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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-23 03:32:32 +00:00

Made attempts (i) to respect the delay flag; and (ii) to account for border-region sprite clocking.

This commit is contained in:
Thomas Harte 2017-02-12 17:35:09 -05:00
parent 9ce68c38ae
commit df8a5cbe6d
2 changed files with 28 additions and 11 deletions

View File

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

View File

@ -132,11 +132,12 @@ class TIA {
struct Player { struct Player {
int size; // 0 = normal, 1 = double, 2 = quad int size; // 0 = normal, 1 = double, 2 = quad
int copy_flags; // a bit field, corresponding to the first few values of NUSIZ int copy_flags; // a bit field, corresponding to the first few values of NUSIZ
uint8_t graphic; // the player graphic uint8_t graphic[2]; // the player graphic
int reverse_mask; // 7 for a reflected player, 0 for normal int reverse_mask; // 7 for a reflected player, 0 for normal
int pixel_position; int pixel_position;
int output_delay; int output_delay;
bool graphic_delay;
} player_[2]; } player_[2];
// missile state // missile state