Thomas Harte
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e99055bedb
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Attempted switching back to a square wave for the composite video and otherwise implementing what's necessary to get to that flashing cursor — the 6560 returns its scan line and the timing bits of the 6522 are appearing.
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2016-06-08 22:15:24 -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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26ab96868a
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Decided to turn the 6522 into a template, since it's a per-cycle thing with variable behaviour. Added appropriate memory map callouts to hit the two in the Vic. Though they don't yet do anything.
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2016-06-07 19:15:18 -04:00 |
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Thomas Harte
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c7c55528e2
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Realised that registers appear also to be readable.
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2016-06-06 20:29:39 -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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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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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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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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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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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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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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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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