Commit Graph

71 Commits

Author SHA1 Message Date
Lucas Scharenbroich
596777da8d Enable non-sprite, solid dynamic tiles 2021-11-12 15:11:29 -06:00
Lucas Scharenbroich
de5bdc6041 Rename tile blitters to match internal bit fields and add in the solid prioity blitter 2021-11-12 09:07:51 -06:00
Lucas Scharenbroich
dec9a3d106 Fix fast-path return value in PushDirtyTile and correct handling of TS_SPRITE_FLAG 2021-11-11 22:10:54 -06:00
Lucas Scharenbroich
678c9a0563 Initial shell of generalize sprite size support; just for marking the dirty tiles 2021-11-11 17:06:38 -06:00
Lucas Scharenbroich
bb5f4493d9 Fully integration simple (8x8) sprites into the render pipeline 2021-11-01 23:36:53 -05:00
Lucas Scharenbroich
631f40da23 Nearly complete integration of sprites into rendering function 2021-10-31 15:42:59 -05:00
Lucas Scharenbroich
b4155dc751 Expose the ApplyTiles subroutine 2021-10-29 00:52:29 -05:00
Lucas Scharenbroich
4e46a6af85 WIP: manual sprite rendering showing on screen 2021-10-28 21:41:01 -05:00
Lucas Scharenbroich
2feb6f590b Add address in sprite plane for tile rendering; use in tile dispatcher 2021-10-27 00:14:19 -05:00
Lucas Scharenbroich
82c1a8e2e4 Remember to cacluate the tile address when adding to the dirty tile list 2021-10-26 21:34:38 -05:00
Lucas Scharenbroich
0366c1a0e0 Fix missing index in the dirty tile initializations 2021-10-26 21:21:08 -05:00
Lucas Scharenbroich
3b8bf652e1 Continued bug fixing
* Missed an XBA to swap tile command bits into a proper index range
* Explicitly track the BASE_ADDR
* Fix some register overwriting
* Add an UpdateSprite method
2021-10-23 22:31:38 -05:00
Lucas Scharenbroich
494673416b Fix several incorrect uses of internal API; work toward functional demo 2021-10-22 00:56:12 -05:00
Lucas Scharenbroich
4e779e71d2 Tile rendering reorganization
This significantly simplifies the dispatch process by creating a
proper backing store for the tiles.  Most values that were
calcualted on the fly are now stored as constants in the tile
store.

Also, all tile updated are run through the dirty tile list which
solved a checken-and-egg problem of which order to do sprites vs
new tiles and affords a lot of optimizations since tile rendering
is deferred and each tile is only drawn at most once per frame.
2021-10-21 08:50:07 -05:00
Lucas Scharenbroich
4d224a92d9 Fix pre-shift bug in the tile address calculation 2021-10-11 16:47:38 -05:00
Lucas Scharenbroich
4338b64338 First cut at a non-trivial overlay. Pallettes and tile indexes still to be fixed 2021-10-11 14:09:38 -05:00
Lucas Scharenbroich
2966b1052b Add rendering path for masked dynamic tiles 2021-10-07 23:54:45 -05:00
Lucas Scharenbroich
d5421afdbd Fix off-by-one issue in tile IDs and make the entry point consistent in the code field generator 2021-10-07 18:33:06 -05:00
Lucas Scharenbroich
87ded17e20 Initial Tiled tile animation export support
* Tiled tile animations read from TSX files
* Hooks for initialization generated by the tiled export tool
* Animated tiles implements with dynamic tiles backed by 2KB of direct
  page space in Bank 00
* Animation resolution limited to 1/60th incremenents

TODO
* Fix crasher in the _DoScriptSequ timer callback
* Fix single-line of garbage on the top line of the dynamic tiles
2021-10-06 07:10:09 -05:00
Lucas Scharenbroich
a82c1248db Add untested framework for handling fringe tile rendering 2021-08-30 22:14:04 -05:00
Lucas Scharenbroich
69c6104742 Small initialization and jsr/jsl updates 2021-08-26 16:12:08 -05:00
Lucas Scharenbroich
fe18759759 Refactor original demo driver to use GTE Core; move functions around 2021-08-26 08:52:43 -05:00
Lucas Scharenbroich
7d5f7aa721 Refactor GTE Core to be included as an independent Segment in other projects 2021-08-25 09:38:02 -05:00
Lucas Scharenbroich
238d2f0a6f Fix banking bug and enable BG1 tile maps 2021-08-20 20:20:47 -05:00
Lucas Scharenbroich
e607612344 Add initial build-out of BG1 tile map support 2021-08-19 01:22:36 -05:00
Lucas Scharenbroich
4c5b090afe Fix crashing bug when replacing BG1 tiles with BG0 tiles 2021-08-19 01:21:37 -05:00
Lucas Scharenbroich
55e15aa894 Restore full tile dispatcher code 2021-08-17 09:46:45 -05:00
Lucas Scharenbroich
b35a2c1e6e Complete masked tile rendering implementation
The core data tables were reworked to pre-reverse all of the
entries to directly match the right-to-left ordering of the code
fields.  This simplified some code but was required for register
reuse in the masked tile renderer.

Also fixed several offset calculation issues in the masked tile
renderer.
2021-08-17 09:33:27 -05:00
Lucas Scharenbroich
2540359f60 Fix plx/pla ordering in tile dispatcher 2021-08-14 21:56:08 -05:00
Lucas Scharenbroich
d9133a2170 Switch to using exported Tiled project assets 2021-08-14 20:58:37 -05:00
Lucas Scharenbroich
ce51563913 Fix small code issues and sync up tool output with code changes. Maps render again with solid tiles 2021-08-13 11:57:41 -05:00
Lucas Scharenbroich
652729081e Stub in more tile rendering functions; does not crash but renders incorrectly 2021-08-13 11:38:06 -05:00
Lucas Scharenbroich
90124b04bc First draft of masked tile support
Need to have the called provide a copy of the base line address to the
masked drawing code and need to verify that the JTable entries are
ordered the same way as the byte offset so the same register can be used
to load the JMP addresses and patch in the LDA (DP),y instructions.
2021-08-13 10:05:28 -05:00
Lucas Scharenbroich
e3cb742626 Fix tile rendering
This is not quite correct yet.  IT appears that two rows or columns are
drawn on the edges when only a single solumn or row is necessary.  Also,
this code is based on the old GTE codebase, so the initial rectangle for
rendering tiles is width+1, height+1. This can be improved.
2021-08-10 07:59:14 -05:00
Lucas Scharenbroich
39639d54b5 Fix some small bugs with tile rendering; tiles display but crash after scrolling 8 bytes 2021-08-06 14:42:18 -05:00
Lucas Scharenbroich
1d17b802ad Add basic tilemap support back in 2021-08-05 08:20:38 -05:00
Lucas Scharenbroich
56b5b69efa Move rotation data to its own segment 2021-07-30 08:01:16 -05:00
Lucas Scharenbroich
1936a0898c Sync up 2021-07-29 05:35:09 -05:00
Lucas Scharenbroich
87e46d95f5 Rotation! 2021-07-24 09:00:52 -05:00
Lucas Scharenbroich
cede4c69b4 Add timer infrastructure and two small examples 2021-07-20 12:42:21 -05:00
Lucas Scharenbroich
1fcd4589f7 Add horizontal BG1 offset support; frame lock demo to 60 fps 2021-07-20 00:02:20 -05:00
Lucas Scharenbroich
9cdba9a537 Add routine to do horizontal displacement of BG1 2021-07-19 22:52:42 -05:00
Lucas Scharenbroich
c5eb84ea37 Get the PEI Slammer working for exposing shadowed writes 2021-07-19 22:42:51 -05:00
Lucas Scharenbroich
760580d733 Tweak file loading functions 2021-07-18 08:59:19 -05:00
Lucas Scharenbroich
160a9afafb Add proper handling of wraparound in vertical positioning 2021-07-17 21:00:46 -05:00
Lucas Scharenbroich
4b390fef20 Fix extra push in mixed rendering 2021-07-17 20:38:07 -05:00
Lucas Scharenbroich
bdf885dafd First implementation of BG0/BG1 mixed exception handling 2021-07-16 23:09:08 -05:00
Lucas Scharenbroich
6fc772ce78 Sorted out BG1 edge artifacts 2021-07-16 17:05:29 -05:00
Lucas Scharenbroich
f2d82f810d Very simple asset pipeline to transform PNG impage into raw binary files to load in the engine 2021-07-16 13:09:16 -05:00
Lucas Scharenbroich
62233d4abc Remove dead code and fix right edge of BG1 rendering 2021-07-16 08:38:14 -05:00