/*************************************************************************************** * Genesis Plus 1.2a * Video Display Processor (Rendering) * * Copyright (C) 1998, 1999, 2000, 2001, 2002, 2003 Charles Mac Donald (original code) * modified by Eke-Eke (compatibility fixes & additional code), GC/Wii port * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * ****************************************************************************************/ #include "shared.h" #include "md_ntsc.h" #include "sms_ntsc.h" /*** NTSC Filters ***/ extern md_ntsc_t md_ntsc; extern sms_ntsc_t sms_ntsc; /* Look-up pixel table information */ #define LUT_MAX (5) #define LUT_SIZE (0x10000) /* Clip structure */ typedef struct { uint8 left; uint8 right; uint8 enable; }clip_t; /* Function prototypes */ static void render_obj(uint32 line, uint8 *buf, uint8 *table); static void render_obj_im2(uint32 line, uint32 odd, uint8 *buf, uint8 *table); static void render_bg(uint32 line, uint32 width); static void render_bg_im2(uint32 line, uint32 width, uint32 odd); static void render_bg_vs(uint32 line, uint32 width); static void make_name_lut(void); static uint32 make_lut_bg(uint32 bx, uint32 ax); static uint32 make_lut_obj(uint32 bx, uint32 sx); static uint32 make_lut_bg_ste(uint32 bx, uint32 ax); static uint32 make_lut_obj_ste(uint32 bx, uint32 sx); static uint32 make_lut_bgobj_ste(uint32 bx, uint32 sx); #undef ALIGN_LONG #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] & 0x0F) && (src[i] & 0x0F)) status |= 0x20; \ lb[i] = table[(lb[i] << 8) |(src[i] | palette)]; \ } /* Pixel creation macros, input is four bits each */ #ifndef NGC /* 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) /* 3:3:2 RGB */ #define MAKE_PIXEL_8(r,g,b) ((r) << 5 | (g) << 2 | ((b) >> 1)) #endif /* 5:6:5 RGB */ #define MAKE_PIXEL_16(r,g,b) ((r) << 11 | (g) << 5 | (b)) /* 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 */ static uint8 name_lut[0x400]; struct { uint16 ypos; uint16 xpos; uint16 attr; uint8 size; uint8 index; // unused } object_info[20]; /* Pixel look-up tables and table base address */ static uint8 *lut[5]; static uint8 *lut_base = NULL; #ifndef NGC /* 8-bit pixel remapping data */ static uint8 pixel_8[0x100]; static uint8 pixel_8_lut[3][0x200]; /* 15-bit pixel remapping data */ static uint16 pixel_15[0x100]; static uint16 pixel_15_lut[3][0x200]; /* 32-bit pixel remapping data */ static uint32 pixel_32[0x100]; static uint32 pixel_32_lut[3][0x200]; #endif /* 16-bit pixel remapping data */ static uint16 pixel_16[0x100]; static uint16 pixel_16_lut[3][0x200]; /* Line buffers */ static uint8 tmp_buf[0x400]; /* Temporary buffer */ static uint8 bg_buf[0x400]; /* Merged background buffer */ static uint8 nta_buf[0x400]; /* Plane A / Window line buffer */ static uint8 ntb_buf[0x400]; /* Plane B line buffer */ static uint8 obj_buf[0x400]; /* Object layer line buffer */ /* Sprite line buffer data */ static uint32 object_index_count; /* 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, 6, 9, 11, 13, 15}, {0 , 4, 9, 13, 18, 22, 27, 31}}; uint8 rgb565_high[2][8] = {{15, 17, 19, 21, 24, 26, 28, 31}, {31, 35, 40, 44, 49, 53, 58, 63}}; void palette_init(void) { int i; for (i = 0; i < 0x200; i += 1) { int r, g, b; r = (i >> 6) & 7; g = (i >> 3) & 7; b = (i >> 0) & 7; #ifndef NGC 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); 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); #endif /* 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]); } } /*--------------------------------------------------------------------------*/ /* 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 */ palette_init(); /* Set up color update function */ #ifndef NGC 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; } #else color_update = color_update_16; #endif /* 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) { /* Clear display bitmap */ memset(bitmap.data, 0, bitmap.pitch * bitmap.height); 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)); #ifndef NGC memset(&pixel_8, 0, sizeof(pixel_8)); memset(&pixel_15, 0, sizeof(pixel_15)); memset(&pixel_32, 0, sizeof(pixel_32)); #endif memset(&pixel_16, 0, sizeof(pixel_16)); } void render_shutdown(void) { if(lut_base) free(lut_base); } /*--------------------------------------------------------------------------*/ /* Helper functions (cache update, hscroll, window clip) */ /*--------------------------------------------------------------------------*/ static inline void update_bg_pattern_cache(uint32 index) { int i; uint8 x, y, c; uint16 name; uint8 *dst; uint32 bp; #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 for(i = 0; i < 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)) { dst = &bg_pattern_cache[name << 6]; 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; } } static inline uint32 get_hscroll(uint32 line) { switch(reg[11] & 3) { case 0: /* Full-screen */ return *(uint32 *)&vram[hscb]; case 1: /* First 8 lines */ return *(uint32 *)&vram[hscb + ((line & 7) << 2)]; case 2: /* Every 8 lines */ return *(uint32 *)&vram[hscb + ((line & ~7) << 2)]; default: /* Every line */ return *(uint32 *)&vram[hscb + (line << 2)]; } } /* Update Window Clipping (only called when registers change) */ void window_clip(uint8 reg_12, uint8 reg_17) { /* Window size and invert flags */ int hp = (reg_17 & 0x1f); int hf = (reg_17 >> 7) & 1; /* Display size */ int sw = (reg_12 & 1) ? 20 : 16; /* Clear clipping data */ memset(&clip, 0, sizeof(clip)); /* 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; } } /*--------------------------------------------------------------------------*/ /* Remap functions */ /*--------------------------------------------------------------------------*/ #ifndef NGC static inline void remap_8(uint8 *src, uint8 *dst, uint8 *table, int length) { int count; for(count = 0; count < length; count += 1) { *dst++ = table[*src++]; } } static inline void remap_16(uint8 *src, uint16 *dst, uint16 *table, int length) { int count; for(count = 0; count < length; count += 1) { *dst++ = table[*src++]; } } static inline void remap_32(uint8 *src, uint32 *dst, uint32 *table, int length) { int count; for(count = 0; count < length; count += 1) { *dst++ = table[*src++]; } } #else static inline void remap_texture(uint8 *src, uint16 *dst, uint32 tiles) { int count; uint16 *table = pixel_16; for(count = 0; count < tiles; count ++) { /* one tile is 4 pixels wide */ *dst++ = table[*src++]; *dst++ = table[*src++]; *dst++ = table[*src++]; *dst++ = table[*src++]; dst += 12; } } #endif static inline void merge(uint8 *srca, uint8 *srcb, uint8 *dst, uint8 *table, uint32 width) { int i; for(i = 0; i < width; i += 1) { *dst++ = table[(*srcb++ << 8) | (*srca++)]; } } /*--------------------------------------------------------------------------*/ /* Line render function */ /*--------------------------------------------------------------------------*/ void remap_buffer(uint32 line, uint32 width) { /* get line offset from framebuffer */ line = (line + bitmap.viewport.y) % lines_per_frame; /* double resolution mode */ if (config.render && interlaced) line = (line * 2) + odd_frame; /* NTSC Filter */ if (config.ntsc) { if (reg[12]&1) md_ntsc_blit(&md_ntsc, ( MD_NTSC_IN_T const * )pixel_16, tmp_buf+0x20-bitmap.viewport.x, width, line); else sms_ntsc_blit(&sms_ntsc, ( SMS_NTSC_IN_T const * )pixel_16, tmp_buf+0x20-bitmap.viewport.x, width, line); return; } #ifdef NGC /* directly fill the RGB565 texture */ /* one tile is 32 byte = 4x4 pixels */ /* tiles are stored continuously in texture memory */ width = width >> 2; int offset = ((width << 5) * (line >> 2)) + ((line & 3) * 8); remap_texture(tmp_buf+0x20-bitmap.viewport.x, (uint16 *)(texturemem + offset), width); #else void *out =((void *)&bitmap.data[(line * bitmap.pitch)]); switch(bitmap.depth) { case 8: remap_8(tmp_buf+0x20-bitmap.viewport.x, (uint8 *)out, pixel_8, width); break; case 15: remap_16(tmp_buf+0x20-bitmap.viewport.x, (uint16 *)out, pixel_15, width); break; case 16: remap_16(tmp_buf+0x20-bitmap.viewport.x, (uint16 *)out, pixel_16, width); break; case 32: remap_32(tmp_buf+0x20-bitmap.viewport.x, (uint32 *)out, pixel_32, width); break; } #endif } void render_line(uint32 line, uint32 overscan) { uint32 width = bitmap.viewport.w; uint32 x_offset = bitmap.viewport.x; /* background color (display OFF or borders) */ if (overscan || !(reg[1] & 0x40)) { width += 2 * x_offset; memset(&tmp_buf[0x20 - x_offset], 0x40, width); } else { uint8 *lb = tmp_buf; /* update pattern generator */ if (bg_list_index) { update_bg_pattern_cache(bg_list_index); bg_list_index = 0; } /* double-resolution mode */ if(im2_flag) { uint32 odd = odd_frame; /* render BG layers */ render_bg_im2(line, width, odd); if (reg[12] & 8) { /* Shadow & Highlight */ merge(&nta_buf[0x20], &ntb_buf[0x20], &bg_buf[0x20], lut[2], width); memset(&obj_buf[0x20], 0, width); if (object_index_count) render_obj_im2(line, odd, 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 (object_index_count) render_obj_im2(line, odd, lb, lut[1]); } } else { /* render BG layers */ if(reg[11] & 4) render_bg_vs(line, width); else render_bg(line, width); if(reg[12] & 8) { /* Shadow & Highlight */ merge(&nta_buf[0x20], &ntb_buf[0x20], &bg_buf[0x20], lut[2], width); memset(&obj_buf[0x20], 0, width); 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); render_obj(line, lb, lut[1]); } } /* Mode 4 feature only (unemulated, no games rely on this) */ /*if(!(reg[1] & 0x04) && (reg[0] & 0x20)) memset(&lb[0x20], 0x40, 0x08);*/ /* borders */ if (x_offset) { memset(&lb[0x20 - x_offset], 0x40, x_offset); memset(&lb[0x20 + width], 0x40, x_offset); width += 2 * x_offset; } /* LightGun mark */ if ((input.dev[4] == DEVICE_LIGHTGUN) && (config.gun_cursor)) { int dy = v_counter - input.analog[0][1]; if (abs(dy) < 6) { int i; int start = input.analog[0][0] - 4; int end = start + 8; if (start < 0) start = 0; if (end > bitmap.viewport.w) end = bitmap.viewport.w; for (i=start; i> 4; #ifdef LSB_FIRST uint32 shift = (xscroll >> 16) & 0x0F; uint32 index = pf_col_mask + 1 - ((xscroll >> 20) & pf_col_mask); uint32 y_scroll = (line + ((vs[0] >> 16) & 0x3FF)) & pf_row_mask; #else uint32 shift = (xscroll & 0x0F); uint32 index = pf_col_mask + 1 - ((xscroll >> 4) & pf_col_mask); uint32 y_scroll = (line + (vs[0] & 0x3FF)) & pf_row_mask; #endif uint32 v_line = (y_scroll & 7) << 3; uint32 *nt = (uint32 *)&vram[ntbb + (((y_scroll >> 3) << pf_shift) & pf_y_mask)]; if(shift) { dst = (uint32 *)&buf[0x10 + shift]; atbuf = nt[(index-1) & pf_col_mask]; DRAW_COLUMN(atbuf, v_line); } dst = (uint32 *)&buf[0x20 + shift]; for(column = 0; column < end; column ++, index ++) { atbuf = nt[index & pf_col_mask]; DRAW_COLUMN(atbuf, v_line) } /* Window and Plane A */ buf = nta_buf; uint32 a = (reg[18] & 0x1F) << 3; uint32 w = (reg[18] >> 7) & 1; if (w == (line >= a)) { /* Window takes up entire line */ a = 0; w = 1; } else { /* Window and Plane A share the line */ a = clip[0].enable; w = clip[1].enable; } /* Plane A */ if (a) { /* set for Plane A */ start = clip[0].left; end = clip[0].right; #ifdef LSB_FIRST shift = (xscroll & 0x0F); index = pf_col_mask + start + 1 - ((xscroll >> 4) & pf_col_mask); y_scroll = (line + (vs[0] & 0x3FF)) & pf_row_mask; #else shift = (xscroll >> 16) & 0x0F; index = pf_col_mask + start + 1 - ((xscroll >> 20) & pf_col_mask); y_scroll = (line + ((vs[0] >> 16) & 0x3FF)) & pf_row_mask; #endif v_line = (y_scroll & 7) << 3; nt = (uint32 *)&vram[ntab + (((y_scroll >> 3) << pf_shift) & pf_y_mask)]; if(shift) { dst = (uint32 *)&buf[0x10 + shift + (start<<4)]; /* Window bug */ if (start) atbuf = nt[index & pf_col_mask]; else atbuf = nt[(index-1) & pf_col_mask]; DRAW_COLUMN(atbuf, v_line); } dst = (uint32 *)&buf[0x20 + shift + (start<<4)]; for(column = start; column < end; column ++, index ++) { atbuf = nt[index & pf_col_mask]; DRAW_COLUMN(atbuf, v_line) } /* set for Window */ start = clip[1].left; end = clip[1].right; } /* Window */ if (w) { v_line = (line & 7) << 3; nt = (uint32 *)&vram[ntwb | ((line >> 3) << (6 + (reg[12] & 1)))]; dst = (uint32 *)&buf[0x20 + (start << 4)]; for(column = start; column < end; column ++) { atbuf = nt[column]; DRAW_COLUMN(atbuf, v_line) } } } static void render_bg_vs(uint32 line, uint32 width) { uint32 column, atex, atbuf, *src, *dst; #ifndef LSB_FIRST uint32 attr_msb; #endif /* common data */ uint32 xscroll = get_hscroll(line); uint32 pf_col_mask = playfield_col_mask; uint32 pf_row_mask = playfield_row_mask; uint32 pf_shift = playfield_shift; uint32 pf_y_mask = y_mask; uint32 *vs = (uint32 *)&vsram[0]; /* B Plane */ uint8 *buf = ntb_buf; uint32 start = 0; uint32 end = width >> 4; #ifdef LSB_FIRST uint32 shift = (xscroll >> 16) & 0x0F; uint32 index = pf_col_mask + 1 - ((xscroll >> 20) & pf_col_mask); #else uint32 shift = (xscroll & 0x0F); uint32 index = pf_col_mask + 1 - ((xscroll >> 4) & pf_col_mask); #endif uint32 y_scroll, v_line, *nt; if(shift) { y_scroll = (line & pf_row_mask); v_line = (y_scroll & 7) << 3; nt = (uint32 *)&vram[ntbb + (((y_scroll >> 3) << pf_shift) & pf_y_mask)]; dst = (uint32 *)&buf[0x10 + shift]; atbuf = nt[(index-1) & pf_col_mask]; DRAW_COLUMN(atbuf, v_line); } dst = (uint32 *)&buf[0x20 + shift]; for(column = start; column < end; column ++, index ++) { #ifdef LSB_FIRST y_scroll = (line + ((vs[column] >> 16) & 0x3FF)) & pf_row_mask; #else y_scroll = (line + (vs[column] & 0x3FF)) & pf_row_mask; #endif v_line = (y_scroll & 7) << 3; nt = (uint32 *)&vram[ntbb + (((y_scroll >> 3) << pf_shift) & pf_y_mask)]; atbuf = nt[index & pf_col_mask]; DRAW_COLUMN(atbuf, v_line) } /* Window and Plane A */ buf = nta_buf; uint32 a = (reg[18] & 0x1F) << 3; uint32 w = (reg[18] >> 7) & 1; if (w == (line >= a)) { /* Window takes up entire line */ a = 0; w = 1; } else { /* Window and Plane A share the line */ a = clip[0].enable; w = clip[1].enable; } /* Plane A*/ if (a) { /* set for Plane A */ start = clip[0].left; end = clip[0].right; #ifdef LSB_FIRST shift = (xscroll & 0x0F); index = pf_col_mask + start + 1 - ((xscroll >> 4) & pf_col_mask); #else shift = (xscroll >> 16) & 0x0F; index = pf_col_mask + start + 1 - ((xscroll >> 20) & pf_col_mask); #endif if(shift) { dst = (uint32 *)&buf[0x10 + shift + (start<<4)]; y_scroll = (line & pf_row_mask); v_line = (y_scroll & 7) << 3; nt = (uint32 *)&vram[ntab + (((y_scroll >> 3) << pf_shift) & pf_y_mask)]; /* Window bug */ if (start) atbuf = nt[index & pf_col_mask]; else atbuf = nt[(index-1) & pf_col_mask]; DRAW_COLUMN(atbuf, v_line); } dst = (uint32 *)&buf[0x20 + shift + (start<<4)]; for(column = start; column < end; column ++, index ++) { #ifdef LSB_FIRST y_scroll = (line + (vs[column] & 0x3FF)) & pf_row_mask; #else y_scroll = (line + ((vs[column] >> 16) & 0x3FF)) & pf_row_mask; #endif v_line = (y_scroll & 7) << 3; nt = (uint32 *)&vram[ntab + (((y_scroll >> 3) << pf_shift) & pf_y_mask)]; atbuf = nt[index & pf_col_mask]; DRAW_COLUMN(atbuf, v_line) } /* set for Window */ start = clip[1].left; end = clip[1].right; } /* Window */ if (w) { v_line = (line & 7) << 3; nt = (uint32 *)&vram[ntwb | ((line >> 3) << (6 + (reg[12] & 1)))]; dst = (uint32 *)&buf[0x20 + (start << 4)]; for(column = start; column < end; column ++) { atbuf = nt[column]; DRAW_COLUMN(atbuf, v_line) } } } static void render_bg_im2(uint32 line, uint32 width, uint32 odd) { uint32 column, atex, atbuf, offs, *src, *dst; #ifndef LSB_FIRST uint32 attr_msb; #endif /* common data */ uint32 xscroll = get_hscroll(line); uint32 pf_col_mask = playfield_col_mask; uint32 pf_row_mask = playfield_row_mask; uint32 pf_shift = playfield_shift; uint32 pf_y_mask = y_mask; uint32 *vs = (uint32 *)&vsram[0]; /* B Plane */ uint8 *buf = ntb_buf; uint32 start = 0; uint32 end = width >> 4; #ifdef LSB_FIRST uint32 shift = (xscroll >> 16) & 0x0F; uint32 index = pf_col_mask + 1 - ((xscroll >> 20) & pf_col_mask); uint32 y_scroll = (line + ((vs[0] >> 17) & 0x3FF)) & pf_row_mask; /* IM2 specific */ #else uint32 shift = (xscroll & 0x0F); uint32 index = pf_col_mask + 1 - ((xscroll >> 4) & pf_col_mask); uint32 y_scroll = (line + ((vs[0] >> 1) & 0x3FF)) & pf_row_mask; /* IM2 specific */ #endif uint32 v_line = (((y_scroll & 7) << 1) | odd) << 3; /* IM2 specific */ uint32 *nt = (uint32 *)&vram[ntbb + (((y_scroll >> 3) << pf_shift) & pf_y_mask)]; if(shift) { dst = (uint32 *)&buf[0x10 + shift]; atbuf = nt[(index-1) & pf_col_mask]; DRAW_COLUMN_IM2(atbuf, v_line); /* IM2 specific */ } dst = (uint32 *)&buf[0x20 + shift]; for(column = 0; column < end; column ++, index ++) { atbuf = nt[index & pf_col_mask]; DRAW_COLUMN_IM2(atbuf, v_line) /* IM2 specific */ } /* Window and Plane A */ buf = nta_buf; uint32 a = (reg[18] & 0x1F) << 3; uint32 w = (reg[18] >> 7) & 1; if (w == (line >= a)) { /* Window takes up entire line */ a = 0; w = 1; } else { /* Window and Plane A share the line */ a = clip[0].enable; w = clip[1].enable; } /* Plane A */ if (a) { /* set for Plane A */ start = clip[0].left; end = clip[0].right; #ifdef LSB_FIRST shift = (xscroll & 0x0F); index = pf_col_mask + start + 1 - ((xscroll >> 4) & pf_col_mask); y_scroll = (line + ((vs[0] >> 1) & 0x3FF)) & pf_row_mask; /* IM2 specific */ #else shift = (xscroll >> 16) & 0x0F; index = pf_col_mask + start + 1 - ((xscroll >> 20) & pf_col_mask); y_scroll = (line + ((vs[0] >> 17) & 0x3FF)) & pf_row_mask; /* IM2 specific */ #endif v_line = (((y_scroll & 7) << 1) | odd) << 3; /* IM2 specific */ nt = (uint32 *)&vram[ntab + (((y_scroll >> 3) << pf_shift) & pf_y_mask)]; if(shift) { dst = (uint32 *)&buf[0x10 + shift + (start<<4)]; /* Window bug */ if (start) atbuf = nt[index & pf_col_mask]; else atbuf = nt[(index-1) & pf_col_mask]; DRAW_COLUMN_IM2(atbuf, v_line); /* IM2 specific */ } dst = (uint32 *)&buf[0x20 + shift + (start<<4)]; for(column = start; column < end; column ++, index ++) { atbuf = nt[index & pf_col_mask]; DRAW_COLUMN_IM2(atbuf, v_line) /* IM2 specific */ } /* set for Window */ start = clip[1].left; end = clip[1].right; } /* Window */ if (w) { v_line = ((line & 7) << 1 | odd) << 3; /* IM2 specific */ nt = (uint32 *)&vram[ntwb | ((line >> 3) << (6 + (reg[12] & 1)))]; dst = (uint32 *)&buf[0x20 + (start << 4)]; for(column = start; column < end; column ++) { atbuf = nt[column]; DRAW_COLUMN_IM2(atbuf, v_line) /* IM2 specific */ } } } /*--------------------------------------------------------------------------*/ /* 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 */ static uint32 make_lut_bg(uint32 bx, uint32 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 */ static uint32 make_lut_obj(uint32 bx, uint32 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) */ static uint32 make_lut_bg_ste(uint32 bx, uint32 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 */ static uint32 make_lut_obj_ste(uint32 bx, uint32 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) */ static uint32 make_lut_bgobj_ste(uint32 bx, uint32 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); } /*--------------------------------------------------------------------------*/ /* Color update functions */ /*--------------------------------------------------------------------------*/ #ifndef NGC 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_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; } } #endif 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; } } /*--------------------------------------------------------------------------*/ /* Object render functions */ /*--------------------------------------------------------------------------*/ void parse_satb(uint32 line) { uint8 sizetab[] = {8, 16, 24, 32}; uint32 link = 0; uint32 count, ypos, size, height; uint32 limit = (reg[12] & 1) ? 20 : 16; uint32 total = limit << 2; uint16 *p = (uint16 *) &vram[satb]; uint16 *q = (uint16 *) &sat[0]; object_index_count = 0; for(count = 0; count < total; count += 1) { ypos = (q[link] >> im2_flag) & 0x1FF; size = q[link + 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 object_info[object_index_count].attr = p[link + 2]; object_info[object_index_count].xpos = p[link + 3]; object_info[object_index_count].ypos = ypos; object_info[object_index_count].size = size; ++object_index_count; } link = (q[link + 1] & 0x7F) << 2; if(link == 0) break; } } static void render_obj(uint32 line, uint8 *buf, uint8 *table) { uint16 ypos; uint16 attr; uint16 xpos; uint8 sizetab[] = {8, 16, 24, 32}; uint8 size; uint8 *src; int count,i; int pixelcount = 0; int width; int height; int v_line; int column; int left = 0x80; int right = 0x80 + bitmap.viewport.w; 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 & 0x1ff; /* sprite masking (low priority sprite only) */ if(!xpos && count) 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; 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 */ /* adjusted for sprite limit */ if (pixelcount > bitmap.viewport.w) width -= (pixelcount - bitmap.viewport.w); 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; } } static void render_obj_im2(uint32 line, uint32 odd, uint8 *buf, uint8 *table) { uint16 ypos; uint16 attr; uint16 xpos; uint8 sizetab[] = {8, 16, 24, 32}; uint8 size; uint8 *src; int count,i; int pixelcount = 0; int width; int height; int v_line; int column; int left = 0x80; int right = 0x80 + bitmap.viewport.w; 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 & 0x1ff; /* sprite masking (low priority sprite only) */ if(!xpos && count) 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; 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) | odd) << 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 */ /* adjusted for sprite limit */ if (pixelcount > bitmap.viewport.w) width -= (pixelcount - bitmap.viewport.w); 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; } }