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Made attempts (i) to respect the delay flag; and (ii) to account for border-region sprite clocking.
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@ -289,7 +289,8 @@ void TIA::set_player_number_and_size(int player, uint8_t value)
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void TIA::set_player_graphic(int player, uint8_t value)
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{
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player_[player].graphic = value;
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player_[player].graphic[player_[player].graphic_delay ? 1 : 0] = value;
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player_[player^1].graphic[0] = player_[player^1].graphic[1];
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}
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void TIA::set_player_reflected(int player, bool reflected)
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@ -299,7 +300,7 @@ void TIA::set_player_reflected(int player, bool reflected)
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void TIA::set_player_delay(int player, bool delay)
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{
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// TODO
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player_[player].graphic_delay = delay;
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}
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void TIA::set_player_position(int player)
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@ -611,7 +612,19 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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// movement works across the entire screen, so do work that falls outside of the pixel area
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int movement_time;
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perform_border_motion(position_identity, start, end, movement_time);
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int adder = 4 >> player.size;
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int added = perform_border_motion(position_identity, start, end, movement_time);
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if(player.output_delay > 0)
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{
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int delay_distance = std::min(player.output_delay, added);
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player.output_delay -= delay_distance;
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added -= delay_distance;
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if(!player.output_delay) player.pixel_position = 0;
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}
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if(player.pixel_position < 32)
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{
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player.pixel_position += added * adder;
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}
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// don't continue to do any drawing if this window ends too early
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int first_pixel = first_pixel_cycle + (horizontal_blank_extend_ ? 8 : 0);
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@ -619,7 +632,7 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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if(start < first_pixel) start = first_pixel;
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// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
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if(is_moving_[position_identity] || player.graphic)
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if(is_moving_[position_identity] || player.graphic[0])
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{
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while(start < end)
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{
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@ -633,15 +646,19 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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// is the next event a graphics trigger?
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int next_copy = 160;
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if(player.graphic)
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if(player.graphic[0])
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{
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if(position < 16 && player.copy_flags&1)
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{
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next_copy = 16;
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} else if(position < 32 && player.copy_flags&2)
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}
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else
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if(position < 32 && player.copy_flags&2)
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{
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next_copy = 32;
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} else if(position < 64 && player.copy_flags&4)
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}
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else
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if(position < 64 && player.copy_flags&4)
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{
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next_copy = 64;
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}
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@ -661,13 +678,12 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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if(player.pixel_position < 32)
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{
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int adder = 4 >> player.size;
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// player.pixel_position &= ~(adder - 1);
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player.pixel_position &= ~(adder - 1);
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int output_cursor = 0;
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while(player.pixel_position < 32 && output_cursor < length)
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{
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int shift = (player.pixel_position >> 2) ^ player.reverse_mask;
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collision_buffer_[start + output_cursor - first_pixel_cycle] |= ((player.graphic >> shift)&1) * (uint8_t)collision_identity;
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collision_buffer_[start + output_cursor - first_pixel_cycle] |= ((player.graphic[0] >> shift)&1) * (uint8_t)collision_identity;
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output_cursor++;
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player.pixel_position += adder;
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}
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@ -132,11 +132,12 @@ class TIA {
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struct Player {
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int size; // 0 = normal, 1 = double, 2 = quad
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int copy_flags; // a bit field, corresponding to the first few values of NUSIZ
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uint8_t graphic; // the player graphic
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uint8_t graphic[2]; // the player graphic
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int reverse_mask; // 7 for a reflected player, 0 for normal
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int pixel_position;
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int output_delay;
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bool graphic_delay;
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} player_[2];
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// missile state
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