BizHawk/waterbox/ngp/gfx_scanline_mono.cpp

254 lines
7.0 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
{
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<true>(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<true>(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<true>(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<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?
drawMonoPattern((uint8)x, data16 & 0x01FF,
(data16 & 0x4000) ? 7 - row : row, data16 & 0x8000,
SPPLT, data16 & 0x2000, priority << 1);
}
}
}
//==========
}
}
//=============================================================================