snes - handle interlaced modes differently
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@ -1,4 +1,4 @@
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//TODO - add serializer, add interlace field variable to serializer
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//TODO - add serializer (?)
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//http://wiki.superfamicom.org/snes/show/Backgrounds
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@ -502,7 +502,6 @@ namespace BizHawk.Emulation.Cores.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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bool doubleSize = Settings.AlwaysDoubleSize;
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@ -514,7 +513,6 @@ namespace BizHawk.Emulation.Cores.Nintendo.SNES
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int yskip = 1, xskip = 1;
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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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if (width == 512)
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{
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vidHeight *= 2;
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@ -533,18 +531,18 @@ namespace BizHawk.Emulation.Cores.Nintendo.SNES
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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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//from bsnes in interlaced mode we have each field side by side
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//so we will come in with a dimension of 512x448, say
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//but the fields are side by side, so it's actually 1024x224.
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//copy the first scanline from row 0, then the 2nd scanline from row 0 (offset 512)
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//EXAMPLE: yu yu hakushu legal screens
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lineDouble = false;
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srcPitch = 512;
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yskip = 1;
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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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if (dotDouble)
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