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Commit Graph

2657 Commits

Author SHA1 Message Date
Thomas Harte
89c87c3e81 Some major hackiness gives the first line of expected text repeating endlessly (as the end of columns is never reached, as that's back to thinking it's 0x7f); I also don't yet know which actor is supposed to do the '+0x8000' (which probably shouldn't be that but might be a pin on the 6560 indicating what sort of value is being fetched, that effects chip select for the various bits of memory?) 2016-06-06 07:47:30 -04:00
Thomas Harte
64539a2b24 Advanced to having some characters displayed, even though they're obviously very much incorrect and the display is still rolling. 2016-06-06 07:35:35 -04:00
Thomas Harte
79e05a2413 Without yet figuring out what vertical sync is meant to do, moved just about far enough forwards to see _something_ that hopefully I can soon discern characters within. 2016-06-05 18:02:49 -04:00
Thomas Harte
444d3b69b6 Made some elementary attempt to hit something like the correct states within the VIC. 2016-06-05 17:06:10 -04:00
Thomas Harte
9e9e50edb1 Added guess on how colour memory and the 12-bit bus possibly works. 2016-06-05 16:28:06 -04:00
Thomas Harte
2ab21e7a3c Switched to a real (unexpanded) memory map, meaning that nonsense is no longer being supplied to the VIC. 2016-06-05 16:00:35 -04:00
Thomas Harte
3be1ce457b Made some attempt at discerning fields. 2016-06-05 14:05:31 -04:00
Thomas Harte
9566c87532 Added enough to the machine that the 6560 can now produce output if it wishes. 2016-06-05 12:11:12 -04:00
Thomas Harte
b56482607e Added just enough that the 6502 should now be operating correctly. 2016-06-05 11:44:29 -04:00
Thomas Harte
0b221e773f Fixed ROM naming and sizes, ensured machines without sound outputs don't end up with an audio queue. 2016-06-05 11:20:05 -04:00
Thomas Harte
f922d38ed2 The Vic now captures the ROMs sent to it and has just enough infrastructure to get to a black screen. Progress! 2016-06-05 10:51:07 -04:00
Thomas Harte
12243c40ad Kicking the ball a little further down the road, ROMs and PRGs now reach the actual emulated machine. 2016-06-05 09:06:59 -04:00
Thomas Harte
b29b2a5d08 Added forwarding of a loaded PRG from the Swift document to the wrapper. So I think that possibly completes the Swift side of things? 2016-06-05 09:01:32 -04:00
Thomas Harte
8052ce9223 System ROMs are now supplied to the Vic-20 wrapper, though they stop there. I also factored key forwarding out of the ElectronDocument and into the superclass, depending upon the child conforming to CSKeyboardMachine. 2016-06-05 08:53:05 -04:00
Thomas Harte
363e14a92f Reorganised system ROMs out of the Mac-specific folder, adjusted Mac code to expect to find them organised hierarchically (as how many os.roms am I going to have?) and added readme files to explain what's missing from the Git repository. 2016-06-05 08:33:01 -04:00
Thomas Harte
4c33517228 Added ROMs to the project and ensured they don't get uploaded. 2016-06-04 22:03:38 -04:00
Thomas Harte
b10a06e700 A CRT is still absent but this moves the ball back into the C++ side's court. 2016-06-04 22:00:50 -04:00
Thomas Harte
06e1db8c85 This now gets as far as missing selectors. 2016-06-04 21:49:03 -04:00
Thomas Harte
eff28e95a4 Added XIB file. 2016-06-04 21:45:39 -04:00
Thomas Harte
404873fe58 Started sketching out infrastructure for Vic-20 support. 2016-06-04 21:43:50 -04:00
Thomas Harte
d6e8cd676a Trimmed and reordered just a little. 2016-06-04 16:02:16 -04:00
Thomas Harte
4a507b375b Merge pull request #17 from TomHarte/2600Accuracy
Made an attempt substantially to improve Atari 2600 emulation accuracy
2016-06-03 20:16:04 -04:00
Thomas Harte
604862b20b Fixed playfield/missile and playfield/ball collisions. 2016-06-02 22:36:52 -04:00
Thomas Harte
68a8851c52 Increased parallelism, allowing a simplification in the GL view. 2016-06-02 22:29:09 -04:00
Thomas Harte
e3b95b8d2b Back to asynchronous updates and drawing, to try to improve guarantees on audio latency; experimenting with whether other parts of the approach are fundamentally flawed; added a broad-phase for scheduled updates on the 2600. 2016-06-02 21:22:55 -04:00
Thomas Harte
11073daee1 Issues appear to be around timing generally. Working on it. 2016-06-02 20:15:48 -04:00
Thomas Harte
7aac306a12 Quick fix to the polynomials. 2016-06-02 19:56:02 -04:00
Thomas Harte
253e5a4203 With no regard to performance whatsoever, endeavoured to bring sound to the 2600. It's very scratchy, so something is wrong. 2016-06-02 19:50:16 -04:00
Thomas Harte
1e0fcbbee8 Made a very basic stab at a couple of the tone generators, added straight-through path for the speaker when input rate exactly equals output rate. 2016-06-01 19:53:16 -04:00
Thomas Harte
40c4544fb7 Got the basic sound pipeline pumping, just enough for static-level audio seemingly to work. Berzerk VE says "intruder alert, intruder alert", anyway. 2016-06-01 19:27:04 -04:00
Thomas Harte
8623dc2833 Consolidated a little more within the common code, adding sampling rate selection based on querying the machine. 2016-06-01 19:04:07 -04:00
Thomas Harte
50543e9676 Minor factoring up: the audio queue is now pushed universally by MachineDocument. 2016-05-31 22:36:53 -04:00
Thomas Harte
c773c3a66c Started trying to clean up and consolidate on the Swift side of things but time is up for the day. 2016-05-31 22:32:38 -04:00
Thomas Harte
8dc66167be Made an attempt to consolidate the Objective-C++ side of things based on the incoming CRTMachine::Machine. 2016-05-31 22:16:20 -04:00
Thomas Harte
5c4f35e13f Finally started on generalising the C++ stuff so as to be able to be able to get a working audio binding on the OS-specific side without further repetition by factoring an appropriate protocol out from the Electron and sketching out the correct speaker class for the Atari. Added a method to ask it what a good output frequency would be. 2016-05-31 21:23:44 -04:00
Thomas Harte
3fc80ea01f Rethought, hopefully perfecting, sprite timing. 2016-05-30 19:56:36 -04:00
Thomas Harte
8b342f77a9 Made an attempt further to rationalise timing. 2016-05-27 21:51:27 -04:00
Thomas Harte
91d3453cc1 Switched to looking backwards rather than forwards. 2016-05-27 14:33:08 -04:00
Thomas Harte
106ddae907 Sprites are still a pixel off but better; made some attempt to move things outside of the loop. 2016-05-25 21:43:19 -04:00
Thomas Harte
40c2c0bd2d Minor simplifications and improvements. Still trying to figure out what's causing the non-linear edge addressing. 2016-05-25 21:12:25 -04:00
Thomas Harte
b01b474e36 I'm back to thinking that resets are deferred but pixel counts are live. 2016-05-25 07:32:25 -04:00
Thomas Harte
758806f924 Introduced a separate queue for pixels, which may or may not be correct. 2016-05-24 21:39:57 -04:00
Thomas Harte
0b081831a9 Set up a pipeline for all pixels that attempts to allow for appropriate delays. 2016-05-24 07:58:26 -04:00
Thomas Harte
5c1e594937 Realised there's a clocking delay on starting horizontal move. Which fixes Coke Zero. 2016-05-22 21:45:40 -04:00
Thomas Harte
c3e719c4ab Added missile-to-player offsetting. Completing the list of graphics-related TODOs. 2016-05-22 17:01:56 -04:00
Thomas Harte
4c6d4d899d Ensured that resetting the horizontal timer affects phase. 2016-05-22 16:29:53 -04:00
Thomas Harte
df93d7849d Re-enabled the ball. 2016-05-22 14:38:14 -04:00
Thomas Harte
0242924fb4 Various bits of caveman debugging appearing and disappearing, switched to latching ball behaviour. 2016-05-22 14:26:02 -04:00
Thomas Harte
5e220562e4 Actually, the four-clock delay, with palette taking effect immediately, appears to be correct. So back to the drawing board on that. 2016-05-21 21:44:54 -04:00
Thomas Harte
4eded9b9d0 Re-enabled collisions. 2016-05-21 13:05:36 -04:00