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Detect mode 2 collisions, albeit without proper reporting.
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@ -111,8 +111,12 @@ void Base<personality>::draw_sprites(LineBuffer &buffer, int start, int end, int
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LineBuffer::ActiveSprite &sprite = buffer.active_sprites[index];
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for(int c = 0; c < 32; c+= 2) {
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const int shift = (c >> 1) ^ 7;
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Storage<personality>::sprite_cache_[index][c] = Storage<personality>::sprite_cache_[index][c + 1] =
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sprite.image[2] & 0xf & sprite_colour_selection_masks[1 & (sprite.image[shift >> 3] >> (shift & 7))];
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const int bit = 1 & (sprite.image[shift >> 3] >> (shift & 7));
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Storage<personality>::sprite_cache_[index][c] =
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Storage<personality>::sprite_cache_[index][c + 1] =
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(sprite.image[2] & 0xf & sprite_colour_selection_masks[bit]) |
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uint8_t((bit << StatusSpriteCollisionShift) & sprite.collision_bit());
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}
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}
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} else {
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@ -120,8 +124,11 @@ void Base<personality>::draw_sprites(LineBuffer &buffer, int start, int end, int
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LineBuffer::ActiveSprite &sprite = buffer.active_sprites[index];
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for(int c = 0; c < 16; c++) {
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const int shift = c ^ 7;
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const int bit = 1 & (sprite.image[shift >> 3] >> (shift & 7));
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Storage<personality>::sprite_cache_[index][c] =
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sprite.image[2] & 0xf & sprite_colour_selection_masks[1 & (sprite.image[shift >> 3] >> (shift & 7))];
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(sprite.image[2] & 0xf & sprite_colour_selection_masks[bit]) |
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uint8_t((bit << StatusSpriteCollisionShift) & sprite.collision_bit());
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}
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}
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}
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@ -163,12 +170,21 @@ void Base<personality>::draw_sprites(LineBuffer &buffer, int start, int end, int
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for(int x = x1; x < x2; x++) {
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const uint8_t colour = Storage<personality>::sprite_cache_[index][x];
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// Plot colour, if visible.
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if(colour) {
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pixel_origin_[sprite.x + x] = palette()[colour];
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pixel_origin_[sprite.x + x] = palette()[colour & 0xf];
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}
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// Accumulate collisions.
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sprite_collision |= sprite_buffer[sprite.x + x];
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sprite_buffer[sprite.x + x] |= colour;
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// TODO: capture (x, y) if a collision has been spotted.
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}
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// TODO: collisions.
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// Update collision bit.
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status_ |= sprite_collision & StatusSpriteCollision;
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}
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return;
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@ -93,8 +93,10 @@ struct LineBuffer {
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bool opaque() const {
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return !(image[2] & 0x40);
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}
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bool noncollideable() const {
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return image[2] & 0x20;
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/// @returns @c 0x20 if this sprite should generate collisions; @c 0x00 otherwise.
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int collision_bit() const {
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return ((image[2] & 0x20) | ((image[2] & 0x40) >> 1)) ^ 0x20;
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}
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// Yamaha and TMS helpers.
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