📄 tile.h
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/* * Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. * * (c) Copyright 1996 - 2001 Gary Henderson (gary@daniver.demon.co.uk) and * Jerremy Koot (jkoot@snes9x.com) * * Super FX C emulator code * (c) Copyright 1997 - 1999 Ivar (Ivar@snes9x.com) and * Gary Henderson. * Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_. * * DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson. * C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_. * C4 C code (c) Copyright 2001 Gary Henderson (gary@daniver.demon.co.uk). * * DOS port code contains the works of other authors. See headers in * individual files. * * Snes9x homepage: www.snes9x.com * * Permission to use, copy, modify and distribute Snes9x in both binary and * source form, for non-commercial purposes, is hereby granted without fee, * providing that this license information and copyright notice appear with * all copies and any derived work. * * This software is provided 'as-is', without any express or implied * warranty. In no event shall the authors be held liable for any damages * arising from the use of this software. * * Snes9x is freeware for PERSONAL USE only. Commercial users should * seek permission of the copyright holders first. Commercial use includes * charging money for Snes9x or software derived from Snes9x. * * The copyright holders request that bug fixes and improvements to the code * should be forwarded to them so everyone can benefit from the modifications * in future versions. * * Super NES and Super Nintendo Entertainment System are trademarks of * Nintendo Co., Limited and its subsidiary companies. */#ifndef _TILE_H_#define _TILE_H_#define TILE_PREAMBLE \ uint8 *pCache; \\ uint32 TileAddr = BG.TileAddress + ((Tile & 0x3ff) << BG.TileShift); \ if ((Tile & 0x1ff) >= 256) \ TileAddr += BG.NameSelect; \\ TileAddr &= 0xffff; \\ uint32 TileNumber; \ pCache = &BG.Buffer[(TileNumber = (TileAddr >> BG.TileShift)) << 6]; \\ if (!BG.Buffered [TileNumber]) \ { \ BG.Buffered[TileNumber] = ConvertTile (pCache, TileAddr); \ } \\ if (BG.Buffered [TileNumber] == BLANK_TILE) \ return; \ register uint32 l; \ if (BG.DirectColourMode) \ { \ if (IPPU.DirectColourMapsNeedRebuild) \ S9xBuildDirectColourMaps (); \ GFX.ScreenColors = DirectColourMaps [(Tile >> 10) & BG.PaletteMask]; \ } \ else \ GFX.ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & BG.PaletteMask) << BG.PaletteShift) + BG.StartPalette];#define RENDER_TILE(NORMAL, FLIPPED, N) \ if (!(Tile & (V_FLIP | H_FLIP))) \ { \ bp = pCache + StartLine; \ for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ { \ if (*(uint32 *) bp) \ NORMAL (Offset, bp); \ if (*(uint32 *) (bp + 4)) \ NORMAL (Offset + N, bp + 4); \ } \ } \ else \ if (!(Tile & V_FLIP)) \ { \ bp = pCache + StartLine; \ for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ { \ if (*(uint32 *) (bp + 4)) \ FLIPPED (Offset, bp + 4); \ if (*(uint32 *) bp) \ FLIPPED (Offset + N, bp); \ } \ } \ else \ if (Tile & H_FLIP) \ { \ bp = pCache + 56 - StartLine; \ for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ { \ if (*(uint32 *) (bp + 4)) \ FLIPPED (Offset, bp + 4); \ if (*(uint32 *) bp) \ FLIPPED (Offset + N, bp); \ } \ } \ else \ { \ bp = pCache + 56 - StartLine; \ for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ { \ if (*(uint32 *) bp) \ NORMAL (Offset, bp); \ if (*(uint32 *) (bp + 4)) \ NORMAL (Offset + N, bp + 4); \ } \ }#define TILE_CLIP_PREAMBLE \ uint32 dd; \ uint32 d1; \ uint32 d2; \\ if (StartPixel < 4) \ { \ d1 = HeadMask [StartPixel]; \ if (StartPixel + Width < 4) \ d1 &= TailMask [StartPixel + Width]; \ } \ else \ d1 = 0; \\ if (StartPixel + Width > 4) \ { \ if (StartPixel > 4) \ d2 = HeadMask [StartPixel - 4]; \ else \ d2 = 0xffffffff; \\ d2 &= TailMask [(StartPixel + Width - 4)]; \ } \ else \ d2 = 0;#define RENDER_CLIPPED_TILE(NORMAL, FLIPPED, N) \ if (!(Tile & (V_FLIP | H_FLIP))) \ { \ bp = pCache + StartLine; \ for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ { \ if ((dd = (*(uint32 *) bp) & d1)) \ NORMAL (Offset, (uint8 *) &dd); \ if ((dd = (*(uint32 *) (bp + 4)) & d2)) \ NORMAL (Offset + N, (uint8 *) &dd); \ } \ } \ else \ if (!(Tile & V_FLIP)) \ { \ bp = pCache + StartLine; \ SWAP_DWORD (d1); \ SWAP_DWORD (d2); \ for (l = LineCount; l != 0; l--, bp += 8, Offset += GFX.PPL) \ { \ if ((dd = *(uint32 *) (bp + 4) & d1)) \ FLIPPED (Offset, (uint8 *) &dd); \ if ((dd = *(uint32 *) bp & d2)) \ FLIPPED (Offset + N, (uint8 *) &dd); \ } \ } \ else \ if (Tile & H_FLIP) \ { \ bp = pCache + 56 - StartLine; \ SWAP_DWORD (d1); \ SWAP_DWORD (d2); \ for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ { \ if ((dd = *(uint32 *) (bp + 4) & d1)) \ FLIPPED (Offset, (uint8 *) &dd); \ if ((dd = *(uint32 *) bp & d2)) \ FLIPPED (Offset + N, (uint8 *) &dd); \ } \ } \ else \ { \ bp = pCache + 56 - StartLine; \ for (l = LineCount; l != 0; l--, bp -= 8, Offset += GFX.PPL) \ { \ if ((dd = (*(uint32 *) bp) & d1)) \ NORMAL (Offset, (uint8 *) &dd); \ if ((dd = (*(uint32 *) (bp + 4)) & d2)) \ NORMAL (Offset + N, (uint8 *) &dd); \ } \ }#define RENDER_TILE_LARGE(PIXEL, FUNCTION) \ if (!(Tile & (V_FLIP | H_FLIP))) \ { \ if ((pixel = *(pCache + StartLine + StartPixel))) \ { \ pixel = PIXEL; \ for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ { \ for (int z = Pixels - 1; z >= 0; z--) \ if (GFX.Z1 > Depth [z]) \ { \ sp [z] = FUNCTION(sp + z, pixel); \ Depth [z] = GFX.Z2; \ }\ } \ } \ } \ else \ if (!(Tile & V_FLIP)) \ { \ StartPixel = 7 - StartPixel; \ if ((pixel = *(pCache + StartLine + StartPixel))) \ { \ pixel = PIXEL; \ for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ { \ for (int z = Pixels - 1; z >= 0; z--) \ if (GFX.Z1 > Depth [z]) \ { \ sp [z] = FUNCTION(sp + z, pixel); \ Depth [z] = GFX.Z2; \ }\ } \ } \ } \ else \ if (Tile & H_FLIP) \ { \ StartPixel = 7 - StartPixel; \ if ((pixel = *(pCache + 56 - StartLine + StartPixel))) \ { \ pixel = PIXEL; \ for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ { \ for (int z = Pixels - 1; z >= 0; z--) \ if (GFX.Z1 > Depth [z]) \ { \ sp [z] = FUNCTION(sp + z, pixel); \ Depth [z] = GFX.Z2; \ }\ } \ } \ } \ else \ { \ if ((pixel = *(pCache + 56 - StartLine + StartPixel))) \ { \ pixel = PIXEL; \ for (l = LineCount; l != 0; l--, sp += GFX.PPL, Depth += GFX.PPL) \ { \ for (int z = Pixels - 1; z >= 0; z--) \ if (GFX.Z1 > Depth [z]) \ { \ sp [z] = FUNCTION(sp + z, pixel); \ Depth [z] = GFX.Z2; \ }\ } \ } \ }#endif
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