248 lines
8.6 KiB
C#
248 lines
8.6 KiB
C#
// Contains rendering functions for legacy TMS9918 modes.
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using System;
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namespace BizHawk.Emulation.Cores.Sega.MasterSystem
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{
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public partial class VDP
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{
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int[] PaletteTMS9918 = new int[]
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{
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unchecked((int)0xFF000000),
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unchecked((int)0xFF000000),
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unchecked((int)0xFF47B73B),
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unchecked((int)0xFF7CCF6F),
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unchecked((int)0xFF5D4EFF),
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unchecked((int)0xFF8072FF),
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unchecked((int)0xFFB66247),
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unchecked((int)0xFF5DC8ED),
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unchecked((int)0xFFD76B48),
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unchecked((int)0xFFFB8F6C),
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unchecked((int)0xFFC3CD41),
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unchecked((int)0xFFD3DA76),
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unchecked((int)0xFF3E9F2F),
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unchecked((int)0xFFB664C7),
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unchecked((int)0xFFCCCCCC),
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unchecked((int)0xFFFFFFFF)
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};
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void RenderBackgroundM0(bool show)
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{
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if (ScanLine >= FrameHeight)
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return;
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if (DisplayOn == false)
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{
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Array.Clear(FrameBuffer, ScanLine * 256, 256);
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return;
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}
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int yc = ScanLine / 8;
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int yofs = ScanLine % 8;
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int FrameBufferOffset = ScanLine * 256;
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int PatternNameOffset = TmsPatternNameTableBase + (yc * 32);
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int ScreenBGColor = PaletteTMS9918[Registers[7] & 0x0F];
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for (int xc = 0; xc < 32; xc++)
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{
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int pn = VRAM[PatternNameOffset++];
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int pv = VRAM[PatternGeneratorBase + (pn * 8) + yofs];
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int colorEntry = VRAM[ColorTableBase + (pn / 8)];
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int fgIndex = (colorEntry >> 4) & 0x0F;
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int bgIndex = colorEntry & 0x0F;
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int fgColor = fgIndex == 0 ? ScreenBGColor : PaletteTMS9918[fgIndex];
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int bgColor = bgIndex == 0 ? ScreenBGColor : PaletteTMS9918[bgIndex];
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x80) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x40) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x20) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x10) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x08) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x04) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x02) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x01) > 0) ? fgColor : bgColor) : 0;
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}
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}
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void RenderBackgroundM2(bool show)
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{
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if (ScanLine >= FrameHeight)
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return;
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if (DisplayOn == false)
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{
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Array.Clear(FrameBuffer, ScanLine * 256, 256);
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return;
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}
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int yrow = ScanLine / 8;
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int yofs = ScanLine % 8;
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int FrameBufferOffset = ScanLine * 256;
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int PatternNameOffset = TmsPatternNameTableBase + (yrow * 32);
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int PatternGeneratorOffset = (((Registers[4] & 4) << 11) & 0x2000);// +((yrow / 8) * 0x100);
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int ColorOffset = (ColorTableBase & 0x2000);// +((yrow / 8) * 0x100);
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int ScreenBGColor = PaletteTMS9918[Registers[7] & 0x0F];
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for (int xc = 0; xc < 32; xc++)
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{
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int pn = VRAM[PatternNameOffset++] + ((yrow / 8) * 0x100);
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int pv = VRAM[PatternGeneratorOffset + (pn * 8) + yofs];
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int colorEntry = VRAM[ColorOffset + (pn * 8) + yofs];
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int fgIndex = (colorEntry >> 4) & 0x0F;
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int bgIndex = colorEntry & 0x0F;
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int fgColor = fgIndex == 0 ? ScreenBGColor : PaletteTMS9918[fgIndex];
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int bgColor = bgIndex == 0 ? ScreenBGColor : PaletteTMS9918[bgIndex];
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x80) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x40) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x20) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x10) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x08) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x04) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x02) > 0) ? fgColor : bgColor) : 0;
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FrameBuffer[FrameBufferOffset++] = show ? (((pv & 0x01) > 0) ? fgColor : bgColor) : 0;
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}
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}
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void RenderTmsSprites(bool show)
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{
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if (ScanLine >= FrameHeight || DisplayOn == false)
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return;
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if (EnableDoubledSprites == false)
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RenderTmsSpritesStandard(show);
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else
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RenderTmsSpritesDouble(show);
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}
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void RenderTmsSpritesStandard(bool show)
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{
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Array.Clear(ScanlinePriorityBuffer, 0, 256);
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Array.Clear(SpriteCollisionBuffer, 0, 256);
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bool LargeSprites = EnableLargeSprites;
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int SpriteSize = 8;
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if (LargeSprites) SpriteSize *= 2;
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const int OneCellSize = 8;
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int NumSpritesOnScanline = 0;
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for (int i = 0; i < 32; i++)
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{
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int SpriteBase = TmsSpriteAttributeBase + (i * 4);
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int y = VRAM[SpriteBase++];
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int x = VRAM[SpriteBase++];
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int Pattern = VRAM[SpriteBase++];
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int Color = VRAM[SpriteBase];
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if (y == 208) break; // terminator sprite
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if (y > 224) y -= 256; // sprite Y wrap
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y++; // inexplicably, sprites start on Y+1
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if (y > ScanLine || y + SpriteSize <= ScanLine) continue; // sprite is not on this scanline
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if ((Color & 0x80) > 0) x -= 32; // Early Clock adjustment
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if (++NumSpritesOnScanline == 5)
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{
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StatusByte &= 0xE0; // Clear FS0-FS4 bits
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StatusByte |= (byte)i; // set 5th sprite index
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StatusByte |= 0x40; // set overflow bit
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break;
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}
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if (LargeSprites) Pattern &= 0xFC; // 16x16 sprites forced to 4-byte alignment
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int SpriteLine = ScanLine - y;
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// pv contains the VRAM byte holding the pattern data for this character at this scanline.
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// each byte contains the pattern data for each the 8 pixels on this line.
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// the bit-shift further down on PV pulls out the relevant horizontal pixel.
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byte pv = VRAM[SpritePatternGeneratorBase + (Pattern * 8) + SpriteLine];
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for (int xp = 0; xp < SpriteSize && x + xp < 256; xp++)
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{
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if (x + xp < 0) continue;
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if (LargeSprites && xp == OneCellSize)
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pv = VRAM[SpritePatternGeneratorBase + (Pattern * 8) + SpriteLine + 16];
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if (Color != 0 && (pv & (1 << (7 - (xp & 7)))) > 0)
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{
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if (SpriteCollisionBuffer[x + xp] != 0)
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StatusByte |= 0x20; // Set sprite collision flag
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if (ScanlinePriorityBuffer[x + xp] == 0)
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{
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ScanlinePriorityBuffer[x + xp] = 1;
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SpriteCollisionBuffer[x + xp] = 1;
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if (show)
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FrameBuffer[(ScanLine * 256) + x + xp] = PaletteTMS9918[Color & 0x0F];
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}
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}
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}
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}
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}
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void RenderTmsSpritesDouble(bool show)
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{
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Array.Clear(ScanlinePriorityBuffer, 0, 256);
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Array.Clear(SpriteCollisionBuffer, 0, 256);
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bool LargeSprites = EnableLargeSprites;
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int SpriteSize = 8;
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if (LargeSprites) SpriteSize *= 2;
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SpriteSize *= 2; // because sprite magnification
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const int OneCellSize = 16; // once 8-pixel cell, doubled, will take 16 pixels
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int NumSpritesOnScanline = 0;
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for (int i = 0; i < 32; i++)
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{
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int SpriteBase = TmsSpriteAttributeBase + (i * 4);
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int y = VRAM[SpriteBase++];
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int x = VRAM[SpriteBase++];
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int Pattern = VRAM[SpriteBase++];
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int Color = VRAM[SpriteBase];
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if (y == 208) break; // terminator sprite
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if (y > 224) y -= 256; // sprite Y wrap
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y++; // inexplicably, sprites start on Y+1
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if (y > ScanLine || y + SpriteSize <= ScanLine) continue; // sprite is not on this scanline
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if ((Color & 0x80) > 0) x -= 32; // Early Clock adjustment
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if (++NumSpritesOnScanline == 5)
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{
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StatusByte &= 0xE0; // Clear FS0-FS4 bits
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StatusByte |= (byte)i; // set 5th sprite index
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StatusByte |= 0x40; // set overflow bit
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break;
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}
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if (LargeSprites) Pattern &= 0xFC; // 16x16 sprites forced to 4-byte alignment
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int SpriteLine = ScanLine - y;
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SpriteLine /= 2; // because of sprite magnification
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byte pv = VRAM[SpritePatternGeneratorBase + (Pattern * 8) + SpriteLine];
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for (int xp = 0; xp < SpriteSize && x + xp < 256; xp++)
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{
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if (x + xp < 0) continue;
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if (LargeSprites && xp == OneCellSize)
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pv = VRAM[SpritePatternGeneratorBase + (Pattern * 8) + SpriteLine + 16];
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if (Color != 0 && (pv & (1 << (7 - ((xp / 2) & 7)))) > 0) // xp/2 is due to sprite magnification
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{
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if (SpriteCollisionBuffer[x + xp] != 0)
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StatusByte |= 0x20; // Set sprite collision flag
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if (ScanlinePriorityBuffer[x + xp] == 0)
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{
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ScanlinePriorityBuffer[x + xp] = 1;
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SpriteCollisionBuffer[x + xp] = 1;
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if (show)
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FrameBuffer[(ScanLine * 256) + x + xp] = PaletteTMS9918[Color & 0x0F];
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}
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}
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}
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}
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}
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}
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}
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