rasterize: add rear depth scroll register emulation; fixes narnia 1

This commit is contained in:
zeromus 2009-07-24 07:31:56 +00:00
parent acadc2f784
commit 2d5889eaa8
1 changed files with 10 additions and 9 deletions

View File

@ -1226,9 +1226,8 @@ static void SoftRastRender()
u16* clearImage = (u16*)ARM9Mem.texInfo.textureSlotAddr[2]; u16* clearImage = (u16*)ARM9Mem.texInfo.textureSlotAddr[2];
u16* clearDepth = (u16*)ARM9Mem.texInfo.textureSlotAddr[3]; u16* clearDepth = (u16*)ARM9Mem.texInfo.textureSlotAddr[3];
//not emulated until we actually have a test case //the lion, the witch, and the wardrobe (thats book 1, suck it you new-school numberers)
//(since in the meantime it would just slow us down) //uses the scroll registers in the main game engine
//(and when we find a case, it will be obvious that it isnt scrolling, instead of possibly obscured by a bug)
u16 scroll = T1ReadWord(ARM9Mem.ARM9_REG,0x356); //CLRIMAGE_OFFSET u16 scroll = T1ReadWord(ARM9Mem.ARM9_REG,0x356); //CLRIMAGE_OFFSET
u16 xscroll = scroll&0xFF; u16 xscroll = scroll&0xFF;
u16 yscroll = (scroll>>8)&0xFF; u16 yscroll = (scroll>>8)&0xFF;
@ -1236,28 +1235,30 @@ static void SoftRastRender()
FragmentColor *dstColor = screenColor; FragmentColor *dstColor = screenColor;
Fragment *dst = screen; Fragment *dst = screen;
for(int y=0;y<192;y++) for(int iy=0;iy<192;iy++) {
for(int x=0;x<256;x++) { int y = ((iy + yscroll)&255)<<8;
for(int ix=0;ix<256;ix++) {
int x = (ix + xscroll)&255;
int adr = y + x;
//this is tested by harry potter and the order of the phoenix. //this is tested by harry potter and the order of the phoenix.
//TODO (optimization) dont do this if we are mapped to blank memory (such as in sonic chronicles) //TODO (optimization) dont do this if we are mapped to blank memory (such as in sonic chronicles)
//(or use a special zero fill in the bulk clearing above) //(or use a special zero fill in the bulk clearing above)
u16 col = *clearImage; u16 col = clearImage[adr];
dstColor->color = RGB15TO5555(col,31*(col>>15)); dstColor->color = RGB15TO5555(col,31*(col>>15));
//this is tested quite well in the sonic chronicles main map mode //this is tested quite well in the sonic chronicles main map mode
//where depth values are used for trees etc you can walk behind //where depth values are used for trees etc you can walk behind
u32 depth = *clearDepth; u32 depth = clearDepth[adr];
//masking off fog for now //masking off fog for now
depth &= 0x7FFF; depth &= 0x7FFF;
//TODO - might consider a lookup table for this //TODO - might consider a lookup table for this
dst->depth = gfx3d_extendDepth_15_to_24(depth); dst->depth = gfx3d_extendDepth_15_to_24(depth);
clearDepth++;
clearImage++;
dstColor++; dstColor++;
dst++; dst++;
} }
}
} }
else else
for(int i=0;i<256*192;i++) for(int i=0;i<256*192;i++)