mirror of
https://github.com/TomHarte/CLK.git
synced 2024-11-26 23:52:26 +00:00
Made attempts (i) to respect the delay flag; and (ii) to account for border-region sprite clocking.
This commit is contained in:
parent
9ce68c38ae
commit
df8a5cbe6d
@ -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)
|
||||
{
|
||||
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)
|
||||
@ -299,7 +300,7 @@ void TIA::set_player_reflected(int player, bool reflected)
|
||||
|
||||
void TIA::set_player_delay(int player, bool delay)
|
||||
{
|
||||
// TODO
|
||||
player_[player].graphic_delay = delay;
|
||||
}
|
||||
|
||||
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
|
||||
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
|
||||
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;
|
||||
|
||||
// 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)
|
||||
{
|
||||
@ -633,15 +646,19 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
|
||||
|
||||
// is the next event a graphics trigger?
|
||||
int next_copy = 160;
|
||||
if(player.graphic)
|
||||
if(player.graphic[0])
|
||||
{
|
||||
if(position < 16 && player.copy_flags&1)
|
||||
{
|
||||
next_copy = 16;
|
||||
} else if(position < 32 && player.copy_flags&2)
|
||||
}
|
||||
else
|
||||
if(position < 32 && player.copy_flags&2)
|
||||
{
|
||||
next_copy = 32;
|
||||
} else if(position < 64 && player.copy_flags&4)
|
||||
}
|
||||
else
|
||||
if(position < 64 && player.copy_flags&4)
|
||||
{
|
||||
next_copy = 64;
|
||||
}
|
||||
@ -661,13 +678,12 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
|
||||
|
||||
if(player.pixel_position < 32)
|
||||
{
|
||||
int adder = 4 >> player.size;
|
||||
// player.pixel_position &= ~(adder - 1);
|
||||
player.pixel_position &= ~(adder - 1);
|
||||
int output_cursor = 0;
|
||||
while(player.pixel_position < 32 && output_cursor < length)
|
||||
{
|
||||
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++;
|
||||
player.pixel_position += adder;
|
||||
}
|
||||
|
@ -132,11 +132,12 @@ class TIA {
|
||||
struct Player {
|
||||
int size; // 0 = normal, 1 = double, 2 = quad
|
||||
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 pixel_position;
|
||||
int output_delay;
|
||||
bool graphic_delay;
|
||||
} player_[2];
|
||||
|
||||
// missile state
|
||||
|
Loading…
Reference in New Issue
Block a user