fix: implement sprite coord overflow behaviour
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0c50ef1e6d
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cb10dfbdfd
113
src/ppu.zig
113
src/ppu.zig
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@ -93,12 +93,19 @@ pub const Ppu = struct {
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// Only consider enabled sprites
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if (sprite.isDisabled()) continue;
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// Determine sprite bounds
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// We only care about the Y axis since that value remains constant
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const start = sprite.y();
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const end = start + sprite.height;
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// When fetching sprites we only care about ones that could be rendered
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// on this scanline
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const iy = @bitCast(i8, y);
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if (start <= y and y < end) {
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const start = sprite.y();
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const istart = @bitCast(i8, start);
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const end = start +% sprite.height;
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const iend = @bitCast(i8, end);
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// Sprites are expected to be able to wraparound, we perform the same check
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// for unsigned and signed values so that we handle all valid sprite positions
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if ((start <= y and y < end) or (istart <= iy and iy < iend)) {
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for (self.scanline_sprites) |*maybe_sprite| {
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if (maybe_sprite.* == null) {
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maybe_sprite.* = sprite;
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@ -112,52 +119,74 @@ pub const Ppu = struct {
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}
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}
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/// Draw all relevant sprites on a scanline
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fn drawSprites(self: *Self, prio: u2) void {
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// Object VRAM 3rd and 4th (0-indexed) charblocks
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const char_base = 0x4000 * 4;
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const scanline = self.vcount.scanline.read();
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const y = @bitCast(i8, self.vcount.scanline.read());
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var i: u32 = 0;
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var i: u9 = 0;
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while (i < width) : (i += 1) {
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// Exit early if a pixel is already here
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if (self.scanline_buf[i] != null) continue;
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const x = i;
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const y = scanline;
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for (self.scanline_sprites) |maybe_sprite| {
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if (maybe_sprite) |sprite| {
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if (sprite.priority() != prio) continue;
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const ix = @bitCast(i9, x);
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const start = sprite.x();
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const end = start + sprite.width;
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const istart = @bitCast(i9, start);
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if (start <= x and x < end) {
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const end = start +% sprite.width;
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const iend = @bitCast(i9, end);
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// Sprites are expected to wrap, by performing the same check on both
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// signed and unsigned values we ensure that sprites are properly displayed
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// in all valid scenarios
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if ((start <= x and x < end) or (istart <= ix and ix < iend)) {
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self.drawSpritePixel(char_base, sprite, ix, y);
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}
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} else break;
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}
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}
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}
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/// Draw a Pixel of a Sprite Tile
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fn drawSpritePixel(self: *Self, char_base: u32, sprite: Sprite, x: i9, y: i8) void {
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// FIXME: We branch on this condition quite a lot
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const is_8bpp = sprite.is_8bpp();
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// Y and X coordinates within the context of a singular 8x8 tile
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const tile_y: u16 = (y - sprite.y()) ^ if (sprite.v_flip()) (sprite.height - 1) else 0;
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const tile_x = (x - sprite.x()) ^ if (sprite.h_flip()) (sprite.width - 1) else 0;
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// std.math.absInt is branchless
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const x_diff = @bitCast(u9, std.math.absInt(x - @bitCast(i9, sprite.x())) catch unreachable);
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const y_diff = @bitCast(u8, std.math.absInt(y -% @bitCast(i8, sprite.y())) catch unreachable);
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const tile_id: u32 = sprite.tile_id();
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// Note that we flip the tile_pos not the (tile_pos % 8) like we do for
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// Background Tiles. By doing this we mirror the entire sprite instead of
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// just a specific tile (see how sprite.width and sprite.height are involved)
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const tile_y = y_diff ^ if (sprite.v_flip()) (sprite.height - 1) else 0;
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const tile_x = x_diff ^ if (sprite.h_flip()) (sprite.width - 1) else 0;
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// Like in the background Tiles are 8x8 groups of pixels in 8bpp or 4bpp formats
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const tile_id = sprite.tile_id();
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const tile_row_offset: u32 = if (is_8bpp) 8 else 4;
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const tile_len: u32 = if (is_8bpp) 0x40 else 0x20;
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const row = tile_y % 8;
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const col = tile_x % 8;
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const tile_base: u32 = char_base + (0x20 * tile_id) + (tile_row_offset * row) + if (is_8bpp) col else col / 2;
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// When calcualting the inital address, the first entry is always 0x20 * tile_id, even if it is 8bpp
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const tile_base = char_base + (0x20 * @as(u32, tile_id)) + (tile_row_offset * row) + if (is_8bpp) col else col / 2;
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// TODO: Understand more
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var tile_offset = (tile_x / 8) * tile_len;
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if (self.dispcnt.obj_mapping.read()) {
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// One Dimensional
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tile_offset += (tile_y / 8) * tile_len * (sprite.width / 8);
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tile_offset += (tile_y / 8) * tile_len * (sprite.width / 8); // 1D Mapping
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} else {
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// Two Dimensional
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// TODO: This doesn't work
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tile_offset += (tile_y / 8) * tile_len * 0x20;
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tile_offset += (tile_y / 8) * tile_len * 0x20; // 2D Mapping
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}
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const tile = self.vram.buf[tile_base + tile_offset];
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@ -171,11 +200,7 @@ pub const Ppu = struct {
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} else tile;
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// Sprite Palette starts at 0x0500_0200
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if (pal_id != 0) self.scanline_buf[i] = self.palette.get16(0x200 + pal_id * 2);
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}
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} else break;
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}
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}
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if (pal_id != 0) self.scanline_buf[@bitCast(u9, x)] = self.palette.get16(0x200 + pal_id * 2);
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}
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fn drawBackround(self: *Self, comptime n: u3) void {
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@ -228,11 +253,11 @@ pub const Ppu = struct {
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// If we're in 8bpp, then the tile value is an index into the palette,
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// If we're in 4bpp, we have to account for a pal bank value in the Screen entry
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// and then we can index the palette
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const pal_id = if (!is_8bpp) blk: {
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const pal_id: u16 = if (!is_8bpp) blk: {
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const nybble_tile = if (col & 1 == 1) tile >> 4 else tile & 0xF;
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if (nybble_tile == 0) break :blk 0;
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const pal_bank: u16 = @as(u8, entry.palette_bank.read()) << 4;
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const pal_bank = @as(u8, entry.pal_bank.read()) << 4;
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break :blk pal_bank | nybble_tile;
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} else tile;
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@ -483,7 +508,7 @@ const ScreenEntry = extern union {
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tile_id: Bitfield(u16, 0, 10),
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h_flip: Bit(u16, 10),
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v_flip: Bit(u16, 11),
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palette_bank: Bitfield(u16, 12, 4),
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pal_bank: Bitfield(u16, 12, 4),
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raw: u16,
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};
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@ -494,8 +519,8 @@ const Sprite = struct {
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attr1: Attr1,
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attr2: Attr2,
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width: u16,
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height: u16,
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width: u8,
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height: u8,
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fn init(attr0: Attr0, attr1: Attr1, attr2: Attr2) Self {
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const d = spriteDimensions(attr0.shape.read(), attr1.size.read());
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@ -509,7 +534,7 @@ const Sprite = struct {
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};
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}
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inline fn x(self: *const Self) u16 {
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inline fn x(self: *const Self) u9 {
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return self.attr1.x.read();
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}
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@ -579,28 +604,28 @@ const Attr2 = extern union {
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pal_bank: Bitfield(u16, 12, 4),
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};
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fn spriteDimensions(shape: u2, size: u2) [2]u16 {
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fn spriteDimensions(shape: u2, size: u2) [2]u8 {
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@setRuntimeSafety(false);
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return switch (shape) {
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0b00 => switch (size) {
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// Square
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0b00 => [_]u16{ 8, 8 },
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0b01 => [_]u16{ 16, 16 },
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0b10 => [_]u16{ 32, 32 },
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0b11 => [_]u16{ 64, 64 },
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0b00 => [_]u8{ 8, 8 },
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0b01 => [_]u8{ 16, 16 },
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0b10 => [_]u8{ 32, 32 },
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0b11 => [_]u8{ 64, 64 },
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},
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0b01 => switch (size) {
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0b00 => [_]u16{ 16, 8 },
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0b01 => [_]u16{ 32, 8 },
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0b10 => [_]u16{ 32, 16 },
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0b11 => [_]u16{ 64, 32 },
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0b00 => [_]u8{ 16, 8 },
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0b01 => [_]u8{ 32, 8 },
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0b10 => [_]u8{ 32, 16 },
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0b11 => [_]u8{ 64, 32 },
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},
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0b10 => switch (size) {
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0b00 => [_]u16{ 8, 16 },
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0b01 => [_]u16{ 8, 32 },
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0b10 => [_]u16{ 16, 32 },
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0b11 => [_]u16{ 32, 64 },
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0b00 => [_]u8{ 8, 16 },
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0b01 => [_]u8{ 8, 32 },
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0b10 => [_]u8{ 16, 32 },
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0b11 => [_]u8{ 32, 64 },
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},
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else => std.debug.panic("{} is an invalid sprite shape", .{shape}),
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};
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