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In C++, I think the implicit cast to bool negates the need for any manual collapsing?
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@ -131,8 +131,8 @@ unsigned int Machine::perform_bus_operation(CPU6502::BusOperation operation, uin
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} else {
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} else {
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const uint16_t decodedAddress = address & 0x3f;
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const uint16_t decodedAddress = address & 0x3f;
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switch(decodedAddress) {
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switch(decodedAddress) {
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case 0x00: update_video(); tia_->set_sync(!!(*value & 0x02)); break;
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case 0x00: update_video(); tia_->set_sync(*value & 0x02); break;
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case 0x01: update_video(); tia_->set_blank(!!(*value & 0x02)); break;
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case 0x01: update_video(); tia_->set_blank(*value & 0x02); break;
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case 0x02:
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case 0x02:
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if(tia_->get_cycles_until_horizontal_blank(cycles_since_video_update_))
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if(tia_->get_cycles_until_horizontal_blank(cycles_since_video_update_))
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@ -161,16 +161,16 @@ unsigned int Machine::perform_bus_operation(CPU6502::BusOperation operation, uin
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case 0x1b:
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case 0x1b:
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case 0x1c: update_video(); tia_->set_player_graphic(decodedAddress - 0x1b, *value); break;
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case 0x1c: update_video(); tia_->set_player_graphic(decodedAddress - 0x1b, *value); break;
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case 0x1d:
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case 0x1d:
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case 0x1e: update_video(); tia_->set_missile_enable(decodedAddress - 0x1d, !!((*value)&2)); break;
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case 0x1e: update_video(); tia_->set_missile_enable(decodedAddress - 0x1d, (*value)&2); break;
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case 0x1f: update_video(); tia_->set_ball_enable(!!((*value)&2)); break;
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case 0x1f: update_video(); tia_->set_ball_enable((*value)&2); break;
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case 0x20:
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case 0x20:
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case 0x21: update_video(); tia_->set_player_motion(decodedAddress - 0x20, *value); break;
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case 0x21: update_video(); tia_->set_player_motion(decodedAddress - 0x20, *value); break;
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case 0x22:
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case 0x22:
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case 0x23: update_video(); tia_->set_missile_motion(decodedAddress - 0x22, *value); break;
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case 0x23: update_video(); tia_->set_missile_motion(decodedAddress - 0x22, *value); break;
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case 0x24: update_video(); tia_->set_ball_motion(*value); break;
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case 0x24: update_video(); tia_->set_ball_motion(*value); break;
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case 0x25:
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case 0x25:
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case 0x26: tia_->set_player_delay(decodedAddress - 0x25, !!((*value)&1)); break;
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case 0x26: tia_->set_player_delay(decodedAddress - 0x25, (*value)&1); break;
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case 0x27: tia_->set_ball_delay(!!((*value)&1)); break;
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case 0x27: tia_->set_ball_delay((*value)&1); break;
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case 0x28:
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case 0x28:
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case 0x29: update_video(); tia_->set_missile_position_to_player(decodedAddress - 0x28); break;
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case 0x29: update_video(); tia_->set_missile_position_to_player(decodedAddress - 0x28); break;
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case 0x2a: update_video(); tia_->move(); break;
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case 0x2a: update_video(); tia_->move(); break;
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