improve sprite clipping
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@ -1,24 +1,20 @@
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/**
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* video hardware for Namco System22
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*
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* todo:
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* todo (ordered by importance):
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*
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* - emulate slave dsp!
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* - fog (should be per-z, not per-poly, and not even hooked yet up on non-super)
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* - emulate spot
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* - texture u/v mapping is often 1 pixel off, resulting in many glitch lines/gaps between textures
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* - tokyowar tanks are not shootable, same for timecris helicopter,
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* there's still a very small hitbox but almost impossible to hit
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* (is this related to video board? or cpu?)
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* - eliminate sprite garbage in airco22b: find out how/where vics num_sprites is determined exactly
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* - window clipping (acedrvrw, victlapw)
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* - using rgbint to set brightness may cause problems if a color channel is 00 (eg. victlapw attract)
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* (probably a bug in rgbint, not here?)
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* - spot
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*
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* - spritelayer:
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* + eliminate garbage in airco22b: find out how/where vics num_sprites is determined exactly
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* + find out which reg/bit controls y_lowres (only used in cybrcycc?)
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* + timecris shattered glass is supposed to fade out (happens just before the titlescreen shows)
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* + timecris last part of photos attract mode, sprites should be hidden
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* - timecris shattered glass sprite is supposed to fade out (happens just before the titlescreen shows)
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*
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* - lots of smaller issues
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*
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@ -1250,20 +1246,15 @@ DrawSpritesHelper(
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const UINT32 *pSource,
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const UINT32 *pPal,
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int num_sprites,
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int enable,
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int deltax,
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int deltay,
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int y_lowres )
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{
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int i;
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for( i=0; i<num_sprites; i++ )
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for( int i=0; i<num_sprites; i++ )
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{
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/* attrs:
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xxxx.x---.----.----.----.----.----.---- always 0?
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----.-x--.----.----.----.----.----.---- enable mask?
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----.--x-.----.----.----.----.----.---- ?
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----.---x.----.----.----.----.----.---- clip target
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----.-xxx.----.----.----.----.----.---- clip target
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----.----.xxxx.xxxx.----.----.----.---- linktype
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----.----.----.----.xxxx.xx--.----.---- always 0?
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----.----.----.----.----.--x-.----.---- right justify
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@ -1274,101 +1265,86 @@ DrawSpritesHelper(
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----.----.----.----.----.----.----.-xxx numrows
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*/
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UINT32 attrs = pSource[2];
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if( (attrs&enable)==0 )
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INT32 zcoord = pPal[0];
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int color = pPal[1]>>16;
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int cz = pPal[1]&0xffff;
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UINT32 xypos = pSource[0];
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UINT32 size = pSource[1];
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UINT32 code = pSource[3];
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int xpos = (xypos>>16)-deltax;
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int ypos = (xypos&0xffff)-deltay;
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int sizex = size>>16;
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int sizey = size&0xffff;
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int flipy = attrs>>3&0x1;
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int numrows = attrs&0x7;
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int linkType = (attrs&0x00ff0000)>>16;
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int flipx = (attrs>>7)&0x1;
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int numcols = (attrs>>4)&0x7;
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int tile = code>>16;
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int translucency = (code&0xff00)>>8;
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// priority over textlayer, trusted by testmode and timecris (not cz&0x80 or color&0x80 or in attrs)
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int pri = ((pPal[1] & 0xffff) == 0x00fe);
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// set window clipping
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int clip = attrs>>23&0xe;
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int cx_min = -deltax + (INT16)(pBase[0x80|clip]>>16);
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int cx_max = -deltax + (INT16)(pBase[0x80|clip]&0xffff);
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int cy_min = -deltay + (INT16)(pBase[0x81|clip]>>16);
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int cy_max = -deltay + (INT16)(pBase[0x81|clip]&0xffff);
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if (numrows == 0) numrows = 8;
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if (numcols == 0) numcols = 8;
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/* right justify */
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if (attrs & 0x0200)
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xpos -= sizex*numcols-1;
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/* bottom justify */
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if (attrs & 0x0100)
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ypos -= sizey*numrows-1;
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if (flipy)
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{
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/* sprite is not hidden */
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INT32 zcoord = pPal[0];
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int color = pPal[1]>>16;
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int cz = pPal[1]&0xffff;
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UINT32 xypos = pSource[0];
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UINT32 size = pSource[1];
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UINT32 code = pSource[3];
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int xpos = (xypos>>16)-deltax;
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int ypos = (xypos&0xffff)-deltay;
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int sizex = size>>16;
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int sizey = size&0xffff;
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int flipy = attrs>>3&0x1;
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int numrows = attrs&0x7;
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int linkType = (attrs&0x00ff0000)>>16;
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int flipx = (attrs>>7)&0x1;
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int numcols = (attrs>>4)&0x7;
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int tile = code>>16;
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int translucency = (code&0xff00)>>8;
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ypos += sizey*numrows-1;
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sizey = -sizey;
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}
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// priority over textlayer, trusted by testmode and timecris (not cz&0x80 or color&0x80 or in attrs)
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int pri = ((pPal[1] & 0xffff) == 0x00fe);
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if (flipx)
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{
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xpos += sizex*numcols-1;
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sizex = -sizex;
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}
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// set window clipping
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int cx_min, cx_max;
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int cy_min, cy_max;
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if (attrs & 0x01000000)
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{
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cx_min = -deltax + (INT16)(pBase[0x208/4]>>16);
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cx_max = -deltax + (INT16)(pBase[0x208/4]&0xffff);
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cy_min = -deltay + (INT16)(pBase[0x20c/4]>>16);
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cy_max = -deltay + (INT16)(pBase[0x20c/4]&0xffff);
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}
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else
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{
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cx_min = -deltax + (INT16)(pBase[0x200/4]>>16);
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cx_max = -deltax + (INT16)(pBase[0x200/4]&0xffff);
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cy_min = -deltay + (INT16)(pBase[0x204/4]>>16);
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cy_max = -deltay + (INT16)(pBase[0x204/4]&0xffff);
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}
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if (y_lowres)
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{
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sizey *= 2;
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ypos *= 2;
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}
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if (numrows == 0) numrows = 8;
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if (numcols == 0) numcols = 8;
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if (sizex && sizey)
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{
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struct SceneNode *node = NewSceneNode(machine, zcoord, eSCENENODE_SPRITE);
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/* right justify */
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if (attrs & 0x0200)
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xpos -= sizex*numcols-1;
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/* bottom justify */
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if (attrs & 0x0100)
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ypos -= sizey*numrows-1;
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if (flipy)
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{
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ypos += sizey*numrows-1;
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sizey = -sizey;
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}
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if (flipx)
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{
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xpos += sizex*numcols-1;
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sizex = -sizex;
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}
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if (y_lowres)
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{
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sizey *= 2;
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ypos *= 2;
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}
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if (sizex && sizey)
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{
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struct SceneNode *node = NewSceneNode(machine, zcoord, eSCENENODE_SPRITE);
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node->data.sprite.tile = tile;
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node->data.sprite.flipx = flipx;
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node->data.sprite.flipy = flipy;
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node->data.sprite.numcols = numcols;
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node->data.sprite.numrows = numrows;
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node->data.sprite.linkType = linkType;
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node->data.sprite.xpos = xpos;
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node->data.sprite.ypos = ypos;
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node->data.sprite.cx_min = cx_min;
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node->data.sprite.cx_max = cx_max;
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node->data.sprite.cy_min = cy_min;
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node->data.sprite.cy_max = cy_max;
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node->data.sprite.sizex = sizex;
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node->data.sprite.sizey = sizey;
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node->data.sprite.translucency = translucency;
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node->data.sprite.color = color;
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node->data.sprite.cz = cz;
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node->data.sprite.pri = pri;
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}
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} /* visible sprite */
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node->data.sprite.tile = tile;
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node->data.sprite.flipx = flipx;
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node->data.sprite.flipy = flipy;
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node->data.sprite.numcols = numcols;
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node->data.sprite.numrows = numrows;
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node->data.sprite.linkType = linkType;
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node->data.sprite.xpos = xpos;
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node->data.sprite.ypos = ypos;
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node->data.sprite.cx_min = cx_min;
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node->data.sprite.cx_max = cx_max;
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node->data.sprite.cy_min = cy_min;
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node->data.sprite.cy_max = cy_max;
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node->data.sprite.sizex = sizex;
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node->data.sprite.sizey = sizey;
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node->data.sprite.translucency = translucency;
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node->data.sprite.color = color;
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node->data.sprite.cz = cz;
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node->data.sprite.pri = pri;
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}
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pSource += 4;
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pPal += 2;
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}
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@ -1406,7 +1382,7 @@ DrawSprites( running_machine &machine, bitmap_t *bitmap, const rectangle *clipre
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#endif
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/*
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0x980000: 00060000 00010000 02ff0000 000007ff
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^^^^ enable bits, 7 = disable
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^ enable bits, 7 = disable
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^^^^ base
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^^^^ base + num sprites
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^^^^ ^^^^ deltax
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@ -1417,10 +1393,10 @@ DrawSprites( running_machine &machine, bitmap_t *bitmap, const rectangle *clipre
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^^^^^^^^ window-x related?
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^^^^^^^^ window-y related?
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0x980200: 000007ff 000007ff 000007ff 032a0509 window clipping
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0x980210: 000007ff 000007ff 000007ff 000007ff
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0x980220: 000007ff 000007ff 000007ff 000007ff
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0x980230: 000007ff 000007ff 000007ff 000007ff
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0x980200: 000007ff 000007ff 000007ff 000007ff window clipping
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0x980210: 000007ff 000007ff 000007ff 000007ff "
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0x980220: 000007ff 000007ff 000007ff 000007ff "
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0x980230: 000007ff 000007ff 000007ff 000007ff "
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0x980400: hzoom table
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0x980600: vzoom table
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@ -1441,33 +1417,27 @@ DrawSprites( running_machine &machine, bitmap_t *bitmap, const rectangle *clipre
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...
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*/
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// y-resolution, where is this bit?
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// the only game that uses y_lowres is cybrcycc, and unfortunately doesn't have a video test in service mode
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int y_lowres = 0;
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if (state->m_gametype == NAMCOS22_CYBER_CYCLES)
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{
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y_lowres = 1;
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}
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/* 'enable' bits function:
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bit 0: affects spritecount by 1? (alpinr2b)
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bit 1: ??? (always set, except in alpinr2b. it's not x-resolution)
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bit 2: y-resolution? (always set, except in cybrcycc)
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all bits set means off (aquajet) */
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int enable = spriteram32[0]>>16&7;
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int y_lowres = (enable & 4) ? 0 : 1;
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int deltax = (spriteram32[1]&0xffff) + (spriteram32[2]&0xffff) + 0x2d;
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int deltay = (spriteram32[3]>>16) + (0x2a >> y_lowres);
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int base = spriteram32[0] & 0xffff; // alpinesa/alpinr2b
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int num_sprites = (spriteram32[1]>>16) - base;
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/* 'enable' bits function:
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bit 0: affects spritecount by 1? (alpinr2b)
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bit 1: ???
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bit 2: per-sprite enable mask? (cybrcycc)
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all bits set means off (aquajet) */
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int enable = spriteram32[0]>>16&7;
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num_sprites += (~enable & 1);
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if( num_sprites > 0 && num_sprites < 0x400 && enable != 7 )
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{
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pSource = &spriteram32[0x04000/4 + base*4];
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pPal = &spriteram32[0x20000/4 + base*2];
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DrawSpritesHelper( machine, bitmap, cliprect, spriteram32, pSource, pPal, num_sprites, (enable&4)<<24, deltax, deltay, y_lowres );
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DrawSpritesHelper( machine, bitmap, cliprect, spriteram32, pSource, pPal, num_sprites, deltax, deltay, y_lowres );
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}
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/* VICS RAM provides two additional banks (also many unknown regs here) */
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@ -1485,14 +1455,13 @@ DrawSprites( running_machine &machine, bitmap_t *bitmap, const rectangle *clipre
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0x940060..0x94007c set#2
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*/
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enable = 4; // placeholder
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num_sprites = state->m_vics_control[0x40/4] >> 4 & 0x1ff; // no +1
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if( num_sprites > 0 )
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{
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pSource = &state->m_vics_data[(state->m_vics_control[0x48/4]&0xffff)/4];
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pPal = &state->m_vics_data[(state->m_vics_control[0x58/4]&0xffff)/4];
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DrawSpritesHelper( machine, bitmap, cliprect, spriteram32, pSource, pPal, num_sprites, (enable&4)<<24, deltax, deltay, y_lowres );
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DrawSpritesHelper( machine, bitmap, cliprect, spriteram32, pSource, pPal, num_sprites, deltax, deltay, y_lowres );
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}
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num_sprites = state->m_vics_control[0x60/4] >> 4 & 0x1ff; // no +1
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@ -1500,7 +1469,7 @@ DrawSprites( running_machine &machine, bitmap_t *bitmap, const rectangle *clipre
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{
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pSource = &state->m_vics_data[(state->m_vics_control[0x68/4]&0xffff)/4];
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pPal = &state->m_vics_data[(state->m_vics_control[0x78/4]&0xffff)/4];
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DrawSpritesHelper( machine, bitmap, cliprect, spriteram32, pSource, pPal, num_sprites, (enable&4)<<24, deltax, deltay, y_lowres );
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DrawSpritesHelper( machine, bitmap, cliprect, spriteram32, pSource, pPal, num_sprites, deltax, deltay, y_lowres );
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}
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} /* DrawSprites */
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