* compressed textures (asfafdgasfgadf)

* fix bug where sprites too close to the right border shat themselves
This commit is contained in:
StapleButter 2017-03-02 01:53:08 +01:00
parent dcc0227b56
commit 464717602f
3 changed files with 111 additions and 10 deletions

View File

@ -1200,11 +1200,12 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, u32 ypos, u32* d
u32 wmask = width - 8; // really ((width - 1) & ~0x7)
u32 xoff;
u32 xend = width;
if (xpos >= 0)
{
xoff = 0;
if ((xpos+width) > 256)
width = 256-xpos;
if ((xpos+xend) > 256)
xend = 256-xpos;
}
else
{
@ -1249,7 +1250,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, u32 ypos, u32* d
u32 pixelsaddr = (Num ? 0x06600000 : 0x06400000) + tilenum;
pixelsaddr += (xoff << 1);
for (; xoff < width;)
for (; xoff < xend;)
{
u16 color = GPU::ReadVRAM_OBJ<u16>(pixelsaddr);
pixelsaddr += 2;
@ -1291,7 +1292,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, u32 ypos, u32* d
pixelsaddr += (((width-1 - xoff) & wmask) << 3);
pixelsaddr += ((width-1 - xoff) & 0x7);
for (; xoff < width;)
for (; xoff < xend;)
{
u8 color = GPU::ReadVRAM_OBJ<u8>(pixelsaddr);
pixelsaddr--;
@ -1309,7 +1310,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, u32 ypos, u32* d
pixelsaddr += ((xoff & wmask) << 3);
pixelsaddr += (xoff & 0x7);
for (; xoff < width;)
for (; xoff < xend;)
{
u8 color = GPU::ReadVRAM_OBJ<u8>(pixelsaddr);
pixelsaddr++;
@ -1338,7 +1339,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, u32 ypos, u32* d
pixelsaddr += (((width-1 - xoff) & wmask) << 2);
pixelsaddr += (((width-1 - xoff) & 0x7) >> 1);
for (; xoff < width;)
for (; xoff < xend;)
{
u8 color;
if (xoff & 0x1)
@ -1364,7 +1365,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, u32 ypos, u32* d
pixelsaddr += ((xoff & wmask) << 2);
pixelsaddr += ((xoff & 0x7) >> 1);
for (; xoff < width;)
for (; xoff < xend;)
{
u8 color;
if (xoff & 0x1)

View File

@ -94,6 +94,106 @@ void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u8* r, u8* g, u8* b)
}
break;
case 5: // compressed
{
vramaddr += ((t & 0x3FC) * (width>>2)) + (s & 0x3FC);
vramaddr += (t & 0x3);
u32 slot1addr = 0x20000 + ((vramaddr & 0x1FFFC) >> 1);
if (vramaddr >= 0x40000)
slot1addr += 0x10000;
u8 val = GPU::ReadVRAM_Texture<u8>(vramaddr);
val >>= (2 * (s & 0x3));
u16 palinfo = GPU::ReadVRAM_Texture<u16>(slot1addr);
u32 paloffset = (palinfo & 0x3FFF) << 2;
texpal <<= 4;
u16 color;
switch (val & 0x3)
{
case 0:
color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
break;
case 1:
color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
break;
case 2:
if ((palinfo >> 14) == 1)
{
u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
u32 b0 = color0 & 0x7C00;
u32 r1 = color1 & 0x001F;
u32 g1 = color1 & 0x03E0;
u32 b1 = color1 & 0x7C00;
u32 r = (r0 + r1) >> 1;
u32 g = ((g0 + g1) >> 1) & 0x03E0;
u32 b = ((b0 + b1) >> 1) & 0x7C00;
color = r | g | b;
}
else if ((palinfo >> 14) == 3)
{
u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
u32 b0 = color0 & 0x7C00;
u32 r1 = color1 & 0x001F;
u32 g1 = color1 & 0x03E0;
u32 b1 = color1 & 0x7C00;
u32 r = (r0*5 + r1*3) >> 3;
u32 g = ((g0*5 + g1*3) >> 3) & 0x03E0;
u32 b = ((b0*5 + b1*3) >> 3) & 0x7C00;
color = r | g | b;
}
else
color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 4);
break;
case 3:
if ((palinfo >> 14) == 2)
color = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 6);
else if ((palinfo >> 14) == 3)
{
u16 color0 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset);
u16 color1 = GPU::ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
u32 b0 = color0 & 0x7C00;
u32 r1 = color1 & 0x001F;
u32 g1 = color1 & 0x03E0;
u32 b1 = color1 & 0x7C00;
u32 r = (r0*3 + r1*5) >> 3;
u32 g = ((g0*3 + g1*5) >> 3) & 0x03E0;
u32 b = ((b0*3 + b1*5) >> 3) & 0x7C00;
color = r | g | b;
}
else
color = 0; // TODO transparent!
break;
}
*r = (color << 1) & 0x3E; if (*r) *r++;
*g = (color >> 4) & 0x3E; if (*g) *g++;
*b = (color >> 9) & 0x3E; if (*b) *b++;
}
break;
default:
*r = (s)&0x3F;
*g = 0;

View File

@ -10,7 +10,7 @@
1481161027 c:\documents\sources\melonds\types.h
1488411597 source:c:\documents\sources\melonds\nds.cpp
1488415700 source:c:\documents\sources\melonds\nds.cpp
<stdio.h>
<string.h>
"NDS.h"
@ -87,7 +87,7 @@
"NDS.h"
"SPI.h"
1488405741 source:c:\documents\sources\melonds\gpu2d.cpp
1488415860 source:c:\documents\sources\melonds\gpu2d.cpp
<stdio.h>
<string.h>
"NDS.h"
@ -155,7 +155,7 @@
"GPU.h"
"FIFO.h"
1488412022 source:c:\documents\sources\melonds\gpu3d_soft.cpp
1488415378 source:c:\documents\sources\melonds\gpu3d_soft.cpp
<stdio.h>
<string.h>
"NDS.h"