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