Post by Deleted on Nov 15, 2012 6:00:08 GMT -5
I've literally been up all night reverse engineering this instruction, but I've finally finished!
FC G_SETCOMBINER
Details: Sets the blending equation(s) for the combiner. Usually, only
1-cycle blending is used, and mode1 should be the same as
mode2. When mode1 != mode2, 2-cycle blending is used.
Format: [FC ee ee ee ee ee ee ee]
Options:
e - equation for blending, color=(a-b)*c+d alpha=(e-f)*g+h
(see combiner values)
Mask for 'e': [aaaacccc ceeegggi iiikkkkk bbbbjjjj mmmooodd dfffhhhl llnnnppp]
a - variable 'a' for mode 1 (color)
b - variable 'b' for mode 1 (color)
c - variable 'c' for mode 1 (color)
d - variable 'd' for mode 1 (color)
e - variable 'e' for mode 1 (alpha)
f - variable 'f' for mode 1 (alpha)
g - variable 'g' for mode 1 (alpha)
h - variable 'h' for mode 1 (alpha)
i - variable 'a' for mode 2 (color)
j - variable 'b' for mode 2 (color)
k - variable 'c' for mode 2 (color)
l - variable 'd' for mode 2 (color)
m - variable 'e' for mode 2 (alpha)
n - variable 'f' for mode 2 (alpha)
o - variable 'g' for mode 2 (alpha)
p - variable 'h' for mode 2 (alpha)
/* Combiner Values
***************************************************************/
/* Color Values */
COMBINED 0 // combined output from 1-cycle mode
TEXEL0 1 // texture map output
TEXEL1 2 // texture map output from tile+1
PRIMITIVE 3 // primitive color
SHADE 4 // shade color
ENVIRONMENT 5 // environment color
CENTER 6 // chroma key center value
SCALE 6 // key scale value
COMBINED_ALPHA 7 // combined alpha output from cycle 1
TEXEL0_ALPHA 8 // texture map alpha
TEXEL1_ALPHA 9 // texture map alpha from tile+1
PRIMITIVE_ALPHA 10 // primitive color alpha
SHADE_ALPHA 11 // shade alpha
ENV_ALPHA 12 // environment color alpha
LOD_FRACTION 13 // LOD fraction
PRIM_LOD_FRAC 14 // primitive LOD fraction
NOISE 7 // noise (random)
K4 7 // color convert constant K4
K5 15 // color convert constant K5
1 6 // 1
0 31 // 0
/* Alpha Values */
COMBINED 0 // combined output from 1-cycle mode
TEXEL0 1 // texture map output
TEXEL1 2 // texture map output from tile+1
PRIMITIVE 3 // primitive color
SHADE 4 // shade color
ENVIRONMENT 5 // environment color
LOD_FRACTION 0 // LOD fraction
PRIM_LOD_FRAC 6 // primitive LOD fraction
1 6 // 1
0 7 // 0