Thomas Harte
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55ce851bb2
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Fixed types of the 8k cartridges, ensured the 6502 starts without an IRQ request history.
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2017-03-18 17:04:01 -04:00 |
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Thomas Harte
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e8d34f2eb4
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Having farmed out the bus, the Atari itself no longer is/owns a 6502.
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2017-03-18 16:34:41 -04:00 |
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Thomas Harte
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bb3daaa99b
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Sought to reintroduce the Atari 8k paging scheme, at the same time deciding to do away with the copy and paste of holding on to ROM data.
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2017-03-18 15:04:01 -04:00 |
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Thomas Harte
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36b58d03b7
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Formalised read bus value guarantee from the 6502, fixed missing clock signal wiring on the Atari cartridge class, reintroduced CommaVid support.
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2017-03-18 14:46:46 -04:00 |
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Thomas Harte
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7958459db9
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In theory unpaged cartridges should now work. Time to debug.
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2017-03-18 14:01:04 -04:00 |
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Thomas Harte
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14a76af0d3
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Started trying to float out bus control to cartridges.
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2017-03-17 20:28:07 -04:00 |
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Thomas Harte
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afbd9fd41b
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Fixed declared line length.
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2017-03-14 21:33:38 -04:00 |
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Thomas Harte
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7302703039
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Implemented the Activision stack paging scheme.
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2017-03-14 20:24:05 -04:00 |
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Thomas Harte
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97a8a96593
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Rejigged how the memory map is handled and implemented MNetwork support.
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2017-03-14 20:07:54 -04:00 |
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Thomas Harte
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3b29276228
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Implemented the MegaBoy paging scheme.
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2017-03-14 17:40:01 -04:00 |
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Thomas Harte
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b3632a4e86
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Institutes CBS RAM Plus emulation.
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2017-03-14 17:25:10 -04:00 |
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Thomas Harte
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f0d944847b
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Fixed setting of the second 1kb.
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2017-03-11 18:16:29 -05:00 |
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Thomas Harte
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add14fb43a
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Made an attempt to implement Tigervision paging.
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2017-03-11 17:44:35 -05:00 |
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Thomas Harte
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33bda2d40c
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Switched to image inspection for RAM guesses rather than disassembly. Which fixes the other Parker Bros titles.
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2017-03-11 13:04:23 -05:00 |
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Thomas Harte
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2b5e3a600e
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Made a first attempt at implementing the Parker Bros pager within the emulation.
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2017-03-11 12:43:12 -05:00 |
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Thomas Harte
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9c72ce5bd2
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Ensured a settling delay is permitted before an NTSC/PAL decision is made. To avoid false switches just due to startup.
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2017-03-06 19:37:35 -05:00 |
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Thomas Harte
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79784a8e57
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Followed tip: missiles are locked to the position after four output pixels, not four input pixels.
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2017-03-04 22:23:50 -05:00 |
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Thomas Harte
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4751615623
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Fixed NTSC colour cycle count, and hence the 2600's reported line lengths and phase offset.
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2017-03-04 17:31:39 -05:00 |
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Thomas Harte
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d3257c345a
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Tested against public ROMs and corrected. Also moved the deferred adjustment into a more canonical place.
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2017-03-04 17:00:28 -05:00 |
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Thomas Harte
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837cccdf83
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Switched to deferred updates for the 6532.
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2017-03-04 14:58:28 -05:00 |
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Thomas Harte
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93d1573481
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Added a fix for certain homebrews.
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2017-03-01 07:59:25 -05:00 |
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Thomas Harte
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893a5dd007
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Added an artificial low pass filter, attempting to capture post-digital effects.
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2017-02-28 21:29:55 -05:00 |
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Thomas Harte
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06dd98b23c
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Pulled the reset time for horizontal blank extend up to position 224.
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2017-02-28 20:28:54 -05:00 |
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Thomas Harte
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184c8ae707
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Extended to emulate the CommaVid.
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2017-02-27 20:50:59 -05:00 |
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Thomas Harte
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9d7985c1e1
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Added Super Chip emulation.
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2017-02-26 17:47:29 -05:00 |
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Thomas Harte
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e6a84fd26b
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Attempted a hardware-correct implementation of missile-to-player latching. This completes the last of the **knowing** inaccuracies. The rest are as-of-yet unwitting.
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2017-02-26 15:12:31 -05:00 |
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Thomas Harte
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440467ea3e
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Started communicating which copy is being requested.
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2017-02-26 13:39:25 -05:00 |
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Thomas Harte
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98376de9ad
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Started returning 'no effect' for pot ports, rather than doing nothing. Still very much TODO though.
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2017-02-25 22:58:58 -05:00 |
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Thomas Harte
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e61e355251
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Moved to the maximum possibly required queue length of 4. Though the emulated 2600 should never need more than 2 slots as per the current calling pattern, it's not a contractual guarantee.
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2017-02-25 17:25:10 -05:00 |
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Thomas Harte
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c898c8a99e
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Ensured the missiles and ball don't attempt to enqueue. Because I don't think they're supposed to.
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2017-02-25 17:13:22 -05:00 |
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Thomas Harte
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8c9062857c
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Added a single-slot queue for player objects to defer drawing, thereby deferring pixel lookup. Which I think is correct. Though more slots might be needed.
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2017-02-25 17:10:24 -05:00 |
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Thomas Harte
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77ed4ddc05
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Slightly simplified ready line release logic.
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2017-02-23 21:08:32 -05:00 |
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Thomas Harte
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82f392fada
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This should be the other way around. I want whichever is later.
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2017-02-22 21:54:49 -05:00 |
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Thomas Harte
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8291a63d5f
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Fixed loss of audio when switching to PAL.
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2017-02-22 21:15:37 -05:00 |
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Thomas Harte
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6120dae61a
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While I'm using the hacky approach to player/missile synchronisation, I need to seed adder.
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2017-02-22 07:39:11 -05:00 |
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Thomas Harte
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4f5f191cd6
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Fixed: will no longer attempt to output pixels from before the pixel part of a line on which sync was disabled abruptly.
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2017-02-22 07:33:36 -05:00 |
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Thomas Harte
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21abf4e9fc
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Enshrined a terminology switch, albeit without any flow change behind it.
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2017-02-22 07:29:48 -05:00 |
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Thomas Harte
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144d6b70d9
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Minor cleaning.
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2017-02-22 07:14:30 -05:00 |
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Thomas Harte
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b769f22ca0
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Switched back to the collision_buffer_ being part of the TIA object, added one more assert.
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2017-02-21 22:26:20 -05:00 |
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Thomas Harte
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7019d396d0
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Threw in some asserts, discovering a bug in missile positioning.
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2017-02-21 22:04:27 -05:00 |
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Thomas Harte
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f4447fd9cd
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Attempted to fix failure of sprites properly to wrap when performing motion.
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2017-02-21 21:53:09 -05:00 |
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Thomas Harte
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36396b3d62
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Made a slightly better, albeit still inaccurate, version of missile-player lock.Enough for Combat to do reasonable things.
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2017-02-21 20:45:20 -05:00 |
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Thomas Harte
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d1dbf8c21f
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Missile to player lock is supposed to be a toggle; also factored out the commonalities of missile and ball drawing.
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2017-02-21 07:58:37 -05:00 |
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Thomas Harte
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1bde0fed6f
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Simplified relationship between Objects and the usage-specific components through inheritance.
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2017-02-21 07:37:20 -05:00 |
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Thomas Harte
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7ab2358bba
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Made an attempt to reintroduce missiles.
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2017-02-20 22:22:39 -05:00 |
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Thomas Harte
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99547181f1
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Attempted to template this thing. Without yet a plan in place for pixel lookup timing.
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2017-02-20 21:42:59 -05:00 |
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Thomas Harte
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2bf784535c
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Simplified calllng.
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2017-02-20 18:04:40 -05:00 |
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Thomas Harte
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57f434c199
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Reorganised state, with an eye towards unifying object motion and triggers.
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2017-02-20 17:58:28 -05:00 |
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Thomas Harte
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99a35266e1
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Attempted to bring frequency-switching logic into the cross-platform realm. Which for now creates an issue with the OpenGL context.
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2017-02-19 21:20:37 -05:00 |
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Thomas Harte
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51bcaea60c
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Disabled incorrect 'optimisations'.
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2017-02-19 12:00:04 -05:00 |
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Thomas Harte
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e00339ef0a
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Attempted to reintroduce the ball.
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2017-02-19 08:02:54 -05:00 |
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Thomas Harte
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53cd125712
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Added stub calls to draw the missiles and ball.
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2017-02-19 07:28:24 -05:00 |
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Thomas Harte
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04693b067c
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Fixed failure of the optimised route to pump the pixel clock; removed optimisation entirely for now.
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2017-02-18 21:36:48 -05:00 |
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Thomas Harte
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cd7876a746
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Reintroduced the extra clocking delay.
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2017-02-18 20:18:50 -05:00 |
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Thomas Harte
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ed5ff49ef5
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Fixed vertical delay, retreated from my previous thought about adding the one extra cycle of sprite delay, at least temporarily.
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2017-02-16 20:52:01 -05:00 |
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Thomas Harte
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8d502a0b03
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Decided not to run before I can walk and switched to storing the motion time and next step explicitly per object.
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2017-02-16 20:28:37 -05:00 |
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Thomas Harte
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5ea232310f
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Added a check against negative runs.
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2017-02-16 18:55:58 -05:00 |
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Thomas Harte
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09309aa74f
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Attempted to prevent extraneous moves.
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2017-02-16 18:52:39 -05:00 |
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Thomas Harte
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b5357860b9
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Made an attempt to split things apart so as to be able to introduce the proper sprite latency.
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2017-02-14 20:56:16 -05:00 |
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Thomas Harte
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cd90118a0f
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Added two, extraordinarily simple tests.
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2017-02-12 20:32:53 -05:00 |
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Thomas Harte
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25776de59d
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I think unit testing this thing is the only way forwards. Started adding appropriate hooks.
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2017-02-12 19:55:02 -05:00 |
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Thomas Harte
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600bdc9af7
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In C++, I think the implicit cast to bool negates the need for any manual collapsing?
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2017-02-12 18:18:35 -05:00 |
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Thomas Harte
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0c9be2b09e
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Shunted the collisions buffer onto a separate area of the heap for the time being, as a debugging aid. Also added a few more initial values.
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2017-02-12 18:16:50 -05:00 |
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Thomas Harte
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df8a5cbe6d
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Made attempts (i) to respect the delay flag; and (ii) to account for border-region sprite clocking.
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2017-02-12 17:35:09 -05:00 |
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Thomas Harte
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9ce68c38ae
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Made an effort to implement proper pixel output for sprites.
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2017-02-12 14:01:50 -05:00 |
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Thomas Harte
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40954d6a2a
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Attempted to factor out parts I expect to reuse for missiles and the ball.
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2017-02-12 11:31:17 -05:00 |
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Thomas Harte
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ac444a3f34
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Corrected both position increments and target time calculation.
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2017-02-11 21:24:14 -05:00 |
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Thomas Harte
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b8abeced6d
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Made an attempt to introduce the proper eventful loop for player output. With debugging yet to occur.
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2017-02-11 21:01:58 -05:00 |
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Thomas Harte
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aeff59addc
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Implemented motion 'correctly', for programs written to do all work outside of the pixel area.
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2017-02-11 20:25:49 -05:00 |
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Thomas Harte
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6381e4e1b0
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All that's happened to position is that numbers have been added to it. So it can't be negative, given that it wasn't before. So a regular modulo will do.
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2017-02-11 13:34:36 -05:00 |
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Thomas Harte
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905ed1f87b
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Switched to the more natural type, which is also signed, making my logic less prone to error.
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2017-02-11 13:16:53 -05:00 |
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Thomas Harte
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8de6caf6ff
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Started trying to get into a proper structure here. Chickened out.
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2017-02-11 12:59:13 -05:00 |
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Thomas Harte
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40d3f5f7f6
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Attempted properly to respect start .
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2017-02-11 08:26:09 -05:00 |
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Thomas Harte
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64d5712d1d
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Added an incorrectly-coded version of horizontal move, at least so that I can verify that information is going into the correct slots.
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2017-02-10 07:23:43 -05:00 |
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Thomas Harte
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3b20d862f0
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Made an initial attempt to mark sprite positions. But without hmove implemented, they're all over the place.
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2017-02-09 20:53:42 -05:00 |
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Thomas Harte
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2e9ef2b0ef
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Took a shot at reinstating the horizontal blank extend flag.
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2017-02-09 18:37:19 -05:00 |
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Thomas Harte
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70745286a5
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Ensured this array is properly aligned for the uin32_t accesses I intend to make for background drawing.
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2017-02-08 20:25:23 -05:00 |
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Thomas Harte
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dcb7584060
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Added the four-cycle playfield output latency and ensured you can't get smaller-than-usual pixels by rapid register value changing.
|
2017-02-08 07:30:32 -05:00 |
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Thomas Harte
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a477499724
|
Got a bit more explicit with range returned by get_cycles_until_horizontal_blank and hence attempted a more thorough (/correct) version of WSYNC.
|
2017-02-07 22:14:45 -05:00 |
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Thomas Harte
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944d835eea
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Switched explicitly to an accumulation model for filling the collision buffer.
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2017-02-06 21:59:28 -05:00 |
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Thomas Harte
|
8f5039130c
|
Changed index naming order to ensure no out-of-bounds accesses.
|
2017-02-06 21:48:41 -05:00 |
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Thomas Harte
|
ba165bb70a
|
Made an attempt properly to populate collision registers from the collision buffer.
|
2017-02-06 21:15:55 -05:00 |
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Thomas Harte
|
474e2e8d2c
|
Fixed once again to respect mid-line palette changes.
|
2017-02-06 20:09:12 -05:00 |
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Thomas Harte
|
8b8eb787df
|
Fixed complete invisibility.
|
2017-02-06 18:42:58 -05:00 |
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Thomas Harte
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66bcdd36f3
|
Made an attempt to introduce an intermediate buffer that ends up with a bit mask of all graphical components present on it, and to use that to infer collision flags and colours, based on playfield priority and colour palette. Immediately yielding: a blank screen. Good work!
|
2017-02-06 18:29:00 -05:00 |
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Thomas Harte
|
6bcf95042c
|
Started trying to be a bit more explicit about usage, and to divide up drawing responsibility.
|
2017-02-05 17:51:56 -05:00 |
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Thomas Harte
|
f2437cb257
|
Added some additional documentation, started making steps towards returning sprites, fixed a counter bug that would exhibit as incorrect sync.
|
2017-01-31 20:30:32 -05:00 |
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Thomas Harte
|
abe04334c2
|
Attempted to retain more player information, and removed the output cursor from class storage as I think it's acceptable as a temporary.
|
2017-01-30 22:42:27 -05:00 |
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Thomas Harte
|
8545707b54
|
Reinstituted the playfield. Probably needs more buffering though. Time to look into delays.
|
2017-01-30 21:38:58 -05:00 |
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Thomas Harte
|
2b08758b2b
|
Started capturing playfield/ball and background colours.
|
2017-01-30 08:08:03 -05:00 |
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Thomas Harte
|
764b528891
|
Made a first attempt at switching to a model that respects blank and sync.
|
2017-01-30 07:19:19 -05:00 |
|
Thomas Harte
|
92754ace7a
|
Some mild fixes get me up to having a rolling screen of vertical lines. Which is what I was hoping for right now!
|
2017-01-29 22:16:23 -05:00 |
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Thomas Harte
|
d51f185dc7
|
Made an attempt to reintroduce the basic horizontal loop.
|
2017-01-29 15:43:57 -05:00 |
|
Thomas Harte
|
2390358c24
|
Prevented unbounded CPU usage, albeit without yet deciding who has authority for the clock rate.
|
2017-01-29 14:19:26 -05:00 |
|
Thomas Harte
|
2432a3b4d7
|
Fixed condition — >= is smarter.
|
2017-01-29 14:00:01 -05:00 |
|
Thomas Harte
|
9c3597c7e3
|
Attempted to reintroduce enough logic to handle [most of] line timing, such that WSYNC works. Initial objective is to get back to having a working background.
|
2017-01-29 13:47:36 -05:00 |
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Thomas Harte
|
fba6baaa9c
|
Stubbed and disabled to get back to building.
|
2017-01-28 21:56:01 -05:00 |
|
Thomas Harte
|
a246530953
|
Supposing the TIA were implemented, this is (more or less) what the Atari 2600 would now look like.
|
2017-01-28 21:46:40 -05:00 |
|
Thomas Harte
|
0ffded72a6
|
Created a placeholder class for a factored-out TIA. There's a bit more it'll need to do, like vending (or receiving) a CRT but this is the full hardware stuff, I think.
|
2017-01-28 16:19:08 -05:00 |
|
Thomas Harte
|
6d087ca054
|
Restored 2600 audio.
|
2017-01-25 21:29:19 -05:00 |
|