rlm@1: #include rlm@1: rlm@1: #include "gbGlobals.h" rlm@1: #include "gbSGB.h" rlm@1: rlm@1: extern int32 layerSettings; rlm@1: rlm@1: u8 gbInvertTab[256] = { rlm@1: 0x00, 0x80, 0x40, 0xc0, 0x20, 0xa0, 0x60, 0xe0, rlm@1: 0x10, 0x90, 0x50, 0xd0, 0x30, 0xb0, 0x70, 0xf0, rlm@1: 0x08, 0x88, 0x48, 0xc8, 0x28, 0xa8, 0x68, 0xe8, rlm@1: 0x18, 0x98, 0x58, 0xd8, 0x38, 0xb8, 0x78, 0xf8, rlm@1: 0x04, 0x84, 0x44, 0xc4, 0x24, 0xa4, 0x64, 0xe4, rlm@1: 0x14, 0x94, 0x54, 0xd4, 0x34, 0xb4, 0x74, 0xf4, rlm@1: 0x0c, 0x8c, 0x4c, 0xcc, 0x2c, 0xac, 0x6c, 0xec, rlm@1: 0x1c, 0x9c, 0x5c, 0xdc, 0x3c, 0xbc, 0x7c, 0xfc, rlm@1: 0x02, 0x82, 0x42, 0xc2, 0x22, 0xa2, 0x62, 0xe2, rlm@1: 0x12, 0x92, 0x52, 0xd2, 0x32, 0xb2, 0x72, 0xf2, rlm@1: 0x0a, 0x8a, 0x4a, 0xca, 0x2a, 0xaa, 0x6a, 0xea, rlm@1: 0x1a, 0x9a, 0x5a, 0xda, 0x3a, 0xba, 0x7a, 0xfa, rlm@1: 0x06, 0x86, 0x46, 0xc6, 0x26, 0xa6, 0x66, 0xe6, rlm@1: 0x16, 0x96, 0x56, 0xd6, 0x36, 0xb6, 0x76, 0xf6, rlm@1: 0x0e, 0x8e, 0x4e, 0xce, 0x2e, 0xae, 0x6e, 0xee, rlm@1: 0x1e, 0x9e, 0x5e, 0xde, 0x3e, 0xbe, 0x7e, 0xfe, rlm@1: 0x01, 0x81, 0x41, 0xc1, 0x21, 0xa1, 0x61, 0xe1, rlm@1: 0x11, 0x91, 0x51, 0xd1, 0x31, 0xb1, 0x71, 0xf1, rlm@1: 0x09, 0x89, 0x49, 0xc9, 0x29, 0xa9, 0x69, 0xe9, rlm@1: 0x19, 0x99, 0x59, 0xd9, 0x39, 0xb9, 0x79, 0xf9, rlm@1: 0x05, 0x85, 0x45, 0xc5, 0x25, 0xa5, 0x65, 0xe5, rlm@1: 0x15, 0x95, 0x55, 0xd5, 0x35, 0xb5, 0x75, 0xf5, rlm@1: 0x0d, 0x8d, 0x4d, 0xcd, 0x2d, 0xad, 0x6d, 0xed, rlm@1: 0x1d, 0x9d, 0x5d, 0xdd, 0x3d, 0xbd, 0x7d, 0xfd, rlm@1: 0x03, 0x83, 0x43, 0xc3, 0x23, 0xa3, 0x63, 0xe3, rlm@1: 0x13, 0x93, 0x53, 0xd3, 0x33, 0xb3, 0x73, 0xf3, rlm@1: 0x0b, 0x8b, 0x4b, 0xcb, 0x2b, 0xab, 0x6b, 0xeb, rlm@1: 0x1b, 0x9b, 0x5b, 0xdb, 0x3b, 0xbb, 0x7b, 0xfb, rlm@1: 0x07, 0x87, 0x47, 0xc7, 0x27, 0xa7, 0x67, 0xe7, rlm@1: 0x17, 0x97, 0x57, 0xd7, 0x37, 0xb7, 0x77, 0xf7, rlm@1: 0x0f, 0x8f, 0x4f, 0xcf, 0x2f, 0xaf, 0x6f, 0xef, rlm@1: 0x1f, 0x9f, 0x5f, 0xdf, 0x3f, 0xbf, 0x7f, 0xff rlm@1: }; rlm@1: rlm@1: u16 gbLineMix[160]; rlm@1: rlm@1: void gbRenderLine() rlm@1: { rlm@1: u8 *bank0; rlm@1: u8 *bank1; rlm@1: if (gbCgbMode) rlm@1: { rlm@1: bank0 = &gbVram[0x0000]; rlm@1: bank1 = &gbVram[0x2000]; rlm@1: } rlm@1: else rlm@1: { rlm@1: bank0 = &gbMemory[0x8000]; rlm@1: bank1 = NULL; rlm@1: } rlm@1: rlm@1: int tile_map = 0x1800; rlm@1: if ((register_LCDC & 8) != 0) rlm@1: tile_map = 0x1c00; rlm@1: rlm@1: int tile_pattern = 0x0800; rlm@1: rlm@1: if ((register_LCDC & 16) != 0) rlm@1: tile_pattern = 0x0000; rlm@1: rlm@1: int x = 0; rlm@1: int y = register_LY; rlm@1: rlm@1: if (y >= 144) rlm@1: return; rlm@1: rlm@1: // int yLine = (y + gbBorderRowSkip) * gbBorderLineSkip; rlm@1: rlm@1: int sx = register_SCX; rlm@1: int sy = register_SCY; rlm@1: rlm@1: sy += y; rlm@1: rlm@1: sy &= 255; rlm@1: rlm@1: int tx = sx >> 3; rlm@1: int ty = sy >> 3; rlm@1: rlm@1: int bx = 1 << (7 - (sx & 7)); rlm@1: int by = sy & 7; rlm@1: rlm@1: int tile_map_line_y = tile_map + ty * 32; rlm@1: rlm@1: int tile_map_address = tile_map_line_y + tx; rlm@1: rlm@1: u8 attrs = 0; rlm@1: if (bank1 != NULL) rlm@1: attrs = bank1[tile_map_address]; rlm@1: rlm@1: u8 tile = bank0[tile_map_address]; rlm@1: rlm@1: tile_map_address++; rlm@1: rlm@1: if ((register_LCDC & 16) == 0) rlm@1: { rlm@1: if (tile < 128) rlm@1: tile += 128; rlm@1: else rlm@1: tile -= 128; rlm@1: } rlm@1: rlm@1: int tile_pattern_address = tile_pattern + tile * 16 + by*2; rlm@1: rlm@1: if (register_LCDC & 0x80) rlm@1: { rlm@1: if ((register_LCDC & 0x01 || gbCgbMode) && (layerSettings & 0x0100)) rlm@1: { rlm@1: while (x < 160) rlm@1: { rlm@1: u8 tile_a = 0; rlm@1: u8 tile_b = 0; rlm@1: rlm@1: if (attrs & 0x40) rlm@1: { rlm@1: tile_pattern_address = tile_pattern + tile * 16 + (7-by)*2; rlm@1: } rlm@1: rlm@1: if (attrs & 0x08) rlm@1: { rlm@1: tile_a = bank1[tile_pattern_address++]; rlm@1: tile_b = bank1[tile_pattern_address]; rlm@1: } rlm@1: else rlm@1: { rlm@1: tile_a = bank0[tile_pattern_address++]; rlm@1: tile_b = bank0[tile_pattern_address]; rlm@1: } rlm@1: rlm@1: if (attrs & 0x20) rlm@1: { rlm@1: tile_a = gbInvertTab[tile_a]; rlm@1: tile_b = gbInvertTab[tile_b]; rlm@1: } rlm@1: rlm@1: while (bx > 0) rlm@1: { rlm@1: u8 c = (tile_a & bx) ? 1 : 0; rlm@1: c += ((tile_b & bx) ? 2 : 0); rlm@1: rlm@1: gbLineBuffer[x] = c; // mark the gbLineBuffer color rlm@1: rlm@1: if (attrs & 0x80) rlm@1: gbLineBuffer[x] |= 0x300; rlm@1: rlm@1: if (gbCgbMode) rlm@1: { rlm@1: c = c + (attrs & 7)*4; rlm@1: } rlm@1: else rlm@1: { rlm@1: c = gbBgp[c]; rlm@1: if (gbSgbMode && !gbCgbMode) rlm@1: { rlm@1: int dx = x >> 3; rlm@1: int dy = y >> 3; rlm@1: rlm@1: int palette = gbSgbATF[dy * 20 + dx]; rlm@1: rlm@1: if (c == 0) rlm@1: palette = 0; rlm@1: rlm@1: c = c + 4*palette; rlm@1: } rlm@1: } rlm@1: gbLineMix[x] = gbColorOption ? gbColorFilter[gbPalette[c]] : rlm@1: gbPalette[c]; rlm@1: x++; rlm@1: if (x >= 160) rlm@1: break; rlm@1: bx >>= 1; rlm@1: } rlm@1: tx++; rlm@1: if (tx == 32) rlm@1: tx = 0; rlm@1: bx = 128; rlm@1: rlm@1: if (bank1) rlm@1: attrs = bank1[tile_map_line_y + tx]; rlm@1: rlm@1: tile = bank0[tile_map_line_y + tx]; rlm@1: rlm@1: if ((register_LCDC & 16) == 0) rlm@1: { rlm@1: if (tile < 128) rlm@1: tile += 128; rlm@1: else rlm@1: tile -= 128; rlm@1: } rlm@1: tile_pattern_address = tile_pattern + tile * 16 + by * 2; rlm@1: } rlm@1: } rlm@1: else rlm@1: { rlm@1: for (int i = 0; i < 160; i++) rlm@1: { rlm@1: gbLineMix[i] = gbPalette[0]; rlm@1: gbLineBuffer[i] = 0; rlm@1: } rlm@1: } rlm@1: rlm@1: // do the window display rlm@1: if ((register_LCDC & 0x20) && (layerSettings & 0x2000)) rlm@1: { rlm@1: int wy = register_WY; rlm@1: rlm@1: if (y >= wy) rlm@1: { rlm@1: int wx = register_WX; rlm@1: wx -= 7; rlm@1: rlm@1: if (wx <= 159 && gbWindowLine <= 143) rlm@1: { rlm@1: tile_map = 0x1800; rlm@1: rlm@1: if ((register_LCDC & 0x40) != 0) rlm@1: tile_map = 0x1c00; rlm@1: rlm@1: if (gbWindowLine == -1) rlm@1: { rlm@1: gbWindowLine = 0; rlm@1: } rlm@1: rlm@1: tx = 0; rlm@1: ty = gbWindowLine >> 3; rlm@1: rlm@1: bx = 128; rlm@1: by = gbWindowLine & 7; rlm@1: rlm@1: if (wx < 0) rlm@1: { rlm@1: bx >>= (-wx); rlm@1: wx = 0; rlm@1: } rlm@1: rlm@1: tile_map_line_y = tile_map + ty * 32; rlm@1: rlm@1: tile_map_address = tile_map_line_y + tx; rlm@1: rlm@1: x = wx; rlm@1: rlm@1: tile = bank0[tile_map_address]; rlm@1: u8 attrs = 0; rlm@1: if (bank1) rlm@1: attrs = bank1[tile_map_address]; rlm@1: tile_map_address++; rlm@1: rlm@1: if ((register_LCDC & 16) == 0) rlm@1: { rlm@1: if (tile < 128) rlm@1: tile += 128; rlm@1: else rlm@1: tile -= 128; rlm@1: } rlm@1: rlm@1: tile_pattern_address = tile_pattern + tile * 16 + by*2; rlm@1: rlm@1: while (x < 160) rlm@1: { rlm@1: u8 tile_a = 0; rlm@1: u8 tile_b = 0; rlm@1: rlm@1: if (attrs & 0x40) rlm@1: { rlm@1: tile_pattern_address = tile_pattern + tile * 16 + (7-by)*2; rlm@1: } rlm@1: rlm@1: if (attrs & 0x08) rlm@1: { rlm@1: tile_a = bank1[tile_pattern_address++]; rlm@1: tile_b = bank1[tile_pattern_address]; rlm@1: } rlm@1: else rlm@1: { rlm@1: tile_a = bank0[tile_pattern_address++]; rlm@1: tile_b = bank0[tile_pattern_address]; rlm@1: } rlm@1: rlm@1: if (attrs & 0x20) rlm@1: { rlm@1: tile_a = gbInvertTab[tile_a]; rlm@1: tile_b = gbInvertTab[tile_b]; rlm@1: } rlm@1: rlm@1: while (bx > 0) rlm@1: { rlm@1: u8 c = (tile_a & bx) != 0 ? 1 : 0; rlm@1: c += ((tile_b & bx) != 0 ? 2 : 0); rlm@1: rlm@1: if (attrs & 0x80) rlm@1: gbLineBuffer[x] = 0x300 + c; rlm@1: else rlm@1: gbLineBuffer[x] = 0x100 + c; rlm@1: rlm@1: if (gbCgbMode) rlm@1: { rlm@1: c = c + (attrs & 7) * 4; rlm@1: } rlm@1: else rlm@1: { rlm@1: c = gbBgp[c]; rlm@1: if (gbSgbMode && !gbCgbMode) rlm@1: { rlm@1: int dx = x >> 3; rlm@1: int dy = y >> 3; rlm@1: rlm@1: int palette = gbSgbATF[dy * 20 + dx]; rlm@1: rlm@1: if (c == 0) rlm@1: palette = 0; rlm@1: rlm@1: c = c + 4*palette; rlm@1: } rlm@1: } rlm@1: gbLineMix[x] = gbColorOption ? gbColorFilter[gbPalette[c]] : rlm@1: gbPalette[c]; rlm@1: x++; rlm@1: if (x >= 160) rlm@1: break; rlm@1: bx >>= 1; rlm@1: } rlm@1: tx++; rlm@1: if (tx == 32) rlm@1: tx = 0; rlm@1: bx = 128; rlm@1: tile = bank0[tile_map_line_y + tx]; rlm@1: if (bank1) rlm@1: attrs = bank1[tile_map_line_y + tx]; rlm@1: rlm@1: if ((register_LCDC & 16) == 0) rlm@1: { rlm@1: if (tile < 128) rlm@1: tile += 128; rlm@1: else rlm@1: tile -= 128; rlm@1: } rlm@1: tile_pattern_address = tile_pattern + tile * 16 + by * 2; rlm@1: } rlm@1: gbWindowLine++; rlm@1: } rlm@1: } rlm@1: } rlm@1: } rlm@1: else rlm@1: { rlm@1: for (int i = 0; i < 160; i++) rlm@1: { rlm@1: gbLineMix[i] = gbPalette[0]; rlm@1: gbLineBuffer[i] = 0; rlm@1: } rlm@1: } rlm@1: } rlm@1: rlm@1: void gbDrawSpriteTile(int tile, int x, int y, int t, int flags, rlm@1: int size, int spriteNumber) rlm@1: { rlm@1: u8 *bank0; rlm@1: u8 *bank1; rlm@1: if (gbCgbMode) rlm@1: { rlm@1: if (register_VBK & 1) rlm@1: { rlm@1: bank0 = &gbVram[0x0000]; rlm@1: bank1 = &gbVram[0x2000]; rlm@1: } rlm@1: else rlm@1: { rlm@1: bank0 = &gbVram[0x0000]; rlm@1: bank1 = &gbVram[0x2000]; rlm@1: } rlm@1: } rlm@1: else rlm@1: { rlm@1: bank0 = &gbMemory[0x8000]; rlm@1: bank1 = NULL; rlm@1: } rlm@1: rlm@1: int init = 0x0000; rlm@1: rlm@1: // int yLine = (y+gbBorderRowSkip) * gbBorderLineSkip; rlm@1: rlm@1: u8 *pal = gbObp0; rlm@1: rlm@1: int flipx = (flags & 0x20); rlm@1: int flipy = (flags & 0x40); rlm@1: rlm@1: if ((flags & 0x10)) rlm@1: pal = gbObp1; rlm@1: rlm@1: if (flipy) rlm@1: { rlm@1: t = (size ? 15 : 7) - t; rlm@1: } rlm@1: rlm@1: int prio = flags & 0x80; rlm@1: rlm@1: int address = init + tile * 16 + 2*t; rlm@1: int a = 0; rlm@1: int b = 0; rlm@1: rlm@1: if (gbCgbMode && flags & 0x08) rlm@1: { rlm@1: a = bank1[address++]; rlm@1: b = bank1[address++]; rlm@1: } rlm@1: else rlm@1: { rlm@1: a = bank0[address++]; rlm@1: b = bank0[address++]; rlm@1: } rlm@1: rlm@1: for (int xx = 0; xx < 8; xx++) rlm@1: { rlm@1: u8 mask = 1 << (7-xx); rlm@1: u8 c = 0; rlm@1: if ((a & mask)) rlm@1: c++; rlm@1: if ((b & mask)) rlm@1: c += 2; rlm@1: rlm@1: if (c == 0) rlm@1: continue; rlm@1: rlm@1: int xxx = xx+x; rlm@1: if (flipx) rlm@1: xxx = (7-xx+x); rlm@1: rlm@1: if (xxx < 0 || xxx > 159) rlm@1: continue; rlm@1: rlm@1: u16 color = gbLineBuffer[xxx]; rlm@1: rlm@1: if (prio) rlm@1: { rlm@1: if (color < 0x200 && ((color & 0xFF) != 0)) rlm@1: continue; rlm@1: } rlm@1: if (color >= 0x300 && color != 0x300) rlm@1: continue; rlm@1: else if (color >= 0x200 && color < 0x300) rlm@1: { rlm@1: int sprite = color & 0xff; rlm@1: rlm@1: int spriteX = gbMemory[0xfe00 + 4 * sprite + 1] - 8; rlm@1: rlm@1: if (spriteX == x) rlm@1: { rlm@1: if (sprite < spriteNumber) rlm@1: continue; rlm@1: } rlm@1: else rlm@1: { rlm@1: if (gbCgbMode) rlm@1: { rlm@1: if (sprite < spriteNumber) rlm@1: continue; rlm@1: } rlm@1: else rlm@1: { rlm@1: if (spriteX < x+8) rlm@1: continue; rlm@1: } rlm@1: } rlm@1: } rlm@1: rlm@1: gbLineBuffer[xxx] = 0x200 + spriteNumber; rlm@1: rlm@1: // make sure that sprites will work even in CGB mode rlm@1: if (gbCgbMode) rlm@1: { rlm@1: c = c + (flags & 0x07)*4 + 32; rlm@1: } rlm@1: else rlm@1: { rlm@1: c = pal[c]; rlm@1: rlm@1: if (gbSgbMode && !gbCgbMode) rlm@1: { rlm@1: int dx = xxx >> 3; rlm@1: int dy = y >> 3; rlm@1: rlm@1: int palette = gbSgbATF[dy * 20 + dx]; rlm@1: rlm@1: if (c == 0) rlm@1: palette = 0; rlm@1: rlm@1: c = c + 4*palette; rlm@1: } rlm@1: else rlm@1: { rlm@1: c += 4; rlm@1: } rlm@1: } rlm@1: rlm@1: gbLineMix[xxx] = gbColorOption ? gbColorFilter[gbPalette[c]] : rlm@1: gbPalette[c]; rlm@1: } rlm@1: } rlm@1: rlm@1: void gbDrawSprites() rlm@1: { rlm@1: int x = 0; rlm@1: int y = 0; rlm@1: int count = 0; rlm@1: rlm@1: int size = (register_LCDC & 4); rlm@1: rlm@1: if (!(register_LCDC & 0x80)) rlm@1: return; rlm@1: rlm@1: if ((register_LCDC & 2) && (layerSettings & 0x1000)) rlm@1: { rlm@1: int yc = register_LY; rlm@1: rlm@1: int address = 0xfe00; rlm@1: for (int i = 0; i < 40; i++) rlm@1: { rlm@1: y = gbMemory[address++]; rlm@1: x = gbMemory[address++]; rlm@1: int tile = gbMemory[address++]; rlm@1: if (size) rlm@1: tile &= 254; rlm@1: int flags = gbMemory[address++]; rlm@1: rlm@1: if (x > 0 && y > 0 && x < 168 && y < 160) rlm@1: { rlm@1: // check if sprite intersects current line rlm@1: int t = yc -y + 16; rlm@1: if (size && t >= 0 && t < 16) rlm@1: { rlm@1: gbDrawSpriteTile(tile, x-8, yc, t, flags, size, i); rlm@1: count++; rlm@1: } rlm@1: else if (!size && t >= 0 && t < 8) rlm@1: { rlm@1: gbDrawSpriteTile(tile, x-8, yc, t, flags, size, i); rlm@1: count++; rlm@1: } rlm@1: } rlm@1: // sprite limit reached! rlm@1: if (count >= 10) rlm@1: break; rlm@1: } rlm@1: } rlm@1: }