mirror of https://github.com/stella-emu/stella.git
TIA tab: document old / new registers and delay queue.
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@ -732,7 +732,26 @@ course, you can clear all the collisions with the CXCLR Strobe button.</p>
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drawn in the current color. Changing a color register will change the
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drawn in the current color. Changing a color register will change the
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color of this rectangle.</p>
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color of this rectangle.</p>
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<p> <b>FIXME</b> - Christian and Thomas, you probably want to add something here ...</p>
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<p>Both player graphics registers (GRP0 and GRP1) come in two versions:
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a "new" and an "old" register. Writing GRP0 updates the value in the "new"
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version of GRP0 and, at the same time, copies the value in the "new" GRP1
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register into its "old" counterpart. Writing to GRP1 behaves the same way,
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with the roles of GRP0 and GRP1 switched. The debugger shows both registers,
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the "old" register being located below the "new" one. If VDEL is off, the
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TIA displays the content of the "new" register, and the debugger tab reflects
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this by crossing out the old register. If VDEL is enabled, the TIA displays
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the "old" register, and the lines are removed in the tab.</p>
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<p>The "enable ball" register (ENABL) also comes in a "new" and an "old"
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version. The content of "new" is copied into "old" on writes to GRP1, and
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VDELBL selects the register that is used to control the ball. This is
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visualized in the debugger in the same way as the two copies of GRP0 and
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GRP1</p>
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<p>For many registers, writes don't take effect immediatelly as the
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TIA takes some color clocks to change state. In Stella's TIA core, this
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is implemented by queueing the writes, and the contents of this queue
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are visualized in the debugger in the queued writes area of the TIA tab.</p>
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<!-- ///////////////////////////////////////////////////////////////////////// -->
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<!-- ///////////////////////////////////////////////////////////////////////// -->
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<br>
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<br>
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