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Switched explicitly to an accumulation model for filling the collision buffer.
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@ -386,6 +386,11 @@ void TIA::output_for_cycles(int number_of_cycles)
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int output_cursor = horizontal_counter_;
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horizontal_counter_ += 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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}
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#define Period(function, target) \
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if(output_cursor < target) \
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{ \
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@ -419,6 +424,8 @@ void TIA::output_for_cycles(int number_of_cycles)
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break;
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}
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#undef Period
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if(output_mode_ & blank_flag)
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{
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if(pixel_target_)
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@ -528,7 +535,7 @@ void TIA::draw_playfield(int start, int end)
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while(position < end)
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{
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int offset = (position - first_pixel_cycle) >> 2;
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collision_buffer_[position - first_pixel_cycle] = (background_[(offset/20)&background_half_mask_] >> (offset%20))&1;
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collision_buffer_[position - first_pixel_cycle] |= (background_[(offset/20)&background_half_mask_] >> (offset%20))&1;
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position++;
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}
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}
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