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ok this one actually works
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@ -129,27 +129,36 @@ bool SoftRenderer::DoTimings(s32 cycles, bool odd)
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return true;
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}
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s32 SoftRenderer::DoTimingsPixels(u32 pixels, bool odd)
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u32 SoftRenderer::DoTimingsPixels(u32 pixels, bool odd)
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{
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// return the difference between the old span and the new span
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if (pixels <= 4) return 0;
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u32 pixeltiming = (pixels - 4) * RasterFrac;
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u32 pixelsremain = pixels-4;
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u32 timinglimit = RasterTimingCap - RasterTimingCounterPrev;
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//todo: do this without a for loop somehow.
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if (odd)
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{
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u32 rasterend = RasterTimingCap - (RasterTimingCounterOdd + RasterTimingCounterPrev);
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pixeltiming = rasterend - pixeltiming;
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for (; pixelsremain > 0; pixelsremain--)
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{
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RasterTimingCounterOdd += RasterFrac;
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if (RasterTimingCounterOdd >= timinglimit) break;
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}
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}
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else
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{
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u32 rasterend = RasterTimingCap - (RasterTimingCounterEven + RasterTimingCounterPrev);
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pixeltiming = rasterend - pixeltiming;
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for (; pixelsremain > 0; pixelsremain--)
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{
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RasterTimingCounterEven += RasterFrac;
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if (RasterTimingCounterEven >= timinglimit) break;
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}
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}
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if (pixeltiming > 0) return 0;
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if (pixelsremain <= 0) return 0;
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GPU.GPU3D.DispCnt |= (1<<12);
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return pixels - (((pixeltiming + (RasterFrac-1)) / RasterFrac) + 4);
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return pixelsremain;
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}
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void SoftRenderer::EndScanline(bool odd)
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@ -455,7 +455,7 @@ private:
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melonDS::GPU& GPU;
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RendererPolygon PolygonList[2048];
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bool DoTimings(s32 cycles, bool odd);
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s32 DoTimingsPixels(u32 pixels, bool odd);
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u32 DoTimingsPixels(u32 pixels, bool odd);
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void EndScanline(bool odd);
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void TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha);
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u32 RenderPixel(Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t);
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