diff --git a/tools/mkrot.js b/tools/mkrot.js index 1c0172b..8d1dfa9 100644 --- a/tools/mkrot.js +++ b/tools/mkrot.js @@ -1,13 +1,13 @@ /** * Generated data tables for BG1 rotation * - * The tickiest issue to address is that, when calculating the rotation indices, at + * The trickiest issue to address is that, when calculating the rotation indices, at * a 45 degree angle, the mapped address for a fixed rectangle can be outside of the * pixel buffer. To fix this we make a compromise. * * To keep speed, image data is drawn one word at a time, so the effective width of the * rotation is 82 units wide. Since each work contains 4 pixels, we will only rotate - * a quarter of the vertical image -- an effective 52 units -- and display the save offset + * a quarter of the vertical image -- an effective 52 units -- and display the same offset * for four consecutive lines. * * Further, the image data will be the center of the BG1 buffer, so the middle 52 lines. @@ -16,7 +16,7 @@ * sqrt(2) (~40%) -- or 32 words horizontally and 21 lines vertically. There is extra * data vertically to fill this and, since the BG1 buffer is stored with a stride of * 256 bytes (128 words) there are an extra 46 words of empty space that can be zeroed - * out or filled with content to improve the retation visuals. + * out or filled with content to improve the rotation visuals. */ const fs = require('fs').promises; const process = require('process'); @@ -41,7 +41,7 @@ console.log(`; The BG1 buffer lives at [${toHex(BUFFER_START)}, ${toHex(BUFFER_E // extends down to line const TEXTURE_START = BUFFER_STRIDE * (BUFFER_HEIGHT - TEXTURE_HEIGHT) / 2; const TEXTURE_END = BUFFER_STRIDE * (BUFFER_HEIGHT + TEXTURE_HEIGHT) / 2; -const TEXTURE_CENTER = TEXTURE_START + Math.floor(TEXTURE_HEIGHT / 2) * BUFFER_STRIDE + Math.floor(BUFFER_WIDTH / 2); +const TEXTURE_CENTER = BUFFER_START + TEXTURE_START + Math.floor(TEXTURE_HEIGHT / 2) * BUFFER_STRIDE + Math.floor(BUFFER_WIDTH / 2); console.log(`; The texture is this range of the BG1 buffer [${toHex(TEXTURE_START)}, ${toHex(TEXTURE_END)}]`);