Switch to anomie's version of hires pixel with correct placement
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parent
382a17ad1c
commit
243ab97806
17
tile.cpp
17
tile.cpp
@ -762,6 +762,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & (V_FLIP | H_FLIP))) \
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{ \
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bp = pCache + BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
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{ \
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DRAW_PIXEL(0, Pix = bp[0]); \
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@ -778,6 +779,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & V_FLIP)) \
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{ \
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bp = pCache + BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
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{ \
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DRAW_PIXEL(0, Pix = bp[7]); \
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@ -794,6 +796,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & H_FLIP)) \
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{ \
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bp = pCache + 56 - BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
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{ \
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DRAW_PIXEL(0, Pix = bp[0]); \
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@ -809,6 +812,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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else \
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{ \
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bp = pCache + 56 - BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
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{ \
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DRAW_PIXEL(0, Pix = bp[7]); \
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@ -853,6 +857,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & (V_FLIP | H_FLIP))) \
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{ \
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bp = pCache + BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
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{ \
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w = Width; \
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@ -873,6 +878,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & V_FLIP)) \
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{ \
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bp = pCache + BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (l = LineCount; l > 0; l--, bp += 8 * PITCH, Offset += GFX.PPL) \
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{ \
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w = Width; \
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@ -893,6 +899,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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if (!(Tile & H_FLIP)) \
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{ \
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bp = pCache + 56 - BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
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{ \
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w = Width; \
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@ -912,6 +919,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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else \
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{ \
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bp = pCache + 56 - BPSTART; \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (l = LineCount; l > 0; l--, bp -= 8 * PITCH, Offset += GFX.PPL) \
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{ \
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w = Width; \
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@ -968,6 +976,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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\
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if (Pix) \
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{ \
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (l = LineCount; l > 0; l--, Offset += GFX.PPL) \
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{ \
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for (w = Width - 1; w >= 0; w--) \
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@ -1004,6 +1013,7 @@ void S9xSelectTileConverter (int depth, bool8 hires, bool8 sub, bool8 mosaic)
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GFX.RealScreenColors = IPPU.ScreenColors; \
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GFX.ScreenColors = GFX.ClipColors ? BlackColourMap : GFX.RealScreenColors; \
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\
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (l = GFX.StartY; l <= GFX.EndY; l++, Offset += GFX.PPL) \
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{ \
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for (x = Left; x < Right; x++) \
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@ -1064,6 +1074,7 @@ extern struct SLineMatrixData LineMatrixData[240];
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uint32 Offset = GFX.StartY * GFX.PPL; \
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struct SLineMatrixData *l = &LineMatrixData[GFX.StartY]; \
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\
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (uint32 Line = GFX.StartY; Line <= GFX.EndY; Line++, Offset += GFX.PPL, l++) \
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{ \
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int yy, starty; \
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@ -1179,6 +1190,7 @@ extern struct SLineMatrixData LineMatrixData[240];
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uint32 Offset = StartY * GFX.PPL; \
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struct SLineMatrixData *l = &LineMatrixData[StartY]; \
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\
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uint32 OffsetInLine = Offset % GFX.RealPPL; \
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for (uint32 Line = StartY; Line <= GFX.EndY; Line += VMosaic, Offset += VMosaic * GFX.PPL, l += VMosaic) \
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{ \
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if (Line + VMosaic > GFX.EndY) \
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@ -1401,8 +1413,11 @@ extern struct SLineMatrixData LineMatrixData[240];
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#define DRAW_PIXEL_H2x1(N, M) \
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if (Z1 > GFX.DB[Offset + 2 * N] && (M)) \
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{ \
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GFX.S[Offset + 2 * N] = MATH((GFX.ClipColors ? 0 : GFX.SubScreen[Offset + 2 * N]), GFX.RealScreenColors[Pix], GFX.SubZBuffer[Offset + 2 * N]); \
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GFX.S[Offset + 2 * N + 1] = MATH(GFX.ScreenColors[Pix], GFX.SubScreen[Offset + 2 * N], GFX.SubZBuffer[Offset + 2 * N]); \
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if ((OffsetInLine + 2 * N ) != (SNES_WIDTH - 1) << 1) \
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GFX.S[Offset + 2 * N + 2] = MATH((GFX.ClipColors ? 0 : GFX.SubScreen[Offset + 2 * N + 2]), GFX.RealScreenColors[Pix], GFX.SubZBuffer[Offset + 2 * N]); \
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if ((OffsetInLine + 2 * N) == 0) \
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GFX.S[Offset + 2 * N] = MATH((GFX.ClipColors ? 0 : GFX.SubScreen[Offset + 2 * N]), GFX.RealScreenColors[Pix], GFX.SubZBuffer[Offset + 2 * N]); \
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GFX.DB[Offset + 2 * N] = GFX.DB[Offset + 2 * N + 1] = Z2; \
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}
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