vbagx/source/vba/gb/gbGfx.cpp
2010-01-24 18:26:31 +00:00

701 lines
18 KiB
C++

#include <string.h>
#include "../common/Types.h"
#include "../Util.h"
#include "gbGlobals.h"
#include "gbSGB.h"
void gbSetBGPalette(u8 value, bool ColoursChanged=false);
void gbSetObj0Palette(u8 value, bool ColoursChanged=false);
void gbSetObj1Palette(u8 value, bool ColoursChanged=false);
extern bool ColorizeGameboy;
u8 gbInvertTab[256] = {
0x00,0x80,0x40,0xc0,0x20,0xa0,0x60,0xe0,
0x10,0x90,0x50,0xd0,0x30,0xb0,0x70,0xf0,
0x08,0x88,0x48,0xc8,0x28,0xa8,0x68,0xe8,
0x18,0x98,0x58,0xd8,0x38,0xb8,0x78,0xf8,
0x04,0x84,0x44,0xc4,0x24,0xa4,0x64,0xe4,
0x14,0x94,0x54,0xd4,0x34,0xb4,0x74,0xf4,
0x0c,0x8c,0x4c,0xcc,0x2c,0xac,0x6c,0xec,
0x1c,0x9c,0x5c,0xdc,0x3c,0xbc,0x7c,0xfc,
0x02,0x82,0x42,0xc2,0x22,0xa2,0x62,0xe2,
0x12,0x92,0x52,0xd2,0x32,0xb2,0x72,0xf2,
0x0a,0x8a,0x4a,0xca,0x2a,0xaa,0x6a,0xea,
0x1a,0x9a,0x5a,0xda,0x3a,0xba,0x7a,0xfa,
0x06,0x86,0x46,0xc6,0x26,0xa6,0x66,0xe6,
0x16,0x96,0x56,0xd6,0x36,0xb6,0x76,0xf6,
0x0e,0x8e,0x4e,0xce,0x2e,0xae,0x6e,0xee,
0x1e,0x9e,0x5e,0xde,0x3e,0xbe,0x7e,0xfe,
0x01,0x81,0x41,0xc1,0x21,0xa1,0x61,0xe1,
0x11,0x91,0x51,0xd1,0x31,0xb1,0x71,0xf1,
0x09,0x89,0x49,0xc9,0x29,0xa9,0x69,0xe9,
0x19,0x99,0x59,0xd9,0x39,0xb9,0x79,0xf9,
0x05,0x85,0x45,0xc5,0x25,0xa5,0x65,0xe5,
0x15,0x95,0x55,0xd5,0x35,0xb5,0x75,0xf5,
0x0d,0x8d,0x4d,0xcd,0x2d,0xad,0x6d,0xed,
0x1d,0x9d,0x5d,0xdd,0x3d,0xbd,0x7d,0xfd,
0x03,0x83,0x43,0xc3,0x23,0xa3,0x63,0xe3,
0x13,0x93,0x53,0xd3,0x33,0xb3,0x73,0xf3,
0x0b,0x8b,0x4b,0xcb,0x2b,0xab,0x6b,0xeb,
0x1b,0x9b,0x5b,0xdb,0x3b,0xbb,0x7b,0xfb,
0x07,0x87,0x47,0xc7,0x27,0xa7,0x67,0xe7,
0x17,0x97,0x57,0xd7,0x37,0xb7,0x77,0xf7,
0x0f,0x8f,0x4f,0xcf,0x2f,0xaf,0x6f,0xef,
0x1f,0x9f,0x5f,0xdf,0x3f,0xbf,0x7f,0xff
};
u16 gbLineMix[160];
u16 gbWindowColor[160];
extern int inUseRegister_WY;
extern int layerSettings;
void gbRenderLine()
{
static u8 oldBgPal=0;
memset(gbLineMix, 0, sizeof(gbLineMix));
u8 * bank0;
u8 * bank1;
if(gbCgbMode) {
bank0 = &gbVram[0x0000];
bank1 = &gbVram[0x2000];
} else {
bank0 = &gbMemory[0x8000];
bank1 = NULL;
}
int tile_map = 0x1800;
if((register_LCDC & 8) != 0)
tile_map = 0x1c00;
int tile_pattern = 0x0800;
if((register_LCDC & 16) != 0)
tile_pattern = 0x0000;
int x = 0;
int y = register_LY;
if(y >= 144)
return;
int SpritesTicks = gbSpritesTicks[x] << (gbSpeed ? 1 : 2);
int sx = gbSCXLine[(gbSpeed ? 0 : 4)+SpritesTicks];
int sy = gbSCYLine[(gbSpeed ? 11 : 5)+SpritesTicks];
sy+=y;
sy &= 255;
int tx = sx >> 3;
int ty = sy >> 3;
int bx = 1 << (7 - (sx & 7));
int by = sy & 7;
int tile_map_line_y = tile_map + (ty <<5);
int tile_map_address = tile_map_line_y + tx;
u8 attrs = 0;
if(bank1 != NULL)
attrs = bank1[tile_map_address];
u8 tile = bank0[tile_map_address];
++tile_map_address;
if(!(register_LCDC & 0x10))
tile ^= 0x80;
int tile_pattern_address = tile_pattern + (tile<< 4) + (by<<1);
if(register_LCDC & 0x80) {
if((register_LCDC & 0x01 || gbCgbMode) && (layerSettings & 0x0100)) {
while(x < 160) {
u8 tile_a = 0;
u8 tile_b = 0;
if(attrs & 0x40) {
tile_pattern_address = tile_pattern + (tile<<4) + ((7-by)<<1);
}
if(attrs & 0x08) {
tile_a = bank1[tile_pattern_address++];
tile_b = bank1[tile_pattern_address];
} else {
tile_a = bank0[tile_pattern_address++];
tile_b = bank0[tile_pattern_address];
}
if(attrs & 0x20) {
tile_a = gbInvertTab[tile_a];
tile_b = gbInvertTab[tile_b];
}
while(bx > 0) {
u8 c = (tile_a & bx) ? 1 : 0;
c += ((tile_b & bx) ? 2 : 0);
gbLineBuffer[x] = c; // mark the gbLineBuffer color
if(attrs & 0x80)
gbLineBuffer[x] |= 0x300;
if(gbCgbMode) {
c += (attrs & 7)<<2;
} else {
// Get the background palette to use (from the delayed pipeline)
u8 BgPal = gbBgpLine[x+(gbSpeed ? 5 : 11)+SpritesTicks];
// Super Game Boy has its own special palettes
if(gbSgbMode) {
c = (BgPal>>(c<<1)) &3;
int dx = x >> 3;
int dy = y >> 3;
int palette = gbSgbATF[dy * 20 + dx];
if(c == 0)
palette = 0;
c += palette<<2;
// Mono Game Boy requires special palette handling
} else {
if (BgPal!=oldBgPal) {
gbSetBGPalette(BgPal);
oldBgPal = BgPal;
}
if (!ColorizeGameboy) c = (BgPal>>(c<<1)) &3;
}
}
gbLineMix[x] = gbColorOption ? gbColorFilter[gbPalette[c] & 0x7FFF] :
gbPalette[c] & 0x7FFF;
++x;
if(x >= 160)
break;
bx >>= 1;
}
bx = 128;
SpritesTicks = gbSpritesTicks[x] << (gbSpeed ? 1 : 2);
sx = gbSCXLine[x+(gbSpeed ? 0 : 4)+SpritesTicks];
sy = gbSCYLine[x+(gbSpeed ? 11 : 5)+SpritesTicks];
tx = ((sx+x)>>3) & 0x1f;
sy+=y;
sy &= 255;
ty = sy >> 3;
by = sy & 7;
tile_pattern_address = tile_pattern + (tile<<4) + (by<<1);
tile_map_line_y = tile_map + (ty<<5);
tile_map_address = tile_map_line_y + tx;
if(bank1)
attrs = bank1[tile_map_line_y + tx];
tile = bank0[tile_map_line_y + tx];
if(!(register_LCDC & 0x10))
tile ^= 0x80;
tile_pattern_address = tile_pattern + (tile<<4) + (by<<1);
}
} else {
// Use gbBgp[0] instead of 0 (?)
// (this fixes white flashes on Last Bible II)
// Also added the gbColorOption (fixes Dracula Densetsu II color problems)
for(int i = 0; i < 160; i++)
{
u16 color = gbColorOption ? gbColorFilter[0x7FFF] : 0x7FFF;
if (!gbCgbMode) {
// Get the background palette to use (from the delayed pipeline)
u8 BgPal = gbBgpLine[i+(gbSpeed ? 5 : 11)+(gbSpritesTicks[i] << (gbSpeed ? 1 : 2))];
if ((BgPal!=oldBgPal) && !gbSgbMode) {
gbSetBGPalette(BgPal);
oldBgPal = BgPal;
}
color = gbColorOption ? gbColorFilter[gbPalette[BgPal&3] & 0x7FFF] : gbPalette[BgPal&3] & 0x7FFF;
}
gbLineMix[i] = color;
gbLineBuffer[i] = 0;
}
}
// do the window display
// LCDC.0 also enables/disables the window in !gbCgbMode ?!?!
// (tested on real hardware)
// This fixes Last Bible II & Zankurou Musouken
if((register_LCDC & 0x01 || gbCgbMode) && (register_LCDC & 0x20) &&
(layerSettings & 0x2000) && (gbWindowLine != -2)) {
int i = 0;
// Fix (accurate emulation) for most of the window display problems
// (ie. Zen - Intergalactic Ninja, Urusei Yatsura...).
if ((gbWindowLine == -1) || (gbWindowLine>144))
{
inUseRegister_WY = oldRegister_WY;
if (register_LY>oldRegister_WY)
gbWindowLine = 146;
// for (i = 0; i<160; i++)
// gbWindowColor[i] = gbLineMix[i];
}
int wy = inUseRegister_WY;
if(y >= inUseRegister_WY) {
if (gbWindowLine == -1)
gbWindowLine = 0;
int wx = register_WX;
int swx = 0;
wx -= 7;
if( wx <= 159 && gbWindowLine <= 143) {
tile_map = 0x1800;
if((register_LCDC & 0x40) != 0)
tile_map = 0x1c00;
tx = 0;
ty = gbWindowLine >> 3;
bx = 128;
by = gbWindowLine & 7;
// Tries to emulate the 'window scrolling bug' when wx == 0 (ie. wx-7 == -7).
// Nothing close to perfect, but good enough for now...
if (wx == -7)
{
swx = 7-((gbSCXLine[0]-1) & 7);
bx >>= ((gbSCXLine[0]+((swx != 1) ? 1 : 0)) & 7);
if (swx == 1)
swx = 2;
//bx >>= ((gbSCXLine[0]+(((swx>1) && (swx != 7)) ? 1 : 0)) & 7);
if ((swx == 7))
{
//wx = 0;
if ((gbWindowLine>0) || (wy == 0))
swx = 0;
}
}
else
if(wx < 0) {
bx >>= (-wx);
wx = 0;
}
tile_map_line_y = tile_map + (ty<<5);
tile_map_address = tile_map_line_y + tx;
x = wx;
tile = bank0[tile_map_address];
u8 attrs = 0;
if(bank1)
attrs = bank1[tile_map_address];
++tile_map_address;
if((register_LCDC & 16) == 0) {
if(tile < 128) tile += 128;
else tile -= 128;
}
tile_pattern_address = tile_pattern + (tile<<4) + (by<<1);
if (wx){
i = swx - 1;
do{
gbLineMix[i] = gbWindowColor[i];
--i;
}while(i >= 0);
}
while(x < 160) {
u8 tile_a = 0;
u8 tile_b = 0;
if(attrs & 0x40) {
tile_pattern_address = tile_pattern + (tile<<4) + ((7-by)<<1);
}
if(attrs & 0x08) {
tile_a = bank1[tile_pattern_address++];
tile_b = bank1[tile_pattern_address];
} else {
tile_a = bank0[tile_pattern_address++];
tile_b = bank0[tile_pattern_address];
}
if(attrs & 0x20) {
tile_a = gbInvertTab[tile_a];
tile_b = gbInvertTab[tile_b];
}
while(bx > 0) {
u8 c = (tile_a & bx) != 0 ? 1 : 0;
c += ((tile_b & bx) != 0 ? 2 : 0);
if (x>=0)
{
if(attrs & 0x80)
gbLineBuffer[x] = 0x300 + c;
else
gbLineBuffer[x] = 0x100 + c;
if(gbCgbMode) {
c += (attrs & 7) <<2;
} else {
// Get the background palette to use (from the delayed pipeline)
u8 BgPal = gbBgpLine[x+(gbSpeed ? 5 : 11)+gbSpritesTicks[x]*(gbSpeed ? 2 : 4)];
// Super Game Boy has its own special palettes
if(gbSgbMode) {
c = (BgPal>>(c<<1)) &3;
int dx = x >> 3;
int dy = y >> 3;
int palette = gbSgbATF[dy * 20 + dx];
if(c == 0)
palette = 0;
c += palette<<2;
// Mono Game Boy requires special palette handling
} else {
if (BgPal!=oldBgPal) {
gbSetBGPalette(BgPal);
oldBgPal = BgPal;
}
if (!ColorizeGameboy) c = (BgPal>>(c<<1)) &3;
else c += 4;
}
}
gbLineMix[x] = gbColorOption ? gbColorFilter[gbPalette[c] & 0x7FFF] :
gbPalette[c] & 0x7FFF;
}
++x;
if(x >= 160)
break;
bx >>= 1;
}
++tx;
if(tx == 32)
tx = 0;
bx = 128;
tile = bank0[tile_map_line_y + tx];
if(bank1)
attrs = bank1[tile_map_line_y + tx];
if((register_LCDC & 16) == 0) {
if(tile < 128) tile += 128;
else tile -= 128;
}
tile_pattern_address = tile_pattern + (tile<<4) + (by<<1);
}
//for (i = swx; i<160; i++)
// gbLineMix[i] = gbWindowColor[i];
++gbWindowLine;
}
}
}
else if (gbWindowLine == -2)
{
inUseRegister_WY = oldRegister_WY;
if (register_LY>oldRegister_WY)
gbWindowLine = 146;
else
gbWindowLine = 0;
}
} else {
u16 color = gbColorOption ? gbColorFilter[0x7FFF] : 0x7FFF;
if (!gbCgbMode)
color = gbColorOption ? gbColorFilter[gbPalette[0] & 0x7FFF] :
gbPalette[0] & 0x7FFF;
int i = 160 - 4;
do{
gbLineMix[i] =
gbLineMix[i+1] =
gbLineMix[i+2] =
gbLineMix[i+3] = color;
gbLineBuffer[i] =
gbLineBuffer[i+1] =
gbLineBuffer[i+2] =
gbLineBuffer[i+3] = 0;
i-=4;
}while(i>=0);
}
}
void gbDrawSpriteTile(int tile, int x,int y,int t, int flags,
int size,int spriteNumber)
{
static u8 oldObj0Pal=0, oldObj1Pal=0;
u8 * bank0;
u8 * bank1;
if(gbCgbMode) {
if(register_VBK & 1) {
bank0 = &gbVram[0x0000];
bank1 = &gbVram[0x2000];
} else {
bank0 = &gbVram[0x0000];
bank1 = &gbVram[0x2000];
}
} else {
bank0 = &gbMemory[0x8000];
bank1 = NULL;
}
int init = 0x0000;
// The monochrome gameboy has 2 sprite palettes, because each palette only contains 3 colours
// out of a possible 4. Here we are colourising the two palettes seperately.
u8 *pal;
u8 ObjPal = 0;
u8 PalOffset = 8;
if(!gbCgbMode) {
if(flags & 0x10) {
pal = gbObp1;
ObjPal = gbObp1Line[x+11+(gbSpritesTicks[x] << (gbSpeed ? 1 : 2))];
if (ObjPal!=oldObj1Pal && !gbSgbMode) {
gbSetObj1Palette(ObjPal);
oldObj1Pal = ObjPal;
}
PalOffset = 12;
} else {
pal = gbObp0;
ObjPal = gbObp0Line[x+11+(gbSpritesTicks[x] << (gbSpeed ? 1 : 2))];
if (ObjPal!=oldObj0Pal && !gbSgbMode) {
gbSetObj0Palette(ObjPal);
oldObj0Pal = ObjPal;
}
PalOffset = 8;
}
}
int flipx = (flags & 0x20);
int flipy = (flags & 0x40);
if(flipy) {
t = (size ? 15 : 7) - t;
}
int prio = flags & 0x80;
int address = init + (tile<<4) + (t<<1);
int a = 0;
int b = 0;
if(gbCgbMode && (flags & 0x08)) {
a = bank1[address++];
b = bank1[address++];
} else {
a = bank0[address++];
b = bank0[address++];
}
for(int xx = 0; xx < 8; ++xx) {
u8 mask = 1 << (7-xx);
u8 c = 0;
if( (a & mask))
++c;
if( (b & mask))
c+=2;
// colour index 0 is always transparent, so skip
if(c==0) continue;
int xxx = xx+x;
if(flipx)
xxx = (7-xx+x);
if(unsigned(xxx-1) >= 159)
continue;
u16 color = gbLineBuffer[xxx];
// Fixes OAM-BG priority
if(prio && (register_LCDC & 1)) {
if(color < 0x200 && ((color & 0xFF) != 0))
continue;
}
// Fixes OAM-BG priority for Moorhuhn 2
if(color >= 0x300 && color != 0x300 && (register_LCDC & 1)){
continue;
}else if(color >= 0x200 && color < 0x300) {
int sprite = color & 0xff;
int spriteX = gbMemory[0xfe00 + (sprite<<2) + 1] - 8;
if(spriteX == x) {
if(sprite < spriteNumber)
continue;
} else {
if(gbCgbMode) {
if(sprite < spriteNumber)
continue;
} else {
// Fixes GB sprites priorities (was '< x + 8' before)
// ('A boy and his blob...' sprites' emulation is now correct)
if(spriteX < x)
continue;
}
}
}
gbLineBuffer[xxx] = 0x200 + spriteNumber;
// make sure that sprites will work even in CGB mode
if(gbCgbMode) {
c += ((flags & 0x07)<<2) + 32;
} else {
// Super Game Boy has its own special palettes
if(gbSgbMode) {
c = (ObjPal>>(c<<1)) &3;
int dx = xxx >> 3;
int dy = y >> 3;
int palette = gbSgbATF[dy * 20 + dx];
if(c == 0)
palette = 0;
c += palette<<2;
// Monochrome Game Boy
} else {
if (!ColorizeGameboy) c = (ObjPal>>(c<<1)) &3;
else c += PalOffset;
}
}
gbLineMix[xxx] = gbColorOption ? gbColorFilter[gbPalette[c] & 0x7FFF] :
gbPalette[c] & 0x7FFF;
}
}
void gbDrawSprites(bool draw)
{
int x = 0;
int y = 0;
int count = 0;
int size = (register_LCDC & 4);
if (!draw)
memset (gbSpritesTicks, 0, sizeof(gbSpritesTicks));
if(!(register_LCDC & 0x80))
return;
if((register_LCDC & 2) && (layerSettings & 0x1000)) {
int yc = register_LY;
int address = 0xfe00;
for(int i = 0; i < 40; ++i) {
y = gbMemory[address++];
x = gbMemory[address++];
int tile = gbMemory[address++];
if(size)
tile &= 254;
int flags = gbMemory[address++];
// Subtract 1 because we're not checking against greater-equal 0
if(unsigned(x-1) < 167 && unsigned(y-1) < 159) {
// check if sprite intersects current line
int t = yc -y + 16;
if((size && (unsigned(t) < 16u)) || (!size && (unsigned(t) < 8u))) {
if (draw)
gbDrawSpriteTile(tile,x-8,yc,t,flags,size,i);
else
{
int j = x - 8;
// Less than 0 or divisible by 4
if(j < 0 || (j & 3) == 0){
// If it's less than 0, set it to 0, and then we KNOW
// that it can be incremented by 4.
if(j < 0) j = 0;
// Yeah, we have to check twice. It's either that or
// have a (rather large) duplicate if-else statement
if(gbSpeed){
for (; j<300; j+=4){
gbSpritesTicks[j] += 5;
gbSpritesTicks[j+1] += 5;
gbSpritesTicks[j+2] += 5;
gbSpritesTicks[j+3] += 5;
}
}else{
int count2 = 2 + (count & 1);
for (; j<300; j+=4){
gbSpritesTicks[j] += count2;
gbSpritesTicks[j+1] += count2;
gbSpritesTicks[j+2] += count2;
gbSpritesTicks[j+3] += count2;
}
}
}
//divisible by 2 at least?
else if((j & 1) == 0){
if(gbSpeed){
for (; j<300; j+=2){
gbSpritesTicks[j] += 5;
gbSpritesTicks[j+1] += 5;
}
}else{
int count2 = 2 + (count & 1);
for (; j<300; j+=2){
gbSpritesTicks[j] += count2;
gbSpritesTicks[j+1] += count2;
}
}
}
// Not divisible by 4 OR 2: use the old one
else{
if(gbSpeed){
for (; j<300; ++j){
gbSpritesTicks[j] += 5;
}
}else{
int count2 = 2 + (count & 1);
for (; j<300; ++j){
gbSpritesTicks[j] += count2;
}
}
}
}
++count;
}
}
// sprite limit reached!
if(count >= 10)
break;
}
}
return;
}