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https://github.com/TomHarte/CLK.git
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Pull out and partially generalise sprite output.
This also provides the intended route to supporting Mode 2.
This commit is contained in:
parent
62d381065e
commit
6a2cda7074
@ -540,12 +540,14 @@ template <Personality personality> struct Base: public Storage<personality> {
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bool asked_for_write_area_ = false;
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// Output serialisers.
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void draw_tms_character(int start, int end);
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template <SpriteMode mode = SpriteMode::Mode1> void draw_tms_character(int start, int end);
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template <bool apply_blink> void draw_tms_text(int start, int end);
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void draw_sms(int start, int end, uint32_t cram_dot);
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template<ScreenMode mode> void draw_yamaha(LineBuffer &, int start, int end);
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void draw_yamaha(int start, int end);
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template <SpriteMode mode, bool double_width> void draw_sprites(LineBuffer &, int start, int end, int *colour_buffer = nullptr);
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};
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#include "Fetch.hpp"
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@ -79,6 +79,12 @@ enum class VerticalState {
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Pixels,
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};
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enum class SpriteMode {
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Mode1,
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Mode2,
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MasterSystem,
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};
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}
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}
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@ -9,9 +9,110 @@
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#ifndef Draw_hpp
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#define Draw_hpp
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// MARK: - Sprites, as generalised.
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template <Personality personality>
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template <SpriteMode mode, bool double_width>
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void Base<personality>::draw_sprites(LineBuffer &buffer, int start, int end, int *colour_buffer) {
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if(!buffer.active_sprite_slot) {
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return;
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}
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const int shift_advance = sprites_magnified_ ? 1 : 2;
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// If this is the start of the line clip any part of any sprites that is off to the left.
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if(!start) {
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for(int index = 0; index < buffer.active_sprite_slot; ++index) {
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LineBuffer::ActiveSprite &sprite = buffer.active_sprites[index];
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if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
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}
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}
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int sprite_buffer[256];
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int sprite_collision = 0;
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memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
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if constexpr (mode == SpriteMode::MasterSystem) {
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// Draw all sprites into the sprite buffer.
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for(int index = buffer.active_sprite_slot - 1; index >= 0; --index) {
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LineBuffer::ActiveSprite &sprite = buffer.active_sprites[index];
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if(sprite.shift_position < 16) {
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const int pixel_start = std::max(start, sprite.x);
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// TODO: it feels like the work below should be simplifiable;
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// the double shift in particular, and hopefully the variable shift.
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for(int c = pixel_start; c < end && sprite.shift_position < 16; ++c) {
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const int shift = (sprite.shift_position >> 1);
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const int sprite_colour =
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(((sprite.image[3] << shift) & 0x80) >> 4) |
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(((sprite.image[2] << shift) & 0x80) >> 5) |
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(((sprite.image[1] << shift) & 0x80) >> 6) |
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(((sprite.image[0] << shift) & 0x80) >> 7);
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if(sprite_colour) {
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sprite_collision |= sprite_buffer[c];
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sprite_buffer[c] = sprite_colour | 0x10;
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}
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sprite.shift_position += shift_advance;
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}
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}
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}
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// Draw the sprite buffer onto the colour buffer, wherever the tile map doesn't have
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// priority (or is transparent).
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for(int c = start; c < end; ++c) {
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if(
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sprite_buffer[c] &&
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(!(colour_buffer[c]&0x20) || !(colour_buffer[c]&0xf))
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) colour_buffer[c] = sprite_buffer[c];
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}
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if(sprite_collision)
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status_ |= StatusSpriteCollision;
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return;
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}
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constexpr uint32_t sprite_colour_selection_masks[2] = {0x00000000, 0xffffffff};
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constexpr int colour_masks[16] = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
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// TODO: real Mode 2 logic.
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if constexpr (mode == SpriteMode::Mode1 || mode == SpriteMode::Mode2) {
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// Draw all sprites into the sprite buffer.
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const int shifter_target = sprites_16x16_ ? 32 : 16;
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for(int index = buffer.active_sprite_slot - 1; index >= 0; --index) {
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LineBuffer::ActiveSprite &sprite = buffer.active_sprites[index];
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if(sprite.shift_position < shifter_target) {
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const int pixel_start = std::max(start, sprite.x);
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for(int c = pixel_start; c < end && sprite.shift_position < shifter_target; ++c) {
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const int shift = (sprite.shift_position >> 1) ^ 7;
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int sprite_colour = (sprite.image[shift >> 3] >> (shift & 7)) & 1;
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// A colision is detected regardless of sprite colour ...
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sprite_collision |= sprite_buffer[c] & sprite_colour;
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sprite_buffer[c] |= sprite_colour;
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// ... but a sprite with the transparent colour won't actually be visible.
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sprite_colour &= colour_masks[sprite.image[2]&15];
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pixel_origin_[c] =
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(pixel_origin_[c] & sprite_colour_selection_masks[sprite_colour^1]) |
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(palette()[sprite.image[2]&15] & sprite_colour_selection_masks[sprite_colour]);
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sprite.shift_position += shift_advance;
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}
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}
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}
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status_ |= sprite_collision << StatusSpriteCollisionShift;
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return;
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}
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}
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// MARK: - TMS9918
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template <Personality personality>
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template <SpriteMode sprite_mode>
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void Base<personality>::draw_tms_character(int start, int end) {
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LineBuffer &line_buffer = line_buffers_[output_pointer_.row];
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@ -56,52 +157,7 @@ void Base<personality>::draw_tms_character(int start, int end) {
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}
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}
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// Paint sprites and check for collisions, but only if at least one sprite is active
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// on this line.
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if(line_buffer.active_sprite_slot) {
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const int shift_advance = sprites_magnified_ ? 1 : 2;
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// If this is the start of the line clip any part of any sprites that is off to the left.
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if(!start) {
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for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
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LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
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if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
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}
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}
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int sprite_buffer[256];
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int sprite_collision = 0;
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memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
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constexpr uint32_t sprite_colour_selection_masks[2] = {0x00000000, 0xffffffff};
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constexpr int colour_masks[16] = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
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// Draw all sprites into the sprite buffer.
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const int shifter_target = sprites_16x16_ ? 32 : 16;
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for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
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LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
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if(sprite.shift_position < shifter_target) {
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const int pixel_start = std::max(start, sprite.x);
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for(int c = pixel_start; c < end && sprite.shift_position < shifter_target; ++c) {
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const int shift = (sprite.shift_position >> 1) ^ 7;
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int sprite_colour = (sprite.image[shift >> 3] >> (shift & 7)) & 1;
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// A colision is detected regardless of sprite colour ...
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sprite_collision |= sprite_buffer[c] & sprite_colour;
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sprite_buffer[c] |= sprite_colour;
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// ... but a sprite with the transparent colour won't actually be visible.
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sprite_colour &= colour_masks[sprite.image[2]&15];
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pixel_origin_[c] =
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(pixel_origin_[c] & sprite_colour_selection_masks[sprite_colour^1]) |
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(palette()[sprite.image[2]&15] & sprite_colour_selection_masks[sprite_colour]);
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sprite.shift_position += shift_advance;
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}
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}
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}
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status_ |= sprite_collision << StatusSpriteCollisionShift;
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}
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draw_sprites<sprite_mode, false>(line_buffer, start, end);
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}
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template <Personality personality>
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@ -150,156 +206,102 @@ void Base<personality>::draw_tms_text(int start, int end) {
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template <Personality personality>
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void Base<personality>::draw_sms(int start, int end, uint32_t cram_dot) {
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if constexpr (is_sega_vdp(personality)) {
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LineBuffer &line_buffer = line_buffers_[output_pointer_.row];
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int colour_buffer[256];
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LineBuffer &line_buffer = line_buffers_[output_pointer_.row];
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int colour_buffer[256];
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/*
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Add extra border for any pixels that fall before the fine scroll.
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*/
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int tile_start = start, tile_end = end;
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int tile_offset = start;
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if(output_pointer_.row >= 16 || !Storage<personality>::horizontal_scroll_lock_) {
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for(int c = start; c < (line_buffer.latched_horizontal_scroll & 7); ++c) {
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colour_buffer[c] = 16 + background_colour_;
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++tile_offset;
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}
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// Remove the border area from that to which tiles will be drawn.
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tile_start = std::max(start - (line_buffer.latched_horizontal_scroll & 7), 0);
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tile_end = std::max(end - (line_buffer.latched_horizontal_scroll & 7), 0);
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}
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uint32_t pattern;
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uint8_t *const pattern_index = reinterpret_cast<uint8_t *>(&pattern);
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/*
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Add background tiles; these will fill the colour_buffer with values in which
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the low five bits are a palette index, and bit six is set if this tile has
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priority over sprites.
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*/
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if(tile_start < end) {
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const int shift = tile_start & 7;
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int byte_column = tile_start >> 3;
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int pixels_left = tile_end - tile_start;
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int length = std::min(pixels_left, 8 - shift);
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pattern = *reinterpret_cast<const uint32_t *>(line_buffer.tiles.patterns[byte_column]);
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if(line_buffer.tiles.flags[byte_column]&2)
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pattern >>= shift;
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else
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pattern <<= shift;
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while(true) {
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const int palette_offset = (line_buffer.tiles.flags[byte_column]&0x18) << 1;
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if(line_buffer.tiles.flags[byte_column]&2) {
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for(int c = 0; c < length; ++c) {
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colour_buffer[tile_offset] =
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((pattern_index[3] & 0x01) << 3) |
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((pattern_index[2] & 0x01) << 2) |
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((pattern_index[1] & 0x01) << 1) |
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((pattern_index[0] & 0x01) << 0) |
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palette_offset;
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++tile_offset;
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pattern >>= 1;
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}
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} else {
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for(int c = 0; c < length; ++c) {
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colour_buffer[tile_offset] =
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((pattern_index[3] & 0x80) >> 4) |
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((pattern_index[2] & 0x80) >> 5) |
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((pattern_index[1] & 0x80) >> 6) |
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((pattern_index[0] & 0x80) >> 7) |
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palette_offset;
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++tile_offset;
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pattern <<= 1;
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}
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/*
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Add extra border for any pixels that fall before the fine scroll.
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*/
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int tile_start = start, tile_end = end;
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int tile_offset = start;
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if(output_pointer_.row >= 16 || !Storage<personality>::horizontal_scroll_lock_) {
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for(int c = start; c < (line_buffer.latched_horizontal_scroll & 7); ++c) {
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colour_buffer[c] = 16 + background_colour_;
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++tile_offset;
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}
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pixels_left -= length;
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if(!pixels_left) break;
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// Remove the border area from that to which tiles will be drawn.
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tile_start = std::max(start - (line_buffer.latched_horizontal_scroll & 7), 0);
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tile_end = std::max(end - (line_buffer.latched_horizontal_scroll & 7), 0);
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}
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uint32_t pattern;
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uint8_t *const pattern_index = reinterpret_cast<uint8_t *>(&pattern);
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/*
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Add background tiles; these will fill the colour_buffer with values in which
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the low five bits are a palette index, and bit six is set if this tile has
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priority over sprites.
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*/
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if(tile_start < end) {
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const int shift = tile_start & 7;
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int byte_column = tile_start >> 3;
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int pixels_left = tile_end - tile_start;
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int length = std::min(pixels_left, 8 - shift);
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length = std::min(8, pixels_left);
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byte_column++;
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pattern = *reinterpret_cast<const uint32_t *>(line_buffer.tiles.patterns[byte_column]);
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}
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}
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if(line_buffer.tiles.flags[byte_column]&2)
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pattern >>= shift;
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else
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pattern <<= shift;
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/*
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Apply sprites (if any).
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*/
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if(line_buffer.active_sprite_slot) {
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const int shift_advance = sprites_magnified_ ? 1 : 2;
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// If this is the start of the line clip any part of any sprites that is off to the left.
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if(!start) {
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for(int index = 0; index < line_buffer.active_sprite_slot; ++index) {
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LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
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if(sprite.x < 0) sprite.shift_position -= shift_advance * sprite.x;
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}
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}
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int sprite_buffer[256];
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int sprite_collision = 0;
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memset(&sprite_buffer[start], 0, size_t(end - start)*sizeof(sprite_buffer[0]));
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// Draw all sprites into the sprite buffer.
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for(int index = line_buffer.active_sprite_slot - 1; index >= 0; --index) {
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LineBuffer::ActiveSprite &sprite = line_buffer.active_sprites[index];
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if(sprite.shift_position < 16) {
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const int pixel_start = std::max(start, sprite.x);
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// TODO: it feels like the work below should be simplifiable;
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// the double shift in particular, and hopefully the variable shift.
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for(int c = pixel_start; c < end && sprite.shift_position < 16; ++c) {
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const int shift = (sprite.shift_position >> 1);
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const int sprite_colour =
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(((sprite.image[3] << shift) & 0x80) >> 4) |
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(((sprite.image[2] << shift) & 0x80) >> 5) |
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(((sprite.image[1] << shift) & 0x80) >> 6) |
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(((sprite.image[0] << shift) & 0x80) >> 7);
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if(sprite_colour) {
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sprite_collision |= sprite_buffer[c];
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sprite_buffer[c] = sprite_colour | 0x10;
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while(true) {
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const int palette_offset = (line_buffer.tiles.flags[byte_column]&0x18) << 1;
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if(line_buffer.tiles.flags[byte_column]&2) {
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for(int c = 0; c < length; ++c) {
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colour_buffer[tile_offset] =
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((pattern_index[3] & 0x01) << 3) |
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((pattern_index[2] & 0x01) << 2) |
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((pattern_index[1] & 0x01) << 1) |
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((pattern_index[0] & 0x01) << 0) |
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palette_offset;
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++tile_offset;
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pattern >>= 1;
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}
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} else {
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for(int c = 0; c < length; ++c) {
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colour_buffer[tile_offset] =
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((pattern_index[3] & 0x80) >> 4) |
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((pattern_index[2] & 0x80) >> 5) |
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((pattern_index[1] & 0x80) >> 6) |
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((pattern_index[0] & 0x80) >> 7) |
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palette_offset;
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++tile_offset;
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pattern <<= 1;
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}
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sprite.shift_position += shift_advance;
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}
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pixels_left -= length;
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if(!pixels_left) break;
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length = std::min(8, pixels_left);
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byte_column++;
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pattern = *reinterpret_cast<const uint32_t *>(line_buffer.tiles.patterns[byte_column]);
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}
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}
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// Draw the sprite buffer onto the colour buffer, wherever the tile map doesn't have
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// priority (or is transparent).
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for(int c = start; c < end; ++c) {
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if(
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sprite_buffer[c] &&
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(!(colour_buffer[c]&0x20) || !(colour_buffer[c]&0xf))
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) colour_buffer[c] = sprite_buffer[c];
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/*
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Apply sprites (if any).
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*/
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draw_sprites<SpriteMode::MasterSystem, false>(line_buffer, start, end, colour_buffer);
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// Map from the 32-colour buffer to real output pixels, applying the specific CRAM dot if any.
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pixel_target_[start] = Storage<personality>::colour_ram_[colour_buffer[start] & 0x1f] | cram_dot;
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for(int c = start+1; c < end; ++c) {
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pixel_target_[c] = Storage<personality>::colour_ram_[colour_buffer[c] & 0x1f];
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}
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if(sprite_collision)
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status_ |= StatusSpriteCollision;
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}
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// Map from the 32-colour buffer to real output pixels, applying the specific CRAM dot if any.
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pixel_target_[start] = Storage<personality>::colour_ram_[colour_buffer[start] & 0x1f] | cram_dot;
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for(int c = start+1; c < end; ++c) {
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pixel_target_[c] = Storage<personality>::colour_ram_[colour_buffer[c] & 0x1f];
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}
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// If the VDP is set to hide the left column and this is the final call that'll come
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// this line, hide it.
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if(end == 256) {
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if(Storage<personality>::hide_left_column_) {
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pixel_origin_[0] = pixel_origin_[1] = pixel_origin_[2] = pixel_origin_[3] =
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pixel_origin_[4] = pixel_origin_[5] = pixel_origin_[6] = pixel_origin_[7] =
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Storage<personality>::colour_ram_[16 + background_colour_];
|
||||
// If the VDP is set to hide the left column and this is the final call that'll come
|
||||
// this line, hide it.
|
||||
if(end == 256) {
|
||||
if(Storage<personality>::hide_left_column_) {
|
||||
pixel_origin_[0] = pixel_origin_[1] = pixel_origin_[2] = pixel_origin_[3] =
|
||||
pixel_origin_[4] = pixel_origin_[5] = pixel_origin_[6] = pixel_origin_[7] =
|
||||
Storage<personality>::colour_ram_[16 + background_colour_];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Yamaha
|
||||
@ -307,7 +309,7 @@ void Base<personality>::draw_sms(int start, int end, uint32_t cram_dot) {
|
||||
template <Personality personality>
|
||||
template <ScreenMode mode>
|
||||
void Base<personality>::draw_yamaha(LineBuffer &buffer, int start, int end) {
|
||||
// TODO: sprites. And all other graphics modes.
|
||||
// TODO: Many other graphics modes.
|
||||
// TODO: much smarter loops. Duff plus a tail?
|
||||
|
||||
if constexpr (mode == ScreenMode::YamahaGraphics4) {
|
||||
@ -316,8 +318,6 @@ void Base<personality>::draw_yamaha(LineBuffer &buffer, int start, int end) {
|
||||
buffer.bitmap[c >> 1] >> ((((c & 1) ^ 1) << 2)) & 0xf
|
||||
];
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if constexpr (mode == ScreenMode::YamahaGraphics5) {
|
||||
@ -326,16 +326,18 @@ void Base<personality>::draw_yamaha(LineBuffer &buffer, int start, int end) {
|
||||
buffer.bitmap[c >> 2] >> ((((c & 3) ^ 3) << 1)) & 3
|
||||
];
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
draw_sprites<
|
||||
SpriteMode::Mode2,
|
||||
mode == ScreenMode::YamahaGraphics5 || mode == ScreenMode::YamahaGraphics6
|
||||
>(buffer, start, end);
|
||||
}
|
||||
|
||||
template <Personality personality>
|
||||
void Base<personality>::draw_yamaha(int start, int end) {
|
||||
LineBuffer &line_buffer = line_buffers_[output_pointer_.row];
|
||||
|
||||
#define Dispatch(x) case ScreenMode::x: draw_yamaha<ScreenMode::x>(line_buffer, start, end); break;
|
||||
if constexpr (is_yamaha_vdp(personality)) {
|
||||
switch(line_buffer.screen_mode) {
|
||||
// Modes that are the same (or close enough) to those on the TMS.
|
||||
@ -343,18 +345,22 @@ void Base<personality>::draw_yamaha(int start, int end) {
|
||||
case ScreenMode::YamahaText80: draw_tms_text<true>(start >> 1, end >> 1); break;
|
||||
case ScreenMode::MultiColour:
|
||||
case ScreenMode::ColouredText:
|
||||
case ScreenMode::YamahaGraphics3: // TODO: does this make sense?3
|
||||
case ScreenMode::Graphics: draw_tms_character(start >> 2, end >> 2); break;
|
||||
|
||||
// Dispatch(YamahaGraphics3);
|
||||
case ScreenMode::YamahaGraphics3:
|
||||
draw_tms_character<SpriteMode::Mode2>(start >> 2, end >> 2);
|
||||
break;
|
||||
|
||||
#define Dispatch(x) case ScreenMode::x: draw_yamaha<ScreenMode::x>(line_buffer, start, end); break;
|
||||
Dispatch(YamahaGraphics4);
|
||||
Dispatch(YamahaGraphics5);
|
||||
Dispatch(YamahaGraphics6);
|
||||
Dispatch(YamahaGraphics7);
|
||||
#undef Dispatch
|
||||
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
#undef Dispatch
|
||||
}
|
||||
|
||||
// MARK: - Mega Drive
|
||||
|
@ -173,12 +173,6 @@ struct CharacterFetcher {
|
||||
int colour_name_shift;
|
||||
};
|
||||
|
||||
enum class SpriteMode {
|
||||
Mode1,
|
||||
Mode2,
|
||||
// MasterSystem,
|
||||
};
|
||||
|
||||
constexpr SpriteMode sprite_mode(ScreenMode screen_mode) {
|
||||
switch(screen_mode) {
|
||||
default:
|
||||
@ -189,11 +183,12 @@ constexpr SpriteMode sprite_mode(ScreenMode screen_mode) {
|
||||
case ScreenMode::Graphics:
|
||||
return SpriteMode::Mode1;
|
||||
|
||||
// case ScreenMode::SMSMode4:
|
||||
// return SpriteMode::MasterSystem;
|
||||
case ScreenMode::SMSMode4:
|
||||
return SpriteMode::MasterSystem;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: should this be extended to include Master System sprites?
|
||||
template <Personality personality, SpriteMode mode>
|
||||
class SpriteFetcher {
|
||||
public:
|
||||
|
Loading…
x
Reference in New Issue
Block a user