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Fixed complete invisibility.
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parent
66bcdd36f3
commit
8b8eb787df
@ -52,21 +52,26 @@ TIA::TIA() :
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bool has_missile0 = c & (int)(CollisionType::Missile0);
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bool has_missile1 = c & (int)(CollisionType::Missile1);
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// all priority modes show the background if nothing else is present
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colour_mask_by_mode_collision_flags_[(int)ColourMode::Standard][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreLeft][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreRight][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::OnTop][c] = (uint8_t)ColourIndex::Background;
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// test 1 for standard priority: if there is a playfield or ball pixel, plot that colour
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if(has_playfield || has_ball)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::Standard][c] = (uint8_t)ColourIndex::PlayfieldBall;
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}
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// test 1 for score mode: if there is a ball pixel, plot that colour
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if(has_ball)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreLeft][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreRight][c] = (uint8_t)ColourIndex::PlayfieldBall;
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}
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// test 1 for on-top mode, test 2 for everbody else: if there is a player 1 or missile 1 pixel, plot that colour
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if(has_player1 || has_missile1)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::Standard][c] =
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@ -74,11 +79,14 @@ TIA::TIA() :
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreRight][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::OnTop][c] = (uint8_t)ColourIndex::PlayerMissile1;
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}
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// in the right-hand side of score mode, the playfield has the same priority as player 1
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if(has_playfield)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreRight][c] = (uint8_t)ColourIndex::PlayerMissile1;
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}
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// next test for everybody: if there is a player 0 or missile 0 pixel, plot that colour instead
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if(has_player0 || has_missile0)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::Standard][c] =
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@ -86,11 +94,14 @@ TIA::TIA() :
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreRight][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::OnTop][c] = (uint8_t)ColourIndex::PlayerMissile0;
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}
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// if this is the left-hand side of score mode, the playfield has the same priority as player 0
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if(has_playfield)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreLeft][c] = (uint8_t)ColourIndex::PlayerMissile0;
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}
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// a final test for 'on top' priority mode: if the playfield or ball are visible, prefer that colour to all others
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if(has_playfield || has_ball)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::OnTop][c] = (uint8_t)ColourIndex::PlayfieldBall;
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@ -409,8 +420,7 @@ void TIA::output_for_cycles(int number_of_cycles)
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// accumulate collision flags
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while(output_cursor < horizontal_counter_)
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{
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uint8_t buffer_value = collision_buffer_[output_cursor - first_pixel_cycle];
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collision_flags_ |= collision_flags_by_buffer_vaules_[buffer_value];
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collision_flags_ |= collision_flags_by_buffer_vaules_[collision_buffer_[output_cursor - first_pixel_cycle]];
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output_cursor++;
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}
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@ -426,7 +436,8 @@ void TIA::output_for_cycles(int number_of_cycles)
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void TIA::output_pixels(int start, int end)
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{
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// seek a buffer and convert to pixels
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uint8_t *pixel_target = crt_->allocate_write_area((unsigned int)(end - start));
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const unsigned int length = (unsigned int)(end - start);
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uint8_t *pixel_target = crt_->allocate_write_area(length);
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if(pixel_target)
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{
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@ -460,7 +471,7 @@ void TIA::output_pixels(int start, int end)
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}
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}
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crt_->output_data((unsigned int)((end - start) * 2), 2);
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crt_->output_data(length * 2, 2);
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pixels_start_location_ = 0;
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}
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