Commit Graph

32 Commits

Author SHA1 Message Date
TomCh
25c7c41b07
Reinstate support for old AppleWin 1.25 "Color (Standard)" video mode (#357) (PR #614)
Renamed this video mode to: "Color (RGB Monitor)"
Also renamed "Color (Monitor)" to "Color (NTSC Monitor)".

As for the colours: I've changed them from the original 1.25 colours. Instead I runtime-generate the colours from the NTSC code. See NTSC.cpp's GenerateBaseColors(). This shifts the same 4-bit pattern in, combining with NTSC color phase, until the colour stabilises. Then I average the next 4 RGB values to get the final colour. The reason for this is that we now have consistent colours between NTSC and this simplified rendering mode.

NB. The 2 greys (in GR,DGR,DHGR) are now the same RGB value.
2019-01-09 21:29:36 +00:00
tomcw
eea8cb3cdf Deprecated and removed support for v1 save-state. (Fixes #603) 2019-01-05 22:20:51 +00:00
tomcw
af899fa90a Added support for Apple II/II+ 2K video ROMs (fixes #205) 2018-11-19 22:15:04 +00:00
TomCh
aa59c71847
Add support for PAL/European or custom 8K video ROMs (#596)
Added new cmd-line switch: -videorom <file> to replace the video ROM for the Enhanced //e.
- Support video ROM sizes of 4K, 8K and 16K (top 8K only).
- NB. The rocker switch is set to European video ROM.
F10 (for //e or Enhanced //e models) emulates the PAL //e's rocker switch (under the keyboard) to toggle between European or US video ROM.

Other:
- Fixed debugger's view of the AltCharSet soft-switch (it was showing the opposite state).
2018-11-17 16:29:17 +00:00
tomcw
bd7a96ce6e Small refactor of VideoGetScannerAddress() 2018-08-06 19:06:28 +01:00
tomcw
d623533e06 Improve VideoGetScannerAddress() to generate NTSC tables; and check tables with all video cycles 2018-08-05 22:19:51 +01:00
tomcw
9cacf8d90d Small refactor for reading $C01x soft switch status flags
Prevent Apple II from reading $C01x/$C07F soft switch status flags
2018-06-30 14:30:30 +01:00
tomcw
0a60a0a8aa Video.cpp: remove redundant code 2017-07-06 21:36:56 +01:00
tomcw
8c4f451557 Remove old, unused _Video_SetupBanks() 2017-02-17 16:00:22 +00:00
tomcw
fc781cdd47 Remove old, unused Video.cpp var/code:
. g_VideoForceFullRedraw
. VideoApparentlyDirty()
2017-02-17 15:37:37 +00:00
tomcw
8447a22942 VBlank tweaks:
. Removed NTSC_VideoVbl(), since it's not accurate during full-speed. (Nothing was using it)
. Renamed VideoGetVbl() to VideoGetVblBar()
. Correctly pass Vbl (not VblBar) to Mouse's SetVBlank()
2016-11-16 11:18:41 +00:00
tomcw
981b711fef Refactor: int bVideoMode -> uint32_t uVideoMode 2016-11-06 21:59:45 +00:00
tomcw
1bb60026a5 Debugger - Fix #345: wrap and protect debugger's video mode 2016-11-06 14:23:23 +00:00
tomcw
5f0ccfc75c Added new function NTSC_VideoRedrawWholeScreen() to fix #352 2016-09-25 10:42:14 +01:00
tomcw
30160583cb For full-speed: update every 16ms of real-time (close #351) 2016-09-22 22:34:16 +01:00
tomcw
02b0d7419a Fixed screen update when running at full-speed
. Specifically IBIZA.DSK demo which streams data from the disk throughout (ie. so runs at full-speed all the time)
. Update the screen every frame, but only if video memory has changed (check AZTEC.DSK loading time)
. NB. When running at full-speed, then 6502 emulation doesn't do cycle-accurate video updates
Fixed crash that could occur when switch video mode (F9) when running at full-speed
. Occured when g_nVideoClockVert was >= 192
2016-07-23 22:53:29 +01:00
tomcw
66e468db65 Merged in Nick's new native resolution full-screen
- old 640x480 full-screen deprecated

Fixes for:
. Logo & Debug window scaled/positioned correctly
. Buttons & disk activity (on RHS) drawn in correct position
. Crosshairs for mouse (and when using mouse as joystick)drawn in correct position
2016-07-12 22:43:31 +01:00
tomcw
04c9d09e38 When FullSpeed: don't do cycle-accurate graphics update
. means that disk accesses (eg. loading) is much quicker
Correct naming of video modes (in UI and code)
Pixel adjust for NTSC B&W and Color video modes to align with other video modes
2016-05-17 22:07:27 +01:00
tomcw
d23ae15774 Removed border from:
. final rendered window
. print-screen bmps (both sizes)
Fixed full-screen so that:
. all mode (RUNNING, DEBUG and LOGO) all occupy the same screen position
. there's no intermediate data drawn out of position when first switching to full-screen
Tested on Win7 and Win10
2016-04-04 21:05:58 +01:00
tomcw
e98de27039 Manual merge from master @ c798157 2016-03-21 23:48:02 +00:00
michaelangel007
9b2355fcfb Added Windows Bitmap v4 2015-01-10 22:45:56 -08:00
michaelangel007
fcd9d7377b Fixed screenshots (large), factored out Windows BMP Header Struct 2015-01-10 11:42:53 -08:00
michaelangel007
05eb35e418 Bug #241 Fixed ANSI STORY Video Scanner Vertical 2015-01-05 08:39:29 -08:00
michaelangel007
ce94b59663 Bug #241 - AppleWin 1.26 NTSC -- Fix "ANSI STORY" so horz scroll works, fix vert scroll so it mostly works, verified "Rainbow" works 2015-01-03 03:31:19 -08:00
michaelangel007
1087f738d5 Fix monochrome RGB colors 2015-01-01 09:59:58 -08:00
michaelangel007
1fc2c0f2b2 Remove most of the old unused Video rendering functions 2014-12-31 17:57:57 -08:00
michaelangel007
2dedaf0158 NTSC: fix Debugger View Output commands: TEXT, HGR, etc 2014-12-31 17:15:36 -08:00
michaelangel007
e116014742 First pass of NTSC integration 2014-12-31 14:13:36 -08:00
tomcw
bc45812f4e Simplified and moved main-loop video update logic into Video.cpp.
Removed complex case below for:
. VideoHasRefreshed(), 'anyupdates'
. VideoCheckPage()

Detailed notes below.

---

Video updates in ContinueExecution() loop:

'anyupdates' gets set if there were any page-flip(s) in last ~17030 cycles:
	anyupdates |= VideoHasRefreshed();
ie. VideoRefreshScreen() was called outside of this loop.

If there's been a call to VideoRefreshScreen() outside of this loop,
  and then the video framebuffer gets written to, ie. VideoApparentlyDirty() returns TRUE,
then don't call VideoRefreshScreen() from this loop for 3 frames.
(If a VideoRefreshScreen() is called outside of this loop then restart the 3 frame count.)

So..
 if the game is flipping, the VideoApparentlyDirty() will return FALSE (since game writes to other framebuffer).
 if the game is not flipping, then VideoHasRefreshed() will return FALSE (since no flips occur).

Therefore this complex case above probably only arises at a boundary eg. when the game is transitioning between these 2 modes,
and so if the emulator does the very occasional screen update in this main loop, it is of no consequence.

(I guess this extra logic was to throttle video updates on very old slow machines)

---

VideoCheckPage(BOOL bForce) was called twice in main-loop:

UnexpectedPage if g_bVideoDisplayPage2 != SW_PAGE2

Once each time through the loop (ie. every 1ms), with bForce=0
	if UnexpectedPage && >500ms since last flip then VideoRefreshScreen()

Once each video frame (ie. ~17030 cycles) when not flipping, with bForce=1
	if UnexpectedPage then VideoRefreshScreen()

Basically this was all about supporting FullSpeed mode, and limiting the calls to VideoRefreshScreen().
2014-09-13 22:22:27 +01:00
tomcw
8637dfa7af Removed the _DEBUG-only experimental video modes (eg. Emboss, Psychedelic, etc) 2014-07-10 22:52:26 +01:00
tomcw
c509349469 Fullscreen defaults to 32-bit. Use -fs8bit for 8-bit mode 2014-06-26 22:44:02 +01:00
tomcw
d591dd006b Remove the top-level AppleWin folder 2014-05-23 22:59:02 +01:00