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Disabled incorrect 'optimisations'.
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@ -654,8 +654,6 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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int adder = 4 >> player.size;
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// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
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// if(is_moving_[position_identity] || player.graphic[player.graphic_index])
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// {
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int next_motion_time = motion_time_[position_identity] - first_pixel_cycle + 4;
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while(start < end)
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{
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@ -669,8 +667,6 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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// is the next event a graphics trigger?
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int next_copy = 160;
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if(player.graphic[player.graphic_index])
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{
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if(position < 16 && player.copy_flags&1)
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{
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next_copy = 16;
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@ -684,7 +680,6 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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int next_copy_time = start + next_copy - position;
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if(next_copy_time < next_event_time) next_event_time = next_copy_time;
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}
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// the decision is to progress by length
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const int length = next_event_time - start;
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@ -692,6 +687,8 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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if(player.pixel_position < 32)
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{
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player.pixel_position &= ~(adder - 1);
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if(player.graphic[player.graphic_index])
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{
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int output_cursor = 0;
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while(player.pixel_position < 32 && output_cursor < length)
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{
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@ -701,6 +698,11 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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player.pixel_position += adder;
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}
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}
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else
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{
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player.pixel_position = std::max(32, player.pixel_position + length * adder);
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}
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}
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// the next interesting event is after next_event_time cycles, so progress
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position = (position + length) % 160;
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@ -714,19 +716,11 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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}
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// if it's a draw trigger, trigger a draw
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if(position == (next_copy % 160))
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if(start == next_copy_time)
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{
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player.pixel_position = 0;
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}
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}
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// }
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// else
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// {
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// // just advance the timer all in one jump
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// const int length = end - start;
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// position = (position + length) % 160;
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// player.pixel_position = std::min(32, player.pixel_position + adder * length);
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// }
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}
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void TIA::draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end)
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