[SNES]: Fixed a potential bug with direct colors

This commit is contained in:
Angelo Salese 2009-08-14 16:10:09 +00:00
parent 0408e71919
commit 4349fa2591

View File

@ -278,7 +278,7 @@ INLINE void snes_draw_tile(UINT8 screen, UINT8 planes, UINT8 layer, UINT16 tilea
{
/* format is 0 | BBb00 | GGGg0 | RRRr0, HW confirms that the data is zero padded. */
c = ((colour & 0x07) << 2) | ((colour & 0x38) << 4) | ((colour & 0xc0) << 7);
c |= ((pal & 0x01) << 1) | ((pal & 0x02) << 5) | ((pal & 0x4) << 10);
c |= ((pal & 0x04) >> 1) | ((pal & 0x08) << 3) | ((pal & 0x10) << 8);
}
else
c = snes_cgram[pal + colour];
@ -498,13 +498,13 @@ INLINE void snes_update_line( UINT8 screen, UINT8 color_depth, UINT8 hires, UINT
tmap -= ii;
wrap_around_x = 0; /* Make sure we don't do this again */
}
//if (tmap > 0x10000) //<- causes corrupt tiles in places, needed?
//if (tmap > 0x10000)
// tmap %= 0x10000;
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 = (color_depth == SNES_COLOR_DEPTH_8BPP) ? 0 : (snes_vram[tmap + ii + 1] & 0x1c) << color_shift; /* 8 palettes of (4 * color_shift) colours */
pal = (color_depth == SNES_COLOR_DEPTH_8BPP && direct_colors == 0) ? 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;