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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-03 08:05:40 +00:00
Commit Graph

170 Commits

Author SHA1 Message Date
Thomas Harte
9d7985c1e1 Added Super Chip emulation. 2017-02-26 17:47:29 -05:00
Thomas Harte
e6a84fd26b 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. 2017-02-26 15:12:31 -05:00
Thomas Harte
440467ea3e Started communicating which copy is being requested. 2017-02-26 13:39:25 -05:00
Thomas Harte
98376de9ad Started returning 'no effect' for pot ports, rather than doing nothing. Still very much TODO though. 2017-02-25 22:58:58 -05:00
Thomas Harte
e61e355251 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. 2017-02-25 17:25:10 -05:00
Thomas Harte
c898c8a99e Ensured the missiles and ball don't attempt to enqueue. Because I don't think they're supposed to. 2017-02-25 17:13:22 -05:00
Thomas Harte
8c9062857c 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. 2017-02-25 17:10:24 -05:00
Thomas Harte
77ed4ddc05 Slightly simplified ready line release logic. 2017-02-23 21:08:32 -05:00
Thomas Harte
82f392fada This should be the other way around. I want whichever is later. 2017-02-22 21:54:49 -05:00
Thomas Harte
8291a63d5f Fixed loss of audio when switching to PAL. 2017-02-22 21:15:37 -05:00
Thomas Harte
6120dae61a While I'm using the hacky approach to player/missile synchronisation, I need to seed adder. 2017-02-22 07:39:11 -05:00
Thomas Harte
4f5f191cd6 Fixed: will no longer attempt to output pixels from before the pixel part of a line on which sync was disabled abruptly. 2017-02-22 07:33:36 -05:00
Thomas Harte
21abf4e9fc Enshrined a terminology switch, albeit without any flow change behind it. 2017-02-22 07:29:48 -05:00
Thomas Harte
144d6b70d9 Minor cleaning. 2017-02-22 07:14:30 -05:00
Thomas Harte
b769f22ca0 Switched back to the collision_buffer_ being part of the TIA object, added one more assert. 2017-02-21 22:26:20 -05:00
Thomas Harte
7019d396d0 Threw in some asserts, discovering a bug in missile positioning. 2017-02-21 22:04:27 -05:00
Thomas Harte
f4447fd9cd Attempted to fix failure of sprites properly to wrap when performing motion. 2017-02-21 21:53:09 -05:00
Thomas Harte
36396b3d62 Made a slightly better, albeit still inaccurate, version of missile-player lock.Enough for Combat to do reasonable things. 2017-02-21 20:45:20 -05:00
Thomas Harte
d1dbf8c21f Missile to player lock is supposed to be a toggle; also factored out the commonalities of missile and ball drawing. 2017-02-21 07:58:37 -05:00
Thomas Harte
1bde0fed6f Simplified relationship between Objects and the usage-specific components through inheritance. 2017-02-21 07:37:20 -05:00
Thomas Harte
7ab2358bba Made an attempt to reintroduce missiles. 2017-02-20 22:22:39 -05:00
Thomas Harte
99547181f1 Attempted to template this thing. Without yet a plan in place for pixel lookup timing. 2017-02-20 21:42:59 -05:00
Thomas Harte
2bf784535c Simplified calllng. 2017-02-20 18:04:40 -05:00
Thomas Harte
57f434c199 Reorganised state, with an eye towards unifying object motion and triggers. 2017-02-20 17:58:28 -05:00
Thomas Harte
99a35266e1 Attempted to bring frequency-switching logic into the cross-platform realm. Which for now creates an issue with the OpenGL context. 2017-02-19 21:20:37 -05:00
Thomas Harte
51bcaea60c Disabled incorrect 'optimisations'. 2017-02-19 12:00:04 -05:00
Thomas Harte
e00339ef0a Attempted to reintroduce the ball. 2017-02-19 08:02:54 -05:00
Thomas Harte
53cd125712 Added stub calls to draw the missiles and ball. 2017-02-19 07:28:24 -05:00
Thomas Harte
04693b067c Fixed failure of the optimised route to pump the pixel clock; removed optimisation entirely for now. 2017-02-18 21:36:48 -05:00
Thomas Harte
cd7876a746 Reintroduced the extra clocking delay. 2017-02-18 20:18:50 -05:00
Thomas Harte
ed5ff49ef5 Fixed vertical delay, retreated from my previous thought about adding the one extra cycle of sprite delay, at least temporarily. 2017-02-16 20:52:01 -05:00
Thomas Harte
8d502a0b03 Decided not to run before I can walk and switched to storing the motion time and next step explicitly per object. 2017-02-16 20:28:37 -05:00
Thomas Harte
5ea232310f Added a check against negative runs. 2017-02-16 18:55:58 -05:00
Thomas Harte
09309aa74f Attempted to prevent extraneous moves. 2017-02-16 18:52:39 -05:00
Thomas Harte
b5357860b9 Made an attempt to split things apart so as to be able to introduce the proper sprite latency. 2017-02-14 20:56:16 -05:00
Thomas Harte
cd90118a0f Added two, extraordinarily simple tests. 2017-02-12 20:32:53 -05:00
Thomas Harte
25776de59d I think unit testing this thing is the only way forwards. Started adding appropriate hooks. 2017-02-12 19:55:02 -05:00
Thomas Harte
600bdc9af7 In C++, I think the implicit cast to bool negates the need for any manual collapsing? 2017-02-12 18:18:35 -05:00
Thomas Harte
0c9be2b09e 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. 2017-02-12 18:16:50 -05:00
Thomas Harte
df8a5cbe6d Made attempts (i) to respect the delay flag; and (ii) to account for border-region sprite clocking. 2017-02-12 17:35:09 -05:00
Thomas Harte
9ce68c38ae Made an effort to implement proper pixel output for sprites. 2017-02-12 14:01:50 -05:00
Thomas Harte
40954d6a2a Attempted to factor out parts I expect to reuse for missiles and the ball. 2017-02-12 11:31:17 -05:00
Thomas Harte
ac444a3f34 Corrected both position increments and target time calculation. 2017-02-11 21:24:14 -05:00
Thomas Harte
b8abeced6d Made an attempt to introduce the proper eventful loop for player output. With debugging yet to occur. 2017-02-11 21:01:58 -05:00
Thomas Harte
aeff59addc Implemented motion 'correctly', for programs written to do all work outside of the pixel area. 2017-02-11 20:25:49 -05:00
Thomas Harte
6381e4e1b0 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. 2017-02-11 13:34:36 -05:00
Thomas Harte
905ed1f87b Switched to the more natural type, which is also signed, making my logic less prone to error. 2017-02-11 13:16:53 -05:00
Thomas Harte
8de6caf6ff Started trying to get into a proper structure here. Chickened out. 2017-02-11 12:59:13 -05:00
Thomas Harte
40d3f5f7f6 Attempted properly to respect start. 2017-02-11 08:26:09 -05:00
Thomas Harte
64d5712d1d Added an incorrectly-coded version of horizontal move, at least so that I can verify that information is going into the correct slots. 2017-02-10 07:23:43 -05:00