Intellivision collision detection
Heavy calculating happening here. Needs optimization but is functional.
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61112a0027
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@ -422,8 +422,6 @@ namespace BizHawk.Emulation.Cores.Intellivision
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public void Mobs()
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{
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// fill the frame buffer with graphics for each of the 8 mobs
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ushort x;
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ushort y;
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ushort attr;
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@ -459,8 +457,6 @@ namespace BizHawk.Emulation.Cores.Intellivision
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if (gram)
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card &= 0x3F;
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//pull the data from the card into the mobs array
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for (int j=0;j<8;j++)
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{
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@ -594,7 +590,7 @@ namespace BizHawk.Emulation.Cores.Intellivision
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// by now we have collision information for all 8 mobs and the BG
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// so we can store data in the collision registers here
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/*
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for (int i = 0;i<159;i++)
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{
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for (int j=0;j<192;j++)
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@ -605,27 +601,14 @@ namespace BizHawk.Emulation.Cores.Intellivision
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{
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if (k!=m) // mobs never self interact
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{
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//Register[k + 24] |= (ushort)((Collision[i, j].Bit(k) && Collision[i, j].Bit(m)) ? 1<<m : 0);
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Register[k + 24] |= (ushort)((Collision[i, j].Bit(k) && Collision[i, j].Bit(m)) ? 1<<m : 0);
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}
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}
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}
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// after we check for collision, we can clear that value for the next frame.
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Collision[i, j] = 0;
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}
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}
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*/
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/*
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Console.WriteLine("Collision");
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for (int i=24;i<32;i++)
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{
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Console.WriteLine(i);
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for (int j=0;j<10;j++)
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{
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Console.Write(Register[i].Bit(9-j));
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Console.Write(" ");
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}
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Console.Write('\n');
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}
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*/
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}
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// end of Mobs function, we now have collision and graphics data for the mobs
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