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Document more of the Window's behaviour #626
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- If `WX` is equal to 0, the Window is switched to before the initial “fine scroll” adjustment, causing it to be shifted left by <math><mi>SCX</mi> <mo>%</mo> <mn>8</mn></math> pixels. | ||
- On monochrome systems, `WX` = 166 (which would normally show a single Window pixel, along the right edge of the screen) exhibits a bug: the Window spans the entire screen, but offset vertically by one scanline. | ||
- On monochrome systems, if the Window is disabled via `LCDC`, but the other conditions are met *and* it would have started rendering exactly on a BG tile boundary, then where it would have started rendering, a single pixel with ID 0 (i.e. drawn as the first entry in [the BG palette]) is inserted; this offsets the remainder of the scanline.[^star_trek] |
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then where it would have started rendering sounds a bit convoluted here
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Describing this accurately is really difficult, so if you can think of a better way..?
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- On monochrome systems, if the Window is disabled via `LCDC`, but the other conditions are met *and* it would have started rendering exactly on a BG tile boundary, then where it would have started rendering, a single pixel with ID 0 (i.e. drawn as the first entry in [the BG palette]) is inserted; this offsets the remainder of the scanline.[^star_trek] | |
- On monochrome systems, if the Window is disabled via `LCDC` but the other conditions are met, and rendering would have begun exactly on a BG tile boundary, then a single pixel with ID 0 (i.e. the first entry in [the BG palette]) is inserted at that point; this offsets the remainder of the scanline.[^star_trek] |
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No, this can occur anywhere within the scanline, not just at pixel 0. Perhaps “its rendering would have begun”? But that sounds even more confusing than my original phrasing...
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@ISSOtm where did I imply it's "at pixel 0"? The phrasing says A single pixel with ID 0 is inserted at that point (where "that point" is where rendering would have begun.
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I interpreted “rendering would have begun” to mean the scanline's overall rendering, since it's unqualified.
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If the WY condition has already been triggered and at the start of a row the window enable bit was set, | ||
then resetting that bit before the WX condition gets triggered on that row yields a nice window glitch pixel where the window would have been activated. | ||
The scroll registers are re-read on each [tile fetch](<#Get Tile>), except for the low 3 bits of `SCX`, which are only read at the beginning of the scanline (for the initial shifting of pixels). |
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You'd think the low bits of SCX would only be read once per line, because that's the logical way to do so, but unfortunately this isn't true. The fetched tile's X position is calculated (roughly) by adding SCX to LX and taking the 5 topmost bits, rather than adding the 5 topmost bits of SCX and LX.
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I see. Do you know of a test ROM that checks this?
Also, it seems like it'd be a better fit for a separate PR, so I'll open one when I have some info to pen down.
Co-authored-by: Antonio Vivace <avivace4@gmail.com>
Co-authored-by: Antonio Vivace <avivace4@gmail.com>
Fixes #376.
cc @LIJI32 for review
In particular, I have a TODO for linking to a test ROM, as I believe mealybug-tearoom has one for the “trigger Window multiple times in a single scanline” behaviour, but I couldn't figure out which one.