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mirror of https://github.com/TomHarte/CLK.git synced 2024-12-24 12:30:17 +00:00
Commit Graph

49 Commits

Author SHA1 Message Date
Thomas Harte
3c27306a8e My counter was going the wrong way. 2015-08-10 00:33:37 +01:00
Thomas Harte
a4e52cc4db Made an attempt to switch to a hardware-accurate object timer model. Without yet perfect success. 2015-08-10 00:20:18 +01:00
Thomas Harte
cd67e31e64 Made a first attempt at switching a little closer to TIA's real internal counter setup. 2015-08-09 22:47:11 +01:00
Thomas Harte
987be65a59 Made a quick attempt at reimplementing skip-to-the-end logic for ready waits. 2015-08-09 02:42:01 -04:00
Thomas Harte
eb23a493e5 Switched back to one texel per colour clock, at least for now. Attempted to break _RGBA assumption within the cathode ray view. 2015-08-05 23:36:04 -04:00
Thomas Harte
fd36f13baf The cathode ray view no longer hard codes the frame size. So that's one less coupling. Doubled pixel output size to give sufficient sampling detail to capture the NTSC colour clock (ummm, hopefully). 2015-08-05 21:45:47 -04:00
Thomas Harte
5644b3a1cc Fixed scanline sizing and fill issues, as well as shortening vsync to the correct Atari length. 2015-08-05 20:55:27 -04:00
Thomas Harte
5313b48ebd I'm ashamed to admit, I: played with numbers until enough things looked stable such that I can investigate other things. Discovery: my PAL autodetection was way off. Fixed, hopefully. 2015-08-02 20:32:18 -04:00
Thomas Harte
5f1d76e855 Can't seem to find any documentation: assumed horizontal sync is generated during vertical. 2015-07-31 18:49:02 -04:00
Thomas Harte
9c91f1a2eb Added an attempt at NTSC/PAL autodetection, based on number of missed vertical syncs. 2015-07-31 18:04:33 -04:00
Thomas Harte
a5d66e9dd6 Factored out a few more constants, started trying to ensure there's enough slack and the mechanisms in place for the CathodeRayView to hold onto two frames if it desires, for potential phosphor simulation, switched once again to additive blending — much more like a real CRT — and added a sine function across the width of spans per my understanding of how an electron gun actually fires.
Why do all this when overall timing is still so far off? It helps me more easily see how overall timing is so far off.
2015-07-31 17:47:10 -04:00
Thomas Harte
c1d1fb65cb Made an attempt properly to emulate the RDY line and the Atari's use of it. 2015-07-31 16:54:20 -04:00
Thomas Harte
53dd5c8f16 Trying to fix my RDY line emulation. Switched to PAL timings, at least temporarily, since it's starting to make a difference. 2015-07-31 16:44:53 -04:00
Thomas Harte
39bfbf1000 Attempted ball graphics enable delay. 2015-07-30 23:01:28 -04:00
Thomas Harte
78e66d2577 Added an attempt at ball rendering. 2015-07-30 21:30:00 -04:00
Thomas Harte
a95b36a53d Made first attempt at missile display. In Enduro, at least, one seems to work but the other seems to be absent. 2015-07-30 21:09:18 -04:00
Thomas Harte
1b7846f09b Made a first attempt at the sprite latches. Hopefully this should make a few more Activision logos, etc, show up correctly. 2015-07-30 20:52:26 -04:00
Thomas Harte
1fa7a77793 Continuing in my attempts to figure out the complete absence of graphics from some games: there are 262 lines on an NTSC screen, not 256. Also ensured that the CRT has a little spare range at the edges so that its generated triangles don't wrap around just because of integer overflow. 2015-07-30 20:07:20 -04:00
Thomas Harte
98efae2536 Reintroduced emergency vertical sync — so that output occurs even when the emulation isn't catching syncs properly — and switched some spaces to tabs. 2015-07-30 17:16:49 -04:00
Thomas Harte
14adcd2096 Had a quick bash at timer overflow. 2015-07-30 16:09:32 -04:00
Thomas Harte
58908b60ac So, provisionally: this looks like (i) the one cycle to write; plus (ii) the number of cycles to get to the end of the pixels (which is _horizontalTimer+1 for me because _horizontalTimer = 0 is a pixel); plus (iii) one cycle of latency to wake up. Am I making that up? Time will tell. 2015-07-30 15:49:38 -04:00
Thomas Harte
f5475369d6 Fixed foreshadowing of sprites yet to come. Put flipMask back the other way around. 2015-07-30 12:07:28 -04:00
Thomas Harte
f653b5dff3 Made a first tentative attempt at supporting all eight sprite modes. 2015-07-30 11:52:28 -04:00
Thomas Harte
151c6b4421 Quick fix: add one cycle to get to the genuine end of the line (i.e. after cycle 0, not on it). Not 3, with the video then becoming desynchronised from the CPU clock. 2015-07-30 00:00:35 -04:00
Thomas Harte
d1ae2caf91 Did the absolute minimum necessary to get some sprites showing in some capacity. 2015-07-29 23:48:52 -04:00
Thomas Harte
23df94d011 Got at least as far as putting a single dot at the player 0 and player 1 positions. Which may or may not be accurate. 2015-07-29 22:37:37 -04:00
Thomas Harte
164866d613 Collapsed two methods into one, to avoid redundant pixel copying. 2015-07-27 22:12:13 -04:00
Thomas Harte
3c25ead1f3 Started working out some of my retain cycles and general failures to release. Switched .mm filename so that Xcode will stop getting confused when I try to switch between implementation and interface files. 2015-07-27 21:15:10 -04:00
Thomas Harte
1f229ee6f7 More tweaks to provide a stable image, at least for the time being. 2015-07-27 20:18:25 -04:00
Thomas Harte
01109d441b Made an attempt at NTSC colours. Hard coded in RGB, not composite. Short cuts, tsk. 2015-07-27 19:04:03 -04:00
Thomas Harte
caffe56a2d Slightly expanded width of cathode ray gun, decided to figure out exactly how to deal with off-by-one lengths and precision at a later date, ensured that failure to catch vertical sync doesn't cause out-of-bounds buffer access on the hard-coded, assumed large enough, 512x512 data textures. 2015-07-27 00:28:47 -04:00
Thomas Harte
65bb31d55b With around about a thousand issues, not the least of which being sometimes unsafe memory accesses, I've at last got pixels on screen. 2015-07-26 23:50:43 -04:00
Thomas Harte
cd0a62d21e With a slight tweak to the informal protocol used for 6502 memory access cycles, ensured the wait strobe actually halts the CPU, to give a more accurate linking of machine time to real time. 2015-07-26 15:55:19 -04:00
Thomas Harte
8efd449834 Switched to a down counter and a reset test that remains unconditional but doesn't depend on % (which seems to turn into a big imul-powered deal). Probably pointless mulling around the edges at this point. 2015-07-26 15:45:19 -04:00
Thomas Harte
6252f6030f Switched to idiomatic source name, ensured latest project name is in all appropriate header places, threw texture coordinates slightly into the shader mix. 2015-07-26 15:25:11 -04:00
Thomas Harte
ecb2898bd5 The overall architecture of who has responsibility for what is now very askew but: the CRT now outputs a tightly packed short buffer, with the probable OpenGL destination in mind. So it's now all fixed arithmetic internally. CRTFrame is reduced to a plain C struct with the intention that the OpenGL view will take responsibility for it and stop doing the back-and-forth sprint on getting buffer data. The Atari 2600 now outputs explicit blanks rather than level blacks for its border, so that it's easier visually to debug the CRT in its form as far as it has currently progressed: to drawing lines where the cathode ray gun would run while outputting pixel. I note that I'm still not quite getting vertical sync right yet — I'm just accepting it anywhere in teh frame — but that should be an easy fix. 2015-07-24 23:29:45 -04:00
Thomas Harte
d72287a776 Looked up normal retrace time (it's a lot less than 16µs and 26 scanlines — more like 7 and 10) and that the visible portion of a line is defined to start about 12 µs after the start of hsync, put the first two numbers into my CRT to make that more accurate, then derived a newer guess about what the Atari 2600 does for each of its 228 cycles. The text version of a frame is now looking pretty good. So it's probably time to hit OpenGL and the OS X side of things. Though I'll have a quick look to find out whether I can learn the exact real Atari 2600 timings before moving on. 2015-07-23 19:24:25 -04:00
Thomas Harte
529f61caa1 Removed a stray newline. 2015-07-22 20:45:21 -04:00
Thomas Harte
065050115f Made an attempt to switch to a triple-buffering scheme for CRT outputs, with an eye towards asynchronicity. 2015-07-22 20:33:20 -04:00
Thomas Harte
963cb2f6fb Attempted to switch to slightly more meaningful names within the CRT and implemented a delegate to investigate output. Working on it. 2015-07-22 18:15:18 -04:00
Thomas Harte
a1a1b15d18 Made a quick attempt to accumulate a list of detected output runs. Which means finally having to specify normal frame height. I'm already at too many magic formulae though, so this will need proper revision when I'm next awake. Definitely my horizontal position advancement is way off. 2015-07-20 23:18:56 -04:00
Thomas Harte
4e4c082a05 Made some minor attempt at proper sync response. I think I've gone way off piste and overcomplicated it. 2015-07-19 23:43:22 -04:00
Thomas Harte
4a1e9fe2a8 Rephrased the CRT as owning an arbitrary number of buffers and vending storage space for pixel output. That much better maps to potential implementations of this thing in GLSL, with ES 2.0's limitations kept in mind. 2015-07-19 21:21:34 -04:00
Thomas Harte
4d1e410150 Fix 1: _horizontalTimer should be treated as read only out here. 2015-07-19 16:51:11 -04:00
Thomas Harte
6f78ecdc9c Made first genuine attempt at outputting a meaningful CRT stream. Which shows some significant errors. So work to do. 2015-07-19 16:48:14 -04:00
Thomas Harte
2d0f861474 Incoming: a 'CRT' class, to receive information intended for a cathode ray tube. To decode sync, etc. 2015-07-19 13:36:27 -04:00
Thomas Harte
03a25c8ff2 Fixed playfield pixel logic. 2015-07-19 10:56:04 -04:00
Thomas Harte
3e0679235a This now goes just far enough to create an instance of Atari2600::Machine and push a ROM to it. Next jobs are to get a basic CRT emulation wired up, outputting to the window. 2015-07-16 20:40:46 -04:00
Thomas Harte
6558ae1425 Imported what little I have so far in the way of a memory-access cycle complete 6502 and just enough of a pretend Atari 2600 on top to be able to see some playfields in ASCII art. 2015-07-16 19:56:02 -04:00