auto VDP::Background::isWindowed(uint x, uint y) -> bool { if((x < io.horizontalOffset) ^ io.horizontalDirection) return true; if((y < io.verticalOffset ) ^ io.verticalDirection ) return true; return false; } auto VDP::Background::updateHorizontalScroll(uint y) -> void { if(id == ID::Window) return; uint15 address = io.horizontalScrollAddress; static const uint mask[] = {0u, 7u, ~7u, ~0u}; address += (y & mask[io.horizontalScrollMode]) << 1; address += id == ID::PlaneB; state.horizontalScroll = vdp.vram.read(address).bits(0,9); } auto VDP::Background::updateVerticalScroll(uint x) -> void { if(id == ID::Window) return; auto address = (x >> 4 & 0 - io.verticalScrollMode) << 1; address += id == ID::PlaneB; state.verticalScroll = vdp.vsram.read(address); } auto VDP::Background::nametableAddress() -> uint15 { if(id == ID::Window && vdp.screenWidth() == 320) return io.nametableAddress & ~0x0400; return io.nametableAddress; } auto VDP::Background::nametableWidth() -> uint { if(id == ID::Window) return vdp.screenWidth() == 320 ? 64 : 32; return 32 * (1 + io.nametableWidth); } auto VDP::Background::nametableHeight() -> uint { if(id == ID::Window) return 32; return 32 * (1 + io.nametableHeight); } auto VDP::Background::scanline(uint y) -> void { updateHorizontalScroll(y); } auto VDP::Background::run(uint x, uint y) -> void { updateVerticalScroll(x); bool interlace = vdp.io.interlaceMode == 3; if(interlace) y = y << 1 | vdp.state.field; x -= state.horizontalScroll; y += state.verticalScroll; uint tileX = x >> 3 & nametableWidth() - 1; uint tileY = y >> 3 + interlace & nametableHeight() - 1; auto address = nametableAddress(); address += (tileY * nametableWidth() + tileX) & 0x0fff; uint pixelX = x & 7; uint pixelY = y & 7 + interlace * 8; uint16 tileAttributes = vdp.vram.read(address); uint15 tileAddress = tileAttributes.bits(0,10) << 4 + interlace; if(tileAttributes.bit(11)) pixelX ^= 7; if(tileAttributes.bit(12)) pixelY ^= 7 + interlace * 8; tileAddress += pixelY << 1 | pixelX >> 2; uint16 tileData = vdp.vram.read(tileAddress); uint4 color = tileData >> (((pixelX & 3) ^ 3) << 2); output.color = color ? tileAttributes.bits(13,14) << 4 | color : 0; output.priority = tileAttributes.bit(15); } auto VDP::Background::power() -> void { io = {}; state = {}; }