2008-08-06 03:09:59 +02:00
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/**********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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2008-10-16 03:49:58 +02:00
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
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2008-08-06 03:09:59 +02:00
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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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2008-10-16 03:49:58 +02:00
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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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2008-08-06 03:09:59 +02:00
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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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2008-10-16 03:49:58 +02:00
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HQ2x filter
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2008-08-06 03:09:59 +02:00
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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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2008-10-16 03:49:58 +02:00
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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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2008-08-06 03:09:59 +02:00
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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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#ifndef _GFX_H_
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#define _GFX_H_
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#include "port.h"
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#include "snes9x.h"
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struct SGFX{
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// Initialize these variables
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uint16 *Screen;
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uint16 *SubScreen;
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uint8 *ZBuffer;
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uint8 *SubZBuffer;
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uint32 Pitch;
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uint32 ScreenSize;
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uint16 *S;
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uint8 *DB;
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// Setup in call to S9xGraphicsInit()
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uint16 *X2;
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uint16 *ZERO_OR_X2;
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uint16 *ZERO;
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uint32 RealPPL; // True PPL of Screen buffer.
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uint32 PPL; // Number of pixels on each of Screen buffer
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uint32 LinesPerTile; // number of lines in 1 tile (4 or 8 due to interlace)
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uint16 *ScreenColors; // Screen colors for rendering main
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uint16 *RealScreenColors; // Screen colors, ignoring color window clipping
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uint8 Z1; // Depth for comparison
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uint8 Z2; // Depth to save
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uint32 FixedColour;
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const char *InfoString;
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uint32 InfoStringTimeout;
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uint8 DoInterlace;
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uint8 InterlaceFrame;
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uint32 StartY;
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uint32 EndY;
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struct ClipData *Clip;
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bool8 ClipColors;
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uint8 OBJWidths[128];
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uint8 OBJVisibleTiles[128];
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struct {
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uint8 RTOFlags;
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int16 Tiles;
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struct {
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int8 Sprite;
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uint8 Line;
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} OBJ[32];
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} OBJLines [SNES_HEIGHT_EXTENDED];
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#ifdef GFX_MULTI_FORMAT
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uint32 PixelFormat;
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uint32 (*BuildPixel) (uint32 R, uint32 G, uint32 B);
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uint32 (*BuildPixel2) (uint32 R, uint32 G, uint32 B);
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void (*DecomposePixel) (uint32 Pixel, uint32 &R, uint32 &G, uint32 &B);
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#endif
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void (*DrawBackdropMath)(uint32,uint32,uint32);
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void (*DrawBackdropNomath)(uint32,uint32,uint32);
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void (*DrawTileMath)(uint32,uint32,uint32,uint32);
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void (*DrawTileNomath)(uint32,uint32,uint32,uint32);
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void (*DrawClippedTileMath)(uint32,uint32,uint32,uint32,uint32,uint32);
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void (*DrawClippedTileNomath)(uint32,uint32,uint32,uint32,uint32,uint32);
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void (*DrawMosaicPixelMath)(uint32,uint32,uint32,uint32,uint32,uint32);
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void (*DrawMosaicPixelNomath)(uint32,uint32,uint32,uint32,uint32,uint32);
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void (*DrawMode7BG1Math)(uint32,uint32,int);
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void (*DrawMode7BG1Nomath)(uint32,uint32,int);
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void (*DrawMode7BG2Math)(uint32,uint32,int);
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void (*DrawMode7BG2Nomath)(uint32,uint32,int);
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};
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struct SLineData {
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struct {
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uint16 VOffset;
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uint16 HOffset;
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} BG [4];
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};
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#define H_FLIP 0x4000
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#define V_FLIP 0x8000
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#define BLANK_TILE 2
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struct SBG {
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uint8 (*ConvertTile)(uint8 *,uint32,uint32);
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uint8 (*ConvertTileFlip)(uint8 *,uint32,uint32);
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uint32 TileSizeH;
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uint32 TileSizeV;
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uint32 OffsetSizeH;
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uint32 OffsetSizeV;
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uint32 TileShift;
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uint32 TileAddress;
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uint32 NameSelect;
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uint32 SCBase;
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uint32 StartPalette;
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uint32 PaletteShift;
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uint32 PaletteMask;
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uint8 EnableMath;
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uint8 InterlaceLine;
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uint8 *Buffer, *BufferFlip;
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uint8 *Buffered, *BufferedFlip;
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bool8 DirectColourMode;
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};
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struct SLineMatrixData
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{
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short MatrixA;
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short MatrixB;
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short MatrixC;
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short MatrixD;
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short CentreX;
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short CentreY;
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short M7HOFS;
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short M7VOFS;
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};
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extern SBG BG;
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extern uint16 BlackColourMap [256];
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extern uint16 DirectColourMaps [8][256];
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extern uint8 add32_32 [32][32];
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extern uint8 add32_32_half [32][32];
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extern uint8 sub32_32 [32][32];
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extern uint8 sub32_32_half [32][32];
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extern uint8 mul_brightness [16][32];
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// Could use BSWAP instruction on Intel port...
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#define SWAP_DWORD(dw) dw = ((dw & 0xff) << 24) | ((dw & 0xff00) << 8) | \
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((dw & 0xff0000) >> 8) | ((dw & 0xff000000) >> 24)
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#define SUB_SCREEN_DEPTH 0
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#define MAIN_SCREEN_DEPTH 32
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#if defined(OLD_COLOUR_BLENDING)
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#define COLOR_ADD(C1, C2) \
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GFX.X2 [((((C1) & RGB_REMOVE_LOW_BITS_MASK) + \
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((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1) + \
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((C1) & (C2) & RGB_LOW_BITS_MASK)]
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#else
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#define COLOR_ADD(C1, C2) \
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(GFX.X2 [((((C1) & RGB_REMOVE_LOW_BITS_MASK) + \
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((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1) + \
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((C1) & (C2) & RGB_LOW_BITS_MASK)] | \
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(((C1) ^ (C2)) & RGB_LOW_BITS_MASK))
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#endif
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#define COLOR_ADD1_2(C1, C2) \
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(((((C1) & RGB_REMOVE_LOW_BITS_MASK) + \
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((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1) + \
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((C1) & (C2) & RGB_LOW_BITS_MASK) | ALPHA_BITS_MASK)
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#if defined(OLD_COLOUR_BLENDING)
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#define COLOR_SUB(C1, C2) \
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GFX.ZERO_OR_X2 [(((C1) | RGB_HI_BITS_MASKx2) - \
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((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1]
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#elif !defined(NEW_COLOUR_BLENDING)
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#define COLOR_SUB(C1, C2) \
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(GFX.ZERO_OR_X2 [(((C1) | RGB_HI_BITS_MASKx2) - \
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((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1] + \
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((C1) & RGB_LOW_BITS_MASK) - ((C2) & RGB_LOW_BITS_MASK))
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#else
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inline uint16 COLOR_SUB(uint16, uint16);
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inline uint16 COLOR_SUB(uint16 C1, uint16 C2)
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{
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uint16 mC1, mC2, v = 0;
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mC1 = C1 & FIRST_COLOR_MASK;
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mC2 = C2 & FIRST_COLOR_MASK;
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if (mC1 > mC2) v += (mC1 - mC2);
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mC1 = C1 & SECOND_COLOR_MASK;
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mC2 = C2 & SECOND_COLOR_MASK;
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if (mC1 > mC2) v += (mC1 - mC2);
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mC1 = C1 & THIRD_COLOR_MASK;
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mC2 = C2 & THIRD_COLOR_MASK;
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if (mC1 > mC2) v += (mC1 - mC2);
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return v;
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}
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#endif
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#define COLOR_SUB1_2(C1, C2) \
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GFX.ZERO [(((C1) | RGB_HI_BITS_MASKx2) - \
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((C2) & RGB_REMOVE_LOW_BITS_MASK)) >> 1]
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START_EXTERN_C
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void S9xStartScreenRefresh ();
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void S9xDrawScanLine (uint8 Line);
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void S9xEndScreenRefresh ();
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void S9xSetupOBJ ();
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void S9xUpdateScreen ();
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void RenderLine (uint8 line);
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void S9xBuildDirectColourMaps ();
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2008-09-10 07:57:37 +02:00
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// External port interface which must be implemented or initialised for each
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// port.
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extern struct SGFX GFX;
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2008-08-06 03:09:59 +02:00
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bool8 S9xGraphicsInit ();
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void S9xGraphicsDeinit();
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bool8 S9xInitUpdate (void);
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bool8 S9xDeinitUpdate (int Width, int Height);
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void S9xSetPalette ();
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void S9xSyncSpeed ();
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#ifdef GFX_MULTI_FORMAT
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bool8 S9xSetRenderPixelFormat (int format);
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#endif
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END_EXTERN_C
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#endif
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