diff --git a/Components/9918/9918.cpp b/Components/9918/9918.cpp index ce23b4f19..7ea9ab00c 100644 --- a/Components/9918/9918.cpp +++ b/Components/9918/9918.cpp @@ -141,17 +141,20 @@ void TMS9918::run_for(const HalfCycles cycles) { // Then ten access windows are filled with collection of sprite 3 and 4 details. if(access_pointer_ >= 4 && access_pointer_ < 14) { // TODO: this repeats the code below. - while(access_pointer_ < access_slot) { - const int target = 2 + (access_pointer_ - 4) / 6; + int end = std::min(14, access_slot); + while(access_pointer_ < end) { + const int offset = access_pointer_ - 2; + const int target = 2 + (offset / 6); const int sprite = active_sprites_[target] & 31; - const int subcycle = access_pointer_ % 6; + const int subcycle = offset % 6; +// printf("%d: %d %d\n", access_pointer_, target, subcycle); switch(subcycle) { - case 2: sprites_[target].y = ram_[sprite_attribute_table_address_ + (sprite << 2)]; break; - case 3: sprites_[target].x = ram_[sprite_attribute_table_address_ + (sprite << 2) + 1]; break; - case 4: sprites_[target].pattern_number = ram_[sprite_attribute_table_address_ + (sprite << 2) + 2]; break; - case 5: sprites_[target].colour = ram_[sprite_attribute_table_address_ + (sprite << 2) + 3]; break; - case 0: - case 1: { + case 0: sprites_[target].y = ram_[sprite_attribute_table_address_ + (sprite << 2)]; break; + case 1: sprites_[target].x = ram_[sprite_attribute_table_address_ + (sprite << 2) + 1]; break; + case 2: sprites_[target].pattern_number = ram_[sprite_attribute_table_address_ + (sprite << 2) + 2]; break; + case 3: sprites_[target].colour = ram_[sprite_attribute_table_address_ + (sprite << 2) + 3]; break; + case 4: + case 5: { const int sprite_offset = sprites_[target].pattern_number & ~(sprites_16x16_ ? 3 : 0); const int sprite_row = (row_ - sprites_[target].y) & 15; const int sprite_address = @@ -208,7 +211,7 @@ void TMS9918::run_for(const HalfCycles cycles) { break; const int sprite = slot - (slot >> 2) + 8; sprite_locations_[sprite] = ram_[sprite_attribute_table_address_ + (sprite << 2)]; - } break; // TODO: sprites / CPU access. + } break; case 0: if(screen_mode_ != 1) { colour_buffer_[character_column] = ram_[colour_base + (pattern_name_ >> 3)]; @@ -236,8 +239,8 @@ void TMS9918::run_for(const HalfCycles cycles) { if(sprite_locations_[c] == 208) break; // Skip sprite if invisible anyway. - int ranged_location = ((static_cast(sprite_locations_[c]) + sprite_height) & 255) - sprite_height; - if(ranged_location > row_ || ranged_location + sprite_height < row_) continue; + int offset = (row_ - sprite_locations_[c])&255; + if(offset < 0 || offset >= sprite_height) continue; last_visible = c; if(slot < 4) { @@ -264,10 +267,12 @@ void TMS9918::run_for(const HalfCycles cycles) { // Fourteen access windows: collect initial sprite information. if(access_pointer_ >= 156 && access_pointer_ < 170) { - while(access_pointer_ < access_slot) { + int end = std::min(170, access_slot); + while(access_pointer_ < end) { const int target = (access_pointer_ - 156) / 6; const int sprite = active_sprites_[target] & 31; const int subcycle = access_pointer_ % 6; +// printf("%d: %d %d\n", access_pointer_, target, subcycle); switch(subcycle) { case 0: sprites_[target].y = ram_[sprite_attribute_table_address_ + (sprite << 2)]; break; case 1: sprites_[target].x = ram_[sprite_attribute_table_address_ + (sprite << 2) + 1]; break; @@ -286,7 +291,8 @@ void TMS9918::run_for(const HalfCycles cycles) { } } - // There's another unused access window here. + // There's a single unused access window here. + access_pointer_ = std::min(171, access_slot); } break; } @@ -368,7 +374,8 @@ void TMS9918::run_for(const HalfCycles cycles) { if(output_column_ == first_right_border_column_) { // Just chuck the sprites on. Quick hack! for(size_t c = 0; c < 4; ++c) { - if(active_sprites_[c^3] == 255) continue; + if(active_sprites_[c^3] == 0xff) continue; + if(!(sprites_[c^3].colour&15)) continue; for(int p = 0; p < (sprites_16x16_ ? 16 : 8); ++p) { int x = sprites_[c^3].x + p; if(sprites_[c^3].colour & 0x80) x -= 32;