mirror of https://github.com/bsnes-emu/bsnes.git
Update to v104r03 release.
byuu says: Changelog: - md/vdp: added full interlace emulation [byuu, Sik, Eke, Mask of Destiny] - md/vdp: fix an issue with overscan/highlight when setting was disabled [hex\_usr] - md/vdp: serialize field, and all oam/objects state - icarus/md: do not enable RAM unless header 0x1b0-1b1 == "RA" [hex\_usr] I really can't believe how difficult the interlace support was to add. I must have tried a hundred combinations of adjusting Y, Vscroll, tile addressing, heights, etc. Many of the changes were a wash that improved some things, regressed others. In the end I ended up needing input from three different people to implement what should have been trivial. I don't know if the Mega Drive is just that weird, if I've declined that much in skill since the days when I implemented SNES interlace, or if I've just never been that good. But either way, I'm disappointed in myself for not being able to figure either this or shadow/highlight out on my own. Yet I'm extremely grateful to my friends for helping carry me when I get stuck. Since it wasn't ever documented before, I'm going to try and document the changes necessary to implement interlace mode for any future emudevs.
This commit is contained in:
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@ -12,7 +12,7 @@ using namespace nall;
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namespace Emulator {
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static const string Name = "higan";
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static const string Version = "104.02";
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static const string Version = "104.03";
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static const string Author = "byuu";
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static const string License = "GPLv3";
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static const string Website = "http://byuu.org/";
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@ -16,7 +16,7 @@ auto VDP::Background::updateHorizontalScroll(uint y) -> void {
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state.horizontalScroll = vdp.vram.read(address).bits(0,9);
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}
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auto VDP::Background::updateVerticalScroll(uint x, uint y) -> void {
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auto VDP::Background::updateVerticalScroll(uint x) -> void {
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if(id == ID::Window) return;
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auto address = (x >> 4 & 0 - io.verticalScrollMode) << 1;
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@ -45,24 +45,27 @@ auto VDP::Background::scanline(uint y) -> void {
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}
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auto VDP::Background::run(uint x, uint y) -> void {
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updateVerticalScroll(x, y);
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updateVerticalScroll(x);
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bool interlace = vdp.io.interlaceMode == 3;
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if(interlace) y = y << 1 | vdp.state.field;
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x -= state.horizontalScroll;
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y += state.verticalScroll;
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uint width = nametableWidth();
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uint height = nametableHeight();
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uint tileX = x >> 3 & width - 1;
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uint tileY = y >> 3 & height - 1;
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uint tileX = x >> 3 & nametableWidth() - 1;
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uint tileY = y >> 3 + interlace & nametableHeight() - 1;
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auto address = nametableAddress();
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address += (tileY * width + tileX) & 0x0fff;
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address += (tileY * nametableWidth() + tileX) & 0x0fff;
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uint pixelX = x & 7;
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uint pixelY = y & 7 + interlace * 8;
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uint16 tileAttributes = vdp.vram.read(address);
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uint15 tileAddress = tileAttributes.bits(0,10) << 4;
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uint pixelX = (x & 7) ^ (tileAttributes.bit(11) ? 7 : 0);
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uint pixelY = (y & 7) ^ (tileAttributes.bit(12) ? 7 : 0);
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uint15 tileAddress = tileAttributes.bits(0,10) << 4 + interlace;
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if(tileAttributes.bit(11)) pixelX ^= 7;
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if(tileAttributes.bit(12)) pixelY ^= 7 + interlace * 8;
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tileAddress += pixelY << 1 | pixelX >> 2;
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uint16 tileData = vdp.vram.read(tileAddress);
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@ -14,7 +14,10 @@ auto VDP::read(uint24 addr) -> uint16 {
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//counter
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case 0xc00008: case 0xc0000a: case 0xc0000c: case 0xc0000e: {
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auto vcounter = state.vcounter;
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if(io.interlaceMode == 3) vcounter.bit(0) = vcounter.bit(8);
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if(io.interlaceMode == 3) {
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vcounter = vcounter << 1 | state.field; //todo: unverified
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vcounter.bit(0) = vcounter.bit(8);
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}
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return vcounter << 8 | (state.hdot >> 1) << 0;
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}
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@ -27,7 +27,12 @@ auto VDP::run() -> void {
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auto& bg = a.above() || a.color && !b.above() ? a : b.color ? b : g;
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auto& fg = s.above() || s.color && !b.above() && !a.above() ? s : bg;
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uint mode = a.priority || b.priority;
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if(!io.shadowHighlightEnable) {
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auto color = cram.read(fg.color);
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outputPixel(1 << 9 | color);
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} else {
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uint mode = a.priority || b.priority; //0 = shadow, 1 = normal, 2 = highlight
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if(&fg == &s) switch(s.color) {
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case 0x0e:
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@ -39,9 +44,9 @@ auto VDP::run() -> void {
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}
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auto color = cram.read(fg.color);
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if(!io.shadowHighlightEnable) mode = 1;
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outputPixel(mode << 9 | color);
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}
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}
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auto VDP::outputPixel(uint32 color) -> void {
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uint32* field[2] = {&state.output[0], &state.output[1280]};
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@ -43,6 +43,7 @@ auto VDP::serialize(serializer& s) -> void {
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s.integer(state.hdot);
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s.integer(state.hcounter);
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s.integer(state.vcounter);
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s.integer(state.field);
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}
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auto VDP::DMA::serialize(serializer& s) -> void {
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@ -73,6 +74,19 @@ auto VDP::Background::serialize(serializer& s) -> void {
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s.integer(output.priority);
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}
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auto VDP::Object::serialize(serializer& s) -> void {
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s.integer(x);
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s.integer(y);
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s.integer(tileWidth);
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s.integer(tileHeight);
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s.integer(horizontalFlip);
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s.integer(verticalFlip);
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s.integer(palette);
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s.integer(priority);
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s.integer(address);
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s.integer(link);
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}
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auto VDP::Sprite::serialize(serializer& s) -> void {
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s.integer(io.attributeAddress);
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s.integer(io.nametableAddressBase);
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@ -80,8 +94,8 @@ auto VDP::Sprite::serialize(serializer& s) -> void {
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s.integer(output.color);
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s.integer(output.priority);
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//todo: serialize oam
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//todo: serialize objects
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for(uint n : range(80)) oam[n].serialize(s);
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for(uint n : range(20)) objects[n].serialize(s);
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}
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auto VDP::VRAM::serialize(serializer& s) -> void {
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@ -1,3 +1,11 @@
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auto VDP::Object::width() const -> uint {
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return 1 + tileWidth << 3;
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}
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auto VDP::Object::height() const -> uint {
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return 1 + tileHeight << 3 + (vdp.io.interlaceMode == 3);
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}
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auto VDP::Sprite::write(uint9 address, uint16 data) -> void {
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if(address > 320) return;
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@ -5,19 +13,19 @@ auto VDP::Sprite::write(uint9 address, uint16 data) -> void {
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switch(address.bits(0,1)) {
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case 0: {
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object.y = data.bits(0,8);
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object.y = data.bits(0,9);
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break;
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}
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case 1: {
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object.link = data.bits(0,6);
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object.height = 1 + data.bits(8,9) << 3;
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object.width = 1 + data.bits(10,11) << 3;
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object.tileHeight = data.bits(8,9);
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object.tileWidth = data.bits(10,11);
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break;
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}
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case 2: {
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object.address = data.bits(0,10) << 4;
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object.address = data.bits(0,10);
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object.horizontalFlip = data.bit(11);
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object.verticalFlip = data.bit(12);
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object.palette = data.bits(13,14);
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}
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auto VDP::Sprite::scanline(uint y) -> void {
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bool interlace = vdp.io.interlaceMode == 3;
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y += 128;
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if(interlace) y = y << 1 | vdp.state.field;
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objects.reset();
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uint7 link = 0;
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auto& object = oam[link];
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link = object.link;
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if(128 + y < object.y) continue;
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if(128 + y >= object.y + object.height) continue;
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if(y < object.y) continue;
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if(y >= object.y + object.height()) continue;
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if(object.x == 0) break;
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objects.append(object);
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tiles += object.width >> 3;
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tiles += object.width() >> 3;
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} while(link && link < 80 && objects.size() < 20 && tiles < 40 && ++count < 80);
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}
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auto VDP::Sprite::run(uint x, uint y) -> void {
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bool interlace = vdp.io.interlaceMode == 3;
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x += 128;
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y += 128;
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if(interlace) y = y << 1 | vdp.state.field;
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output.priority = 0;
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output.color = 0;
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for(auto& o : objects) {
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if(128 + x < o.x) continue;
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if(128 + x >= o.x + o.width) continue;
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for(auto& object : objects) {
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if(x < object.x) continue;
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if(x >= object.x + object.width()) continue;
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uint objectX = 128 + x - o.x;
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uint objectY = 128 + y - o.y;
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if(o.horizontalFlip) objectX = (o.width - 1) - objectX;
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if(o.verticalFlip) objectY = (o.height - 1) - objectY;
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uint objectX = x - object.x;
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uint objectY = y - object.y;
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if(object.horizontalFlip) objectX = (object.width() - 1) - objectX;
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if(object.verticalFlip) objectY = (object.height() - 1) - objectY;
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uint tileX = objectX >> 3;
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uint tileY = objectY >> 3;
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uint tileNumber = tileX * (o.height >> 3) + tileY;
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uint15 tileAddress = o.address + (tileNumber << 4);
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uint tileY = objectY >> 3 + interlace;
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uint tileNumber = tileX * (object.height() >> 3 + interlace) + tileY;
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uint15 tileAddress = object.address + tileNumber << 4 + interlace;
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uint pixelX = objectX & 7;
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uint pixelY = objectY & 7;
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uint pixelY = objectY & 7 + interlace * 8;
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tileAddress += pixelY << 1 | pixelX >> 2;
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uint16 tileData = vdp.vram.read(tileAddress);
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uint4 color = tileData >> (((pixelX & 3) ^ 3) << 2);
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if(!color) continue;
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output.color = o.palette << 4 | color;
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output.priority = o.priority;
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output.color = object.palette << 4 | color;
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output.priority = object.priority;
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break;
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}
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}
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@ -60,7 +60,7 @@ struct VDP : Thread {
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auto isWindowed(uint x, uint y) -> bool;
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auto updateHorizontalScroll(uint y) -> void;
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auto updateVerticalScroll(uint x, uint y) -> void;
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auto updateVerticalScroll(uint x) -> void;
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auto nametableAddress() -> uint15;
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auto nametableWidth() -> uint;
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Background window{Background::ID::Window};
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Background planeB{Background::ID::PlaneB};
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struct Object {
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//sprite.cpp
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inline auto width() const -> uint;
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inline auto height() const -> uint;
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//serialization.cpp
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auto serialize(serializer&) -> void;
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uint9 x;
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uint10 y;
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uint2 tileWidth;
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uint2 tileHeight;
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uint1 horizontalFlip;
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uint1 verticalFlip;
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uint2 palette;
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uint1 priority;
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uint11 address;
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uint7 link;
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};
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struct Sprite {
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//sprite.cpp
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auto write(uint9 addr, uint16 data) -> void;
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uint1 nametableAddressBase;
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} io;
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struct Object {
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uint9 x;
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uint9 y;
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uint width;
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uint height;
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bool horizontalFlip;
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bool verticalFlip;
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uint2 palette;
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uint1 priority;
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uint15 address;
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uint7 link;
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};
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Pixel output;
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array<Object, 80> oam;
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if(!(ramFrom & 1) && !(ramTo & 1)) ramMode = "hi";
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if( (ramFrom & 1) && (ramTo & 1)) ramMode = "lo";
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if(!(ramFrom & 1) && (ramTo & 1)) ramMode = "word";
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if(data[0x01b0] != 'R' || data[0x01b1] != 'A') ramMode = "none";
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uint32_t ramSize = ramTo - ramFrom + 1;
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if(ramMode == "hi") ramSize = (ramTo >> 1) - (ramFrom >> 1) + 1;
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if(ramMode == "lo") ramSize = (ramTo >> 1) - (ramFrom >> 1) + 1;
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if(ramMode == "word") ramSize = ramTo - ramFrom + 1;
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if(ramMode != "none") ramSize = bit::round(min(0x20000, ramSize));
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if(ramMode == "none") ramSize = 0;
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string_vector regions;
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string region = slice((const char*)&data[0x1f0], 0, 16).trimRight(" ");
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