Rewritten the incorrectly implemented setFinalBGColorSpecialIncreaseWnd and setFinalBGColorSpecialDecreaseWnd functions. This fixes the part 1 of the glitch #2488334 (SPP puzzle glitch).
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@ -431,9 +431,9 @@ u16 GPU::blend(u16 colA, u16 colB)
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void GPU_setMasterBrightness (GPU *gpu, u16 val)
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{
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if(!nds.isInVblank()) {
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if(!nds.isInVblank()) {
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PROGINFO("Changing master brightness outside of vblank\n");
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}
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}
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gpu->MasterBrightFactor = (val & 0x1F);
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gpu->MasterBrightMode = (val>>14);
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}
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@ -777,20 +777,21 @@ static void setFinalBGColorSpecialIncreaseWnd (GPU *gpu, u8 *dst, u16 color, u8
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gpu->renderline_checkWindows(x, windowDraw, windowEffect);
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if (((gpu->BLDCNT >> gpu->currBgNum)&1) && windowEffect) // the bg to draw has a special color effect
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if(windowDraw)
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{
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if (gpu->BLDY_EVY != 0x0)
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{ // dont slow down if there is nothing to do
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}
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T2WriteWord(dst, 0, color) ;
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gpu->bgPixels[x] = gpu->currBgNum;
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}
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else
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{
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if ((windowEffect && (gpu->BLDCNT & (0x100 << gpu->currBgNum))) || windowDraw)
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if((gpu->BLDCNT & (1 << gpu->currBgNum)) && windowEffect)
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{
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T2WriteWord(dst, 0, color);
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if (gpu->BLDY_EVY != 0x0)
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{
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color = fadeInColors[gpu->BLDY_EVY][color&0x7FFF];
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}
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T2WriteWord(dst, 0, (color | 0x8000));
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gpu->bgPixels[x] = gpu->currBgNum;
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}
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else
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{
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T2WriteWord(dst, 0, (color | 0x8000));
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gpu->bgPixels[x] = gpu->currBgNum;
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}
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}
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@ -802,20 +803,21 @@ static void setFinalBGColorSpecialDecreaseWnd (GPU *gpu, u8 *dst, u16 color, u8
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gpu->renderline_checkWindows(x, windowDraw, windowEffect);
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if (((gpu->BLDCNT >> gpu->currBgNum)&1) && windowEffect) // the bg to draw has a special color effect
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if(windowDraw)
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{
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if (gpu->BLDY_EVY != 0x0)
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{ // dont slow down if there is nothing to do
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color = (fadeOutColors[gpu->BLDY_EVY][color&0x7FFF] | 0x8000);
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}
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T2WriteWord(dst, 0, color) ;
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gpu->bgPixels[x] = gpu->currBgNum;
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}
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else
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{
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if ((windowEffect && (gpu->BLDCNT & (0x100 << gpu->currBgNum))) || windowDraw)
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if((gpu->BLDCNT & (1 << gpu->currBgNum)) && windowEffect)
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{
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T2WriteWord(dst, 0, color);
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if (gpu->BLDY_EVY != 0x0)
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{
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color = fadeOutColors[gpu->BLDY_EVY][color&0x7FFF];
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}
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T2WriteWord(dst, 0, (color | 0x8000));
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gpu->bgPixels[x] = gpu->currBgNum;
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}
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else
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{
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T2WriteWord(dst, 0, (color | 0x8000));
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gpu->bgPixels[x] = gpu->currBgNum;
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}
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}
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@ -1423,15 +1425,15 @@ static void setFinal3DColorSpecialDecreaseWnd(GPU *gpu, u32 passing, u8 *dst, u1
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//overhead was ridiculous and terrible
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FORCEINLINE void GPU::__setFinalColorBck(u8 *dst, u16 color, u8 x, bool opaque)
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{
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//I commented out this line to make a point.
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//indeed, since x is a u8 we cannot pass in anything >=256
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//but in fact, someone is going to try. specifically, that is the map viewer debug tools
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//which try to render the enter BG. in cases where that is large, it could be up to 1024 wide.
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//I think it survives this truncation to 8bits.
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//I commented out this line to make a point.
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//indeed, since x is a u8 we cannot pass in anything >=256
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//but in fact, someone is going to try. specifically, that is the map viewer debug tools
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//which try to render the enter BG. in cases where that is large, it could be up to 1024 wide.
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//I think it survives this truncation to 8bits.
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//assert(x<256);
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int x_int;
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int x_int;
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//due to this early out, we will get incorrect behavior in cases where
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//we enable mosaic in the middle of a frame. this is deemed unlikely.
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if(!curr_mosaic_enabled) {
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