf = nt[(index-1) & playfield_col_mask]; DRAW_COLUMN(atbuf, v_line); } dst = (uint32 *)&buf[0x20 + shift + (start<<4)]; for(column = start; column < end; column ++, index ++) { atbuf = nt[index & playfield_col_mask]; DRAW_COLUMN(atbuf, v_line) } } void render_ntx_im2(int which, int line, uint8 *buf) { int column; int start, end; int index; int shift; int v_line; uint32 atex, atbuf, *src, *dst; uint16 xscroll; int y_scroll; uint32 *nt; uint32 *vs; uint32 offs; uint16 table[2] = {ntab,ntbb}; uint8 xshift[2] = {0,2}; #ifdef LSB_FIRST uint8 vsr_shift[2] = {1,17}; #else uint8 vsr_shift[2] = {17,1}; #endif get_hscroll(line, xshift[which], &xscroll); shift = (xscroll & 0x0F); index = playfield_col_mask + 1 - ((xscroll >> 4) & playfield_col_mask); if(which) { start = 0; end = (reg[0x0C] & 1) ? 20 : 16; } else { start = clip[0].left; end = clip[0].right; index = (index + clip[0].left) & playfield_col_mask; } vs = (uint32 *)&vsram[0]; y_scroll = (vs[0] >> vsr_shift[which]) & 0x3FF; y_scroll = (line + y_scroll) & playfield_row_mask; v_line = (((y_scroll & 7) << 1) | ((status >> 4) & 1)) << 3; nt = (uint32 *)&vram[table[which] + (((y_scroll >> 3) << playfield_shift) & y_mask)]; if(shift) { dst = (uint32 *)&buf[0x10 + shift + (start<<4)]; /* Window bug */ if (start) atbuf = nt[(index) & playfield_col_mask]; else atbuf = nt[(index-1) & playfield_col_mask]; DRAW_COLUMN(atbuf, v_line); } dst = (uint32 *)&buf[0x20 + shift + (start<<4)]; for(column = start; column < end; column ++, index ++) { atbuf = nt[index & playfield_col_mask]; DRAW_COLUMN_IM2(atbuf, v_line) } } void render_ntx_vs(int which, int line, uint8 *buf) { int column; int start, end; int index; int shift; int v_line; uint32 atex, atbuf, *src, *dst; uint16 xscroll; int y_scroll; uint32 *nt; uint32 *vs; uint16 table[2] = {ntab,ntbb}; uint8 xshift[2] = {0,2}; #ifdef LSB_FIRST uint8 vsr_shift[2] = {0,16}; #else uint8 vsr_shift[2] = {16,0}; #endif get_hscroll(line, xshift[which], &xscroll); shift = (xscroll & 0x0F); index = playfield_col_mask + 1 - ((xscroll >> 4) & playfield_col_mask); if(which) { start = 0; end = (reg[0x0C] & 1) ? 20 : 16; } else { start = clip[0].left; end = clip[0].right; index = (index + clip[0].left) & playfield_col_mask; } vs = (uint32 *)&vsram[0]; if(shift) { dst = (uint32 *)&buf[0x10 + shift + (start<<4)]; y_scroll = (line & playfield_row_mask); v_line = (y_scroll & 7) << 3; nt = (uint32 *)&vram[table[which] + (((y_scroll >> 3) << playfield_shift) & y_mask)]; /* Window bug */ if (start) atbuf = nt[(index) & playfield_col_mask]; else atbuf = nt[(index-1) & playfield_col_mask]; DRAW_COLUMN(atbuf, v_line); } dst = (uint32 *)&buf[0x20 + shift + (start<<4)]; for(column = start; column < end; column ++, index ++) { y_scroll = (vs[column] >> vsr_shift[which]) & 0x3FF; y_scroll = (line + y_scroll) & playfield_row_mask; v_line = (y_scroll & 7) << 3; nt = (uint32 *)&vram[table[which] + (((y_scroll >> 3) << playfield_shift) & y_mask)]; atbuf = nt[index & playfield_col_mask]; DRAW_COLUMN(atbuf, v_line) } } /*--------------------------------------------------------------------------*/ /* Helper functions (cache update, hscroll, window clip) */ /*--------------------------------------------------------------------------*/ void update_bg_pattern_cache(void) { int i; uint8 x, y, c; uint16 name; #ifdef LSB_FIRST uint8 shift_table[8] = {12, 8, 4, 0, 28, 24, 20, 16}; #else uint8 shift_table[8] = {28, 24, 20, 16, 12, 8, 4, 0}; #endif if(!bg_list_index) return; for(i = 0; i < bg_list_index; i ++) { name = bg_name_list[i]; bg_name_list[i] = 0; for(y = 0; y < 8; y ++) { if(bg_name_dirty[name] & (1 << y)) { uint8 *dst = &bg_pattern_cache[name << 6]; uint32 bp = *(uint32 *)&vram[(name << 5) | (y << 2)]; for(x = 0; x < 8; x ++) { c = (bp >> shift_table[x]) & 0x0F; dst[0x00000 | (y << 3) | (x)] = (c); /* hf=0, vf=0: normal */ dst[0x20000 | (y << 3) | (x ^ 7)] = (c); /* hf=1, vf=0: horizontal flipped */ dst[0x40000 | ((y ^ 7) << 3) | (x)] = (c); /* hf=0, vf=1: vertical flipped */ dst[0x60000 | ((y ^ 7) << 3) | (x ^ 7)] = (c); /* hf=1, vf=1: horizontal & vertical flipped */ } } } bg_name_dirty[name] = 0; } bg_list_index = 0; } void get_hscroll(int line, int shift, uint16 *scroll) { switch(reg[11] & 3) { case 0: /* Full-screen */ *scroll = *(uint16 *)&vram[hscb + shift]; break; case 1: /* First 8 lines */ *scroll = *(uint16 *)&vram[hscb + ((line & 7) << 2) + shift]; break; case 2: /* Every 8 lines */ *scroll = *(uint16 *)&vram[hscb + ((line & ~7) << 2) + shift]; break; case 3: /* Every line */ *scroll = *(uint16 *)&vram[hscb + (line << 2) + shift]; break; } *scroll &= 0x03FF; } void window_clip(int line) { /* Window size and invert flags */ int hp = (reg[17] & 0x1F); int hf = (reg[17] >> 7) & 1; int vp = (reg[18] & 0x1F) << 3; int vf = (reg[18] >> 7) & 1; /* Display size */ int sw = (reg[12] & 1) ? 20 : 16; /* Clear clipping data */ memset(&clip, 0, sizeof(clip)); /* Check if line falls within window range */ if(vf == (line >= vp)) { /* Window takes up entire line */ clip[1].right = sw; clip[1].enable = 1; } else { /* Perform horizontal clipping; the results are applied in reverse if the horizontal inversion flag is set */ int a = hf; int w = hf ^ 1; if(hp) { if(hp > sw) { /* Plane W takes up entire line */ clip[w].right = sw; clip[w].enable = 1; } else { /* Window takes left side, Plane A takes right side */ clip[w].right = hp; clip[a].left = hp; clip[a].right = sw; clip[0].enable = clip[1].enable = 1; } } else { /* Plane A takes up entire line */ clip[a].right = sw; clip[a].enable = 1; } } } /*--------------------------------------------------------------------------*/ /* Look-up table functions (handles priority between layers pixels) */ /*--------------------------------------------------------------------------*/ /* Input (bx): d5-d0=color, d6=priority, d7=unused */ /* Input (ax): d5-d0=color, d6=priority, d7=unused */ /* Output: d5-d0=color, d6=priority, d7=unused */ int make_lut_bg(int bx, int ax) { int bf, bp, b; int af, ap, a; int x = 0; int c; bf = (bx & 0x7F); bp = (bx >> 6) & 1; b = (bx & 0x0F); af = (ax & 0x7F); ap = (ax >> 6) & 1; a = (ax & 0x0F); c = (ap ? (a ? af : (b ? bf : x)) : \ (bp ? (b ? bf : (a ? af : x)) : \ ( (a ? af : (b ? bf : x)) ))); /* Strip palette bits from transparent pixels */ if((c & 0x0F) == 0x00) c &= 0xC0; return (c); } /* Input (bx): d5-d0=color, d6=priority, d7=sprite pixel marker */ /* Input (sx): d5-d0=color, d6=priority, d7=unused */ /* Output: d5-d0=color, d6=zero, d7=sprite pixel marker */ int make_lut_obj(int bx, int sx) { int bf, bp, bs, b; int sf, sp, s; int c; bf = (bx & 0x3F); bs = (bx >> 7) & 1; bp = (bx >> 6) & 1; b = (bx & 0x0F); sf = (sx & 0x3F); sp = (sx >> 6) & 1; s = (sx & 0x0F); if(s == 0) return bx; if(bs) { c = bf; /* previous sprite has higher priority */ } else { c = (sp ? (s ? sf : bf) : \ (bp ? (b ? bf : (s ? sf : bf)) : \ (s ? sf : bf) )); } /* Strip palette bits from transparent pixels */ if((c & 0x0F) == 0x00) c &= 0xC0; return (c | 0x80); } /* Input (bx): d5-d0=color, d6=priority, d7=unused */ /* Input (sx): d5-d0=color, d6=priority, d7=unused */ /* Output: d5-d0=color, d6=priority, d7=intensity select (half/normal) */ int make_lut_bg_ste(int bx, int ax) { int bf, bp, b; int af, ap, a; int gi; int x = 0; int c; bf = (bx & 0x7F); bp = (bx >> 6) & 1; b = (bx & 0x0F); af = (ax & 0x7F); ap = (ax >> 6) & 1; a = (ax & 0x0F); gi = (ap | bp) ? 0x80 : 0x00; c = (ap ? (a ? af : (b ? bf : x)) : (bp ? (b ? bf : (a ? af : x)) : ((a ? af : (b ? bf : x))))); c |= gi; /* Strip palette bits from transparent pixels */ if((c & 0x0F) == 0x00) c &= 0xC0; return (c); } /* Input (bx): d5-d0=color, d6=priority, d7=sprite pixel marker */ /* Input (sx): d5-d0=color, d6=priority, d7=unused */ /* Output: d5-d0=color, d6=priority, d7=sprite pixel marker */ int make_lut_obj_ste(int bx, int sx) { int bf, bs; int sf; int c; bf = (bx & 0x7F); bs = (bx >> 7) & 1; sf = (sx & 0x7F); if((sx & 0x0F) == 0) return bx; c = (bs) ? bf : sf; /* Strip palette bits from transparent pixels */ if((c & 0x0F) == 0x00) c &= 0xC0; return (c | 0x80); } /* Input (bx): d5-d0=color, d6=priority, d7=intensity (half/normal) */ /* Input (sx): d5-d0=color, d6=priority, d7=sprite marker */ /* Output: d5-d0=color, d6=intensity (half/normal), d7=(double/invalid) */ int make_lut_bgobj_ste(int bx, int sx) { int c; int bf = (bx & 0x3F); int bp = (bx >> 6) & 1; int bi = (bx & 0x80) ? 0x40 : 0x00; int b = (bx & 0x0F); int sf = (sx & 0x3F); int sp = (sx >> 6) & 1; int si = (sx & 0x40); int s = (sx & 0x0F); if(bi & 0x40) si |= 0x40; if(sp) { if(s) { if((sf & 0x3E) == 0x3E) { if(sf & 1) { c = (bf | 0x00); } else { c = (bx & 0x80) ? (bf | 0x80) : (bf | 0x40); } } else { if(sf == 0x0E || sf == 0x1E || sf == 0x2E) { c = (sf | 0x40); } else { c = (sf | si); } } } else { c = (bf | bi); } } else { if(bp) { if(b) { c = (bf | bi); } else { if(s) { if((sf & 0x3E) == 0x3E) { if(sf & 1) { c = (bf | 0x00); } else { c = (bx & 0x80) ? (bf | 0x80) : (bf | 0x40); } } else { if(sf == 0x0E || sf == 0x1E || sf == 0x2E) { c = (sf | 0x40); } else { c = (sf | si); } } } else { c = (bf | bi); } } } else { if(s) { if((sf & 0x3E) == 0x3E) { if(sf & 1) { c = (bf | 0x00); } else { c = (bx & 0x80) ? (bf | 0x80) : (bf | 0x40); } } else { if(sf == 0x0E || sf == 0x1E || sf == 0x2E) { c = (sf | 0x40); } else { c = (sf | si); } } } else { c = (bf | bi); } } } if((c & 0x0f) == 0x00) c &= 0xC0; return (c); } /*--------------------------------------------------------------------------*/ /* Remap functions */ /*--------------------------------------------------------------------------*/ void remap_8(uint8 *src, uint8 *dst, uint8 *table, int length) { int count; for(count = 0; count < length; count += 1) { *dst++ = table[*src++]; } } void remap_16(uint8 *src, uint16 *dst, uint16 *table, int length) { int count; for(count = 0; count < length; count += 1) { *dst++ = table[*src++]; } } void remap_32(uint8 *src, uint32 *dst, uint32 *table, int length) { int count; for(count = 0; count < length; count += 1) { *dst++ = table[*src++]; } } /*--------------------------------------------------------------------------*/ /* Merge functions */ /*--------------------------------------------------------------------------*/ void merge(uint8 *srca, uint8 *srcb, uint8 *dst, uint8 *table, int width) { int i; for(i = 0; i < width; i += 1) { uint8 a = srca[i]; uint8 b = srcb[i]; uint8 c = table[(b << 8) | (a)]; dst[i] = c; } } /*--------------------------------------------------------------------------*/ /* Color update functions */ /*--------------------------------------------------------------------------*/ void color_update_8(int index, uint16 data) { if(reg[12] & 8) { pixel_8[0x00 | index] = pixel_8_lut[0][data]; pixel_8[0x40 | index] = pixel_8_lut[1][data]; pixel_8[0x80 | index] = pixel_8_lut[2][data]; } else { uint8 temp = pixel_8_lut[1][data]; pixel_8[0x00 | index] = temp; pixel_8[0x40 | index] = temp; pixel_8[0x80 | index] = temp; } } void color_update_15(int index, uint16 data) { if(reg[12] & 8) { pixel_15[0x00 | index] = pixel_15_lut[0][data]; pixel_15[0x40 | index] = pixel_15_lut[1][data]; pixel_15[0x80 | index] = pixel_15_lut[2][data]; } else { uint16 temp = pixel_15_lut[1][data]; pixel_15[0x00 | index] = temp; pixel_15[0x40 | index] = temp; pixel_15[0x80 | index] = temp; } } void color_update_16(int index, uint16 data) { if(reg[12] & 8) { pixel_16[0x00 | index] = pixel_16_lut[0][data]; pixel_16[0x40 | index] = pixel_16_lut[1][data]; pixel_16[0x80 | index] = pixel_16_lut[2][data]; } else { uint16 temp = pixel_16_lut[1][data]; pixel_16[0x00 | index] = temp; pixel_16[0x40 | index] = temp; pixel_16[0x80 | index] = temp; } } void color_update_32(int index, uint16 data) { if(reg[12] & 8) { pixel_32[0x00 | index] = pixel_32_lut[0][data]; pixel_32[0x40 | index] = pixel_32_lut[1][data]; pixel_32[0x80 | index] = pixel_32_lut[2][data]; } else { uint32 temp = pixel_32_lut[1][data]; pixel_32[0x00 | index] = temp; pixel_32[0x40 | index] = temp; pixel_32[0x80 | index] = temp; } } /*--------------------------------------------------------------------------*/ /* Object render functions */ /*--------------------------------------------------------------------------*/ void parse_satb(int line) { static uint8 sizetab[] = {8, 16, 24, 32}; uint8 link = 0; uint16 *p, *q; uint16 ypos; uint8 size; int count; int height; int limit = (reg[12] & 1) ? 20 : 16; int total = (reg[12] & 1) ? 80 : 64; object_index_count = 0; for(count = 0; count < total; count += 1) { q = (uint16 *) &sat[link << 3]; ypos = q[0]; if(im2_flag) ypos = (ypos >> 1) & 0x1FF; else ypos &= 0x1FF; size = q[1] >> 8; height = sizetab[size & 3]; if((line >= ypos) && (line < (ypos + height))) { /* sprite limit (max. 16 or 20 sprites displayed per line) */ if(object_index_count == limit) { if(vint_pending == 0) status |= 0x40; return; } // using xpos from internal satb stops sprite x // scrolling in bloodlin.bin, // but this seems to go against the test prog p = (uint16 *) &vram[satb + (link << 3)]; object_info[object_index_count].ypos = q[0]; object_info[object_index_count].xpos = p[3]; object_info[object_index_count].attr = p[2]; object_info[object_index_count].size = size; object_info[object_index_count].index = count; object_index_count += 1; } link = q[1] & 0x7F; if(link == 0) break; } } void render_obj(int line, uint8 *buf, uint8 *table) { uint16 ypos; uint16 attr; uint16 xpos; uint8 sizetab[] = {8, 16, 24, 32}; uint8 size; uint8 *src; int count; int pixelcount = 0; int width; int height; int v_line; int column; int sol_flag = 0; int left = 0x80; int right = 0x80 + bitmap.viewport.w; int i; uint8 *s, *lb; uint16 name, index; uint8 palette; int attr_mask, nt_row; for(count = 0; count < object_index_count; count += 1) { xpos = object_info[count].xpos; xpos &= 0x1ff; /* sprite masking */ if(xpos != 0) sol_flag = 1; else if(xpos == 0 && sol_flag) return; size = object_info[count].size & 0x0f; width = sizetab[(size >> 2) & 3]; /* update pixel count (off-screen sprites included) */ pixelcount += width; if(((xpos + width) >= left) && (xpos < right)) { ypos = object_info[count].ypos; ypos &= 0x1ff; attr = object_info[count].attr; attr_mask = (attr & 0x1800); height = sizetab[size & 3]; palette = (attr >> 9) & 0x70; v_line = (line - ypos); nt_row = (v_line >> 3) & 3; v_line = (v_line & 7) << 3; name = (attr & 0x07FF); s = &name_lut[((attr >> 3) & 0x300) | (size << 4) | (nt_row << 2)]; lb = (uint8 *)&buf[0x20 + (xpos - 0x80)]; /* number of tiles to draw */ width >>= 3; for(column = 0; column < width; column += 1, lb+=8) { index = attr_mask | ((name + s[column]) & 0x07FF); src = &bg_pattern_cache[(index << 6) | (v_line)]; DRAW_SPRITE_TILE; } } /* sprite limit (256 or 320 pixels) */ if (pixelcount >= bitmap.viewport.w) return; } } void render_obj_im2(int line, uint8 *buf, uint8 *table) { uint16 ypos; uint16 attr; uint16 xpos; uint8 sizetab[] = {8, 16, 24, 32}; uint8 size; uint8 *src; int count; int pixelcount = 0; int width; int height; int v_line; int column; int sol_flag = 0; int left = 0x80; int right = 0x80 + bitmap.viewport.w; int i; uint8 *s, *lb; uint16 name, index; uint8 palette; uint32 offs; int attr_mask, nt_row; for(count = 0; count < object_index_count; count += 1) { xpos = object_info[count].xpos; xpos &= 0x1ff; /* sprite masking */ if(xpos != 0) sol_flag = 1; else if(xpos == 0 && sol_flag) return; size = object_info[count].size & 0x0f; width = sizetab[(size >> 2) & 3]; /* update pixel count (off-screen sprites included) */ pixelcount += width; if(((xpos + width) >= left) && (xpos < right)) { ypos = object_info[count].ypos; ypos = (ypos >> 1) & 0x1ff; attr = object_info[count].attr; attr_mask = (attr & 0x1800); height = sizetab[size & 3]; palette = (attr >> 9) & 0x70; v_line = (line - ypos); nt_row = (v_line >> 3) & 3; v_line = (((v_line & 7) << 1) | ((status >> 4) & 1)) << 3; name = (attr & 0x03FF); s = &name_lut[((attr >> 3) & 0x300) | (size << 4) | (nt_row << 2)]; lb = (uint8 *)&buf[0x20 + (xpos - 0x80)]; /* number of tiles to draw */ width >>= 3; for(column = 0; column < width; column += 1, lb+=8) { index = (name + s[column]) & 0x3ff; offs = index << 7 | attr_mask << 6 | v_line; if(attr & 0x1000) offs ^= 0x40; src = &bg_pattern_cache[offs]; DRAW_SPRITE_TILE; } } /* sprite limit (256 or 320 pixels) */ if (pixelcount >= bitmap.viewport.w) return; } }