deco32.cpp : Minor blending/priority adjust in nslasher (#6353)

* deco32.cpp : Minor blending/priority adjust in nslasher

* deco32.cpp : Fix spacing
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cam900 2020-02-24 04:25:07 +09:00 committed by GitHub
parent baeb39b1d2
commit cda4d98f14
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@ -233,6 +233,8 @@ u32 fghthist_state::screen_update(screen_device &screen, bitmap_rgb32 &bitmap, c
bitmaps is the only reasonable way to implement proper priority &
blending support - it can't be done in-place on the final framebuffer
without a lot of support bitmaps.
reference : https://www.youtube.com/watch?v=y73dJ6UQw8M (nslasher)
*/
void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bitmap, const rectangle &cliprect, gfx_element *gfx0, gfx_element *gfx1, int mixAlphaTilemap)
{
@ -259,8 +261,9 @@ void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bi
const u16 pri0 = (priColAlphaPal0 & 0x6000) >> 13;
const u16 pri1 = (priColAlphaPal1 & 0x6000) >> 13;
const u16 col0 = (((priColAlphaPal0 & 0x1f00) >> 8) % gfx0->colors()) * gfx0->granularity();
const u16 col1 = (((priColAlphaPal1 & 0x0f00) >> 8) % gfx1->colors()) * gfx1->granularity();
const u16 alpha1 = priColAlphaPal1 & 0x8000;
u16 col1 = ((priColAlphaPal1 & 0x0f00) >> 8);
const bool alpha1 = (priColAlphaPal1 & 0x8000);
const bool alpha2 = (!(priColAlphaPal1 & 0x1000));
// Apply sprite bitmap 0 according to priority rules
if ((priColAlphaPal0 & 0xff) != 0)
@ -289,6 +292,13 @@ void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bi
}
}
/* Alpha values are tied to ACE ram... */
int alpha = ((!alpha1) || alpha2) ? m_deco_ace->get_alpha((col1 & 0x8) ? (0x4 + ((col1 & 0x3) / 2)) : ((col1 & 0x7) / 2)) : 0xff;
/* I don't really understand how object ACE ram is really hooked up,
the only obvious place in Night Slashers is the stagecoach in level 2 */
col1 = (col1 % gfx1->colors()) * gfx1->granularity();
// Apply sprite bitmap 1 according to priority rules
if ((priColAlphaPal1 & 0xff) != 0)
{
@ -299,30 +309,23 @@ void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bi
Alpha rules:
Pri 0 - Over all tilemaps, but under sprite 0 pri 0, pri 1, pri 2
Pri 1 -
Pri 1 - Under uppermost tilemap, sprite 0 pri 0, pri 1?
Pri 2 -
Pri 3 -
*/
/* Alpha values are tied to ACE ram... */
//int alpha = m_deco_ace->get_alpha(((priColAlphaPal1 & 0xf0) >> 4) / 2);
//if (alpha < 0)
// alpha = 0;
/* I don't really understand how object ACE ram is really hooked up,
the only obvious place in Night Slashers is the stagecoach in level 2 */
if (pri1 == 0 && (((priColAlphaPal0 & 0xff) == 0 || ((pri0 & 0x3) != 0 && (pri0 & 0x3) != 1 && (pri0 & 0x3) != 2))))
{
if ((m_pri & 1) == 0 || ((m_pri & 1) == 1 && tilemapPri[x] < 4) || ((m_pri & 1) == 1 && mixAlphaTilemap))
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], 0x80);
if ((m_pri & 1) == 0 || ((m_pri & 1) == 0 || tilemapPri[x] < 4) || ((m_pri & 1) == 1 && mixAlphaTilemap))
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], alpha);
}
else if (pri1 == 1 && ((priColAlphaPal0 & 0xff) == 0 || ((pri0 & 0x3) != 0 && (pri0 & 0x3) != 1 && (pri0 & 0x3) != 2)))
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], 0x80);
else if (pri1 == 2) // TOdo
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], 0x80);
else if (pri1 == 3) // TOdo
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], 0x80);
else if (pri1 == 1 && ((m_pri & 1) == 0 || tilemapPri[x] < 4)
&& ((priColAlphaPal0 & 0xff) == 0 || ((pri0 & 0x3) != 0 && (pri0 & 0x3) != 1)))
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], alpha);
else if (pri1 == 2) // TODO
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], alpha);
else if (pri1 == 3) // TODO
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], alpha);
}
else
{
@ -332,13 +335,13 @@ void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bi
Pri 0 - Under sprite 0 pri 0, over all tilemaps
*/
if (pri1 == 0 && ((priColAlphaPal0 & 0xff) == 0 || ((pri0 & 0x3) != 0)))
destLine[x] = pal1[(priColAlphaPal1 & 0xff) + col1];
else if (pri1 == 1) // todo
destLine[x] = pal1[(priColAlphaPal1 & 0xff) + col1];
else if (pri1 == 2) // todo
destLine[x] = pal1[(priColAlphaPal1 & 0xff) + col1];
else if (pri1 == 3) // todo
destLine[x] = pal1[(priColAlphaPal1 & 0xff) + col1];
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], alpha);
else if (pri1 == 1) // TODO
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], alpha);
else if (pri1 == 2) // TODO
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], alpha);
else if (pri1 == 3) // TODO
destLine[x] = alpha_blend_r32(destLine[x], pal1[(priColAlphaPal1 & 0xff) + col1], alpha);
}
}
@ -354,8 +357,6 @@ void nslasher_state::mixDualAlphaSprites(screen_device &screen, bitmap_rgb32 &bi
{
/* Alpha values are tied to ACE ram */
int alpha = m_deco_ace->get_alpha(0x17 + (((p & 0xf0) >> 4) / 2));
if (alpha < 0)
alpha = 0;
destLine[x] = alpha_blend_r32(destLine[x], pal2[p], alpha);
}