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Documented the tile generator.
This commit is contained in:
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@ -1,4 +1,3 @@
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//TODO: organize memory pool more tightly: 2 512x384 layers plus 4 extra lines
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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@ -25,13 +24,248 @@
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*
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* Implementation of the CRender2D class: OpenGL tile generator graphics.
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*
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* Tile Generator Hardware Overview
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* --------------------------------
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*
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* Model 3's medium resolution tile generator hardware appears to be derived
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* from the Model 2 and System 24 chipset. It consists of four 64x64 tile
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* layers, comprised of 8x8 pixel tiles, with configurable priorities. There
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* may be additional features but so far, no known Model 3 games use them.
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*
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* VRAM is comprised of 1 MB for tile data and an additional 128 KB for the
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* palette. The four tilemap layers are referred to as: A (0), A' (1), B (2),
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* and B' (3). Palette RAM may be located on a separate RAM IC.
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*
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* NOTE: Supermodel allocates 128 KB for the palette. Either this is incorrect
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* (only 64 KB is needed to store 32K colors), the colors are inaccessible, or
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* there is a way to access them but no game has done so yet. My suspicion is
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* that the palette RAM is in fact only 64 KB but this needs to be verified by
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* checking to see if any games write to the high 64 KB.
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*
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* Registers
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* ---------
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*
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* Registers are listed by their byte offset in the PowerPC address space. Each
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* is 32 bits wide and little endian. Only those registers relevant to
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* rendering are listed here (see CTileGen for others).
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*
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* Offset: Description:
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*
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* 0x20 Layer configuration
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* 0x40 Layer A/A' color offset
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* 0x44 Layer B/B' color offset
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* 0x60 Layer A scroll
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* 0x64 Layer A' scroll
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* 0x68 Layer B scroll
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* 0x6C Layer B' scroll
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*
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* Layer configuration is formatted as:
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*
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* 31 0
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* ???? ???? ???? ???? pqrs tuvw ???? ????
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*
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* Bits 'pqrs' control the color depth of layers B', B, A', and A,
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* respectively, and 'tuvw' form a 4-bit priority code. The other bits are
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* unused or unknown.
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*
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* The remaining registers are described where appropriate further below.
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*
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* VRAM Memory Map
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* ---------------
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*
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* The lower 1 MB of VRAM is used for storing tiles, per-line horizontal scroll
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* values, and the stencil mask, which determines which of each pair of layers
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* is displayed on a given line and column.
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*
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* 00000-F5FFF Tile pattern data
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* F6000-F63FF Layer A horizontal scroll table (512 lines)
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* F6400-F67FF Layer A' horizontal scroll table
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* F6800-F6BFF Layer B horizontal scroll table
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* F6C00-F6FFF Layer B' horizontal scroll table
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* F7000-F77FF Mask table (assuming 4 bytes per line, 512 lines)
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* F7800-F7FFF ?
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* F8000-F9FFF Layer A name table
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* FA000-FBFFF Layer A' name table
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* FC000-FDFFF Layer B name table
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* FE000-FFFFF Layer B' name table
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*
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* Tiles may actually address the entire 1 MB space, although in practice,
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* that would conflict with the other fixed memory regions.
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*
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* Palette
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* -------
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*
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* The palette stores 32768 colors. Each entry is a little endian 16-bit word.
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*
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* The format of a palette word is:
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*
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* 15 0
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* tbbb bbgg gggr rrrr
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*
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* The 't' bit is for transparency. When set, pixels of that color are
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* transparent, unless they are the bottom-most layer.
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*
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* Tile Name Table and Pattern Layout
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* ----------------------------------
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*
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* The name table is a 64x64 array of 16-bit words serving as indices for tile
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* pattern data and the palette. The first 64 words correspond to the first
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* row of tiles, the next 64 to the second row, etc. Although 64x64 entries
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* describes a 512x512 pixel screen, only the upper-left 62x48 tiles are
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* visible when the vertical and horizontal scroll values are 0. Scrolling
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* moves the 496x384 pixel 'window' around, with individual wrapping of the
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* two axes.
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*
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* The data is actually arranged in 32-bit chunks in little endian format, so
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* that tiles 0, 1, 2, and 3 will be stored as 1, 0, 3, 2. Fetching two name
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* table entries as a single 32-bit word places the left tile in the high 16
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* bits and the right tile in the low 16 bits.
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*
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* The format of a name table entry in 4-bit color mode is:
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*
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* 15 0
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* jkpp pppp pppp iiii
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*
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* The pattern index is '0ppp pppp pppi iiij'. Multiplying by 32 yields the
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* offset in VRAM at which the tile pattern data is stored. Note that the MSB
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* of the name table entry becomes the LSB of the pattern index. This allows
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* for 32768 4-bit tile patterns, each occupying 32 bytes, which means the
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* whole 1 MB VRAM space can be addressed.
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*
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* The 4-bit pattern data is stored as 8 32-bit words. Each word stores a row
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* of 8 pixels:
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*
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* 31 0
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* aaaa bbbb cccc dddd eeee ffff gggg hhhh
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*
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* 'a' is the left-most pixel data. These 4-bit values are combined with bits
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* from the name table to form a palette index, which determines the final
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* color. For example, for pixel 'a', the 15-bit color index is:
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*
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* 14 0
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* kpp pppp pppp aaaa
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*
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* Note that index bits are re-used to form the palette index, meaning that
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* the pattern address partly determines the color.
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*
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* In 8-bit color mode, the name table entry looks like:
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*
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* 15 0
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* ?ppp pppp iiii iiii
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*
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* The low 15 'p' and 'i' bits together form the pattern index, which must be
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* multiplied by 64 to get the offset. The pattern data now consists of 16 32-
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* bit words, each containing four 8-bit pixels:
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*
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* 31 0
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* aaaa aaaa bbbb bbbb cccc cccc dddd dddd
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*
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* 'a' is the left-most pixel. Each line is therefore comprised of two 32-bit
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* words. The palette index for pixel 'a' is now formed from:
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*
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* 14 0
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* ppp pppp aaaa aaaa
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*
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* Stencil Mask
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* ------------
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*
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* For any pixel position, there are in fact only two visible layers, despite
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* there being four defined layers. The layers are grouped in pairs: A (the
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* 'primary' layer) and A' (the 'alternate') form one pair, and B and B' form
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* the other. Only one of the primary or alternate layers from each group may
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* be visible at a given position. The 'stencil mask' controls this.
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*
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* The mask table is a bit field organized into 512 (or 384?) lines with each
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* bit controlling four columns (32 pixels). The mask does not appear to be
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* affected by scrolling -- that is, it does not scroll with the underlying
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* tiles, which do so independently. The mask remains fixed. Caveat: a bug in
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* Scud Race's 'ROLLING START' animation may indicate this is either not
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* strictly true or that the upper-left corner of the mask needs to be adjusted
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* slightly. This bug has not been investigated thoroughly yet.
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*
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* Each mask entry is a little endian 32-bit word. The high 16 bits control
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* A/A' and the low 16 bits control B/B'. Each word controls an entire line
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* (32 pixels per bit, 512 pixels per 16-bit line mask). If a bit is set to 1,
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* the pixel from the primary layer is used, otherwise the alternate layer is
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* used when the mask is 0. It is important to remember that the layers may
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* have been scrolled independently. The mask operates on the final resultant
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* two pixels that are determined for each location.
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*
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* Example of a line mask:
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*
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* 31 15 0
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* 0111 0000 0000 1111 0000 0000 1111 1111
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*
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* These settings would display layer A' for the first 32 pixels of the line,
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* followed by layer A for the next 96 pixels, A' for the subsequent 256
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* pixels, and A for the final 128 pixels. The first 256 pixels of the line
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* would display layer B' and the second 256 pixels would be from layer B.
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*
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* The stencil mask does not affect layer priorities, which are managed
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* separately regardless of mask settings.
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*
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* Scrolling
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* ---------
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*
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* Each of the four layers can be scrolled independently. Vertical scroll
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* values are stored in the appropriate scroll register and horizontal scroll
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* values can be sourced either from the register (in which case the entire
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* layer will be scrolled uniformly) or from a table in VRAM (which contains
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* independent values for each line).
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*
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* The scroll registers are laid out as:
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*
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* 31 0
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* v??? ???y yyyy yyyy h??? ??xx xxxx xxxx
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*
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* The 'y' bits comprise a vertical scroll value in pixels. The 'x' bits form a
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* horizontal scroll value. If 'h' is set, then the VRAM table (line-by-line
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* scrolling) is used, otherwise the 'x' values are applied to every line. The
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* meaning of 'v' is unknown. It is also possible that the scroll values use
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* more or less bits, but probably no more than 1.
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*
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* Each line must be wrapped back to the beginning of the same line. Likewise,
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* vertical scrolling wraps around back to the top of the tilemap.
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*
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* The horizontal scroll table is a series of 16-bit little endian words, one
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* for each line beginning at 0. It appears all the values can be used for
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* scrolling (no control bits have been observed). The number of bits actually
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* used by the hardware is irrelevant -- wrapping has the effect of making
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* higher order bits unimportant.
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*
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* Layer Priorities
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* ----------------
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*
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* The layer control register (0x20) contains 4 bits that appear to control
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* layer priorities. It is assumed that the 3D graphics, output by the Real3D
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* pixel processors independently of the tile generator, constitute their own
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* 'layer' and that the 2D tilemaps appear in front or behind. There may be a
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* specific function for each priority bit or the field may be interpreted as a
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* single 4-bit value denoting preset layer orders.
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*
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* Color Offsets
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* -------------
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*
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* Color offsets can be applied to the final RGB color value of every pixel.
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* This is used for effects such as fading to a certain color, lightning (Lost
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* World), etc. The current best guess is that the two registers control each
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* pair (A/A' and B/B') of layers. The format appears to be:
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*
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* 31 0
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* ???? ???? rrrr rrrr gggg gggg bbbb bbbb
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*
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* Where 'r', 'g', and 'b' appear to be signed 8-bit color offsets. Because
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* they exceed the color resolution of the palette, they must be scaled
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* appropriately.
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*
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* To-Do List
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* ----------
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* - Add dirty rectangles?
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* - Fix color offsets: they should probably be applied to layers A/A' and B/B'
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* rather than to the top and bottom surfaces (an artifact left over from
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* when layer priorities were fixed as B/B' -> bottom, A/A' -> top). This can
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* no longer be performed by the shaders, unfortunately, because of arbitrary
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* layer priorities.
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* - Are v-scroll values 9 or 10 bits?
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* - Add fast paths for no scrolling (including unclipped tile rendering).
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* - Inline the loops in the tile renderers.
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* - Update description of tile generator before you forget :)
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* - A proper shut-down function is needed! OpenGL might not be available when
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* the destructor for this class is called.
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*/
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@ -113,132 +347,6 @@ void CRender2D::DrawTileLine8BitNoClip(UINT32 *buf, UINT16 tile, int tileLine)
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}
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// Draw 4-bit tile line, clipped at left edge
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void CRender2D::DrawTileLine4Bit(UINT32 *buf, int offset, UINT16 tile, int tileLine)
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{
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unsigned tileOffset; // offset of tile pattern within VRAM
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unsigned palette; // color palette bits obtained from tile
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UINT32 pattern; // 8 pattern pixels fetched at once
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// Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels
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tileOffset = ((tile&0x3FFF)<<1) | ((tile>>15)&1);
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tileOffset *= 32;
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tileOffset /= 4; // VRAM is a UINT32 array
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// Upper color bits; the lower 4 bits come from the tile pattern
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palette = tile&0x7FF0;
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// Draw 8 pixels
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pattern = vram[tileOffset+tileLine];
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for (int bitPos = 28; bitPos >= 0; bitPos -= 4)
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{
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if (offset >= 0)
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buf[offset] = pal[((pattern>>bitPos)&0xF) | palette];
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++offset;
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}
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}
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// Draw 4-bit tile line, clipped at right edge
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void CRender2D::DrawTileLine4BitRightClip(UINT32 *buf, int offset, UINT16 tile, int tileLine, int numPixels)
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{
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unsigned tileOffset; // offset of tile pattern within VRAM
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unsigned palette; // color palette bits obtained from tile
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UINT32 pattern; // 8 pattern pixels fetched at once
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int bitPos;
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// Tile pattern offset: each tile occupies 32 bytes when using 4-bit pixels
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tileOffset = ((tile&0x3FFF)<<1) | ((tile>>15)&1);
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tileOffset *= 32;
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tileOffset /= 4; // VRAM is a UINT32 array
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// Upper color bits; the lower 4 bits come from the tile pattern
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palette = tile&0x7FF0;
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// Draw 8 pixels
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pattern = vram[tileOffset+tileLine];
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bitPos = 28;
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for (int i = 0; i < numPixels; i++)
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{
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buf[offset] = pal[((pattern>>bitPos)&0xF) | palette];
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++offset;
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bitPos -= 4;
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}
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}
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// Draw 8-bit tile line, clipped at left edge
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void CRender2D::DrawTileLine8Bit(UINT32 *buf, int offset, UINT16 tile, int tileLine)
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{
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unsigned tileOffset; // offset of tile pattern within VRAM
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unsigned palette; // color palette bits obtained from tile
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UINT32 pattern; // 4 pattern pixels fetched at once
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tileLine *= 2; // 8-bit pixels, each line is two words
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// Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels
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tileOffset = tile&0x3FFF;
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tileOffset *= 64;
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tileOffset /= 4;
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// Upper color bits
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palette = tile&0x7F00;
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// Draw 4 pixels at a time
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pattern = vram[tileOffset+tileLine];
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for (int bitPos = 24; bitPos >= 0; bitPos -= 8)
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{
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if (offset >= 0)
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buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
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++offset;
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}
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pattern = vram[tileOffset+tileLine+1];
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for (int bitPos = 24; bitPos >= 0; bitPos -= 8)
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{
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if (offset >= 0)
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buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
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++offset;
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}
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}
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// Draw 8-bit tile line, clipped at right edge
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void CRender2D::DrawTileLine8BitRightClip(UINT32 *buf, int offset, UINT16 tile, int tileLine, int numPixels)
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{
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unsigned tileOffset; // offset of tile pattern within VRAM
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unsigned palette; // color palette bits obtained from tile
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UINT32 pattern; // 4 pattern pixels fetched at once
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int bitPos;
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tileLine *= 2; // 8-bit pixels, each line is two words
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// Tile pattern offset: each tile occupies 64 bytes when using 8-bit pixels
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tileOffset = tile&0x3FFF;
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tileOffset *= 64;
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tileOffset /= 4;
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// Upper color bits
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palette = tile&0x7F00;
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// Draw 4 pixels at a time
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pattern = vram[tileOffset+tileLine];
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bitPos = 24;
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for (int i = 0; (i < 4) && (i < numPixels); i++)
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{
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buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
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++offset;
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bitPos -= 8;
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}
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pattern = vram[tileOffset+tileLine+1];
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bitPos = 24;
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for (int i = 0; (i < 4) && (i < numPixels); i++)
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{
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buf[offset] = pal[((pattern>>bitPos)&0xFF) | palette];
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++offset;
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bitPos -= 8;
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}
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}
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/******************************************************************************
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Layer Rendering
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******************************************************************************/
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