Thomas Harte
cba09b5490
Switched display update and RAM write order.
2016-01-11 22:29:16 -05:00
Thomas Harte
650077feac
Pulled a few things out as constants, zoomed in a little. Still in a 4:3 window though.
2016-01-11 22:18:34 -05:00
Thomas Harte
72019d0ea3
Made an attempt to get video output correct.
2016-01-11 22:08:30 -05:00
Thomas Harte
e93dbdb463
Implemented keyboard input.
2016-01-11 19:48:31 -05:00
Thomas Harte
ce916ebd6a
Fixed runaway frame generator.
2016-01-10 23:32:57 -05:00
Thomas Harte
ccf20299a3
Made an attempt at getting some interrupts all up inside this thing.
2016-01-10 19:06:46 -05:00
Thomas Harte
cc5ba8243e
Fixed: turned out the power-on bit was being cleared.
2016-01-10 17:17:39 -05:00
Thomas Harte
d95414b2eb
I'm not really sure what's going wrong with paging yet but this fixes the 0xc000 byte error.
2016-01-10 12:30:24 -05:00
Thomas Harte
e07981c147
Fixed screen start address.
2016-01-09 22:52:08 -05:00
Thomas Harte
1308332a71
Hard-coded to 40 columns of black and white, here's some text, at least.
2016-01-09 22:39:46 -05:00
Thomas Harte
037602765a
This now correctly (I think) decodes information posted to the CRT. But doesn't yet post it correctly. I'm very close now, I hope.
2016-01-09 22:19:00 -05:00
Thomas Harte
07a041d788
Fixed vertical retrace sync.
2016-01-09 21:54:31 -05:00
Thomas Harte
3d6f20b7b9
Output, at last! Though sync is clearly way off.
2016-01-09 21:53:33 -05:00
Thomas Harte
b4f31edea3
Made an attempt to get RGB output mode up and running, and showing at least a box where pixels would be.
2016-01-09 21:32:56 -05:00
Thomas Harte
a900bfed65
Fixed to ensure that frame rendering wraps around, and to properly connect the Electron to its view. Now I need a working pixel shader.
2016-01-09 20:34:22 -05:00
Thomas Harte
7341f5c341
This is intended to be enough to start producing something of an output. But something's obviously still broken.
2016-01-09 20:26:40 -05:00
Thomas Harte
716bb3281b
This at least now connects up a CRT, though it never talks to it.
2016-01-07 22:26:49 -05:00
Thomas Harte
47a7654c00
Added just enough that this is probably a successful boot. I guess I'm going to need to get invested in graphics next? Hmmm.
2016-01-07 21:01:13 -05:00
Thomas Harte
8c1bfa5a05
This is the bare minimum to prove that the ROM is trying properly to boot.
2016-01-07 20:36:27 -05:00
Thomas Harte
0db8938d27
Added the option for the CSCathodeRayView to show only a subsection of the full scan area. Zoomed in a little on the 2600. Put in enough piping to give the Electron sight of its ROMs at least.
2016-01-06 23:14:36 -05:00
Thomas Harte
bfd9957c81
You now get an Electron only if you ask for a new file. That'll do for now while it's the only thing that one might want to start without supplying a file. The 6502 now starts from a defined point — being reset. The Electron is starting to grow the absolute most simple buds of its memory map.
2016-01-06 21:09:49 -05:00
Thomas Harte
ab45c1d530
Started working on a shell for the Electron emulation, including factoring out the common CRT delegate -> Objective-C bridging, serial dispatch queue and frameskipping logic from the Atari 2600 shell.
2016-01-04 23:12:47 -05:00
Thomas Harte
675070c5dd
Very, _very_ minor: switched to normal C++ constructor syntax for simple variable initialisation.
2015-12-06 16:53:37 -05:00
Thomas Harte
5d6bee4927
Of course, being in-phase means being the cosine wave.
2015-09-10 21:30:39 -04:00
Thomas Harte
82aa6d074a
'type' is out, at least for the time being.
2015-09-05 20:25:30 -04:00
Thomas Harte
7fb6c86d9d
Okay, it looks like colour 3 is approximately phase offset 0, and the palette wraps around after 14 entries, not 16. Also got a bit less dependent on floating point accuracy for the step.
2015-09-05 17:10:41 -04:00
Thomas Harte
80cf3d9301
Formally gave the 2600 responsibility for providing the code that decodes one of the things it has put into a buffer into a composite sample.
2015-09-03 12:28:16 -04:00
Thomas Harte
ac8fc9a1a0
Experimenting with pre-encoding luminance and chrominance separation over on the
...
CPU as otherwise the GPU does them repetitively and more awkwardly (as it's working purely in floats). It means uploading twice as much data though, so I don't
know. Still only half as much as the RGBA path of a few days ago. Will experiment.
Also slightly adjusted division of responsibility in the fragment shader per the
desire to have the `sample` function owned externally.
2015-09-03 11:15:23 -04:00
Thomas Harte
cb6e6e8acb
It's the worst fragment shader you'll ever see. The worst. But this attempts NTSC composite video emulation, artefacts included.
2015-09-01 22:36:45 -04:00
Thomas Harte
043d2f9896
It sounds like the two sync signals are exclusive ORd.
2015-08-19 21:36:33 -04:00
Thomas Harte
c5e480cfae
Threw in missile repeats.
2015-08-19 09:46:57 -04:00
Thomas Harte
ca6b54536e
Added fire and reset inputs.
2015-08-18 20:58:05 -04:00
Thomas Harte
bc805a90fe
Wired up joystick directions, at least, and fire button presses get as far as the C++. But there's some latching to figure out before they'll work.
2015-08-18 20:33:24 -04:00
Thomas Harte
d21ccddeef
Fixed: _vBlankExtend is now cleared at the correct moment.
2015-08-17 17:54:36 -04:00
Thomas Harte
a33d31d02a
Fixed to allow loading of ROMs less than 1kb in size.
2015-08-17 00:34:01 -04:00
Thomas Harte
df68aeff5a
Fixed: made sure that _vBlankExtend resets itself even on non-pixel lines.
2015-08-17 00:09:28 -04:00
Thomas Harte
414849f166
Confirmed: pixel counters are not paused by programmatic vertical blank.
2015-08-16 17:34:20 -04:00
Thomas Harte
a693c081f8
Switched on the appropriate compiler warnings re: signed comparisons and implicit conversions. Fixed all less-than-explicit calls.
2015-08-16 16:08:29 -04:00
Thomas Harte
410c09cb35
Made attempt not to touch the _collisions registers (which are instance variables) unless the local variables imply it's potentially necessary. So that's a broad phase on collisions, I guess.
2015-08-16 15:39:40 -04:00
Thomas Harte
40cb1cf60d
... and the ball graphic.
2015-08-16 11:24:33 -04:00
Thomas Harte
afaa86a649
Minor thing: skip the internal counter stuff if we're definitely going to end up with a transparent pixel anyway for the player and missile graphics.
2015-08-16 11:23:46 -04:00
Thomas Harte
4b5aabdd54
Attempted to take even more out of the inner pixel loop.
2015-08-13 23:23:04 +01:00
Thomas Harte
92c7d56cc3
Tiny little speed improvement. Every little helps.
2015-08-13 21:50:24 +01:00
Thomas Harte
17bbe27c9a
As an experiment, performed some very basic moving of playfield composition outside of the pixel loop.
2015-08-13 21:32:22 +01:00
Thomas Harte
033655835a
My understanding now is that object position counting will begin the cycle after the call is made, not that cycle, and that the timer loops just once, with the logic for counter pumping being whether the relevant flag is still set, irregardless of whether the counter is still going.
2015-08-13 18:59:23 +01:00
Thomas Harte
323aa27e13
Fixed: paging is based directly on the access, independent of the read/write line (since it isn't actually exposed to catridges).
2015-08-13 15:04:30 +01:00
Thomas Harte
9838e01cc1
Made a first attempt at paging.
2015-08-13 13:24:02 +01:00
Thomas Harte
9ca57b80a7
Minor steps to help with diagnostics; all commented out or merely to benefit with breakpoint placement.
2015-08-13 08:43:10 +01:00
Thomas Harte
6616265d93
Fixed collision tests, added a few more timing tests.
2015-08-13 03:33:45 +01:00
Thomas Harte
d19f8ed507
Removed the implicit reset upon 6502 startup, adding a reset line. Hence all tests now pass again. Added an empty shell for timing tests, the all-RAM 6502 now counting bus cycles.
2015-08-13 00:51:06 +01:00