fix remaining sprite y-coord bugs. fixes #531
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3561e93bf6
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@ -943,8 +943,8 @@ void GPU2D::VBlankEnd()
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BGMosaicYMax = BGMosaicSize[1];
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//OBJMosaicY = 0;
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//OBJMosaicYMax = OBJMosaicSize[1];
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OBJMosaicY = 0;
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OBJMosaicYCount = 0;
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//OBJMosaicY = 0;
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//OBJMosaicYCount = 0;
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if (Accelerated)
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{
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@ -2329,6 +2329,18 @@ void GPU2D::InterleaveSprites(u32 prio)
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void GPU2D::DrawSprites(u32 line)
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{
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if (line == 0)
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{
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// reset those counters here
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// TODO: find out when those are supposed to be reset
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// it would make sense to reset them at the end of VBlank
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// however, sprites are rendered one scanline in advance
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// so they need to be reset a bit earlier
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OBJMosaicY = 0;
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OBJMosaicYCount = 0;
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}
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NumSprites = 0;
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memset(OBJLine, 0, 256*4);
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memset(OBJWindow, 0, 256);
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@ -2364,6 +2376,15 @@ void GPU2D::DrawSprites(u32 line)
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bool iswin = (((attrib[0] >> 10) & 0x3) == 2);
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u32 sprline;
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if ((attrib[0] & 0x1000) && !iswin)
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{
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// apply Y mosaic
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sprline = OBJMosaicY;
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}
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else
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sprline = line;
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if (attrib[0] & 0x0100)
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{
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u32 sizeparam = (attrib[0] >> 14) | ((attrib[1] & 0xC000) >> 12);
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@ -2379,7 +2400,7 @@ void GPU2D::DrawSprites(u32 line)
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}
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u32 ypos = attrib[0] & 0xFF;
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ypos = (line - ypos) & 0xFF;
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ypos = (sprline - ypos) & 0xFF;
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if (ypos >= (u32)boundheight)
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continue;
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@ -2403,7 +2424,7 @@ void GPU2D::DrawSprites(u32 line)
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s32 height = spriteheight[sizeparam];
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u32 ypos = attrib[0] & 0xFF;
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ypos = (line - ypos) & 0xFF;
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ypos = (sprline - ypos) & 0xFF;
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if (ypos >= (u32)height)
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continue;
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@ -2411,10 +2432,6 @@ void GPU2D::DrawSprites(u32 line)
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if (xpos <= -width)
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continue;
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// yflip
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//if (attrib[1] & 0x2000)
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// ypos = height-1 - ypos;
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DoDrawSprite(Normal, sprnum, width, height, xpos, ypos);
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NumSprites++;
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@ -2442,9 +2459,6 @@ void GPU2D::DrawSprite_Rotscale(u32 num, u32 boundwidth, u32 boundheight, u32 wi
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if ((attrib[0] & 0x1000) && !window)
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{
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// apply Y mosaic
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ypos = OBJMosaicY - (attrib[0] & 0xFF);
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if (ypos < 0) ypos = 0;
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pixelattr |= 0x100000;
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}
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@ -2659,9 +2673,6 @@ void GPU2D::DrawSprite_Normal(u32 num, u32 width, u32 height, s32 xpos, s32 ypos
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if ((attrib[0] & 0x1000) && !window)
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{
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// apply Y mosaic
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ypos = OBJMosaicY - (attrib[0] & 0xFF);
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if (ypos < 0) ypos = 0;
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pixelattr |= 0x100000;
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}
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