Thomas Harte
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d9016909ed
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Added some wiring for PAL/NTSC mode switching on the Vic, making an attempt to simplify the whole loop of having different clock rates.
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2016-08-14 13:33:20 -04:00 |
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Thomas Harte
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8db44eed3e
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Added a default implementation of Speaker::skip_samples .
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2016-07-04 20:48:27 -04:00 |
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Thomas Harte
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bfa237397d
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Settled on assigning to nullptr as the appropriate style for emptying shared_ptrs; fixed the Vic properly to release its output resources.
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2016-07-04 20:34:11 -04:00 |
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Thomas Harte
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88964ceac0
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Eliminated plain pointer passing for object types.
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2016-07-04 19:33:55 -04:00 |
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Thomas Harte
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0182b0483a
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Added a 'power on' flag that is set automatically at construction but can be declined. Saves all that stuff of every machine having to set and then unset the RST line, and fixes an Electron bug related to that.
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2016-06-29 19:13:24 -04:00 |
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Thomas Harte
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454e98302d
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Slight rearrangement plus a setting of the CSMachine delegate corrects audio after a clock rate change.
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2016-06-20 22:18:41 -04:00 |
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Thomas Harte
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31b26b8118
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Made a first attempt to implement the full top-to-bottom change of clock rates, giving the Atari the ability to change rate when it switches to PAL mode, as it should always have been.
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2016-06-20 21:47:27 -04:00 |
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Thomas Harte
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065ec618c4
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Factored out and templated the 6532, finally taking the opportunity to add a means to control the on-console switches of an Atari 2600.
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2016-06-19 19:36:34 -04:00 |
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Thomas Harte
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65413f078c
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Factored out the 6532, eventually to make it testable.
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2016-06-19 18:57:40 -04:00 |
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Thomas Harte
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12d1cac751
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Merge branch 'master' into Vic-20
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2016-06-10 18:23:55 -04:00 |
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Thomas Harte
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805e2d15c6
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Fixed timing when clock is divided.
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2016-06-10 18:20:16 -04:00 |
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Thomas Harte
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581eace478
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Increased logging slightly, ensured all of colour RAM can be read, slightly improved the 2600 pixel decoder.
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2016-06-07 22:01:14 -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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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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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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Thomas Harte
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4eded9b9d0
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Re-enabled collisions.
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2016-05-21 13:05:36 -04:00 |
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Thomas Harte
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b1c84f5402
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Counters run every scan line regardless of blank and sync. Also played further with timing.
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2016-05-21 12:54:39 -04:00 |
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Thomas Harte
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470c90428a
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Switched to two-register implementation of VDELP, etc.
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2016-05-21 10:26:27 -04:00 |
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Thomas Harte
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36d19cb6cf
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Made an attempt at properly pumping timers during hmove.
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2016-05-21 10:18:15 -04:00 |
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Thomas Harte
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a952813036
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Fixed missile sizes, played about with ball placement.
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2016-05-19 18:30:17 -04:00 |
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Thomas Harte
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cf5b8ab92e
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This is now approximately back to where it was on Cosmic Ark.
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2016-05-19 08:30:10 -04:00 |
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Thomas Harte
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40600b4bcb
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Made sprite placement consistent at least. Not necessarily yet correct.
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2016-05-18 22:07:24 -04:00 |
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Thomas Harte
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e61392d3fb
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Fixed incorrect duplication.
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2016-05-18 21:50:28 -04:00 |
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Thomas Harte
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8c7ce1ec3f
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Attempted to fix sprite sizing and, again, missile repetition.
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2016-05-18 21:41:25 -04:00 |
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Thomas Harte
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d013d46337
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Fixed object motion decoding and checking of the repeat mask for missile graphics.
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2016-05-18 21:36:28 -04:00 |
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Thomas Harte
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83ed6a82cf
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Fixed: asserting vertical blank doesn't affect underlying timing.
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2016-05-18 18:49:40 -04:00 |
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Thomas Harte
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877c55b5c5
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Threw in missiles. To 'complete' graphics output. Or, rather, to move me on to debugging.
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2016-05-18 07:54:44 -04:00 |
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Thomas Harte
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354143a78c
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Reintroduced an attempt to plot sprites.
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2016-05-18 07:51:25 -04:00 |
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Thomas Harte
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0b99649b0f
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Had a first shot at triggering player and missile resets.
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2016-05-18 07:31:05 -04:00 |
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Thomas Harte
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b8708b805c
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The vertical blank flag now works again.
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2016-05-17 22:02:57 -04:00 |
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Thomas Harte
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a1e63e8320
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Attempted to generalise on pixel counter storage, at least. Further adjusted background timing but I'm still not sure.
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2016-05-17 21:41:32 -04:00 |
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