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https://github.com/TomHarte/CLK.git
synced 2024-12-23 20:29:42 +00:00
Set up a pipeline for all pixels that attempts to allow for appropriate delays.
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5c1e594937
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@ -80,8 +80,8 @@ Machine::~Machine()
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void Machine::update_timers(int mask)
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{
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unsigned int upcomingEventsPointerPlus4 = (_upcomingEventsPointer + 4)%number_of_upcoming_events;
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unsigned int upcomingEventsPointerPlus5 = (_upcomingEventsPointer + 5)%number_of_upcoming_events;
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unsigned int upcomingEventsPointerPlus6 = (_upcomingEventsPointer + 6)%number_of_upcoming_events;
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unsigned int upcomingEventsPointerPlus1 = (_upcomingEventsPointer + 1)%number_of_upcoming_events;
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unsigned int upcomingEventsPointerPlus2 = (_upcomingEventsPointer + 2)%number_of_upcoming_events;
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// grab the background now, for display in four clocks
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if(mask & (1 << 5))
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@ -90,19 +90,21 @@ void Machine::update_timers(int mask)
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{
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unsigned int offset = 4 + _horizontalTimer - (horizontalTimerPeriod - 160);
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_upcomingEvents[upcomingEventsPointerPlus4].updates |= Event::Action::Playfield;
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_upcomingEvents[upcomingEventsPointerPlus4].playfieldOutput = _playfield[(offset >> 2)%40];
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_upcomingEvents[upcomingEventsPointerPlus4].pixels |= _playfield[(offset >> 2)%40] << 5;
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}
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}
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// the ball becomes visible whenever it hits zero, regardless of whether its status
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// is the result of a counter rollover or a programmatic reset
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if(mask & (1 << 4))
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{
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if(!_objectCounter[4])
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{
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_upcomingEvents[upcomingEventsPointerPlus4].updates |= Event::Action::ResetPixelCounter;
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_upcomingEvents[upcomingEventsPointerPlus4].pixelCounterMask |= (1 << 4);
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// the ball becomes visible whenever it hits zero, regardless of whether its status
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// is the result of a counter rollover or a programmatic reset
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if(!_objectCounter[4]) _pixelCounter[4] = 0;
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if(_pixelCounter[4] < 8 && _ballGraphicsEnable[_ballGraphicsSelector]&2) {
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int ballSize = 1 << ((_playfieldControl >> 4)&3);
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_upcomingEvents[upcomingEventsPointerPlus4].pixels |= (_pixelCounter[4] < ballSize) ? (1 << 4) : 0;
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}
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_objectCounter[4] = (_objectCounter[4] + 1)%160;
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_pixelCounter[4] ++;
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}
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@ -113,10 +115,10 @@ void Machine::update_timers(int mask)
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if(mask & (1 << c))
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{
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// the players and missles become visible only upon overflow to zero, so schedule for
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// 5/6 clocks ahead from 159
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// 1/2 clocks ahead from 159
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if(_objectCounter[c] == 159)
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{
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unsigned int actionSlot = (c < 2) ? upcomingEventsPointerPlus6 : upcomingEventsPointerPlus5;
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unsigned int actionSlot = (c < 2) ? upcomingEventsPointerPlus2 : upcomingEventsPointerPlus1;
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_upcomingEvents[actionSlot].updates |= Event::Action::ResetPixelCounter;
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_upcomingEvents[actionSlot].pixelCounterMask |= (1 << c);
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}
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@ -131,7 +133,7 @@ void Machine::update_timers(int mask)
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( _objectCounter[c] == 64 && ((repeatMask == 4) || (repeatMask == 6)) )
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)
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{
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unsigned int actionSlot = (c < 2) ? upcomingEventsPointerPlus5 : upcomingEventsPointerPlus4;
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unsigned int actionSlot = (c < 2) ? upcomingEventsPointerPlus1 : _upcomingEventsPointer;
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_upcomingEvents[actionSlot].updates |= Event::Action::ResetPixelCounter;
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_upcomingEvents[actionSlot].pixelCounterMask |= (1 << c);
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}
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@ -161,22 +163,32 @@ void Machine::update_timers(int mask)
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}
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}
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// apply any resets
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if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::ResetPixelCounter)
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{
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for(int c = 0; c < 5; c++)
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{
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if(_upcomingEvents[_upcomingEventsPointer].pixelCounterMask & (1 << c))
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_pixelCounter[c] = 0;
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}
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_upcomingEvents[_upcomingEventsPointer].pixelCounterMask = 0;
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}
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// determine the pixel masks
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// uint8_t playerPixels[2] = {0, 0}, missilePixels[2] = {0, 0};
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// for(int c = 0; c < 2; c++)
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// {
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// if(_playerGraphics[c]) {
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// // figure out player colour
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// int flipMask = (_playerReflection[c]&0x8) ? 0 : 7;
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// if(_pixelCounter[c] < 32)
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// playerPixels[c] = (_playerGraphics[_playerGraphicsSelector[c]][c] >> ((_pixelCounter[c] >> 2) ^ flipMask)) &1;
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// }
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//
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// if((_missileGraphicsEnable[c]&2) && !_missileGraphicsReset[c]) {
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// int missileSize = 1 << ((_playerAndMissileSize[c] >> 4)&3);
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// missilePixels[c] = (_pixelCounter[c+2] < missileSize) ? 1 : 0;
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// }
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// }
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for(int c = 0; c < 2; c++)
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{
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if(_playerGraphics[c]) {
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// figure out player colour
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int flipMask = (_playerReflection[c]&0x8) ? 0 : 7;
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if(_pixelCounter[c] < 32)
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_upcomingEvents[upcomingEventsPointerPlus4].pixels |= ((_playerGraphics[_playerGraphicsSelector[c]][c] >> ((_pixelCounter[c] >> 2) ^ flipMask)) & 1) << c;
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}
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if(_pixelCounter[c+2] < 8 && (_missileGraphicsEnable[c]&2) && !_missileGraphicsReset[c]) {
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int missileSize = 1 << ((_playerAndMissileSize[c] >> 4)&3);
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_upcomingEvents[upcomingEventsPointerPlus4].pixels |= ((_pixelCounter[c+2] < missileSize) ? 1 : 0) << (c + 2);
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}
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}
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}
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uint8_t Machine::get_output_pixel()
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@ -187,28 +199,19 @@ uint8_t Machine::get_output_pixel()
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uint8_t playfieldColour = ((_playfieldControl&6) == 2) ? _playerColour[offset / 80] : _playfieldColour;
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// get the ball proposed state
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uint8_t ballPixel = 0;
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if(_ballGraphicsEnable[_ballGraphicsSelector]&2) {
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int ballSize = 1 << ((_playfieldControl >> 4)&3);
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ballPixel = (_pixelCounter[4] < ballSize) ? 1 : 0;
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}
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uint8_t ballPixel = (_upcomingEvents[_upcomingEventsPointer].pixels >> 4) & 1;
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// deal with the sprites
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uint8_t playerPixels[2] = {0, 0}, missilePixels[2] = {0, 0};
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for(int c = 0; c < 2; c++)
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uint8_t playerPixels[2] =
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{
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if(_playerGraphics[c]) {
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// figure out player colour
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int flipMask = (_playerReflection[c]&0x8) ? 0 : 7;
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if(_pixelCounter[c] < 32)
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playerPixels[c] = (_playerGraphics[_playerGraphicsSelector[c]][c] >> ((_pixelCounter[c] >> 2) ^ flipMask)) &1;
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}
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if((_missileGraphicsEnable[c]&2) && !_missileGraphicsReset[c]) {
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int missileSize = 1 << ((_playerAndMissileSize[c] >> 4)&3);
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missilePixels[c] = (_pixelCounter[c+2] < missileSize) ? 1 : 0;
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}
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}
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static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 0) & 1),
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static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 1) & 1)
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};
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uint8_t missilePixels[2] =
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{
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static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 2) & 1),
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static_cast<uint8_t>((_upcomingEvents[_upcomingEventsPointer].pixels >> 3) & 1),
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};
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// accumulate collisions
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if(playerPixels[0] | playerPixels[1]) {
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@ -285,17 +288,7 @@ void Machine::output_pixels(unsigned int count)
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// apply any queued changes and flush the record
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if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::Playfield)
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_playfieldOutput = _upcomingEvents[_upcomingEventsPointer].playfieldOutput;
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if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::ResetPixelCounter)
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{
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for(int c = 0; c < 5; c++)
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{
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if(_upcomingEvents[_upcomingEventsPointer].pixelCounterMask & (1 << c))
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_pixelCounter[c] = 0;
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}
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_upcomingEvents[_upcomingEventsPointer].pixelCounterMask = 0;
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}
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_playfieldOutput = (_upcomingEvents[_upcomingEventsPointer].pixels >> 5)&1;
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if(_upcomingEvents[_upcomingEventsPointer].updates & Event::Action::HMoveSetup)
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{
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@ -342,8 +335,6 @@ void Machine::output_pixels(unsigned int count)
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// }
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// printf(" ");
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}
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_upcomingEvents[_upcomingEventsPointer].updates = 0;
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// read that state
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state = _upcomingEvents[_upcomingEventsPointer].state;
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OutputState actingState = state;
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@ -384,6 +375,8 @@ void Machine::output_pixels(unsigned int count)
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}
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// advance
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_upcomingEvents[_upcomingEventsPointer].updates = 0;
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_upcomingEvents[_upcomingEventsPointer].pixels = 0;
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_upcomingEventsPointer = (_upcomingEventsPointer + 1)%number_of_upcoming_events;
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// advance horizontal timer, perform reset actions if requested
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@ -16,7 +16,7 @@
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namespace Atari2600 {
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const unsigned int number_of_upcoming_events = 18;
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const unsigned int number_of_upcoming_events = 6;
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class Machine: public CPU6502::Processor<Machine> {
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@ -72,11 +72,9 @@ class Machine: public CPU6502::Processor<Machine> {
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int pixelCounterMask;
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OutputState state;
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uint8_t pixels;
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uint8_t playfieldOutput, playerOutput[2];
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uint8_t ballPixel;
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Event() : updates(0), pixelCounterMask(0) {}
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Event() : updates(0), pixelCounterMask(0), pixels(0) {}
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} _upcomingEvents[number_of_upcoming_events];
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unsigned int _upcomingEventsPointer;
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