mirror of https://github.com/bsnes-emu/bsnes.git
39b1acb177
byuu says: This adds mosaic improvements to the S-PPU dot renderer. Specifically, it eliminates the mosaic_table entirely, and performs mosaic adjustment per pixel instead. It also moves from a mosaic countdown for mosaic Y to a mosaic counter (incrementing). In the process, I realized Sim Earth's map was broken, so I fixed that. In doing so, I also fixed my old Mode7 demo that was always off-by-one, causing different results on real hardware versus emulation. But then I broke both Final Fantasy 5 and Air Strike Patrol effects that use Mode7 but no mosaic. I'm not really sure what's going on, but I think I am close. This is the first time I can reproduce the Mode7 test ROM results without screwing with M7Y which was obviously wrong. I think that somehow a mosaic >= 1 is glitching the Ycounter for the BG layers to tick one extra time. There's a workaround that's not very nice to get everything going right now. It could very well be that the workaround is hardware accurate, but I can't help but feel there's a more eloquent way of doing this. |
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