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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-26 23:52:26 +00:00
Commit Graph

771 Commits

Author SHA1 Message Date
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
3765c5fbb5 Fixed error that would prevent an interrupting frame from ever being drawn. 2016-05-18 21:45:35 -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
Thomas Harte
7d3cf76576 Generalised slightly, to allow events to be queued up to eight cycles in advance; most importantly each event gets to pick its own delay. 2016-05-17 07:09:18 -04:00
Thomas Harte
3d003070b3 Made an attempt better to generalise the idea of things with 4 CLK delays. 2016-05-16 21:54:27 -04:00
Thomas Harte
4ad074fc78 Introduced a four-cycle delay between playfield fetch and display, curing Yar's Revenge. Also disabled barrel roll scanling colouring again. I really need to make my mind up on that. 2016-05-16 19:55:56 -04:00
Thomas Harte
f19ed2e8f8 Started merely attempting to reintroduce the background layer. 2016-05-16 19:04:13 -04:00
Thomas Harte
9d92ad659f Established the basic timing loop, albeit without clocking delays yet. 2016-05-16 08:01:29 -04:00
Thomas Harte
bf2932cd57 Merge pull request #16 from TomHarte/UniformSetters
Implemented deferred setting of shader uniforms
2016-05-15 15:22:06 -04:00
Thomas Harte
00a2b42080 Made thread-safe. 2016-05-15 15:19:52 -04:00
Thomas Harte
091516e3cb The semantics might need better exposition but: fixed UniformXfv calls plus matrix calls, documented new semantics on all setters. 2016-05-15 14:59:59 -04:00
Thomas Harte
328fabcd10 Ensured values aren't dangling pointers. 2016-05-14 18:15:10 -04:00
Thomas Harte
492dc7ccbf Made an attempt to queue uniform changes until the next call to bind. That's to allow usage from other threads. 2016-05-14 18:06:55 -04:00
Thomas Harte
cca53598d3 Made another run at 2600 colours. 2016-05-14 16:52:24 -04:00
Thomas Harte
30f335fa35 Switched pervasively to using the named slot uniform setters on Shader. 2016-05-13 22:08:32 -04:00
Thomas Harte
f487062c62 Merge pull request #15 from TomHarte/2600PAL
Adds an implementation of the PAL-region colour phase shift formula
2016-05-13 09:00:25 -04:00
Thomas Harte
8d52765f40 Realised why new shaders weren't taking. Very negligibly decreased Atari drawing cost. 2016-05-12 22:22:24 -04:00
Thomas Harte
6d65bc9b3a Permitted a wider error window on vertical sync, tidied things up a little and started trying to move towards full implementation of the OpenGL contract. 2016-05-11 22:11:01 -04:00
Thomas Harte
4b3c4082d2 These functions appear correctly to model the NTSC and PAL palettes; the CRT's attempt to switch function doesn't work properly yet though. 2016-05-11 21:07:18 -04:00