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https://github.com/TomHarte/CLK.git
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Reintroduced an attempt to plot sprites.
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@ -77,7 +77,7 @@ Machine::~Machine()
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close_output();
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}
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void Machine::update_upcoming_event()
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void Machine::update_upcoming_events()
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{
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unsigned int upcomingEventsPointerPlus4 = (_upcomingEventsPointer + 4)%number_of_upcoming_events;
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@ -98,10 +98,9 @@ void Machine::update_upcoming_event()
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}
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_objectCounter[4] = (_objectCounter[4] + 1)%160;
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// check for player and missle triggers
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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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// check for player and missle triggers
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for(int c = 0; c < 4; 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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@ -114,6 +113,8 @@ void Machine::update_upcoming_event()
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}
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else
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{
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// otherwise visibility is determined by an appropriate repeat mask and hitting any of 12, 28 or 60,
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// in which case the counter reset (and hence the start of drawing) will occur in 4/5 cycles
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uint8_t repeatMask = _playerAndMissileSize[c] & 7;
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if(
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( _objectCounter[c] == 12 && ((repeatMask == 1) || (repeatMask == 3)) ) ||
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@ -126,6 +127,8 @@ void Machine::update_upcoming_event()
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_upcomingEvents[actionSlot].pixelCounterMask |= (1 << c);
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}
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}
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_objectCounter[c] = (_objectCounter[c] + 1)%160;
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}
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}
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@ -136,7 +139,7 @@ uint8_t Machine::get_output_pixel()
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// get the playfield pixel and hence a proposed colour
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uint8_t playfieldColour = ((_playfieldControl&6) == 2) ? _playerColour[offset / 80] : _playfieldColour;
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// get the ball proposed colour
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// get the ball proposed state
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uint8_t ballPixel = 0;
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if(_ballGraphicsEnable&2) {
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int ballSize = 1 << ((_playfieldControl >> 4)&3);
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@ -145,6 +148,29 @@ uint8_t Machine::get_output_pixel()
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_pixelCounter[4] ++;
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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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{
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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] < 8)
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playerPixels[c] = (_playerGraphics[c] >> (_pixelCounter[c] ^ flipMask)) &1;
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}
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uint8_t repeatMask = _playerAndMissileSize[c] & 7;
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switch(repeatMask)
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{
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default:
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_pixelCounter[c]++;
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break;
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case 5:
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_pixelCounter[c] += ((_objectCounter[c] >> 1)&1);
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break;
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case 7:
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_pixelCounter[c] += ((_objectCounter[c] >> 2)&1);
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break;
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}
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}
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// get player and missile proposed pixels
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@ -219,19 +245,19 @@ uint8_t Machine::get_output_pixel()
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}
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if(missilePixels[0] & missilePixels[1])
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_collisions[7] |= (1 << 6);
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_collisions[7] |= (1 << 6);*/
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// apply appropriate priority to pick a colour
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playfieldPixel |= ballPixel;
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uint8_t playfieldPixel = _playfieldOutput | ballPixel;
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uint8_t outputColour = playfieldPixel ? playfieldColour : _backgroundColour;
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if(!(_playfieldControl&0x04) || !playfieldPixel) {
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if(playerPixels[1] || missilePixels[1]) outputColour = _playerColour[1];
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if(playerPixels[0] || missilePixels[0]) outputColour = _playerColour[0];
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}*/
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}
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// return colour
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return (_playfieldOutput | ballPixel) ? playfieldColour : _backgroundColour;
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return outputColour;
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}
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// in imputing the knowledge that all we're dealing with is the rollover from 159 to 0,
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@ -270,11 +296,9 @@ void Machine::output_pixels(unsigned int count)
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// write that state as the one that will become effective in four clocks
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_upcomingEvents[(_upcomingEventsPointer+4)%number_of_upcoming_events].state = state;
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// grab pixel state if desired
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// grab background colour and schedule pixel counter resets
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if(state == OutputState::Pixel)
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{
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update_upcoming_event();
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}
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update_upcoming_events();
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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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@ -118,7 +118,7 @@ class Machine: public CPU6502::Processor<Machine> {
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void output_pixels(unsigned int count);
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uint8_t get_output_pixel();
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void update_upcoming_event();
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void update_upcoming_events();
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Outputs::CRT::CRT *_crt;
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// latched output state
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