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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-26 23:52:26 +00:00
Commit Graph

687 Commits

Author SHA1 Message Date
Thomas Harte
8c9062857c Added a single-slot queue for player objects to defer drawing, thereby deferring pixel lookup. Which I think is correct. Though more slots might be needed. 2017-02-25 17:10:24 -05:00
Thomas Harte
77ed4ddc05 Slightly simplified ready line release logic. 2017-02-23 21:08:32 -05:00
Thomas Harte
82f392fada This should be the other way around. I want whichever is later. 2017-02-22 21:54:49 -05:00
Thomas Harte
8291a63d5f Fixed loss of audio when switching to PAL. 2017-02-22 21:15:37 -05:00
Thomas Harte
6120dae61a While I'm using the hacky approach to player/missile synchronisation, I need to seed adder. 2017-02-22 07:39:11 -05:00
Thomas Harte
4f5f191cd6 Fixed: will no longer attempt to output pixels from before the pixel part of a line on which sync was disabled abruptly. 2017-02-22 07:33:36 -05:00
Thomas Harte
21abf4e9fc Enshrined a terminology switch, albeit without any flow change behind it. 2017-02-22 07:29:48 -05:00
Thomas Harte
144d6b70d9 Minor cleaning. 2017-02-22 07:14:30 -05:00
Thomas Harte
b769f22ca0 Switched back to the collision_buffer_ being part of the TIA object, added one more assert. 2017-02-21 22:26:20 -05:00
Thomas Harte
7019d396d0 Threw in some asserts, discovering a bug in missile positioning. 2017-02-21 22:04:27 -05:00
Thomas Harte
f4447fd9cd Attempted to fix failure of sprites properly to wrap when performing motion. 2017-02-21 21:53:09 -05:00
Thomas Harte
36396b3d62 Made a slightly better, albeit still inaccurate, version of missile-player lock.Enough for Combat to do reasonable things. 2017-02-21 20:45:20 -05:00
Thomas Harte
d1dbf8c21f Missile to player lock is supposed to be a toggle; also factored out the commonalities of missile and ball drawing. 2017-02-21 07:58:37 -05:00
Thomas Harte
1bde0fed6f Simplified relationship between Objects and the usage-specific components through inheritance. 2017-02-21 07:37:20 -05:00
Thomas Harte
7ab2358bba Made an attempt to reintroduce missiles. 2017-02-20 22:22:39 -05:00
Thomas Harte
99547181f1 Attempted to template this thing. Without yet a plan in place for pixel lookup timing. 2017-02-20 21:42:59 -05:00
Thomas Harte
2bf784535c Simplified calllng. 2017-02-20 18:04:40 -05:00
Thomas Harte
57f434c199 Reorganised state, with an eye towards unifying object motion and triggers. 2017-02-20 17:58:28 -05:00
Thomas Harte
99a35266e1 Attempted to bring frequency-switching logic into the cross-platform realm. Which for now creates an issue with the OpenGL context. 2017-02-19 21:20:37 -05:00
Thomas Harte
51bcaea60c Disabled incorrect 'optimisations'. 2017-02-19 12:00:04 -05:00
Thomas Harte
e00339ef0a Attempted to reintroduce the ball. 2017-02-19 08:02:54 -05:00
Thomas Harte
53cd125712 Added stub calls to draw the missiles and ball. 2017-02-19 07:28:24 -05:00
Thomas Harte
04693b067c Fixed failure of the optimised route to pump the pixel clock; removed optimisation entirely for now. 2017-02-18 21:36:48 -05:00
Thomas Harte
cd7876a746 Reintroduced the extra clocking delay. 2017-02-18 20:18:50 -05:00
Thomas Harte
ed5ff49ef5 Fixed vertical delay, retreated from my previous thought about adding the one extra cycle of sprite delay, at least temporarily. 2017-02-16 20:52:01 -05:00
Thomas Harte
8d502a0b03 Decided not to run before I can walk and switched to storing the motion time and next step explicitly per object. 2017-02-16 20:28:37 -05:00
Thomas Harte
5ea232310f Added a check against negative runs. 2017-02-16 18:55:58 -05:00
Thomas Harte
09309aa74f Attempted to prevent extraneous moves. 2017-02-16 18:52:39 -05:00
Thomas Harte
b5357860b9 Made an attempt to split things apart so as to be able to introduce the proper sprite latency. 2017-02-14 20:56:16 -05:00
Thomas Harte
cd90118a0f Added two, extraordinarily simple tests. 2017-02-12 20:32:53 -05:00
Thomas Harte
25776de59d I think unit testing this thing is the only way forwards. Started adding appropriate hooks. 2017-02-12 19:55:02 -05:00
Thomas Harte
600bdc9af7 In C++, I think the implicit cast to bool negates the need for any manual collapsing? 2017-02-12 18:18:35 -05:00
Thomas Harte
0c9be2b09e Shunted the collisions buffer onto a separate area of the heap for the time being, as a debugging aid. Also added a few more initial values. 2017-02-12 18:16:50 -05:00
Thomas Harte
df8a5cbe6d Made attempts (i) to respect the delay flag; and (ii) to account for border-region sprite clocking. 2017-02-12 17:35:09 -05:00
Thomas Harte
9ce68c38ae Made an effort to implement proper pixel output for sprites. 2017-02-12 14:01:50 -05:00
Thomas Harte
40954d6a2a Attempted to factor out parts I expect to reuse for missiles and the ball. 2017-02-12 11:31:17 -05:00
Thomas Harte
ac444a3f34 Corrected both position increments and target time calculation. 2017-02-11 21:24:14 -05:00
Thomas Harte
b8abeced6d Made an attempt to introduce the proper eventful loop for player output. With debugging yet to occur. 2017-02-11 21:01:58 -05:00
Thomas Harte
aeff59addc Implemented motion 'correctly', for programs written to do all work outside of the pixel area. 2017-02-11 20:25:49 -05:00
Thomas Harte
aff69dbc34 Resolved spurious static analyser issue; screen mode will always be 0–6 but it doesn't know that. Setting a non-zero divider doesn't feel worth worrying about for a cleaner compile. 2017-02-11 13:35:22 -05:00
Thomas Harte
6381e4e1b0 All that's happened to position is that numbers have been added to it. So it can't be negative, given that it wasn't before. So a regular modulo will do. 2017-02-11 13:34:36 -05:00
Thomas Harte
905ed1f87b Switched to the more natural type, which is also signed, making my logic less prone to error. 2017-02-11 13:16:53 -05:00
Thomas Harte
8de6caf6ff Started trying to get into a proper structure here. Chickened out. 2017-02-11 12:59:13 -05:00
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
70745286a5 Ensured this array is properly aligned for the uin32_t accesses I intend to make for background drawing. 2017-02-08 20:25:23 -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
8f5039130c Changed index naming order to ensure no out-of-bounds accesses. 2017-02-06 21:48:41 -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
Thomas Harte
6d087ca054 Restored 2600 audio. 2017-01-25 21:29:19 -05:00
Thomas Harte
be1cb2a551 Fixed NTSC phase. 2017-01-11 21:31:24 -05:00
Thomas Harte
6153ada33b Fixed Electron's support for automatically booting floppy disks. 2017-01-08 14:46:19 -05:00
Thomas Harte
8cd1575891 Similar fix to that over in Oric land: ensure a known, effective initial value for the Plus 3's control register. 2016-12-28 18:52:36 -05:00
Thomas Harte
90151e2094 Fixed to ensure a known initial control register value, which has taken effect. 2016-12-28 18:49:32 -05:00
Thomas Harte
a568172758 Made steps towards proper CRC generation. Am currently comparing against Oric disk images, as — amongst other things — they include precomputed CRCs. 2016-12-28 18:29:37 -05:00
Thomas Harte
4fca30b81f Made the Plus 3 less chatty, documented invalidate_track. 2016-12-25 21:06:58 -05:00
Thomas Harte
3805e3d17d Ensured base address is set properly at construction. 2016-12-22 22:46:02 -05:00
Thomas Harte
63107cd492 Tidied, very slightly. 2016-12-15 19:49:25 -05:00
Thomas Harte
a555c5762a Rearranged code, hopefully into a more logical grouping. 2016-12-15 19:47:04 -05:00
Thomas Harte
4a7ddaf2e9 Added documentation and a quick note to self. 2016-12-15 19:43:04 -05:00
Thomas Harte
f61176cd7d Reinstituted something of the don't-do-pixel-work-until-an-affecting-write-occurs optimisation. 2016-12-15 19:20:14 -05:00
Thomas Harte
c1c70a767a Attempted fully to reinstate proper timing. 2016-12-15 18:52:16 -05:00
Thomas Harte
0326316bb8 Reinstated whole-frame counting. Thereby to reinstate proper interrupts. 2016-12-15 18:09:49 -05:00
Thomas Harte
b58b11fc93 Switched to a table-based dispatch of line-by-line actions, primarily to simplify. 2016-12-15 18:07:46 -05:00
Thomas Harte
fd541e1142 An early draft; dealing with the issue that not all cycles are necessarily consumed in a single call. Incomplete; broken. Committing for cross-machine visibility. 2016-12-12 08:01:10 -05:00
Thomas Harte
be7e05e109 Started attempting to move total responsibility for display-related interrupts and RAM timing into the video. 2016-12-11 18:34:49 -05:00
Thomas Harte
c5cf8d9531 Ensured the video subsystem correctly handles requests to run over a frame boundary. 2016-12-11 16:17:51 -05:00
Thomas Harte
52028432e1 Restored some semblance of output. 2016-12-10 22:19:10 -05:00
Thomas Harte
0aae1bd1ef Fixed calculation of termination cycle. 2016-12-10 21:35:41 -05:00
Thomas Harte
c43e481a33 Started factoring video out of the Electron. 2016-12-10 21:07:52 -05:00
Thomas Harte
e62be03673 Removed endianness assumption. 2016-12-10 19:10:33 -05:00
Thomas Harte
a5683dfb21 Removed now untrue comment. 2016-12-10 15:19:48 -05:00
Thomas Harte
0e71802b92 Reduced Oric video to single nibble constants. Removed attempt at asynchronous flush as no longer required. 2016-12-10 14:17:46 -05:00
Thomas Harte
580f347727 Fixed Oric SCART mode by having it change what it's giving to the CRT based on which shader it knows will be active. 2016-12-10 13:55:56 -05:00
Thomas Harte
a549fd1ecc Introduced the ability simply to piggy-back off the CRT's natural phase for the colour burst, thereby eliminating a couple of redundant independent attempts in the Oric and Electron. 2016-12-10 13:42:34 -05:00
Thomas Harte
6cdd41e5a9 Added direct use of the colour ROM, uploading 16 bits per pixel to contain the entire ROM composite wave. 2016-12-09 22:17:10 -05:00
Thomas Harte
3b5962b171 This is an initial attempt at using the actual Oric colour ROM values for composite video generation. 2016-12-09 20:01:27 -05:00
Thomas Harte
c304db0f5a Deintegrated the busy flag and the interrupt request line, as the latter is reset by status reads. Which also means I can start reporting the WD INTRQ line status directly from the Microdisc. That appears to be correct, rather than honouring the Microdisc IRQ select there. 2016-12-06 21:16:29 -05:00
Thomas Harte
ebb62a2d78 Switched the 2600 to postfix and non-camel-case instance variable names. 2016-12-03 14:07:38 -05:00