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Made an initial attempt to mark sprite positions. But without hmove implemented, they're all over the place.
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@ -304,7 +304,7 @@ void TIA::set_player_delay(int player, bool delay)
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void TIA::set_player_position(int player)
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{
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player_[player].position = ((horizontal_counter_ - first_pixel_cycle) + 6)%160;
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player_[player].position = 0;
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}
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void TIA::set_player_motion(int player, uint8_t motion)
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@ -395,6 +395,8 @@ void TIA::output_for_cycles(int number_of_cycles)
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// accumulate an OR'd version of the output into the collision buffer
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draw_playfield(output_cursor, horizontal_counter_);
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draw_player(player_[0], CollisionType::Player0, output_cursor, horizontal_counter_);
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draw_player(player_[1], CollisionType::Player1, output_cursor, horizontal_counter_);
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// convert to television signals
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@ -568,3 +570,30 @@ void TIA::draw_playfield(int start, int end)
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aligned_position += 4;
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}
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}
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#pragma mark - Player output
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void TIA::draw_player(Player &player, CollisionType identity, int start, int end)
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{
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// don't do anything if this window ends too early
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if(end < first_pixel_cycle + (horizontal_blank_extend_ ? 8 : 0)) return;
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int length = end - start;
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// check for initial trigger; player.position is guaranteed to be less than 160 so this is easy
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if(player.position + length >= 160)
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{
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int trigger_position = 160 - player.position;
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int terminus = std::min(160, trigger_position+8);
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while(trigger_position < terminus)
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{
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collision_buffer_[trigger_position] |= (uint8_t)identity;
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trigger_position++;
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}
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}
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// update position counter
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player.position = (player.position + end - start) % 160;
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}
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@ -75,16 +75,6 @@ class TIA {
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private:
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std::shared_ptr<Outputs::CRT::CRT> crt_;
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// drawing methods
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inline void output_for_cycles(int number_of_cycles);
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inline void output_line();
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inline void draw_playfield(int start, int end);
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int pixels_start_location_;
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uint8_t *pixel_target_;
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inline void output_pixels(int start, int end);
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// the master counter; counts from 0 to 228 with all visible pixels being in the final 160
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int horizontal_counter_;
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@ -156,6 +146,17 @@ class TIA {
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// movement
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bool horizontal_blank_extend_;
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// drawing methods and state
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inline void output_for_cycles(int number_of_cycles);
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inline void output_line();
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inline void draw_playfield(int start, int end);
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inline void draw_player(Player &player, CollisionType identity, int start, int end);
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int pixels_start_location_;
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uint8_t *pixel_target_;
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inline void output_pixels(int start, int end);
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};
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}
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