bsnes/higan/ms/vdp/background.cpp

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auto VDP::Background::scanline() -> void {
state.x = 0;
state.y = vdp.io.vcounter;
}
auto VDP::Background::run() -> void {
uint8 hoffset = state.x++;
uint9 voffset = state.y;
if(voffset >= vdp.vlines()
|| hoffset < (vdp.io.hscroll & 7)
) {
output.color = 0;
output.palette = 0;
output.priority = 0;
return;
}
bool hscroll = !vdp.io.horizontalScrollLock || voffset >= 16;
bool vscroll = !vdp.io.verticalScrollLock || hoffset <= 191;
if(hscroll) hoffset -= vdp.io.hscroll;
if(vscroll) voffset += vdp.io.vscroll;
uint14 nameTableAddress;
if(vdp.vlines() == 192) {
Update to v101r27 release. byuu says: Changelog: - SMS: emulated the generic Sega memory mapper (none of the more limited forms of it yet) - (missing ROM shift, ROM write enable emulation -- no commercial games use either, though) - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every key is being pressed at once - (this is a hack until I implement proper controller pad reading) - SMS: very limited protection against reading/writing past the end of ROM/RAM (todo: should mirror) - SMS: VDP background HSCROLL subtracts, rather than adds, to the offset (unlike VSCROLL) - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in 192-line mode (32x28 tilemap) - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather than `(x&7)` - SMS: fix output color to be 6-bit rather than 5-bit - SMS: left clip uses register `#7`, not palette color `#7` - (todo: do we want `color[reg7]` or `color[16 + reg7]`?) - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its disassembler - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing 0x10-0xff) - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow (IX,IY)+d - SMS: fixed major logic bug in (IX,IY)+d displacement - (was using `read(x)` instead of `operand()` for the displacement byte fetch before) - icarus: fake there always being 32KiB of RAM in all SMS cartridges for the time being - (not sure how to detect this stuff yet; although I've read it's not even really possible `>_>`) TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.) Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 08:11:38 +00:00
if(voffset >= 224) voffset -= 224;
nameTableAddress = vdp.io.nameTableAddress << 11;
} else {
Update to v101r27 release. byuu says: Changelog: - SMS: emulated the generic Sega memory mapper (none of the more limited forms of it yet) - (missing ROM shift, ROM write enable emulation -- no commercial games use either, though) - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every key is being pressed at once - (this is a hack until I implement proper controller pad reading) - SMS: very limited protection against reading/writing past the end of ROM/RAM (todo: should mirror) - SMS: VDP background HSCROLL subtracts, rather than adds, to the offset (unlike VSCROLL) - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in 192-line mode (32x28 tilemap) - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather than `(x&7)` - SMS: fix output color to be 6-bit rather than 5-bit - SMS: left clip uses register `#7`, not palette color `#7` - (todo: do we want `color[reg7]` or `color[16 + reg7]`?) - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its disassembler - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing 0x10-0xff) - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow (IX,IY)+d - SMS: fixed major logic bug in (IX,IY)+d displacement - (was using `read(x)` instead of `operand()` for the displacement byte fetch before) - icarus: fake there always being 32KiB of RAM in all SMS cartridges for the time being - (not sure how to detect this stuff yet; although I've read it's not even really possible `>_>`) TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.) Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 08:11:38 +00:00
voffset &= 255;
nameTableAddress = (vdp.io.nameTableAddress & ~1) << 11 | 0x700;
}
nameTableAddress += ((voffset >> 3) << 6) + ((hoffset >> 3) << 1);
uint16 tiledata;
tiledata = vdp.vram[nameTableAddress + 0] << 0;
tiledata |= vdp.vram[nameTableAddress + 1] << 8;
uint14 patternAddress = tiledata.bits(0,8) << 5;
if(tiledata.bit(9)) hoffset ^= 7;
if(tiledata.bit(10)) voffset ^= 7;
output.palette = tiledata.bit(11);
output.priority = tiledata.bit(12);
Update to v101r27 release. byuu says: Changelog: - SMS: emulated the generic Sega memory mapper (none of the more limited forms of it yet) - (missing ROM shift, ROM write enable emulation -- no commercial games use either, though) - SMS: bus I/O returns 0xff instead of 0x00 so games don't think every key is being pressed at once - (this is a hack until I implement proper controller pad reading) - SMS: very limited protection against reading/writing past the end of ROM/RAM (todo: should mirror) - SMS: VDP background HSCROLL subtracts, rather than adds, to the offset (unlike VSCROLL) - SMS: VDP VSCROLL is 9-bit, modulates voffset+vscroll to 224 in 192-line mode (32x28 tilemap) - SMS: VDP tiledata for backgrounds and sprites use `7-(x&7)` rather than `(x&7)` - SMS: fix output color to be 6-bit rather than 5-bit - SMS: left clip uses register `#7`, not palette color `#7` - (todo: do we want `color[reg7]` or `color[16 + reg7]`?) - SMS: refined handling of 0xcb, 0xed prefixes in the Z80 core and its disassembler - SMS: emulated (0xfd, 0xdd) 0xcb opcodes 0x00-0x0f (still missing 0x10-0xff) - SMS: fixed 0xcb 0b-----110 opcodes to use direct HL and never allow (IX,IY)+d - SMS: fixed major logic bug in (IX,IY)+d displacement - (was using `read(x)` instead of `operand()` for the displacement byte fetch before) - icarus: fake there always being 32KiB of RAM in all SMS cartridges for the time being - (not sure how to detect this stuff yet; although I've read it's not even really possible `>_>`) TODO: remove processor/z80/dissassembler.cpp code block at line 396 (as it's unnecessary.) Lots of commercial games are starting to show trashed graphical output now.
2017-01-06 08:11:38 +00:00
auto index = 7 - (hoffset & 7);
patternAddress += (voffset & 7) << 2;
output.color.bit(0) = vdp.vram[patternAddress + 0].bit(index);
output.color.bit(1) = vdp.vram[patternAddress + 1].bit(index);
output.color.bit(2) = vdp.vram[patternAddress + 2].bit(index);
output.color.bit(3) = vdp.vram[patternAddress + 3].bit(index);
if(output.color == 0) output.priority = 0;
}
auto VDP::Background::power() -> void {
state = {};
output = {};
}