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Attempted to reintroduce the ball.
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@ -272,6 +272,8 @@ void TIA::set_playfield_control_and_ball_size(uint8_t value)
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playfield_priority_ = PlayfieldPriority::OnTop;
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break;
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}
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ball_.size = 1 << ((value >> 4)&3);
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}
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void TIA::set_playfield_ball_colour(uint8_t colour)
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@ -308,6 +310,7 @@ void TIA::set_player_graphic(int player, uint8_t value)
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{
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player_[player].graphic[1] = value;
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player_[player^1].graphic[0] = player_[player^1].graphic[1];
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if(player) ball_.enabled[0] = ball_.enabled[1];
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}
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void TIA::set_player_reflected(int player, bool reflected)
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@ -358,18 +361,25 @@ void TIA::set_missile_motion(int missile, uint8_t motion)
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void TIA::set_ball_enable(bool enabled)
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{
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ball_.enabled[1] = enabled;
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}
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void TIA::set_ball_delay(bool delay)
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{
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ball_.enabled_index = delay ? 0 : 1;
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}
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void TIA::set_ball_position()
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{
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position_[(int)MotionIndex::Ball] = 0;
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// setting the ball position also triggers a draw
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ball_.pixel_position = ball_.size;
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}
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void TIA::set_ball_motion(uint8_t motion)
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{
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motion_[(int)MotionIndex::Ball] = (motion >> 4) & 0xf;
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}
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void TIA::move()
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@ -763,8 +773,93 @@ void TIA::draw_missile_visible(Missile &missile, CollisionType collision_identit
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void TIA::draw_ball(int start, int end)
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{
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int first_pixel = first_pixel_cycle - 4 + (horizontal_blank_extend_ ? 8 : 0);
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// movement works across the entire screen, so do work that falls outside of the pixel area
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if(start < first_pixel)
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{
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ball_.pixel_position = std::max(0, ball_.pixel_position - perform_border_motion((int)MotionIndex::Ball, start, std::max(end, first_pixel)));
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}
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// don't continue to do any drawing if this window ends too early
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if(end < first_pixel) return;
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if(start < first_pixel) start = first_pixel;
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if(start >= end) return;
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// perform the visible part of the line, if any
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if(start < 224)
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{
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draw_ball_visible(start - first_pixel_cycle + 4, std::min(end - first_pixel_cycle + 4, 160));
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}
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// move further if required
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if(is_moving_[(int)MotionIndex::Ball] && end >= 224 && motion_time_[(int)MotionIndex::Ball] < end)
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{
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perform_motion_step((int)MotionIndex::Ball);
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ball_.pixel_position = std::max(0, ball_.pixel_position - 1);
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}
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}
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void TIA::draw_ball_visible(int start, int end)
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{
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int &position = position_[(int)MotionIndex::Ball];
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// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
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int next_motion_time = motion_time_[(int)MotionIndex::Ball] - first_pixel_cycle + 4;
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while(start < end)
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{
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int next_event_time = end;
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// is the next event a movement tick?
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if(is_moving_[(int)MotionIndex::Ball] && next_motion_time < next_event_time)
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{
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next_event_time = next_motion_time;
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}
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// is the next event a graphics trigger?
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if(ball_.enabled[ball_.enabled_index])
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{
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int time_until_copy = 160 - position;
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int next_copy_time = start + time_until_copy;
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if(next_copy_time < next_event_time) next_event_time = next_copy_time;
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}
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// the decision is to progress by length
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const int length = next_event_time - start;
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if(ball_.pixel_position)
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{
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int output_cursor = 0;
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if(ball_.enabled[ball_.enabled_index])
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{
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while(ball_.pixel_position && output_cursor < length)
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{
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collision_buffer_[start + output_cursor] |= (uint8_t)CollisionType::Ball;
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output_cursor++;
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ball_.pixel_position--;
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}
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}
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else
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{
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ball_.pixel_position = std::max(0, ball_.pixel_position - length);
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}
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}
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// the next interesting event is after next_event_time cycles, so progress
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position = (position + length) % 160;
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start = next_event_time;
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// if the event is a motion tick, apply
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if(is_moving_[(int)MotionIndex::Ball] && start == next_motion_time)
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{
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perform_motion_step((int)MotionIndex::Ball);
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next_motion_time += 4;
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}
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// if it's a draw trigger, trigger a draw
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if(!position)
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{
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ball_.pixel_position = ball_.size;
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}
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}
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}
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@ -153,6 +153,17 @@ class TIA {
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int size; // 0 = 1 pixel, 1 = 2 pixels, etc
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} missile_[2];
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// ball state
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struct Ball {
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bool enabled[2];
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int enabled_index;
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int size;
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int pixel_position;
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Ball() : pixel_position(0), size(1), enabled_index(0) {}
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} ball_;
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// movement
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bool horizontal_blank_extend_;
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int motion_[5];
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