SMS: Import improved TMS-mode sprite render code from Colecovision core, fixes Bank Panic (SG1000) intro screen at least

This commit is contained in:
beirich 2014-03-06 00:52:27 +00:00
parent 4e70f1d6a5
commit d2d6d00938
1 changed files with 90 additions and 10 deletions

View File

@ -97,21 +97,27 @@ namespace BizHawk.Emulation.Cores.Sega.MasterSystem
FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x01) > 0) ? fgColor : bgColor) : 0;
}
}
void RenderTmsSprites(bool show)
{
if (EnableDoubledSprites == false)
RenderTmsSpritesStandard(show);
else
RenderTmsSpritesDouble(show);
}
void RenderTmsSpritesStandard(bool show)
{
if (DisplayOn == false) return;
Array.Clear(ScanlinePriorityBuffer, 0, 256);
Array.Clear(SpriteCollisionBuffer, 0, 256);
bool Double = EnableDoubledSprites;
bool LargeSprites = EnableLargeSprites;
int SpriteSize = 8;
if (LargeSprites) SpriteSize *= 2;
if (Double) SpriteSize *= 2;
int OneCellSize = Double ? 16 : 8;
const int OneCellSize = 8;
int NumSpritesOnScanline = 0;
for (int i = 0; i < 32; i++)
@ -130,14 +136,18 @@ namespace BizHawk.Emulation.Cores.Sega.MasterSystem
if (++NumSpritesOnScanline == 5)
{
StatusByte &= 0xE0; // Clear FS0-FS4 bits
StatusByte |= (byte)i; // set 5th sprite index
StatusByte |= 0x40; // set overflow bit
StatusByte |= 0x40; // set overflow bit
break;
}
if (LargeSprites) Pattern &= 0xFC; // 16x16 sprites forced to 4-byte alignment
int SpriteLine = ScanLine - y;
if (Double) SpriteLine /= 2;
// pv contains the VRAM byte holding the pattern data for this character at this scanline.
// each byte contains the pattern data for each the 8 pixels on this line.
// the bit-shift further down on PV pulls out the relevant horizontal pixel.
byte pv = VRAM[SpritePatternGeneratorBase + (Pattern * 8) + SpriteLine];
@ -147,13 +157,83 @@ namespace BizHawk.Emulation.Cores.Sega.MasterSystem
if (LargeSprites && xp == OneCellSize)
pv = VRAM[SpritePatternGeneratorBase + (Pattern * 8) + SpriteLine + 16];
if ((pv & (1 << (7 - (xp & 7)))) > 0)
if (Color != 0 && (pv & (1 << (7 - (xp & 7)))) > 0)
{
// todo sprite collision
if (Color != 0 && ScanlinePriorityBuffer[x + xp] == 0)
if (SpriteCollisionBuffer[x + xp] != 0)
StatusByte |= 0x20; // Set sprite collision flag
if (ScanlinePriorityBuffer[x + xp] == 0)
{
ScanlinePriorityBuffer[x + xp] = 1;
if (show) FrameBuffer[(ScanLine * 256) + x + xp] = PaletteTMS9918[Color & 0x0F];
SpriteCollisionBuffer[x + xp] = 1;
if (show)
FrameBuffer[(ScanLine * 256) + x + xp] = PaletteTMS9918[Color & 0x0F];
}
}
}
}
}
void RenderTmsSpritesDouble(bool show)
{
if (DisplayOn == false) return;
Array.Clear(ScanlinePriorityBuffer, 0, 256);
Array.Clear(SpriteCollisionBuffer, 0, 256);
bool LargeSprites = EnableLargeSprites;
int SpriteSize = 8;
if (LargeSprites) SpriteSize *= 2;
SpriteSize *= 2; // because sprite magnification
const int OneCellSize = 16; // once 8-pixel cell, doubled, will take 16 pixels
int NumSpritesOnScanline = 0;
for (int i = 0; i < 32; i++)
{
int SpriteBase = TmsSpriteAttributeBase + (i * 4);
int y = VRAM[SpriteBase++];
int x = VRAM[SpriteBase++];
int Pattern = VRAM[SpriteBase++];
int Color = VRAM[SpriteBase];
if (y == 208) break; // terminator sprite
if (y > 224) y -= 256; // sprite Y wrap
y++; // inexplicably, sprites start on Y+1
if (y > ScanLine || y + SpriteSize <= ScanLine) continue; // sprite is not on this scanline
if ((Color & 0x80) > 0) x -= 32; // Early Clock adjustment
if (++NumSpritesOnScanline == 5)
{
StatusByte &= 0xE0; // Clear FS0-FS4 bits
StatusByte |= (byte)i; // set 5th sprite index
StatusByte |= 0x40; // set overflow bit
break;
}
if (LargeSprites) Pattern &= 0xFC; // 16x16 sprites forced to 4-byte alignment
int SpriteLine = ScanLine - y;
SpriteLine /= 2; // because of sprite magnification
byte pv = VRAM[SpritePatternGeneratorBase + (Pattern * 8) + SpriteLine];
for (int xp = 0; xp < SpriteSize && x + xp < 256; xp++)
{
if (x + xp < 0) continue;
if (LargeSprites && xp == OneCellSize)
pv = VRAM[SpritePatternGeneratorBase + (Pattern * 8) + SpriteLine + 16];
if (Color != 0 && (pv & (1 << (7 - ((xp / 2) & 7)))) > 0) // xp/2 is due to sprite magnification
{
if (SpriteCollisionBuffer[x + xp] != 0)
StatusByte |= 0x20; // Set sprite collision flag
if (ScanlinePriorityBuffer[x + xp] == 0)
{
ScanlinePriorityBuffer[x + xp] = 1;
SpriteCollisionBuffer[x + xp] = 1;
if (show)
FrameBuffer[(ScanLine * 256) + x + xp] = PaletteTMS9918[Color & 0x0F];
}
}
}