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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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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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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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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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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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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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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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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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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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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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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