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https://github.com/TomHarte/CLK.git
synced 2024-08-16 16:28:59 +00:00
Fixed vertical delay, retreated from my previous thought about adding the one extra cycle of sprite delay, at least temporarily.
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@ -307,7 +307,6 @@ 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[1] = 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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@ -318,7 +317,7 @@ 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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player_[player].graphic_delay = delay;
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player_[player].graphic_index = delay ? 0 : 1;
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}
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void TIA::set_player_position(int player)
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@ -637,7 +636,7 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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int adder = 4 >> player.size;
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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[0])
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if(is_moving_[position_identity] || player.graphic[player.graphic_index])
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{
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int next_motion_time = motion_time_[position_identity] - first_pixel_cycle + 4;
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while(start < end)
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@ -652,7 +651,7 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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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[0])
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if(player.graphic[player.graphic_index])
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{
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if(position < 16 && player.copy_flags&1)
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{
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@ -672,14 +671,14 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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// the decision is to progress by length
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const int length = next_event_time - start;
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if(player.pixel_position < 36)
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if(player.pixel_position < 32)
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{
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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 < 36 && output_cursor < length)
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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] |= ((player.graphic[0] >> shift)&1) * (uint8_t)collision_identity;
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collision_buffer_[start + output_cursor] |= ((player.graphic[player.graphic_index] >> 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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@ -718,7 +717,7 @@ 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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if(start < first_pixel)
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{
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player.pixel_position = std::min(36, player.pixel_position + adder * perform_border_motion(position_identity, start, std::max(end, first_pixel)));
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player.pixel_position = std::min(32, player.pixel_position + adder * perform_border_motion(position_identity, start, std::max(end, first_pixel)));
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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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@ -736,6 +735,6 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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if(is_moving_[position_identity] && end >= 224 && motion_time_[position_identity] < end)
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{
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perform_motion_step(position_identity);
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player.pixel_position = std::min(36, player.pixel_position + adder);
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player.pixel_position = std::min(32, player.pixel_position + adder);
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}
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}
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@ -139,13 +139,13 @@ 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[2]; // the player graphic
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uint8_t graphic[2]; // the player graphic; 1 = new, 0 = current
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int reverse_mask; // 7 for a reflected player, 0 for normal
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int graphic_index;
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int pixel_position;
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bool graphic_delay;
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Player() : size(0), copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(36), graphic_delay(false) {}
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Player() : size(0), copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(32), graphic_index(0) {}
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} player_[2];
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// missile state
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