case 0x60 ... 0x63:
{
- u32 x = list_s16[2] + psx_gpu->offset_x;
- u32 y = list_s16[3] + psx_gpu->offset_y;
+ u32 x = sign_extend_12bit(list_s16[2]) + psx_gpu->offset_x;
+ u32 y = sign_extend_12bit(list_s16[3]) + psx_gpu->offset_y;
u32 width = list_s16[4] & 0x3FF;
u32 height = list_s16[5] & 0x1FF;
case 0x64 ... 0x67:
{
- u32 x = list_s16[2] + psx_gpu->offset_x;
- u32 y = list_s16[3] + psx_gpu->offset_y;
+ u32 x = sign_extend_12bit(list_s16[2]) + psx_gpu->offset_x;
+ u32 y = sign_extend_12bit(list_s16[3]) + psx_gpu->offset_y;
u32 uv = list_s16[4];
u32 width = list_s16[6] & 0x3FF;
u32 height = list_s16[7] & 0x1FF;
case 0x6A:
case 0x6B:
{
- s32 x = list_s16[2] + psx_gpu->offset_x;
- s32 y = list_s16[3] + psx_gpu->offset_y;
+ s32 x = sign_extend_12bit(list_s16[2]) + psx_gpu->offset_x;
+ s32 y = sign_extend_12bit(list_s16[3]) + psx_gpu->offset_y;
render_sprite(psx_gpu, x, y, 0, 0, 1, 1, current_command, list[0]);
break;
case 0x72:
case 0x73:
{
- s32 x = list_s16[2] + psx_gpu->offset_x;
- s32 y = list_s16[3] + psx_gpu->offset_y;
+ s32 x = sign_extend_12bit(list_s16[2]) + psx_gpu->offset_x;
+ s32 y = sign_extend_12bit(list_s16[3]) + psx_gpu->offset_y;
render_sprite(psx_gpu, x, y, 0, 0, 8, 8, current_command, list[0]);
break;
case 0x76:
case 0x77:
{
- s32 x = list_s16[2] + psx_gpu->offset_x;
- s32 y = list_s16[3] + psx_gpu->offset_y;
+ s32 x = sign_extend_12bit(list_s16[2]) + psx_gpu->offset_x;
+ s32 y = sign_extend_12bit(list_s16[3]) + psx_gpu->offset_y;
u32 uv = list_s16[4];
set_clut(psx_gpu, list_s16[5]);
case 0x7A:
case 0x7B:
{
- s32 x = list_s16[2] + psx_gpu->offset_x;
- s32 y = list_s16[3] + psx_gpu->offset_y;
+ s32 x = sign_extend_12bit(list_s16[2]) + psx_gpu->offset_x;
+ s32 y = sign_extend_12bit(list_s16[3]) + psx_gpu->offset_y;
render_sprite(psx_gpu, x, y, 0, 0, 16, 16, current_command, list[0]);
break;
case 0x7E:
case 0x7F:
{
- s32 x = list_s16[2] + psx_gpu->offset_x;
- s32 y = list_s16[3] + psx_gpu->offset_y;
+ s32 x = sign_extend_12bit(list_s16[2]) + psx_gpu->offset_x;
+ s32 y = sign_extend_12bit(list_s16[3]) + psx_gpu->offset_y;
u32 uv = list_s16[4];
set_clut(psx_gpu, list_s16[5]);