BizHawk/BizHawk.Emulation/Consoles/Nintendo/SNES/SNESGraphicsDecoder.cs

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//http://wiki.superfamicom.org/snes/show/Backgrounds
//http://board.zsnes.com/phpBB3/viewtopic.php?f=10&t=13029&start=75 yoshis island offset per tile demos. and other demos of advanced modes
//but we wont worry about offset per tile modes here.
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//helpful detailed reg list
//http://wiki.superfamicom.org/snes/show/Registers
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using System;
using System.Linq;
using System.Diagnostics;
using System.Globalization;
using System.IO;
using System.Collections.Generic;
namespace BizHawk.Emulation.Consoles.Nintendo.SNES
{
public unsafe class SNESGraphicsDecoder
{
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public class PaletteSelection
{
public PaletteSelection() { }
public PaletteSelection(int start, int size)
{
this.start = start;
this.size = size;
}
public int start, size;
}
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public struct Dimensions
{
public Dimensions(int w, int h) { Width = w; Height = h; }
public int Width, Height;
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public override string ToString()
{
return string.Format("{0}x{1}", Width, Height);
}
}
public enum ScreenSize
{
AAAA_32x32 = 0, ABAB_64x32 = 1, AABB_32x64 = 2, ABCD_64x64 = 3,
Hacky_1x1 = 4,
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}
public static Dimensions SizeInTilesForBGSize(ScreenSize size)
{
if (size == ScreenSize.Hacky_1x1) return new Dimensions(1, 1);
var ret = SizeInBlocksForBGSize(size);
ret.Width *= 32;
ret.Height *= 32;
return ret;
}
public static Dimensions SizeInBlocksForBGSize(ScreenSize size)
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{
switch (size)
{
case ScreenSize.AAAA_32x32: return new Dimensions(1, 1);
case ScreenSize.ABAB_64x32: return new Dimensions(2, 1);
case ScreenSize.AABB_32x64: return new Dimensions(1, 2);
case ScreenSize.ABCD_64x64: return new Dimensions(2, 2);
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default: throw new Exception();
}
}
public class BGInfo
{
/// <summary>
/// Is the layer even enabled?
/// </summary>
public bool Enabled { get { return Bpp != 0; } }
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/// <summary>
/// screen and tiledata register values
/// </summary>
public int SCADDR, TDADDR;
/// <summary>
/// SCSIZE register
/// </summary>
public int SCSIZE;
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/// <summary>
/// which Mode this BG came from
/// </summary>
public int Mode;
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/// <summary>
/// the address of the screen data
/// </summary>
public int ScreenAddr { get { return SCADDR << 9; } }
/// <summary>
/// the address of the tile data
/// </summary>
public int TiledataAddr { get { return TDADDR << 13; } }
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/// <summary>
/// Screen size (shape, really.)
/// </summary>
public ScreenSize ScreenSize { get { return (ScreenSize)SCSIZE; } }
/// <summary>
/// the BPP of the BG, as derived from the current mode
/// </summary>
public int Bpp;
/// <summary>
/// value of the tilesize register; 1 implies 16x16 tiles
/// </summary>
public int TILESIZE;
/// <summary>
/// TileSize; 8 or 16
/// </summary>
public int TileSize { get { return TILESIZE == 1 ? 16 : 8; } }
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/// <summary>
/// The size of the layer, in tiles
/// </summary>
public Dimensions ScreenSizeInTiles { get { return SizeInTilesForBGSize(ScreenSize); } }
/// <summary>
/// The size of the layer, in pixels. This has factored in the selection of 8x8 or 16x16 tiles
/// </summary>
public Dimensions ScreenSizeInPixels
{
get
{
return new Dimensions(ScreenSizeInTiles.Width * TileSize, ScreenSizeInTiles.Height * TileSize);
}
}
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/// <summary>
/// returns information about what colors could possibly be used for this bg
/// </summary>
public PaletteSelection PaletteSelection;
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}
public class BGInfos
{
BGInfo[] bgs = new BGInfo[4] { new BGInfo(), new BGInfo(), new BGInfo(), new BGInfo() };
public BGInfo BG1 { get { return bgs[0]; } }
public BGInfo BG2 { get { return bgs[1]; } }
public BGInfo BG3 { get { return bgs[2]; } }
public BGInfo BG4 { get { return bgs[3]; } }
public BGInfo this[int index] { get { return bgs[index - 1]; } }
}
public class ModeInfo
{
/// <summary>
/// the mode number, i.e. Mode 7
/// </summary>
public int MODE;
}
public class ScreenInfo
{
public BGInfos BG = new BGInfos();
public ModeInfo Mode = new ModeInfo();
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public bool SETINI_Mode7ExtBG { private set; get; }
public bool SETINI_HiRes { private set; get; }
public bool SETINI_Overscan { private set; get; }
public bool SETINI_ObjInterlace { private set; get; }
public bool SETINI_ScreenInterlace { private set; get; }
public int CGWSEL_ColorMask { private set; get; }
public int CGWSEL_ColorSubMask { private set; get; }
public int CGWSEL_AddSubMode { private set; get; }
public bool CGWSEL_DirectColor { private set; get; }
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public static ScreenInfo GetScreenInfo()
{
var si = new ScreenInfo();
si.SETINI_Mode7ExtBG = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.SETINI_MODE7_EXTBG) == 1;
si.SETINI_HiRes = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.SETINI_HIRES) == 1;
si.SETINI_Overscan = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.SETINI_OVERSCAN) == 1;
si.SETINI_ObjInterlace = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.SETINI_OBJ_INTERLACE) == 1;
si.SETINI_ScreenInterlace = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.SETINI_SCREEN_INTERLACE) == 1;
si.CGWSEL_ColorMask = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.CGWSEL_COLORMASK);
si.CGWSEL_ColorSubMask = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.CGWSEL_COLORSUBMASK);
si.CGWSEL_AddSubMode = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.CGWSEL_ADDSUBMODE);
si.CGWSEL_DirectColor = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.CGWSEL_DIRECTCOLOR) == 1;
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si.Mode.MODE = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG_MODE);
si.BG.BG1.Bpp = ModeBpps[si.Mode.MODE, 0];
si.BG.BG2.Bpp = ModeBpps[si.Mode.MODE, 1];
si.BG.BG3.Bpp = ModeBpps[si.Mode.MODE, 2];
si.BG.BG4.Bpp = ModeBpps[si.Mode.MODE, 3];
if (si.Mode.MODE == 7 && si.SETINI_Mode7ExtBG)
si.BG.BG2.Bpp = 7;
si.BG.BG1.TILESIZE = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG1_TILESIZE);
si.BG.BG2.TILESIZE = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG2_TILESIZE);
si.BG.BG3.TILESIZE = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG3_TILESIZE);
si.BG.BG4.TILESIZE = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG4_TILESIZE);
si.BG.BG1.SCSIZE = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG1_SCSIZE);
si.BG.BG2.SCSIZE = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG2_SCSIZE);
si.BG.BG3.SCSIZE = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG3_SCSIZE);
si.BG.BG4.SCSIZE = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG4_SCSIZE);
si.BG.BG1.SCADDR = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG1_SCADDR);
si.BG.BG2.SCADDR = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG2_SCADDR);
si.BG.BG3.SCADDR = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG3_SCADDR);
si.BG.BG4.SCADDR = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG4_SCADDR);
si.BG.BG1.TDADDR = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG1_TDADDR);
si.BG.BG2.TDADDR = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG2_TDADDR);
si.BG.BG3.TDADDR = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG3_TDADDR);
si.BG.BG4.TDADDR = LibsnesDll.snes_peek_logical_register(LibsnesDll.SNES_REG.BG4_TDADDR);
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for (int i = 1; i <= 4; i++)
si.BG[i].Mode = si.Mode.MODE;
//determine which colors each BG could use
switch (si.Mode.MODE)
{
case 0:
si.BG.BG1.PaletteSelection = new PaletteSelection(0, 32);
si.BG.BG2.PaletteSelection = new PaletteSelection(32, 32);
si.BG.BG3.PaletteSelection = new PaletteSelection(64, 32);
si.BG.BG4.PaletteSelection = new PaletteSelection(96, 32);
break;
case 1:
si.BG.BG1.PaletteSelection = new PaletteSelection(0, 128);
si.BG.BG2.PaletteSelection = new PaletteSelection(0, 128);
si.BG.BG3.PaletteSelection = new PaletteSelection(0, 32);
si.BG.BG4.PaletteSelection = new PaletteSelection(0, 0);
break;
case 2:
si.BG.BG1.PaletteSelection = new PaletteSelection(0, 128);
si.BG.BG2.PaletteSelection = new PaletteSelection(0, 128);
si.BG.BG3.PaletteSelection = new PaletteSelection(0, 0);
si.BG.BG4.PaletteSelection = new PaletteSelection(0, 0);
break;
case 3:
si.BG.BG1.PaletteSelection = new PaletteSelection(0, 256);
si.BG.BG2.PaletteSelection = new PaletteSelection(0, 128);
si.BG.BG3.PaletteSelection = new PaletteSelection(0, 0);
si.BG.BG4.PaletteSelection = new PaletteSelection(0, 0);
break;
case 4:
si.BG.BG1.PaletteSelection = new PaletteSelection(0, 256);
si.BG.BG2.PaletteSelection = new PaletteSelection(0, 32);
si.BG.BG3.PaletteSelection = new PaletteSelection(0, 0);
si.BG.BG4.PaletteSelection = new PaletteSelection(0, 0);
break;
case 5:
si.BG.BG1.PaletteSelection = new PaletteSelection(0, 128);
si.BG.BG2.PaletteSelection = new PaletteSelection(0, 32);
si.BG.BG3.PaletteSelection = new PaletteSelection(0, 0);
si.BG.BG4.PaletteSelection = new PaletteSelection(0, 0);
break;
case 6:
si.BG.BG1.PaletteSelection = new PaletteSelection(0, 128);
si.BG.BG2.PaletteSelection = new PaletteSelection(0, 32);
si.BG.BG3.PaletteSelection = new PaletteSelection(0, 0);
si.BG.BG4.PaletteSelection = new PaletteSelection(0, 0);
break;
case 7:
si.BG.BG1.PaletteSelection = new PaletteSelection(0, 256);
si.BG.BG2.PaletteSelection = new PaletteSelection(0, 128);
si.BG.BG3.PaletteSelection = new PaletteSelection(0, 0);
si.BG.BG4.PaletteSelection = new PaletteSelection(0, 0);
break;
}
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return si;
}
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}
static int[,] ModeBpps = new[,] {
{2,2,2,2},
{4,4,2,0},
{4,4,0,0},
{8,4,0,0},
{8,2,0,0},
{4,2,0,0},
{4,0,0,0},
{8,0,0,0},
{8,7,0,0}
};
public ScreenInfo ScanScreenInfo()
{
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return ScreenInfo.GetScreenInfo();
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}
//the same basic color table that libsnes uses to convert from snes 555 to rgba32
public static int[] colortable = new int[16 * 32768];
static int[] directColorTable = new int[256]; //8bpp gfx -> rgb555
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static SNESGraphicsDecoder()
{
//make directColorTable
for (int i = 0; i < 256; i++)
{
int r = i & 7;
int g = (i >> 3) & 7;
int b = (i >> 6) & 3;
r <<= 2;
g <<= 2;
b <<= 3;
int color = (b << 10) | (g << 5) | r;
directColorTable[i] = color;
}
//make colortable
//this is unlikely to change, so maybe we could precompute it to save bootup time.. benchmark it.
//alternatively, we could drag it out of libsneshawk dll
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for (int l = 0; l < 16; l++)
{
for (int r = 0; r < 32; r++)
{
for (int g = 0; g < 32; g++)
{
for (int b = 0; b < 32; b++)
{
//zero 04-sep-2012 - go ahead and turn this into a pixel format we'll want
double luma = (double)l / 15.0;
int ar = (int)(luma * r + 0.5);
int ag = (int)(luma * g + 0.5);
int ab = (int)(luma * b + 0.5);
ar = ar * 255 / 31;
ag = ag * 255 / 31;
ab = ab * 255 / 31;
int color = (ab << 16) + (ag << 8) + (ar << 0) | unchecked((int)0xFF000000);
colortable[(l << 15) + (r << 10) + (g << 5) + (b << 0)] = color;
}
}
}
}
}
byte* vram;
public ushort* cgram, vram16;
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public SNESGraphicsDecoder()
{
IntPtr block = LibsnesDll.snes_get_memory_data(LibsnesDll.SNES_MEMORY.VRAM);
vram = (byte*)block.ToPointer();
vram16 = (ushort*)vram;
block = LibsnesDll.snes_get_memory_data(LibsnesDll.SNES_MEMORY.CGRAM);
cgram = (ushort*)block.ToPointer();
}
public struct TileEntry
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{
public ushort tilenum;
public byte palette;
public TileEntryFlags flags;
}
public enum TileEntryFlags : byte
{
Priority = 1, Horz = 2, Vert = 4,
}
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/// <summary>
/// decodes a mode7 BG. youll still need to paletteize and colorize it.
/// </summary>
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public void DecodeMode7BG(int* screen, int stride, bool extBg)
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{
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int[] tileCache = _tileCache[extBg?17:7];
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for (int ty = 0, tidx = 0; ty < 128; ty++)
{
for (int tx = 0; tx < 128; tx++, tidx++)
{
int tileEntry = vram[tidx * 2];
int src = tileEntry * 64;
for (int py = 0, pix=src; py < 8; py++)
{
for (int px = 0; px < 8; px++, pix++)
{
int dst = (ty * 8 + py) * stride + (tx * 8 + px);
int srcData = tileCache[pix];
screen[dst] = srcData;
}
}
}
}
}
/// <summary>
/// returns a tilemap which might be resized into 8x8 physical tiles if the 16x16 logical tilesize is specified
/// </summary>
//TileEntry[] AdaptTilemap(TileEntry[] map8x8, int tilesWide, int tilesTall, int tilesize)
//{
// if (tilesize == 8) return map8x8;
// int numTiles = tilesWide * tilesTall;
// var ret = new TileEntry[numTiles * 4];
// for(int y=0;y<tilesTall;y++)
// {
// for (int x = 0; x < tilesWide; x++)
// {
// int si = tilesWide * y + x;
// int di = tilesHigh
// for (int tx = 0; tx < 2; tx++)
// {
// for (int ty = 0; ty < 2; ty++)
// {
// }
// }
// }
// }
//}
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/// <summary>
/// decodes a BG. youll still need to paletteize and colorize it.
/// someone else has to take care of calculating the starting color from the mode and layer number.
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/// </summary>
public void DecodeBG(int* screen, int stride, TileEntry[] map, int tiledataBaseAddr, ScreenSize size, int bpp, int tilesize, int paletteStart)
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{
int ncolors = 1 << bpp;
int[] tileBuf = new int[16*16];
var dims = SizeInTilesForBGSize(size);
int count8x8 = tilesize / 8;
int tileSizeBytes = 8 * bpp;
int baseTileNum = tiledataBaseAddr / tileSizeBytes;
int[] tileCache = _tileCache[bpp];
int tileCacheMask = tileCache.Length - 1;
int screenWidth = dims.Width * count8x8 * 8;
for (int mty = 0; mty < dims.Height; mty++)
{
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for (int mtx = 0; mtx < dims.Width; mtx++)
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{
for (int tx = 0; tx < count8x8; tx++)
{
for (int ty = 0; ty < count8x8; ty++)
{
int mapIndex = mty * dims.Width + mtx;
var te = map[mapIndex];
int tileNum = te.tilenum + tx + ty * 16 + baseTileNum;
int srcOfs = tileNum * 64;
for (int i = 0, y = 0; y < 8; y++)
{
for (int x = 0; x < 8; x++, i++)
{
int px = x;
int py = y;
if ((te.flags & TileEntryFlags.Horz) != 0) px = 7 - x;
if ((te.flags & TileEntryFlags.Vert) != 0) py = 7 - y;
int dstX = (mtx * count8x8 + tx) * 8 + px;
int dstY = (mty * count8x8 + ty) * 8 + py;
int dstOfs = dstY * stride + dstX;
int color = tileCache[srcOfs & tileCacheMask];
srcOfs++;
color += te.palette * ncolors;
color += paletteStart;
screen[dstOfs] = color;
}
}
}
}
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}
}
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}
/// <summary>
/// fetches a tilemap. this is simple; apparently only the screen size (shape) is a factor (not the tile size)
/// </summary>
public TileEntry[] FetchTilemap(int addr, ScreenSize size)
{
var blockDims = SizeInBlocksForBGSize(size);
int blocksw = blockDims.Width;
int blocksh = blockDims.Height;
int width = blockDims.Width * 32;
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int height = blockDims.Height * 32;
TileEntry[] buf = new TileEntry[width*height];
for (int by = 0; by < blocksh; by++)
{
for (int bx = 0; bx < blocksw; bx++)
{
for (int y = 0; y < 32; y++)
{
for (int x = 0; x < 32; x++)
{
int idx = (by * 32 + y) * width + bx * 32 + x;
ushort entry = *(ushort*)(vram + addr);
buf[idx].tilenum = (ushort)(entry & 0x3FF);
buf[idx].palette = (byte)((entry >> 10) & 7);
buf[idx].flags = (TileEntryFlags)((entry >> 13) & 7);
addr += 2;
}
}
}
}
return buf;
}
//TODO - paletteize and colorize could be in one step, for more speed
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public void Paletteize(int* buf, int offset, int startcolor, int numpixels)
{
for (int i = 0; i < numpixels; i++)
{
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buf[offset + i] = cgram[startcolor + buf[offset + i]] & 0x7FFF; //unfortunate that we have to mask this here.. maybe do it in a more optimal spot when we port it to c++
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}
}
public void Colorize(int* buf, int offset, int numpixels)
{
for (int i = 0; i < numpixels; i++)
{
buf[offset + i] = colortable[491520 + buf[offset + i]];
}
}
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int[][] _tileCache = new int[18][];
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/// <summary>
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/// Caches all tiles at the 2bpp, 4bpp, and 8bpp decoded states.
/// we COULD defer this til we need it, you know. sort of a cool idea, not too hard
/// </summary>
public void CacheTiles()
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{
//generate 2bpp tiles
int numtiles = 8192;
int[] tiles = new int[8 * 8 * numtiles];
_tileCache[2] = tiles;
for (int i = 0; i < numtiles; i++)
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{
Decode8x8x2bpp(tiles, i * 64, 16 * i, 8);
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}
//merge 2bpp tiles into 4bpp and 8bpp
CacheTiles_Merge(2);
CacheTiles_Merge(4);
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CacheTilesMode7();
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CacheTilesMode7ExtBg();
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}
public void CacheTilesMode7()
{
int numtiles = 256;
int[] tiles = new int[8 * 8 * numtiles];
_tileCache[7] = tiles;
for (int i = 0, j=0; i < numtiles; i++)
{
for (int y = 0; y < 8; y++)
for (int x = 0; x < 8; x++, j++)
tiles[j] = vram[j * 2 + 1];
}
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}
//not being used.. do we need it?
public int[] GetCachedTile(int bpp, int tilenum)
{
int[] ret = new int[8 * 8];
int idx = tilenum * 64;
for (int i = 0; i < 64; i++)
ret[i] = _tileCache[bpp][idx + i];
return ret;
}
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void CacheTilesMode7ExtBg()
{
int numtiles = 256;
int[] tiles = new int[8 * 8 * numtiles];
_tileCache[17] = tiles;
int[] mode7tiles = _tileCache[7];
int numPixels = numtiles*8*8;
for (int i = 0; i < numPixels; i++)
tiles[i] = mode7tiles[i] & 0x7F;
}
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/// <summary>
/// merges one type of tiles with another to create the higher-order bitdepth.
/// TODO - templateize this when we change it to c++
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/// </summary>
void CacheTiles_Merge(int fromBpp)
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{
int toBpp = fromBpp * 2;
int shift = fromBpp;
int numtiles = 8192 / toBpp;
int[] tilesDst = new int[8 * 8 * numtiles];
_tileCache[toBpp] = tilesDst;
int[] tilesSrc = _tileCache[fromBpp];
for (int i = 0; i < numtiles; i++)
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{
int srcAddr = i * 128;
int dstAddr = i * 64;
for (int p = 0; p < 64; p++)
{
int tileA = tilesSrc[srcAddr + p];
int tileB = tilesSrc[srcAddr + p + 64];
tilesDst[dstAddr + p] = tileA | (tileB << shift);
}
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}
}
/// <summary>
/// decodes an 8x8 tile to a linear framebuffer type thing. fundamental unit of tile decoding.
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/// </summary>
public void Decode8x8x2bpp(int[] buf, int offset, int addr, int stride=8)
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{
for (int y = 0; y < 8; y++)
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{
byte val = vram[addr + 1];
for (int x = 0; x < 8; x++) buf[offset + y * stride + x] = val >> (7 - x) & 1;
val = vram[addr + 0];
for (int x = 0; x < 8; x++) buf[offset + y * stride + x] = (buf[offset + y * stride + x] << 1) | (val >> (7 - x) & 1);
addr += 2;
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}
}
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/// <summary>
/// renders the mode7 tiles to a screen with the predefined size.
/// </summary>
public void RenderMode7TilesToScreen(int* screen, int stride, bool ext, bool directColor)
{
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int numTiles = 256;
int tilesWide = 16;
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int[] tilebuf = _tileCache[ext?17:7];
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for (int i = 0; i < numTiles; i++)
{
int ty = i / tilesWide;
int tx = i % tilesWide;
int dstOfs = (ty * 8) * stride + tx * 8;
int srcOfs = i * 64;
for (int y = 0, p = 0; y < 8; y++)
{
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for (int x = 0; x < 8; x++, p++)
{
screen[dstOfs + y * stride + x] = tilebuf[srcOfs + p];
}
}
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}
int numPixels = numTiles * 8 * 8;
if (directColor) DirectColorify(screen, numPixels);
else Paletteize(screen, 0, 0, numPixels);
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Colorize(screen, 0, numPixels);
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}
/// <summary>
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/// renders the tiles to a screen of the crudely specified size.
/// we might need 16x16 unscrambling and some other perks here eventually.
/// provide a start color to use as the basis for the palette
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/// </summary>
public void RenderTilesToScreen(int* screen, int tilesWide, int tilesTall, int stride, int bpp, int startcolor, int startTile = 0, int numTiles = -1)
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{
if(numTiles == -1)
numTiles = 8192 / bpp;
int[] tilebuf = _tileCache[bpp];
for (int i = 0; i < numTiles; i++)
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{
int tnum = startTile + i;
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int ty = i / tilesWide;
int tx = i % tilesWide;
int dstOfs = (ty * 8) * stride + tx * 8;
int srcOfs = tnum * 64;
for (int y = 0,p=0; y < 8; y++)
for (int x = 0; x < 8; x++,p++)
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{
screen[dstOfs+y*stride+x] = tilebuf[srcOfs + p];
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}
}
int numPixels = numTiles * 8 * 8;
Paletteize(screen, 0, startcolor, numPixels);
Colorize(screen, 0, numPixels);
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}
public int Colorize(int rgb555)
{
return colortable[491520 + rgb555];
}
/// <summary>
/// returns the current palette, transformed into an int array, for more convenience
/// </summary>
public int[] GetPalette()
{
var ret = new int[256];
for (int i = 0; i < 256; i++)
ret[i] = cgram[i] & 0x7FFF;
return ret;
}
public void DirectColorify(int* screen, int numPixels)
{
for (int i = 0; i < numPixels; i++)
screen[i] = directColorTable[screen[i]];
}
} //class SNESGraphicsDecoder
} //namespace