mirror of
https://github.com/dborth/snes9xgx.git
synced 2024-11-28 13:34:21 +01:00
1303 lines
42 KiB
C++
1303 lines
42 KiB
C++
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/**********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 Brad Jorsch (anomie@users.sourceforge.net),
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funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com),
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Nach (n-a-c-h@users.sourceforge.net), and
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zones (kasumitokoduck@yahoo.com)
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com)
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley,
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001-2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight,
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound DSP emulator code is derived from SNEeSe and OpenSPC:
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x filter
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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**********************************************************************************/
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// This file includes itself multiple times. The other option would be to have
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// 4 files, where A includes B, and B includes C 3 times, and C includes D 5
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// times. Look for the following marker to find where the divisions are.
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/*===========================================================================*/
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#ifndef _NEWTILE_CPP // Top-level compilation
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#define _NEWTILE_CPP
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#include "snes9x.h"
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#include "gfx.h"
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#include "ppu.h"
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static uint32 pixbit[8][16];
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static uint8 hrbit_odd[256];
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static uint8 hrbit_even[256];
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void S9xInitTileRenderer(void){
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register int i;
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for(i=0; i<16; i++) {
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register uint32 b = 0;
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#if defined(LSB_FIRST)
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if (i & 8)
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b |= 1;
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if (i & 4)
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b |= 1<<8;
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if (i & 2)
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b |= 1<<16;
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if (i & 1)
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b |= 1<<24;
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#else
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if (i & 8)
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b |= 1<<24;
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if (i & 4)
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b |= 1<<16;
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if (i & 2)
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b |= 1<<8;
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if (i & 1)
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b |= 1;
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#endif
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for(uint8 bitshift=0; bitshift<8; bitshift++) {
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pixbit[bitshift][i]=b<<bitshift;
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}
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}
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for(i=0; i<256; i++) {
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register uint8 m=0;
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register uint8 s=0;
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if(i & 0x80) s |= 8;
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if(i & 0x40) m |= 8;
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if(i & 0x20) s |= 4;
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if(i & 0x10) m |= 4;
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if(i & 0x08) s |= 2;
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if(i & 0x04) m |= 2;
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if(i & 0x02) s |= 1;
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if(i & 0x01) m |= 1;
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hrbit_odd[i]=m;
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hrbit_even[i]=s;
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}
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}
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/*****************************************************************************/
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// Here are the tile converters, selected by S9xSelectTileConverter()
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// Really, except for the definition of DOBIT and the number of times it is
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// called, they're all the same.
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#define DOBIT(n, i) \
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if ((pix = *(tp + (n)))) { \
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p1 |= pixbit[(i)][pix >> 4]; \
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p2 |= pixbit[(i)][pix & 0xf]; \
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}
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static uint8 ConvertTile2 (uint8 *pCache, uint32 TileAddr, uint32)
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{
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register uint8 *tp = &Memory.VRAM[TileAddr];
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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for (line = 8; line != 0; line--, tp += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT(0, 0);
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DOBIT(1, 1);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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static uint8 ConvertTile4 (uint8 *pCache, uint32 TileAddr, uint32)
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{
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register uint8 *tp = &Memory.VRAM[TileAddr];
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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for (line = 8; line != 0; line--, tp += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT( 0, 0);
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DOBIT( 1, 1);
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DOBIT(16, 2);
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DOBIT(17, 3);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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static uint8 ConvertTile8 (uint8 *pCache, uint32 TileAddr, uint32)
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{
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register uint8 *tp = &Memory.VRAM[TileAddr];
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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for (line = 8; line != 0; line--, tp += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT( 0, 0);
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DOBIT( 1, 1);
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DOBIT(16, 2);
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DOBIT(17, 3);
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DOBIT(32, 4);
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DOBIT(33, 5);
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DOBIT(48, 6);
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DOBIT(49, 7);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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#undef DOBIT
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#define DOBIT(n, i) \
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if ((pix = hrbit_odd[*(tp1 + (n))])) \
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p1 |= pixbit[(i)][pix]; \
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if ((pix = hrbit_odd[*(tp2 + (n))])) \
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p2 |= pixbit[(i)][pix];
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static uint8 ConvertTile2h_odd (uint8 *pCache, uint32 TileAddr, uint32 Tile)
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{
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register uint8 *tp1 = &Memory.VRAM[TileAddr], *tp2;
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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if(Tile==0x3ff){
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tp2=tp1-(0x3ff<<4);
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} else {
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tp2=tp1+(1<<4);
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}
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for (line = 8; line != 0; line--, tp1 += 2, tp2 += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT(0, 0);
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DOBIT(1, 1);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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static uint8 ConvertTile4h_odd (uint8 *pCache, uint32 TileAddr, uint32 Tile)
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{
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register uint8 *tp1 = &Memory.VRAM[TileAddr], *tp2;
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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if(Tile==0x3ff){
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tp2=tp1-(0x3ff<<5);
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} else {
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tp2=tp1+(1<<5);
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}
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for (line = 8; line != 0; line--, tp1 += 2, tp2 += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT( 0, 0);
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DOBIT( 1, 1);
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DOBIT(16, 2);
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DOBIT(17, 3);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
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#undef DOBIT
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#define DOBIT(n, i) \
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if ((pix = hrbit_even[*(tp1 + (n))])) \
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p1 |= pixbit[(i)][pix]; \
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if ((pix = hrbit_even[*(tp2 + (n))])) \
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p2 |= pixbit[(i)][pix];
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static uint8 ConvertTile2h_even (uint8 *pCache, uint32 TileAddr, uint32 Tile)
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{
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register uint8 *tp1 = &Memory.VRAM[TileAddr], *tp2;
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uint32 *p = (uint32 *) pCache;
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uint32 non_zero = 0;
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uint8 line;
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if(Tile==0x3ff){
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tp2=tp1-(0x3ff<<4);
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} else {
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tp2=tp1+(1<<4);
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}
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for (line = 8; line != 0; line--, tp1 += 2, tp2 += 2)
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{
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uint32 p1 = 0;
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uint32 p2 = 0;
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register uint8 pix;
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DOBIT(0, 0);
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DOBIT(1, 1);
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*p++ = p1;
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*p++ = p2;
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non_zero |= p1 | p2;
|
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}
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return (non_zero ? TRUE : BLANK_TILE);
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}
|
||
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|
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static uint8 ConvertTile4h_even (uint8 *pCache, uint32 TileAddr, uint32 Tile)
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{
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register uint8 *tp1 = &Memory.VRAM[TileAddr], *tp2;
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uint32 *p = (uint32 *) pCache;
|
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uint32 non_zero = 0;
|
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uint8 line;
|
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|
|
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if(Tile==0x3ff){
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tp2=tp1-(0x3ff<<5);
|
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} else {
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tp2=tp1+(1<<5);
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}
|
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|
|
||
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for (line = 8; line != 0; line--, tp1 += 2, tp2 += 2)
|
||
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{
|
||
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uint32 p1 = 0;
|
||
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uint32 p2 = 0;
|
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register uint8 pix;
|
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DOBIT( 0, 0);
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DOBIT( 1, 1);
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DOBIT(16, 2);
|
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DOBIT(17, 3);
|
||
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*p++ = p1;
|
||
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*p++ = p2;
|
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|
non_zero |= p1 | p2;
|
||
|
}
|
||
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return (non_zero ? TRUE : BLANK_TILE);
|
||
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}
|
||
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|
||
|
#undef DOBIT
|
||
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|
||
|
/*****************************************************************************/
|
||
|
// First-level include: get all the renderers
|
||
|
#include "tile.cpp"
|
||
|
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
// Functions to select which converter and renderer to use.
|
||
|
|
||
|
void S9xSelectTileRenderers(int BGMode, bool8 sub, bool8 obj){
|
||
|
void (**DT)(uint32,uint32,uint32,uint32);
|
||
|
void (**DCT)(uint32,uint32,uint32,uint32,uint32,uint32);
|
||
|
void (**DMP)(uint32,uint32,uint32,uint32,uint32,uint32);
|
||
|
void (**DB)(uint32,uint32,uint32);
|
||
|
void (**DM7BG1)(uint32,uint32,int);
|
||
|
void (**DM7BG2)(uint32,uint32,int);
|
||
|
bool8 M7M1, M7M2;
|
||
|
|
||
|
M7M1=PPU.BGMosaic[0] && PPU.Mosaic>1;
|
||
|
M7M2=PPU.BGMosaic[1] && PPU.Mosaic>1;
|
||
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|
||
|
if(!IPPU.DoubleWidthPixels){
|
||
|
DT=Renderers_DrawTile16Normal1x1;
|
||
|
DCT=Renderers_DrawClippedTile16Normal1x1;
|
||
|
DMP=Renderers_DrawMosaicPixel16Normal1x1;
|
||
|
DB=Renderers_DrawBackdrop16Normal1x1;
|
||
|
DM7BG1=M7M1?Renderers_DrawMode7MosaicBG1Normal1x1:Renderers_DrawMode7BG1Normal1x1;
|
||
|
DM7BG2=M7M2?Renderers_DrawMode7MosaicBG2Normal1x1:Renderers_DrawMode7BG2Normal1x1;
|
||
|
GFX.LinesPerTile = 8;
|
||
|
} else {
|
||
|
bool8 hires, interlace;
|
||
|
if(obj){ // OBJ
|
||
|
hires=(BGMode==5 || BGMode==6 || IPPU.PseudoHires);
|
||
|
interlace=IPPU.InterlaceOBJ;
|
||
|
} else if(BGMode==5 || BGMode==6){
|
||
|
hires=TRUE;
|
||
|
interlace=IPPU.Interlace;
|
||
|
} else {
|
||
|
hires=IPPU.PseudoHires;
|
||
|
interlace=FALSE;
|
||
|
}
|
||
|
if(sub) hires=FALSE;
|
||
|
|
||
|
if(hires && interlace){
|
||
|
DT=Renderers_DrawTile16HiresInterlace;
|
||
|
DCT=Renderers_DrawClippedTile16HiresInterlace;
|
||
|
DMP=Renderers_DrawMosaicPixel16HiresInterlace;
|
||
|
DB=Renderers_DrawBackdrop16Hires;
|
||
|
DM7BG1=M7M1?Renderers_DrawMode7MosaicBG1Hires:Renderers_DrawMode7BG1Hires;
|
||
|
DM7BG2=M7M2?Renderers_DrawMode7MosaicBG2Hires:Renderers_DrawMode7BG2Hires;
|
||
|
GFX.LinesPerTile = 4;
|
||
|
} else if(hires){
|
||
|
DT=Renderers_DrawTile16Hires;
|
||
|
DCT=Renderers_DrawClippedTile16Hires;
|
||
|
DMP=Renderers_DrawMosaicPixel16Hires;
|
||
|
DB=Renderers_DrawBackdrop16Hires;
|
||
|
DM7BG1=M7M1?Renderers_DrawMode7MosaicBG1Hires:Renderers_DrawMode7BG1Hires;
|
||
|
DM7BG2=M7M2?Renderers_DrawMode7MosaicBG2Hires:Renderers_DrawMode7BG2Hires;
|
||
|
GFX.LinesPerTile = 8;
|
||
|
} else if(interlace){
|
||
|
DT=Renderers_DrawTile16Interlace;
|
||
|
DCT=Renderers_DrawClippedTile16Interlace;
|
||
|
DMP=Renderers_DrawMosaicPixel16Interlace;
|
||
|
DB=Renderers_DrawBackdrop16Normal2x1;
|
||
|
DM7BG1=M7M1?Renderers_DrawMode7MosaicBG1Normal2x1:Renderers_DrawMode7BG1Normal2x1;
|
||
|
DM7BG2=M7M2?Renderers_DrawMode7MosaicBG2Normal2x1:Renderers_DrawMode7BG2Normal2x1;
|
||
|
GFX.LinesPerTile = 4;
|
||
|
} else {
|
||
|
DT=Renderers_DrawTile16Normal2x1;
|
||
|
DCT=Renderers_DrawClippedTile16Normal2x1;
|
||
|
DMP=Renderers_DrawMosaicPixel16Normal2x1;
|
||
|
DB=Renderers_DrawBackdrop16Normal2x1;
|
||
|
DM7BG1=M7M1?Renderers_DrawMode7MosaicBG1Normal2x1:Renderers_DrawMode7BG1Normal2x1;
|
||
|
DM7BG2=M7M2?Renderers_DrawMode7MosaicBG2Normal2x1:Renderers_DrawMode7BG2Normal2x1;
|
||
|
GFX.LinesPerTile = 8;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
GFX.DrawTileNomath=DT[0];
|
||
|
GFX.DrawClippedTileNomath=DCT[0];
|
||
|
GFX.DrawMosaicPixelNomath=DMP[0];
|
||
|
GFX.DrawBackdropNomath=DB[0];
|
||
|
GFX.DrawMode7BG1Nomath=DM7BG1[0];
|
||
|
GFX.DrawMode7BG2Nomath=DM7BG2[0];
|
||
|
|
||
|
int i;
|
||
|
if(!Settings.Transparency){
|
||
|
i=0;
|
||
|
} else {
|
||
|
i=((Memory.FillRAM[0x2131]&0x80)?4:1);
|
||
|
if(Memory.FillRAM[0x2131]&0x40){
|
||
|
i++;
|
||
|
if(Memory.FillRAM[0x2130]&2) i++;
|
||
|
}
|
||
|
}
|
||
|
GFX.DrawTileMath=DT[i];
|
||
|
GFX.DrawClippedTileMath=DCT[i];
|
||
|
GFX.DrawMosaicPixelMath=DMP[i];
|
||
|
GFX.DrawBackdropMath=DB[i];
|
||
|
GFX.DrawMode7BG1Math=DM7BG1[i];
|
||
|
GFX.DrawMode7BG2Math=DM7BG2[i];
|
||
|
}
|
||
|
|
||
|
void S9xSelectTileConverter(int depth, bool8 hires, bool8 sub, bool8 mosaic){
|
||
|
switch(depth){
|
||
|
case 8:
|
||
|
BG.ConvertTile = BG.ConvertTileFlip = ConvertTile8;
|
||
|
BG.Buffer = BG.BufferFlip = IPPU.TileCache[TILE_8BIT];
|
||
|
BG.Buffered = BG.BufferedFlip = IPPU.TileCached[TILE_8BIT];
|
||
|
BG.TileShift = 6;
|
||
|
BG.PaletteShift = 0;
|
||
|
BG.PaletteMask = 0;
|
||
|
BG.DirectColourMode = (Memory.FillRAM[0x2130]&1);
|
||
|
break;
|
||
|
case 4:
|
||
|
if(hires){
|
||
|
if(sub || mosaic){
|
||
|
BG.ConvertTile = ConvertTile4h_even;
|
||
|
BG.Buffer = IPPU.TileCache[TILE_4BIT_EVEN];
|
||
|
BG.Buffered = IPPU.TileCached[TILE_4BIT_EVEN];
|
||
|
BG.ConvertTileFlip = ConvertTile4h_odd;
|
||
|
BG.BufferFlip = IPPU.TileCache[TILE_4BIT_ODD];
|
||
|
BG.BufferedFlip = IPPU.TileCached[TILE_4BIT_ODD];
|
||
|
} else {
|
||
|
BG.ConvertTile = ConvertTile4h_odd;
|
||
|
BG.Buffer = IPPU.TileCache[TILE_4BIT_ODD];
|
||
|
BG.Buffered = IPPU.TileCached[TILE_4BIT_ODD];
|
||
|
BG.ConvertTileFlip = ConvertTile4h_even;
|
||
|
BG.BufferFlip = IPPU.TileCache[TILE_4BIT_EVEN];
|
||
|
BG.BufferedFlip = IPPU.TileCached[TILE_4BIT_EVEN];
|
||
|
}
|
||
|
} else {
|
||
|
BG.ConvertTile = BG.ConvertTileFlip = ConvertTile4;
|
||
|
BG.Buffer = BG.BufferFlip = IPPU.TileCache[TILE_4BIT];
|
||
|
BG.Buffered = BG.BufferedFlip = IPPU.TileCached[TILE_4BIT];
|
||
|
}
|
||
|
BG.TileShift = 5;
|
||
|
BG.PaletteShift = 10-4;
|
||
|
BG.PaletteMask = 7<<4;
|
||
|
BG.DirectColourMode = FALSE;
|
||
|
break;
|
||
|
case 2:
|
||
|
if(hires){
|
||
|
if(sub || mosaic){
|
||
|
BG.ConvertTile = ConvertTile2h_even;
|
||
|
BG.Buffer = IPPU.TileCache[TILE_2BIT_EVEN];
|
||
|
BG.Buffered = IPPU.TileCached[TILE_2BIT_EVEN];
|
||
|
BG.ConvertTileFlip = ConvertTile2h_odd;
|
||
|
BG.BufferFlip = IPPU.TileCache[TILE_2BIT_ODD];
|
||
|
BG.BufferedFlip = IPPU.TileCached[TILE_2BIT_ODD];
|
||
|
} else {
|
||
|
BG.ConvertTile = ConvertTile2h_odd;
|
||
|
BG.Buffer = IPPU.TileCache[TILE_2BIT_ODD];
|
||
|
BG.Buffered = IPPU.TileCached[TILE_2BIT_ODD];
|
||
|
BG.ConvertTileFlip = ConvertTile2h_even;
|
||
|
BG.BufferFlip = IPPU.TileCache[TILE_2BIT_EVEN];
|
||
|
BG.BufferedFlip = IPPU.TileCached[TILE_2BIT_EVEN];
|
||
|
}
|
||
|
} else {
|
||
|
BG.ConvertTile = BG.ConvertTileFlip = ConvertTile2;
|
||
|
BG.Buffer = BG.BufferFlip = IPPU.TileCache[TILE_2BIT];
|
||
|
BG.Buffered = BG.BufferedFlip = IPPU.TileCached[TILE_2BIT];
|
||
|
}
|
||
|
BG.TileShift = 4;
|
||
|
BG.PaletteShift = 10-2;
|
||
|
BG.PaletteMask = 7<<2;
|
||
|
BG.DirectColourMode = FALSE;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*===========================================================================*/
|
||
|
#else
|
||
|
#ifndef NAME1 // First-level: Get all renderers
|
||
|
/*===========================================================================*/
|
||
|
|
||
|
#define GET_CACHED_TILE() \
|
||
|
uint32 TileNumber; \
|
||
|
uint32 TileAddr = BG.TileAddress + ((Tile & 0x3ff) << BG.TileShift); \
|
||
|
if ((Tile & 0x100)) \
|
||
|
TileAddr += BG.NameSelect; \
|
||
|
TileAddr &= 0xffff; \
|
||
|
TileNumber = (TileAddr >> BG.TileShift); \
|
||
|
if((Tile & H_FLIP)) { \
|
||
|
pCache = &BG.BufferFlip[TileNumber << 6]; \
|
||
|
if(!BG.BufferedFlip[TileNumber]) \
|
||
|
BG.BufferedFlip[TileNumber] = BG.ConvertTileFlip (pCache, TileAddr, Tile&0x3ff); \
|
||
|
} else { \
|
||
|
pCache = &BG.Buffer[TileNumber << 6]; \
|
||
|
if(!BG.Buffered[TileNumber]) \
|
||
|
BG.Buffered[TileNumber] = BG.ConvertTile (pCache, TileAddr, Tile&0x3ff); \
|
||
|
}
|
||
|
|
||
|
#define IS_BLANK_TILE() \
|
||
|
(BG.Buffered[TileNumber] == BLANK_TILE)
|
||
|
|
||
|
#define SELECT_PALETTE() \
|
||
|
if(BG.DirectColourMode) { \
|
||
|
if(IPPU.DirectColourMapsNeedRebuild) S9xBuildDirectColourMaps(); \
|
||
|
GFX.RealScreenColors = DirectColourMaps[(Tile>>10) & 7]; \
|
||
|
} else { \
|
||
|
GFX.RealScreenColors = &IPPU.ScreenColors[((Tile >> BG.PaletteShift) & BG.PaletteMask) + BG.StartPalette]; \
|
||
|
} \
|
||
|
GFX.ScreenColors = GFX.ClipColors?BlackColourMap:GFX.RealScreenColors;
|
||
|
|
||
|
#define NOMATH(Op, Main, Sub, SD) (Main)
|
||
|
#define REGMATH(Op, Main, Sub, SD) (COLOR_##Op((Main),((SD)&0x20)?(Sub):GFX.FixedColour))
|
||
|
#define MATHF1_2(Op, Main, Sub, SD) (GFX.ClipColors?(COLOR_##Op((Main),GFX.FixedColour)):(COLOR_##Op##1_2((Main),GFX.FixedColour)))
|
||
|
#define MATHS1_2(Op, Main, Sub, SD) (GFX.ClipColors?REGMATH(Op,Main,Sub,SD):(((SD)&0x20)?COLOR_##Op##1_2((Main),(Sub)):COLOR_##Op((Main),GFX.FixedColour)))
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
// Basic routine to render an unclipped tile. Input parameters:
|
||
|
// BPSTART = either StartLine or (StartLine*2 + BG.InterlaceLine), so
|
||
|
// interlace modes can render every other line from the tile.
|
||
|
// PITCH = 1 or 2, again so interlace can count lines properly.
|
||
|
// DRAW_PIXEL(N,M) is a routine to actually draw the pixel. N is the pixel in
|
||
|
// the row to draw, and M is a test which if false means the pixel should
|
||
|
// be skipped.
|
||
|
// Z1 is the "draw if Z1>cur_depth".
|
||
|
// Z2 is the "cur_depth = new_depth". OBJ need the two separate.
|
||
|
// Pix is the pixel to draw.
|
||
|
|
||
|
#define Z1 GFX.Z1
|
||
|
#define Z2 GFX.Z2
|
||
|
#define DRAW_TILE() \
|
||
|
uint8 *pCache; \
|
||
|
register int32 l; \
|
||
|
register uint8 *bp, Pix; \
|
||
|
\
|
||
|
GET_CACHED_TILE(); \
|
||
|
if(IS_BLANK_TILE()) return; \
|
||
|
SELECT_PALETTE(); \
|
||
|
\
|
||
|
if (!(Tile & (V_FLIP | H_FLIP))) { \
|
||
|
bp = pCache + BPSTART; \
|
||
|
for(l = LineCount; l > 0; l--, bp += 8*PITCH, Offset += GFX.PPL) { \
|
||
|
DRAW_PIXEL(0,Pix=bp[0]); \
|
||
|
DRAW_PIXEL(1,Pix=bp[1]); \
|
||
|
DRAW_PIXEL(2,Pix=bp[2]); \
|
||
|
DRAW_PIXEL(3,Pix=bp[3]); \
|
||
|
DRAW_PIXEL(4,Pix=bp[4]); \
|
||
|
DRAW_PIXEL(5,Pix=bp[5]); \
|
||
|
DRAW_PIXEL(6,Pix=bp[6]); \
|
||
|
DRAW_PIXEL(7,Pix=bp[7]); \
|
||
|
} \
|
||
|
} else if(!(Tile & V_FLIP)) { \
|
||
|
bp = pCache + BPSTART; \
|
||
|
for(l = LineCount; l > 0; l--, bp += 8*PITCH, Offset += GFX.PPL) { \
|
||
|
DRAW_PIXEL(0,Pix=bp[7]); \
|
||
|
DRAW_PIXEL(1,Pix=bp[6]); \
|
||
|
DRAW_PIXEL(2,Pix=bp[5]); \
|
||
|
DRAW_PIXEL(3,Pix=bp[4]); \
|
||
|
DRAW_PIXEL(4,Pix=bp[3]); \
|
||
|
DRAW_PIXEL(5,Pix=bp[2]); \
|
||
|
DRAW_PIXEL(6,Pix=bp[1]); \
|
||
|
DRAW_PIXEL(7,Pix=bp[0]); \
|
||
|
} \
|
||
|
} else if(!(Tile & H_FLIP)) { \
|
||
|
bp = pCache + 56 - BPSTART; \
|
||
|
for(l = LineCount; l > 0; l--, bp -= 8*PITCH, Offset += GFX.PPL) { \
|
||
|
DRAW_PIXEL(0,Pix=bp[0]); \
|
||
|
DRAW_PIXEL(1,Pix=bp[1]); \
|
||
|
DRAW_PIXEL(2,Pix=bp[2]); \
|
||
|
DRAW_PIXEL(3,Pix=bp[3]); \
|
||
|
DRAW_PIXEL(4,Pix=bp[4]); \
|
||
|
DRAW_PIXEL(5,Pix=bp[5]); \
|
||
|
DRAW_PIXEL(6,Pix=bp[6]); \
|
||
|
DRAW_PIXEL(7,Pix=bp[7]); \
|
||
|
} \
|
||
|
} else { \
|
||
|
bp = pCache + 56 - BPSTART; \
|
||
|
for(l = LineCount; l > 0; l--, bp -= 8*PITCH, Offset += GFX.PPL) { \
|
||
|
DRAW_PIXEL(0,Pix=bp[7]); \
|
||
|
DRAW_PIXEL(1,Pix=bp[6]); \
|
||
|
DRAW_PIXEL(2,Pix=bp[5]); \
|
||
|
DRAW_PIXEL(3,Pix=bp[4]); \
|
||
|
DRAW_PIXEL(4,Pix=bp[3]); \
|
||
|
DRAW_PIXEL(5,Pix=bp[2]); \
|
||
|
DRAW_PIXEL(6,Pix=bp[1]); \
|
||
|
DRAW_PIXEL(7,Pix=bp[0]); \
|
||
|
} \
|
||
|
}
|
||
|
|
||
|
#define NAME1 DrawTile16
|
||
|
#define ARGS uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount
|
||
|
|
||
|
// Second-level include: Get the DrawTile16 renderers
|
||
|
#include "tile.cpp"
|
||
|
|
||
|
#undef NAME1
|
||
|
#undef ARGS
|
||
|
#undef DRAW_TILE
|
||
|
#undef Z1
|
||
|
#undef Z2
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
// Basic routine to render a clipped tile. Inputs same as above.
|
||
|
|
||
|
#define Z1 GFX.Z1
|
||
|
#define Z2 GFX.Z2
|
||
|
#define DRAW_TILE() \
|
||
|
uint8 *pCache; \
|
||
|
register int32 l; \
|
||
|
register uint8 *bp, Pix, w; \
|
||
|
\
|
||
|
GET_CACHED_TILE(); \
|
||
|
if(IS_BLANK_TILE()) return; \
|
||
|
SELECT_PALETTE(); \
|
||
|
\
|
||
|
if (!(Tile & (V_FLIP | H_FLIP))) { \
|
||
|
bp = pCache + BPSTART; \
|
||
|
for(l = LineCount; l > 0; l--, bp += 8*PITCH, Offset += GFX.PPL) { \
|
||
|
w=Width; \
|
||
|
switch(StartPixel){ \
|
||
|
case 0: DRAW_PIXEL(0,Pix=bp[0]); if(!--w) break; \
|
||
|
case 1: DRAW_PIXEL(1,Pix=bp[1]); if(!--w) break; \
|
||
|
case 2: DRAW_PIXEL(2,Pix=bp[2]); if(!--w) break; \
|
||
|
case 3: DRAW_PIXEL(3,Pix=bp[3]); if(!--w) break; \
|
||
|
case 4: DRAW_PIXEL(4,Pix=bp[4]); if(!--w) break; \
|
||
|
case 5: DRAW_PIXEL(5,Pix=bp[5]); if(!--w) break; \
|
||
|
case 6: DRAW_PIXEL(6,Pix=bp[6]); if(!--w) break; \
|
||
|
case 7: DRAW_PIXEL(7,Pix=bp[7]); break; \
|
||
|
} \
|
||
|
} \
|
||
|
} else if(!(Tile & V_FLIP)) { \
|
||
|
bp = pCache + BPSTART; \
|
||
|
for(l = LineCount; l > 0; l--, bp += 8*PITCH, Offset += GFX.PPL) { \
|
||
|
w=Width; \
|
||
|
switch(StartPixel){ \
|
||
|
case 0: DRAW_PIXEL(0,Pix=bp[7]); if(!--w) break; \
|
||
|
case 1: DRAW_PIXEL(1,Pix=bp[6]); if(!--w) break; \
|
||
|
case 2: DRAW_PIXEL(2,Pix=bp[5]); if(!--w) break; \
|
||
|
case 3: DRAW_PIXEL(3,Pix=bp[4]); if(!--w) break; \
|
||
|
case 4: DRAW_PIXEL(4,Pix=bp[3]); if(!--w) break; \
|
||
|
case 5: DRAW_PIXEL(5,Pix=bp[2]); if(!--w) break; \
|
||
|
case 6: DRAW_PIXEL(6,Pix=bp[1]); if(!--w) break; \
|
||
|
case 7: DRAW_PIXEL(7,Pix=bp[0]); break; \
|
||
|
} \
|
||
|
} \
|
||
|
} else if(!(Tile & H_FLIP)) { \
|
||
|
bp = pCache + 56 - BPSTART; \
|
||
|
for(l = LineCount; l > 0; l--, bp -= 8*PITCH, Offset += GFX.PPL) { \
|
||
|
w=Width; \
|
||
|
switch(StartPixel){ \
|
||
|
case 0: DRAW_PIXEL(0,Pix=bp[0]); if(!--w) break; \
|
||
|
case 1: DRAW_PIXEL(1,Pix=bp[1]); if(!--w) break; \
|
||
|
case 2: DRAW_PIXEL(2,Pix=bp[2]); if(!--w) break; \
|
||
|
case 3: DRAW_PIXEL(3,Pix=bp[3]); if(!--w) break; \
|
||
|
case 4: DRAW_PIXEL(4,Pix=bp[4]); if(!--w) break; \
|
||
|
case 5: DRAW_PIXEL(5,Pix=bp[5]); if(!--w) break; \
|
||
|
case 6: DRAW_PIXEL(6,Pix=bp[6]); if(!--w) break; \
|
||
|
case 7: DRAW_PIXEL(7,Pix=bp[7]); break; \
|
||
|
} \
|
||
|
} \
|
||
|
} else { \
|
||
|
bp = pCache + 56 - BPSTART; \
|
||
|
for(l = LineCount; l > 0; l--, bp -= 8*PITCH, Offset += GFX.PPL) { \
|
||
|
w=Width; \
|
||
|
switch(StartPixel){ \
|
||
|
case 0: DRAW_PIXEL(0,Pix=bp[7]); if(!--w) break; \
|
||
|
case 1: DRAW_PIXEL(1,Pix=bp[6]); if(!--w) break; \
|
||
|
case 2: DRAW_PIXEL(2,Pix=bp[5]); if(!--w) break; \
|
||
|
case 3: DRAW_PIXEL(3,Pix=bp[4]); if(!--w) break; \
|
||
|
case 4: DRAW_PIXEL(4,Pix=bp[3]); if(!--w) break; \
|
||
|
case 5: DRAW_PIXEL(5,Pix=bp[2]); if(!--w) break; \
|
||
|
case 6: DRAW_PIXEL(6,Pix=bp[1]); if(!--w) break; \
|
||
|
case 7: DRAW_PIXEL(7,Pix=bp[0]); break; \
|
||
|
} \
|
||
|
} \
|
||
|
}
|
||
|
|
||
|
#define NAME1 DrawClippedTile16
|
||
|
#define ARGS uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount
|
||
|
|
||
|
// Second-level include: Get the DrawClippedTile16 renderers
|
||
|
#include "tile.cpp"
|
||
|
|
||
|
#undef NAME1
|
||
|
#undef ARGS
|
||
|
#undef DRAW_TILE
|
||
|
#undef Z1
|
||
|
#undef Z2
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
// Basic routine to render a single mosaic pixel. DRAW_PIXEL, BPSTART, Z1, Z2
|
||
|
// and Pix are the same as above, but PITCH is not used.
|
||
|
|
||
|
#define Z1 GFX.Z1
|
||
|
#define Z2 GFX.Z2
|
||
|
#define DRAW_TILE() \
|
||
|
uint8 *pCache; \
|
||
|
register int32 l, w; \
|
||
|
register uint8 Pix; \
|
||
|
\
|
||
|
GET_CACHED_TILE(); \
|
||
|
if(IS_BLANK_TILE()) return; \
|
||
|
SELECT_PALETTE(); \
|
||
|
\
|
||
|
if (Tile & H_FLIP) StartPixel = 7 - StartPixel; \
|
||
|
if (Tile & V_FLIP) { \
|
||
|
Pix = pCache[56 - BPSTART + StartPixel]; \
|
||
|
} else { \
|
||
|
Pix = pCache[BPSTART + StartPixel]; \
|
||
|
} \
|
||
|
if(Pix){ \
|
||
|
for(l = LineCount; l > 0; l--, Offset += GFX.PPL) { \
|
||
|
for(w = Width-1; w>=0; w--) { \
|
||
|
DRAW_PIXEL(w,1); \
|
||
|
} \
|
||
|
} \
|
||
|
}
|
||
|
|
||
|
#define NAME1 DrawMosaicPixel16
|
||
|
#define ARGS uint32 Tile, uint32 Offset, uint32 StartLine, uint32 StartPixel, uint32 Width, uint32 LineCount
|
||
|
|
||
|
// Second-level include: Get the DrawMosaicPixel16 renderers
|
||
|
#include "tile.cpp"
|
||
|
|
||
|
#undef NAME1
|
||
|
#undef ARGS
|
||
|
#undef DRAW_TILE
|
||
|
#undef Z1
|
||
|
#undef Z2
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
// Basic routine to render the backdrop. DRAW_PIXEL is the same as above, but
|
||
|
// since we're just replicating a single pixel there's no need for PITCH or
|
||
|
// BPSTART (or interlace at all, really). The backdrop is always depth=1, so
|
||
|
// Z1=Z2=1. And backdrop is always color 0.
|
||
|
|
||
|
#define NO_INTERLACE 1
|
||
|
#define Z1 1
|
||
|
#define Z2 1
|
||
|
#define Pix 0
|
||
|
#define DRAW_TILE() \
|
||
|
register uint32 l, x; \
|
||
|
\
|
||
|
GFX.RealScreenColors = IPPU.ScreenColors; \
|
||
|
GFX.ScreenColors = GFX.ClipColors?BlackColourMap:GFX.RealScreenColors; \
|
||
|
\
|
||
|
for(l=GFX.StartY; l<=GFX.EndY; l++, Offset+=GFX.PPL) { \
|
||
|
for(x=Left; x<Right; x++) { \
|
||
|
DRAW_PIXEL(x,1); \
|
||
|
} \
|
||
|
}
|
||
|
|
||
|
#define NAME1 DrawBackdrop16
|
||
|
#define ARGS uint32 Offset, uint32 Left, uint32 Right
|
||
|
|
||
|
// Second-level include: Get the DrawBackdrop16 renderers
|
||
|
#include "tile.cpp"
|
||
|
|
||
|
#undef NAME1
|
||
|
#undef ARGS
|
||
|
#undef DRAW_TILE
|
||
|
#undef Pix
|
||
|
#undef Z1
|
||
|
#undef Z2
|
||
|
#undef NO_INTERLACE
|
||
|
|
||
|
/*****************************************************************************/
|
||
|
// Basic routine to render a chunk of a Mode 7 BG. Mode 7 has no interlace, so
|
||
|
// BPSTART and PITCH are unused. We get some new parameters, so we can use the
|
||
|
// same DRAW_TILE to do BG1 or BG2:
|
||
|
// DCMODE tests if Direct Color should apply
|
||
|
// BG is the BG, so we use the right clip window
|
||
|
// MASK is 0xff or 0x7f, the 'color' portion of the pixel.
|
||
|
// We define Z1/Z2 to either be constant 5 or to vary depending on the
|
||
|
// 'priority' portion of the pixel.
|
||
|
|
||
|
#define CLIP_10_BIT_SIGNED(a) (((a)&0x2000)?((a)|~0x3ff):((a)&0x3ff))
|
||
|
|
||
|
extern struct SLineMatrixData LineMatrixData [240];
|
||
|
|
||
|
#define NO_INTERLACE 1
|
||
|
#define Z1 D+7
|
||
|
#define Z2 D+7
|
||
|
#define MASK 0xff
|
||
|
#define DCMODE (Memory.FillRAM[0x2130]&1)
|
||
|
#define BG 0
|
||
|
#define DRAW_TILE_NORMAL() \
|
||
|
uint8 *VRAM1 = Memory.VRAM + 1; \
|
||
|
\
|
||
|
if(DCMODE) { \
|
||
|
if(IPPU.DirectColourMapsNeedRebuild) S9xBuildDirectColourMaps(); \
|
||
|
GFX.RealScreenColors = DirectColourMaps[0]; \
|
||
|
} else { \
|
||
|
GFX.RealScreenColors = IPPU.ScreenColors; \
|
||
|
} \
|
||
|
GFX.ScreenColors = GFX.ClipColors?BlackColourMap:GFX.RealScreenColors; \
|
||
|
\
|
||
|
int aa, cc; \
|
||
|
int startx; \
|
||
|
\
|
||
|
uint32 Offset = GFX.StartY * GFX.PPL; \
|
||
|
struct SLineMatrixData *l = &LineMatrixData[GFX.StartY]; \
|
||
|
\
|
||
|
for(uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Offset += GFX.PPL, l++) { \
|
||
|
int yy, starty; \
|
||
|
\
|
||
|
int32 HOffset = ((int32) l->M7HOFS << 19) >> 19; \
|
||
|
int32 VOffset = ((int32) l->M7VOFS << 19) >> 19; \
|
||
|
\
|
||
|
int32 CentreX = ((int32) l->CentreX << 19) >> 19; \
|
||
|
int32 CentreY = ((int32) l->CentreY << 19) >> 19; \
|
||
|
\
|
||
|
if (PPU.Mode7VFlip) { \
|
||
|
starty = 255 - (int) (Line+1); \
|
||
|
} else { \
|
||
|
starty = Line+1; \
|
||
|
} \
|
||
|
\
|
||
|
yy = CLIP_10_BIT_SIGNED(VOffset - CentreY); \
|
||
|
\
|
||
|
int BB = ((l->MatrixB*starty)&~63) + ((l->MatrixB*yy)&~63) + (CentreX << 8); \
|
||
|
int DD = ((l->MatrixD*starty)&~63) + ((l->MatrixD*yy)&~63) + (CentreY << 8); \
|
||
|
\
|
||
|
if(PPU.Mode7HFlip) { \
|
||
|
startx = Right - 1; \
|
||
|
aa = -l->MatrixA; \
|
||
|
cc = -l->MatrixC; \
|
||
|
} else { \
|
||
|
startx = Left; \
|
||
|
aa = l->MatrixA; \
|
||
|
cc = l->MatrixC; \
|
||
|
} \
|
||
|
\
|
||
|
int xx = CLIP_10_BIT_SIGNED(HOffset - CentreX); \
|
||
|
int AA = l->MatrixA*startx + ((l->MatrixA*xx)&~63); \
|
||
|
int CC = l->MatrixC*startx + ((l->MatrixC*xx)&~63); \
|
||
|
uint8 Pix; \
|
||
|
\
|
||
|
if(!PPU.Mode7Repeat) { \
|
||
|
for(uint32 x = Left; x<Right; x++, AA+=aa, CC+=cc) { \
|
||
|
int X = ((AA + BB) >> 8) & 0x3ff; \
|
||
|
int Y = ((CC + DD) >> 8) & 0x3ff; \
|
||
|
uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
|
||
|
uint8 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
||
|
DRAW_PIXEL(x, Pix=(b&MASK)); \
|
||
|
} \
|
||
|
} else { \
|
||
|
for(uint32 x = Left; x<Right; x++, AA+=aa, CC+=cc) { \
|
||
|
int X = ((AA + BB) >> 8); \
|
||
|
int Y = ((CC + DD) >> 8); \
|
||
|
\
|
||
|
uint8 b; \
|
||
|
if (((X | Y) & ~0x3ff) == 0) { \
|
||
|
uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
|
||
|
b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
||
|
} else if(PPU.Mode7Repeat == 3) { \
|
||
|
b = *(VRAM1 + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
||
|
} else { \
|
||
|
continue; \
|
||
|
} \
|
||
|
DRAW_PIXEL(x, Pix=(b&MASK)); \
|
||
|
} \
|
||
|
} \
|
||
|
}
|
||
|
|
||
|
#define DRAW_TILE_MOSAIC() \
|
||
|
uint8 *VRAM1 = Memory.VRAM + 1; \
|
||
|
\
|
||
|
if(DCMODE) { \
|
||
|
if(IPPU.DirectColourMapsNeedRebuild) S9xBuildDirectColourMaps(); \
|
||
|
GFX.RealScreenColors = DirectColourMaps[0]; \
|
||
|
} else { \
|
||
|
GFX.RealScreenColors = IPPU.ScreenColors; \
|
||
|
} \
|
||
|
GFX.ScreenColors = GFX.ClipColors?BlackColourMap:GFX.RealScreenColors; \
|
||
|
\
|
||
|
int aa, cc; \
|
||
|
int startx, StartY=GFX.StartY; \
|
||
|
int HMosaic=1, VMosaic=1, MosaicStart=0; \
|
||
|
int32 MLeft=Left, MRight=Right; \
|
||
|
if(PPU.BGMosaic[0]){ \
|
||
|
VMosaic=PPU.Mosaic; \
|
||
|
MosaicStart=((uint32)GFX.StartY-PPU.MosaicStart)%VMosaic; \
|
||
|
StartY-=MosaicStart; \
|
||
|
} \
|
||
|
if(PPU.BGMosaic[BG]){ \
|
||
|
HMosaic=PPU.Mosaic; \
|
||
|
MLeft-=MLeft%HMosaic; \
|
||
|
MRight+=HMosaic-1; MRight-=MRight%HMosaic; \
|
||
|
} \
|
||
|
\
|
||
|
uint32 Offset = StartY * GFX.PPL; \
|
||
|
struct SLineMatrixData *l = &LineMatrixData[StartY]; \
|
||
|
\
|
||
|
for(uint32 Line = StartY; Line <= GFX.EndY; Line+=VMosaic, Offset+=VMosaic*GFX.PPL, l+=VMosaic) { \
|
||
|
if(Line+VMosaic>GFX.EndY) VMosaic=GFX.EndY-Line+1; \
|
||
|
int yy, starty; \
|
||
|
\
|
||
|
int32 HOffset = ((int32) l->M7HOFS << 19) >> 19; \
|
||
|
int32 VOffset = ((int32) l->M7VOFS << 19) >> 19; \
|
||
|
\
|
||
|
int32 CentreX = ((int32) l->CentreX << 19) >> 19; \
|
||
|
int32 CentreY = ((int32) l->CentreY << 19) >> 19; \
|
||
|
\
|
||
|
if (PPU.Mode7VFlip) { \
|
||
|
starty = 255 - (int) (Line+1); \
|
||
|
} else { \
|
||
|
starty = Line+1; \
|
||
|
} \
|
||
|
\
|
||
|
yy = CLIP_10_BIT_SIGNED(VOffset - CentreY); \
|
||
|
\
|
||
|
int BB = ((l->MatrixB*starty)&~63) + ((l->MatrixB*yy)&~63) + (CentreX << 8); \
|
||
|
int DD = ((l->MatrixD*starty)&~63) + ((l->MatrixD*yy)&~63) + (CentreY << 8); \
|
||
|
\
|
||
|
if(PPU.Mode7HFlip) { \
|
||
|
startx = MRight - 1; \
|
||
|
aa = -l->MatrixA; \
|
||
|
cc = -l->MatrixC; \
|
||
|
} else { \
|
||
|
startx = MLeft; \
|
||
|
aa = l->MatrixA; \
|
||
|
cc = l->MatrixC; \
|
||
|
} \
|
||
|
\
|
||
|
int xx = CLIP_10_BIT_SIGNED(HOffset - CentreX); \
|
||
|
int AA = l->MatrixA*startx + ((l->MatrixA*xx)&~63); \
|
||
|
int CC = l->MatrixC*startx + ((l->MatrixC*xx)&~63); \
|
||
|
uint8 Pix; \
|
||
|
uint8 ctr=1; \
|
||
|
\
|
||
|
if(!PPU.Mode7Repeat) { \
|
||
|
for(int32 x = MLeft; x<MRight; x++, AA+=aa, CC+=cc) { \
|
||
|
if(--ctr) continue; \
|
||
|
ctr = HMosaic; \
|
||
|
int X = ((AA + BB) >> 8) & 0x3ff; \
|
||
|
int Y = ((CC + DD) >> 8) & 0x3ff; \
|
||
|
uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
|
||
|
uint8 b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
||
|
if((Pix=(b&MASK))){ \
|
||
|
for(int32 h=MosaicStart; h<VMosaic; h++){ \
|
||
|
for(int32 w=x+HMosaic-1; w>=x; w--){ \
|
||
|
DRAW_PIXEL(w+h*GFX.PPL, (w>=(int32)Left && w<(int32)Right)); \
|
||
|
} \
|
||
|
} \
|
||
|
} \
|
||
|
} \
|
||
|
} else { \
|
||
|
for(int32 x = MLeft; x<MRight; x++, AA+=aa, CC+=cc) { \
|
||
|
if(--ctr) continue; \
|
||
|
ctr = HMosaic; \
|
||
|
int X = ((AA + BB) >> 8); \
|
||
|
int Y = ((CC + DD) >> 8); \
|
||
|
\
|
||
|
uint8 b; \
|
||
|
if (((X | Y) & ~0x3ff) == 0) { \
|
||
|
uint8 *TileData = VRAM1 + (Memory.VRAM[((Y & ~7) << 5) + ((X >> 2) & ~1)] << 7); \
|
||
|
b = *(TileData + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
||
|
} else if(PPU.Mode7Repeat == 3) { \
|
||
|
b = *(VRAM1 + ((Y & 7) << 4) + ((X & 7) << 1)); \
|
||
|
} else { \
|
||
|
continue; \
|
||
|
} \
|
||
|
if((Pix=(b&MASK))){ \
|
||
|
for(int32 h=MosaicStart; h<VMosaic; h++){ \
|
||
|
for(int32 w=x+HMosaic-1; w>=x; w--){ \
|
||
|
DRAW_PIXEL(w+h*GFX.PPL, (w>=(int32)Left && w<(int32)Right)); \
|
||
|
} \
|
||
|
} \
|
||
|
} \
|
||
|
} \
|
||
|
} \
|
||
|
MosaicStart=0; \
|
||
|
}
|
||
|
|
||
|
#define DRAW_TILE() DRAW_TILE_NORMAL()
|
||
|
#define NAME1 DrawMode7BG1
|
||
|
#define ARGS uint32 Left, uint32 Right, int D
|
||
|
|
||
|
// Second-level include: Get the DrawMode7BG1 renderers
|
||
|
#include "tile.cpp"
|
||
|
|
||
|
#undef NAME1
|
||
|
#undef DRAW_TILE
|
||
|
#define DRAW_TILE() DRAW_TILE_MOSAIC()
|
||
|
#define NAME1 DrawMode7MosaicBG1
|
||
|
|
||
|
// Second-level include: Get the DrawMode7MosaicBG1 renderers
|
||
|
#include "tile.cpp"
|
||
|
|
||
|
#undef DRAW_TILE
|
||
|
#undef NAME1
|
||
|
#undef Z1
|
||
|
#undef Z2
|
||
|
#undef MASK
|
||
|
#undef DCMODE
|
||
|
#undef BG
|
||
|
|
||
|
#define NAME1 DrawMode7BG2
|
||
|
#define DRAW_TILE() DRAW_TILE_NORMAL()
|
||
|
#define Z1 D+((b&0x80)?11:3)
|
||
|
#define Z2 D+((b&0x80)?11:3)
|
||
|
#define MASK 0x7f
|
||
|
#define DCMODE 0
|
||
|
#define BG 1
|
||
|
|
||
|
// Second-level include: Get the DrawMode7BG2 renderers
|
||
|
#include "tile.cpp"
|
||
|
|
||
|
#undef NAME1
|
||
|
#undef DRAW_TILE
|
||
|
#define DRAW_TILE() DRAW_TILE_MOSAIC()
|
||
|
#define NAME1 DrawMode7MosaicBG2
|
||
|
|
||
|
// Second-level include: Get the DrawMode7MosaicBG2 renderers
|
||
|
#include "tile.cpp"
|
||
|
|
||
|
#undef MASK
|
||
|
#undef DCMODE
|
||
|
#undef BG
|
||
|
#undef NAME1
|
||
|
#undef ARGS
|
||
|
#undef DRAW_TILE
|
||
|
#undef DRAW_TILE_NORMAL
|
||
|
#undef DRAW_TILE_MOSAIC
|
||
|
#undef Z1
|
||
|
#undef Z2
|
||
|
#undef NO_INTERLACE
|
||
|
|
||
|
/*===========================================================================*/
|
||
|
#else // Second-level: Get all NAME1 renderers
|
||
|
#ifndef NAME2
|
||
|
/*===========================================================================*/
|
||
|
|
||
|
#define BPSTART StartLine
|
||
|
#define PITCH 1
|
||
|
|
||
|
// The 1x1 pixel plotter, for speedhacking modes.
|
||
|
#define DRAW_PIXEL(N,M) \
|
||
|
if(Z1>GFX.DB[Offset+N] && (M)){ \
|
||
|
GFX.S[Offset+N] = MATH(GFX.ScreenColors[Pix], GFX.SubScreen[Offset+N], GFX.SubZBuffer[Offset+N]); \
|
||
|
GFX.DB[Offset+N] = Z2; \
|
||
|
}
|
||
|
#define NAME2 Normal1x1
|
||
|
// Third-level include: get the Normal1x1 renderers
|
||
|
#include "tile.cpp"
|
||
|
#undef NAME2
|
||
|
#undef DRAW_PIXEL
|
||
|
|
||
|
// The 2x1 pixel plotter, for normal rendering when we've used hires/interlace
|
||
|
// already this frame.
|
||
|
#define DRAW_PIXEL_N2x1(N,M) \
|
||
|
if(Z1>GFX.DB[Offset+2*N] && (M)){ \
|
||
|
GFX.S[Offset+2*N] = GFX.S[Offset+2*N+1] = MATH(GFX.ScreenColors[Pix], GFX.SubScreen[Offset+2*N], GFX.SubZBuffer[Offset+2*N]); \
|
||
|
GFX.DB[Offset+2*N] = GFX.DB[Offset+2*N+1] = Z2; \
|
||
|
}
|
||
|
#define DRAW_PIXEL(N,M) DRAW_PIXEL_N2x1(N,M)
|
||
|
#define NAME2 Normal2x1
|
||
|
// Third-level include: get the Normal2x1 renderers
|
||
|
#include "tile.cpp"
|
||
|
#undef NAME2
|
||
|
#undef DRAW_PIXEL
|
||
|
|
||
|
// Hires pixel plotter, this combines the main and subscreen pixels as
|
||
|
// appropriate to render hires or pseudo-hires images. Use it only on the main
|
||
|
// screen, subscreen should use Normal2x1 instead.
|
||
|
/* Hires math:
|
||
|
* Main pixel is mathed as normal: Main(x,y)*Sub(x,y)
|
||
|
* Sub pixel is mathed somewhat weird: Basically, for Sub(x+1,y) we apply the
|
||
|
* same operation we applied to Main(x,y) (e.g. no math, add fixed, add1/2
|
||
|
* subscreen) using Main(x,y) as the "corresponding subscreen pixel".
|
||
|
* Also, color window clipping clips Sub(x+1,y) iff Main(x,y) is clipped,
|
||
|
* not Main(x+1,y).
|
||
|
* We don't know how Sub(0,y) is handled.
|
||
|
*/
|
||
|
#define DRAW_PIXEL_H2x1(N,M) \
|
||
|
if(Z1>GFX.DB[Offset+2*N] && (M)){ \
|
||
|
GFX.S[Offset+2*N] = MATH(GFX.ScreenColors[Pix], GFX.SubScreen[Offset+2*N], GFX.SubZBuffer[Offset+2*N]); \
|
||
|
GFX.S[Offset+2*N+1] = MATH((GFX.ClipColors?0:GFX.SubScreen[Offset+2*N+2]), GFX.RealScreenColors[Pix], GFX.SubZBuffer[Offset+2*N]); \
|
||
|
GFX.DB[Offset+2*N] = GFX.DB[Offset+2*N+1] = Z2; \
|
||
|
}
|
||
|
#define DRAW_PIXEL(N,M) DRAW_PIXEL_H2x1(N,M)
|
||
|
#define NAME2 Hires
|
||
|
// Third-level include: get the Hires renderers
|
||
|
#include "tile.cpp"
|
||
|
#undef NAME2
|
||
|
#undef DRAW_PIXEL
|
||
|
|
||
|
/* Interlace: Only draw every other line, so we'll redefine BPSTART and PITCH
|
||
|
* to do so. Otherwise, it's the same as Normal2x1/Hires2x1.
|
||
|
*/
|
||
|
|
||
|
#undef BPSTART
|
||
|
#undef PITCH
|
||
|
#define BPSTART (StartLine*2+BG.InterlaceLine)
|
||
|
#define PITCH 2
|
||
|
|
||
|
#ifndef NO_INTERLACE
|
||
|
|
||
|
#define DRAW_PIXEL(N,M) DRAW_PIXEL_N2x1(N,M)
|
||
|
#define NAME2 Interlace
|
||
|
// Third-level include: get the Interlace renderers
|
||
|
#include "tile.cpp"
|
||
|
#undef NAME2
|
||
|
#undef DRAW_PIXEL
|
||
|
|
||
|
#define DRAW_PIXEL(N,M) DRAW_PIXEL_H2x1(N,M)
|
||
|
#define NAME2 HiresInterlace
|
||
|
// Third-level include: get the HiresInterlace renderers
|
||
|
#include "tile.cpp"
|
||
|
#undef NAME2
|
||
|
#undef DRAW_PIXEL
|
||
|
|
||
|
#endif /* NO_INTERLACE */
|
||
|
|
||
|
#undef BPSTART
|
||
|
#undef PITCH
|
||
|
|
||
|
/*===========================================================================*/
|
||
|
#else // Third-level: Renderers for each math mode for NAME1 + NAME2
|
||
|
/*===========================================================================*/
|
||
|
|
||
|
#define CONCAT3(A,B,C) A##B##C
|
||
|
#define MAKENAME(A,B,C) CONCAT3(A,B,C)
|
||
|
|
||
|
static void MAKENAME(NAME1,_,NAME2) (ARGS)
|
||
|
{
|
||
|
#define MATH(A,B,C) NOMATH(x,A,B,C)
|
||
|
DRAW_TILE();
|
||
|
#undef MATH
|
||
|
}
|
||
|
|
||
|
static void MAKENAME(NAME1,Add_,NAME2) (ARGS)
|
||
|
{
|
||
|
#define MATH(A,B,C) REGMATH(ADD,A,B,C)
|
||
|
DRAW_TILE();
|
||
|
#undef MATH
|
||
|
}
|
||
|
|
||
|
static void MAKENAME(NAME1,AddF1_2_,NAME2) (ARGS)
|
||
|
{
|
||
|
#define MATH(A,B,C) MATHF1_2(ADD,A,B,C)
|
||
|
DRAW_TILE();
|
||
|
#undef MATH
|
||
|
}
|
||
|
|
||
|
static void MAKENAME(NAME1,AddS1_2_,NAME2) (ARGS)
|
||
|
{
|
||
|
#define MATH(A,B,C) MATHS1_2(ADD,A,B,C)
|
||
|
DRAW_TILE();
|
||
|
#undef MATH
|
||
|
}
|
||
|
|
||
|
static void MAKENAME(NAME1,Sub_,NAME2) (ARGS)
|
||
|
{
|
||
|
#define MATH(A,B,C) REGMATH(SUB,A,B,C)
|
||
|
DRAW_TILE();
|
||
|
#undef MATH
|
||
|
}
|
||
|
|
||
|
static void MAKENAME(NAME1,SubF1_2_,NAME2) (ARGS)
|
||
|
{
|
||
|
#define MATH(A,B,C) MATHF1_2(SUB,A,B,C)
|
||
|
DRAW_TILE();
|
||
|
#undef MATH
|
||
|
}
|
||
|
|
||
|
static void MAKENAME(NAME1,SubS1_2_,NAME2) (ARGS)
|
||
|
{
|
||
|
#define MATH(A,B,C) MATHS1_2(SUB,A,B,C)
|
||
|
DRAW_TILE();
|
||
|
#undef MATH
|
||
|
}
|
||
|
|
||
|
static void (*MAKENAME(Renderers_,NAME1,NAME2)[7])(ARGS)={
|
||
|
MAKENAME(NAME1,_,NAME2),
|
||
|
MAKENAME(NAME1,Add_,NAME2),
|
||
|
MAKENAME(NAME1,AddF1_2_,NAME2),
|
||
|
MAKENAME(NAME1,AddS1_2_,NAME2),
|
||
|
MAKENAME(NAME1,Sub_,NAME2),
|
||
|
MAKENAME(NAME1,SubF1_2_,NAME2),
|
||
|
MAKENAME(NAME1,SubS1_2_,NAME2)
|
||
|
};
|
||
|
|
||
|
#undef MAKENAME
|
||
|
#undef CONCAT3
|
||
|
|
||
|
#endif
|
||
|
#endif
|
||
|
#endif
|