1
0
mirror of https://github.com/TomHarte/CLK.git synced 2024-11-30 04:50:08 +00:00
Commit Graph

80 Commits

Author SHA1 Message Date
Thomas Harte
88e2b382e5 Made an attempt at a full and thorough 6532 implementation (and got a bit more explicit about flag size in the 6502). 2016-06-20 18:57:35 -04:00
Thomas Harte
065ec618c4 Factored out and templated the 6532, finally taking the opportunity to add a means to control the on-console switches of an Atari 2600. 2016-06-19 19:36:34 -04:00
Thomas Harte
65413f078c Factored out the 6532, eventually to make it testable. 2016-06-19 18:57:40 -04:00
Thomas Harte
00a9f1bf24 Fixed best-effort updater actually to run, finally moved clock rate announcement into the C++ side of things, started working on a mechanism to allow clock rate to be updated. 2016-06-16 20:39:46 -04:00
Thomas Harte
12d1cac751 Merge branch 'master' into Vic-20 2016-06-10 18:23:55 -04:00
Thomas Harte
805e2d15c6 Fixed timing when clock is divided. 2016-06-10 18:20:16 -04:00
Thomas Harte
581eace478 Increased logging slightly, ensured all of colour RAM can be read, slightly improved the 2600 pixel decoder. 2016-06-07 22:01:14 -04:00
Thomas Harte
604862b20b Fixed playfield/missile and playfield/ball collisions. 2016-06-02 22:36:52 -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
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
Thomas Harte
b1c84f5402 Counters run every scan line regardless of blank and sync. Also played further with timing. 2016-05-21 12:54:39 -04:00
Thomas Harte
470c90428a Switched to two-register implementation of VDELP, etc. 2016-05-21 10:26:27 -04:00
Thomas Harte
36d19cb6cf Made an attempt at properly pumping timers during hmove. 2016-05-21 10:18:15 -04:00
Thomas Harte
a952813036 Fixed missile sizes, played about with ball placement. 2016-05-19 18:30:17 -04:00
Thomas Harte
cf5b8ab92e This is now approximately back to where it was on Cosmic Ark. 2016-05-19 08:30:10 -04:00
Thomas Harte
40600b4bcb Made sprite placement consistent at least. Not necessarily yet correct. 2016-05-18 22:07:24 -04:00
Thomas Harte
e61392d3fb Fixed incorrect duplication. 2016-05-18 21:50:28 -04:00
Thomas Harte
8c7ce1ec3f Attempted to fix sprite sizing and, again, missile repetition. 2016-05-18 21:41:25 -04:00
Thomas Harte
d013d46337 Fixed object motion decoding and checking of the repeat mask for missile graphics. 2016-05-18 21:36:28 -04:00
Thomas Harte
83ed6a82cf Fixed: asserting vertical blank doesn't affect underlying timing. 2016-05-18 18:49:40 -04:00
Thomas Harte
877c55b5c5 Threw in missiles. To 'complete' graphics output. Or, rather, to move me on to debugging. 2016-05-18 07:54:44 -04:00
Thomas Harte
354143a78c Reintroduced an attempt to plot sprites. 2016-05-18 07:51:25 -04:00
Thomas Harte
0b99649b0f Had a first shot at triggering player and missile resets. 2016-05-18 07:31:05 -04:00
Thomas Harte
b8708b805c The vertical blank flag now works again. 2016-05-17 22:02:57 -04:00
Thomas Harte
a1e63e8320 Attempted to generalise on pixel counter storage, at least. Further adjusted background timing but I'm still not sure. 2016-05-17 21:41:32 -04:00
Thomas Harte
ad6f405483 Fixed: was off by one on pixels, allowing four extra pixel output cycles per line. 2016-05-17 19:02:32 -04:00
Thomas Harte
c96674b341 Made genuine first approximate attempt at hmove. 2016-05-17 18:35:40 -04:00
Thomas Harte
d170bb14e6 Extended scheduling plans, inserted initial events for hmove, albeit not yet implemented. 2016-05-17 18:21:49 -04:00
Thomas Harte
6a961c4d28 Added something of the ball counter, but without yet a working HMOVE it's prone to error. 2016-05-17 07:18:14 -04:00