Properly check draw_bg every pixel
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@ -200,7 +200,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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//check all the conditions that can cause things to render in these 8px
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bool renderspritenow = reg_2001.show_obj && (xt > 0 || reg_2001.show_obj_leftmost);
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bool renderbgnow = reg_2001.show_bg && (xt > 0 || reg_2001.show_bg_leftmost);
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bool renderbgnow;
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for (int xp = 0; xp < 8; xp++, rasterpos++)
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{
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@ -295,13 +295,14 @@ namespace BizHawk.Emulation.Cores.Nintendo.NES
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}
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}
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//////////////////////////////////////////////////
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//Sprite Evaluation End
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//////////////////////////////////////////////////
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//////////////////////////////////////////////////
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//Sprite Evaluation End
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//////////////////////////////////////////////////
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renderbgnow = reg_2001.show_bg && (xt > 0 || reg_2001.show_bg_leftmost);
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//process the current clock's worth of bg data fetching
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//this needs to be split into 8 pieces or else exact sprite 0 hitting wont work due to the cpu not running while the sprite renders below
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Read_bgdata(xp, ref bgdata[xt + 2]);
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//process the current clock's worth of bg data fetching
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//this needs to be split into 8 pieces or else exact sprite 0 hitting wont work due to the cpu not running while the sprite renders below
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Read_bgdata(xp, ref bgdata[xt + 2]);
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//bg pos is different from raster pos due to its offsetability.
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//so adjust for that here
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