The camera's get pixel callback must return the same value for every coordinate until a new photo is taken.
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@ -766,7 +766,7 @@ static uint8_t cameraGetPixel(GB_gameboy_t *gb, uint8_t x, uint8_t y)
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- (uint8_t)cameraGetPixelAtX:(uint8_t)x andY:(uint8_t) y
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{
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if (!cameraImage) {
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return rand();
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return 0;
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}
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uint8_t *baseAddress = (uint8_t *)CVPixelBufferGetBaseAddress(cameraImage);
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@ -1,7 +1,27 @@
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#include "camera.h"
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/* This is not a completely emulation of the camera chip. Only the features used by the GameBoy Camera ROMs are supported. */
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static int noise_seed = 0;
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/* This is not a complete emulation of the camera chip. Only the features used by the GameBoy Camera ROMs are supported.
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We also do not emulate the timing of the real cart, as it might be actually faster than the webcam. */
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static uint8_t generate_noise(uint8_t x, uint8_t y)
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{
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int value = (x + y * 128 + noise_seed);
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uint8_t *data = (uint8_t *) &value;
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unsigned hash;
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while ((int *) data != &value + 1) {
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hash ^= (*data << 8);
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if (hash & 0x8000) {
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hash ^= 0x8a00;
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hash ^= *data;
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}
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data++;
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hash <<= 1;
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}
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return (hash >> 8);
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}
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static long get_processed_color(GB_gameboy_t *gb, uint8_t x, uint8_t y)
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{
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@ -12,9 +32,10 @@ static long get_processed_color(GB_gameboy_t *gb, uint8_t x, uint8_t y)
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y = 0;
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}
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long color = gb->camera_get_pixel_callback? gb->camera_get_pixel_callback(gb, x, y) : (rand() & 0xFF);
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long color = gb->camera_get_pixel_callback? gb->camera_get_pixel_callback(gb, x, y) : (generate_noise(x, y));
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static const double gain_values[] = {0.8809390, 0.9149149, 0.9457498, 0.9739758,
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static const double gain_values[] =
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{0.8809390, 0.9149149, 0.9457498, 0.9739758,
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1.0000000, 1.0241412, 1.0466537, 1.0677433,
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1.0875793, 1.1240310, 1.1568911, 1.1868043,
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1.2142561, 1.2396208, 1.2743837, 1.3157323,
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@ -46,9 +67,6 @@ uint8_t GB_camera_read_image(GB_gameboy_t *gb, uint16_t addr)
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uint8_t ret = 0;
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/* This is not a complete emulation of the chip's image proccessing algorithm, it only emulates the features used by
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the actual GameBoy Camera ROM. */
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for (uint8_t x = tile_x * 8; x < tile_x * 8 + 8; x++) {
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long color = get_processed_color(gb, x, y);
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@ -107,6 +125,7 @@ void GB_camera_write_register(GB_gameboy_t *gb, uint16_t addr, uint8_t value)
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addr &= 0x7F;
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if (addr == GB_CAMERA_SHOOT_AND_1D_FLAGS) {
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value &= 0x7;
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noise_seed = rand();
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if ((value & 1) && !(gb->camera_registers[GB_CAMERA_SHOOT_AND_1D_FLAGS] & 1) && gb->camera_update_request_callback) {
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/* If no callback is set, ignore the write as if the camera is instantly done */
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gb->camera_registers[GB_CAMERA_SHOOT_AND_1D_FLAGS] |= 1;
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