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336 lines
10 KiB
C
336 lines
10 KiB
C
/*******************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2001 - 2004 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2004 Brad Jorsch (anomie@users.sourceforge.net),
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funkyass (funkyass@spam.shaw.ca),
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Joel Yliluoma (http://iki.fi/bisqwit/)
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Kris Bleakley (codeviolation@hotmail.com),
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Matthew Kendora,
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Nach (n-a-c-h@users.sourceforge.net),
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Peter Bortas (peter@bortas.org) and
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zones (kasumitokoduck@yahoo.com)
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 zsKnight (zsknight@zsnes.com),
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_Demo_ (_demo_@zsnes.com), and Nach
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C4 C++ code
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(c) Copyright 2003 Brad Jorsch
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DSP-1 emulator code
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(c) Copyright 1998 - 2004 Ivar (ivar@snes9x.com), _Demo_, Gary Henderson,
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John Weidman, neviksti (neviksti@hotmail.com),
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Kris Bleakley, Andreas Naive
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DSP-2 emulator code
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(c) Copyright 2003 Kris Bleakley, John Weidman, neviksti, Matthew Kendora, and
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Lord Nightmare (lord_nightmare@users.sourceforge.net
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com) and
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight, John Weidman, and Dark Force
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive and John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather, Kris Bleakley, John Weidman and Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 zsKnight, _Demo_, and pagefault
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar, Gary Henderson and John Weidman
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com
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Permission to use, copy, modify and distribute Snes9x in both binary and
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source form, for non-commercial purposes, is hereby granted without fee,
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providing that this license information and copyright notice appear with
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all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes
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charging money for Snes9x or software derived from Snes9x.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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*******************************************************************************/
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#ifndef _TILE_H_
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#define _TILE_H_
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#define TILE_PREAMBLE \
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uint8 *pCache; \
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\
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uint32 TileAddr = BG.TileAddress + ((Tile & 0x3ff) << BG.TileShift); \
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if ((Tile & 0x1ff) >= 256) \
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TileAddr += BG.NameSelect; \
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\
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TileAddr &= 0xffff; \
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\
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uint32 TileNumber; \
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pCache = &BG.Buffer[(TileNumber = (TileAddr >> BG.TileShift)) << 6]; \
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\
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if (!BG.Buffered [TileNumber]) \
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BG.Buffered[TileNumber] = ConvertTile (pCache, TileAddr); \
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\
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if (BG.Buffered [TileNumber] == BLANK_TILE) \
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return; \
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\
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register uint32 l; \
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uint16 *ScreenColors; \
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if (BG.DirectColourMode) \
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{ \
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if (IPPU.DirectColourMapsNeedRebuild) \
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S9xBuildDirectColourMaps (); \
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ScreenColors = DirectColourMaps [(Tile >> 10) & BG.PaletteMask]; \
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} \
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else \
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ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & BG.PaletteMask) << BG.PaletteShift) + BG.StartPalette];
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#define RENDER_TILE(NORMAL, FLIPPED, N) \
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switch (Tile & (V_FLIP | H_FLIP)) \
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{ \
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case 0: \
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bp = pCache + StartLine; \
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for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \
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{ \
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if (*(uint32 *) bp) \
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NORMAL (Offset, bp, ScreenColors); \
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if (*(uint32 *) (bp + 4)) \
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NORMAL (Offset + N, bp + 4, ScreenColors); \
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} \
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break; \
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case H_FLIP: \
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bp = pCache + StartLine; \
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for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \
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{ \
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if (*(uint32 *) (bp + 4)) \
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FLIPPED (Offset, bp + 4, ScreenColors); \
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if (*(uint32 *) bp) \
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FLIPPED (Offset + N, bp, ScreenColors); \
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} \
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break; \
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case H_FLIP | V_FLIP: \
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bp = pCache + 56 - StartLine; \
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for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \
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{ \
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if (*(uint32 *) (bp + 4)) \
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FLIPPED (Offset, bp + 4, ScreenColors); \
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if (*(uint32 *) bp) \
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FLIPPED (Offset + N, bp, ScreenColors); \
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} \
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break; \
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case V_FLIP: \
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bp = pCache + 56 - StartLine; \
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for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \
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{ \
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if (*(uint32 *) bp) \
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NORMAL (Offset, bp, ScreenColors); \
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if (*(uint32 *) (bp + 4)) \
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NORMAL (Offset + N, bp + 4, ScreenColors); \
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} \
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break; \
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default: \
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break; \
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}
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#define TILE_CLIP_PREAMBLE \
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uint32 d1; \
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uint32 d2; \
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\
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if (StartPixel < 4) \
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{ \
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d1 = HeadMask [StartPixel]; \
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if (StartPixel + Width < 4) \
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d1 &= TailMask [StartPixel + Width]; \
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} \
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else \
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d1 = 0; \
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\
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if (StartPixel + Width > 4) \
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{ \
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if (StartPixel > 4) \
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d2 = HeadMask [StartPixel - 4]; \
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else \
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d2 = 0xffffffff; \
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\
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d2 &= TailMask [(StartPixel + Width - 4)]; \
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} \
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else \
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d2 = 0;
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#define RENDER_CLIPPED_TILE(NORMAL, FLIPPED, N) \
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uint32 dd; \
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switch (Tile & (V_FLIP | H_FLIP)) \
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{ \
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case 0: \
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bp = pCache + StartLine; \
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for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \
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{ \
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/* This is perfectly OK, regardless of endian. The tiles are \
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* cached in leftmost-endian order (when not horiz flipped) by \
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* the ConvertTile function. \
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*/ \
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if ((dd = (*(uint32 *) bp) & d1)) \
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NORMAL (Offset, (uint8 *) &dd, ScreenColors); \
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if ((dd = (*(uint32 *) (bp + 4)) & d2)) \
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NORMAL (Offset + N, (uint8 *) &dd, ScreenColors); \
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} \
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break; \
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case H_FLIP: \
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bp = pCache + StartLine; \
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SWAP_DWORD (d1); \
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SWAP_DWORD (d2); \
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for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \
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{ \
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if ((dd = *(uint32 *) (bp + 4) & d1)) \
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FLIPPED (Offset, (uint8 *) &dd, ScreenColors); \
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if ((dd = *(uint32 *) bp & d2)) \
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FLIPPED (Offset + N, (uint8 *) &dd, ScreenColors); \
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} \
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break; \
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case H_FLIP | V_FLIP: \
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bp = pCache + 56 - StartLine; \
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SWAP_DWORD (d1); \
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SWAP_DWORD (d2); \
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for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \
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{ \
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if ((dd = *(uint32 *) (bp + 4) & d1)) \
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FLIPPED (Offset, (uint8 *) &dd, ScreenColors); \
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if ((dd = *(uint32 *) bp & d2)) \
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FLIPPED (Offset + N, (uint8 *) &dd, ScreenColors); \
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} \
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break; \
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case V_FLIP: \
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bp = pCache + 56 - StartLine; \
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for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \
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{ \
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if ((dd = (*(uint32 *) bp) & d1)) \
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NORMAL (Offset, (uint8 *) &dd, ScreenColors); \
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if ((dd = (*(uint32 *) (bp + 4)) & d2)) \
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NORMAL (Offset + N, (uint8 *) &dd, ScreenColors); \
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} \
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break; \
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default: \
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break; \
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}
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#define RENDER_TILE_LARGE(PIXEL, FUNCTION) \
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switch (Tile & (V_FLIP | H_FLIP)) \
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{ \
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case H_FLIP: \
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StartPixel = 7 - StartPixel; \
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/* fallthrough for no-flip case - above was a horizontal flip */ \
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case 0: \
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if ((pixel = *(pCache + StartLine + StartPixel))) \
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{ \
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pixel = PIXEL; \
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for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \
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{ \
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for (int z = Pixels - 1; z >= 0; z--) \
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if (GFX.Z1 > Depth [z]) \
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{ \
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sp [z] = FUNCTION(sp + z, pixel); \
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Depth [z] = GFX.Z2; \
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}\
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} \
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} \
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break; \
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case H_FLIP | V_FLIP: \
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StartPixel = 7 - StartPixel; \
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/* fallthrough for V_FLIP-only case - above was a horizontal flip */ \
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case V_FLIP: \
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if ((pixel = *(pCache + 56 - StartLine + StartPixel))) \
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{ \
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pixel = PIXEL; \
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for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \
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{ \
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for (int z = Pixels - 1; z >= 0; z--) \
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if (GFX.Z1 > Depth [z]) \
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{ \
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sp [z] = FUNCTION(sp + z, pixel); \
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Depth [z] = GFX.Z2; \
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}\
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} \
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} \
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break; \
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default: \
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break; \
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}
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#define RENDER_TILE_LARGE_HALFWIDTH(PIXEL, FUNCTION) \
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switch (Tile & (V_FLIP | H_FLIP)) \
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{ \
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case H_FLIP: \
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StartPixel = 7 - StartPixel; \
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/* fallthrough for no-flip case - above was a horizontal flip */ \
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case 0: \
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if ((pixel = *(pCache + StartLine + StartPixel))) \
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{ \
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pixel = PIXEL; \
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for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \
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{ \
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for (int z = Pixels - 2; z >= 0; z -= 2) \
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if (GFX.Z1 > Depth [z]) \
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{ \
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sp [z >> 1] = FUNCTION(sp + z, pixel); \
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Depth [z >> 1] = GFX.Z2; \
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}\
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} \
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} \
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break; \
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case H_FLIP | V_FLIP: \
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StartPixel = 7 - StartPixel; \
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/* fallthrough for V_FLIP-only case - above was a horizontal flip */ \
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case V_FLIP: \
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if ((pixel = *(pCache + 56 - StartLine + StartPixel))) \
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{ \
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pixel = PIXEL; \
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for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \
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{ \
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for (int z = Pixels - 2; z >= 0; z -= 2) \
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if (GFX.Z1 > Depth [z]) \
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{ \
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sp [z >> 1] = FUNCTION(sp + z, pixel); \
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Depth [z >> 1] = GFX.Z2; \
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}\
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} \
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} \
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break; \
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default: \
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break; \
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}
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#endif
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