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Threw in missile repeats.
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commit
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@ -70,35 +70,24 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset)
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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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{
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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 (_playerAndMissileSize[c]&7)
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switch (repeatMask)
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{
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case 0: break;
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case 1:
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if (relativeTimer >= 16) relativeTimer -= 16;
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break;
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case 2:
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if (relativeTimer >= 32) relativeTimer -= 32;
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break;
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case 3:
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if (relativeTimer >= 32) relativeTimer -= 32;
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else if (relativeTimer >= 16) relativeTimer -= 16;
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break;
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case 4:
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if (relativeTimer >= 64) relativeTimer -= 64;
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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 6:
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if (relativeTimer >= 64) relativeTimer -= 64;
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else if (relativeTimer >= 32) relativeTimer -= 32;
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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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@ -112,6 +101,21 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset)
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if((_missileGraphicsEnable[c]&2) && !(_missileGraphicsReset[c]&2))
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{
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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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