Thomas Harte
f9a6c00493
Makes first attempt to support PAL timings.
2018-10-19 21:36:13 -04:00
Thomas Harte
fa77d81813
Corrects test for whether to consider a European or American region.
2018-10-19 21:35:52 -04:00
Thomas Harte
f0b6c406ff
The Sega static analyser now attempts to differentiate region and paging scheme.
2018-10-19 20:32:09 -04:00
Thomas Harte
c365cca38a
Makes order of operations explicit.
2018-10-18 22:37:04 -04:00
Thomas Harte
4cd65eab5c
Seeks to avoid bad macro expansion.
2018-10-18 22:36:25 -04:00
Thomas Harte
2ee360e6ba
Merge pull request #553 from TomHarte/MasterSystemVDP
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Adds Initial Sega SG1000 and Master System emulation
2018-10-18 22:30:57 -04:00
Thomas Harte
9bc09046c0
Attempts to ensure that sprites can go off the top of the screen.
2018-10-18 21:48:57 -04:00
Thomas Harte
10d9cbdeb1
Adds an extra LOG to track the memory map as a potential cause of emulation failure.
2018-10-18 21:48:37 -04:00
Thomas Harte
57f03e660c
Ensures console output only in debug builds.
2018-10-18 21:16:56 -04:00
Thomas Harte
512f085891
Ensures proper left clipping of sprites.
2018-10-18 21:14:16 -04:00
Thomas Harte
6a2db52adb
Ensures safe Megacart cartridge sizes too.
2018-10-18 21:09:05 -04:00
Thomas Harte
34e13d0d4d
Clears top bit when reading the keypad and ensures no undefined behaviour reading the cartridge.
2018-10-18 21:05:58 -04:00
Thomas Harte
da00c832f5
Corrects colour fetching for multicolour text mode.
2018-10-18 20:38:00 -04:00
Thomas Harte
8ff265c3a1
Corrects multicolour text mode.
2018-10-18 20:25:42 -04:00
Thomas Harte
0278d5b61c
Restores SG1000 compatibility.
2018-10-18 19:13:15 -04:00
Thomas Harte
1fc88c4eff
Corrects off-by-one error in line fetching coroutines.
2018-10-16 21:36:31 -04:00
Thomas Harte
58ca74c68a
Resolves right-side TMS sprite droppages.
2018-10-16 21:25:08 -04:00
Thomas Harte
b4f871a2ef
Corrects first line sprite row selection.
2018-10-16 21:16:29 -04:00
Thomas Harte
0f7bf6d6c6
Resolves attempt to output graphics on the line one before the display.
2018-10-16 21:02:31 -04:00
Thomas Harte
5dfe7d8596
Corrects most of TMS sprite drawing.
2018-10-16 20:49:04 -04:00
Thomas Harte
231009b901
Makes faulty attempt to reintroduce TMS-mode sprites.
2018-10-16 20:00:06 -04:00
Thomas Harte
1c5f939aea
Reintroduces tiles and some element of sprites in regular TMS mode.
2018-10-14 21:52:13 -04:00
Thomas Harte
c1e6406fc9
Corrects sprite accumulation.
2018-10-14 19:56:09 -04:00
Thomas Harte
d66979c68f
Switched to a very large number of buffers, and resolved stupid attempt to reassign a reference.
2018-10-14 18:19:11 -04:00
Thomas Harte
6c09abc6cb
Makes a flawed attempt to reformulate this exactly as two separate processes on a common clock with an interchange buffer.
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Specifically because closer inspection of the TMS modes shows it isn't quite valid to model output of one line as having fully completed prior to fetching of the next. So some sort of extra buffer is required. At which point it is most natural to continue with the logic that each fetch routine is oriented around the fetching process for a single line, and each output routine has the same view, suggesting separate read/write addresses.
Something is wrong though, as video data is being output too rapidly (I think) and with occasional sync issues (again: subject to investigation).
2018-10-14 16:23:45 -04:00
Thomas Harte
9e52ead09a
Ensures sprite scanning doesn't improperly set collision flag; that slot 151 is filled.
2018-10-12 19:50:48 -04:00
Thomas Harte
9ab0c54426
Eliminates faulty attempt to satisfy SMSVDP vertical counter test.
2018-10-12 18:57:07 -04:00
Thomas Harte
f6af6778ab
Moves scrolling latch to proper position and implements 4-window fetching offset.
2018-10-11 22:36:27 -04:00
Thomas Harte
6a94dda60d
Selects potentially-correct interrupt times.
2018-10-11 21:42:09 -04:00
Thomas Harte
82b7944599
Fixes horizontal counter wrapping.
2018-10-11 20:37:29 -04:00
Thomas Harte
52e02db5c8
Introduces horizontal counter latching and reading.
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Then makes a new guess at frame IRQ position. But gets it wrong. Hmmm.
2018-10-11 19:56:32 -04:00
Thomas Harte
9a933993f5
Added TODO.
2018-10-10 22:17:17 -04:00
Thomas Harte
062b2ae8d3
Corrects calculation of [NTSC, 192 line] current row.
2018-10-10 22:15:38 -04:00
Thomas Harte
9f69dbf31a
Adds half-updating of RAM pointer.
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This emulator now passes the first screen of the SMS VDP test.
2018-10-10 21:59:08 -04:00
Thomas Harte
63fb3f03d1
Corrects address loading upon accesses of registers other than 0.
2018-10-10 21:47:48 -04:00
Thomas Harte
2e379b0834
Adds latching of scroll values.
2018-10-10 21:28:18 -04:00
Thomas Harte
f00f6c8c23
Allows the frame interrupt to be placed anywhere in the frame.
2018-10-10 21:07:39 -04:00
Thomas Harte
50e23f4a2e
Fixes 16px-high sprites.
2018-10-10 20:34:00 -04:00
Thomas Harte
acdc84e08c
Improves test slightly, and fixes line interrupt reload value setting.
2018-10-09 22:14:35 -04:00
Thomas Harte
c128ddb549
Introduces a first unit test for line interrupts and corrects backup behaviour.
2018-10-09 21:49:21 -04:00
Thomas Harte
dccf17e770
Makes a first serious attempt at Master System line interrupts.
2018-10-09 20:51:09 -04:00
Thomas Harte
2d8ab72e22
Fixed proper starting position for (interrupted) tile drawing.
2018-10-08 23:13:37 -04:00
Thomas Harte
748366c70e
Corrects buffer overrun when the horizontal scroll lock is on.
2018-10-08 23:06:22 -04:00
Thomas Harte
7a74fe2ff7
Corrects tile plotting window and eliminates a redundant local.
2018-10-08 22:56:31 -04:00
Thomas Harte
e410302237
Switches to real SMS line output composition.
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Including setting the sprite collision bit.
2018-10-08 22:43:10 -04:00
Thomas Harte
bca2161a05
Fixes TMS text mode for the new addressing order.
2018-10-07 21:09:01 -04:00
Thomas Harte
5f789092be
Flips sprite priority in the temporary renderer.
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The better to test other issues in the interim.
2018-10-07 19:16:35 -04:00
Thomas Harte
6975ed22c0
Doubles down on address-storage format, and implements the vertical scrolling lock.
2018-10-07 18:55:35 -04:00
Thomas Harte
24644f1dd1
Adds a low-pass filter, picked entirely by ear, and switches to composite output, at least for now.
2018-10-07 18:39:03 -04:00
Thomas Harte
3bead07043
Introduces proper indirection for sprite patterns.
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This seems to work, so the onus is now back on the rendering loop.
2018-10-07 17:15:42 -04:00