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Fixed failure of the optimised route to pump the pixel clock; removed optimisation entirely for now.
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@ -636,8 +636,8 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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int adder = 4 >> player.size;
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// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
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if(is_moving_[position_identity] || player.graphic[player.graphic_index])
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{
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// if(is_moving_[position_identity] || player.graphic[player.graphic_index])
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// {
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int next_motion_time = motion_time_[position_identity] - first_pixel_cycle + 4;
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while(start < end)
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{
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@ -713,12 +713,14 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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player.pixel_delay = 1;
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}
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}
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}
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else
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{
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// just advance the timer all in one jump
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position = (position + end - start) % 160;
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}
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// }
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// else
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// {
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// // just advance the timer all in one jump
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// const int length = end - start;
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// position = (position + length) % 160;
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// player.pixel_position = std::min(32, player.pixel_position + adder * length);
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// }
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}
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void TIA::draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end)
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