void DrawSprites(uint8 priority);
int FindPCXName(void);
static void DrawChar(uint8 * chr, uint8 * ram, uint8 sx, uint8 sy, uint16 scp, uint32 baseAddr, uint32 scrollOffset, bool transparent = true);
+void Sprite(uint32 sprnum, uint16 x, uint16 y, uint8 flip, uint8 horiz_bl, uint8 vert_bl);
// Private global variables
//
void BlitChar(SDL_Surface * scr, uint8 * chr, uint8 * ram)
{
-// Screen structure:
-// 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.
+ // Screen structure:
+ // 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)
{
- int sx, sy;
uint32 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 vsc_base = ((ram[0x9002] + 1) & 0xF8) >> 3;// Vertical scroll addr adjust
vScrollOffset = ((ram[0x9002] + 1) & 0x07); // Vertical fine scroll amount
- uint32 scp1 = 0x0180 | ((sc_base + 0x04) & 0x7F); /*0x0188;*/
- uint32 scp2 = 0x1180 | ((sc_base + 0x04) & 0x7F); /*0x1188;*/
- uint32 scp3 = 0x2180 | ((sc_base + 0x04) & 0x7F); /*0x2188;*/
- uint32 scp = 0x3208;
+
+ uint32 scp0 = 0x0180 | ((sc_base + 0x04) & 0x7F); /*0x0188;*/
+ uint32 scp1 = 0x1180 | ((sc_base + 0x04) & 0x7F); /*0x1188;*/
+ uint32 scp2 = 0x2180 | ((sc_base + 0x04) & 0x7F); /*0x2188;*/
+ uint32 scp3 = 0x3208;
+
+ scp0 += vsc_base * 0x80;
+ scp0 &= 0x0FFF; // Set vertical scroll addr
scp1 += vsc_base * 0x80;
- scp1 &= 0x0FFF; // Set vertical scroll addr
+ scp1 = 0x1000 | (scp1 & 0x0FFF); // Set vertical scroll addr
scp2 += vsc_base * 0x80;
- scp2 = 0x1000 | (scp2 & 0x0FFF); // Set vertical scroll addr
- scp3 += vsc_base * 0x80;
- scp3 = 0x2000 | (scp3 & 0x0FFF); // Set vertical scroll addr
+ scp2 = 0x2000 | (scp2 & 0x0FFF); // Set vertical scroll addr
- for(sy=0; sy<29; sy++)
+ // Layer 0 (bottom layer)
+ for(uint8 sy=0; sy<29; sy++)
{
- for(sx=0; sx<37; sx++)
- DrawChar(chr, ram, sx, sy, scp1, (charbase ? 0x20000 : 0x00000), 0, false);
+ for(uint8 sx=0; sx<37; sx++)
+ DrawChar(chr, ram, sx, sy, scp0, (charbase ? 0x20000 : 0x00000), 0, false);
- scp1 += 0x80;
- scp1 = 0x0000 | (scp1 & 0x0FFF);
+ scp0 += 0x80;
+ scp0 = 0x0000 | (scp0 & 0x0FFF);
}
DrawSprites(0x40); // Draw sprites at lowest layer...
- for(sy=0; sy<29; sy++)
+ // Layer 1
+ for(uint8 sy=0; sy<29; sy++)
{
- for(sx=0; sx<37; sx++)
- DrawChar(chr, ram, sx, sy, scp2, (charbase ? 0x30000 : 0x10000), 0);
+ for(uint8 sx=0; sx<37; sx++)
+ DrawChar(chr, ram, sx, sy, scp1, (charbase ? 0x30000 : 0x10000), 0);
- scp2 += 0x80;
- scp2 = 0x1000 | (scp2 & 0x0FFF);
+ scp1 += 0x80;
+ scp1 = 0x1000 | (scp1 & 0x0FFF);
}
DrawSprites(0x80); // Draw sprites under layer #2...
- for(sy=0; sy<29; sy++)
+ // Layer 2
+ for(uint8 sy=0; sy<29; sy++)
{
- for(sx=0; sx<37; sx++)
- DrawChar(chr, ram, sx, sy, scp3, 0x40000, 0);
+ for(uint8 sx=0; sx<37; sx++)
+ DrawChar(chr, ram, sx, sy, scp2, 0x40000, 0);
- scp3 += 0x80;
- scp3 = 0x2000 | (scp3 & 0x0FFF);
+ scp2 += 0x80;
+ scp2 = 0x2000 | (scp2 & 0x0FFF);
}
DrawSprites(0xC0); // Draw highest priority sprites...
- for(sy=0; sy<28; sy++)
+ // Layer 3 (top layer)
+ for(uint8 sy=0; sy<28; sy++)
{
- for(sx=0; sx<36; sx++)
- DrawChar(chr, ram, sx, sy, scp, 0x50000, hScrollOffset + voffsets[vScrollOffset]);
+ for(uint8 sx=0; sx<36; sx++)
+ DrawChar(chr, ram, sx, sy, scp3, 0x50000, hScrollOffset + voffsets[vScrollOffset]);
- scp += 0x80;
+ scp3 += 0x80;
}
}
uint16 y = 192 - gram1[i + 9];
uint8 flip = gram1[i + 4] & 0x20; // Horizontal flip
- uint32 spr_num = ((gram1[i + 4] & 0x07) << 9) | ((gram1[i + 5] & 0x7F) << 2);
- spr_num += ((gram1[i + 4] & 0x10) >> 4) + ((gram1[i + 8] & 0x10) >> 3);
+ uint32 spr_num = ((gram1[i + 4] & 0x07) << 9) | ((gram1[i + 5] & 0x7F) << 2)
+ | ((gram1[i + 4] & 0x10) >> 4) | ((gram1[i + 8] & 0x10) >> 3);
// Draw sprite...
- Sprite(spr_num, x, y, flip, (gram1[i + 4] & 0x80 ? true : false), (gram1[i + 8] & 0x04 ? true : false));
+ Sprite(spr_num, x, y, flip, gram1[i + 4] & 0x80, gram1[i + 8] & 0x04);
}
}
}
//
// Sprite handler
//
-//void Sprite(uint32 sprnum, uint16 x, uint16 y, uint8 flip, uint16 spr_id)
-void Sprite(uint32 sprnum, uint16 x, uint16 y, uint8 flip, bool horiz_bl, bool vert_bl)
+void Sprite(uint32 sprnum, uint16 x, uint16 y, uint8 flip, uint8 horiz_bl, uint8 vert_bl)
{
extern uint8 spr_rom[];
uint32 sc_addr;