snes-try to survive the display of interlaced modes. havent had an actual game test this so im not sure what it looks like
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@ -1,4 +1,6 @@
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//http://wiki.superfamicom.org/snes/show/Backgrounds
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//TODO - add serializer, add interlace field variable to serializer
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//http://wiki.superfamicom.org/snes/show/Backgrounds
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//TODO
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//libsnes needs to be modified to support multiple instances - THIS IS NECESSARY - or else loading one game and then another breaks things
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@ -465,10 +467,12 @@ namespace BizHawk.Emulation.Consoles.Nintendo.SNES
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IsLagFrame = false;
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}
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int field = 0;
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void snes_video_refresh(int* data, int width, int height)
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{
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vidWidth = width;
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vidHeight = height;
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//if we are in high-res mode, we get double width. so, lets double the height here to keep it square.
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//TODO - does interlacing have something to do with the correct way to handle this? need an example that turns it on.
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int yskip = 1;
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@ -477,14 +481,33 @@ namespace BizHawk.Emulation.Consoles.Nintendo.SNES
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vidHeight *= 2;
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yskip = 2;
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}
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int srcPitch = 1024;
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int srcStart = 0;
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//for interlaced mode, we're gonna alternate fields. you know, like we're supposed to
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bool interlaced = (height == 478 || height == 448);
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if (interlaced)
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{
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srcPitch = 1024;
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if (field == 1)
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srcStart = 512; //start on second field
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//really only half as high as the video output
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vidHeight /= 2;
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height /= 2;
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//alternate fields
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field ^= 1;
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}
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int size = vidWidth * vidHeight;
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if (vidBuffer.Length != size)
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vidBuffer = new int[size];
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x++)
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{
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int si = y * 1024 + x;
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int si = y * srcPitch + x + srcStart;
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int di = y * vidWidth * yskip + x;
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int rgb = data[si];
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vidBuffer[di] = rgb;
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