* slightly better 3D polygons.

* fix sprite-related bugs. implement 256-color rotscaled sprites.
This commit is contained in:
StapleButter
2017-02-28 12:44:54 +01:00
parent e5a4aa7c84
commit bc335e31cb
3 changed files with 40 additions and 12 deletions

View File

@ -334,7 +334,7 @@ u16* GPU2D::GetOBJExtPal(u32 pal)
{
if (Num)
{
if (GPU::VRAMMap_BOBJExtPal & (1<<7))
if (GPU::VRAMMap_BOBJExtPal & (1<<8))
memcpy(dst, &GPU::VRAM_I[(pal << 9)], 256*2);
else
memset(dst, 0, 256*2);
@ -864,7 +864,7 @@ void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32
if (DispCnt & 0x10)
{
tilenum <<= ((DispCnt >> 20) & 0x3);
ytilefactor = (width >> 3);
ytilefactor = (width >> 3) << ((attrib[0] & 0x2000) ? 1:0);
}
else
{
@ -901,6 +901,34 @@ void GPU2D::DrawSprite_Rotscale(u16* attrib, u16* rotparams, u32 boundwidth, u32
if (attrib[0] & 0x2000)
{
// 256-color
tilenum <<= 5;
ytilefactor <<= 5;
u32 pixelsaddr = (Num ? 0x06600000 : 0x06400000) + tilenum;
u32 extpal = (DispCnt & 0x80000000);
u16* pal;
if (extpal) pal = GetOBJExtPal(attrib[2] >> 12);
else pal = (u16*)&GPU::Palette[Num ? 0x600 : 0x200];
for (; xoff < boundwidth;)
{
if ((u32)rotX < width && (u32)rotY < height)
{
u8 color;
// blaaaarg
color = GPU::ReadVRAM_OBJ<u8>(pixelsaddr + ((rotY>>11)*ytilefactor) + ((rotY&0x700)>>5) + ((rotX>>11)*64) + ((rotX&0x700)>>8));
if (color)
dst[xpos] = pal[color] | prio;
}
rotX += rotA;
rotY += rotC;
xoff++;
xpos++;
}
}
else
{
@ -949,7 +977,7 @@ void GPU2D::DrawSprite_Normal(u16* attrib, u32 width, s32 xpos, u32 ypos, u32* d
}
else
{
tilenum += ((ypos >> 3) * 0x20) << ((attrib[0] & 0x2000) ? 1:0);
tilenum += ((ypos >> 3) * 0x20);
}
u32 wmask = width - 8; // really ((width - 1) & ~0x7)