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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-27 15:50:56 +00:00
Commit Graph

75 Commits

Author SHA1 Message Date
Thomas Harte
40d3f5f7f6 Attempted properly to respect start. 2017-02-11 08:26:09 -05:00
Thomas Harte
64d5712d1d Added an incorrectly-coded version of horizontal move, at least so that I can verify that information is going into the correct slots. 2017-02-10 07:23:43 -05:00
Thomas Harte
3b20d862f0 Made an initial attempt to mark sprite positions. But without hmove implemented, they're all over the place. 2017-02-09 20:53:42 -05:00
Thomas Harte
2e9ef2b0ef Took a shot at reinstating the horizontal blank extend flag. 2017-02-09 18:37:19 -05:00
Thomas Harte
dcb7584060 Added the four-cycle playfield output latency and ensured you can't get smaller-than-usual pixels by rapid register value changing. 2017-02-08 07:30:32 -05:00
Thomas Harte
a477499724 Got a bit more explicit with range returned by get_cycles_until_horizontal_blank and hence attempted a more thorough (/correct) version of WSYNC. 2017-02-07 22:14:45 -05:00
Thomas Harte
944d835eea Switched explicitly to an accumulation model for filling the collision buffer. 2017-02-06 21:59:28 -05:00
Thomas Harte
ba165bb70a Made an attempt properly to populate collision registers from the collision buffer. 2017-02-06 21:15:55 -05:00
Thomas Harte
474e2e8d2c Fixed once again to respect mid-line palette changes. 2017-02-06 20:09:12 -05:00
Thomas Harte
8b8eb787df Fixed complete invisibility. 2017-02-06 18:42:58 -05:00
Thomas Harte
66bcdd36f3 Made an attempt to introduce an intermediate buffer that ends up with a bit mask of all graphical components present on it, and to use that to infer collision flags and colours, based on playfield priority and colour palette. Immediately yielding: a blank screen. Good work! 2017-02-06 18:29:00 -05:00
Thomas Harte
6bcf95042c Started trying to be a bit more explicit about usage, and to divide up drawing responsibility. 2017-02-05 17:51:56 -05:00
Thomas Harte
f2437cb257 Added some additional documentation, started making steps towards returning sprites, fixed a counter bug that would exhibit as incorrect sync. 2017-01-31 20:30:32 -05:00
Thomas Harte
abe04334c2 Attempted to retain more player information, and removed the output cursor from class storage as I think it's acceptable as a temporary. 2017-01-30 22:42:27 -05:00
Thomas Harte
8545707b54 Reinstituted the playfield. Probably needs more buffering though. Time to look into delays. 2017-01-30 21:38:58 -05:00
Thomas Harte
2b08758b2b Started capturing playfield/ball and background colours. 2017-01-30 08:08:03 -05:00
Thomas Harte
764b528891 Made a first attempt at switching to a model that respects blank and sync. 2017-01-30 07:19:19 -05:00
Thomas Harte
92754ace7a Some mild fixes get me up to having a rolling screen of vertical lines. Which is what I was hoping for right now! 2017-01-29 22:16:23 -05:00
Thomas Harte
d51f185dc7 Made an attempt to reintroduce the basic horizontal loop. 2017-01-29 15:43:57 -05:00
Thomas Harte
2390358c24 Prevented unbounded CPU usage, albeit without yet deciding who has authority for the clock rate. 2017-01-29 14:19:26 -05:00
Thomas Harte
2432a3b4d7 Fixed condition — >= is smarter. 2017-01-29 14:00:01 -05:00
Thomas Harte
9c3597c7e3 Attempted to reintroduce enough logic to handle [most of] line timing, such that WSYNC works. Initial objective is to get back to having a working background. 2017-01-29 13:47:36 -05:00
Thomas Harte
fba6baaa9c Stubbed and disabled to get back to building. 2017-01-28 21:56:01 -05:00
Thomas Harte
a246530953 Supposing the TIA were implemented, this is (more or less) what the Atari 2600 would now look like. 2017-01-28 21:46:40 -05:00
Thomas Harte
0ffded72a6 Created a placeholder class for a factored-out TIA. There's a bit more it'll need to do, like vending (or receiving) a CRT but this is the full hardware stuff, I think. 2017-01-28 16:19:08 -05:00