//--------------------------------------------------------------------------- // 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 { static const unsigned char mirrored[] = { 0x00, 0x40, 0x80, 0xc0, 0x10, 0x50, 0x90, 0xd0, 0x20, 0x60, 0xa0, 0xe0, 0x30, 0x70, 0xb0, 0xf0, 0x04, 0x44, 0x84, 0xc4, 0x14, 0x54, 0x94, 0xd4, 0x24, 0x64, 0xa4, 0xe4, 0x34, 0x74, 0xb4, 0xf4, 0x08, 0x48, 0x88, 0xc8, 0x18, 0x58, 0x98, 0xd8, 0x28, 0x68, 0xa8, 0xe8, 0x38, 0x78, 0xb8, 0xf8, 0x0c, 0x4c, 0x8c, 0xcc, 0x1c, 0x5c, 0x9c, 0xdc, 0x2c, 0x6c, 0xac, 0xec, 0x3c, 0x7c, 0xbc, 0xfc, 0x01, 0x41, 0x81, 0xc1, 0x11, 0x51, 0x91, 0xd1, 0x21, 0x61, 0xa1, 0xe1, 0x31, 0x71, 0xb1, 0xf1, 0x05, 0x45, 0x85, 0xc5, 0x15, 0x55, 0x95, 0xd5, 0x25, 0x65, 0xa5, 0xe5, 0x35, 0x75, 0xb5, 0xf5, 0x09, 0x49, 0x89, 0xc9, 0x19, 0x59, 0x99, 0xd9, 0x29, 0x69, 0xa9, 0xe9, 0x39, 0x79, 0xb9, 0xf9, 0x0d, 0x4d, 0x8d, 0xcd, 0x1d, 0x5d, 0x9d, 0xdd, 0x2d, 0x6d, 0xad, 0xed, 0x3d, 0x7d, 0xbd, 0xfd, 0x02, 0x42, 0x82, 0xc2, 0x12, 0x52, 0x92, 0xd2, 0x22, 0x62, 0xa2, 0xe2, 0x32, 0x72, 0xb2, 0xf2, 0x06, 0x46, 0x86, 0xc6, 0x16, 0x56, 0x96, 0xd6, 0x26, 0x66, 0xa6, 0xe6, 0x36, 0x76, 0xb6, 0xf6, 0x0a, 0x4a, 0x8a, 0xca, 0x1a, 0x5a, 0x9a, 0xda, 0x2a, 0x6a, 0xaa, 0xea, 0x3a, 0x7a, 0xba, 0xfa, 0x0e, 0x4e, 0x8e, 0xce, 0x1e, 0x5e, 0x9e, 0xde, 0x2e, 0x6e, 0xae, 0xee, 0x3e, 0x7e, 0xbe, 0xfe, 0x03, 0x43, 0x83, 0xc3, 0x13, 0x53, 0x93, 0xd3, 0x23, 0x63, 0xa3, 0xe3, 0x33, 0x73, 0xb3, 0xf3, 0x07, 0x47, 0x87, 0xc7, 0x17, 0x57, 0x97, 0xd7, 0x27, 0x67, 0xa7, 0xe7, 0x37, 0x77, 0xb7, 0xf7, 0x0b, 0x4b, 0x8b, 0xcb, 0x1b, 0x5b, 0x9b, 0xdb, 0x2b, 0x6b, 0xab, 0xeb, 0x3b, 0x7b, 0xbb, 0xfb, 0x0f, 0x4f, 0x8f, 0xcf, 0x1f, 0x5f, 0x9f, 0xdf, 0x2f, 0x6f, 0xaf, 0xef, 0x3f, 0x7f, 0xbf, 0xff }; //============================================================================= void NGPGFX_CLASS::drawColourPattern(uint8 screenx, uint16 tile, uint8 tiley, uint16 mirror, uint16* palette_ptr, uint8 pal, uint8 depth) { int index, x, left, right, highmark, xx; uint16 data16; x = screenx; if (x > 0xf8) x -= 256; if (x >= SCREEN_WIDTH) return; //Get the data for the "tiley'th" line of "tile". index = MDFN_de16lsb(CharacterRAM + (tile * 16) + (tiley * 2)); //Horizontal Flip if (mirror) index = mirrored[(index & 0xff00)>>8] | (mirrored[(index & 0xff)] << 8); palette_ptr += pal << 2; left = max(max(x, winx), 0); right = x+7; highmark = min(winw+winx, SCREEN_WIDTH)-1; if (right > highmark) { index >>= (right - highmark)*2; right = highmark; } for (xx=right; xx>=left; --xx,index>>=2) { if (depth <= zbuffer[xx] || (index&3)==0) continue; zbuffer[xx] = depth; //Get the colour of the pixel data16 = MDFN_de16lsb(&palette_ptr[index&3]); if (negative) cfb_scanline[xx] = ~data16; else cfb_scanline[xx] = data16; } } void NGPGFX_CLASS::draw_colour_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 drawColourPattern((tx << 3) - scroll1x, data16 & 0x01FF, (data16 & 0x4000) ? (7 - row) : row, data16 & 0x8000, (uint16*)(ColorPaletteRAM + 0x0080), (data16 & 0x1E00) >> 9, depth); } } void NGPGFX_CLASS::draw_colour_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 drawColourPattern((tx << 3) - scroll2x, data16 & 0x01FF, (data16 & 0x4000) ? (7 - row) : row, data16 & 0x8000, (uint16*)(ColorPaletteRAM + 0x0100), (data16 & 0x1E00) >> 9, depth); } } void NGPGFX_CLASS::draw_scanline_colour(int layer_enable, int ngpc_scanline) { int16 lastSpriteX; int16 lastSpriteY; int spr; uint16 win_color; memset(cfb_scanline, 0, SCREEN_WIDTH * sizeof(uint16)); memset(zbuffer, 0, SCREEN_WIDTH); //Window colour win_color = MDFN_de16lsb(ColorPaletteRAM + 0x01F0 + (oowc << 1)); if (negative) win_color = ~win_color; //Top if (ngpc_scanline < winy) { for (int x = 0; x < SCREEN_WIDTH; x++) cfb_scanline[x] = win_color; } else { //Middle if (ngpc_scanline < winy + winh) { for (int x = 0; x < min(winx, SCREEN_WIDTH); x++) cfb_scanline[x] = win_color; for (int x = min(winx + winw, SCREEN_WIDTH); x < SCREEN_WIDTH; x++) cfb_scanline[x] = win_color; } else //Bottom { for (int x = 0; x < SCREEN_WIDTH; x++) cfb_scanline[x] = win_color; } } //Ignore above and below the window's top and bottom if (ngpc_scanline >= winy && ngpc_scanline < winy + winh) { //Background colour Enabled? HACK: 01 AUG 2002 - Always on! // if ((bgc & 0xC0) == 0x80) { win_color = MDFN_de16lsb(ColorPaletteRAM + 0x01E0 + ((bgc & 7) << 1)); } // else win_color = 0; if (negative) win_color = ~win_color; //Draw background! for (int x = winx; x < min(winx + winw, SCREEN_WIDTH); x++) cfb_scanline[x] = win_color; //Swap Front/Back scroll planes? if (planeSwap) { if(layer_enable & 1) draw_colour_scroll1(ZDEPTH_BACKGROUND_SCROLL, ngpc_scanline); //Swap if(layer_enable & 2) draw_colour_scroll2(ZDEPTH_FOREGROUND_SCROLL, ngpc_scanline); } else { if(layer_enable & 1) draw_colour_scroll2(ZDEPTH_BACKGROUND_SCROLL, ngpc_scanline); //Normal if(layer_enable & 2) draw_colour_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; uint16 data16; 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? drawColourPattern((uint8)x, data16 & 0x01FF, (data16 & 0x4000) ? 7 - row : row, data16 & 0x8000, (uint16*)ColorPaletteRAM, SpriteVRAMColor[spr] & 0xF, priority << 1); } } //========== } } } //=============================================================================