pce update, again

This commit is contained in:
dinkc64 2024-09-12 09:30:07 -04:00
parent b83d9715fc
commit b0188e2d7f

View File

@ -37,6 +37,7 @@ static INT32 vdc_satb_countdown[2];
UINT16 *vdc_tmp_draw; // allocate externally!
UINT16 *vdc_linebuf; // allocated here, a single line
UINT8 vce_clock_list[263];
UINT16 vce_width_list[263];
static UINT16 vpc_priority;
static UINT16 vpc_window1;
@ -171,9 +172,13 @@ void vpc_reset()
vpc_priority = 0;
vce_clock = 4;
for (int i = 0; i < sizeof(vce_clock_list); i++) {
for (int i = 0; i < (sizeof(vce_clock_list) / sizeof(vce_clock_list[0])); i++) {
vce_clock_list[i] = vce_clock;
}
for (int i = 0; i < (sizeof(vce_width_list) / sizeof(vce_width_list[0])); i++) {
vce_width_list[i] = 256;
}
}
//--------------------------------------------------------------------------------------------------------------------------------
@ -753,6 +758,7 @@ static void vdc_advance_line(INT32 which)
if ( STATE_VDW == vdc_current_segment[which]) {
vce_clock_list[vdc_current_segment_line[which]] = vce_clock;
vce_width_list[vdc_current_segment_line[which]] = vdc_width[which];
}
if ( STATE_VDW == vdc_current_segment[which] && vdc_current_segment_line[which] == (vdc_data[which][VDW] & 0x01ff) + 1 )
@ -1073,34 +1079,43 @@ void sgx_interrupt()
vdc_advance_line( 1 );
}
UINT16 get_overscan(UINT16 &clock, UINT32 width)
{
// if the clockscaled screen doesn't fit, center it
if (nScreenWidth < 1024) clock = 1; // custom resolution, default clock
UINT32 w = clock * width;
if (w < nScreenWidth) {
w = nScreenWidth - w;
w = (w / 2)
} else {
w = 0;
}
return w;
}
UINT16 *vdc_get_line(UINT32 y)
{
UINT16 line_clock = vce_clock_list[y];
UINT16 oversc = get_overscan(line_clock, vce_width_list[y]);
UINT16 *src = (vdc_tmp_draw + 86) + (684 * y);
UINT16 *dst = vdc_linebuf;
if (nScreenWidth < 1024) {
// custom (1:1) resolution, no clockstretching
// some games will look better this way - for example:
// Dai Makai Mura
// - less pixel shimmer when the game scrolls
for (INT32 x = 0; x < nScreenWidth; x++) {
dst[x] = src[x];
}
} else {
// game sets resolution
INT32 src_clock = 0;
INT32 src_pix = 0;
INT32 src_x = 0;
INT32 x = 0;
while (x < nScreenWidth) {
// game sets resolution
INT32 src_clock = 0;
INT32 src_pix = 0;
INT32 src_x = 0;
INT32 x = 0;
while (x < nScreenWidth) {
if (oversc) {
src_pix = 0;
oversc--;
} else
if (src_clock == 0) {
src_pix = src[src_x++];
}
dst[x] = src_pix;
x++;
src_clock = (src_clock + 1) % vce_clock_list[y];
}
dst[x] = src_pix;
x++;
src_clock = (src_clock + 1) % line_clock;
}
return vdc_linebuf;
}