BizHawk/waterbox/ngp/gfx_scanline_colour.cpp

271 lines
7.7 KiB
C++

//---------------------------------------------------------------------------
// 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<true>(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<true>(&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<true>(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<true>(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<true>(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<true>(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<true>(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);
}
}
//==========
}
}
}
//=============================================================================