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Made an attempt properly to populate collision registers from the collision buffer.
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@ -39,11 +39,6 @@ TIA::TIA() :
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);
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}
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for(int c = 0; c < 64; c++)
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{
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collision_flags_by_buffer_vaules_[c] = 0; // TODO
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}
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for(int c = 0; c < 64; c++)
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{
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bool has_playfield = c & (int)(CollisionType::Playfield);
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@ -53,6 +48,25 @@ TIA::TIA() :
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bool has_missile0 = c & (int)(CollisionType::Missile0);
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bool has_missile1 = c & (int)(CollisionType::Missile1);
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uint8_t collision_registers[8];
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collision_registers[0] = ((has_missile0 && has_player1) ? 0x80 : 0x00) | ((has_missile0 && has_player0) ? 0x40 : 0x00);
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collision_registers[1] = ((has_missile1 && has_player0) ? 0x80 : 0x00) | ((has_missile1 && has_player1) ? 0x40 : 0x00);
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collision_registers[2] = ((has_playfield && has_player0) ? 0x80 : 0x00) | ((has_ball && has_player0) ? 0x40 : 0x00);
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collision_registers[3] = ((has_playfield && has_player1) ? 0x80 : 0x00) | ((has_ball && has_player1) ? 0x40 : 0x00);
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collision_registers[4] = ((has_playfield && has_missile0) ? 0x80 : 0x00) | ((has_ball && has_missile0) ? 0x40 : 0x00);
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collision_registers[5] = ((has_playfield && has_missile1) ? 0x80 : 0x00) | ((has_ball && has_missile1) ? 0x40 : 0x00);
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collision_registers[6] = ((has_playfield && has_ball) ? 0x80 : 0x00);
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collision_registers[7] = ((has_player0 && has_player1) ? 0x80 : 0x00) | ((has_missile0 && has_missile1) ? 0x40 : 0x00);
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collision_flags_by_buffer_vaules_[c] =
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(collision_registers[0] >> 6) |
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(collision_registers[1] >> 4) |
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(collision_registers[2] >> 2) |
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(collision_registers[3] >> 0) |
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(collision_registers[4] << 2) |
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(collision_registers[5] << 4) |
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(collision_registers[6] << 6) |
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(collision_registers[7] << 8);
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// all priority modes show the background if nothing else is present
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colour_mask_by_mode_collision_flags_[(int)ColourMode::Standard][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreLeft][c] =
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