fix crashy bugs in snes gfx debugger
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@ -1160,6 +1160,10 @@ namespace BizHawk.Client.EmuHawk
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{
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var bg = si.BG[(int)CurrDisplaySelection];
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//unavailable BG for this mode
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if (bg.Bpp == 0)
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break;
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if (bg.TileSize == 16) { tx /= 2; ty /= 2; } //worry about this later. need to pass a different flag into `currViewingTile`
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int tloc = ty * bg.ScreenSizeInTiles.Width + tx;
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@ -6,8 +6,7 @@
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//http://wiki.superfamicom.org/snes/show/Registers
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//TODO
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//SF2 title art doesnt seem to show up..
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//scanline control doesnt work?
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//when a BG is not available, the last rendered BG still shows up. should clear it
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using System;
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@ -645,6 +644,9 @@ namespace BizHawk.Emulation.Cores.Nintendo.SNES
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/// </summary>
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public void DecodeBG(int* screen, int stride, TileEntry[] map, int tiledataBaseAddr, ScreenSize size, int bpp, int tilesize, int paletteStart)
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{
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//emergency backstop. this can only happen if we're displaying an unavailable BG or other similar such value
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if (bpp == 0) return;
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int ncolors = 1 << bpp;
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int[] tileBuf = new int[16*16];
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