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