auto PPU::renderBackgrounds() -> void { switch(regs.control.bgmode) { case 0: renderBackgroundLinear(regs.bg[3]); renderBackgroundLinear(regs.bg[2]); renderBackgroundLinear(regs.bg[1]); renderBackgroundLinear(regs.bg[0]); break; case 1: renderBackgroundAffine(regs.bg[2]); renderBackgroundLinear(regs.bg[1]); renderBackgroundLinear(regs.bg[0]); break; case 2: renderBackgroundAffine(regs.bg[3]); renderBackgroundAffine(regs.bg[2]); break; case 3: case 4: case 5: renderBackgroundBitmap(regs.bg[2]); break; } } auto PPU::renderBackgroundLinear(Registers::Background& bg) -> void { if(regs.control.enable[bg.id] == false) return; auto& output = layer[bg.id]; if(bg.control.mosaic == false || (regs.vcounter % (1 + regs.mosaic.bgvsize)) == 0) { bg.vmosaic = regs.vcounter; } uint9 voffset = bg.vmosaic + bg.voffset; uint9 hoffset = bg.hoffset; uint basemap = bg.control.screenbaseblock << 11; uint basechr = bg.control.characterbaseblock << 14; uint px = hoffset & 7, py = voffset & 7; Tile tile; uint8 data[8]; for(auto x : range(240)) { if(x == 0 || px & 8) { px &= 7; uint tx = hoffset / 8, ty = voffset / 8; uint offset = (ty & 31) * 32 + (tx & 31); if(bg.control.screensize & 1) if(tx & 32) offset += 32 * 32; if(bg.control.screensize & 2) if(ty & 32) offset += 32 * 32 * (1 + (bg.control.screensize & 1)); offset = basemap + offset * 2; uint16 mapdata = readVRAM(Half, offset); tile.character = mapdata >> 0; tile.hflip = mapdata >> 10; tile.vflip = mapdata >> 11; tile.palette = mapdata >> 12; if(bg.control.colormode == 0) { offset = basechr + tile.character * 32 + (py ^ (tile.vflip ? 7 : 0)) * 4; uint32 word = readVRAM(Word, offset); for(auto n : range(8)) data[n] = (word >> (n * 4)) & 15; } else { offset = basechr + tile.character * 64 + (py ^ (tile.vflip ? 7 : 0)) * 8; uint32 wordlo = readVRAM(Word, offset + 0); uint32 wordhi = readVRAM(Word, offset + 4); for(auto n : range(4)) data[0 + n] = (wordlo >> (n * 8)) & 255; for(auto n : range(4)) data[4 + n] = (wordhi >> (n * 8)) & 255; } } hoffset++; uint8 color = data[px++ ^ (tile.hflip ? 7 : 0)]; if(color) { if(bg.control.colormode == 0) output[x].write(true, bg.control.priority, pram[tile.palette * 16 + color]); if(bg.control.colormode == 1) output[x].write(true, bg.control.priority, pram[color]); } } } auto PPU::renderBackgroundAffine(Registers::Background& bg) -> void { if(regs.control.enable[bg.id] == false) return; auto& output = layer[bg.id]; uint basemap = bg.control.screenbaseblock << 11; uint basechr = bg.control.characterbaseblock << 14; uint screensize = 16 << bg.control.screensize; uint screenwrap = (1 << (bg.control.affinewrap ? 7 + bg.control.screensize : 20)) - 1; if(bg.control.mosaic == false || (regs.vcounter % (1 + regs.mosaic.bgvsize)) == 0) { bg.hmosaic = bg.lx; bg.vmosaic = bg.ly; } int28 fx = bg.hmosaic; int28 fy = bg.vmosaic; for(auto x : range(240)) { uint cx = (fx >> 8) & screenwrap, tx = cx / 8, px = cx & 7; uint cy = (fy >> 8) & screenwrap, ty = cy / 8, py = cy & 7; if(tx < screensize && ty < screensize) { uint8 character = vram[basemap + ty * screensize + tx]; uint8 color = vram[basechr + (character * 64) + py * 8 + px]; if(color) output[x].write(true, bg.control.priority, pram[color]); } fx += bg.pa; fy += bg.pc; } bg.lx += bg.pb; bg.ly += bg.pd; } auto PPU::renderBackgroundBitmap(Registers::Background& bg) -> void { if(regs.control.enable[bg.id] == false) return; auto& output = layer[bg.id]; uint1 depth = regs.control.bgmode != 4; //0 = 8-bit (Mode 4), 1 = 15-bit (Mode 3, Mode 5) uint basemap = regs.control.bgmode == 3 ? 0 : 0xa000 * regs.control.frame; uint width = regs.control.bgmode == 5 ? 160 : 240; uint height = regs.control.bgmode == 5 ? 128 : 160; uint mode = depth ? Half : Byte; if(bg.control.mosaic == false || (regs.vcounter % (1 + regs.mosaic.bgvsize)) == 0) { bg.hmosaic = bg.lx; bg.vmosaic = bg.ly; } int28 fx = bg.hmosaic; int28 fy = bg.vmosaic; for(auto x : range(240)) { uint px = fx >> 8; uint py = fy >> 8; if(px < width && py < height) { uint offset = py * width + px; uint color = readVRAM(mode, basemap + (offset << depth)); if(depth || color) { //8bpp color 0 is transparent; 15bpp color is always opaque if(depth == 0) color = pram[color]; if(depth == 1) color = color & 0x7fff; output[x].write(true, bg.control.priority, color); } } fx += bg.pa; fy += bg.pc; } bg.lx += bg.pb; bg.ly += bg.pd; }