//--------------------------------------------------------------------------- // NEOPOP : Emulator as in Dreamland // // Copyright (c) 2001-2002 by neopop_uk //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. See also the license.txt file for // additional informations. //--------------------------------------------------------------------------- #include "neopop.h" #include "mem.h" #include "gfx.h" //============================================================================= namespace MDFN_IEN_NGP { void NGPGFX_CLASS::MonoPlot(uint8 x, uint8* palette_ptr, uint16 pal_hi, uint8 index, uint8 depth) { uint8 data8; //Clip if (index == 0 || x < winx || x >= (winw + winx) || x >= SCREEN_WIDTH) return; //Depth check, <= to stop later sprites overwriting pixels! if (depth <= zbuffer[x]) return; zbuffer[x] = depth; //Get the colour of the pixel if (pal_hi) data8 = palette_ptr[3 + index - 1]; else data8 = palette_ptr[0 + index - 1]; uint16 r = (data8 & 7) << 1; uint16 g = (data8 & 7) << 5; uint16 b = (data8 & 7) << 9; if (negative) cfb_scanline[x] = (r | g | b); else cfb_scanline[x] = ~(r | g | b); } void NGPGFX_CLASS::drawMonoPattern(uint8 screenx, uint16 tile, uint8 tiley, uint16 mirror, uint8* palette_ptr, uint16 pal, uint8 depth) { //Get the data for th e "tiley'th" line of "tile". uint16 data = MDFN_de16lsb(CharacterRAM + (tile * 16) + (tiley * 2)); //Horizontal Flip if (mirror) { MonoPlot(screenx + 7, palette_ptr, pal, (data & 0xC000) >> 0xE, depth); MonoPlot(screenx + 6, palette_ptr, pal, (data & 0x3000) >> 0xC, depth); MonoPlot(screenx + 5, palette_ptr, pal, (data & 0x0C00) >> 0xA, depth); MonoPlot(screenx + 4, palette_ptr, pal, (data & 0x0300) >> 0x8, depth); MonoPlot(screenx + 3, palette_ptr, pal, (data & 0x00C0) >> 0x6, depth); MonoPlot(screenx + 2, palette_ptr, pal, (data & 0x0030) >> 0x4, depth); MonoPlot(screenx + 1, palette_ptr, pal, (data & 0x000C) >> 0x2, depth); MonoPlot(screenx + 0, palette_ptr, pal, (data & 0x0003) >> 0x0, depth); } else //Normal { MonoPlot(screenx + 0, palette_ptr, pal, (data & 0xC000) >> 0xE, depth); MonoPlot(screenx + 1, palette_ptr, pal, (data & 0x3000) >> 0xC, depth); MonoPlot(screenx + 2, palette_ptr, pal, (data & 0x0C00) >> 0xA, depth); MonoPlot(screenx + 3, palette_ptr, pal, (data & 0x0300) >> 0x8, depth); MonoPlot(screenx + 4, palette_ptr, pal, (data & 0x00C0) >> 0x6, depth); MonoPlot(screenx + 5, palette_ptr, pal, (data & 0x0030) >> 0x4, depth); MonoPlot(screenx + 6, palette_ptr, pal, (data & 0x000C) >> 0x2, depth); MonoPlot(screenx + 7, palette_ptr, pal, (data & 0x0003) >> 0x0, depth); } } void NGPGFX_CLASS::draw_mono_scroll1(uint8 depth, int ngpc_scanline) { uint8 tx, row, line; uint16 data16; line = ngpc_scanline + scroll1y; row = line & 7; //Which row? //Draw Foreground scroll plane (Scroll 1) for (tx = 0; tx < 32; tx++) { data16 = MDFN_de16lsb(ScrollVRAM + ((tx + ((line >> 3) << 5)) << 1)); //Draw the line of the tile drawMonoPattern((tx << 3) - scroll1x, data16 & 0x01FF, (data16 & 0x4000) ? 7 - row : row, data16 & 0x8000, SCRP1PLT, data16 & 0x2000, depth); } } void NGPGFX_CLASS::draw_mono_scroll2(uint8 depth, int ngpc_scanline) { uint8 tx, row, line; uint16 data16; line = ngpc_scanline + scroll2y; row = line & 7; //Which row? //Draw Background scroll plane (Scroll 2) for (tx = 0; tx < 32; tx++) { data16 = MDFN_de16lsb(ScrollVRAM + 0x0800 + ((tx + ((line >> 3) << 5)) << 1)); //Draw the line of the tile drawMonoPattern((tx << 3) - scroll2x, data16 & 0x01FF, (data16 & 0x4000) ? 7 - row : row, data16 & 0x8000, SCRP2PLT, data16 & 0x2000, depth); } } void NGPGFX_CLASS::draw_scanline_mono(int layer_enable, int ngpc_scanline) { int16 lastSpriteX; int16 lastSpriteY; int spr; uint16 data16; memset(cfb_scanline, 0, SCREEN_WIDTH * sizeof(uint16)); memset(zbuffer, 0, SCREEN_WIDTH); //Window colour uint16 r = (uint16)oowc << 1; uint16 g = (uint16)oowc << 5; uint16 b = (uint16)oowc << 9; if (negative) data16 = (r | g | b); else data16 = ~(r | g | b); //Top if (ngpc_scanline < winy) { for (int x = 0; x < SCREEN_WIDTH; x++) cfb_scanline[x] = data16; } else { //Middle if (ngpc_scanline < winy + winh) { for (int x = 0; x < min(winx, SCREEN_WIDTH); x++) cfb_scanline[x] = data16; for (int x = min(winx + winw, SCREEN_WIDTH); x < SCREEN_WIDTH; x++) cfb_scanline[x] = data16; } else //Bottom { for (int x = 0; x < SCREEN_WIDTH; x++) cfb_scanline[x] = data16; } } //Ignore above and below the window's top and bottom if (ngpc_scanline >= winy && ngpc_scanline < winy + winh) { //Background colour Enabled? if ((bgc & 0xC0) == 0x80) { r = (uint16)(bgc & 7) << 1; g = (uint16)(bgc & 7) << 5; b = (uint16)(bgc & 7) << 9; data16 = ~(r | g | b); } else data16 = 0x0FFF; if (negative) data16 = ~data16; //Draw background! for (int x = winx; x < min(winx + winw, SCREEN_WIDTH); x++) cfb_scanline[x] = data16; //Swap Front/Back scroll planes? if (planeSwap) { if(layer_enable & 1) draw_mono_scroll1(ZDEPTH_BACKGROUND_SCROLL, ngpc_scanline); //Swap if(layer_enable & 2) draw_mono_scroll2(ZDEPTH_FOREGROUND_SCROLL, ngpc_scanline); } else { if(layer_enable & 1) draw_mono_scroll2(ZDEPTH_BACKGROUND_SCROLL, ngpc_scanline); //Normal if(layer_enable & 2) draw_mono_scroll1(ZDEPTH_FOREGROUND_SCROLL, ngpc_scanline); } //Draw Sprites //Last sprite position, (defaults to top-left, sure?) lastSpriteX = 0; lastSpriteY = 0; if(layer_enable & 4) for (spr = 0; spr < 64; spr++) { uint8 priority, row; uint8 sx = SpriteVRAM[(spr * 4) + 2]; //X position uint8 sy = SpriteVRAM[(spr * 4) + 3]; //Y position int16 x = sx; int16 y = sy; data16 = MDFN_de16lsb(SpriteVRAM + (spr * 4)); priority = (data16 & 0x1800) >> 11; if (data16 & 0x0400) x = lastSpriteX + sx; //Horizontal chain? if (data16 & 0x0200) y = lastSpriteY + sy; //Vertical chain? //Store the position for chaining lastSpriteX = x; lastSpriteY = y; //Visible? if (priority == 0) continue; //Scroll the sprite x += scrollsprx; y += scrollspry; //Off-screen? if (x > 248 && x < 256) x = x - 256; else x &= 0xFF; if (y > 248 && y < 256) y = y - 256; else y &= 0xFF; //In range? if (ngpc_scanline >= y && ngpc_scanline <= y + 7) { row = (ngpc_scanline - y) & 7; //Which row? drawMonoPattern((uint8)x, data16 & 0x01FF, (data16 & 0x4000) ? 7 - row : row, data16 & 0x8000, SPPLT, data16 & 0x2000, priority << 1); } } } //========== } } //=============================================================================