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https://github.com/TomHarte/CLK.git
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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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@ -25,7 +25,13 @@ TIA::TIA() :
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output_mode_(0),
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pixel_target_(nullptr),
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background_{0, 0},
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background_half_mask_(0)
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background_half_mask_(0),
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position_{0, 0, 0, 0, 0},
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motion_{0, 0, 0, 0, 0},
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is_moving_{false, false, false, false, false},
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horizontal_blank_extend_(false),
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horizontal_move_start_time_(0),
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collision_flags_(0)
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{
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crt_.reset(new Outputs::CRT::CRT(cycles_per_line * 2 + 1, 1, Outputs::CRT::DisplayType::NTSC60, 1));
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crt_->set_output_device(Outputs::CRT::Television);
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@ -122,6 +128,8 @@ TIA::TIA() :
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colour_mask_by_mode_collision_flags_[(int)ColourMode::OnTop][c] = (uint8_t)ColourIndex::PlayfieldBall;
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}
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}
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collision_buffer_.resize(160);
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}
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void TIA::set_output_mode(Atari2600::TIA::OutputMode output_mode)
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@ -289,6 +297,7 @@ void TIA::set_player_number_and_size(int player, uint8_t value)
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void TIA::set_player_graphic(int player, uint8_t value)
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{
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player_[player].graphic[1] = value;
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player_[player].graphic[player_[player].graphic_delay ? 1 : 0] = value;
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player_[player^1].graphic[0] = player_[player^1].graphic[1];
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}
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@ -393,7 +402,7 @@ void TIA::output_for_cycles(int number_of_cycles)
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if(!output_cursor)
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{
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memset(collision_buffer_, 0, sizeof(collision_buffer_));
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memset(collision_buffer_.data(), 0, 160); // sizeof(collision_buffer_)
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horizontal_blank_extend_ = false;
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}
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@ -82,7 +82,8 @@ class TIA {
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int output_mode_;
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// keeps track of the target pixel buffer for this line and when it was acquired, and a corresponding collision buffer
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alignas(alignof(uint32_t)) uint8_t collision_buffer_[160];
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// alignas(alignof(uint32_t)) uint8_t collision_buffer_[160];
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std::vector<uint8_t> collision_buffer_;
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enum class CollisionType : uint8_t {
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Playfield = (1 << 0),
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Ball = (1 << 1),
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@ -126,7 +127,6 @@ class TIA {
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// mirroring mode, background_[0] will be output on the left and
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// background_[1] on the right; otherwise background_[0] will be
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// output twice.
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int latched_playfield_value_;
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// player state
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struct Player {
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