Commit Graph

49 Commits

Author SHA1 Message Date
Lucas Scharenbroich
027f9746ec Checkpoint of work 2022-01-19 20:58:57 -06:00
Lucas Scharenbroich
cd5de05d74 Most of the horizontal flip routines are not needed since the _GetTileAddr function returns the correct tile address. Need to finish auditing other Tile blitters 2021-11-20 13:54:19 -06:00
Lucas Scharenbroich
0cc28f9e6e Generalize _DrawSprite to handle all sizes and flip bits. 2021-11-20 12:00:21 -06:00
Lucas Scharenbroich
a7ba1e4b6b Add final tile blitter 2021-11-19 16:48:39 -06:00
Lucas Scharenbroich
39303041f9 Add priority dynamic tiles + sprite blitter 2021-11-19 16:30:22 -06:00
Lucas Scharenbroich
44cbba3f23 Add in new variants for sprite and priority tiles 2021-11-19 15:07:43 -06:00
Lucas Scharenbroich
b4871efe8f Streamlining tile blitter macros 2021-11-19 13:00:59 -06:00
Lucas Scharenbroich
0a9eb76ab5 Checkpoint; have old Dynamic Tile Renderers working 2021-11-18 16:23:44 -06:00
Lucas Scharenbroich
9a6eb45b20 Add Masked Sprite Tile blitter and fix some minor issues with the macro 2021-11-15 21:23:15 -06:00
Lucas Scharenbroich
cc8e03e6d3 Add SCB binding infrastructure 2021-11-13 19:45:27 -06:00
Lucas Scharenbroich
596777da8d Enable non-sprite, solid dynamic tiles 2021-11-12 15:11:29 -06:00
Lucas Scharenbroich
de5bdc6041 Rename tile blitters to match internal bit fields and add in the solid prioity blitter 2021-11-12 09:07:51 -06:00
Lucas Scharenbroich
dec9a3d106 Fix fast-path return value in PushDirtyTile and correct handling of TS_SPRITE_FLAG 2021-11-11 22:10:54 -06:00
Lucas Scharenbroich
678c9a0563 Initial shell of generalize sprite size support; just for marking the dirty tiles 2021-11-11 17:06:38 -06:00
Lucas Scharenbroich
bb5f4493d9 Fully integration simple (8x8) sprites into the render pipeline 2021-11-01 23:36:53 -05:00
Lucas Scharenbroich
631f40da23 Nearly complete integration of sprites into rendering function 2021-10-31 15:42:59 -05:00
Lucas Scharenbroich
b4155dc751 Expose the ApplyTiles subroutine 2021-10-29 00:52:29 -05:00
Lucas Scharenbroich
4e46a6af85 WIP: manual sprite rendering showing on screen 2021-10-28 21:41:01 -05:00
Lucas Scharenbroich
2feb6f590b Add address in sprite plane for tile rendering; use in tile dispatcher 2021-10-27 00:14:19 -05:00
Lucas Scharenbroich
82c1a8e2e4 Remember to cacluate the tile address when adding to the dirty tile list 2021-10-26 21:34:38 -05:00
Lucas Scharenbroich
0366c1a0e0 Fix missing index in the dirty tile initializations 2021-10-26 21:21:08 -05:00
Lucas Scharenbroich
3b8bf652e1 Continued bug fixing
* Missed an XBA to swap tile command bits into a proper index range
* Explicitly track the BASE_ADDR
* Fix some register overwriting
* Add an UpdateSprite method
2021-10-23 22:31:38 -05:00
Lucas Scharenbroich
494673416b Fix several incorrect uses of internal API; work toward functional demo 2021-10-22 00:56:12 -05:00
Lucas Scharenbroich
4e779e71d2 Tile rendering reorganization
This significantly simplifies the dispatch process by creating a
proper backing store for the tiles.  Most values that were
calcualted on the fly are now stored as constants in the tile
store.

Also, all tile updated are run through the dirty tile list which
solved a checken-and-egg problem of which order to do sprites vs
new tiles and affords a lot of optimizations since tile rendering
is deferred and each tile is only drawn at most once per frame.
2021-10-21 08:50:07 -05:00
Lucas Scharenbroich
4d224a92d9 Fix pre-shift bug in the tile address calculation 2021-10-11 16:47:38 -05:00
Lucas Scharenbroich
4338b64338 First cut at a non-trivial overlay. Pallettes and tile indexes still to be fixed 2021-10-11 14:09:38 -05:00
Lucas Scharenbroich
2966b1052b Add rendering path for masked dynamic tiles 2021-10-07 23:54:45 -05:00
Lucas Scharenbroich
87ded17e20 Initial Tiled tile animation export support
* Tiled tile animations read from TSX files
* Hooks for initialization generated by the tiled export tool
* Animated tiles implements with dynamic tiles backed by 2KB of direct
  page space in Bank 00
* Animation resolution limited to 1/60th incremenents

TODO
* Fix crasher in the _DoScriptSequ timer callback
* Fix single-line of garbage on the top line of the dynamic tiles
2021-10-06 07:10:09 -05:00
Lucas Scharenbroich
a82c1248db Add untested framework for handling fringe tile rendering 2021-08-30 22:14:04 -05:00
Lucas Scharenbroich
fe18759759 Refactor original demo driver to use GTE Core; move functions around 2021-08-26 08:52:43 -05:00
Lucas Scharenbroich
238d2f0a6f Fix banking bug and enable BG1 tile maps 2021-08-20 20:20:47 -05:00
Lucas Scharenbroich
4c5b090afe Fix crashing bug when replacing BG1 tiles with BG0 tiles 2021-08-19 01:21:37 -05:00
Lucas Scharenbroich
55e15aa894 Restore full tile dispatcher code 2021-08-17 09:46:45 -05:00
Lucas Scharenbroich
b35a2c1e6e Complete masked tile rendering implementation
The core data tables were reworked to pre-reverse all of the
entries to directly match the right-to-left ordering of the code
fields.  This simplified some code but was required for register
reuse in the masked tile renderer.

Also fixed several offset calculation issues in the masked tile
renderer.
2021-08-17 09:33:27 -05:00
Lucas Scharenbroich
2540359f60 Fix plx/pla ordering in tile dispatcher 2021-08-14 21:56:08 -05:00
Lucas Scharenbroich
d9133a2170 Switch to using exported Tiled project assets 2021-08-14 20:58:37 -05:00
Lucas Scharenbroich
ce51563913 Fix small code issues and sync up tool output with code changes. Maps render again with solid tiles 2021-08-13 11:57:41 -05:00
Lucas Scharenbroich
652729081e Stub in more tile rendering functions; does not crash but renders incorrectly 2021-08-13 11:38:06 -05:00
Lucas Scharenbroich
90124b04bc First draft of masked tile support
Need to have the called provide a copy of the base line address to the
masked drawing code and need to verify that the JTable entries are
ordered the same way as the byte offset so the same register can be used
to load the JMP addresses and patch in the LDA (DP),y instructions.
2021-08-13 10:05:28 -05:00
Lucas Scharenbroich
e3cb742626 Fix tile rendering
This is not quite correct yet.  IT appears that two rows or columns are
drawn on the edges when only a single solumn or row is necessary.  Also,
this code is based on the old GTE codebase, so the initial rectangle for
rendering tiles is width+1, height+1. This can be improved.
2021-08-10 07:59:14 -05:00
Lucas Scharenbroich
39639d54b5 Fix some small bugs with tile rendering; tiles display but crash after scrolling 8 bytes 2021-08-06 14:42:18 -05:00
Lucas Scharenbroich
1d17b802ad Add basic tilemap support back in 2021-08-05 08:20:38 -05:00
Lucas Scharenbroich
c5eb84ea37 Get the PEI Slammer working for exposing shadowed writes 2021-07-19 22:42:51 -05:00
Lucas Scharenbroich
6fc772ce78 Sorted out BG1 edge artifacts 2021-07-16 17:05:29 -05:00
Lucas Scharenbroich
50f5da5608 WIP on BG0X positioning; fix tile horizonal calculation 2021-07-15 11:01:42 -05:00
Lucas Scharenbroich
e03859406e Fix indexing issue with calculating a tile's top line 2021-07-10 20:46:32 -05:00
Lucas Scharenbroich
d1e59e81ac Fix off-by-one error when rendering tiles 2021-07-10 20:43:55 -05:00
Lucas Scharenbroich
469e8bb74a Add all minimal function in place; not onto debugging 2021-07-09 15:38:32 -05:00
Lucas Scharenbroich
8ec31631eb Split up source code a bit more; work toward completing render pipeline 2021-07-08 07:46:35 -05:00