commodore64: sprite priority fixed and collision detection added
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@ -859,9 +859,10 @@ namespace BizHawk.Emulation.Computers.Commodore64
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private void PerformCycleRender()
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{
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int spritePixel;
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int inputPixel;
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int outputPixel;
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int spriteBits;
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int spritePixel;
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int spritePixelOwner;
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for (int i = 0; i < 8; i++)
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@ -902,98 +903,93 @@ namespace BizHawk.Emulation.Computers.Commodore64
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// render plotter
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if (idle)
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{
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inputPixel = regs.BxC[0];
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}
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else
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{
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inputPixel = Plotter();
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}
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// render sprites
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outputPixel = pixelBuffer[pixelBufferIndex];
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for (int j = 0; j < 8; j++)
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{
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int spriteBits;
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if (regs.MxX[j] == rasterOffsetX)
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if (regs.MD[j])
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{
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regs.MSRA[j] = true;
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regs.MSRC[j] = 24;
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}
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if (regs.MD[j] && regs.MSRA[j])
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{
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// multicolor consumes two bits per pixel
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if (regs.MxMC[j])
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if (regs.MxX[j] == rasterOffsetX)
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{
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spriteBits = (int)((regs.MSR[j] >> 30) & 0x3);
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if ((regs.MxXE[j] == false) || (rasterOffsetX & 0x1) != (regs.MxX[j] & 0x1))
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{
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regs.MSR[j] <<= 2;
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regs.MSRC[j]--;
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}
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regs.MSRA[j] = true;
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regs.MSRC[j] = 25;
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}
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else
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if (regs.MSRA[j])
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{
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spriteBits = (int)((regs.MSR[j] >> 30) & 0x2);
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//
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if ((regs.MxXE[j] == false) || (rasterOffsetX & 0x1) != (regs.MxX[j] & 0x1))
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// multicolor consumes two bits per pixel and is forced wide
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if (regs.MxMC[j])
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{
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regs.MSR[j] <<= 1;
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regs.MSRC[j]--;
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}
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}
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// if not transparent, process collisions and color
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if (spriteBits != 0)
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{
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switch (spriteBits)
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{
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case 1:
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spritePixel = regs.MMx[0];
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break;
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case 2:
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spritePixel = regs.MxC[j];
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break;
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case 3:
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spritePixel = regs.MMx[1];
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break;
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default:
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// this should never happen but VS needs this
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spritePixel = 0;
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break;
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}
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// process collisions if the border is off
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if (!borderOnVertical)
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{
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if (spritePixelOwner == -1)
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spriteBits = (int)((regs.MSR[j] >> 30) & 0x3);
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if ((rasterOffsetX & 0x1) != (regs.MxX[j] & 0x1))
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{
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spritePixelOwner = j;
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if (regs.MxDP[j] || (!regs.MxDP[j] && !pixelBufferForeground[pixelBufferIndex]))
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regs.MSR[j] <<= 2;
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regs.MSRC[j]--;
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}
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}
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else
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{
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spriteBits = (int)((regs.MSR[j] >> 30) & 0x2);
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if ((!regs.MxXE[j]) || (rasterOffsetX & 0x1) != (regs.MxX[j] & 0x1))
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{
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regs.MSR[j] <<= 1;
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regs.MSRC[j]--;
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}
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}
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// if not transparent, process collisions and color
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if (spriteBits != 0)
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{
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switch (spriteBits)
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{
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case 1:
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spritePixel = regs.MMx[0];
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break;
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case 2:
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spritePixel = regs.MxC[j];
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break;
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case 3:
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spritePixel = regs.MMx[1];
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break;
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default:
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// this should never happen but VS needs this
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spritePixel = 0;
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break;
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}
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// process collisions if the border is off
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if (!borderOnVertical)
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{
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if (spritePixelOwner == -1)
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{
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outputPixel = spritePixel;
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spritePixelOwner = j;
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if (!regs.MxDP[j] || (!pixelBufferForeground[pixelBufferIndex]))
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{
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outputPixel = spritePixel;
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}
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}
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else
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{
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// a sprite already occupies this space
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regs.MxM[spritePixelOwner] = true;
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regs.MxM[j] = true;
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regs.IMMC = true;
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}
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if (dataForeground)
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{
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regs.MxD[j] = true;
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regs.IMBC = true;
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}
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}
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else
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{
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// a sprite already occupies this space
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//regs.MxM[spritePixelOwner] = true;
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//regs.MxM[j] = true;
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//regs.IMMC = true;
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}
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if (dataForeground)
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{
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//regs.MxD[j] = true;
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//regs.IMBC = true;
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}
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}
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if (regs.MSRC[j] == 0)
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regs.MSRA[j] = false;
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}
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if (regs.MSRC[j] == 0)
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regs.MSRA[j] = false;
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}
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}
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// send pixel to bitmap
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