Thomas Harte
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e8cb674073
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Made some attempt at colours, at least.
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2016-06-06 20:18:24 -04:00 |
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Thomas Harte
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89c87c3e81
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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?)
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2016-06-06 07:47:30 -04:00 |
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Thomas Harte
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64539a2b24
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Advanced to having some characters displayed, even though they're obviously very much incorrect and the display is still rolling.
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2016-06-06 07:35:35 -04:00 |
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Thomas Harte
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79e05a2413
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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.
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2016-06-05 18:02:49 -04:00 |
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Thomas Harte
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444d3b69b6
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Made some elementary attempt to hit something like the correct states within the VIC.
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2016-06-05 17:06:10 -04:00 |
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Thomas Harte
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9e9e50edb1
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Added guess on how colour memory and the 12-bit bus possibly works.
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2016-06-05 16:28:06 -04:00 |
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Thomas Harte
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2ab21e7a3c
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Switched to a real (unexpanded) memory map, meaning that nonsense is no longer being supplied to the VIC.
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2016-06-05 16:00:35 -04:00 |
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Thomas Harte
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3be1ce457b
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Made some attempt at discerning fields.
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2016-06-05 14:05:31 -04:00 |
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Thomas Harte
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9566c87532
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Added enough to the machine that the 6560 can now produce output if it wishes.
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2016-06-05 12:11:12 -04:00 |
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Thomas Harte
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b56482607e
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Added just enough that the 6502 should now be operating correctly.
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2016-06-05 11:44:29 -04:00 |
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Thomas Harte
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0b221e773f
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Fixed ROM naming and sizes, ensured machines without sound outputs don't end up with an audio queue.
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2016-06-05 11:20:05 -04:00 |
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Thomas Harte
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f922d38ed2
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The Vic now captures the ROMs sent to it and has just enough infrastructure to get to a black screen. Progress!
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2016-06-05 10:51:07 -04:00 |
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Thomas Harte
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12243c40ad
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Kicking the ball a little further down the road, ROMs and PRGs now reach the actual emulated machine.
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2016-06-05 09:06:59 -04:00 |
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Thomas Harte
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b29b2a5d08
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Added forwarding of a loaded PRG from the Swift document to the wrapper. So I think that possibly completes the Swift side of things?
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2016-06-05 09:01:32 -04:00 |
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Thomas Harte
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8052ce9223
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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.
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2016-06-05 08:53:05 -04:00 |
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Thomas Harte
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363e14a92f
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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.
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2016-06-05 08:33:01 -04:00 |
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Thomas Harte
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4c33517228
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Added ROMs to the project and ensured they don't get uploaded.
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2016-06-04 22:03:38 -04:00 |
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Thomas Harte
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b10a06e700
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A CRT is still absent but this moves the ball back into the C++ side's court.
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2016-06-04 22:00:50 -04:00 |
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Thomas Harte
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06e1db8c85
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This now gets as far as missing selectors.
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2016-06-04 21:49:03 -04:00 |
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Thomas Harte
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eff28e95a4
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Added XIB file.
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2016-06-04 21:45:39 -04:00 |
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Thomas Harte
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404873fe58
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Started sketching out infrastructure for Vic-20 support.
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2016-06-04 21:43:50 -04:00 |
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Thomas Harte
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d6e8cd676a
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Trimmed and reordered just a little.
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2016-06-04 16:02:16 -04:00 |
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Thomas Harte
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4a507b375b
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Merge pull request #17 from TomHarte/2600Accuracy
Made an attempt substantially to improve Atari 2600 emulation accuracy
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2016-06-03 20:16:04 -04:00 |
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Thomas Harte
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604862b20b
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Fixed playfield/missile and playfield/ball collisions.
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2016-06-02 22:36:52 -04:00 |
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Thomas Harte
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68a8851c52
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Increased parallelism, allowing a simplification in the GL view.
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2016-06-02 22:29:09 -04:00 |
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Thomas Harte
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e3b95b8d2b
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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.
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2016-06-02 21:22:55 -04:00 |
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Thomas Harte
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11073daee1
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Issues appear to be around timing generally. Working on it.
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2016-06-02 20:15:48 -04:00 |
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Thomas Harte
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7aac306a12
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Quick fix to the polynomials.
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2016-06-02 19:56:02 -04:00 |
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Thomas Harte
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253e5a4203
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With no regard to performance whatsoever, endeavoured to bring sound to the 2600. It's very scratchy, so something is wrong.
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2016-06-02 19:50:16 -04:00 |
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Thomas Harte
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1e0fcbbee8
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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.
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2016-06-01 19:53:16 -04:00 |
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Thomas Harte
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40c4544fb7
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Got the basic sound pipeline pumping, just enough for static-level audio seemingly to work. Berzerk VE says "intruder alert, intruder alert", anyway.
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2016-06-01 19:27:04 -04:00 |
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Thomas Harte
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8623dc2833
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Consolidated a little more within the common code, adding sampling rate selection based on querying the machine.
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2016-06-01 19:04:07 -04:00 |
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Thomas Harte
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50543e9676
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Minor factoring up: the audio queue is now pushed universally by MachineDocument .
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2016-05-31 22:36:53 -04:00 |
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Thomas Harte
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c773c3a66c
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Started trying to clean up and consolidate on the Swift side of things but time is up for the day.
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2016-05-31 22:32:38 -04:00 |
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Thomas Harte
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8dc66167be
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Made an attempt to consolidate the Objective-C++ side of things based on the incoming CRTMachine::Machine .
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2016-05-31 22:16:20 -04:00 |
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Thomas Harte
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5c4f35e13f
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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.
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2016-05-31 21:23:44 -04:00 |
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Thomas Harte
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3fc80ea01f
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Rethought, hopefully perfecting, sprite timing.
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2016-05-30 19:56:36 -04:00 |
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Thomas Harte
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8b342f77a9
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Made an attempt further to rationalise timing.
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2016-05-27 21:51:27 -04:00 |
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Thomas Harte
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91d3453cc1
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Switched to looking backwards rather than forwards.
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2016-05-27 14:33:08 -04:00 |
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Thomas Harte
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106ddae907
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Sprites are still a pixel off but better; made some attempt to move things outside of the loop.
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2016-05-25 21:43:19 -04:00 |
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Thomas Harte
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40c2c0bd2d
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Minor simplifications and improvements. Still trying to figure out what's causing the non-linear edge addressing.
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2016-05-25 21:12:25 -04:00 |
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Thomas Harte
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b01b474e36
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I'm back to thinking that resets are deferred but pixel counts are live.
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2016-05-25 07:32:25 -04:00 |
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Thomas Harte
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758806f924
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Introduced a separate queue for pixels, which may or may not be correct.
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2016-05-24 21:39:57 -04:00 |
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Thomas Harte
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0b081831a9
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Set up a pipeline for all pixels that attempts to allow for appropriate delays.
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2016-05-24 07:58:26 -04:00 |
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Thomas Harte
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5c1e594937
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Realised there's a clocking delay on starting horizontal move. Which fixes Coke Zero.
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2016-05-22 21:45:40 -04:00 |
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Thomas Harte
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c3e719c4ab
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Added missile-to-player offsetting. Completing the list of graphics-related TODOs.
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2016-05-22 17:01:56 -04:00 |
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Thomas Harte
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4c6d4d899d
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Ensured that resetting the horizontal timer affects phase.
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2016-05-22 16:29:53 -04:00 |
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Thomas Harte
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df93d7849d
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Re-enabled the ball.
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2016-05-22 14:38:14 -04:00 |
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Thomas Harte
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0242924fb4
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Various bits of caveman debugging appearing and disappearing, switched to latching ball behaviour.
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2016-05-22 14:26:02 -04:00 |
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Thomas Harte
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5e220562e4
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Actually, the four-clock delay, with palette taking effect immediately, appears to be correct. So back to the drawing board on that.
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2016-05-21 21:44:54 -04:00 |
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