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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-26 23:52:26 +00:00

Fixed missile sizes, played about with ball placement.

This commit is contained in:
Thomas Harte 2016-05-19 18:30:17 -04:00
parent cf5b8ab92e
commit a952813036

View File

@ -80,6 +80,10 @@ Machine::~Machine()
void Machine::update_upcoming_events()
{
unsigned int upcomingEventsPointerPlus4 = (_upcomingEventsPointer + 4)%number_of_upcoming_events;
unsigned int upcomingEventsPointerPlus5 = (_upcomingEventsPointer + 5)%number_of_upcoming_events;
unsigned int upcomingEventsPointerPlus6 = (_upcomingEventsPointer + 6)%number_of_upcoming_events;
unsigned int upcomingEventsPointerPlus7 = (_upcomingEventsPointer + 7)%number_of_upcoming_events;
unsigned int upcomingEventsPointerPlus8 = (_upcomingEventsPointer + 8)%number_of_upcoming_events;
// grab the background now, for display in four clocks
if(!(_horizontalTimer&3))
@ -93,14 +97,12 @@ void Machine::update_upcoming_events()
// is the result of a counter rollover or a programmatic reset
if(!_objectCounter[4])
{
_upcomingEvents[upcomingEventsPointerPlus4].updates |= Event::Action::ResetPixelCounter;
_upcomingEvents[upcomingEventsPointerPlus4].pixelCounterMask |= (1 << 4);
_upcomingEvents[upcomingEventsPointerPlus6].updates |= Event::Action::ResetPixelCounter;
_upcomingEvents[upcomingEventsPointerPlus6].pixelCounterMask |= (1 << 4);
}
_objectCounter[4] = (_objectCounter[4] + 1)%160;
// check for player and missle triggers
unsigned int upcomingEventsPointerPlus5 = (_upcomingEventsPointer + 5)%number_of_upcoming_events;
unsigned int upcomingEventsPointerPlus6 = (_upcomingEventsPointer + 6)%number_of_upcoming_events;
for(int c = 0; c < 4; c++)
{
// the players and missles become visible only upon overflow to zero, so schedule for
@ -160,7 +162,7 @@ uint8_t Machine::get_output_pixel()
if((_missileGraphicsEnable[c]&2) && !(_missileGraphicsReset[c]&2)) {
int missileSize = 1 << ((_playerAndMissileSize[c] >> 4)&3);
missilePixels[c] = ((_pixelCounter[c+2] >> 2) < missileSize) ? 1 : 0;
missilePixels[c] = (_pixelCounter[c+2] < missileSize) ? 1 : 0;
}
uint8_t repeatMask = _playerAndMissileSize[c] & 7;
@ -168,17 +170,15 @@ uint8_t Machine::get_output_pixel()
{
default:
_pixelCounter[c] += 4;
_pixelCounter[c+2] += 4;
break;
case 5:
_pixelCounter[c] += 2;
_pixelCounter[c+2] += 2;
break;
case 7:
_pixelCounter[c] += 1;
_pixelCounter[c+2] += 1;
break;
}
_pixelCounter[c+2] ++;
}
// accumulate collisions