BizHawk/BizHawk.Emulation.Cores/Consoles/Nintendo/GBHawk/PPU.cs

1237 lines
31 KiB
C#

using System;
using BizHawk.Emulation.Common;
using BizHawk.Common.NumberExtensions;
using BizHawk.Common;
namespace BizHawk.Emulation.Cores.Nintendo.GBHawk
{
public class PPU
{
public GBHawk Core { get; set; }
// register variables
public byte LCDC;
public byte STAT;
public byte scroll_y;
public byte scroll_x;
public byte LY;
public byte LY_inc;
public byte LYC;
public byte DMA_addr;
public byte BGP;
public byte obj_pal_0;
public byte obj_pal_1;
public byte window_y;
public byte window_x;
public bool DMA_start;
public int DMA_clock;
public int DMA_inc;
public byte DMA_byte;
// state variables
public int cycle;
public bool LYC_INT;
public bool HBL_INT;
public bool VBL_INT;
public bool OAM_INT;
public bool LCD_was_off;
public bool stat_line;
public bool stat_line_old;
public int hbl_countdown;
// OAM scan
public bool DMA_OAM_access;
public bool OAM_access_read;
public bool OAM_access_write;
public int OAM_scan_index;
public int SL_sprites_index;
public int[] SL_sprites = new int[40];
public int write_sprite;
public bool no_scan;
// render
public bool VRAM_access_read;
public bool VRAM_access_write;
public int read_case;
public int internal_cycle;
public int y_tile;
public int y_scroll_offset;
public int x_tile;
public int x_scroll_offset;
public int tile_byte;
public int sprite_fetch_cycles;
public bool fetch_sprite;
public int temp_fetch;
public int tile_inc;
public bool pre_render;
public byte[] tile_data = new byte[2];
public byte[] tile_data_latch = new byte[2];
public int latch_counter;
public bool latch_new_data;
public int render_counter;
public int render_offset;
public int pixel_counter;
public int pixel;
public byte[] sprite_data = new byte[2];
public byte[] sprite_sel = new byte[2];
public int sl_use_index;
public bool no_sprites;
public int sprite_fetch_index;
public int[] SL_sprites_ordered = new int[40]; // (x_end, data_low, data_high, attr)
public int index_used;
public int sprite_ordered_index;
public int bottom_index;
// windowing state
public int window_counter;
public bool window_pre_render;
public bool window_started;
public int window_tile_inc;
public int window_y_tile;
public int window_x_tile;
public int window_y_tile_inc;
public byte ReadReg(int addr)
{
byte ret = 0;
switch (addr)
{
case 0xFF40: ret = LCDC; break; // LCDC
case 0xFF41: ret = STAT; break; // STAT
case 0xFF42: ret = scroll_y; break; // SCY
case 0xFF43: ret = scroll_x; break; // SCX
case 0xFF44: ret = LY; break; // LY
case 0xFF45: ret = LYC; break; // LYC
case 0xFF46: ret = 0xFF; break; // DMA (not readable?) /*ret = DMA_addr; */
case 0xFF47: ret = BGP; break; // BGP
case 0xFF48: ret = obj_pal_0; break; // OBP0
case 0xFF49: ret = obj_pal_1; break; // OBP1
case 0xFF4A: ret = window_y; break; // WY
case 0xFF4B: ret = window_x; break; // WX
}
return ret;
}
public void WriteReg(int addr, byte value)
{
switch (addr)
{
case 0xFF40: // LCDC
if (LCDC.Bit(7) && !value.Bit(7))
{
VRAM_access_read = true;
VRAM_access_write = true;
OAM_access_read = true;
OAM_access_write = true;
}
LCDC = value;
break;
case 0xFF41: // STAT
// writing to STAT during mode 0 or 2 causes a STAT IRQ
if (LCDC.Bit(7))
{
if (((STAT & 3) == 0) || ((STAT & 3) == 1))
{
LYC_INT = true;
}
}
STAT = (byte)((value & 0xF8) | (STAT & 7) | 0x80);
break;
case 0xFF42: // SCY
scroll_y = value;
break;
case 0xFF43: // SCX
scroll_x = value;
// calculate the column number of the tile to start with
x_tile = (int)Math.Floor((float)(scroll_x) / 8);
break;
case 0xFF44: // LY
LY = 0; /*reset*/
break;
case 0xFF45: // LYC
LYC = value;
if (LY != LYC) { STAT &= 0xFB; }
break;
case 0xFF46: // DMA
DMA_addr = value;
DMA_start = true;
DMA_OAM_access = true;
DMA_clock = 0;
DMA_inc = 0;
break;
case 0xFF47: // BGP
BGP = value;
break;
case 0xFF48: // OBP0
obj_pal_0 = value;
break;
case 0xFF49: // OBP1
obj_pal_1 = value;
break;
case 0xFF4A: // WY
window_y = value;
break;
case 0xFF4B: // WX
window_x = value;
break;
}
}
public void tick()
{
// tick DMA
if (DMA_start)
{
if (DMA_clock >= 4)
{
DMA_OAM_access = false;
if ((DMA_clock % 4) == 1)
{
// the cpu can't access memory during this time, but we still need the ppu to be able to.
DMA_start = false;
DMA_byte = Core.ReadMemory((ushort)((DMA_addr << 8) + DMA_inc));
DMA_start = true;
}
else if ((DMA_clock % 4) == 3)
{
if ((DMA_inc % 4) == 3)
{
Core.OAM[DMA_inc] = DMA_byte;
}
else
{
Core.OAM[DMA_inc] = DMA_byte;
}
if (DMA_inc < (0xA0 - 1)) { DMA_inc++; }
}
}
DMA_clock++;
if (DMA_clock == 648)
{
DMA_start = false;
}
}
// the ppu only does anything if it is turned on via bit 7 of LCDC
if (LCDC.Bit(7))
{
// start the next scanline
if (cycle == 456)
{
// scanline callback
if ((LY + LY_inc) == Core._scanlineCallbackLine)
{
if (Core._scanlineCallback != null)
{
Core.GetGPU();
Core._scanlineCallback(LCDC);
}
}
cycle = 0;
LY += LY_inc;
//Console.WriteLine(Core.cpu.TotalExecutedCycles);
no_scan = false;
// here is where LY = LYC gets cleared (but only if LY isnt 0 as that's a special case
if (LY_inc == 1)
{
LYC_INT = false;
STAT &= 0xFB;
}
if (LY == 0 && LY_inc == 0)
{
LY_inc = 1;
Core.in_vblank = false;
VBL_INT = false;
// special note here, the y coordiate of the window is kept if the window is deactivated
// meaning it will pick up where it left off if re-enabled later
// so we don't reset it in the scanline loop
window_y_tile = 0;
window_y_tile_inc = 0;
window_started = false;
}
Core.cpu.LY = LY;
// Automatically restore access to VRAM at this time (force end drawing)
// Who Framed Roger Rabbit seems to run into this.
VRAM_access_write = true;
VRAM_access_read = true;
if (LY == 144)
{
Core.in_vblank = true;
}
}
// exit vblank if LCD went from off to on
if (LCD_was_off)
{
//VBL_INT = false;
Core.in_vblank = false;
LCD_was_off = false;
// we exit vblank into mode 0 for 4 cycles
// but no hblank interrupt, presumably this only happens transitioning from mode 3 to 0
STAT &= 0xFC;
// also the LCD doesn't turn on right away
// also, the LCD does not enter mode 2 on scanline 0 when first turned on
no_scan = true;
cycle = 8;
}
// the VBL stat is continuously asserted
if ((LY >= 144))
{
if (STAT.Bit(4))
{
if ((cycle >= 4) && (LY == 144))
{
VBL_INT = true;
}
else if (LY > 144)
{
VBL_INT = true;
}
}
if ((cycle == 4) && (LY == 144)) {
HBL_INT = false;
// set STAT mode to 1 (VBlank) and interrupt flag if it is enabled
STAT &= 0xFC;
STAT |= 0x01;
if (Core.REG_FFFF.Bit(0)) { Core.cpu.FlagI = true; }
Core.REG_FF0F |= 0x01;
}
if ((LY >= 144) && (cycle == 4))
{
// a special case of OAM mode 2 IRQ assertion, even though PPU Mode still is 1
if (STAT.Bit(5)) { OAM_INT = true; }
}
if ((LY == 153) && (cycle == 8))
{
LY = 0;
LY_inc = 0;
Core.cpu.LY = LY;
}
}
if (!Core.in_vblank)
{
if (no_scan)
{
// timings are slightly different if we just turned on the LCD
// there is no mode 2 (presumably it missed the trigger)
// mode 3 is very short, probably in some self test mode before turning on?
if (cycle == 12)
{
LYC_INT = false;
STAT &= 0xFB;
if (LY == LYC)
{
// set STAT coincidence FLAG and interrupt flag if it is enabled
STAT |= 0x04;
if (STAT.Bit(6)) { LYC_INT = true; }
}
}
if (cycle == 84)
{
STAT &= 0xFC;
STAT |= 0x03;
OAM_INT = false;
OAM_access_read = false;
OAM_access_write = false;
VRAM_access_read = false;
VRAM_access_write = false;
}
if (cycle == 256)
{
STAT &= 0xFC;
OAM_INT = false;
if (STAT.Bit(3)) { HBL_INT = true; }
OAM_access_read = true;
OAM_access_write = true;
VRAM_access_read = true;
VRAM_access_write = true;
}
}
else
{
if (cycle < 80)
{
if (cycle == 4)
{
// apparently, writes can make it to OAm one cycle longer then reads
OAM_access_write = false;
// here mode 2 will be set to true and interrupts fired if enabled
STAT &= 0xFC;
STAT |= 0x2;
if (STAT.Bit(5)) { OAM_INT = true; }
HBL_INT = false;
}
// here OAM scanning is performed
OAM_scan(cycle);
}
else if (cycle >= 80 && LY < 144)
{
if (cycle == 84)
{
STAT &= 0xFC;
STAT |= 0x03;
OAM_INT = false;
OAM_access_write = false;
VRAM_access_write = false;
}
// render the screen and handle hblank
render(cycle - 80);
}
}
}
if ((LY_inc == 0))
{
if (cycle == 12)
{
LYC_INT = false;
STAT &= 0xFB;
// Special case of LY = LYC
if (LY == LYC)
{
// set STAT coincidence FLAG and interrupt flag if it is enabled
STAT |= 0x04;
if (STAT.Bit(6)) { LYC_INT = true; }
}
// also a special case of OAM mode 2 IRQ assertion, even though PPU Mode still is 1
if (STAT.Bit(5)) { OAM_INT = true; }
}
if (cycle == 92) { OAM_INT = false; }
}
// here LY=LYC will be asserted
if ((cycle == 4) && (LY != 0))
{
if (LY == LYC)
{
// set STAT coincidence FLAG and interrupt flag if it is enabled
STAT |= 0x04;
if (STAT.Bit(6)) { LYC_INT = true; }
}
}
cycle++;
}
else
{
// screen disable sets STAT as though it were vblank, but there is no Stat IRQ asserted
//STAT &= 0xFC;
//STAT |= 0x01;
STAT &= 0xF8;
VBL_INT = LYC_INT = HBL_INT = OAM_INT = false;
Core.in_vblank = true;
LCD_was_off = true;
LY = 0;
Core.cpu.LY = LY;
cycle = 0;
}
// assert the STAT IRQ line if the line went from zero to 1
stat_line = VBL_INT | LYC_INT | HBL_INT | OAM_INT;
if (stat_line && !stat_line_old)
{
if (Core.REG_FFFF.Bit(1)) { Core.cpu.FlagI = true; }
Core.REG_FF0F |= 0x02;
}
stat_line_old = stat_line;
// process latch delays
//latch_delay();
}
// might be needed, not sure yet
public void latch_delay()
{
//BGP_l = BGP;
}
public void OAM_scan(int OAM_cycle)
{
// we are now in STAT mode 2
// TODO: maybe stat mode 2 flags are set at cycle 0 on visible scanlines?
if (OAM_cycle == 0)
{
OAM_access_read = false;
OAM_scan_index = 0;
SL_sprites_index = 0;
write_sprite = 0;
}
// the gameboy has 80 cycles to scan through 40 sprites, picking out the first 10 it finds to draw
// the following is a guessed at implmenentation based on how NES does it, it's probably pretty close
if (OAM_cycle < 10)
{
// start by clearing the sprite table (probably just clears X on hardware, but let's be safe here.)
SL_sprites[OAM_cycle * 4] = 0;
SL_sprites[OAM_cycle * 4 + 1] = 0;
SL_sprites[OAM_cycle * 4 + 2] = 0;
SL_sprites[OAM_cycle * 4 + 3] = 0;
}
else
{
if (write_sprite == 0)
{
if (OAM_scan_index < 40)
{
// (sprite Y - 16) equals LY, we have a sprite
if ((Core.OAM[OAM_scan_index * 4] - 16) <= LY &&
((Core.OAM[OAM_scan_index * 4] - 16) + 8 + (LCDC.Bit(2) ? 8 : 0)) > LY)
{
// always pick the first 10 in range sprites
if (SL_sprites_index < 10)
{
SL_sprites[SL_sprites_index * 4] = Core.OAM[OAM_scan_index * 4];
write_sprite = 1;
}
else
{
// if we already have 10 sprites, there's nothing to do, increment the index
OAM_scan_index++;
}
}
else
{
OAM_scan_index++;
}
}
}
else
{
SL_sprites[SL_sprites_index * 4 + write_sprite] = Core.OAM[OAM_scan_index * 4 + write_sprite];
write_sprite++;
if (write_sprite == 4)
{
write_sprite = 0;
SL_sprites_index++;
OAM_scan_index++;
}
}
}
}
public void render(int render_cycle)
{
// we are now in STAT mode 3
// NOTE: presumably the first necessary sprite is fetched at sprite evaulation
// i.e. just keeping track of the lowest x-value sprite
if (render_cycle == 0)
{
OAM_access_read = false;
OAM_access_write = true;
VRAM_access_read = false;
OAM_scan_index = 0;
read_case = 0;
internal_cycle = 0;
pre_render = true;
tile_inc = 0;
pixel_counter = 0;
sl_use_index = 0;
index_used = 0;
bottom_index = 0;
sprite_ordered_index = 0;
fetch_sprite = false;
no_sprites = false;
window_pre_render = false;
if (window_started && LCDC.Bit(5))
{
window_y_tile_inc++;
if (window_y_tile_inc==8)
{
window_y_tile_inc = 0;
window_y_tile++;
window_y_tile %= 32;
}
}
window_started = false;
// calculate the row number of the tiles to be fetched
y_tile = ((int)Math.Floor((float)(scroll_y + LY) / 8)) % 32;
if (SL_sprites_index == 0)
{
no_sprites = true;
}
}
// before anything else, we have to check if windowing is in effect
if (LCDC.Bit(5) && !window_started && (LY >= window_y) && (pixel_counter >= (window_x - 7)))
{
/*
Console.Write(LY);
Console.Write(" ");
Console.Write(window_y);
Console.Write(" ");
Console.Write(window_y_tile_inc);
Console.Write(" ");
Console.WriteLine(scroll_y);
*/
if (pixel_counter == 0 && window_x <= 7)
{
// if the window starts at zero, we still do the first access to the BG
// but then restart all over again at the window
window_pre_render = true;
}
else
{
// otherwise, just restart the whole process as if starting BG again
window_pre_render = true;
read_case = 4;
}
window_counter = 0;
window_x_tile = (int)Math.Floor((float)(pixel_counter - (window_x - 7)) / 8);
window_tile_inc = 0;
window_started = true;
}
if (!pre_render && !fetch_sprite && !window_pre_render)
{
// start by fetching all the sprites that need to be fetched
if (!no_sprites)
{
for (int i = 0; i < SL_sprites_index; i++)
{
if ((pixel_counter >= (SL_sprites[i * 4 + 1] - 8)) &&
(pixel_counter < SL_sprites[i * 4 + 1]) &&
!index_used.Bit(i))
{
fetch_sprite = true;
sprite_fetch_index = 0;
}
}
}
if (!fetch_sprite)
{
// start shifting data into the LCD
if (render_counter >= (render_offset + 8))
{
pixel = tile_data_latch[0].Bit(7 - (render_counter % 8)) ? 1 : 0;
pixel |= tile_data_latch[1].Bit(7 - (render_counter % 8)) ? 2 : 0;
int ref_pixel = pixel;
if (LCDC.Bit(0))
{
pixel = (BGP >> (pixel * 2)) & 3;
}
else
{
pixel = 0;
}
// now we have the BG pixel, we next need the sprite pixel
if (!no_sprites)
{
bool have_sprite = false;
int i = bottom_index;
int s_pixel = 0;
int sprite_attr = 0;
while (i < sprite_ordered_index)
{
if (SL_sprites_ordered[i * 4] == pixel_counter)
{
bottom_index++;
if (bottom_index == SL_sprites_index) { no_sprites = true; }
}
else if (!have_sprite)
{
// we can use the current sprite, so pick out a pixel for it
int t_index = pixel_counter - (SL_sprites_ordered[i * 4] - 8);
t_index = 7 - t_index;
sprite_data[0] = (byte)((SL_sprites_ordered[i * 4 + 1] >> t_index) & 1);
sprite_data[1] = (byte)(((SL_sprites_ordered[i * 4 + 2] >> t_index) & 1) << 1);
s_pixel = sprite_data[0] + sprite_data[1];
sprite_attr = SL_sprites_ordered[i * 4 + 3];
// pixel color of 0 is transparent, so if this is the case we dont have a pixel
if (s_pixel != 0)
{
have_sprite = true;
}
}
i++;
}
if (have_sprite)
{
bool use_sprite = false;
if (LCDC.Bit(1))
{
if (!sprite_attr.Bit(7))
{
use_sprite = true;
}
else if (ref_pixel == 0)
{
use_sprite = true;
}
if (!LCDC.Bit(0))
{
use_sprite = true;
}
}
if (use_sprite)
{
if (sprite_attr.Bit(4))
{
pixel = (obj_pal_1 >> (s_pixel * 2)) & 3;
}
else
{
pixel = (obj_pal_0 >> (s_pixel * 2)) & 3;
}
}
}
}
// based on sprite priority and pixel values, pick a final pixel color
Core._vidbuffer[LY * 160 + pixel_counter] = (int)Core.color_palette[pixel];
pixel_counter++;
if (pixel_counter == 160)
{
read_case = 8;
hbl_countdown = 4;
}
}
render_counter++;
}
}
if (!fetch_sprite)
{
if (latch_new_data)
{
latch_new_data = false;
tile_data_latch[0] = tile_data[0];
tile_data_latch[1] = tile_data[1];
}
switch (read_case)
{
case 0: // read a background tile
if ((internal_cycle % 2) == 0)
{
temp_fetch = y_tile * 32 + (x_tile + tile_inc) % 32;
tile_byte = LCDC.Bit(3) ? Core.BG_map_2[temp_fetch] : Core.BG_map_1[temp_fetch];
}
else
{
read_case = 1;
if (!pre_render)
{
tile_inc++;
if (window_pre_render)
{
read_case = 4;
}
}
}
break;
case 1: // read from tile graphics (0)
if ((internal_cycle % 2) == 0)
{
y_scroll_offset = (scroll_y + LY) % 8;
if (LCDC.Bit(4))
{
tile_data[0] = Core.CHR_RAM[tile_byte * 16 + y_scroll_offset * 2];
}
else
{
// same as before except now tile byte represents a signed byte
if (tile_byte.Bit(7))
{
tile_byte -= 256;
}
tile_data[0] = Core.CHR_RAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2];
}
}
else
{
read_case = 2;
}
break;
case 2: // read from tile graphics (1)
if ((internal_cycle % 2) == 0)
{
y_scroll_offset = (scroll_y + LY) % 8;
if (LCDC.Bit(4))
{
// if LCDC somehow changed between the two reads, make sure we have a positive number
if (tile_byte < 0)
{
tile_byte += 256;
}
tile_data[1] = Core.CHR_RAM[tile_byte * 16 + y_scroll_offset * 2 + 1];
}
else
{
// same as before except now tile byte represents a signed byte
if (tile_byte.Bit(7) && tile_byte > 0)
{
tile_byte -= 256;
}
tile_data[1] = Core.CHR_RAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2 + 1];
}
}
else
{
if (pre_render)
{
// here we set up rendering
pre_render = false;
render_offset = scroll_x % 8;
render_counter = -1;
latch_counter = 0;
read_case = 0;
}
else
{
read_case = 3;
}
}
break;
case 3: // read from sprite data
if ((internal_cycle % 2) == 0)
{
// nothing to do if not fetching
}
else
{
read_case = 0;
latch_new_data = true;
}
break;
case 4: // read from window data
if ((window_counter % 2) == 0)
{
temp_fetch = window_y_tile * 32 + (window_x_tile + window_tile_inc) % 32;
tile_byte = LCDC.Bit(6) ? Core.BG_map_2[temp_fetch] : Core.BG_map_1[temp_fetch];
}
else
{
if (!window_pre_render)
{
window_tile_inc++;
}
read_case = 5;
}
window_counter++;
break;
case 5: // read from tile graphics (for the window)
if ((window_counter % 2) == 0)
{
y_scroll_offset = (window_y_tile_inc) % 8;
if (LCDC.Bit(4))
{
tile_data[0] = Core.CHR_RAM[tile_byte * 16 + y_scroll_offset * 2];
}
else
{
// same as before except now tile byte represents a signed byte
if (tile_byte.Bit(7))
{
tile_byte -= 256;
}
tile_data[0] = Core.CHR_RAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2];
}
}
else
{
read_case = 6;
}
window_counter++;
break;
case 6: // read from tile graphics (for the window)
if ((window_counter % 2) == 0)
{
y_scroll_offset = (window_y_tile_inc) % 8;
if (LCDC.Bit(4))
{
// if LCDC somehow changed between the two reads, make sure we have a positive number
if (tile_byte < 0)
{
tile_byte += 256;
}
tile_data[1] = Core.CHR_RAM[tile_byte * 16 + y_scroll_offset * 2 + 1];
}
else
{
// same as before except now tile byte represents a signed byte
if (tile_byte.Bit(7) && tile_byte > 0)
{
tile_byte -= 256;
}
tile_data[1] = Core.CHR_RAM[0x1000 + tile_byte * 16 + y_scroll_offset * 2 + 1];
}
}
else
{
if (window_pre_render)
{
// here we set up rendering
window_pre_render = false;
render_offset = 0;
render_counter = -1;
latch_counter = 0;
read_case = 4;
}
else
{
read_case = 7;
}
}
window_counter++;
break;
case 7: // read from sprite data
if ((window_counter % 2) == 0)
{
// nothing to do if not fetching
}
else
{
read_case = 4;
latch_new_data = true;
}
window_counter++;
break;
case 8: // done reading, we are now in phase 0
pre_render = true;
// the other interrupts appear to be delayed by 1 CPU cycle, so do the same here
if (hbl_countdown > 0)
{
hbl_countdown--;
if (hbl_countdown == 0)
{
STAT &= 0xFC;
STAT |= 0x00;
if (STAT.Bit(3)) { HBL_INT = true; }
OAM_access_read = true;
OAM_access_write = true;
VRAM_access_read = true;
VRAM_access_write = true;
}
}
break;
}
internal_cycle++;
}
if (fetch_sprite)
{
if (sprite_fetch_index < SL_sprites_index)
{
if (pixel_counter != 0) {
if ((pixel_counter == (SL_sprites[sprite_fetch_index * 4 + 1] - 8)) &&
//(pixel_counter < SL_sprites[sprite_fetch_index * 4 + 1]) &&
!index_used.Bit(sprite_fetch_index))
{
sl_use_index = sprite_fetch_index;
process_sprite();
SL_sprites_ordered[sprite_ordered_index * 4] = SL_sprites[sprite_fetch_index * 4 + 1];
SL_sprites_ordered[sprite_ordered_index * 4 + 1] = sprite_sel[0];
SL_sprites_ordered[sprite_ordered_index * 4 + 2] = sprite_sel[1];
SL_sprites_ordered[sprite_ordered_index * 4 + 3] = SL_sprites[sprite_fetch_index * 4 + 3];
sprite_ordered_index++;
index_used |= (1 << sl_use_index);
}
sprite_fetch_index++;
if (sprite_fetch_index == SL_sprites_index) { fetch_sprite = false; }
}
else
{
// whan pixel counter is 0, we want to scan all the points before 0 as well
// certainly non-physical but good enough for now
for (int j = -7; j < 1; j++)
{
for (int i = 0; i < SL_sprites_index; i++)
{
if ((j == (SL_sprites[i * 4 + 1] - 8)) &&
!index_used.Bit(i))
{
sl_use_index = i;
process_sprite();
SL_sprites_ordered[sprite_ordered_index * 4] = SL_sprites[i * 4 + 1];
SL_sprites_ordered[sprite_ordered_index * 4 + 1] = sprite_sel[0];
SL_sprites_ordered[sprite_ordered_index * 4 + 2] = sprite_sel[1];
SL_sprites_ordered[sprite_ordered_index * 4 + 3] = SL_sprites[i * 4 + 3];
sprite_ordered_index++;
index_used |= (1 << sl_use_index);
}
}
}
fetch_sprite = false;
}
}
}
}
public void Reset()
{
LCDC = 0;
STAT = 0x80;
scroll_y = 0;
scroll_x = 0;
LY = 0;
LYC = 0;
DMA_addr = 0;
BGP = 0xFF;
obj_pal_0 = 0xFF;
obj_pal_1 = 0xFF;
window_y = 0x0;
window_x = 0x0;
LY_inc = 1;
no_scan = false;
OAM_access_read = true;
VRAM_access_read = true;
OAM_access_write = true;
VRAM_access_write = true;
cycle = 0;
LYC_INT = false;
HBL_INT = false;
VBL_INT = false;
OAM_INT = false;
stat_line = false;
stat_line_old = false;
window_counter = 0;
window_pre_render = false;
window_started = false;
window_tile_inc = 0;
window_y_tile = 0;
window_x_tile = 0;
window_y_tile_inc = 0;
}
public void process_sprite()
{
int y;
if (SL_sprites[sl_use_index * 4 + 3].Bit(6))
{
if (LCDC.Bit(2))
{
y = LY - (SL_sprites[sl_use_index * 4] - 16);
y = 15 - y;
sprite_sel[0] = Core.CHR_RAM[(SL_sprites[sl_use_index * 4 + 2] & 0xFE) * 16 + y * 2];
sprite_sel[1] = Core.CHR_RAM[(SL_sprites[sl_use_index * 4 + 2] & 0xFE) * 16 + y * 2 + 1];
}
else
{
y = LY - (SL_sprites[sl_use_index * 4] - 16);
y = 7 - y;
sprite_sel[0] = Core.CHR_RAM[SL_sprites[sl_use_index * 4 + 2] * 16 + y * 2];
sprite_sel[1] = Core.CHR_RAM[SL_sprites[sl_use_index * 4 + 2] * 16 + y * 2 + 1];
}
}
else
{
if (LCDC.Bit(2))
{
y = LY - (SL_sprites[sl_use_index * 4] - 16);
sprite_sel[0] = Core.CHR_RAM[(SL_sprites[sl_use_index * 4 + 2] & 0xFE) * 16 + y * 2];
sprite_sel[1] = Core.CHR_RAM[(SL_sprites[sl_use_index * 4 + 2] & 0xFE) * 16 + y * 2 + 1];
}
else
{
y = LY - (SL_sprites[sl_use_index * 4] - 16);
sprite_sel[0] = Core.CHR_RAM[SL_sprites[sl_use_index * 4 + 2] * 16 + y * 2];
sprite_sel[1] = Core.CHR_RAM[SL_sprites[sl_use_index * 4 + 2] * 16 + y * 2 + 1];
}
}
if (SL_sprites[sl_use_index * 4 + 3].Bit(5))
{
int b0, b1, b2, b3, b4, b5, b6, b7 = 0;
for (int i = 0; i < 2; i++)
{
b0 = (sprite_sel[i] & 0x01) << 7;
b1 = (sprite_sel[i] & 0x02) << 5;
b2 = (sprite_sel[i] & 0x04) << 3;
b3 = (sprite_sel[i] & 0x08) << 1;
b4 = (sprite_sel[i] & 0x10) >> 1;
b5 = (sprite_sel[i] & 0x20) >> 3;
b6 = (sprite_sel[i] & 0x40) >> 5;
b7 = (sprite_sel[i] & 0x80) >> 7;
sprite_sel[i] = (byte)(b0 | b1 | b2 | b3 | b4 | b5 | b6 | b7);
}
}
}
public void SyncState(Serializer ser)
{
ser.Sync("LCDC", ref LCDC);
ser.Sync("STAT", ref STAT);
ser.Sync("scroll_y", ref scroll_y);
ser.Sync("scroll_x", ref scroll_x);
ser.Sync("LY", ref LY);
ser.Sync("LYinc", ref LY_inc);
ser.Sync("LYC", ref LYC);
ser.Sync("DMA_addr", ref DMA_addr);
ser.Sync("BGP", ref BGP);
ser.Sync("obj_pal_0", ref obj_pal_0);
ser.Sync("obj_pal_1", ref obj_pal_1);
ser.Sync("window_y", ref window_y);
ser.Sync("window_x", ref window_x);
ser.Sync("DMA_start", ref DMA_start);
ser.Sync("DMA_clock", ref DMA_clock);
ser.Sync("DMA_inc", ref DMA_inc);
ser.Sync("DMA_byte", ref DMA_byte);
ser.Sync("cycle", ref cycle);
ser.Sync("LYC_INT", ref LYC_INT);
ser.Sync("HBL_INT", ref HBL_INT);
ser.Sync("VBL_INT", ref VBL_INT);
ser.Sync("OAM_INT", ref OAM_INT);
ser.Sync("stat_line", ref stat_line);
ser.Sync("stat_line_old", ref stat_line_old);
ser.Sync("hbl_countdown", ref hbl_countdown);
ser.Sync("LCD_was_off", ref LCD_was_off);
ser.Sync("OAM_scan_index", ref OAM_scan_index);
ser.Sync("SL_sprites_index", ref SL_sprites_index);
ser.Sync("SL_sprites", ref SL_sprites, false);
ser.Sync("write_sprite", ref write_sprite);
ser.Sync("no_scan", ref no_scan);
ser.Sync("DMA_OAM_access", ref DMA_OAM_access);
ser.Sync("OAM_access_read", ref OAM_access_read);
ser.Sync("OAM_access_write", ref OAM_access_write);
ser.Sync("VRAM_access_read", ref VRAM_access_read);
ser.Sync("VRAM_access_write", ref VRAM_access_write);
ser.Sync("read_case", ref read_case);
ser.Sync("internal_cycle", ref internal_cycle);
ser.Sync("y_tile", ref y_tile);
ser.Sync("y_scroll_offset", ref y_scroll_offset);
ser.Sync("x_tile", ref x_tile);
ser.Sync("x_scroll_offset", ref x_scroll_offset);
ser.Sync("tile_byte", ref tile_byte);
ser.Sync("sprite_fetch_cycles", ref sprite_fetch_cycles);
ser.Sync("fetch_sprite", ref fetch_sprite);
ser.Sync("temp_fetch", ref temp_fetch);
ser.Sync("tile_inc", ref tile_inc);
ser.Sync("pre_render", ref pre_render);
ser.Sync("tile_data", ref tile_data, false);
ser.Sync("tile_data_latch", ref tile_data_latch, false);
ser.Sync("latch_counter", ref latch_counter);
ser.Sync("latch_new_data", ref latch_new_data);
ser.Sync("render_counter", ref render_counter);
ser.Sync("render_offset", ref render_offset);
ser.Sync("pixel_counter", ref pixel_counter);
ser.Sync("pixel", ref pixel);
ser.Sync("sprite_data", ref sprite_data, false);
ser.Sync("sl_use_index", ref sl_use_index);
ser.Sync("sprite_sel", ref sprite_sel, false);
ser.Sync("no_sprites", ref no_sprites);
ser.Sync("sprite_fetch_index", ref sprite_fetch_index);
ser.Sync("SL_sprites_ordered", ref SL_sprites_ordered, false);
ser.Sync("index_used", ref index_used);
ser.Sync("sprite_ordered_index", ref sprite_ordered_index);
ser.Sync("bottom_index", ref bottom_index);
ser.Sync("window_counter", ref window_counter);
ser.Sync("window_pre_render", ref window_pre_render);
ser.Sync("window_started", ref window_started);
ser.Sync("window_tile_inc", ref window_tile_inc);
ser.Sync("window_y_tile", ref window_y_tile);
ser.Sync("window_x_tile", ref window_x_tile);
ser.Sync("window_y_tile_inc", ref window_y_tile_inc);
}
}
}