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Made an attempt to switch to a hardware-accurate object timer model. Without yet perfect success.
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@ -113,7 +113,7 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset)
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// get the ball proposed colour
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uint8_t ballPixel;
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int ballIndex = _ballCounter - 4;
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int ballIndex = _ballCounter;
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int ballSize = 1 << ((_playfieldControl >> 4)&3);
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ballPixel = (ballIndex >= 0 && ballIndex < ballSize && (_ballGraphicsEnable&2)) ? 1 : 0;
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@ -143,6 +143,31 @@ void Machine::output_pixels(int count)
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{
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OutputState state;
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// update hmove
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if (_hMoveFlags) {
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if (_hMoveFlags&1) _playerCounter[0] = (_playerCounter[0]+1)%160;
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if (_hMoveFlags&2) _playerCounter[1] = (_playerCounter[1]+1)%160;
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if (_hMoveFlags&4) _missileCounter[0] = (_missileCounter[0]+1)%160;
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if (_hMoveFlags&8) _missileCounter[1] = (_missileCounter[1]+1)%160;
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if (_hMoveFlags&16) _ballCounter = (_ballCounter+1)%160;
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if ((_hMoveCounter^8^(_playerMotion[0] >> 4)) == 0xf) _hMoveFlags &= ~1;
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if ((_hMoveCounter^8^(_playerMotion[1] >> 4)) == 0xf) _hMoveFlags &= ~2;
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if ((_hMoveCounter^8^(_missileMotion[0] >> 4)) == 0xf) _hMoveFlags &= ~4;
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if ((_hMoveCounter^8^(_missileMotion[1] >> 4)) == 0xf) _hMoveFlags &= ~8;
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if ((_hMoveCounter^8^(_ballMotion >> 4)) == 0xf) _hMoveFlags &= ~16;
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_hMoveCounter ++;
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// _playerCounter[0] = (_playerCounter[0] + 160 - 8^(_playerMotion[0] >> 4))%160;
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// _playerCounter[1] = (_playerCounter[1] + 160 - 8^(_playerMotion[1] >> 4))%160;
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// _missileCounter[0] = (_missileCounter[0] + 160 - 8^(_missileMotion[0] >> 4))%160;
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// _missileCounter[1] = (_missileCounter[1] + 160 - 8^(_missileMotion[1] >> 4))%160;
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// _ballCounter = (_ballCounter + 160 + 8^(_ballMotion >> 4))%160;
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} /*else {
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_hMoveCounter --;
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}*/
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// logic: if in vsync, output that; otherwise if in vblank then output that;
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// otherwise output a pixel
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if(_vSyncEnabled) {
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@ -160,7 +185,7 @@ void Machine::output_pixels(int count)
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// guesses, until I can find information: 26 cycles blank, 16 sync, 40 blank, 160 pixels
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if(_horizontalTimer >= start_of_sync) state = OutputState::Blank;
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else if (_horizontalTimer >= end_of_sync) state = OutputState::Sync;
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else if (_horizontalTimer >= 160) state = OutputState::Blank;
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else if (_horizontalTimer >= (_vBlankExtend ? 152 : 160)) state = OutputState::Blank;
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else {
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if(_vBlankEnabled) {
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state = OutputState::Blank;
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@ -184,16 +209,18 @@ void Machine::output_pixels(int count)
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if(state == OutputState::Pixel)
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{
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_vBlankExtend = false;
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_crt->allocate_write_area(160);
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_outputBuffer = _crt->get_write_target_for_buffer(0);
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}
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}
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if(state == OutputState::Pixel && _outputBuffer)
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if(state == OutputState::Pixel)
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{
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get_output_pixel(&_outputBuffer[_lastOutputStateDuration * 4], 159 - _horizontalTimer);
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if(_outputBuffer)
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get_output_pixel(&_outputBuffer[_lastOutputStateDuration * 4], 159 - _horizontalTimer);
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// incrmeent all graphics counters
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// increment all graphics counters
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_playerCounter[0] = (_playerCounter[0]+1)%160;
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_playerCounter[1] = (_playerCounter[1]+1)%160;
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_missileCounter[0] = (_missileCounter[0]+1)%160;
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@ -319,11 +346,9 @@ int Machine::perform_bus_operation(CPU6502::BusOperation operation, uint16_t add
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// case 0x28: _missilePosition[0] = _playerPosition[0]; break;
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case 0x2a:
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_playerCounter[0] = (_playerCounter[0] + 160 + ((int8_t)_playerMotion[0] >> 4))%160;
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_playerCounter[1] = (_playerCounter[1] + 160 + ((int8_t)_playerMotion[1] >> 4))%160;
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_missileCounter[0] = (_missileCounter[0] + 160 + ((int8_t)_missileMotion[0] >> 4))%160;
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_missileCounter[1] = (_missileCounter[1] + 160 + ((int8_t)_missileMotion[1] >> 4))%160;
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_ballCounter = (_ballCounter + 160 + ((int8_t)_ballMotion >> 4))%160;
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_vBlankExtend = true;
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_hMoveCounter = 0;
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_hMoveFlags = 0x1f;
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break;
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case 0x2b: _playerMotion[0] = _playerMotion[1] = _missileMotion[0] = _missileMotion[1] = _ballMotion = 0; break;
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}
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@ -71,6 +71,8 @@ class Machine: public CPU6502::Processor<Machine> {
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// graphics output
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int32_t _horizontalTimer;
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bool _vSyncEnabled, _vBlankEnabled;
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bool _vBlankExtend;
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uint8_t _hMoveCounter, _hMoveFlags;
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enum OutputState {
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Sync,
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