Thomas Harte
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e6a84fd26b
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Attempted a hardware-correct implementation of missile-to-player latching. This completes the last of the **knowing** inaccuracies. The rest are as-of-yet unwitting.
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2017-02-26 15:12:31 -05:00 |
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Thomas Harte
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440467ea3e
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Started communicating which copy is being requested.
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2017-02-26 13:39:25 -05:00 |
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Thomas Harte
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98376de9ad
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Started returning 'no effect' for pot ports, rather than doing nothing. Still very much TODO though.
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2017-02-25 22:58:58 -05:00 |
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Thomas Harte
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e61e355251
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Moved to the maximum possibly required queue length of 4. Though the emulated 2600 should never need more than 2 slots as per the current calling pattern, it's not a contractual guarantee.
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2017-02-25 17:25:10 -05:00 |
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Thomas Harte
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c898c8a99e
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Ensured the missiles and ball don't attempt to enqueue. Because I don't think they're supposed to.
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2017-02-25 17:13:22 -05:00 |
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Thomas Harte
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8c9062857c
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Added a single-slot queue for player objects to defer drawing, thereby deferring pixel lookup. Which I think is correct. Though more slots might be needed.
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2017-02-25 17:10:24 -05:00 |
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Thomas Harte
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77ed4ddc05
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Slightly simplified ready line release logic.
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2017-02-23 21:08:32 -05:00 |
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Thomas Harte
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82f392fada
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This should be the other way around. I want whichever is later.
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2017-02-22 21:54:49 -05:00 |
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Thomas Harte
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8291a63d5f
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Fixed loss of audio when switching to PAL.
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2017-02-22 21:15:37 -05:00 |
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Thomas Harte
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6120dae61a
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While I'm using the hacky approach to player/missile synchronisation, I need to seed adder.
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2017-02-22 07:39:11 -05:00 |
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Thomas Harte
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4f5f191cd6
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Fixed: will no longer attempt to output pixels from before the pixel part of a line on which sync was disabled abruptly.
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2017-02-22 07:33:36 -05:00 |
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Thomas Harte
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21abf4e9fc
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Enshrined a terminology switch, albeit without any flow change behind it.
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2017-02-22 07:29:48 -05:00 |
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Thomas Harte
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144d6b70d9
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Minor cleaning.
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2017-02-22 07:14:30 -05:00 |
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Thomas Harte
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b769f22ca0
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Switched back to the collision_buffer_ being part of the TIA object, added one more assert.
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2017-02-21 22:26:20 -05:00 |
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Thomas Harte
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7019d396d0
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Threw in some asserts, discovering a bug in missile positioning.
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2017-02-21 22:04:27 -05:00 |
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Thomas Harte
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f4447fd9cd
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Attempted to fix failure of sprites properly to wrap when performing motion.
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2017-02-21 21:53:09 -05:00 |
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Thomas Harte
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36396b3d62
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Made a slightly better, albeit still inaccurate, version of missile-player lock.Enough for Combat to do reasonable things.
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2017-02-21 20:45:20 -05:00 |
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Thomas Harte
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d1dbf8c21f
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Missile to player lock is supposed to be a toggle; also factored out the commonalities of missile and ball drawing.
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2017-02-21 07:58:37 -05:00 |
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Thomas Harte
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1bde0fed6f
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Simplified relationship between Objects and the usage-specific components through inheritance.
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2017-02-21 07:37:20 -05:00 |
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Thomas Harte
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7ab2358bba
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Made an attempt to reintroduce missiles.
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2017-02-20 22:22:39 -05:00 |
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Thomas Harte
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99547181f1
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Attempted to template this thing. Without yet a plan in place for pixel lookup timing.
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2017-02-20 21:42:59 -05:00 |
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Thomas Harte
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2bf784535c
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Simplified calllng.
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2017-02-20 18:04:40 -05:00 |
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Thomas Harte
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57f434c199
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Reorganised state, with an eye towards unifying object motion and triggers.
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2017-02-20 17:58:28 -05:00 |
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Thomas Harte
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99a35266e1
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Attempted to bring frequency-switching logic into the cross-platform realm. Which for now creates an issue with the OpenGL context.
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2017-02-19 21:20:37 -05:00 |
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Thomas Harte
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51bcaea60c
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Disabled incorrect 'optimisations'.
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2017-02-19 12:00:04 -05:00 |
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Thomas Harte
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e00339ef0a
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Attempted to reintroduce the ball.
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2017-02-19 08:02:54 -05:00 |
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Thomas Harte
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53cd125712
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Added stub calls to draw the missiles and ball.
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2017-02-19 07:28:24 -05:00 |
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Thomas Harte
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04693b067c
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Fixed failure of the optimised route to pump the pixel clock; removed optimisation entirely for now.
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2017-02-18 21:36:48 -05:00 |
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Thomas Harte
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cd7876a746
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Reintroduced the extra clocking delay.
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2017-02-18 20:18:50 -05:00 |
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Thomas Harte
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ed5ff49ef5
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Fixed vertical delay, retreated from my previous thought about adding the one extra cycle of sprite delay, at least temporarily.
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2017-02-16 20:52:01 -05:00 |
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Thomas Harte
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8d502a0b03
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Decided not to run before I can walk and switched to storing the motion time and next step explicitly per object.
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2017-02-16 20:28:37 -05:00 |
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Thomas Harte
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5ea232310f
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Added a check against negative runs.
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2017-02-16 18:55:58 -05:00 |
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Thomas Harte
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09309aa74f
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Attempted to prevent extraneous moves.
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2017-02-16 18:52:39 -05:00 |
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Thomas Harte
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b5357860b9
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Made an attempt to split things apart so as to be able to introduce the proper sprite latency.
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2017-02-14 20:56:16 -05:00 |
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Thomas Harte
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cd90118a0f
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Added two, extraordinarily simple tests.
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2017-02-12 20:32:53 -05:00 |
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Thomas Harte
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25776de59d
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I think unit testing this thing is the only way forwards. Started adding appropriate hooks.
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2017-02-12 19:55:02 -05:00 |
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Thomas Harte
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600bdc9af7
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In C++, I think the implicit cast to bool negates the need for any manual collapsing?
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2017-02-12 18:18:35 -05:00 |
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Thomas Harte
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0c9be2b09e
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Shunted the collisions buffer onto a separate area of the heap for the time being, as a debugging aid. Also added a few more initial values.
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2017-02-12 18:16:50 -05:00 |
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Thomas Harte
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df8a5cbe6d
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Made attempts (i) to respect the delay flag; and (ii) to account for border-region sprite clocking.
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2017-02-12 17:35:09 -05:00 |
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Thomas Harte
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9ce68c38ae
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Made an effort to implement proper pixel output for sprites.
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2017-02-12 14:01:50 -05:00 |
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Thomas Harte
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40954d6a2a
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Attempted to factor out parts I expect to reuse for missiles and the ball.
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2017-02-12 11:31:17 -05:00 |
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Thomas Harte
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ac444a3f34
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Corrected both position increments and target time calculation.
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2017-02-11 21:24:14 -05:00 |
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Thomas Harte
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b8abeced6d
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Made an attempt to introduce the proper eventful loop for player output. With debugging yet to occur.
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2017-02-11 21:01:58 -05:00 |
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Thomas Harte
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aeff59addc
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Implemented motion 'correctly', for programs written to do all work outside of the pixel area.
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2017-02-11 20:25:49 -05:00 |
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Thomas Harte
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6381e4e1b0
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All that's happened to position is that numbers have been added to it. So it can't be negative, given that it wasn't before. So a regular modulo will do.
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2017-02-11 13:34:36 -05:00 |
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Thomas Harte
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905ed1f87b
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Switched to the more natural type, which is also signed, making my logic less prone to error.
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2017-02-11 13:16:53 -05:00 |
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Thomas Harte
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8de6caf6ff
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Started trying to get into a proper structure here. Chickened out.
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2017-02-11 12:59:13 -05:00 |
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Thomas Harte
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40d3f5f7f6
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Attempted properly to respect start .
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2017-02-11 08:26:09 -05:00 |
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Thomas Harte
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64d5712d1d
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Added an incorrectly-coded version of horizontal move, at least so that I can verify that information is going into the correct slots.
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2017-02-10 07:23:43 -05:00 |
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Thomas Harte
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3b20d862f0
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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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2017-02-09 20:53:42 -05:00 |
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Thomas Harte
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2e9ef2b0ef
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Took a shot at reinstating the horizontal blank extend flag.
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2017-02-09 18:37:19 -05:00 |
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Thomas Harte
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70745286a5
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Ensured this array is properly aligned for the uin32_t accesses I intend to make for background drawing.
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2017-02-08 20:25:23 -05:00 |
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Thomas Harte
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dcb7584060
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Added the four-cycle playfield output latency and ensured you can't get smaller-than-usual pixels by rapid register value changing.
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2017-02-08 07:30:32 -05:00 |
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Thomas Harte
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a477499724
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Got a bit more explicit with range returned by get_cycles_until_horizontal_blank and hence attempted a more thorough (/correct) version of WSYNC.
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2017-02-07 22:14:45 -05:00 |
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Thomas Harte
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944d835eea
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Switched explicitly to an accumulation model for filling the collision buffer.
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2017-02-06 21:59:28 -05:00 |
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Thomas Harte
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8f5039130c
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Changed index naming order to ensure no out-of-bounds accesses.
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2017-02-06 21:48:41 -05:00 |
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Thomas Harte
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ba165bb70a
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Made an attempt properly to populate collision registers from the collision buffer.
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2017-02-06 21:15:55 -05:00 |
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Thomas Harte
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474e2e8d2c
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Fixed once again to respect mid-line palette changes.
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2017-02-06 20:09:12 -05:00 |
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Thomas Harte
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8b8eb787df
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Fixed complete invisibility.
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2017-02-06 18:42:58 -05:00 |
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Thomas Harte
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66bcdd36f3
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Made an attempt to introduce an intermediate buffer that ends up with a bit mask of all graphical components present on it, and to use that to infer collision flags and colours, based on playfield priority and colour palette. Immediately yielding: a blank screen. Good work!
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2017-02-06 18:29:00 -05:00 |
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Thomas Harte
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6bcf95042c
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Started trying to be a bit more explicit about usage, and to divide up drawing responsibility.
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2017-02-05 17:51:56 -05:00 |
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Thomas Harte
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f2437cb257
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Added some additional documentation, started making steps towards returning sprites, fixed a counter bug that would exhibit as incorrect sync.
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2017-01-31 20:30:32 -05:00 |
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Thomas Harte
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abe04334c2
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Attempted to retain more player information, and removed the output cursor from class storage as I think it's acceptable as a temporary.
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2017-01-30 22:42:27 -05:00 |
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Thomas Harte
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8545707b54
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Reinstituted the playfield. Probably needs more buffering though. Time to look into delays.
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2017-01-30 21:38:58 -05:00 |
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Thomas Harte
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2b08758b2b
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Started capturing playfield/ball and background colours.
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2017-01-30 08:08:03 -05:00 |
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Thomas Harte
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764b528891
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Made a first attempt at switching to a model that respects blank and sync.
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2017-01-30 07:19:19 -05:00 |
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Thomas Harte
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92754ace7a
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Some mild fixes get me up to having a rolling screen of vertical lines. Which is what I was hoping for right now!
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2017-01-29 22:16:23 -05:00 |
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Thomas Harte
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d51f185dc7
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Made an attempt to reintroduce the basic horizontal loop.
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2017-01-29 15:43:57 -05:00 |
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Thomas Harte
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2390358c24
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Prevented unbounded CPU usage, albeit without yet deciding who has authority for the clock rate.
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2017-01-29 14:19:26 -05:00 |
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Thomas Harte
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2432a3b4d7
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Fixed condition — >= is smarter.
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2017-01-29 14:00:01 -05:00 |
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Thomas Harte
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9c3597c7e3
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Attempted to reintroduce enough logic to handle [most of] line timing, such that WSYNC works. Initial objective is to get back to having a working background.
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2017-01-29 13:47:36 -05:00 |
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Thomas Harte
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fba6baaa9c
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Stubbed and disabled to get back to building.
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2017-01-28 21:56:01 -05:00 |
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Thomas Harte
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a246530953
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Supposing the TIA were implemented, this is (more or less) what the Atari 2600 would now look like.
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2017-01-28 21:46:40 -05:00 |
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Thomas Harte
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0ffded72a6
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Created a placeholder class for a factored-out TIA. There's a bit more it'll need to do, like vending (or receiving) a CRT but this is the full hardware stuff, I think.
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2017-01-28 16:19:08 -05:00 |
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Thomas Harte
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6d087ca054
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Restored 2600 audio.
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2017-01-25 21:29:19 -05:00 |
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Thomas Harte
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be1cb2a551
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Fixed NTSC phase.
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2017-01-11 21:31:24 -05:00 |
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Thomas Harte
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a549fd1ecc
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Introduced the ability simply to piggy-back off the CRT's natural phase for the colour burst, thereby eliminating a couple of redundant independent attempts in the Oric and Electron.
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2016-12-10 13:42:34 -05:00 |
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Thomas Harte
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ebb62a2d78
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Switched the 2600 to postfix and non-camel-case instance variable names.
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2016-12-03 14:07:38 -05:00 |
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Thomas Harte
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b81c058c0a
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Factored out the Atari 2600's 6532 connection, as a low-hanging fruit.
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2016-12-03 13:41:55 -05:00 |
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Thomas Harte
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3361d6b93a
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Factored out the Atari 2600 speaker and adjusted it to postfix underscores.
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2016-12-03 13:39:46 -05:00 |
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Thomas Harte
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922dd6a586
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Hit up the other two kinds of audio generator.
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2016-10-07 17:10:00 -04:00 |
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Thomas Harte
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ee8510984f
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Added just enough wiring to restore the 2600 to functionality.
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2016-09-15 19:34:45 -04:00 |
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Thomas Harte
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d9016909ed
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Added some wiring for PAL/NTSC mode switching on the Vic, making an attempt to simplify the whole loop of having different clock rates.
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2016-08-14 13:33:20 -04:00 |
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Thomas Harte
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8db44eed3e
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Added a default implementation of Speaker::skip_samples .
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2016-07-04 20:48:27 -04:00 |
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Thomas Harte
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bfa237397d
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Settled on assigning to nullptr as the appropriate style for emptying shared_ptrs; fixed the Vic properly to release its output resources.
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2016-07-04 20:34:11 -04:00 |
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Thomas Harte
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88964ceac0
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Eliminated plain pointer passing for object types.
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2016-07-04 19:33:55 -04:00 |
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Thomas Harte
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0182b0483a
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Added a 'power on' flag that is set automatically at construction but can be declined. Saves all that stuff of every machine having to set and then unset the RST line, and fixes an Electron bug related to that.
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2016-06-29 19:13:24 -04:00 |
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Thomas Harte
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454e98302d
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Slight rearrangement plus a setting of the CSMachine delegate corrects audio after a clock rate change.
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2016-06-20 22:18:41 -04:00 |
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Thomas Harte
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31b26b8118
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Made a first attempt to implement the full top-to-bottom change of clock rates, giving the Atari the ability to change rate when it switches to PAL mode, as it should always have been.
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2016-06-20 21:47:27 -04:00 |
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Thomas Harte
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88e2b382e5
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Made an attempt at a full and thorough 6532 implementation (and got a bit more explicit about flag size in the 6502).
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2016-06-20 18:57:35 -04:00 |
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Thomas Harte
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065ec618c4
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Factored out and templated the 6532, finally taking the opportunity to add a means to control the on-console switches of an Atari 2600.
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2016-06-19 19:36:34 -04:00 |
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Thomas Harte
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65413f078c
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Factored out the 6532, eventually to make it testable.
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2016-06-19 18:57:40 -04:00 |
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Thomas Harte
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00a9f1bf24
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Fixed best-effort updater actually to run, finally moved clock rate announcement into the C++ side of things, started working on a mechanism to allow clock rate to be updated.
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2016-06-16 20:39:46 -04:00 |
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Thomas Harte
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12d1cac751
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Merge branch 'master' into Vic-20
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2016-06-10 18:23:55 -04:00 |
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Thomas Harte
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805e2d15c6
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Fixed timing when clock is divided.
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2016-06-10 18:20:16 -04:00 |
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Thomas Harte
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581eace478
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Increased logging slightly, ensured all of colour RAM can be read, slightly improved the 2600 pixel decoder.
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2016-06-07 22:01:14 -04:00 |
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Thomas Harte
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604862b20b
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Fixed playfield/missile and playfield/ball collisions.
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2016-06-02 22:36:52 -04:00 |
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Thomas Harte
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e3b95b8d2b
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Back to asynchronous updates and drawing, to try to improve guarantees on audio latency; experimenting with whether other parts of the approach are fundamentally flawed; added a broad-phase for scheduled updates on the 2600.
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2016-06-02 21:22:55 -04:00 |
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Thomas Harte
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11073daee1
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Issues appear to be around timing generally. Working on it.
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2016-06-02 20:15:48 -04:00 |
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Thomas Harte
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7aac306a12
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Quick fix to the polynomials.
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2016-06-02 19:56:02 -04:00 |
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