Thomas Harte
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4b5aabdd54
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Attempted to take even more out of the inner pixel loop.
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2015-08-13 23:23:04 +01:00 |
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Thomas Harte
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92c7d56cc3
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Tiny little speed improvement. Every little helps.
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2015-08-13 21:50:24 +01:00 |
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Thomas Harte
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17bbe27c9a
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As an experiment, performed some very basic moving of playfield composition outside of the pixel loop.
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2015-08-13 21:32:22 +01:00 |
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Thomas Harte
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033655835a
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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.
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2015-08-13 18:59:23 +01:00 |
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Thomas Harte
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323aa27e13
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Fixed: paging is based directly on the access, independent of the read/write line (since it isn't actually exposed to catridges).
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2015-08-13 15:04:30 +01:00 |
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Thomas Harte
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9838e01cc1
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Made a first attempt at paging.
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2015-08-13 13:24:02 +01:00 |
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Thomas Harte
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9ca57b80a7
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Minor steps to help with diagnostics; all commented out or merely to benefit with breakpoint placement.
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2015-08-13 08:43:10 +01:00 |
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Thomas Harte
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6616265d93
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Fixed collision tests, added a few more timing tests.
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2015-08-13 03:33:45 +01:00 |
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Thomas Harte
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d19f8ed507
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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.
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2015-08-13 00:51:06 +01:00 |
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Thomas Harte
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687816d470
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Made some attempted simplifications, implemented collisions.
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2015-08-13 00:31:57 +01:00 |
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Thomas Harte
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aebf636528
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Ensured the PIA timer resumes its normal tick rate after being read; fixed those spaces that had crept in where tabs should be.
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2015-08-10 16:55:16 +01:00 |
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Thomas Harte
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42677f5f83
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Fixed association of motion registers and actual registers.
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2015-08-10 16:43:45 +01:00 |
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Thomas Harte
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2dde2efff0
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Attempted to standardise object counters.
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2015-08-10 15:09:40 +01:00 |
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Thomas Harte
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a228969655
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This should happen every fourth cycle.
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2015-08-10 08:16:17 +01:00 |
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Thomas Harte
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3c27306a8e
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My counter was going the wrong way.
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2015-08-10 00:33:37 +01:00 |
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Thomas Harte
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a4e52cc4db
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Made an attempt to switch to a hardware-accurate object timer model. Without yet perfect success.
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2015-08-10 00:20:18 +01:00 |
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Thomas Harte
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cd67e31e64
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Made a first attempt at switching a little closer to TIA's real internal counter setup.
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2015-08-09 22:47:11 +01:00 |
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Thomas Harte
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987be65a59
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Made a quick attempt at reimplementing skip-to-the-end logic for ready waits.
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2015-08-09 02:42:01 -04:00 |
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Thomas Harte
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eb23a493e5
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Switched back to one texel per colour clock, at least for now. Attempted to break _RGBA assumption within the cathode ray view.
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2015-08-05 23:36:04 -04:00 |
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Thomas Harte
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fd36f13baf
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The cathode ray view no longer hard codes the frame size. So that's one less coupling. Doubled pixel output size to give sufficient sampling detail to capture the NTSC colour clock (ummm, hopefully).
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2015-08-05 21:45:47 -04:00 |
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Thomas Harte
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5644b3a1cc
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Fixed scanline sizing and fill issues, as well as shortening vsync to the correct Atari length.
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2015-08-05 20:55:27 -04:00 |
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Thomas Harte
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5313b48ebd
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I'm ashamed to admit, I: played with numbers until enough things looked stable such that I can investigate other things. Discovery: my PAL autodetection was way off. Fixed, hopefully.
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2015-08-02 20:32:18 -04:00 |
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Thomas Harte
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5f1d76e855
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Can't seem to find any documentation: assumed horizontal sync is generated during vertical.
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2015-07-31 18:49:02 -04:00 |
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Thomas Harte
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9c91f1a2eb
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Added an attempt at NTSC/PAL autodetection, based on number of missed vertical syncs.
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2015-07-31 18:04:33 -04:00 |
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Thomas Harte
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a5d66e9dd6
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Factored out a few more constants, started trying to ensure there's enough slack and the mechanisms in place for the CathodeRayView to hold onto two frames if it desires, for potential phosphor simulation, switched once again to additive blending — much more like a real CRT — and added a sine function across the width of spans per my understanding of how an electron gun actually fires.
Why do all this when overall timing is still so far off? It helps me more easily see how overall timing is so far off.
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2015-07-31 17:47:10 -04:00 |
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Thomas Harte
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c1d1fb65cb
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Made an attempt properly to emulate the RDY line and the Atari's use of it.
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2015-07-31 16:54:20 -04:00 |
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Thomas Harte
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53dd5c8f16
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Trying to fix my RDY line emulation. Switched to PAL timings, at least temporarily, since it's starting to make a difference.
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2015-07-31 16:44:53 -04:00 |
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Thomas Harte
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39bfbf1000
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Attempted ball graphics enable delay.
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2015-07-30 23:01:28 -04:00 |
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Thomas Harte
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78e66d2577
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Added an attempt at ball rendering.
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2015-07-30 21:30:00 -04:00 |
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Thomas Harte
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a95b36a53d
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Made first attempt at missile display. In Enduro, at least, one seems to work but the other seems to be absent.
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2015-07-30 21:09:18 -04:00 |
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Thomas Harte
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1b7846f09b
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Made a first attempt at the sprite latches. Hopefully this should make a few more Activision logos, etc, show up correctly.
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2015-07-30 20:52:26 -04:00 |
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Thomas Harte
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1fa7a77793
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Continuing in my attempts to figure out the complete absence of graphics from some games: there are 262 lines on an NTSC screen, not 256. Also ensured that the CRT has a little spare range at the edges so that its generated triangles don't wrap around just because of integer overflow.
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2015-07-30 20:07:20 -04:00 |
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Thomas Harte
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98efae2536
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Reintroduced emergency vertical sync — so that output occurs even when the emulation isn't catching syncs properly — and switched some spaces to tabs.
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2015-07-30 17:16:49 -04:00 |
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Thomas Harte
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14adcd2096
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Had a quick bash at timer overflow.
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2015-07-30 16:09:32 -04:00 |
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Thomas Harte
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58908b60ac
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So, provisionally: this looks like (i) the one cycle to write; plus (ii) the number of cycles to get to the end of the pixels (which is _horizontalTimer+1 for me because _horizontalTimer = 0 is a pixel); plus (iii) one cycle of latency to wake up. Am I making that up? Time will tell.
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2015-07-30 15:49:38 -04:00 |
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Thomas Harte
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f5475369d6
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Fixed foreshadowing of sprites yet to come. Put flipMask back the other way around.
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2015-07-30 12:07:28 -04:00 |
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Thomas Harte
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f653b5dff3
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Made a first tentative attempt at supporting all eight sprite modes.
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2015-07-30 11:52:28 -04:00 |
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Thomas Harte
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151c6b4421
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Quick fix: add one cycle to get to the genuine end of the line (i.e. after cycle 0, not on it). Not 3, with the video then becoming desynchronised from the CPU clock.
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2015-07-30 00:00:35 -04:00 |
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Thomas Harte
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d1ae2caf91
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Did the absolute minimum necessary to get some sprites showing in some capacity.
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2015-07-29 23:48:52 -04:00 |
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Thomas Harte
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23df94d011
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Got at least as far as putting a single dot at the player 0 and player 1 positions. Which may or may not be accurate.
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2015-07-29 22:37:37 -04:00 |
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Thomas Harte
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164866d613
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Collapsed two methods into one, to avoid redundant pixel copying.
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2015-07-27 22:12:13 -04:00 |
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Thomas Harte
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3c25ead1f3
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Started working out some of my retain cycles and general failures to release. Switched .mm filename so that Xcode will stop getting confused when I try to switch between implementation and interface files.
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2015-07-27 21:15:10 -04:00 |
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Thomas Harte
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1f229ee6f7
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More tweaks to provide a stable image, at least for the time being.
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2015-07-27 20:18:25 -04:00 |
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Thomas Harte
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01109d441b
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Made an attempt at NTSC colours. Hard coded in RGB, not composite. Short cuts, tsk.
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2015-07-27 19:04:03 -04:00 |
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Thomas Harte
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caffe56a2d
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Slightly expanded width of cathode ray gun, decided to figure out exactly how to deal with off-by-one lengths and precision at a later date, ensured that failure to catch vertical sync doesn't cause out-of-bounds buffer access on the hard-coded, assumed large enough, 512x512 data textures.
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2015-07-27 00:28:47 -04:00 |
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Thomas Harte
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65bb31d55b
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With around about a thousand issues, not the least of which being sometimes unsafe memory accesses, I've at last got pixels on screen.
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2015-07-26 23:50:43 -04:00 |
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Thomas Harte
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cd0a62d21e
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With a slight tweak to the informal protocol used for 6502 memory access cycles, ensured the wait strobe actually halts the CPU, to give a more accurate linking of machine time to real time.
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2015-07-26 15:55:19 -04:00 |
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Thomas Harte
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8efd449834
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Switched to a down counter and a reset test that remains unconditional but doesn't depend on % (which seems to turn into a big imul-powered deal). Probably pointless mulling around the edges at this point.
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2015-07-26 15:45:19 -04:00 |
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Thomas Harte
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6252f6030f
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Switched to idiomatic source name, ensured latest project name is in all appropriate header places, threw texture coordinates slightly into the shader mix.
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2015-07-26 15:25:11 -04:00 |
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Thomas Harte
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ecb2898bd5
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The overall architecture of who has responsibility for what is now very askew but: the CRT now outputs a tightly packed short buffer, with the probable OpenGL destination in mind. So it's now all fixed arithmetic internally. CRTFrame is reduced to a plain C struct with the intention that the OpenGL view will take responsibility for it and stop doing the back-and-forth sprint on getting buffer data. The Atari 2600 now outputs explicit blanks rather than level blacks for its border, so that it's easier visually to debug the CRT in its form as far as it has currently progressed: to drawing lines where the cathode ray gun would run while outputting pixel. I note that I'm still not quite getting vertical sync right yet — I'm just accepting it anywhere in teh frame — but that should be an easy fix.
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2015-07-24 23:29:45 -04:00 |
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