Increased sprite limit per pixel to 10

this fixes the sprite ordering issue in zelda
This commit is contained in:
2025-05-23 10:06:21 -06:00
parent b4b83d45e2
commit fb15f89776
3 changed files with 15 additions and 14 deletions

View File

@ -104,7 +104,7 @@ bool pipeline_fifo_add() {
color = lcd_get_context()->bg_colors[0];
}
if(LCDC_OBJ_ENABLE) {
if(LCDC_OBJ_ENABLE && !ppu_get_context()->debug) {
color = fetch_sprite_pixels(bit, color, hi | lo);
}
@ -130,8 +130,8 @@ void pipeline_load_sprite_tile() {
le = le->next;
if (!le || ppu_get_context()->fetched_entry_count >= 3) {
//max checking 3 sprites on pixels
if (!le || ppu_get_context()->fetched_entry_count >= 10) {
//max checking 10 sprites on pixels
break;
}
}
@ -287,7 +287,7 @@ void pipeline_push_pixel() {
}
if(ppu_get_context()->rendering_window) {
ppu_get_context()->video_buffer[ppu_get_context()->pfc.pushed_x +
(lcd_get_context()->ly * XRES)] = ppu_get_context()->debug ? 0xFF0000 : pixel_data;//interpolate(ppu_get_context()->video_buffer[ppu_get_context()->pfc.pushed_x +
(lcd_get_context()->ly * XRES)] = pixel_data;//interpolate(ppu_get_context()->video_buffer[ppu_get_context()->pfc.pushed_x +
//(lcd_get_context()->ly * XRES)], pixel_data);
ppu_get_context()->pfc.pushed_x++;