added OBJ window
This commit is contained in:
parent
e56e219f8a
commit
af60ec57e5
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@ -136,7 +136,7 @@ void GPU_resortBGs(GPU *gpu)
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struct _DISPCNT * cnt = &gpu->dispCnt.bits;
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itemsForPriority_t * item;
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if (cnt->Win0_Enable || cnt->Win1_Enable) {
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if (cnt->Win0_Enable || cnt->Win1_Enable || cnt->WinOBJ_Enable) {
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WinBG = gpu->WINDOW_INCNT.val | gpu->WINDOW_OUTCNT.val;
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WinBG |= (WinBG >> 8);
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}
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@ -167,7 +167,7 @@ void GPU_resortBGs(GPU *gpu)
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}
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for (i=NB_BG,j=0; i>0; ) {
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i--;
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if (!gpu->LayersEnable[i]) continue;
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// if (!gpu->LayersEnable[i]) continue;
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prio = gpu->bgCnt[i].bits.Priority;
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item = &(gpu->itemsForPriority[prio]);
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item->BGs[item->nbBGs]=i;
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@ -513,67 +513,75 @@ INLINE BOOL withinRect (u8 x,u8 y, u16 startX, u16 startY, u16 endX, u16 endY)
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return (goodx && goody);
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}
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INLINE BOOL renderline_checkWindows(GPU *gpu, u8 bgnum, u16 x, u16 y, BOOL *draw, BOOL *effect)
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BOOL renderline_checkWindows(GPU *gpu, u8 bgnum, u16 x, u16 y, BOOL *draw, BOOL *effect)
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{
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BOOL win0,win1,winOBJ,outwin;
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BOOL wwin0,wwin1,wwobj;
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BOOL windows;
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BOOL wwin0, wwin1, wwobj, wwout, windows;
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// find who owns the BG
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windows= gpu->dispCnt.bits.Win0_Enable || gpu->dispCnt.bits.Win1_Enable;
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windows= gpu->dispCnt.bits.Win0_Enable
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|| gpu->dispCnt.bits.Win1_Enable
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|| gpu->dispCnt.bits.WinOBJ_Enable;
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wwin0 = withinRect( x,y,
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gpu->WINDOW_XDIM[0].bits.start,gpu->WINDOW_YDIM[0].bits.start,
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gpu->WINDOW_XDIM[0].bits.end, gpu->WINDOW_YDIM[0].bits.end);
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wwin1 = withinRect( x,y,
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gpu->WINDOW_XDIM[1].bits.start,gpu->WINDOW_YDIM[1].bits.start,
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gpu->WINDOW_XDIM[1].bits.end, gpu->WINDOW_YDIM[1].bits.end);
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wwobj = gpu->sprWin[y][x];
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if (windows) {
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// where is the LAYER[bgnum] enabled ?
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win0 = gpu->WINDOW_INCNT.windows.win0_en & (1<<bgnum);
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win1 = gpu->WINDOW_INCNT.windows.win1_en & (1<<bgnum);
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winOBJ = gpu->WINDOW_OUTCNT.windows.win0_en & (1<<bgnum);
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outwin = gpu->WINDOW_OUTCNT.windows.win1_en & (1<<bgnum);
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wwout = !(wwin0||wwin1||wwobj);
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wwin0 = wwin0 && gpu->dispCnt.bits.Win0_Enable;
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wwin1 = wwin1 && gpu->dispCnt.bits.Win1_Enable;
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wwobj = wwobj && gpu->dispCnt.bits.WinOBJ_Enable;
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// is it inside of of the windows ?
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wwin0 = withinRect( x,y,
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gpu->WINDOW_XDIM[0].bits.start,gpu->WINDOW_YDIM[0].bits.start,
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gpu->WINDOW_XDIM[0].bits.end, gpu->WINDOW_YDIM[0].bits.end);
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wwin1 = withinRect( x,y,
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gpu->WINDOW_XDIM[1].bits.start,gpu->WINDOW_YDIM[1].bits.start,
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gpu->WINDOW_XDIM[1].bits.end, gpu->WINDOW_YDIM[1].bits.end);
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// wwobj = withinOBJWindow(x,y);
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wwobj = FALSE;
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// HOW THE HELL THIS DOES NOT WORK !!!
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// init to false
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*effect = FALSE;
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win0 = (gpu->WINDOW_INCNT.bytes.low & (1<<bgnum))&&1;
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win1 = (gpu->WINDOW_INCNT.bytes.high & (1<<bgnum))&&1;
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outwin = (gpu->WINDOW_OUTCNT.bytes.low & (1<<bgnum))&&1;
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winOBJ = (gpu->WINDOW_OUTCNT.bytes.high & (1<<bgnum))&&1;
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// CHECK THE FOLLOWING, SAME MEANING BUT IT WORKS
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/*
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win0 = (gpu->WINDOW_INCNT.bytes.low >> bgnum)&1;
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win1 = (gpu->WINDOW_INCNT.bytes.high >> bgnum)&1;
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outwin = (gpu->WINDOW_OUTCNT.bytes.low >> bgnum)&1;
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winOBJ = (gpu->WINDOW_OUTCNT.bytes.high>> bgnum)&1;
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*/
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// it is in win0, do we display ?
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// high priority
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if (gpu->dispCnt.bits.Win0_Enable) {
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// it is to be drawn :
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// 1- if layer enabled, 2- if inside of rect of win0
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win0 = win0 && wwin0;
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// if not inside of rect, then outside of windows
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outwin = outwin && ~wwin0;
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// if it is inside then look for effect
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*effect |= (win0 && gpu->WINDOW_INCNT.bits.WIN0_Effect_Enable);
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if (wwin0) {
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*draw = win0 ;
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*effect = gpu->WINDOW_INCNT.bits.WIN0_Effect_Enable&&1;
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return TRUE;
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}
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// it is in win1, do we display ?
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// mid priority
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if (gpu->dispCnt.bits.Win1_Enable) {
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win1 = win1 && wwin1;
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outwin = outwin && ~wwin1;
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*effect |= (win1 && gpu->WINDOW_INCNT.bits.WIN1_Effect_Enable);
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if (wwin1) {
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*draw = win1;
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*effect = gpu->WINDOW_INCNT.bits.WIN1_Effect_Enable&&1;
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return TRUE;
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}
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// it is in winOBJ, do we display ?
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// low priority
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if (gpu->dispCnt.bits.WinOBJ_Enable) {
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winOBJ = winOBJ && wwobj;
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outwin = outwin && ~wwobj;
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*effect |= (winOBJ && gpu->WINDOW_OUTCNT.bits.WIN1_Effect_Enable);
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if (wwobj) {
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*draw = winOBJ;
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*effect = gpu->WINDOW_OUTCNT.bits.WIN1_Effect_Enable&&1;
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return TRUE;
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}
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// it is outside of windows, do we display ?
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// fallback
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if (wwout) {
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*draw = outwin;
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*effect = gpu->WINDOW_OUTCNT.bits.WIN0_Effect_Enable&&1;
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return TRUE;
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}
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// at this point, if inside any of the windows, outwin = FALSE
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// meaning that it is not outside of the windows
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// it is drawn if one of the regions has still the layer
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*draw = (win0 || win1 || winOBJ || outwin);
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// don't forget FX if outside of windows
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*effect |= (outwin && gpu->WINDOW_OUTCNT.bits.WIN0_Effect_Enable);
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}
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// no windows
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// now windows or no rule
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*draw = TRUE;
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*effect = TRUE;
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return FALSE;
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@ -1105,11 +1113,12 @@ void extRotBG(GPU * gpu, u8 num, u8 * DST)
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// spriteRender functions !
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#define nbShow 128
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#define RENDER_COND(cond) \
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if((cond)&&(prioTab[sprX]>=prio)) \
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#define RENDER_COND(cond) RENDER_COND_OFFSET(cond,)
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#define RENDER_COND_OFFSET(cond,offset) \
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if((cond)&&(prioTab[sprX offset]>=prio)) \
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{ \
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renderline_setFinalColor(gpu, sprX << 1,4,dst, color,sprX,l); \
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prioTab[sprX] = prio; \
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renderline_setFinalColor(gpu, (sprX offset) << 1,4,dst, color,(sprX offset),l); \
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prioTab[sprX offset] = prio; \
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}
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/* if i understand it correct, and it fixes some sprite problems in chameleon shot */
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@ -1139,43 +1148,128 @@ INLINE void render_sprite_256 (GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
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}
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}
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INLINE void render_sprite_16 (GPU * gpu, u16 l, u8 * dst, u8 * src, u16 * pal,
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INLINE void render_sprite_16 (GPU * gpu, u16 l, u8 * dst, u8 * src, u8 * pal,
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u8 * prioTab, u8 prio, int lg, int sprX, int x, int xdir) {
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int i; u8 palette, palette_entry; u16 color;
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x >>= 1;
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// lg is ODD !!!
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if (xdir<0 && lg&1) {
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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#define BLOCK(op) \
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palette_entry = palette op; \
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color = T1ReadWord(pal, palette_entry << 1); \
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RENDER_COND(palette_entry>0) \
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++sprX;
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#if 0
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if (xdir<0) x++;
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if(x&1)
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{
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s32 x1 = (x>>1);
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palette = src[(x1&0x3) + ((x1&0xFFFC)<<3)];
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BLOCK(>> 4)
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x1 = ((x+lg-1)>>1);
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palette = src[(x1&0x3) + ((x1&0xFFFC)<<3)];
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palette_entry = palette >> 4;
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color = T1ReadWord(pal, palette_entry << 1);
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RENDER_COND(palette_entry)
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++sprX;
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x+=xdir;
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}
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// we can do them 2 at a time
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for(i = 1; i < lg; i+=2, x+=xdir) {
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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palette_entry = palette & 0xF;
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color = T1ReadWord(pal, palette_entry << 1);
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RENDER_COND(palette_entry)
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++sprX;
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palette_entry = palette >> 4;
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color = T1ReadWord(pal, palette_entry << 1);
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RENDER_COND(palette_entry)
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RENDER_COND_OFFSET(palette_entry>0,+lg-1)
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++sprX;
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}
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// lg is ODD !!!
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if (xdir>0 && lg&1) {
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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palette_entry = palette & 0xF;
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color = T1ReadWord(pal, palette_entry << 1);
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RENDER_COND(palette_entry)
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++sprX;
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if (xdir<0) x--;
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++sprX;
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lg >>= 1;
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x >>= 1;
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// 16 colors
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if (xdir<0) {
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for(i = 0; i < lg; ++i, x+=xdir)
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{
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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BLOCK(>> 4)
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BLOCK(& 0xF)
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}
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} else {
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for(i = 0; i < lg; ++i, x+=xdir)
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{
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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BLOCK(& 0xF)
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BLOCK(>> 4)
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}
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}
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#else
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x >>= 1;
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sprX++;
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if (xdir<0) {
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if (lg&1) {
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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BLOCK(>> 4)
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x+=xdir;
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}
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for(i = 0; i < lg; i+=2, x+=xdir)
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{
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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BLOCK(>> 4)
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BLOCK(& 0xF)
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}
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} else {
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for(i = 0; i < lg; i+=2, x+=xdir)
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{
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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BLOCK(& 0xF)
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BLOCK(>> 4)
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}
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if (lg&1) {
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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BLOCK(& 0xF)
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}
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}
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#endif
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#undef BLOCK
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}
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INLINE void render_sprite_Win (GPU * gpu, u16 l, u8 * src,
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int col256, int lg, int sprX, int x, int xdir) {
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int i; u8 palette, palette_entry;
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if (col256) {
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for(i = 0; i < lg; i++, sprX++,x+=xdir)
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gpu->sprWin[l][sprX] = (src[x])?1:0;
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} else {
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#define BLOCK(op) \
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palette_entry = palette op; \
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gpu->sprWin[l][sprX] = (palette_entry)?1:0;
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++sprX;
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x >>= 1;
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sprX++;
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if (xdir<0) {
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if (lg&1) {
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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BLOCK(>> 4)
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x+=xdir;
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}
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for(i = 0; i < lg; i+=2, x+=xdir)
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{
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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BLOCK(>> 4)
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BLOCK(& 0xF)
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}
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} else {
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for(i = 0; i < lg; i+=2, x+=xdir)
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{
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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BLOCK(& 0xF)
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BLOCK(>> 4)
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}
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if (lg&1) {
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palette = src[(x&0x3) + ((x&0xFFFC)<<3)];
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BLOCK(& 0xF)
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}
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}
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#undef BLOCK
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}
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}
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void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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{
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@ -1252,6 +1346,17 @@ void sprite1D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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xdir = 1;
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}
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#if 1
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if (spriteInfo->Mode == 2) {
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if (spriteInfo->Depth)
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src = gpu->sprMem + (spriteInfo->TileIndex<<block) + ((y>>3)*sprSize.x*8) + ((y&0x7)*8);
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else
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src = gpu->sprMem + (spriteInfo->TileIndex<<block) + ((y>>3)*sprSize.x*4) + ((y&0x7)*4);
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render_sprite_Win (gpu, l, src,
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spriteInfo->Depth, lg, sprX, x, xdir);
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continue;
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}
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#endif
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if (spriteInfo->Mode == 3) /* sprite is in BMP format */
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{
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/* sprMemory + sprBlock + 16Bytes per line (8pixels a 2 bytes) */
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@ -1357,7 +1462,17 @@ void sprite2D(GPU * gpu, u16 l, u8 * dst, u8 * prioTab)
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} else {
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xdir = 1;
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}
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#if 1
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if (spriteInfo->Mode == 2) {
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if (spriteInfo->Depth)
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src = gpu->sprMem + ((spriteInfo->TileIndex)<<5) + ((y>>3)<<10) + ((y&0x7)*8);
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else
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src = gpu->sprMem + ((spriteInfo->TileIndex)<<5) + ((y>>3)<<10) + ((y&0x7)*4);
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render_sprite_Win (gpu, l, src,
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spriteInfo->Depth, lg, sprX, x, xdir);
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continue;
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}
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#endif
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if (spriteInfo->Mode == 3) /* sprite is in BMP format */
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{
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src = (gpu->sprMem) + (((spriteInfo->TileIndex&0x3E0) * 64 + (spriteInfo->TileIndex&0x1F) *8 + ( y << 8)) << 1);
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@ -340,6 +340,7 @@ struct _GPU
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MASTER_BRIGHT masterBright;
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BOOL LayersEnable[5];
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itemsForPriority_t itemsForPriority[NB_PRIORITIES];
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u8 sprWin[192][256];
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#define BGBmpBB BG_bmp_ram
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#define BGChBB BG_tile_ram
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@ -507,6 +508,7 @@ static INLINE void GPU_ligne(Screen * screen, u16 l)
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T2WriteLong(spr, i8 << 2, c);
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// we init the sprites with priority 4 (if they keep it = unprocessed)
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T1WriteWord(sprPrio, i8 << 1, (4 << 8) | (4));
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T1WriteWord(gpu->sprWin[l], i8 << 1, 0);
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}
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// init pixels priorities
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