using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using VirtualNes; using static AxibugEmuOnline.Client.PaletteDefine; namespace AxibugEmuOnline.Client { public class PatternViewer : MonoBehaviour { public RawImage img; private Color32[] m_lpPattern = new Color32[128 * 256]; private Texture2D m_texture; private Dictionary colors = new Dictionary(); private void Awake() { m_texture = new Texture2D(128, 256); } private void Update() { Paint(); } private void OnEnable() { img.gameObject.SetActive(true); } private void OnDisable() { img.gameObject.SetActive(false); } public void Paint() { img.texture = m_texture; var pal = MMU.SPPAL; var palette = PaletteDefine.GetPaletteData(); colors[0] = palette[pal[0]]; colors[1] = palette[pal[1]]; colors[2] = palette[pal[2]]; colors[3] = palette[pal[3]]; for (int i = 0; i < 8; i++) { var Ptn = MMU.PPU_MEM_BANK[i]; int lpPtn = 0; for (int p = 0; p < 64; p++) { int lpScn = i * 32 * 128 + (p & 15) * 8 + (p / 16) * 8 * 128; for (int y = 0; y < 8; y++) { byte chr_l = Ptn[lpPtn + y]; byte chr_h = Ptn[lpPtn + y + 8]; m_lpPattern[lpScn + 0] = ToColor32(colors, (((chr_h >> 6) & 2) | ((chr_l >> 7) & 1))); m_lpPattern[lpScn + 4] = ToColor32(colors, (((chr_h >> 2) & 2) | ((chr_l >> 3) & 1))); m_lpPattern[lpScn + 1] = ToColor32(colors, (((chr_h >> 5) & 2) | ((chr_l >> 6) & 1))); m_lpPattern[lpScn + 5] = ToColor32(colors, (((chr_h >> 1) & 2) | ((chr_l >> 2) & 1))); m_lpPattern[lpScn + 2] = ToColor32(colors, (((chr_h >> 4) & 2) | ((chr_l >> 5) & 1))); m_lpPattern[lpScn + 6] = ToColor32(colors, (((chr_h >> 0) & 2) | ((chr_l >> 1) & 1))); m_lpPattern[lpScn + 3] = ToColor32(colors, (((chr_h >> 3) & 2) | ((chr_l >> 4) & 1))); m_lpPattern[lpScn + 7] = ToColor32(colors, (((chr_h << 1) & 2) | ((chr_l >> 0) & 1))); // Next line lpScn += 128; } // Next pattern lpPtn += 16; } } m_texture.SetPixels32(m_lpPattern); m_texture.Apply(); } private Color32 ToColor32(Dictionary map, int v) { var raw = map[(byte)v]; return new Color32(raw.rgbRed, raw.rgbGreen, raw.rgbBlue, 255); } } }