[SNES]: Fixed 8bpp layer colors.

This commit is contained in:
Angelo Salese 2009-08-12 23:36:47 +00:00
parent fcf3613988
commit 0e6ddcf9a2
2 changed files with 2 additions and 14 deletions

View File

@ -338,18 +338,6 @@ READ8_HANDLER( snes_r_io )
/* offset is from 0x000000 */
switch( offset )
{
/* hacks for SimCity 2000 (J) to boot - I presume openbus emulation will fix */
case 0x221a:
case 0x231c:
case 0x241e:
return 1;
case 0x2017:
case 0x221b:
case 0x231d:
case 0x241f:
return 0;
case 0x2016:
return 2;
case OAMDATA: /* 21xy for x=0,1,2 and y=4,5,6,8,9,a returns PPU1 open bus*/
case BGMODE:
case MOSAIC:

View File

@ -473,7 +473,7 @@ INLINE void snes_update_line( UINT8 screen, UINT8 color_depth, UINT8 hires, UINT
tile_divider = 2;
break;
case SNES_COLOR_DEPTH_8BPP:
color_shift = 6; // 2009-08 FP: this should be 6 or 8, if I'm following correctly the drawing code
color_shift = 0; //n/a, pal offset is always zero
color_planes = 8;
tile_divider = 4;
break;
@ -496,7 +496,7 @@ INLINE void snes_update_line( UINT8 screen, UINT8 color_depth, UINT8 hires, UINT
vflip = snes_vram[tmap + ii + 1] & 0x80;
hflip = snes_vram[tmap + ii + 1] & 0x40;
priority = ((snes_vram[tmap + ii + 1] & 0x20) >> 5) ? priority_b : priority_a;
pal = (snes_vram[tmap + ii + 1] & 0x1c) << color_shift; /* 8 palettes of (4 * color_shift) colours */
pal = (color_depth == SNES_COLOR_DEPTH_8BPP) ? 0 : (snes_vram[tmap + ii + 1] & 0x1c) << color_shift; /* 8 palettes of (4 * color_shift) colours */
tile = (snes_vram[tmap + ii + 1] & 0x3) << 8;
tile |= snes_vram[tmap + ii] & 0xff;