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Threw in missiles. To 'complete' graphics output. Or, rather, to move me on to debugging.
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354143a78c
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@ -157,77 +157,32 @@ uint8_t Machine::get_output_pixel()
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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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if((_missileGraphicsEnable[c]&2) && !(_missileGraphicsReset[c]&2)) {
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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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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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_pixelCounter[c+2]++;
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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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_pixelCounter[c+2] += ((_objectCounter[c+2] >> 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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_pixelCounter[c+2] += ((_objectCounter[c+2] >> 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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/* 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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const uint8_t repeatMask = _playerAndMissileSize[c]&7;
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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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int relativeTimer = _objectCounter[c] - 5;
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switch (repeatMask)
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{
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case 0: break;
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default:
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if(repeatMask&4 && relativeTimer >= 64) relativeTimer -= 64;
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else if(repeatMask&2 && relativeTimer >= 32) relativeTimer -= 32;
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else if(repeatMask&1 && relativeTimer >= 16) relativeTimer -= 16;
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break;
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case 5:
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relativeTimer >>= 1;
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break;
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case 7:
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relativeTimer >>= 2;
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break;
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}
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if(relativeTimer >= 0 && relativeTimer < 8)
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playerPixels[c] = (_playerGraphics[c] >> (relativeTimer ^ flipMask)) &1;
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}
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// figure out missile colour
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if((_missileGraphicsEnable[c]&2) && !(_missileGraphicsReset[c]&2)) {
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int missileIndex = _objectCounter[2+c] - 4;
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switch (repeatMask)
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{
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case 0: break;
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default:
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if(repeatMask&4 && missileIndex >= 64) missileIndex -= 64;
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else if(repeatMask&2 && missileIndex >= 32) missileIndex -= 32;
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else if(repeatMask&1 && missileIndex >= 16) missileIndex -= 16;
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break;
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case 5:
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missileIndex >>= 1;
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break;
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case 7:
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missileIndex >>= 2;
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break;
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}
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int missileSize = 1 << ((_playerAndMissileSize[c] >> 4)&3);
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missilePixels[c] = (missileIndex >= 0 && missileIndex < missileSize) ? 1 : 0;
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}
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}
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// accumulate collisions
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if(playerPixels[0] | playerPixels[1]) {
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/* if(playerPixels[0] | playerPixels[1]) {
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_collisions[0] |= ((missilePixels[0] & playerPixels[1]) << 7) | ((missilePixels[0] & playerPixels[0]) << 6);
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_collisions[1] |= ((missilePixels[1] & playerPixels[0]) << 7) | ((missilePixels[1] & playerPixels[1]) << 6);
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