Merge pull request #81 from Lorenzooone/window-text-buffering

Improve 1bpp buffer performance more and fix missing text pointers
This commit is contained in:
jeffman 2019-09-25 19:01:09 -04:00 committed by GitHub
commit 887ac89ad1
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 377 additions and 102 deletions

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@ -69,6 +69,97 @@ byte reduce_bit_depth(int row, int foregroundRow)
return lower | (upper << 4);
}
//The order is swapped in order to make this faster
//Doing the bottom tile directly saves some cycles
void reduce_bit_depth_sp(int* TileRows, int* bufferValues)
{
int* bottomTileRows = TileRows + (0x20 * 8);
int* bottomBufferValues = bufferValues + 0x40;
const int andValue = 0x11111111;
//First value
unsigned int firstRow = *(TileRows++);
unsigned int secondRow = *(TileRows++);
unsigned int thirdRow = *(TileRows++);
unsigned int fourthRow = *(TileRows++);
firstRow &= andValue;
secondRow &= andValue;
thirdRow &= andValue;
fourthRow &= andValue;
unsigned int value = optimized_byte_4bpp_to_1bpp_table[(fourthRow >> 0xF) + (fourthRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(thirdRow >> 0xF) + (thirdRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(secondRow >> 0xF) + (secondRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(firstRow >> 0xF) + (firstRow & 0xFFFF)];
*(bufferValues++) = value;
//Second value
firstRow = *(TileRows++);
secondRow = *(TileRows++);
thirdRow = *(TileRows++);
fourthRow = *(TileRows);
firstRow &= andValue;
secondRow &= andValue;
thirdRow &= andValue;
fourthRow &= andValue;
value = optimized_byte_4bpp_to_1bpp_table[(fourthRow >> 0xF) + (fourthRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(thirdRow >> 0xF) + (thirdRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(secondRow >> 0xF) + (secondRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(firstRow >> 0xF) + (firstRow & 0xFFFF)];
*(bufferValues) = value;
//First value of bottom tile
firstRow = *(bottomTileRows++);
secondRow = *(bottomTileRows++);
thirdRow = *(bottomTileRows++);
fourthRow = *(bottomTileRows++);
firstRow &= andValue;
secondRow &= andValue;
thirdRow &= andValue;
fourthRow &= andValue;
value = optimized_byte_4bpp_to_1bpp_table[(fourthRow >> 0xF) + (fourthRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(thirdRow >> 0xF) + (thirdRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(secondRow >> 0xF) + (secondRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(firstRow >> 0xF) + (firstRow & 0xFFFF)];
*(bottomBufferValues++) = value;
//Second value of bottom tile - Is not used by the game
/*
firstRow = *(bottomTileRows++);
secondRow = *(bottomTileRows++);
thirdRow = *(bottomTileRows++);
fourthRow = *(bottomTileRows);
firstRow &= andValue;
secondRow &= andValue;
thirdRow &= andValue;
fourthRow &= andValue;
value = optimized_byte_4bpp_to_1bpp_table[(fourthRow >> 0xF) + (fourthRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(thirdRow >> 0xF) + (thirdRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(secondRow >> 0xF) + (secondRow & 0xFFFF)];
value <<= 8;
value |= optimized_byte_4bpp_to_1bpp_table[(firstRow >> 0xF) + (firstRow & 0xFFFF)];
*(bottomBufferValues) = value;
*/
}
byte getSex(byte character)
{
return character == 1 ? 1 : 0; //character 1 is Paula
@ -1887,114 +1978,246 @@ int print_alphabet_buffer(WINDOW* window)
void load_pixels_overworld_buffer()
{
byte* buffer = (byte*)(OVERWORLD_BUFFER - ((*tile_offset) * TILESET_OFFSET_BUFFER_MULTIPLIER));
for(int i = 0; i < 8 * 0x1C; i++)
int tile = *tile_offset;
byte* buffer = (byte*)(OVERWORLD_BUFFER - (tile * TILESET_OFFSET_BUFFER_MULTIPLIER));
int* topBufferValues = (int*)(&buffer[tile * 8]);
int* topTilePointer;
int nextValue = 0x20;
int i = 0;
while(i < (0x1C * 8))
{
//Doing this saves about 100k cycles during load
int tile = m2_coord_table[i] + *tile_offset;
int addedValue = (i >> 5) << 6;
int tile_buffer = (i & 0x1F) + addedValue + *tile_offset;
int foregroundRow = 0xFFFFFFFF;
//Reduce total amount of stores from 16 to 4
int* bufferValues = (int*)(&buffer[(tile_buffer * 8)]);
unsigned int first_half;
unsigned int second_half;
first_half = reduce_bit_depth(vram[(tile * 8) + 0], foregroundRow);
first_half |= reduce_bit_depth(vram[(tile * 8) + 1], foregroundRow) << 8;
first_half |= reduce_bit_depth(vram[(tile * 8) + 2], foregroundRow) << 0x10;
first_half |= reduce_bit_depth(vram[(tile * 8) + 3], foregroundRow) << 0x18;
second_half = reduce_bit_depth(vram[(tile * 8) + 4], foregroundRow);
second_half |= reduce_bit_depth(vram[(tile * 8) + 5], foregroundRow) << 8;
second_half |= reduce_bit_depth(vram[(tile * 8) + 6], foregroundRow) << 0x10;
second_half |= reduce_bit_depth(vram[(tile * 8) + 7], foregroundRow) << 0x18;
bufferValues[0] = first_half;
bufferValues[1] = second_half;
bufferValues += 0x40;
tile += 0x20;
first_half = reduce_bit_depth(vram[(tile * 8) + 0], foregroundRow);
first_half |= reduce_bit_depth(vram[(tile * 8) + 1], foregroundRow) << 8;
first_half |= reduce_bit_depth(vram[(tile * 8) + 2], foregroundRow) << 0x10;
first_half |= reduce_bit_depth(vram[(tile * 8) + 3], foregroundRow) << 0x18;
second_half = reduce_bit_depth(vram[(tile * 8) + 4], foregroundRow);
second_half |= reduce_bit_depth(vram[(tile * 8) + 5], foregroundRow) << 8;
second_half |= reduce_bit_depth(vram[(tile * 8) + 6], foregroundRow) << 0x10;
second_half |= reduce_bit_depth(vram[(tile * 8) + 7], foregroundRow) << 0x18;
bufferValues[0] = first_half;
bufferValues[1] = second_half;
//Using pointers instead of values directly saves another 14k cycles. The total amount of cycles this routine now takes is about 92k
tile = m2_coord_table_fast_progression[i];
int remainingTiles = tile >> 0xB;
tile = (tile & 0x7FF) + (*tile_offset);
topTilePointer = &vram[(tile * 8)];
if(i == nextValue)
{
nextValue += 0x20;
topBufferValues += 0x40;
}
i++;
//Using "reduce_bit_depth_sp" reduced the total amount of cycles from 300k to 162k
reduce_bit_depth_sp(topTilePointer, topBufferValues);
topTilePointer += 8;
topBufferValues += 2;
while(remainingTiles > 0)
{
if(i == nextValue)
{
nextValue += 0x20;
topBufferValues += 0x40;
}
i++;
reduce_bit_depth_sp(topTilePointer, topBufferValues);
topTilePointer += 8;
topBufferValues += 2;
remainingTiles--;
}
}
}
void store_pixels_overworld_buffer(int totalYs)
{
byte* buffer = (byte*)(OVERWORLD_BUFFER - ((*tile_offset) * TILESET_OFFSET_BUFFER_MULTIPLIER));
int tile = *tile_offset;
byte* buffer = (byte*)(OVERWORLD_BUFFER - (tile * TILESET_OFFSET_BUFFER_MULTIPLIER));
totalYs >>= 1;
int total = totalYs * 0x1C;
for(int i = 0; i < total; i++)
int* topBufferValues = (int*)(&buffer[tile * 8]);
int* bottomBufferValues = topBufferValues + 0x40;
int* topTilePointer;
int* bottomTilePointer;
int* bits_to_nybbles_pointer = m2_bits_to_nybbles_fast;
int bits_to_nybbles_array[0x100];
//It's convenient to copy the table in IWRAM (about 0x400 cycles) only if we have more than 0x55 total tiles to copy ((total * 0xC * 2) = total cycles used reading from EWRAM vs. (total * 0xC) + 0x400 = total cycles used writing to and reading from IWRAM)
//From a full copy it saves about 15k cycles
if(total >= 0x56)
{
cpufastset(bits_to_nybbles_pointer, bits_to_nybbles_array, 0x100);
bits_to_nybbles_pointer = bits_to_nybbles_array;
}
int nextValue = 0x20;
int i = 0;
while(i < total)
{
//Not using functions for the tile values saves about 30k cycles on average
int tile = m2_coord_table[i] + *tile_offset;
int addedValue = (i >> 5) << 6;
int tile_buffer = (i & 0x1F) + addedValue + *tile_offset;
int* bufferValues = (int*)(&buffer[(tile_buffer * 8)]);
unsigned int first_half = bufferValues[0];
unsigned int second_half = bufferValues[1];
vram[(tile * 8) + 0] = m2_bits_to_nybbles_fast[(first_half >> 0) & 0xFF];
vram[(tile * 8) + 1] = m2_bits_to_nybbles_fast[(first_half >> 8) & 0xFF];
vram[(tile * 8) + 2] = m2_bits_to_nybbles_fast[(first_half >> 0x10) & 0xFF];
vram[(tile * 8) + 3] = m2_bits_to_nybbles_fast[(first_half >> 0x18) & 0xFF];
vram[(tile * 8) + 4] = m2_bits_to_nybbles_fast[(second_half >> 0) & 0xFF];
vram[(tile * 8) + 5] = m2_bits_to_nybbles_fast[(second_half >> 8) & 0xFF];
vram[(tile * 8) + 6] = m2_bits_to_nybbles_fast[(second_half >> 0x10) & 0xFF];
vram[(tile * 8) + 7] = m2_bits_to_nybbles_fast[(second_half >> 0x18) & 0xFF];
//Do the tile right below (Saves about 50k cycles on average)
tile += 0x20;
bufferValues += 0x40;
first_half = bufferValues[0];
second_half = bufferValues[1];
vram[(tile * 8) + 0] = m2_bits_to_nybbles_fast[(first_half >> 0) & 0xFF];
vram[(tile * 8) + 1] = m2_bits_to_nybbles_fast[(first_half >> 8) & 0xFF];
vram[(tile * 8) + 2] = m2_bits_to_nybbles_fast[(first_half >> 0x10) & 0xFF];
vram[(tile * 8) + 3] = m2_bits_to_nybbles_fast[(first_half >> 0x18) & 0xFF];
vram[(tile * 8) + 4] = m2_bits_to_nybbles_fast[(second_half >> 0) & 0xFF];
vram[(tile * 8) + 5] = m2_bits_to_nybbles_fast[(second_half >> 8) & 0xFF];
vram[(tile * 8) + 6] = m2_bits_to_nybbles_fast[(second_half >> 0x10) & 0xFF];
vram[(tile * 8) + 7] = m2_bits_to_nybbles_fast[(second_half >> 0x18) & 0xFF];
//Using pointers + a way to keep track of subsequent tiles saves 50k cycles on average from a full copy
//m2_coord_table_fast_progression has the tile number and the number of tiles used without interruction after it in a single short
tile = m2_coord_table_fast_progression[i];
int remainingTiles = tile >> 0xB;
tile = (tile & 0x7FF) + (*tile_offset);
topTilePointer = &vram[(tile * 8)];
bottomTilePointer = topTilePointer + (0x20 * 8);
if(i == nextValue)
{
nextValue += 0x20;
topBufferValues += 0x40;
bottomBufferValues += 0x40;
}
i++;
unsigned int first_half = *(topBufferValues++);
unsigned int second_half = *(topBufferValues++);
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 8) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x10) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x18) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 8) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x10) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x18) & 0xFF];
first_half = *(bottomBufferValues++);
//second_half = *(bottomBufferValues++);
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 8) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x10) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x18) & 0xFF];
//Since those are unused
bottomBufferValues++;
bottomTilePointer += 4;
/* The game doesn't use these
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 8) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x10) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x18) & 0xFF];
*/
while(remainingTiles > 0)
{
if(i == nextValue)
{
nextValue += 0x20;
topBufferValues += 0x40;
bottomBufferValues += 0x40;
}
i++;
first_half = *(topBufferValues++);
second_half = *(topBufferValues++);
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 8) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x10) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x18) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 8) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x10) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x18) & 0xFF];
first_half = *(bottomBufferValues++);
//second_half = *(bottomBufferValues++);
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 8) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x10) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x18) & 0xFF];
//Since those are unused
bottomBufferValues++;
bottomTilePointer += 4;
/* The game doesn't use these
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 8) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x10) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x18) & 0xFF];
*/
remainingTiles--;
}
}
}
void store_pixels_overworld_buffer_totalTiles(int totalTiles)
{
byte* buffer = (byte*)(OVERWORLD_BUFFER - ((*tile_offset) * TILESET_OFFSET_BUFFER_MULTIPLIER));
for(int i = 0; i < totalTiles; i++)
int tile = *tile_offset;
byte* buffer = (byte*)(OVERWORLD_BUFFER - (tile * TILESET_OFFSET_BUFFER_MULTIPLIER));
int* topBufferValues = (int*)(&buffer[tile * 8]);
int* bottomBufferValues = topBufferValues + 0x40;
int* topTilePointer;
int* bottomTilePointer;
int* bits_to_nybbles_pointer = m2_bits_to_nybbles_fast;
int bits_to_nybbles_array[0x100];
//It's convenient to copy the table in IWRAM (about 0x400 cycles) only if we have more than 0x55 total tiles to copy ((total * 0xC * 2) = total cycles used reading from EWRAM vs. (total * 0xC) + 0x400 = total cycles used writing to and reading from IWRAM)
//From a full copy it saves about 15k cycles
if(totalTiles >= 0x56)
{
cpufastset(bits_to_nybbles_pointer, bits_to_nybbles_array, 0x100);
bits_to_nybbles_pointer = bits_to_nybbles_array;
}
int nextValue = 0x20;
int i = 0;
while(i < totalTiles)
{
//Not using functions for the tile values saves about 30k cycles on average
int tile = m2_coord_table[i] + *tile_offset;
int addedValue = (i >> 5) << 6;
int tile_buffer = (i & 0x1F) + addedValue + *tile_offset;
int* bufferValues = (int*)(&buffer[(tile_buffer * 8)]);
unsigned int first_half = bufferValues[0];
unsigned int second_half = bufferValues[1];
vram[(tile * 8) + 0] = m2_bits_to_nybbles_fast[(first_half >> 0) & 0xFF];
vram[(tile * 8) + 1] = m2_bits_to_nybbles_fast[(first_half >> 8) & 0xFF];
vram[(tile * 8) + 2] = m2_bits_to_nybbles_fast[(first_half >> 0x10) & 0xFF];
vram[(tile * 8) + 3] = m2_bits_to_nybbles_fast[(first_half >> 0x18) & 0xFF];
vram[(tile * 8) + 4] = m2_bits_to_nybbles_fast[(second_half >> 0) & 0xFF];
vram[(tile * 8) + 5] = m2_bits_to_nybbles_fast[(second_half >> 8) & 0xFF];
vram[(tile * 8) + 6] = m2_bits_to_nybbles_fast[(second_half >> 0x10) & 0xFF];
vram[(tile * 8) + 7] = m2_bits_to_nybbles_fast[(second_half >> 0x18) & 0xFF];
//Do the tile right below (Saves about 50k cycles on average)
tile += 0x20;
bufferValues += 0x40;
first_half = bufferValues[0];
second_half = bufferValues[1];
vram[(tile * 8) + 0] = m2_bits_to_nybbles_fast[(first_half >> 0) & 0xFF];
vram[(tile * 8) + 1] = m2_bits_to_nybbles_fast[(first_half >> 8) & 0xFF];
vram[(tile * 8) + 2] = m2_bits_to_nybbles_fast[(first_half >> 0x10) & 0xFF];
vram[(tile * 8) + 3] = m2_bits_to_nybbles_fast[(first_half >> 0x18) & 0xFF];
vram[(tile * 8) + 4] = m2_bits_to_nybbles_fast[(second_half >> 0) & 0xFF];
vram[(tile * 8) + 5] = m2_bits_to_nybbles_fast[(second_half >> 8) & 0xFF];
vram[(tile * 8) + 6] = m2_bits_to_nybbles_fast[(second_half >> 0x10) & 0xFF];
vram[(tile * 8) + 7] = m2_bits_to_nybbles_fast[(second_half >> 0x18) & 0xFF];
//Using pointers + a way to keep track of subsequent tiles saves 50k cycles on average
//m2_coord_table_fast_progression has the tile number and the number of tiles used without interruction after it in a single short
tile = m2_coord_table_fast_progression[i];
int remainingTiles = tile >> 0xB;
tile = (tile & 0x7FF) + (*tile_offset);
topTilePointer = &vram[(tile * 8)];
bottomTilePointer = topTilePointer + (0x20 * 8);
if(i == nextValue)
{
nextValue += 0x20;
topBufferValues += 0x40;
bottomBufferValues += 0x40;
}
i++;
unsigned int first_half = *(topBufferValues++);
unsigned int second_half = *(topBufferValues++);
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 8) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x10) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x18) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 8) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x10) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x18) & 0xFF];
first_half = *(bottomBufferValues++);
//second_half = *(bottomBufferValues++);
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 8) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x10) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x18) & 0xFF];
//Since those are unused
bottomBufferValues++;
bottomTilePointer += 4;
/* The game doesn't use these
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 8) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x10) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x18) & 0xFF];
*/
while(remainingTiles > 0 && i < totalTiles)
{
if(i == nextValue)
{
nextValue += 0x20;
topBufferValues += 0x40;
bottomBufferValues += 0x40;
}
i++;
first_half = *(topBufferValues++);
second_half = *(topBufferValues++);
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 8) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x10) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x18) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 8) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x10) & 0xFF];
*(topTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x18) & 0xFF];
first_half = *(bottomBufferValues++);
//second_half = *(bottomBufferValues++);
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 8) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x10) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(first_half >> 0x18) & 0xFF];
//Since those are unused
bottomBufferValues++;
bottomTilePointer += 4;
/* The game doesn't use these
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 8) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x10) & 0xFF];
*(bottomTilePointer++) = bits_to_nybbles_pointer[(second_half >> 0x18) & 0xFF];
*/
remainingTiles--;
}
}
}

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@ -39,6 +39,7 @@ int count_pixels_to_tiles(byte *str, int length, int startingPos);
int count_pixels_to_tiles_normal_string(byte *str, int startingPos);
int expand_bit_depth(byte row, byte foreground);
byte reduce_bit_depth(int row, int foregroundRow);
void reduce_bit_depth_sp(int* TileRows, int* bufferValues);
byte print_character(byte chr, int x, int y);
byte print_character_formatted(byte chr, int x, int y, int font, int foreground);
byte print_character_to_window(byte chr, WINDOW* window);
@ -124,11 +125,13 @@ void load_pixels_overworld_buffer();
void store_pixels_overworld_buffer(int totalYs);
void store_pixels_overworld_buffer_totalTiles(int totalTiles);
extern unsigned short m2_coord_table_fast_progression[];
extern unsigned short m2_coord_table[];
extern byte m2_ness_name[];
extern int m2_bits_to_nybbles[];
extern int m2_bits_to_nybbles_fast[];
extern byte m2_nybbles_to_bits[];
extern byte optimized_byte_4bpp_to_1bpp_table[];
extern byte *m2_font_table[];
extern byte m2_font_widths[];
extern byte m2_font_heights[];

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@ -1693,6 +1693,10 @@ m2_font_relocate:
m2_coord_table:
.incbin "data/m2-coord-table.bin"
// Co-ordinate table, version which has 5 bits used for how many consecutive tiles there are after each tile
m2_coord_table_fast_progression:
.incbin "data/m2-coord-table-fast-progression.bin"
// EB fonts
m2_font_table:
dw m2_font_main
@ -1779,6 +1783,9 @@ flyovertextLater:
m2_coord_table_file:
.incbin "data/m2-coord-table-file-select.bin"
optimized_byte_4bpp_to_1bpp_table:
.incbin "data/optimized-byte-4bpp-to-1bpp-table.bin"
//==============================================================================
// Existing subroutines/data

View File

@ -1828,5 +1828,47 @@
"PointerLocation": 658252,
"OldPointer": 533006,
"Label": "L32003"
},
{
"Index": 305,
"PointerLocation": 616180,
"OldPointer": 279156,
"Label": "L314"
},
{
"Index": 306,
"PointerLocation": 616184,
"OldPointer": 441774,
"Label": "L1031"
},
{
"Index": 307,
"PointerLocation": 616220,
"OldPointer": 324778,
"Label": "L610"
},
{
"Index": 308,
"PointerLocation": 616240,
"OldPointer": 325844,
"Label": "L615"
},
{
"Index": 309,
"PointerLocation": 616260,
"OldPointer": 326292,
"Label": "L616"
},
{
"Index": 310,
"PointerLocation": 197030,
"OldPointer": 471486,
"Label": "L32000"
},
{
"Index": 311,
"PointerLocation": 616200,
"OldPointer": 323841,
"Label": "L603"
}
]

View File

@ -4960,7 +4960,7 @@
^L5603^[B2 FF 02 00 CC 00][1B FF 0F 00][C3 FF 01 01 02 00][D8 FF 01 00 00 00][C3 FF 03 01 02 00][D8 FF 03 00 00 00][1B FF 2D 00][6B FF 03 00][B5 FF 02 00][FC FF 27 00][1B FF 01 00][A0 FF D0 07 8E 00 01 00][9E FF][AA FF D0 07][CB FF 01 00 06 00][CB FF 03 00 06 00][1B FF B4 00]@.....[1D FF][C6 FF][1B FF 3C 00][CC FF 01 00 01 00][CC FF 03 00 01 00][1B FF B4 00][A9 FF D0 07][9E FF][FC FF 28 00][1B FF 01 00]@Oooh... I was a little dizzy,[1B FF 0F 00] but[01 FF] now I'm okay.[02 FF]@...to get to Summers... we[01 FF] need to go back to Threed.[02 FF]@Yep, somehow I know that's[01 FF] where we must go...[1D FF][C6 FF][09 FF 2F 00][08 FF 30 00][08 FF 05 03][08 FF 8F 00][86 FF _L3558_][08 FF 18 02][00 FF]
^L5604^[09 FF 02 00][A6 FF 36 00 C4 01][A6 FF 37 00 C5 01][A6 FF 39 00 C6 01][A6 FF 38 00 C7 01][A6 FF 3A 00 C8 01]@Wow![1B FF 14 00] You guys did a lot while I[01 FF] was in the bathroom! Ha ha ha[01 FF] ha...[02 FF]@You want to get to Threed as[01 FF] soon as possible?[02 FF]@We can take you to Threed in[01 FF] our tour bus.[02 FF]@I'll get the bus and wait for you[01 FF] just outside the building...[02 FF][C6 FF][08 FF 3D 01][09 FF 3E 01][08 FF 02 00][9E FF][9D FF 01 33 _L4162_][00 FF]
^L5605^[09 FF 18 02][9D FF 01 04 _L5606_][08 FF 0B 00][00 FF]
^L5606^[86 FF _L3558_]^L9001^[FC FF 05 00][B0 FF C0 03 CB 00][1B FF 3C 00][B3 FF C0 03][A1 FF C0 03 C9 01][9E FF][A4 FF C0 03][C3 FF 01 02 C0 03][D8 FF 01 00 00 00][C3 FF 02 02 C0 03][D8 FF 02 00 00 00][C3 FF 03 02 C0 03][D8 FF 03 00 00 00]@Heh heh heh...[01 FF] There's no need to wait...[02 FF][C6 FF][A0 FF D0 07 CB 01 01 00][C9 FF D0 07][EB FF FF 00][A3 FF C0 03][9E FF][1B FF 3C 00][A5 FF D0 07 06 00][CA FF][A0 FF D3 07 04 03 01 00][A0 FF D0 07 CD 01 01 00][C9 FF D0 07][EB FF FF 00][9E FF][CB FF FF 00 06 00][09 FF 18 02][08 FF 17 02][C5 FF][EA FF FF 00][09 FF 3D 01][A1 FF C0 03 CE 01][9E FF]@All right... on to Threed![02 FF][C6 FF][A1 FF E2 03 CF 01][1B FF 3C 00][E6 FF E2 03][EB FF FF 00][6E FF 01 00][00 FF]
^L5606^[86 FF _L3558_]^L9001^[FC FF 05 00][B0 FF C0 03 CB 00][1B FF 3C 00][B3 FF C0 03][A1 FF C0 03 C9 01][9E FF][A4 FF C0 03][C3 FF 01 02 C0 03][D8 FF 01 00 00 00][C3 FF 02 02 C0 03][D8 FF 02 00 00 00][C3 FF 03 02 C0 03][D8 FF 03 00 00 00]@Heh heh heh...[01 FF] There's no need to wait...[02 FF][C6 FF][A0 FF D0 07 CB 01 01 00][C9 FF D0 07][EB FF FF 00][A3 FF C0 03][9E FF][1B FF 3C 00][A5 FF D0 07 06 00][CA FF]^L32000^[A0 FF D3 07 04 03 01 00][A0 FF D0 07 CD 01 01 00][C9 FF D0 07][EB FF FF 00][9E FF][CB FF FF 00 06 00][09 FF 18 02][08 FF 17 02][C5 FF][EA FF FF 00][09 FF 3D 01][A1 FF C0 03 CE 01][9E FF]@All right... on to Threed![02 FF][C6 FF][A1 FF E2 03 CF 01][1B FF 3C 00][E6 FF E2 03][EB FF FF 00][6E FF 01 00][00 FF]
^L5607^[9D FF 01 28 _L4238_][00 FF]
^L5608^[A2 FF _L5609_][00 FF]
^L5609^[EA FF FF 00][FC FF 05 00][8D FF 01 00][A4 FF EC 01][A4 FF ED 01][A4 FF EE 01][A4 FF EF 01][A4 FF F0 01][1B FF 1E 00][A3 FF EC 01][A3 FF ED 01][A3 FF EE 01][A3 FF EF 01][A3 FF F0 01][1B FF 0A 00][A4 FF EC 01][A4 FF ED 01][A4 FF EE 01][A4 FF EF 01][A4 FF F0 01][B2 FF 00 00 CC 00][1B FF 3C 00][B5 FF 00 00][A3 FF ED 01][A3 FF EE 01][A3 FF EF 01][A3 FF F0 01][6B FF 02 00][1B FF 0A 00][C4 FF 00 C1][A0 FF D0 07 8B 00 01 00][9E FF][1B FF 78 00]@(Oh,[1B FF 05 00] oh...[1B FF 14 00] you're losing[01 FF] consciousness...[02 FF]@What could be the fate of[01 FF] [0D FF] and his friend?)[1D FF][C6 FF][1B FF 01 00][86 FF _L2866_][86 FF _L2200_][08 FF 0B 00][CB FF FF 00 06 00][14 FF 10 00][A0 FF 25 01 8C 00 FF 00][A0 FF 26 01 8D 00 FF 00][EA FF FF 00][1B FF F0 00][A5 FF 25 01 06 00][CC FF 01 00 01 00][D8 FF 01 00 05 00][1B FF 1E 00][C3 FF 01 03 26 01][D8 FF 01 00 00 00][1B FF 14 00][A5 FF 26 01 06 00][A0 FF 01 00 0C 00 01 00][DA FF 01 00 07 00][1B FF 3C 00][A6 FF 01 00 15 00][9E FF][A5 FF 01 00 06 00][CC FF FF 00 01 00][EB FF FF 00][D8 FF 01 00 05 00][00 FF]

View File

@ -3601,7 +3601,7 @@
^L5603^[B2 FF 02 00 CC 00][1B FF 0F 00][C3 FF 01 01 02 00][D8 FF 01 00 00 00][C3 FF 03 01 02 00][D8 FF 03 00 00 00][1B FF 2D 00][6B FF 03 00][B5 FF 02 00][FC FF 27 00][1B FF 01 00][A0 FF D0 07 8E 00 01 00][9E FF][AA FF D0 07][CB FF 01 00 06 00][CB FF 03 00 06 00][1B FF B4 00]◆¨¨¨。[1D FF][C6 FF][1B FF 3C 00][CC FF 01 00 01 00][CC FF 03 00 01 00][1B FF B4 00][A9 FF D0 07][9E FF][FC FF 28 00][1B FF 01 00]◆ちょっと めまいがしただけよ。[01 FF] だいじょうぶ。[02 FF]◆¨¨サマ-ズに[01 FF] いくためには¨¨。[02 FF]◆スリ-クに[01 FF] もどるひつようがあるわ。[02 FF]◆いま つよく[01 FF] それを かんじたの。[1D FF][C6 FF][09 FF 2F 00][08 FF 30 00][08 FF 05 03][08 FF 8F 00][86 FF _L3558_][08 FF 18 02][00 FF]
^L5604^[09 FF 02 00][A6 FF 36 00 C4 01][A6 FF 37 00 C5 01][A6 FF 39 00 C6 01][A6 FF 38 00 C7 01][A6 FF 3A 00 C8 01][1B FF 1E 00]◆な-んだ[01 FF] トイレにいってるあいだに[01 FF] だいかつやく しやがって![02 FF]◆ハハハ[02 FF]◆なになに? [0E FF]ちゃん[01 FF] いまから スリ-クに[01 FF] いきたいって?[02 FF]◆OK![02 FF]◆おれたちの トラベリング・バスで[01 FF] スリ-クまで おくるぜ。[02 FF]◆ひとあしさきに[01 FF] くるまを まわしとく。[1B FF 14 00][01 FF] ビルの そとで まってるぜ![02 FF][C6 FF][08 FF 3D 01][09 FF 3E 01][08 FF 02 00][9E FF][9D FF 01 33 _L4162_][00 FF]
^L694^◆オ-ケ-![01 FF] ノリノリで バスにのれ![02 FF][C6 FF][00 FF]
^L5606^[86 FF _L3558_]^L9001^[FC FF 05 00][B0 FF C0 03 CB 00][1B FF 3C 00][B3 FF C0 03][A1 FF C0 03 C9 01][9E FF][A4 FF C0 03][C3 FF 01 02 C0 03][D8 FF 01 00 00 00][C3 FF 02 02 C0 03][D8 FF 02 00 00 00][C3 FF 03 02 C0 03][D8 FF 03 00 00 00]◆カッカッカッ[01 FF] えんりょは いらんわい![02 FF][C6 FF][A0 FF D0 07 CB 01 01 00][C9 FF D0 07][EB FF FF 00][A3 FF C0 03][9E FF][1B FF 3C 00][A5 FF D0 07 06 00][CA FF][A0 FF D3 07 04 03 01 00][A0 FF D0 07 CD 01 01 00][C9 FF D0 07][EB FF FF 00][9E FF][CB FF FF 00 06 00][09 FF 18 02][08 FF 17 02][C5 FF][EA FF FF 00][09 FF 3D 01][A1 FF C0 03 CE 01][9E FF]◆さあ スリ-クめざして[01 FF] しゅっぱつだ![02 FF][C6 FF][A1 FF E2 03 CF 01][1B FF 3C 00][E6 FF E2 03][EB FF FF 00][6E FF 01 00][00 FF]
^L5606^[86 FF _L3558_]^L9001^[FC FF 05 00][B0 FF C0 03 CB 00][1B FF 3C 00][B3 FF C0 03][A1 FF C0 03 C9 01][9E FF][A4 FF C0 03][C3 FF 01 02 C0 03][D8 FF 01 00 00 00][C3 FF 02 02 C0 03][D8 FF 02 00 00 00][C3 FF 03 02 C0 03][D8 FF 03 00 00 00]◆カッカッカッ[01 FF] えんりょは いらんわい![02 FF][C6 FF][A0 FF D0 07 CB 01 01 00][C9 FF D0 07][EB FF FF 00][A3 FF C0 03][9E FF][1B FF 3C 00][A5 FF D0 07 06 00][CA FF]^L32000^[A0 FF D3 07 04 03 01 00][A0 FF D0 07 CD 01 01 00][C9 FF D0 07][EB FF FF 00][9E FF][CB FF FF 00 06 00][09 FF 18 02][08 FF 17 02][C5 FF][EA FF FF 00][09 FF 3D 01][A1 FF C0 03 CE 01][9E FF]◆さあ スリ-クめざして[01 FF] しゅっぱつだ![02 FF][C6 FF][A1 FF E2 03 CF 01][1B FF 3C 00][E6 FF E2 03][EB FF FF 00][6E FF 01 00][00 FF]
^L1648^[CA FF][14 FF 2D 00][A0 FF 62 01 D0 01 FF 00][C9 FF 62 01][00 FF]
^L1636^[CA FF][14 FF 2E 00][A0 FF 62 01 D1 01 FF 00][C9 FF 62 01][00 FF]
^L1637^[CA FF][14 FF 2F 00][A0 FF 62 01 D2 01 FF 00][C9 FF 62 01][00 FF]