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https://github.com/TomHarte/CLK.git
synced 2024-11-26 23:52:26 +00:00
Actually, the four-clock delay, with palette taking effect immediately, appears to be correct. So back to the drawing board on that.
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@ -79,12 +79,12 @@ Machine::~Machine()
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void Machine::update_timers(int mask)
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void Machine::update_timers(int mask)
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{
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{
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unsigned int upcomingEventsPointerPlus1 = (_upcomingEventsPointer + 1)%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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unsigned int upcomingEventsPointerPlus2 = (_upcomingEventsPointer + 4)%number_of_upcoming_events;
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unsigned int upcomingEventsPointerPlus3 = (_upcomingEventsPointer + 3)%number_of_upcoming_events;
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unsigned int upcomingEventsPointerPlus3 = (_upcomingEventsPointer + 5)%number_of_upcoming_events;
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unsigned int upcomingEventsPointerPlus4 = (_upcomingEventsPointer + 4)%number_of_upcoming_events;
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unsigned int upcomingEventsPointerPlus4 = (_upcomingEventsPointer + 6)%number_of_upcoming_events;
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unsigned int upcomingEventsPointerPlus5 = (_upcomingEventsPointer + 5)%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 upcomingEventsPointerPlus6 = (_upcomingEventsPointer + 6)%number_of_upcoming_events;
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// unsigned int upcomingEventsPointerPlus7 = (_upcomingEventsPointer + 7)%number_of_upcoming_events;
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// unsigned int upcomingEventsPointerPlus7 = (_upcomingEventsPointer + 7)%number_of_upcoming_events;
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// unsigned int upcomingEventsPointerPlus8 = (_upcomingEventsPointer + 8)%number_of_upcoming_events;
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// unsigned int upcomingEventsPointerPlus8 = (_upcomingEventsPointer + 8)%number_of_upcoming_events;
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@ -227,12 +227,14 @@ uint8_t Machine::get_output_pixel()
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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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// apply appropriate priority to pick a colour
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uint8_t playfieldPixel = _playfieldOutput | ballPixel;
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uint8_t playfieldPixel = _playfieldOutput;// | ballPixel;
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uint8_t outputColour = playfieldPixel ? playfieldColour : _backgroundColour;
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uint8_t outputColour = playfieldPixel ? playfieldColour : _backgroundColour;
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if(!(_playfieldControl&0x04) || !playfieldPixel) {
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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(missilePixels[1]) outputColour = _playerColour[1];
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if(playerPixels[0] || missilePixels[0]) outputColour = _playerColour[0];
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if(missilePixels[0]) outputColour = _playerColour[0];
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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 colour
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