DS Video: Use separate value for maximum sprite cycles (fixes #624)

This commit is contained in:
Vicki Pfau 2020-08-05 01:51:47 -07:00
parent ef9081da7e
commit 82c06bb42e
3 changed files with 3 additions and 1 deletions

View File

@ -23,6 +23,7 @@ Bugfixes:
- DS Video: Fix size of VRAM zeroes buffer
- DS GX: Fix depth test scaling
- DS GX: Fix overflow causing a division crash
- DS Video: Use separate value for maximum sprite cycles (fixes mgba.io/i/624)
Misc:
- ARM: Add F-block instruction decoding
- DS GX: Clean up and unify texture mapping

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@ -400,6 +400,7 @@ static void DSVideoSoftwareRendererDrawGBAScanline(struct GBAVideoRenderer* rend
}
GBAVideoSoftwareRendererPreprocessBuffer(softwareRenderer, y);
softwareRenderer->spriteCyclesRemaining = 1530; // TODO: Figure out the actual value; this value is just a fudge factor for now
int spriteLayers = GBAVideoSoftwareRendererPreprocessSpriteLayer(softwareRenderer, y);
memset(softwareRenderer->alphaA, softwareRenderer->blda, sizeof(softwareRenderer->alphaA));
memset(softwareRenderer->alphaB, softwareRenderer->bldb, sizeof(softwareRenderer->alphaB));

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@ -582,6 +582,7 @@ static void GBAVideoSoftwareRendererDrawScanline(struct GBAVideoRenderer* render
}
GBAVideoSoftwareRendererPreprocessBuffer(softwareRenderer, y);
softwareRenderer->spriteCyclesRemaining = GBARegisterDISPCNTIsHblankIntervalFree(softwareRenderer->dispcnt) ? OBJ_HBLANK_FREE_LENGTH : OBJ_LENGTH;
int spriteLayers = GBAVideoSoftwareRendererPreprocessSpriteLayer(softwareRenderer, y);
softwareRenderer->d.vramOBJ[0] = objVramBase;
if (softwareRenderer->lastHighlightAmount != softwareRenderer->d.highlightAmount) {
@ -959,7 +960,6 @@ int GBAVideoSoftwareRendererPreprocessSpriteLayer(struct GBAVideoSoftwareRendere
renderer->oamMax = GBAVideoRendererCleanOAM(renderer->d.oam->obj, renderer->sprites, renderer->objOffsetY, renderer->masterHeight, renderer->combinedObjSort);
renderer->oamDirty = false;
}
renderer->spriteCyclesRemaining = GBARegisterDISPCNTIsHblankIntervalFree(renderer->dispcnt) ? OBJ_HBLANK_FREE_LENGTH : OBJ_LENGTH;
int mosaicV = GBAMosaicControlGetObjV(renderer->mosaic) + 1;
int mosaicY = y - (y % mosaicV);
int i;