PPU implementation with sprites

This commit is contained in:
2026-08-09 23:27:39 -05:00
parent 5d48780ad5
commit cda0a7ddb4
3 changed files with 237 additions and 30 deletions
+27 -9
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@@ -45,7 +45,12 @@
- PPU 2a done (src/palette.rs + src/render.rs): 64-color 2C02 SYSTEM_PALETTE in index order, index_to_rgb with & 0x3F mask. Renderer trait (the only hardware trait) + PpmRenderer writing numbered frames to renders/ (frame_0000.ppm etc.) + pure ppm_bytes for testability. 4 unit tests pass. 2C02 chosen over composite palettes - we render raw PPU output
- PPU 2b done (src/ppu.rs struct + registers + VRAM routing + src/bus.rs open-bus): Ppu has ctrl/mask/status/oam/oamaddr, shared write_latch (W bit for $2005/$2006), vram_addr (14-bit), data_buffer ($2007 read-buffer), vram[0x1000] (4KB for FourScreen), palette[32]. read/write handle $2000-$2007 with open-bus for write-only regs ($2000/$2001/$2003/$2005/$2006), $2002 read = (status & 0xE0) | (open_bus & 0x1F) + clears vblank + resets write latch, $2004 write increments oamaddr, $2007 palette reads bypass the read-buffer. VRAM routing: $0000-$1FFF = CHR via cart, $2000-$3EFF = nametables via cart.mirroring() (H/V/OneScreenLow/High/FourScreen), $3F00-$3FFF = palette with 10/14/18/1C mirror. Bus tracks open_bus (last byte on CPU data bus, updated on every read/write) and passes it into ppu.read; PPU regs routed via disjoint-field borrows; APU/expansion stubs now return open_bus instead of 0. cartridge.rs mirroring honors the four-screen header bit
- PPU 2c implementation done (src/ppu.rs full background renderer): scanline/cycle timing (3 PPU dots per CPU cycle, 341 dots/scanline, 262 scanlines/frame, odd-frame 340-dot pre-render line), vblank+NMI at scanline 241 dot 0, clear at 261 dot 0, frame_complete at 261 end. Loopy scroll $2005/$2006 (t/x/w, shared write latch reset on $2002 read). Background fetch pipeline (4-fetch/8-dot: nametable at %8==0, attribute at 2, pattern lo at 4, pattern hi at 6, reload shift regs + increment coarse X at 7), two attribute shift registers (0xFF/0x00 per bit), horizontal copy at dot 255, vertical increment at 256, vertical copy at 280. Fine-X pre-shift at cycle 0 of visible scanlines. Transparent pixel uses palette[0]. Fixed mirroring swap (Horizontal=>a>>11, Vertical=>a>>10). Bus frame-driving methods (tick_ppu/frame_done/take_nmi/framebuffer/begin_frame). main.rs run_cart boots any ROM, renders frames to renders/ with PpmRenderer
- CURRENT BUG: SMB renders ALL GREY. The framebuffer is all 0x00 (palette index 0 = dark grey 0x5D5D5D) - every frame renders identical grey boxes (180/3600 frames tested). Diagnosis: either the framebuffer is never written (rendering never enabled / render_bg never true) or every pixel computes transparent. SMB ROM confirmed to write $2000 5x, $2001 3x, poll $2002 6x, reset vector $8000 points at real SEI init code. NMI forwarding fix applied (take_nmi/set_nmi moved inside the frame loop) but did not change the grey output. Next step is machine-state diagnosis
- PPU 2c FIXED - SMB BACKGROUND RENDERS CORRECTLY. Three bugs found and fixed, in order:
1. NMI fired unconditionally at vblank (src/ppu.rs dot()): the PPU asserted nmi_pending on every vblank regardless of the $2000 NMI-enable bit (ctrl & 0x80). Game boots with NMI off, so every frame the CPU got yanked into the NMI handler mid-boot, pushing stack and spinning in the RAM-clear loop at $90CC (SP dropped 8 bytes/frame, PC pinned at $90DE, palette/nametable never written = all grey). Fixed by gating nmi_pending on ctrl & 0x80. Verified with debug_out/state.txt + pctrace.txt (src/dump.rs dbg mode)
2. Attribute table fetch wrong (src/ppu.rs bg_fetch): column term used (v & 0x07) instead of ((v >> 2) & 0x07), and quadrant selector used coarseX bit 0 / coarseY bit 0 instead of bit 1 ((v & 0x40) >> 4 | (v & 0x02)). Produced green/brown logo colors, invisible letters (blank lines through P/R), and wrong-palette garbage on the right edge. Fixed both formulas per nesdev
3. Background pipeline timing (src/ppu.rs dot/bg_fetch, modeled after olcNES Part 4 reference): shifters must shift ONLY during fetch windows (cycles 2-257 and 321-337), with LoadBackgroundShifters + TransferAddressX at cycle 257 (preloads the NEXT scanline's first tile), IncrementScrollY at 256, idle NT fetches at 338/340, TransferAddressY on the pre-render line 280-304. Our code shifted every dot and copied horizontal at 255 -> each scanline started mid-tile, image shifted showing page 1 + page 2. Rewrote dot() with windowed shifters, (cycle-1)%8 fetch phases, load_shifters/update_shifters helpers, bit-mux fine-X (0x8000 >> x) in render_bg_pixel. Frame now renders pixel-correct with correct colors
- ACCEPTANCE MET: SMB renders the full frame correctly (background). Mario himself is a sprite and is NOT rendered yet - that's the next milestone (PPU-2 sprites + $4014 OAM DMA)
- PPU-2 3a SPRITES DONE: $4014 OAM DMA (bus.rs routes to Ppu::oam_dma, copies 256 bytes from CPU RAM page through the 2KB mirror), sprite evaluation at cycle 257 (8 sprites per scanline, overflow flag bit 5, sprite-0 tracking), sprite pattern fetch at cycle 340 (8x8 via ctrl bit 3, 8x16 via tile id bit 0, V-flip with 7-row inversion, H-flip via reverse_bits, hi plane +8), per-sprite shifters with X countdown (decrement X until 0 then shift, cycles 1-257), and render_pixel compositing (bg vs sprite priority via attr bit 5, sprites use palettes 4-7, sprite-0 hit sets status bit 6 at cycle>=9). Fixed one integration bug: the old bg-only pipeline block was left in dot() duplicating the new combined block (shifters shifted/fetched twice per dot) - deleted the old block. ACCEPTANCE MET: Mario visible and the coin sprite animates across frames
- Backup library mapper audit: mappers 0 (NROM) and 1 (MMC1) cover many games; still need mapper 2 (UNROM: Castlevania, Contra, Megaman 1), mapper 4 (MMC3: SMB2, SMB3, Lolo 2), mapper 7 (AOROM: Who Framed Roger Rabbit)
- Finding: real commercial games rarely use illegal opcodes; none of the backup library needs them. Official-only CPU is sufficient for the goal of playing these games
@@ -58,13 +63,25 @@ Phases in order:
1. NMI/IRQ servicing - DONE (see Done section). cpu_interrupts.nes verification deferred to the last milestone (needs APU frame-counter IRQ)
2. PPU-1 rendering core - PARTIAL: 2a (palette/render) and 2b (registers/VRAM/open-bus) DONE (see Done section). Remaining: full background rendering in ONE merged step - timing + scroll + background pipeline together, no intermediate gating (we do not test until the full PPU exists). Acceptance: SMB title screen renders to PPM via main.rs run_cart. NEXT. Confirmed decisions: full dot-accurate scanline model, loopy v/t/x/w scroll system, Cartridge passed as parameter, open-bus tracking in the bus, hardware-accurate throughout (same philosophy as the CPU). Merged step:
2c. Full background renderer - IMPLEMENTED but BROKEN (grey screen, see Done section). Code complete and reviewed: timing, loopy scroll, background pipeline, fine-X, mirroring fix, transparent pixel fix, NMI forwarding fix all in. Acceptance NOT met yet: SMB renders uniform grey (framebuffer all 0x00). Diagnostics pending
2d. CURRENT TASK - diagnose the grey screen. The framebuffer is all 0 (dark grey), meaning rendering is either never enabled or every pixel is transparent. Two-step plan:
- Step 1 (quick inline probe): temporarily print per-frame state from run_cart - CPU PC (stuck loop?), PPU mask bit 3 (rendering enabled?), status, palette[0..4] (game wrote colors?), framebuffer non-zero pixel count (pipeline producing?). Needs small read accessors on Cpu (pc/a/x/y/sp/p) and Ppu (ctrl/mask/status/scanline/cycle/palette/framebuffer_nonzero) and NesBus (ram/ppu)
- Step 2 (full dump module): new src/dump.rs writing machine state to text files, recreated fresh each run (clear + new files). Write debug_out/state.txt with CPU regs + PPU regs + palette + nametable + zero-page + framebuffer non-zero count, plus debug_out/pctrace.txt appending CPU PC each frame (identical lines = infinite loop). cargo run -- dbg <rom> mode clears debug_out/ and renders/, runs N frames, writes snapshot
- Expected outcomes: PC trace identical every frame = stuck loop (look at what the CPU polls); mask never gets bit 3 + palette stays zero = PPU writes not landing (check Ppu::write masking / vram_write routing); regs set but framebuffer 0 = pipeline/render_bg bug
- After diagnosis, fix and re-run until SMB title screen appears in renders/frame_XXXX.ppm
3. PPU-2 sprites + scrolling + $4014 OAM DMA: makes SMB actually playable
2c. Full background renderer - DONE. Acceptance MET: SMB renders correctly (colors correct, no shift, no holes). Mario missing = sprites not yet implemented
2d. DONE - diagnosis + fix. Built src/dump.rs dbg mode (state.txt + pctrace.txt per frame). Found 3 bugs (see Done section): unconditional NMI, attribute address/quadrant formulas, and pipeline timing (shift windows + cycle-257 preload). All fixed, verified by renders/ output
3. NEXT: PPU-2 sprites + input + GUI window - makes SMB actually playable (Mario + enemies visible AND moveable). Detailed plan below. Four phases, sprites first (verifiable headless via PPM + dbg), then input logic (testable in isolation), then the window (first external deps):
3a. SPRITES - DONE (see Done section). Acceptance MET: Mario + coin sprite visible, coin animates
3b. NEXT: INPUT (new src/input.rs, pure logic, testable without GUI):
- InputSource trait (the ONLY new trait): fn buttons(&mut self) -> u8, NES button bit order. Impls: KeyboardInput (winit later), BotInput for automated tests (e.g. "hold right 120 frames" to verify scrolling headlessly)
- Controller struct (concrete, NOT a trait - fixed hardware protocol): holds Box<dyn InputSource>, strobe latch + shift register for $4016/$4017 semantics. read/write protocol implemented once here
- Keyboard defaults: Z=A, X=B, Shift=Select, Enter=Start, Arrows=D-pad. Pure mapping fn, unit-testable
- One Controller per player ($4016 = P1, $4017 = P2); SMB1 is single-controller, two-player support for SMB2 later
3c. BUS WIRING (src/bus.rs): add Controller(s) to NesBus, $4016 write = strobe, $4016/$4017 read = shift out one bit (open-bus for unused bits). Bus stays a trait; controller wiring lives in the concrete NesBus impl like everything else
3d. GUI WINDOW (src/render.rs + new deps): first external crates (egui + egui-winit + winit). main.rs owns the frame loop for ALL modes (nestest/blargg/cart/dbg/gui) - window is passive, renderer is dumb:
- Renderer trait gains two default no-op methods (PPM inherits them): fn should_close(&self) -> bool { false }, fn poll_input(&mut self, controller: &mut Controller) {}
- WindowRenderer: egui + winit impl of Renderer. present() converts palette indices -> RGB via index_to_rgb, uploads as texture, draws. poll_input() maps winit key events -> Controller bits. should_close() from winit close request
- PPM stays as headless/dbg output; renders/ no longer written for normal GUI runs (was ~1MB/frame, heavy)
- New run_gui <rom> mode: event pump -> one emulated frame -> present, 60fps
- Acceptance: walk Mario in the window, screen scrolls correctly between nametables (this is how scrolling gets verified - the scroll logic itself is already fixed and correct)
4. GUI (egui + winit, first external deps): display framebuffer, 60fps loop, keyboard -> controller ($4016/$4017). First "games running on screen" moment
5. Mappers: 2 (UNROM), 7 (AOROM) simple; 4 (MMC3) complex - includes scanline IRQ counter required for SMB3 status bar. Verified by running the real backups
6. APU audio: 5 channels, frame counter -> IRQ, mixing. Verified with SMB
@@ -77,7 +94,8 @@ Blargg/illegal background: ~76 illegal opcodes in the nestest log (23 undocument
## Decisions
- No external dependencies yet, keeping it pure std until the GUI milestone
- GUI choice: egui + winit (decided, not yet used)
- GUI choice: egui + winit (decided, not yet used); main.rs owns the frame loop for all modes, window is passive
- InputSource is a trait (Box<dyn InputSource>) so input sources are pluggable: keyboard, gamepad, bot/test harness. Controller (shift-register protocol) is a concrete struct - the protocol is fixed hardware, only the button source varies
- Scope: cartridge + CPU first, verified headless before graphics
- Bus is a trait (impl Bus) so the CPU works against any memory layout (real bus, test bus, debug bus)
- Flags stored as a raw u8 with named bit-mask constants (FLAG_CARRY etc.)
+2 -1
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@@ -32,7 +32,7 @@ impl NesBus {
pub fn begin_frame(&mut self) {
self.ppu.begin_frame();
}
pub fn ppu(&self) -> &Ppu { &self.ppu }
pub fn ram(&self) -> &[u8; 0x800] { &self.ram }
}
@@ -55,6 +55,7 @@ impl Bus for NesBus {
match address {
0x0000..=0x1FFF => self.ram[(address & 0x07FF) as usize] = value,
0x2000..=0x3FFF => self.ppu.write(&mut self.cart, address, value),
0x4014 => self.ppu.oam_dma(&self.ram, value),
0x6000..=0x7FFF => self.cart.write_prg_ram(address, value),
0x8000..=0xFFFF => self.cart.write_prg(address, value),
_ => {} // Everything else dropped for now
+208 -20
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@@ -1,12 +1,20 @@
use crate::cartridge::Cartridge;
use crate::mapper::Mirroring;
// 4-byte OAM entry: Y, tile, attribute, X
#[derive(Clone, Copy, Default)]
struct Sprite {
y: u8,
tile: u8,
attr: u8,
x: u8,
}
pub struct Ppu {
ctrl: u8, // $2000
mask: u8, // $2001
status: u8, // $2002
oamaddr: u8, // $2003
oam: [u8; 256], // $2004
ctrl: u8, // $2000
mask: u8, // $2001
status: u8, // $2002
oamaddr: u8, // $2003
oam: [u8; 256], // $2004
scanline: u32,
cycle: u32,
framebuffer: [u8; 256 * 240],
@@ -24,10 +32,16 @@ pub struct Ppu {
tile_latch: u8,
attr_latch: u8,
write_latch: bool, // shared W toggle for $2005/$2006, reset by $2002 read
vram_addr: u16, // 14-bit
data_buffer: u8, // $2007 read-buffer
vram_addr: u16, // 14-bit
data_buffer: u8, // $2007 read-buffer
vram: [u8; 0x1000], // 4KB nametables (FourScreen support)
palette: [u8; 32],
sprite_scanline: [Sprite; 8], // 8 sprites selected for the current scanline
sprite_count: u8, // how many were selected (up to 9 for overflow)
sprite_shifter_lo: [u8; 8], // per-sprite pattern bitplanes
sprite_shifter_hi: [u8; 8],
sprite_zero_hit_possible: bool, // sprite 0 is in this scanline's set
sprite_zero_being_rendered: bool, // sprite 0 has a non-transparent pixel here
}
impl Ppu {
@@ -50,9 +64,16 @@ impl Ppu {
self.status &= !0x80;
}
let rendering = self.mask & 0x08 != 0;
let rendering = self.mask & 0x18 != 0; // bg OR sprites
// Background pipeline: visible + pre-render scanlines only
// Pre-render line start: clear sprite flags + shifters (reference: -1, cycle 1)
if self.scanline == 261 && self.cycle == 1 {
self.status &= !0x60; // sprite overflow + sprite zero hit
self.sprite_shifter_lo = [0; 8];
self.sprite_shifter_hi = [0; 8];
}
// Background + sprite pipeline: visible + pre-render scanlines only
if rendering && (self.scanline < 240 || self.scanline == 261) {
// Shifters shift ONLY during the fetch windows (reference timing)
if (self.cycle >= 2 && self.cycle < 258) || (self.cycle >= 321 && self.cycle < 338) {
@@ -60,6 +81,11 @@ impl Ppu {
self.bg_fetch(cart);
}
// Sprite X countdown + shifter shifting (reference: cycle 1-257)
if self.cycle >= 1 && self.cycle < 258 {
self.sprite_shift();
}
// End of visible scanline: advance vertical position
if self.cycle == 256 && (self.scanline < 240 || self.scanline == 261) {
self.increment_vertical();
@@ -68,6 +94,7 @@ impl Ppu {
if self.cycle == 257 && (self.scanline < 240 || self.scanline == 261) {
self.load_shifters();
self.copy_horizontal();
self.sprite_evaluate(); // pick sprites for the next scanline
}
// Idle nametable fetches at the end of the line
if (self.cycle == 338 || self.cycle == 340) && (self.scanline < 240 || self.scanline == 261) {
@@ -77,11 +104,15 @@ impl Ppu {
if self.scanline == 261 && self.cycle >= 280 && self.cycle < 305 {
self.copy_vertical();
}
// Load the 8 selected sprites' patterns into shifters for the next scanline
if self.cycle == 340 && (self.scanline < 240 || self.scanline == 261) {
self.sprite_fetch_patterns(cart);
}
}
// Compose + store pixel (visible only, x = cycle - 1)
if rendering && self.scanline < 240 && self.cycle >= 1 && self.cycle <= 256 {
self.render_bg_pixel(cart);
self.render_pixel(cart); // was render_bg_pixel
}
// advance timing
@@ -112,6 +143,12 @@ impl Ppu {
tile_latch: 0, attr_latch: 0,
write_latch: false, vram_addr: 0, data_buffer: 0,
vram: [0; 0x1000], palette: [0; 32],
sprite_scanline: [Sprite::default(); 8],
sprite_count: 0,
sprite_shifter_lo: [0; 8],
sprite_shifter_hi: [0; 8],
sprite_zero_hit_possible: false,
sprite_zero_being_rendered: false,
}
}
@@ -271,6 +308,107 @@ impl Ppu {
}
}
pub fn oam_dma(&mut self, ram: &[u8; 0x800], page: u8) {
for i in 0..256u16 {
let src = (((page as u16) << 8) + i) & 0x7FF; // CPU RAM mirrors every 2KB
self.oam[i as usize] = ram[src as usize];
}
}
// Pick the up-to-8 sprites that overlap the NEXT scanline (cycle 257).
fn sprite_evaluate(&mut self) {
self.sprite_count = 0;
self.sprite_zero_hit_possible = false;
self.sprite_scanline = [Sprite::default(); 8];
// The scanline these sprites will be drawn on (pre-render -> scanline 0)
let target = if self.scanline == 261 { 0 } else { self.scanline as i32 + 1 };
let height: i32 = if self.ctrl & 0x20 != 0 { 16 } else { 8 };
let mut entry: usize = 0;
while entry < 64 && self.sprite_count < 9 {
let y = self.oam[entry * 4] as i32;
let diff = target - y;
if diff >= 0 && diff < height {
if self.sprite_count < 8 {
if entry == 0 {
self.sprite_zero_hit_possible = true;
}
let i = self.sprite_count as usize;
self.sprite_scanline[i] = Sprite {
y: self.oam[entry * 4],
tile: self.oam[entry * 4 + 1],
attr: self.oam[entry * 4 + 2],
x: self.oam[entry * 4 + 3],
};
}
self.sprite_count += 1;
}
entry += 1;
}
// sprite overflow flag (status bit 5)
self.status = (self.status & !0x20) | if self.sprite_count > 8 { 0x20 } else { 0 };
}
// Decrement sprite X until the sprite's screen position, then shift its pattern.
fn sprite_shift(&mut self) {
if self.mask & 0x10 == 0 { return; } // sprite rendering disabled
for i in 0..(self.sprite_count.min(8) as usize) {
if self.sprite_scanline[i].x > 0 {
self.sprite_scanline[i].x -= 1;
} else {
self.sprite_shifter_lo[i] <<= 1;
self.sprite_shifter_hi[i] <<= 1;
}
}
}
// Fetch the pattern rows for the 8 selected sprites (cycle 340).
fn sprite_fetch_patterns(&mut self, cart: &mut Cartridge) {
let n = self.sprite_count.min(8) as usize;
for i in 0..n {
let s = self.sprite_scanline[i];
let row = (self.scanline as i32 + 1 - s.y as i32) & 0x0F; // row within sprite (0-15)
let addr_lo: u16 = if self.ctrl & 0x20 == 0 {
// 8x8 sprite: pattern table from ctrl bit 3
let base = ((self.ctrl & 0x08) as u16) << 12;
let tile = s.tile as u16;
if s.attr & 0x80 != 0 {
base | (tile << 4) | (7 - (row & 7)) as u16 // V-flipped
} else {
base | (tile << 4) | (row & 7) as u16
}
} else {
// 8x16 sprite: pattern table from tile id bit 0, two tiles stacked
let table = (s.tile & 0x01) as u16;
let tile_even = (s.tile & 0xFE) as u16;
let row_lo = (row & 7) as u16;
if s.attr & 0x80 != 0 {
// V-flipped: bottom tile first
if row < 8 {
(table << 12) | ((tile_even + 1) << 4) | (7 - row_lo)
} else {
(table << 12) | (tile_even << 4) | (7 - row_lo)
}
} else if row < 8 {
(table << 12) | (tile_even << 4) | row_lo
} else {
(table << 12) | ((tile_even + 1) << 4) | row_lo
}
};
let mut lo = cart.read_chr(addr_lo);
let mut hi = cart.read_chr(addr_lo + 8); // hi plane always +8
if s.attr & 0x40 != 0 { // H-flip
lo = lo.reverse_bits();
hi = hi.reverse_bits();
}
self.sprite_shifter_lo[i] = lo;
self.sprite_shifter_hi[i] = hi;
}
}
fn increment_coarse_x(&mut self) {
if self.vram_addr & 0x001F == 0x001F { // coarse X wraps 31 -> 0
self.vram_addr &= !0x001F;
@@ -306,22 +444,72 @@ impl Ppu {
self.vram_addr = (self.vram_addr & !0x7BE0) | (self.t & 0x7BE0);
}
fn render_bg_pixel(&mut self, _cart: &mut Cartridge) {
let bit_mux = 0x8000u16 >> self.x;
let pattern_lo_bit = (self.bg_pattern_lo & bit_mux) != 0;
let pattern_hi_bit = (self.bg_pattern_hi & bit_mux) != 0;
let attr_lo_bit = (self.bg_attr_lo & bit_mux) != 0;
let attr_hi_bit = (self.bg_attr_hi & bit_mux) != 0;
fn render_pixel(&mut self, _cart: &mut Cartridge) {
// ---- background pixel (mask bit 3) ----
let mut bg_pixel = 0u8;
let mut bg_palette = 0u8;
if self.mask & 0x08 != 0 {
let bit_mux = 0x8000u16 >> self.x;
let lo = (self.bg_pattern_lo & bit_mux) != 0;
let hi = (self.bg_pattern_hi & bit_mux) != 0;
let al = (self.bg_attr_lo & bit_mux) != 0;
let ah = (self.bg_attr_hi & bit_mux) != 0;
bg_pixel = (hi as u8) << 1 | lo as u8;
bg_palette = (ah as u8) << 1 | al as u8;
}
let pixel = (pattern_hi_bit as u8) << 1 | pattern_lo_bit as u8;
let palette_bits = (attr_hi_bit as u8) << 1 | attr_lo_bit as u8;
// ---- foreground (sprite) pixel (mask bit 4) ----
let mut fg_pixel = 0u8;
let mut fg_palette = 0u8;
let mut fg_priority = false;
self.sprite_zero_being_rendered = false;
if self.mask & 0x10 != 0 {
for i in 0..(self.sprite_count.min(8) as usize) {
if self.sprite_scanline[i].x == 0 {
let lo = (self.sprite_shifter_lo[i] & 0x80) != 0;
let hi = (self.sprite_shifter_hi[i] & 0x80) != 0;
let pixel = (hi as u8) << 1 | lo as u8;
if pixel != 0 {
fg_pixel = pixel;
fg_palette = (self.sprite_scanline[i].attr & 0x03) + 0x04; // sprites use palettes 4-7
fg_priority = self.sprite_scanline[i].attr & 0x20 == 0; // bit5=0 -> in front
if i == 0 {
self.sprite_zero_being_rendered = true;
}
break; // first non-transparent sprite wins (priority order)
}
}
}
}
// ---- composite ----
let (pixel, palette) = match (bg_pixel, fg_pixel) {
(0, 0) => (0, 0),
(0, f) => (f, fg_palette),
(b, 0) => (b, bg_palette),
(b, f) if fg_priority => (f, fg_palette),
(b, _) => (b, bg_palette),
};
// ---- sprite zero hit (status bit 6) ----
if self.sprite_zero_hit_possible
&& self.sprite_zero_being_rendered
&& bg_pixel != 0
&& fg_pixel != 0
&& self.mask & 0x08 != 0
&& self.mask & 0x10 != 0
{
if self.cycle >= 9 && self.cycle < 258 { // skip leftmost 8px, both enabled
self.status |= 0x40;
}
}
// ---- write framebuffer ----
let color = if pixel == 0 {
self.palette[0]
} else {
self.palette[(palette_bits * 4 + pixel) as usize]
self.palette[(palette * 4 + pixel) as usize]
};
let idx = (self.scanline as usize) * 256 + (self.cycle as usize - 1);
self.framebuffer[idx] = color;
}