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535 lines
15 KiB
C++
535 lines
15 KiB
C++
//
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// TIA.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 28/01/2017.
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// Copyright © 2017 Thomas Harte. All rights reserved.
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//
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#include "TIA.hpp"
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using namespace Atari2600;
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namespace {
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const int cycles_per_line = 228;
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const int first_pixel_cycle = 68;
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const int sync_flag = 0x1;
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const int blank_flag = 0x2;
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uint8_t reverse_table[256];
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}
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TIA::TIA() :
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horizontal_counter_(0),
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pixels_start_location_(0),
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output_mode_(0),
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pixel_target_(nullptr),
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background_{0, 0},
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background_half_mask_(0)
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{
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crt_.reset(new Outputs::CRT::CRT(cycles_per_line * 2 + 1, 1, Outputs::CRT::DisplayType::NTSC60, 1));
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crt_->set_output_device(Outputs::CRT::Television);
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set_output_mode(OutputMode::NTSC);
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for(int c = 0; c < 256; c++)
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{
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reverse_table[c] = (uint8_t)(
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((c & 0x01) << 7) | ((c & 0x02) << 5) | ((c & 0x04) << 3) | ((c & 0x08) << 1) |
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((c & 0x10) >> 1) | ((c & 0x20) >> 3) | ((c & 0x40) >> 5) | ((c & 0x80) >> 7)
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);
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}
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for(int c = 0; c < 64; c++)
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{
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bool has_playfield = c & (int)(CollisionType::Playfield);
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bool has_ball = c & (int)(CollisionType::Ball);
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bool has_player0 = c & (int)(CollisionType::Player0);
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bool has_player1 = c & (int)(CollisionType::Player1);
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bool has_missile0 = c & (int)(CollisionType::Missile0);
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bool has_missile1 = c & (int)(CollisionType::Missile1);
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uint8_t collision_registers[8];
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collision_registers[0] = ((has_missile0 && has_player1) ? 0x80 : 0x00) | ((has_missile0 && has_player0) ? 0x40 : 0x00);
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collision_registers[1] = ((has_missile1 && has_player0) ? 0x80 : 0x00) | ((has_missile1 && has_player1) ? 0x40 : 0x00);
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collision_registers[2] = ((has_playfield && has_player0) ? 0x80 : 0x00) | ((has_ball && has_player0) ? 0x40 : 0x00);
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collision_registers[3] = ((has_playfield && has_player1) ? 0x80 : 0x00) | ((has_ball && has_player1) ? 0x40 : 0x00);
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collision_registers[4] = ((has_playfield && has_missile0) ? 0x80 : 0x00) | ((has_ball && has_missile0) ? 0x40 : 0x00);
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collision_registers[5] = ((has_playfield && has_missile1) ? 0x80 : 0x00) | ((has_ball && has_missile1) ? 0x40 : 0x00);
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collision_registers[6] = ((has_playfield && has_ball) ? 0x80 : 0x00);
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collision_registers[7] = ((has_player0 && has_player1) ? 0x80 : 0x00) | ((has_missile0 && has_missile1) ? 0x40 : 0x00);
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collision_flags_by_buffer_vaules_[c] =
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(collision_registers[0] >> 6) |
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(collision_registers[1] >> 4) |
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(collision_registers[2] >> 2) |
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(collision_registers[3] >> 0) |
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(collision_registers[4] << 2) |
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(collision_registers[5] << 4) |
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(collision_registers[6] << 6) |
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(collision_registers[7] << 8);
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// all priority modes show the background if nothing else is present
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colour_mask_by_mode_collision_flags_[(int)ColourMode::Standard][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreLeft][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreRight][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::OnTop][c] = (uint8_t)ColourIndex::Background;
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// test 1 for standard priority: if there is a playfield or ball pixel, plot that colour
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if(has_playfield || has_ball)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::Standard][c] = (uint8_t)ColourIndex::PlayfieldBall;
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}
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// test 1 for score mode: if there is a ball pixel, plot that colour
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if(has_ball)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreLeft][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreRight][c] = (uint8_t)ColourIndex::PlayfieldBall;
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}
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// test 1 for on-top mode, test 2 for everbody else: if there is a player 1 or missile 1 pixel, plot that colour
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if(has_player1 || has_missile1)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::Standard][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreLeft][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreRight][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::OnTop][c] = (uint8_t)ColourIndex::PlayerMissile1;
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}
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// in the right-hand side of score mode, the playfield has the same priority as player 1
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if(has_playfield)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreRight][c] = (uint8_t)ColourIndex::PlayerMissile1;
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}
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// next test for everybody: if there is a player 0 or missile 0 pixel, plot that colour instead
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if(has_player0 || has_missile0)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::Standard][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreLeft][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreRight][c] =
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colour_mask_by_mode_collision_flags_[(int)ColourMode::OnTop][c] = (uint8_t)ColourIndex::PlayerMissile0;
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}
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// if this is the left-hand side of score mode, the playfield has the same priority as player 0
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if(has_playfield)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreLeft][c] = (uint8_t)ColourIndex::PlayerMissile0;
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}
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// a final test for 'on top' priority mode: if the playfield or ball are visible, prefer that colour to all others
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if(has_playfield || has_ball)
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{
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colour_mask_by_mode_collision_flags_[(int)ColourMode::OnTop][c] = (uint8_t)ColourIndex::PlayfieldBall;
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}
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}
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}
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void TIA::set_output_mode(Atari2600::TIA::OutputMode output_mode)
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{
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// this is the NTSC phase offset function; see below for PAL
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crt_->set_composite_sampling_function(
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"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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"{"
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"uint c = texture(texID, coordinate).r;"
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"uint y = c & 14u;"
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"uint iPhase = (c >> 4);"
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"float phaseOffset = 6.283185308 * float(iPhase) / 13.0 + 5.074880441076923;"
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"return mix(float(y) / 14.0, step(1, iPhase) * cos(phase + phaseOffset), amplitude);"
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"}");
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/* speaker_->set_input_rate((float)(get_clock_rate() / 38.0));*/
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}
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TIA::~TIA()
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{
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}
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/*void Machine::switch_region()
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{
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// the PAL function
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crt_->set_composite_sampling_function(
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"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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"{"
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"uint c = texture(texID, coordinate).r;"
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"uint y = c & 14u;"
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"uint iPhase = (c >> 4);"
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"uint direction = iPhase & 1u;"
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"float phaseOffset = float(7u - direction) + (float(direction) - 0.5) * 2.0 * float(iPhase >> 1);"
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"phaseOffset *= 6.283185308 / 12.0;"
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"return mix(float(y) / 14.0, step(4, (iPhase + 2u) & 15u) * cos(phase + phaseOffset), amplitude);"
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"}");
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crt_->set_new_timing(228, 312, Outputs::CRT::ColourSpace::YUV, 228, 1, true);
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is_pal_region_ = true;
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speaker_->set_input_rate((float)(get_clock_rate() / 38.0));
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set_clock_rate(PAL_clock_rate);
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}*/
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// justification for +5: "we need to wait at least 71 [clocks] before the HMOVE operation is complete";
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// which will take 16*4 + 2 = 66 cycles from the first compare, implying the first compare must be
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// in five cycles from now
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void TIA::run_for_cycles(int number_of_cycles)
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{
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// if part way through a line, definitely perform a partial, at most up to the end of the line
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if(horizontal_counter_)
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{
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int cycles = std::min(number_of_cycles, cycles_per_line - horizontal_counter_);
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output_for_cycles(cycles);
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number_of_cycles -= cycles;
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}
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// output full lines for as long as possible
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while(number_of_cycles >= cycles_per_line)
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{
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output_line();
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number_of_cycles -= cycles_per_line;
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}
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// partly start a new line if necessary
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if(number_of_cycles)
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{
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output_for_cycles(number_of_cycles);
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}
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}
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void TIA::set_sync(bool sync)
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{
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output_mode_ = (output_mode_ & ~sync_flag) | (sync ? sync_flag : 0);
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}
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void TIA::set_blank(bool blank)
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{
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output_mode_ = (output_mode_ & ~blank_flag) | (blank ? blank_flag : 0);
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}
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void TIA::reset_horizontal_counter()
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{
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}
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int TIA::get_cycles_until_horizontal_blank(unsigned int from_offset)
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{
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return 4 + (cycles_per_line - (horizontal_counter_ + (int)from_offset) % cycles_per_line);
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}
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void TIA::set_background_colour(uint8_t colour)
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{
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colour_palette_[(int)ColourIndex::Background] = colour;
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}
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void TIA::set_playfield(uint16_t offset, uint8_t value)
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{
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switch(offset)
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{
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case 0:
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background_[1] = (background_[1] & 0x0ffff) | ((uint32_t)reverse_table[value & 0xf0] << 16);
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background_[0] = (background_[0] & 0xffff0) | (uint32_t)(value >> 4);
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break;
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case 1:
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background_[1] = (background_[1] & 0xf00ff) | ((uint32_t)value << 8);
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background_[0] = (background_[0] & 0xff00f) | ((uint32_t)reverse_table[value] << 4);
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break;
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case 2:
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background_[1] = (background_[1] & 0xfff00) | reverse_table[value];
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background_[0] = (background_[0] & 0x00fff) | ((uint32_t)value << 12);
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break;
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}
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}
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void TIA::set_playfield_control_and_ball_size(uint8_t value)
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{
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background_half_mask_ = value & 1;
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switch(value & 6)
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{
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case 0:
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playfield_priority_ = PlayfieldPriority::Standard;
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break;
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case 2:
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playfield_priority_ = PlayfieldPriority::Score;
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break;
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case 4:
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case 6:
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playfield_priority_ = PlayfieldPriority::OnTop;
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break;
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}
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}
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void TIA::set_playfield_ball_colour(uint8_t colour)
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{
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colour_palette_[(int)ColourIndex::PlayfieldBall] = colour;
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}
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void TIA::set_player_number_and_size(int player, uint8_t value)
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{
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switch(value & 7)
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{
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case 0: case 1: case 2: case 3: case 4:
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player_[player].size = 0;
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player_[player].copy_flags = value & 7;
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break;
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case 5:
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player_[player].size = 1;
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player_[player].copy_flags = 0;
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break;
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case 6:
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player_[player].size = 0;
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player_[player].copy_flags = 7;
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break;
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case 7:
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player_[player].size = 2;
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player_[player].copy_flags = 0;
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break;
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}
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missile_[player].size = (value >> 4)&3;
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}
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void TIA::set_player_graphic(int player, uint8_t value)
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{
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player_[player].graphic = value;
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}
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void TIA::set_player_reflected(int player, bool reflected)
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{
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player_[player].reverse_mask = reflected ? 7 : 0;
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}
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void TIA::set_player_delay(int player, bool delay)
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{
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// TODO
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}
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void TIA::set_player_position(int player)
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{
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player_[player].position = ((horizontal_counter_ - first_pixel_cycle) + 6)%160;
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}
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void TIA::set_player_motion(int player, uint8_t motion)
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{
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player_[player].motion = motion >> 4;
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}
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void TIA::set_player_missile_colour(int player, uint8_t colour)
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{
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colour_palette_[(int)ColourIndex::PlayerMissile0 + player] = colour;
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}
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void TIA::set_missile_enable(int missile, bool enabled)
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{
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}
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void TIA::set_missile_position(int missile)
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{
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}
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void TIA::set_missile_position_to_player(int missile)
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{
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}
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void TIA::set_missile_motion(int missile, uint8_t motion)
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{
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}
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void TIA::set_ball_enable(bool enabled)
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{
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}
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void TIA::set_ball_delay(bool delay)
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{
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}
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void TIA::set_ball_position()
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{
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}
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void TIA::set_ball_motion(uint8_t motion)
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{
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}
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void TIA::move()
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{
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}
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void TIA::clear_motion()
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{
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}
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uint8_t TIA::get_collision_flags(int offset)
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{
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return (uint8_t)((collision_flags_ >> (offset << 1)) << 6) & 0xc0;
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}
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void TIA::clear_collision_flags()
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{
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collision_flags_ = 0;
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}
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void TIA::output_for_cycles(int number_of_cycles)
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{
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/*
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Line timing is oriented around 0 being the start of the right-hand side vertical blank;
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a wsync synchronises the CPU to horizontal_counter_ = 0. All timing below is in terms of the
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NTSC colour clock.
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Therefore, each line is composed of:
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16 cycles: blank ; -> 16
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16 cycles: sync ; -> 32
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16 cycles: colour burst ; -> 48
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20 cycles: blank ; -> 68
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8 cycles: blank or pixels, depending on whether the blank extend bit is set
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152 cycles: pixels
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*/
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int output_cursor = horizontal_counter_;
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horizontal_counter_ += number_of_cycles;
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#define Period(function, target) \
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if(output_cursor < target) \
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{ \
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if(horizontal_counter_ <= target) \
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{ \
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crt_->function((unsigned int)((horizontal_counter_ - output_cursor) * 2)); \
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horizontal_counter_ %= cycles_per_line; \
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return; \
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} \
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else \
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{ \
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crt_->function((unsigned int)((target - output_cursor) * 2)); \
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output_cursor = target; \
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} \
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}
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switch(output_mode_)
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{
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default:
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Period(output_blank, 16)
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Period(output_sync, 32)
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Period(output_default_colour_burst, 48)
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Period(output_blank, 68)
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break;
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case sync_flag:
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case sync_flag | blank_flag:
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Period(output_sync, 16)
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Period(output_blank, 32)
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Period(output_default_colour_burst, 48)
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Period(output_sync, 228)
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break;
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}
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if(output_mode_ & blank_flag)
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{
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if(pixel_target_)
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{
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output_pixels(pixels_start_location_, output_cursor);
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crt_->output_data((unsigned int)(output_cursor - pixels_start_location_) * 2, 2);
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pixel_target_ = nullptr;
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pixels_start_location_ = 0;
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}
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int duration = std::min(228, horizontal_counter_) - output_cursor;
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crt_->output_blank((unsigned int)(duration * 2));
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}
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else
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{
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if(!pixels_start_location_)
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{
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pixels_start_location_ = output_cursor;
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pixel_target_ = crt_->allocate_write_area(160);
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}
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// accumulate an OR'dversion of the output into the collision buffer
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draw_playfield(output_cursor, horizontal_counter_);
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// convert that into pixels
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if(pixel_target_) output_pixels(output_cursor, horizontal_counter_);
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// accumulate collision flags
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while(output_cursor < horizontal_counter_)
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{
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collision_flags_ |= collision_flags_by_buffer_vaules_[collision_buffer_[output_cursor - first_pixel_cycle]];
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output_cursor++;
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}
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if(horizontal_counter_ == cycles_per_line)
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{
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crt_->output_data((unsigned int)(output_cursor - pixels_start_location_) * 2, 2);
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pixel_target_ = nullptr;
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pixels_start_location_ = 0;
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}
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}
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horizontal_counter_ %= cycles_per_line;
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}
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void TIA::output_pixels(int start, int end)
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{
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int target_position = start - pixels_start_location_;
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if(playfield_priority_ == PlayfieldPriority::Score)
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{
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while(start < end && start < first_pixel_cycle + 80)
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{
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uint8_t buffer_value = collision_buffer_[start - first_pixel_cycle];
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pixel_target_[target_position] = colour_palette_[colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreLeft][buffer_value]];
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start++;
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target_position++;
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}
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while(start < end)
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{
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uint8_t buffer_value = collision_buffer_[start - first_pixel_cycle];
|
|
pixel_target_[target_position] = colour_palette_[colour_mask_by_mode_collision_flags_[(int)ColourMode::ScoreRight][buffer_value]];
|
|
start++;
|
|
target_position++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int table_index = (int)((playfield_priority_ == PlayfieldPriority::Standard) ? ColourMode::Standard : ColourMode::OnTop);
|
|
while(start < end)
|
|
{
|
|
uint8_t buffer_value = collision_buffer_[start - first_pixel_cycle];
|
|
pixel_target_[target_position] = colour_palette_[colour_mask_by_mode_collision_flags_[table_index][buffer_value]];
|
|
start++;
|
|
target_position++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void TIA::output_line()
|
|
{
|
|
switch(output_mode_)
|
|
{
|
|
default:
|
|
// TODO: optimise special case
|
|
output_for_cycles(cycles_per_line);
|
|
break;
|
|
case sync_flag:
|
|
case sync_flag | blank_flag:
|
|
crt_->output_sync(32);
|
|
crt_->output_blank(32);
|
|
crt_->output_sync(392);
|
|
break;
|
|
case blank_flag:
|
|
crt_->output_blank(32);
|
|
crt_->output_sync(32);
|
|
crt_->output_default_colour_burst(32);
|
|
crt_->output_blank(360);
|
|
break;
|
|
}
|
|
}
|
|
|
|
#pragma mark - Background and playfield
|
|
|
|
void TIA::draw_playfield(int start, int end)
|
|
{
|
|
int position = start;
|
|
while(position < end)
|
|
{
|
|
int offset = (position - first_pixel_cycle) >> 2;
|
|
collision_buffer_[position - first_pixel_cycle] = (background_[(offset/20)&background_half_mask_] >> (offset%20))&1;
|
|
position++;
|
|
}
|
|
}
|