properly emulate sprite deltax + some small fixes

This commit is contained in:
Michaël Banaan Ananas 2011-10-06 17:31:55 +00:00
parent e557246526
commit 3fd32cfd88

View File

@ -12,16 +12,17 @@
* - sort for polys/sprites with same z value, things to look out for:
* + ridgerac race start countdown currently bad
* + ridgerac selection screen currently almost ok
* + propcycl score board currently ok
* + propcycl scoreboard poly <-> poly currently ok
* + propcycl scoreboard poly <-> sprite currently ok
* + timecris sprites (eg. photos in attract mode) currently ok
* - spot
*
* - spritelayer:
* + xy offset
* + clipping to window (eg. timecris)
* + eliminate garbage in airco22b
* + find out which reg/bit controls y_lowres (only used in cybrcycc?)
* + timecris shattered glass is supposed to fade out (happens just before the titlescreen shows)
* + timecris last part of photos attract mode, sprites should be hidden
*
* - lots of smaller issues
*
@ -873,8 +874,16 @@ NewSceneNode( running_machine &machine, UINT32 zsortvalue24, SceneNodeType type
{
struct SceneNode *leaf = MallocSceneNode(machine);
leaf->type = type;
// give sprites priority over polys (eg. propcycl scoreboard)
if (type == eSCENENODE_SPRITE)
{
while (node->nextInBucket && node->type != eSCENENODE_SPRITE)
node = node->nextInBucket;
}
leaf->nextInBucket = node->nextInBucket;
node->nextInBucket = leaf;
return leaf;
}
} /* NewSceneNode */
@ -1121,6 +1130,8 @@ void
namcos22_draw_direct_poly( running_machine &machine, const UINT16 *pSource )
{
namcos22_state *state = machine.driver_data<namcos22_state>();
int polys_enabled = state->m_mbSuperSystem22 ? nthbyte(state->m_gamma,0x1f)&1 : 1;
if (!polys_enabled) return;
/**
* word#0:
* x--------------- end-of-display-list marker
@ -1259,7 +1270,7 @@ DrawSpritesHelper(
/* attrs:
xxxx.x---.----.----.----.----.----.---- always 0?
----.-xxx.----.----.----.----.----.---- enable mask?
----.----.xxxx.xxxx.----.----.----.---- linktype?
----.----.xxxx.xxxx.----.----.----.---- linktype
----.----.----.----.xxxx.xx--.----.---- always 0?
----.----.----.----.----.--x-.----.---- right justify
----.----.----.----.----.---x.----.---- bottom justify
@ -1275,7 +1286,7 @@ DrawSpritesHelper(
INT32 zcoord = pPal[0];
int color = pPal[1]>>16;
int cz = pPal[1]&0xffff;
int pri = ((pPal[1] & 0xffff) == 0x00fe); // ? priority over textlayer, trusted by testmode and timecris (not cz&0x80 or color&0x80 or in attrs)
int pri = ((pPal[1] & 0xffff) == 0x00fe); // priority over textlayer, trusted by testmode and timecris (not cz&0x80 or color&0x80 or in attrs)
UINT32 xypos = pSource[0];
UINT32 size = pSource[1];
UINT32 code = pSource[3];
@ -1376,56 +1387,22 @@ DrawSprites( running_machine &machine, bitmap_t *bitmap, const rectangle *clipre
else popmessage("[S] shows spite/vics regs");
#endif
/*
// time crisis:
00980000: 00060000 000b0053 03000200 03000000
00980010: 00200020 028004ff 032a0509 00000000
00980200: 000007ff 000007ff 000007ff 032a0509
00980210: 000007ff 000007ff 000007ff 000007ff
00980220: 000007ff 000007ff 000007ff 000007ff
00980230: 000007ff 000007ff 05000500 050a050a
// prop normal
00980000: 00060000 00040053 03000200 03000000
00980010: 00200020 028004ff 032a0509 00000000
00980200: 028004ff 032a0509 028004ff 032a0509
00980210: 028004ff 032a0509 028004ff 032a0509
00980220: 028004ff 032a0509 028004ff 032a0509
00980230: 028004ff 032a0509 028004ff 032a0509
//alpine normal / prop test (-48,-43)
00980000: 00060000 00000000 02ff0000 000007ff
00980010: 00200020 000002ff 000007ff 00000000
00980200: 000007ff 000007ff 000007ff 000007ff
00980210: 000007ff 000007ff 000007ff 000007ff
00980220: 000007ff 000007ff 000007ff 000007ff
00980230: 000007ff 000007ff 000007ff 000007ff
0x980000: 00060000 00010000 02ff0000 000007ff
^^^^ 7 = disable
^^^^ num sprites
^^^^ probably deltax related
^^^^ definitely deltay related!
^^^^ enable bits, 7 = disable
^^^^ base
^^^^ base + num sprites
^^^^ ^^^^ deltax
^^^^ deltay
0x980010: 00200020 000002ff 000007ff 00000000
^^^^^^^^ character size?
^^^^ delta xpos?
^^^^ delta ypos?
^^^^^^^^ character size?
0x980200: 000007ff 000007ff delta xpos, delta ypos?
0x980208: 000007ff 000007ff
0x980210: 000007ff 000007ff
0x980218: 000007ff 000007ff
0x980220: 000007ff 000007ff
0x980228: 000007ff 000007ff
0x980230: 000007ff 000007ff
0x980238: 000007ff 000007ff
0x980200: 000007ff 000007ff 000007ff 032a0509
^^^^^^^^ y-clipping (see timecris, not implemented yet)
//time crisis
00980200: 000007ff 000007ff 000007ff 032a0509
00980210: 000007ff 000007ff 000007ff 000007ff
00980220: 000007ff 000007ff 000007ff 000007ff
00980230: 000007ff 000007ff 05000500 050a050a
0x980210: 000007ff 000007ff 000007ff 000007ff
0x980220: 000007ff 000007ff 000007ff 000007ff
0x980230: 000007ff 000007ff 000007ff 000007ff
0x980400: hzoom table
0x980600: vzoom table
@ -1454,38 +1431,8 @@ DrawSprites( running_machine &machine, bitmap_t *bitmap, const rectangle *clipre
y_lowres = 1;
}
// x offs, prelim!
int deltax=spriteram32[5]>>16; // usually 0x280
if (deltax == 0)
switch (state->m_gametype)
{
case NAMCOS22_AQUA_JET:
// approx (not enough testdata)
deltax = 0x07f;
break;
case NAMCOS22_ALPINE_SURFER:
// approx (not enough testdata)
deltax = 0x02e;
break;
case NAMCOS22_CYBER_CYCLES:
// approx (not enough testdata)
deltax = 0x280;
break;
case NAMCOS22_TOKYO_WARS:
// approx (not enough testdata)
deltax = 190;
break;
default:
// accurate in testmode
deltax = 0x02e;
break;
}
int deltay = (spriteram32[3]>>16) + (0x02a >> y_lowres); // ok!
int deltax = (spriteram32[1]&0xffff) + (spriteram32[2]&0xffff) + 0x2d;
int deltay = (spriteram32[3]>>16) + (0x2a >> y_lowres);
int base = spriteram32[0] & 0xffff; // alpinesa/alpinr2b
int num_sprites = (spriteram32[1]>>16) - base;
@ -1748,10 +1695,10 @@ static void namcos22_mix_textlayer( running_machine &machine, bitmap_t *bitmap,
static void DrawCharacterLayer(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect )
{
namcos22_state *state = machine.driver_data<namcos22_state>();
int scroll_x = state->m_tilemapattr[0]>>16;
int scroll_x = (state->m_tilemapattr[0]>>16) - 0x35c;
int scroll_y = state->m_tilemapattr[0]&0xffff;
tilemap_set_scrollx( state->m_bgtilemap,0, (scroll_x-0x35c) & 0x3ff );
tilemap_set_scrollx( state->m_bgtilemap,0, scroll_x & 0x3ff );
tilemap_set_scrolly( state->m_bgtilemap,0, scroll_y & 0x3ff );
tilemap_set_palette_offset( state->m_bgtilemap, mixer.palBase*256 );
@ -2498,7 +2445,7 @@ SCREEN_UPDATE( namcos22s )
if (layer&4) DrawCharacterLayer(screen->machine(), bitmap, cliprect);
if (layer&1) DrawPolygons(screen->machine(), bitmap);
if (layer&2) DrawSprites(screen->machine(), bitmap, cliprect);
if (layer&3) RenderScene(screen->machine(), bitmap );
RenderScene(screen->machine(), bitmap );
if (layer&4) namcos22s_mix_textlayer(screen->machine(), bitmap, cliprect, 6);
ApplyGamma(screen->machine(), bitmap);