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https://github.com/TomHarte/CLK.git
synced 2024-09-07 12:54:34 +00:00
Introduced a separate queue for pixels, which may or may not be correct.
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0b081831a9
commit
758806f924
@ -23,7 +23,8 @@ Machine::Machine() :
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_rom(nullptr),
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_piaDataValue{0xff, 0xff},
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_tiaInputValue{0xff, 0xff},
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_upcomingEventsPointer(0)
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_upcomingEventsPointer(0),
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_upcomingPixelsPointer(0)
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{
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memset(_collisions, 0xff, sizeof(_collisions));
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set_reset_line(true);
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@ -83,6 +84,8 @@ void Machine::update_timers(int mask)
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unsigned int upcomingEventsPointerPlus1 = (_upcomingEventsPointer + 1)%number_of_upcoming_events;
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unsigned int upcomingEventsPointerPlus2 = (_upcomingEventsPointer + 2)%number_of_upcoming_events;
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unsigned int upcomingPixelsPointerPlus4 = (_upcomingPixelsPointer + 4)%number_of_upcoming_events;
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// grab the background now, for display in four clocks
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if(mask & (1 << 5))
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{
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@ -90,7 +93,7 @@ void Machine::update_timers(int mask)
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{
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unsigned int offset = 4 + _horizontalTimer - (horizontalTimerPeriod - 160);
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_upcomingEvents[upcomingEventsPointerPlus4].updates |= Event::Action::Playfield;
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_upcomingEvents[upcomingEventsPointerPlus4].pixels |= _playfield[(offset >> 2)%40] << 5;
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_upcomingEvents[upcomingEventsPointerPlus4].playfieldPixel = _playfield[(offset >> 2)%40];
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}
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}
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@ -102,7 +105,7 @@ void Machine::update_timers(int mask)
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if(_pixelCounter[4] < 8 && _ballGraphicsEnable[_ballGraphicsSelector]&2) {
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int ballSize = 1 << ((_playfieldControl >> 4)&3);
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_upcomingEvents[upcomingEventsPointerPlus4].pixels |= (_pixelCounter[4] < ballSize) ? (1 << 4) : 0;
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_upcomingPixels[upcomingPixelsPointerPlus4] |= (_pixelCounter[4] < ballSize) ? (1 << 4) : 0;
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}
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_objectCounter[4] = (_objectCounter[4] + 1)%160;
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@ -146,12 +149,15 @@ void Machine::update_timers(int mask)
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{
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if(mask & (1 << c))
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{
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int lastSpriteCounter = _spriteCounter[c];
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_spriteCounter[c]++;
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uint8_t repeatMask = _playerAndMissileSize[c] & 7;
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switch(repeatMask)
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{
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default: _pixelCounter[c] += 4; break;
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case 5: _pixelCounter[c] += 2; break;
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case 7: _pixelCounter[c] += 1; break;
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default: _pixelCounter[c] ++; break;
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case 5: _pixelCounter[c] += ((lastSpriteCounter ^ _spriteCounter[c]) >> 1)&1; break;
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case 7: _pixelCounter[c] += ((lastSpriteCounter ^ _spriteCounter[c]) >> 2)&1; break;
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}
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_objectCounter[c] = (_objectCounter[c] + 1)%160;
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}
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@ -174,19 +180,23 @@ void Machine::update_timers(int mask)
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_upcomingEvents[_upcomingEventsPointer].pixelCounterMask = 0;
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}
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// reload the playfield pixel if appropriate
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if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::Playfield)
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{
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_playfieldOutput = _upcomingEvents[_upcomingEventsPointer].playfieldPixel;
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}
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// determine the pixel masks
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for(int c = 0; c < 2; c++)
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{
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if(_playerGraphics[c]) {
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// figure out player colour
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if(_playerGraphics[c] && _pixelCounter[c] < 32) {
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int flipMask = (_playerReflection[c]&0x8) ? 0 : 7;
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if(_pixelCounter[c] < 32)
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_upcomingEvents[upcomingEventsPointerPlus4].pixels |= ((_playerGraphics[_playerGraphicsSelector[c]][c] >> ((_pixelCounter[c] >> 2) ^ flipMask)) & 1) << c;
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_upcomingPixels[upcomingPixelsPointerPlus4] |= ((_playerGraphics[_playerGraphicsSelector[c]][c] >> (_pixelCounter[c] ^ flipMask)) & 1) << c;
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}
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if(_pixelCounter[c+2] < 8 && (_missileGraphicsEnable[c]&2) && !_missileGraphicsReset[c]) {
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int missileSize = 1 << ((_playerAndMissileSize[c] >> 4)&3);
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_upcomingEvents[upcomingEventsPointerPlus4].pixels |= ((_pixelCounter[c+2] < missileSize) ? 1 : 0) << (c + 2);
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_upcomingPixels[upcomingPixelsPointerPlus4] |= ((_pixelCounter[c+2] < missileSize) ? 1 : 0) << (c + 2);
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}
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}
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}
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@ -199,18 +209,18 @@ uint8_t Machine::get_output_pixel()
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uint8_t playfieldColour = ((_playfieldControl&6) == 2) ? _playerColour[offset / 80] : _playfieldColour;
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// get the ball proposed state
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uint8_t ballPixel = (_upcomingEvents[_upcomingEventsPointer].pixels >> 4) & 1;
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uint8_t ballPixel = (_upcomingPixels[_upcomingPixelsPointer] >> 4) & 1;
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// deal with the sprites
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uint8_t playerPixels[2] =
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{
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static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 0) & 1),
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static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 1) & 1)
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static_cast<uint8_t>((_upcomingPixels[_upcomingPixelsPointer] >> 0) & 1),
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static_cast<uint8_t>((_upcomingPixels[_upcomingPixelsPointer] >> 1) & 1)
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};
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uint8_t missilePixels[2] =
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{
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static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 2) & 1),
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static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 3) & 1),
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static_cast<uint8_t>((_upcomingPixels[_upcomingPixelsPointer] >> 2) & 1),
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static_cast<uint8_t>((_upcomingPixels[_upcomingPixelsPointer] >> 3) & 1),
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};
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// accumulate collisions
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@ -243,6 +253,10 @@ uint8_t Machine::get_output_pixel()
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if(playerPixels[0] || missilePixels[0]) outputColour = _playerColour[0];
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}
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// update pixel chain
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_upcomingPixels[_upcomingPixelsPointer] = 0;
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_upcomingPixelsPointer = (_upcomingPixelsPointer + 1)%number_of_upcoming_events;
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// return colour
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return outputColour;
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}
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@ -269,12 +283,7 @@ void Machine::output_pixels(unsigned int count)
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case 16: case 17: state = _vBlankExtend ? OutputState::Blank : OutputState::Pixel; break;
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default: state = OutputState::Pixel; break;
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}
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// if(!(_horizontalTimer&3) && _vBlankExtend)
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// {
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// printf("%c", 'a' + state);
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// }
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// grab background colour and schedule pixel counter resets
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// update pixel timers
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if(state == OutputState::Pixel)
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update_timers(~0);
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@ -287,9 +296,6 @@ void Machine::output_pixels(unsigned int count)
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_upcomingEvents[(_upcomingEventsPointer+4)%number_of_upcoming_events].state = state;
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// apply any queued changes and flush the record
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if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::Playfield)
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_playfieldOutput = (_upcomingEvents[_upcomingEventsPointer].pixels >> 5)&1;
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if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::HMoveSetup)
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{
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_upcomingEvents[_upcomingEventsPointer].updates |= Event::Action::HMoveCompare;
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@ -329,12 +335,8 @@ void Machine::output_pixels(unsigned int count)
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if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::HMoveDecrement)
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{
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update_timers(_hMoveFlags);
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// for(int c = 0; c < 5; c++)
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// {
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// printf("%c", _hMoveFlags & (1 << c) ? 'X' : '-');
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// }
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// printf(" ");
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}
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// read that state
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state = _upcomingEvents[_upcomingEventsPointer].state;
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OutputState actingState = state;
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@ -376,7 +378,6 @@ void Machine::output_pixels(unsigned int count)
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// advance
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_upcomingEvents[_upcomingEventsPointer].updates = 0;
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_upcomingEvents[_upcomingEventsPointer].pixels = 0;
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_upcomingEventsPointer = (_upcomingEventsPointer + 1)%number_of_upcoming_events;
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// advance horizontal timer, perform reset actions if requested
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@ -72,12 +72,15 @@ class Machine: public CPU6502::Processor<Machine> {
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int pixelCounterMask;
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OutputState state;
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uint8_t pixels;
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uint8_t playfieldPixel;
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Event() : updates(0), pixelCounterMask(0), pixels(0) {}
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Event() : updates(0), pixelCounterMask(0), playfieldPixel(0) {}
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} _upcomingEvents[number_of_upcoming_events];
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unsigned int _upcomingEventsPointer;
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uint8_t _upcomingPixels[number_of_upcoming_events];
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unsigned int _upcomingPixelsPointer;
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uint8_t _playfieldOutput;
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// player registers
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@ -109,7 +112,7 @@ class Machine: public CPU6502::Processor<Machine> {
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// object counters
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uint8_t _objectCounter[5];
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int _pixelCounter[5];
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int _pixelCounter[5], _spriteCounter[2];
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// joystick state
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uint8_t _piaDataDirection[2];
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