mirror of https://github.com/bsnes-emu/bsnes.git
Emulate changing sprite height mid-fetch
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@ -680,6 +680,30 @@ static void advance_fetcher_state_machine(GB_gameboy_t *gb)
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gb->fetcher_state &= 7;
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}
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static uint16_t get_object_line_address(GB_gameboy_t *gb, const GB_object_t *object)
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{
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/* TODO: what does the PPU read if DMA is active? */
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if (gb->oam_ppu_blocked) {
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static const GB_object_t blocked = {0xFF, 0xFF, 0xFF, 0xFF};
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object = &blocked;
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}
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bool height_16 = (gb->io_registers[GB_IO_LCDC] & 4) != 0; /* Todo: Which T-cycle actually reads this? */
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uint8_t tile_y = (gb->current_line - object->y) & (height_16? 0xF : 7);
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if (object->flags & 0x40) { /* Flip Y */
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tile_y ^= height_16? 0xF : 7;
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}
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/* Todo: I'm not 100% sure an access to OAM can't trigger the OAM bug while we're accessing this */
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uint16_t line_address = (height_16? object->tile & 0xFE : object->tile) * 0x10 + tile_y * 2;
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if (gb->cgb_mode && (object->flags & 0x8)) { /* Use VRAM bank 2 */
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line_address += 0x2000;
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}
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return line_address;
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}
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/*
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TODO: It seems that the STAT register's mode bits are always "late" by 4 T-cycles.
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The PPU logic can be greatly simplified if that delay is simply emulated.
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@ -736,6 +760,7 @@ void GB_display_run(GB_gameboy_t *gb, uint8_t cycles)
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GB_STATE(gb, display, 37);
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GB_STATE(gb, display, 38);
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GB_STATE(gb, display, 39);
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GB_STATE(gb, display, 40);
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}
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@ -931,42 +956,34 @@ void GB_display_run(GB_gameboy_t *gb, uint8_t cycles)
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}
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}
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gb->cycles_for_line += 5;
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GB_SLEEP(gb, display, 20, 5);
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gb->cycles_for_line += 4;
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GB_SLEEP(gb, display, 20, 4);
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if (gb->object_fetch_aborted) {
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goto abort_fetching_object;
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}
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gb->during_object_fetch = false;
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gb->object_low_line_address = get_object_line_address(gb, &objects[gb->visible_objs[gb->n_visible_objs - 1]]);
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gb->cycles_for_line++;
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GB_SLEEP(gb, display, 39, 1);
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if (gb->object_fetch_aborted) {
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goto abort_fetching_object;
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}
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gb->during_object_fetch = false;
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gb->cycles_for_line++;
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GB_SLEEP(gb, display, 40, 1);
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/* TODO: what does the PPU read if DMA is active? */
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const GB_object_t *object = &objects[gb->visible_objs[gb->n_visible_objs - 1]];
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if (gb->oam_ppu_blocked) {
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static const GB_object_t blocked = {0xFF, 0xFF, 0xFF, 0xFF};
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object = &blocked;
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}
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bool height_16 = (gb->io_registers[GB_IO_LCDC] & 4) != 0; /* Todo: Which T-cycle actually reads this? */
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uint8_t tile_y = (gb->current_line - object->y) & (height_16? 0xF : 7);
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if (object->flags & 0x40) { /* Flip Y */
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tile_y ^= height_16? 0xF : 7;
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}
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/* Todo: I'm not 100% sure an access to OAM can't trigger the OAM bug while we're accessing this */
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uint16_t line_address = (height_16? object->tile & 0xFE : object->tile) * 0x10 + tile_y * 2;
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if (gb->cgb_mode && (object->flags & 0x8)) { /* Use VRAM bank 2 */
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line_address += 0x2000;
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}
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uint16_t line_address = get_object_line_address(gb, object);
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uint8_t palette = (object->flags & 0x10) ? 1 : 0;
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if (gb->cgb_mode) {
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palette = object->flags & 0x7;
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}
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fifo_overlay_object_row(&gb->oam_fifo,
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gb->vram_ppu_blocked? 0xFF : gb->vram[line_address],
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gb->vram_ppu_blocked? 0xFF : gb->vram[gb->object_low_line_address],
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gb->vram_ppu_blocked? 0xFF : gb->vram[line_address + 1],
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palette,
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object->flags & 0x80,
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@ -520,6 +520,7 @@ struct GB_gameboy_internal_s {
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bool cgb_palettes_ppu_blocked;
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bool object_fetch_aborted;
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bool during_object_fetch;
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uint16_t object_low_line_address;
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);
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/* Unsaved data. This includes all pointers, as well as everything that shouldn't be on a save state */
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@ -265,6 +265,7 @@ int GB_load_state(GB_gameboy_t *gb, const char *path)
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gb->bg_fifo.write_end &= 0xF;
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gb->oam_fifo.read_end &= 0xF;
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gb->oam_fifo.write_end &= 0xF;
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gb->object_low_line_address &= gb->vram_size & ~1;
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if (gb->object_priority == GB_OBJECT_PRIORITY_UNDEFINED) {
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gb->object_priority = gb->cgb_mode? GB_OBJECT_PRIORITY_INDEX : GB_OBJECT_PRIORITY_X;
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@ -374,6 +375,7 @@ int GB_load_state_from_buffer(GB_gameboy_t *gb, const uint8_t *buffer, size_t le
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gb->bg_fifo.write_end &= 0xF;
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gb->oam_fifo.read_end &= 0xF;
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gb->oam_fifo.write_end &= 0xF;
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gb->object_low_line_address &= gb->vram_size & ~1;
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if (gb->object_priority == GB_OBJECT_PRIORITY_UNDEFINED) {
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gb->object_priority = gb->cgb_mode? GB_OBJECT_PRIORITY_INDEX : GB_OBJECT_PRIORITY_X;
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