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Correct sprite attribute and colour table addresses.
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@ -199,6 +199,16 @@ class SpriteFetcher {
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public:
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using AddressT = typename Base<personality>::AddressT;
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// The Yamaha VDP adds an additional table when in Sprite Mode 2, the sprite colour
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// table, which is intended to fill the 512 bytes before the programmer-located sprite
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// attribute table.
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//
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// It partially enforces this proximity by forcing bits 7 and 8 to 0 in the address of
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// the attribute table, and forcing them to 1 but masking out bit 9 for the colour table.
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//
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// AttributeAddressMask is used to enable or disable that behaviour.
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static constexpr AddressT AttributeAddressMask = (mode == SpriteMode::Mode2) ? AddressT(~0x180) : AddressT(~0x000);
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SpriteFetcher(Base<personality> *base, LineBuffer &buffer, LineBuffer &sprite_selection_buffer, int y) :
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base(base),
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tile_buffer(buffer),
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@ -230,46 +240,57 @@ class SpriteFetcher {
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}
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void fetch_y(int sprite) {
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base->posit_sprite(sprite_selection_buffer, sprite, base->ram_[base->sprite_attribute_table_address_ & bits<7>(AddressT(sprite << 2))], y);
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const AddressT address = base->sprite_attribute_table_address_ & AttributeAddressMask & bits<7>(AddressT(sprite << 2));
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const uint8_t sprite_y = base->ram_[address];
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base->posit_sprite(sprite_selection_buffer, sprite, sprite_y, y);
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}
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private:
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void fetch_xy(int slot) {
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tile_buffer.active_sprites[slot].x =
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base->ram_[
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base->sprite_attribute_table_address_ & bits<7>(AddressT((tile_buffer.active_sprites[slot].index << 2) | 1))
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base->sprite_attribute_table_address_ & AttributeAddressMask & bits<7>(AddressT((tile_buffer.active_sprites[slot].index << 2) | 1))
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];
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}
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uint8_t name(int slot) {
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return base->ram_[
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base->sprite_attribute_table_address_ & bits<7>(AddressT((tile_buffer.active_sprites[slot].index << 2) | 2))
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] & (base->sprites_16x16_ ? ~3 : ~0);
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const AddressT address =
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base->sprite_attribute_table_address_ &
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AttributeAddressMask &
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bits<7>(AddressT((tile_buffer.active_sprites[slot].index << 2) | 2));
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const uint8_t name = base->ram_[address] & (base->sprites_16x16_ ? ~3 : ~0);
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return name;
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}
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void fetch_image(int slot, uint8_t name) {
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uint8_t colour = 0;
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auto &sprite = tile_buffer.active_sprites[slot];
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switch(mode) {
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case SpriteMode::Mode1:
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// Fetch colour from the attribute table, per this sprite's slot.
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colour = base->ram_[
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base->sprite_attribute_table_address_ & bits<7>(AddressT((tile_buffer.active_sprites[slot].index << 2) | 3))
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base->sprite_attribute_table_address_ & bits<7>(AddressT((sprite.index << 2) | 3))
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];
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break;
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case SpriteMode::Mode2: {
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// Fetch colour from the colour table, per this sprite's slot and row.
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const AddressT colour_table_address = (base->sprite_attribute_table_address_ | ~AttributeAddressMask) & AddressT(~0x200);
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colour = base->ram_[
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base->sprite_attribute_table_address_ & AddressT(~512) & bits<7>(AddressT((tile_buffer.active_sprites[slot].index << 4) | tile_buffer.active_sprites[slot].row))
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colour_table_address &
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bits<9>(
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AddressT(sprite.index << 4) |
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AddressT(sprite.row)
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)
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];
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} break;
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}
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tile_buffer.active_sprites[slot].image[2] = colour;
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tile_buffer.active_sprites[slot].x -= (colour & 0x80) >> 2;
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sprite.image[2] = colour;
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sprite.x -= (colour & 0x80) >> 2;
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const AddressT graphic_location = base->sprite_generator_table_address_ & bits<11>(AddressT((name << 3) | tile_buffer.active_sprites[slot].row));
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tile_buffer.active_sprites[slot].image[0] = base->ram_[graphic_location];
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tile_buffer.active_sprites[slot].image[1] = base->ram_[graphic_location+16];
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const AddressT graphic_location = base->sprite_generator_table_address_ & bits<11>(AddressT((name << 3) | sprite.row));
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sprite.image[0] = base->ram_[graphic_location];
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sprite.image[1] = base->ram_[graphic_location+16];
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}
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Base<personality> *const base;
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