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https://github.com/holub/mame
synced 2025-05-22 13:48:55 +03:00
Reverted some more changes done in rev.8551, to avoid a few very picky games to freeze in MESS. changes will be applied again as soon as more OAM rewriting/refactoring is done (and then the duplicate code will be removed)
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@ -530,7 +530,8 @@ struct SNES_PPU_STRUCT /* once all the regs are saved in this structure, it woul
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UINT16 priority_rotation;
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UINT8 next_charmap;
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UINT8 next_size;
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UINT8 size;
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UINT8 size_;
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UINT8 size[2];
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UINT32 next_name_select;
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UINT32 name_select;
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UINT8 first_sprite;
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@ -769,7 +769,7 @@ WRITE8_HANDLER( snes_w_io )
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{
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case INIDISP: /* Initial settings for screen */
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if ((snes_ppu.screen_disabled & 0x80) && (!(data & 0x80))) //a 1->0 force blank transition causes a reset OAM address
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{
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{
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memory_write_byte(space, OAMADDL, snes_ppu.oam.saved_address_low);
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memory_write_byte(space, OAMADDH, snes_ppu.oam.saved_address_high);
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}
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@ -780,7 +780,40 @@ WRITE8_HANDLER( snes_w_io )
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snes_ppu.oam.next_charmap = (data & 0x03) << 1;
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snes_ppu.oam.next_name_select = (((data & 0x18) >> 3) * 0x1000) << 1;
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snes_ppu.oam.next_size = (data & 0xe0) >> 5;
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break;
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switch ((data & 0xe0) >> 5)
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{
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case 0: /* 8 & 16 */
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snes_ppu.oam.size[0] = 1;
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snes_ppu.oam.size[1] = 2;
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break;
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case 1: /* 8 & 32 */
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snes_ppu.oam.size[0] = 1;
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snes_ppu.oam.size[1] = 4;
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break;
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case 2: /* 8 & 64 */
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snes_ppu.oam.size[0] = 1;
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snes_ppu.oam.size[1] = 8;
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break;
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case 3: /* 16 & 32 */
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snes_ppu.oam.size[0] = 2;
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snes_ppu.oam.size[1] = 4;
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break;
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case 4: /* 16 & 64 */
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snes_ppu.oam.size[0] = 2;
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snes_ppu.oam.size[1] = 8;
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break;
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case 5: /* 32 & 64 */
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snes_ppu.oam.size[0] = 4;
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snes_ppu.oam.size[1] = 8;
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break;
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default:
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/* Unknown size so default to 8 & 16 */
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logerror("Object size unsupported: %d\n", (data & 0xe0) >> 5);
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snes_ppu.oam.size[0] = 1;
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snes_ppu.oam.size[1] = 2;
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break;
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}
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case OAMADDL: /* Address for accessing OAM (low) */
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snes_ppu.oam.address_low = data;
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snes_ppu.oam.saved_address_low = data;
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@ -999,14 +999,23 @@ struct OAM
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static struct OAM oam_list[SNES_SCR_WIDTH / 2];
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#if 0
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// FIXME: The following functions should be used to create sprite list with
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// obsel data from the previous line. Unfortunately, some games are very picky
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// about when you set up sprite attributes (e.g. Super Star Wars - The Empire
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// Strikes Back and Super Street Fighter II) and they would freeze if we only build
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// part of the sprite attributes at the right moment and part of them later, during
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// scanline drawing. Hence, these functions are on hold until more OAM refactoring
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// is done (soon-ish)
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static void snes_update_obsel( void )
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{
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snes_ppu.layer[SNES_OAM].charmap = snes_ppu.oam.next_charmap;
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snes_ppu.oam.name_select = snes_ppu.oam.next_name_select;
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if (snes_ppu.oam.size != snes_ppu.oam.next_size)
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if (snes_ppu.oam.size_ != snes_ppu.oam.next_size)
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{
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snes_ppu.oam.size = snes_ppu.oam.next_size;
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snes_ppu.oam.size_ = snes_ppu.oam.next_size;
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snes_ppu.update_oam_list = 1;
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}
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}
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@ -1047,7 +1056,7 @@ static void snes_oam_list_build( void )
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oam_list[i].x -= 512;
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/* Determine object size */
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switch (snes_ppu.oam.size)
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switch (snes_ppu.oam.next_size)
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{
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case 0: /* 8x8 or 16x16 */
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oam_list[i].width = oam_list[i].size ? 2 : 1;
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@ -1087,11 +1096,12 @@ static void snes_oam_list_build( void )
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break;
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default:
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/* we should never enter here... */
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logerror("Object size unsupported: %d\n", snes_ppu.oam.size);
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logerror("Object size unsupported: %d\n", snes_ppu.oam.size_);
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break;
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}
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}
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}
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#endif
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static void snes_update_objects( UINT8 priority_tbl, UINT16 curline )
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{
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@ -1114,6 +1124,10 @@ static void snes_update_objects( UINT8 priority_tbl, UINT16 curline )
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{1, 3, 5, 6}, // mode 7 EXTBG
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{1, 2, 5, 8} // mode 1 + BG3 priority bit
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};
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UINT8 *oamram = (UINT8 *)snes_oam;
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INT16 oam = 0x1ff;
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UINT16 oam_extra = oam + 0x20;
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UINT16 extra = 0;
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#ifdef SNES_LAYER_DEBUG
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if (debug_options.bg_disabled[SNES_OAM])
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@ -1131,13 +1145,32 @@ static void snes_update_objects( UINT8 priority_tbl, UINT16 curline )
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curline /= snes_ppu.interlace;
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curline *= snes_ppu.obj_interlace;
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charaddr = snes_ppu.layer[SNES_OAM].charmap << 13;
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snes_update_obsel();
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snes_oam_list_build();
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charaddr = snes_ppu.oam.next_charmap << 13;
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for (i = 128; i > 0; i--)
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{
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if ((i % 4) == 0)
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extra = oamram[oam_extra--];
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oam_list[i].vflip = (oamram[oam] & 0x80) >> 7;
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oam_list[i].hflip = (oamram[oam] & 0x40) >> 6;
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oam_list[i].priority_bits = (oamram[oam] & 0x30) >> 4;
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oam_list[i].pal = 128 + ((oamram[oam] & 0x0e) << 3);
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oam_list[i].tile = (oamram[oam--] & 0x1) << 8;
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oam_list[i].tile |= oamram[oam--];
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oam_list[i].y = oamram[oam--] + 1; /* We seem to need to add one here.... */
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oam_list[i].x = oamram[oam--];
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oam_list[i].size = (extra & 0x80) >> 7;
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extra <<= 1;
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oam_list[i].x |= ((extra & 0x80) << 1);
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extra <<= 1;
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oam_list[i].y *= snes_ppu.obj_interlace;
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/* Adjust if past maximum position */
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if (oam_list[i].y >= snes_ppu.beam.last_visible_line * snes_ppu.interlace)
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oam_list[i].y -= 256 * snes_ppu.interlace;
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if (oam_list[i].x > 255)
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oam_list[i].x -= 512;
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tile = oam_list[i].tile;
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x = oam_list[i].x;
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y = oam_list[i].y;
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@ -1149,19 +1182,19 @@ static void snes_update_objects( UINT8 priority_tbl, UINT16 curline )
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pal = oam_list[i].pal;
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/* Draw sprite if it intersects the current line */
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if (curline >= y && curline < (y + (height << 3)))
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if (curline >= y && curline < (y + (snes_ppu.oam.size[oam_list[i].size] << 3)))
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{
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/* Only objects using palettes 4-7 can be transparent */
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blend = (pal < 192) ? 1 : 0;
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/* Only objects using tiles over 255 use name select */
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name_sel = (tile < 256) ? 0 : snes_ppu.oam.name_select;
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name_sel = (tile < 256) ? 0 : snes_ppu.oam.next_name_select;
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ys = (curline - y) >> 3;
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line = (curline - y) % 8;
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if (vflip)
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{
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ys = height - ys - 1;
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ys = snes_ppu.oam.size[oam_list[i].size] - ys - 1;
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line = (-1 * line) + 7;
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}
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line <<= 1;
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@ -1169,7 +1202,7 @@ static void snes_update_objects( UINT8 priority_tbl, UINT16 curline )
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if (hflip)
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{
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UINT8 count = 0;
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for (xs = (width - 1); xs >= 0; xs--)
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for (xs = (snes_ppu.oam.size[oam_list[i].size] - 1); xs >= 0; xs--)
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{
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if ((x + (count << 3) < SNES_SCR_WIDTH))
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{
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@ -1180,7 +1213,7 @@ static void snes_update_objects( UINT8 priority_tbl, UINT16 curline )
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}
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else
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{
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for (xs = 0; xs < width; xs++)
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for (xs = 0; xs < snes_ppu.oam.size[oam_list[i].size]; xs++)
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{
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if ((x + (xs << 3) < SNES_SCR_WIDTH))
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{
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