X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fscreen.cpp;h=d3f5672c214db805ef7779b2e120f6a7c34e933e;hb=1c26b00fe4ae49984de2d33f7d13c20760664dd9;hp=dda0f6e665eb42f349723213b4b688e370e8384c;hpb=5e16b2a6d9d5230b19fbc30d8c15fea65880b1d4;p=thunder diff --git a/src/screen.cpp b/src/screen.cpp index dda0f6e..d3f5672 100644 --- a/src/screen.cpp +++ b/src/screen.cpp @@ -1,12 +1,9 @@ // // Screen Handler // -// This sets screen to VESA 320x240 LFB so we can use the WHOLE laptop screen -// Now with VESA2 support! -// Also, support routines for video hardware emulation are included +// This emulates the NAMCO tile/sprite hardware // // by James Hammons -// // (C) 2003 Underground Software // // JLH = James Hammons @@ -29,108 +26,71 @@ void DrawSprites(uint8_t priority); int FindPCXName(void); -//static void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t scrollOffset, bool transparent = true); -static void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t xScroll = 0, uint32_t yScroll = 0, bool transparent = true); +static inline void DrawScreen(uint16_t ramBlock, uint16_t xAddress, uint16_t yAddress, uint32_t baseAddr, bool transparent = true); +static void DrawChar(uint8_t sx, uint8_t sy, uint16_t scp, uint32_t baseAddr, uint32_t xScroll, uint32_t yScroll, bool transparent = true); void Sprite(uint32_t sprnum, uint16_t x, uint16_t y, uint8_t flip, uint8_t horiz_bl, uint8_t vert_bl); // Private global variables -uint8_t my_scr[0x14000]; // Screen buffer... -//uint8_t palette[768]; // Screen palette -uint32_t palette[256]; // Screen palette -uint8_t ccolor[256][8]; // Character colors -uint8_t scolor[128][16]; // Sprite colors -bool charbase; // Character base pointer... -uint8_t hScrollOffset; // Horizontal scroll offset -uint8_t vScrollOffset; // Vertical scroll offset -uint8_t spr_color_index; // Sprite color index -//uint32_t hoffsets[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };// Scroll offsets... -//uint32_t voffsets[8] = { 0, 320, 640, 960, 1280, 1600, 1920, 2240 }; -uint32_t voffsets[8] = { 288*0, 288*1, 288*2, 288*3, 288*4, 288*5, 288*6, 288*7 }; +uint8_t my_scr[0x14000]; // Screen buffer... +uint32_t palette[256]; // Screen palette +uint8_t ccolor[256][8]; // Character colors +uint8_t scolor[128][16]; // Sprite colors +bool charBankSwitch; // Character bank switch +uint8_t spr_color_index; // Sprite color index -extern bool show_text; // Whether or not to show text -extern bool show_scr; // Whether or not to show screen +extern bool show_text; // Whether or not to show text // // Render the NAMCO screen // -void BlitChar(SDL_Surface * scr, uint8_t * chr, uint8_t * ram) +void BlitChar(uint8_t * chr, uint8_t * ram) { // Screen structure: + // + // Each screen RAM is 4K in size, from lowest to highest priority: + // $0000-$0FFF, $1000-$1FFF, $2000-$2FFF, $3000-$3FFF + // // Screen is 288 x 224 pixels, with character and independent sprites. - // Tiles are 36 x 28. There are four tile planes, three of them affected by - // the h/vscroll values, the last one is a static display (also has highest - // priority). Screens are 128 bytes wide by 32 bytes high. - - if (show_scr) - { - uint32_t sc_base = ((ram[0x9000] << 8) | ram[0x9001]) + 4; // Adjust hscroll val - hScrollOffset = sc_base & 0x07; // Horiz. fine scroll offset - sc_base = (sc_base & 0xFFF8) >> 2; // Skip odds.. - uint8_t vsc_base = ((ram[0x9002] + 1) & 0xF8) >> 3;// Vertical scroll addr adjust - vScrollOffset = ((ram[0x9002] + 1) & 0x07); // Vertical fine scroll amount - - uint32_t scp0 = 0x0180 | ((sc_base + 0x04) & 0x7F); /*0x0188;*/ - uint32_t scp1 = 0x1180 | ((sc_base + 0x04) & 0x7F); /*0x1188;*/ - uint32_t scp2 = 0x2180 | ((sc_base + 0x04) & 0x7F); /*0x2188;*/ - uint32_t scp3 = 0x3208; - - scp0 += vsc_base * 0x80; - scp0 &= 0x0FFF; // Set vertical scroll addr - scp1 += vsc_base * 0x80; - scp1 = 0x1000 | (scp1 & 0x0FFF); // Set vertical scroll addr - scp2 += vsc_base * 0x80; - scp2 = 0x2000 | (scp2 & 0x0FFF); // Set vertical scroll addr - - // Layer 0 (bottom layer) - for(uint8_t sy=0; sy<29; sy++) - { - for(uint8_t sx=0; sx<37; sx++) - DrawChar(chr, ram, sx, sy, scp0, (charbase ? 0x20000 : 0x00000), hScrollOffset, vScrollOffset, false); - - scp0 += 0x80; - scp0 = 0x0000 | (scp0 & 0x0FFF); - } - - // Draw sprites at lowest layer... - DrawSprites(0x40); - - // Layer 1 - for(uint8_t sy=0; sy<29; sy++) - { - for(uint8_t sx=0; sx<37; sx++) - DrawChar(chr, ram, sx, sy, scp1, (charbase ? 0x30000 : 0x10000), hScrollOffset, vScrollOffset); - - scp1 += 0x80; - scp1 = 0x1000 | (scp1 & 0x0FFF); - } - - // Draw sprites under layer #2... - DrawSprites(0x80); - - // Layer 2 - for(uint8_t sy=0; sy<29; sy++) - { - for(uint8_t sx=0; sx<37; sx++) - DrawChar(chr, ram, sx, sy, scp2, 0x40000, hScrollOffset, vScrollOffset); - - scp2 += 0x80; - scp2 = 0x2000 | (scp2 & 0x0FFF); - } - - // Draw highest priority sprites... - DrawSprites(0xC0); - - // Layer 3 (top layer) - for(uint8_t sy=0; sy<28; sy++) - { - for(uint8_t sx=0; sx<36; sx++) - DrawChar(chr, ram, sx, sy, scp3, 0x50000); - - scp3 += 0x80; - } - } + // Tiles are 36 x 28. There are four tile planes, all of them affected by + // their own h/vscroll values. Screens are 128 bytes wide by 32 bytes high. + // + // Also note that tiles are 16-bits wide, meaning the screen is really + // only 64 characters wide! + + // Base address is $9000-1 (top 13 bits) + $9002 >> 3 << 7 (top 5 bits) +/* +$9000-2: $02 $0C $FF 0000 0010 0000 1100 1111 1111 +$9004-6: $06 $0E $FF 0000 0110 0000 1110 1111 1111 +$9400-2: $0A $0B $FF 0000 1010 0000 1011 1111 1111 +$9404-6: $0E $0D $07 0000 1110 0000 1101 0000 0111 + ---- PP?H HHHH Hhhh VVVV Vvvv +? = refresh layer bit? +PP = which 4K block to write to? +*/ + uint16_t screenX0 = (((ram[0x9000] << 8) | ram[0x9001]) + 20) & 0x1FF; + uint16_t screenX1 = (((ram[0x9004] << 8) | ram[0x9005]) + 18) & 0x1FF; + uint16_t screenX2 = (((ram[0x9400] << 8) | ram[0x9401]) + 21) & 0x1FF; + uint16_t screenX3 = (((ram[0x9404] << 8) | ram[0x9405]) + 19) & 0x1FF; + + uint16_t screenY0 = ram[0x9002] + 25; + uint16_t screenY1 = ram[0x9006] + 25; + uint16_t screenY2 = ram[0x9402] + 25; + uint16_t screenY3 = ram[0x9406] + 25; + + uint16_t ramBlock0 = (ram[0x9000] >> 2) & 0x03; + uint16_t ramBlock1 = (ram[0x9004] >> 2) & 0x03; + uint16_t ramBlock2 = (ram[0x9400] >> 2) & 0x03; + uint16_t ramBlock3 = (ram[0x9404] >> 2) & 0x03; + + DrawScreen(ramBlock0, screenX0, screenY0, (charBankSwitch ? 2 : 0), false); + DrawSprites(0x40); + DrawScreen(ramBlock1, screenX1, screenY1, (charBankSwitch ? 3 : 1)); + DrawSprites(0x80); + DrawScreen(ramBlock2, screenX2, screenY2, 4); + DrawSprites(0xC0); + DrawScreen(ramBlock3, screenX3, screenY3, 5); // Draw a msg if needed... if (show_text) @@ -143,34 +103,49 @@ void BlitChar(SDL_Surface * scr, uint8_t * chr, uint8_t * ram) // Rolling Thunder screen size is 288 x 224. Virtual is this, real may not // be... (and we don't have to care about that, the OpenGL backend takes // care of it.) + for(uint32_t i=0; i> 2) & 0x7E); - for(int i=0; i= 288) || ((yStart + y) < 0) || ((yStart + y) >= 224)) { @@ -187,13 +163,8 @@ static inline void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy continue; } - if (transparent) - { - if (chr[chind] != 7) - my_scr[sc_addr] = ccolor[color][chr[chind]]; - } - else - my_scr[sc_addr] = ccolor[color][chr[chind]]; + if (!(transparent && (charROM[chind] == 7))) + my_scr[sc_addr] = ccolor[color][charROM[chind]]; sc_addr++; chind++; @@ -204,6 +175,24 @@ static inline void DrawChar(uint8_t * chr, uint8_t * ram, uint8_t sx, uint8_t sy } +// +// Copy sprites in sprite RAM from positions 4-9 to 10-15 +// (N.B.: This still doesn't solve the shifting signs on the walls problem...) +// +void CopySprites(void) +{ + extern uint8_t gram1[]; + + for(uint16_t i=0x5800; i<0x6000; i+=0x10) + { + for(uint16_t j=4; j<=9; j++) + { + gram1[i + j + 6] = gram1[i + j]; + } + } +} + + // // Draw sprites at priority level (new code) // @@ -227,23 +216,23 @@ void DrawSprites(uint8_t priority) for(uint16_t i=0x5800; i<0x6000; i+=0x10) { - if ((gram1[i + 8] & 0xC0) == priority) // Check for correct layer... + if ((gram1[i + 8 + 6] & 0xC0) == priority) // Check for correct layer... { - spr_color_index = gram1[i + 6] >> 1; // Set color... - uint16_t x = ((gram1[i + 6] & 0x01) << 8) | gram1[i + 7]; + spr_color_index = gram1[i + 6 + 6] >> 1; // Set color... + uint16_t x = ((gram1[i + 6 + 6] & 0x01) << 8) | gram1[i + 7 + 6]; if (x > 512 - 32) x -= 512; // Handle neg x values - uint16_t y = 192 - gram1[i + 9]; - uint8_t flip = gram1[i + 4] & 0x20; // Horizontal flip - uint32_t spr_num = ((gram1[i + 4] & 0x07) << 9) - | ((gram1[i + 5] & 0x7F) << 2) - | ((gram1[i + 4] & 0x10) >> 4) - | ((gram1[i + 8] & 0x10) >> 3); + uint16_t y = 192 - gram1[i + 9 + 6]; + uint8_t flip = gram1[i + 4 + 6] & 0x20; // Horizontal flip + uint32_t spr_num = ((gram1[i + 4 + 6] & 0x07) << 9) + | ((gram1[i + 5 + 6] & 0x7F) << 2) + | ((gram1[i + 4 + 6] & 0x10) >> 4) + | ((gram1[i + 8 + 6] & 0x10) >> 3); // Draw sprite... - Sprite(spr_num, x, y, flip, gram1[i + 4] & 0x80, gram1[i + 8] & 0x04); + Sprite(spr_num, x, y, flip, gram1[i + 4 + 6] & 0x80, gram1[i + 8 + 6] & 0x04); } } }