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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-01 10:05:55 +00:00
Commit Graph

291 Commits

Author SHA1 Message Date
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
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
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
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
404873fe58 Started sketching out infrastructure for Vic-20 support. 2016-06-04 21:43:50 -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