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Advances emulation to showing what looks like appropriate text on screen.
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@ -92,15 +92,21 @@ void TMS9918::run_for(const HalfCycles cycles) {
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if(access_pointer_ >= 26) {
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int end = std::min(154, column_);
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// TODO: optimise this, probably
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// TODO: optimise this mess.
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const int row_base = ((row_ << 2)&~31);
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while(access_pointer_ < end) {
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int character_column = ((access_pointer_ - 26) >> 2);
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switch(access_pointer_&3) {
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case 0: pattern_name_ = ram_[pattern_name_address_ + row_base + character_column]; break;
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case 0:
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pattern_name_ = ram_[pattern_name_address_ + row_base + character_column];
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break;
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case 1: break; // TODO: sprites / CPU access.
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case 2: colour_buffer_[character_column] = ram_[colour_table_address_ + (pattern_name_ >> 3)]; break;
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case 3: pattern_buffer_[character_column] = ram_[pattern_generator_table_address_ + (pattern_name_ << 3) + (row_ & 7)]; break;
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case 2:
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colour_buffer_[character_column] = ram_[colour_table_address_ + (pattern_name_ >> 3)];
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break;
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case 3:
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pattern_buffer_[character_column] = ram_[pattern_generator_table_address_ + (pattern_name_ << 3) + (row_ & 7)];
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break;
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}
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access_pointer_++;
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}
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@ -135,11 +141,11 @@ void TMS9918::run_for(const HalfCycles cycles) {
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while(output_column_ < pixels_end) {
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int base = (output_column_ - first_pixel_column_);
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int address = base >> 3;
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// uint8_t colour = line_buffer_[address];
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uint8_t colour = colour_buffer_[address];
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uint8_t pattern = pattern_buffer_[address];
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pattern >>= ((base&3)*2) + (output_column_ & 1);
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pattern >>= ((base&7)^7);
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*pixel_target_ = (pattern&1) ? 0xffffff : 0x000000;
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*pixel_target_ = (pattern&1) ? palette[colour >> 4] : palette[colour & 15];
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pixel_target_ ++;
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output_column_ ++;
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}
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