Thomas Harte
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0b081831a9
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Set up a pipeline for all pixels that attempts to allow for appropriate delays.
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2016-05-24 07:58:26 -04:00 |
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Thomas Harte
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5c1e594937
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Realised there's a clocking delay on starting horizontal move. Which fixes Coke Zero.
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2016-05-22 21:45:40 -04:00 |
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Thomas Harte
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c3e719c4ab
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Added missile-to-player offsetting. Completing the list of graphics-related TODOs.
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2016-05-22 17:01:56 -04:00 |
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Thomas Harte
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4c6d4d899d
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Ensured that resetting the horizontal timer affects phase.
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2016-05-22 16:29:53 -04:00 |
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Thomas Harte
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df93d7849d
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Re-enabled the ball.
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2016-05-22 14:38:14 -04:00 |
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Thomas Harte
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0242924fb4
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Various bits of caveman debugging appearing and disappearing, switched to latching ball behaviour.
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2016-05-22 14:26:02 -04:00 |
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Thomas Harte
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5e220562e4
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Actually, the four-clock delay, with palette taking effect immediately, appears to be correct. So back to the drawing board on that.
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2016-05-21 21:44:54 -04:00 |
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Thomas Harte
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4eded9b9d0
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Re-enabled collisions.
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2016-05-21 13:05:36 -04:00 |
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Thomas Harte
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b1c84f5402
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Counters run every scan line regardless of blank and sync. Also played further with timing.
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2016-05-21 12:54:39 -04:00 |
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Thomas Harte
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470c90428a
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Switched to two-register implementation of VDELP, etc.
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2016-05-21 10:26:27 -04:00 |
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Thomas Harte
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36d19cb6cf
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Made an attempt at properly pumping timers during hmove.
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2016-05-21 10:18:15 -04:00 |
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Thomas Harte
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a952813036
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Fixed missile sizes, played about with ball placement.
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2016-05-19 18:30:17 -04:00 |
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Thomas Harte
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cf5b8ab92e
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This is now approximately back to where it was on Cosmic Ark.
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2016-05-19 08:30:10 -04:00 |
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Thomas Harte
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40600b4bcb
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Made sprite placement consistent at least. Not necessarily yet correct.
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2016-05-18 22:07:24 -04:00 |
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Thomas Harte
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e61392d3fb
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Fixed incorrect duplication.
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2016-05-18 21:50:28 -04:00 |
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Thomas Harte
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8c7ce1ec3f
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Attempted to fix sprite sizing and, again, missile repetition.
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2016-05-18 21:41:25 -04:00 |
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Thomas Harte
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d013d46337
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Fixed object motion decoding and checking of the repeat mask for missile graphics.
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2016-05-18 21:36:28 -04:00 |
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Thomas Harte
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83ed6a82cf
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Fixed: asserting vertical blank doesn't affect underlying timing.
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2016-05-18 18:49:40 -04:00 |
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Thomas Harte
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877c55b5c5
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Threw in missiles. To 'complete' graphics output. Or, rather, to move me on to debugging.
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2016-05-18 07:54:44 -04:00 |
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Thomas Harte
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354143a78c
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Reintroduced an attempt to plot sprites.
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2016-05-18 07:51:25 -04:00 |
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Thomas Harte
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0b99649b0f
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Had a first shot at triggering player and missile resets.
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2016-05-18 07:31:05 -04:00 |
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Thomas Harte
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b8708b805c
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The vertical blank flag now works again.
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2016-05-17 22:02:57 -04:00 |
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Thomas Harte
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a1e63e8320
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Attempted to generalise on pixel counter storage, at least. Further adjusted background timing but I'm still not sure.
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2016-05-17 21:41:32 -04:00 |
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Thomas Harte
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ad6f405483
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Fixed: was off by one on pixels, allowing four extra pixel output cycles per line.
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2016-05-17 19:02:32 -04:00 |
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Thomas Harte
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c96674b341
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Made genuine first approximate attempt at hmove.
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2016-05-17 18:35:40 -04:00 |
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Thomas Harte
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d170bb14e6
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Extended scheduling plans, inserted initial events for hmove, albeit not yet implemented.
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2016-05-17 18:21:49 -04:00 |
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Thomas Harte
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6a961c4d28
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Added something of the ball counter, but without yet a working HMOVE it's prone to error.
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2016-05-17 07:18:14 -04:00 |
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Thomas Harte
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7d3cf76576
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Generalised slightly, to allow events to be queued up to eight cycles in advance; most importantly each event gets to pick its own delay.
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2016-05-17 07:09:18 -04:00 |
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Thomas Harte
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3d003070b3
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Made an attempt better to generalise the idea of things with 4 CLK delays.
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2016-05-16 21:54:27 -04:00 |
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Thomas Harte
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4ad074fc78
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Introduced a four-cycle delay between playfield fetch and display, curing Yar's Revenge. Also disabled barrel roll scanling colouring again. I really need to make my mind up on that.
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2016-05-16 19:55:56 -04:00 |
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Thomas Harte
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f19ed2e8f8
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Started merely attempting to reintroduce the background layer.
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2016-05-16 19:04:13 -04:00 |
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Thomas Harte
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9d92ad659f
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Established the basic timing loop, albeit without clocking delays yet.
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2016-05-16 08:01:29 -04:00 |
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Thomas Harte
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cca53598d3
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Made another run at 2600 colours.
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2016-05-14 16:52:24 -04:00 |
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Thomas Harte
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8d52765f40
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Realised why new shaders weren't taking. Very negligibly decreased Atari drawing cost.
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2016-05-12 22:22:24 -04:00 |
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Thomas Harte
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6d65bc9b3a
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Permitted a wider error window on vertical sync, tidied things up a little and started trying to move towards full implementation of the OpenGL contract.
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2016-05-11 22:11:01 -04:00 |
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Thomas Harte
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4b3c4082d2
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These functions appear correctly to model the NTSC and PAL palettes; the CRT's attempt to switch function doesn't work properly yet though.
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2016-05-11 21:07:18 -04:00 |
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Thomas Harte
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1142c86811
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Slightly simplified conditional.
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2016-05-07 18:38:51 -04:00 |
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Thomas Harte
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87df57195d
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Started on an attempt not to treat the various buffers as free to loop within, starting with the input texture.
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2016-05-04 07:39:45 -04:00 |
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Thomas Harte
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3af97d4069
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Eliminated redundant variable.
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2016-04-26 19:57:05 -04:00 |
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Thomas Harte
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6c567d166a
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Fixed colour burst acceptance, switched to an integral single byte streaming of Atari colours.
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2016-04-25 20:56:15 -04:00 |
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Thomas Harte
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9b64f64db7
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Attempted to normalise some style decisions.`
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2016-04-24 22:32:24 -04:00 |
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Thomas Harte
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7a8d100861
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Found a new working formula for NTSC Atari 2600 colours.
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2016-04-24 22:02:00 -04:00 |
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Thomas Harte
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d221c712b0
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Ensured GL context is active when destructing CRTOpenGL.
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2016-04-24 20:34:25 -04:00 |
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Thomas Harte
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db908a7547
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Adjusted Atari to using its non-standard line lengths.
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2016-04-24 19:23:30 -04:00 |
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Thomas Harte
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9260d97b03
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Oh, of course, it's that the output vertex array doesn't get initialised unless there's an RGB shader program. Silly oversight. Fixed. And switched back to TV output for correct colours.
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2016-04-24 17:56:36 -04:00 |
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Thomas Harte
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d0f9a6c2f5
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Added a dump-the-input default RGB output shader. Which at least proves that the Atari 2600 is generally still working.
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2016-04-24 17:35:25 -04:00 |
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Thomas Harte
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80a3169674
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Started reviving the Atari 2600 emulation. Put new startup sequence into place.
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2016-04-24 06:56:08 -04:00 |
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Thomas Harte
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aa8a192c7e
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Simplified API down to their being a single texture with a specified depth.
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2016-03-19 17:37:55 -04:00 |
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Thomas Harte
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c7976dd657
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Started trying to clean up my Outputs namespace by moving stuff related to the CRT underneath a separate subnamespace.
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2016-03-08 20:49:07 -05:00 |
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Thomas Harte
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1e5fe2b2c1
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Made an attempt to reestablish the Atari 2600 output connection despite various changes (TODO: generalise that stuff), and to start creating the composite shader.
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2016-03-07 21:04:04 -05:00 |
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Thomas Harte
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5c8db71c64
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Corrected some constants, ensured both machines (so far) are setting the output device.
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2016-03-05 16:19:10 -05:00 |
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Thomas Harte
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7839d93344
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With the provision of an extra hint to the CRT and, finally, the realisation about why my scans weren't exactly joining up, improved output precision.
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2016-02-27 22:39:01 -05:00 |
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Thomas Harte
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e0d51408e4
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Onward with carrying this through to the bitter end, this at least results in all the appropriate knowledge and call-ins occuring at the CRT.
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2016-02-04 22:28:50 -05:00 |
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Thomas Harte
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ace331d4b4
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Got a bit higher level in CRT timing specification. Which internally allows it now to infer the colour clock frequency. Which will be helpful momentarily.
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2016-01-23 18:53:20 -05:00 |
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Thomas Harte
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48ddd3c497
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Set about documenting the CRT; while doing so decided to add an optional clock divider for input; having done so decided to try to exploit it with the Electron.
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2016-01-21 21:17:47 -05:00 |
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Thomas Harte
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de7218cdf0
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Added a lot of commenting to the CPU6502 definition, simplifying its construction. Added missing nullability modifier to CSElectron. Fixed bad-habit Objective-C style naming on the Electron's Interrupt enum.
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2016-01-20 21:55:38 -05:00 |
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Thomas Harte
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ab45c1d530
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Started working on a shell for the Electron emulation, including factoring out the common CRT delegate -> Objective-C bridging, serial dispatch queue and frameskipping logic from the Atari 2600 shell.
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2016-01-04 23:12:47 -05:00 |
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