bsnes/sfc/system/video.hpp
Tim Allen 84fab07756 Update to v093r10 release.
byuu says:

Changelog:
- Game Boy (Color): STAT OAM+HBlank IRQs only trigger during LY=0-143
  with display enabled
  - fixes backgrounds and text in Wacky Races
- Game Boy (Color): fixed underflow in window clamping
  - fixes Wacky Races, Prehistorik Man, Alleyway, etc
- Game Boy (Color): LCD OAM DMA was running too slow
  - fixes Shin Megami Tensei - Devichil - Kuro no Sho
- Game Boy Advance: removed built-in frame blending; display emulation
  shaders will handle this going forward
- Game Boy Advance: added Game Boy Player emulation
  - currently the screen is tinted red during rumble, no actual gamepad
    rumble support yet
  - this is going to be slow, as we have to hash the frame to detect the
    GBP logo, it'll be optional later on
- Emulator::Interface::Palette can now output a raw palette (for Display
  Emulation shaders only)
  - color channels are not yet split up, it's just the raw packed value
2013-12-20 22:40:39 +11:00

22 lines
405 B
C++

struct Video {
uint32_t* palette;
void generate_palette(Emulator::Interface::PaletteMode mode);
Video();
~Video();
private:
bool hires;
unsigned line_width[240];
void update();
void scanline();
void init();
static const uint8_t gamma_ramp[32];
static const uint8_t cursor[15 * 15];
void draw_cursor(uint16_t color, int x, int y);
friend class System;
};
extern Video video;