Implement sprite flipping

This commit is contained in:
Jeffrey Pfau 2013-04-25 00:17:17 -07:00
parent 9dbd925d90
commit e1932f2411
1 changed files with 11 additions and 5 deletions

View File

@ -400,21 +400,27 @@ static void _drawSprite(struct GBAVideoSoftwareRenderer* renderer, struct GBAObj
.target1 = renderer->target1Obj || sprite->mode == OBJ_MODE_SEMITRANSPARENT,
.target2 = renderer->target2Obj
};
int inX = sprite->x;
int x = sprite->x;
int inY = y - sprite->y;
if (sprite->vflip) {
inY = height - inY - 1;
}
if (sprite->y + height - 256 >= 0) {
inY += 256;
}
unsigned charBase = BASE_TILE + sprite->tile * 0x20;
unsigned yBase = (inY & ~0x7) * 0x80 + (inY & 0x7) * 4;
for (int outX = inX >= 0 ? inX : 0; outX < inX + width && outX < VIDEO_HORIZONTAL_PIXELS; ++outX) {
int x = outX - inX;
for (int outX = x >= 0 ? x : 0; outX < x + width && outX < VIDEO_HORIZONTAL_PIXELS; ++outX) {
int inX = outX - x;
if (sprite->hflip) {
inX = width - inX - 1;
}
if (renderer->flags[outX].isSprite) {
continue;
}
unsigned xBase = (x & ~0x7) * 4 + ((x >> 1) & 2);
unsigned xBase = (inX & ~0x7) * 4 + ((inX >> 1) & 2);
uint16_t tileData = renderer->d.vram[(yBase + charBase + xBase) >> 1];
tileData = (tileData >> ((x & 3) << 2)) & 0xF;
tileData = (tileData >> ((inX & 3) << 2)) & 0xF;
if (tileData) {
renderer->row[outX] = renderer->d.palette[0x100 | tileData | (sprite->palette << 4)];
renderer->flags[outX] = flags;