| 1 | //============================================================================ |
| 2 | // |
| 3 | // SSSS tt lll lll |
| 4 | // SS SS tt ll ll |
| 5 | // SS tttttt eeee ll ll aaaa |
| 6 | // SSSS tt ee ee ll ll aa |
| 7 | // SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator" |
| 8 | // SS SS tt ee ll ll aa aa |
| 9 | // SSSS ttt eeeee llll llll aaaaa |
| 10 | // |
| 11 | // Copyright (c) 1995-2019 by Bradford W. Mott, Stephen Anthony |
| 12 | // and the Stella Team |
| 13 | // |
| 14 | // See the file "License.txt" for information on usage and redistribution of |
| 15 | // this file, and for a DISCLAIMER OF ALL WARRANTIES. |
| 16 | //============================================================================ |
| 17 | |
| 18 | #ifndef TIA_BALL |
| 19 | #define TIA_BALL |
| 20 | |
| 21 | #include "Serializable.hxx" |
| 22 | #include "bspf.hxx" |
| 23 | #include "TIAConstants.hxx" |
| 24 | |
| 25 | class TIA; |
| 26 | |
| 27 | class Ball : public Serializable |
| 28 | { |
| 29 | public: |
| 30 | |
| 31 | /** |
| 32 | The collision mask is injected at construction |
| 33 | */ |
| 34 | explicit Ball(uInt32 collisionMask); |
| 35 | |
| 36 | public: |
| 37 | |
| 38 | /** |
| 39 | Set the TIA instance |
| 40 | */ |
| 41 | void setTIA(TIA* tia) { myTIA = tia; } |
| 42 | |
| 43 | /** |
| 44 | Reset to initial state. |
| 45 | */ |
| 46 | void reset(); |
| 47 | |
| 48 | /** |
| 49 | ENABL write. |
| 50 | */ |
| 51 | void enabl(uInt8 value); |
| 52 | |
| 53 | /** |
| 54 | HMBL write. |
| 55 | */ |
| 56 | void hmbl(uInt8 value); |
| 57 | |
| 58 | /** |
| 59 | RESBL write. |
| 60 | */ |
| 61 | void resbl(uInt8 counter); |
| 62 | |
| 63 | /** |
| 64 | CTRLPF write. |
| 65 | */ |
| 66 | void ctrlpf(uInt8 value); |
| 67 | |
| 68 | /** |
| 69 | VDELBL write. |
| 70 | */ |
| 71 | void vdelbl(uInt8 value); |
| 72 | |
| 73 | /** |
| 74 | Enable / disable ball display (debugging only, not used during normal emulation). |
| 75 | */ |
| 76 | void toggleEnabled(bool enabled); |
| 77 | |
| 78 | /** |
| 79 | Enable / disable ball collisions (debugging only, not used during normal emulation). |
| 80 | */ |
| 81 | void toggleCollisions(bool enabled); |
| 82 | |
| 83 | /** |
| 84 | Set color PF. |
| 85 | */ |
| 86 | void setColor(uInt8 color); |
| 87 | |
| 88 | /** |
| 89 | Set the color used in "debug colors" mode. |
| 90 | */ |
| 91 | void setDebugColor(uInt8 color); |
| 92 | |
| 93 | /** |
| 94 | Enable "debug colors" mode. |
| 95 | */ |
| 96 | |
| 97 | void enableDebugColors(bool enabled); |
| 98 | |
| 99 | /** |
| 100 | Update internal state to use the color loss palette. |
| 101 | */ |
| 102 | void applyColorLoss(); |
| 103 | |
| 104 | /** |
| 105 | Switch to "inverted phase" mode. This mode emulates the phase shift |
| 106 | between movement and ordinary clock pulses that is exhibited by some |
| 107 | TIA revisions and that give rise to glitches like the infamous Cool |
| 108 | Aid Man bug on some Jr. models. |
| 109 | */ |
| 110 | void setInvertedPhaseClock(bool enable); |
| 111 | |
| 112 | /** |
| 113 | Start movement --- this is triggered by strobing HMOVE. |
| 114 | */ |
| 115 | void startMovement(); |
| 116 | |
| 117 | /** |
| 118 | Notify ball of line change. |
| 119 | */ |
| 120 | void nextLine(); |
| 121 | |
| 122 | /** |
| 123 | Is the ball visible? This is determined by looking at bit 15 |
| 124 | of the collision mask. |
| 125 | */ |
| 126 | bool isOn() const { return (collision & 0x8000); } |
| 127 | |
| 128 | /** |
| 129 | Get the current color. |
| 130 | */ |
| 131 | uInt8 getColor() const { return myColor; } |
| 132 | |
| 133 | /** |
| 134 | Shuffle the enabled flag. This is called in VDELBL mode when GRP1 is |
| 135 | written (with a delay of one cycle). |
| 136 | */ |
| 137 | void shuffleStatus(); |
| 138 | |
| 139 | /** |
| 140 | Calculate the sprite position from the counter. Used by the debugger only. |
| 141 | */ |
| 142 | uInt8 getPosition() const; |
| 143 | |
| 144 | /** |
| 145 | Set the counter and place the sprite at a specified position. Used by the debugger |
| 146 | only. |
| 147 | */ |
| 148 | void setPosition(uInt8 newPosition); |
| 149 | |
| 150 | /** |
| 151 | Get the "old" and "new" values of the enabled flag. Used by the debuggger only. |
| 152 | */ |
| 153 | bool getENABLOld() const { return myIsEnabledOld; } |
| 154 | bool getENABLNew() const { return myIsEnabledNew; } |
| 155 | |
| 156 | /** |
| 157 | Directly set the "old" value of the enabled flag. Used by the debugger only. |
| 158 | */ |
| 159 | void setENABLOld(bool enabled); |
| 160 | |
| 161 | /** |
| 162 | Serializable methods (see that class for more information). |
| 163 | */ |
| 164 | bool save(Serializer& out) const override; |
| 165 | bool load(Serializer& in) override; |
| 166 | |
| 167 | /** |
| 168 | Process a single movement tick. Inline for performance (implementation below). |
| 169 | */ |
| 170 | inline void movementTick(uInt32 clock, bool hblank); |
| 171 | |
| 172 | /** |
| 173 | Tick one color clock. Inline for performance (implementation below). |
| 174 | */ |
| 175 | inline void tick(bool isReceivingRegularClock = true); |
| 176 | |
| 177 | public: |
| 178 | |
| 179 | /** |
| 180 | 16 bit Collision mask. Each sprite is represented by a single bit in the mask |
| 181 | (1 = active, 0 = inactive). All other bits are always 1. The highest bit is |
| 182 | abused to store visibility (as the actual collision bit will always be zero |
| 183 | if collisions are disabled). |
| 184 | */ |
| 185 | uInt32 collision; |
| 186 | |
| 187 | /** |
| 188 | The movement flag. This corresponds to the state of the movement latch for |
| 189 | this sprite --- true while movement is active and ticks are still propagated |
| 190 | to the counters, false otherwise. |
| 191 | */ |
| 192 | bool isMoving; |
| 193 | |
| 194 | private: |
| 195 | |
| 196 | /** |
| 197 | Recalculate enabled / disabled state. This is not the same as the enabled / disabled |
| 198 | flag, but rather calculated from the flag and the corresponding debug setting. |
| 199 | */ |
| 200 | void updateEnabled(); |
| 201 | |
| 202 | /** |
| 203 | Recalculate ball color based on COLUPF, debug colors, color loss, etc. |
| 204 | */ |
| 205 | void applyColors(); |
| 206 | |
| 207 | private: |
| 208 | |
| 209 | /** |
| 210 | Offset of the render counter when rendering starts. Actual display starts at zero, |
| 211 | so this amounts to a delay. |
| 212 | */ |
| 213 | enum Count: Int8 { |
| 214 | renderCounterOffset = -4 |
| 215 | }; |
| 216 | |
| 217 | private: |
| 218 | |
| 219 | /** |
| 220 | Collision mask values for active / inactive states. Disabling collisions |
| 221 | will change those. |
| 222 | */ |
| 223 | uInt32 myCollisionMaskDisabled; |
| 224 | uInt32 myCollisionMaskEnabled; |
| 225 | |
| 226 | /** |
| 227 | Color value calculated by applyColors(). |
| 228 | */ |
| 229 | uInt8 myColor; |
| 230 | |
| 231 | /** |
| 232 | Color configured by COLUPF |
| 233 | */ |
| 234 | uInt8 myObjectColor; |
| 235 | |
| 236 | /** |
| 237 | Color for debug mode. |
| 238 | */ |
| 239 | uInt8 myDebugColor; |
| 240 | |
| 241 | /** |
| 242 | Debug mode enabled? |
| 243 | */ |
| 244 | bool myDebugEnabled; |
| 245 | |
| 246 | /** |
| 247 | "old" and "new" values of the enabled flag. |
| 248 | */ |
| 249 | bool myIsEnabledOld; |
| 250 | bool myIsEnabledNew; |
| 251 | |
| 252 | /** |
| 253 | Actual value of the enabled flag. Determined from the "old" and "new" values |
| 254 | VDEL, debug settings etc. |
| 255 | */ |
| 256 | bool myIsEnabled; |
| 257 | |
| 258 | /** |
| 259 | Is the sprite turned off in the debugger? |
| 260 | */ |
| 261 | bool myIsSuppressed; |
| 262 | |
| 263 | /** |
| 264 | Is VDEL active? |
| 265 | */ |
| 266 | bool myIsDelaying; |
| 267 | |
| 268 | /** |
| 269 | Is the ball sprite signal currently active? |
| 270 | */ |
| 271 | bool mySignalActive; |
| 272 | |
| 273 | /** |
| 274 | HMM clocks before movement stops. Changed by writing to HMBL. |
| 275 | */ |
| 276 | uInt8 myHmmClocks; |
| 277 | |
| 278 | /** |
| 279 | The sprite counter |
| 280 | */ |
| 281 | uInt8 myCounter; |
| 282 | |
| 283 | /** |
| 284 | Ball width, as configured by CTRLPF. |
| 285 | */ |
| 286 | uInt8 myWidth; |
| 287 | |
| 288 | /** |
| 289 | Effective width used for drawing. This is usually the same as myWidth, |
| 290 | but my differ in starfield mode. |
| 291 | */ |
| 292 | uInt8 myEffectiveWidth; |
| 293 | |
| 294 | /** |
| 295 | The value of the counter value at which the last movement tick occurred. This is |
| 296 | used for simulating the starfield pattern. |
| 297 | */ |
| 298 | uInt8 myLastMovementTick; |
| 299 | |
| 300 | /** |
| 301 | Are we currently rendering? This is latched when the counter hits it decode value, |
| 302 | or when RESBL is strobed. It is turned off once the render counter reaches its |
| 303 | maximum (i.e. when the sprite has been fully displayed). |
| 304 | */ |
| 305 | bool myIsRendering; |
| 306 | |
| 307 | /** |
| 308 | Rendering counter. It starts counting (below zero) when the counter hits the decode value, |
| 309 | and the actual signal becomes active once it reaches 0. |
| 310 | */ |
| 311 | Int8 myRenderCounter; |
| 312 | |
| 313 | /** |
| 314 | This memorizes a movement tick outside HBLANK in inverted clock mode. It is latched |
| 315 | durin ::movementTick() and processed during ::tick() where it inhibits the clock |
| 316 | pulse. |
| 317 | */ |
| 318 | bool myInvertedPhaseClock; |
| 319 | |
| 320 | /** |
| 321 | Use "inverted movement clock phase" mode? This emulates an idiosyncracy of several |
| 322 | newer TIA revisions (see the setter above for a deeper explanation). |
| 323 | */ |
| 324 | bool myUseInvertedPhaseClock; |
| 325 | |
| 326 | /** |
| 327 | TIA instance. Required for flushing the line cache and requesting collision updates. |
| 328 | */ |
| 329 | TIA* myTIA; |
| 330 | |
| 331 | private: |
| 332 | Ball() = delete; |
| 333 | Ball(const Ball&) = delete; |
| 334 | Ball(Ball&&) = delete; |
| 335 | Ball& operator=(const Ball&) = delete; |
| 336 | Ball& operator=(Ball&&); |
| 337 | }; |
| 338 | |
| 339 | // ############################################################################ |
| 340 | // Implementation |
| 341 | // ############################################################################ |
| 342 | |
| 343 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 344 | void Ball::movementTick(uInt32 clock, bool hblank) |
| 345 | { |
| 346 | myLastMovementTick = myCounter; |
| 347 | |
| 348 | // Stop movement once the number of clocks according to HMBL is reached |
| 349 | if (clock == myHmmClocks) |
| 350 | isMoving = false; |
| 351 | |
| 352 | if(isMoving) |
| 353 | { |
| 354 | // Process the tick if we are in hblank. Otherwise, the tick is either masked |
| 355 | // by an ordinary tick or merges two consecutive ticks into a single tick (inverted |
| 356 | // movement clock phase mode). |
| 357 | if (hblank) tick(false); |
| 358 | |
| 359 | // Track a tick outside hblank for later processing |
| 360 | myInvertedPhaseClock = !hblank; |
| 361 | } |
| 362 | } |
| 363 | |
| 364 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| 365 | void Ball::tick(bool isReceivingRegularClock) |
| 366 | { |
| 367 | // If we are in inverted movement clock phase mode and a movement tick occurred, it |
| 368 | // will supress the tick. |
| 369 | if(myUseInvertedPhaseClock && myInvertedPhaseClock) |
| 370 | { |
| 371 | myInvertedPhaseClock = false; |
| 372 | return; |
| 373 | } |
| 374 | |
| 375 | // Turn on the signal if the render counter reaches the threshold |
| 376 | mySignalActive = myIsRendering && myRenderCounter >= 0; |
| 377 | |
| 378 | // Consider enabled status and the signal to determine visibility (as represented |
| 379 | // by the collision mask) |
| 380 | collision = (mySignalActive && myIsEnabled) ? myCollisionMaskEnabled : myCollisionMaskDisabled; |
| 381 | |
| 382 | // Regular clock pulse during movement -> starfield mode |
| 383 | bool starfieldEffect = isMoving && isReceivingRegularClock; |
| 384 | |
| 385 | // Decode value that triggers rendering |
| 386 | if (myCounter == 156) { |
| 387 | myIsRendering = true; |
| 388 | myRenderCounter = renderCounterOffset; |
| 389 | |
| 390 | // What follows is an effective description of ball width in starfield mode. |
| 391 | uInt8 starfieldDelta = (myCounter + TIAConstants::H_PIXEL - myLastMovementTick) % 4; |
| 392 | if (starfieldEffect && starfieldDelta == 3 && myWidth < 4) ++myRenderCounter; |
| 393 | |
| 394 | switch (starfieldDelta) { |
| 395 | case 3: |
| 396 | myEffectiveWidth = myWidth == 1 ? 2 : myWidth; |
| 397 | break; |
| 398 | |
| 399 | case 2: |
| 400 | myEffectiveWidth = 0; |
| 401 | break; |
| 402 | |
| 403 | default: |
| 404 | myEffectiveWidth = myWidth; |
| 405 | break; |
| 406 | } |
| 407 | |
| 408 | } else if (myIsRendering && ++myRenderCounter >= (starfieldEffect ? myEffectiveWidth : myWidth)) |
| 409 | myIsRendering = false; |
| 410 | |
| 411 | if (++myCounter >= TIAConstants::H_PIXEL) |
| 412 | myCounter = 0; |
| 413 | } |
| 414 | |
| 415 | #endif // TIA_BALL |
| 416 | |