mirror of https://github.com/stella-emu/stella.git
Gobble movement pulse on clock 0.
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@ -167,7 +167,7 @@ class Ball : public Serializable
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/**
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Process a single movement tick. Inline for performance (implementation below).
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*/
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FORCE_INLINE void movementTick(uInt32 clock, bool hblank);
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FORCE_INLINE void movementTick(uInt32 clock, uInt32 hclock, bool hblank);
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/**
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Tick one color clock. Inline for performance (implementation below).
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@ -341,7 +341,7 @@ class Ball : public Serializable
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// ############################################################################
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void Ball::movementTick(uInt32 clock, bool hblank)
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void Ball::movementTick(uInt32 clock, uInt32 hclock, bool hblank)
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{
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myLastMovementTick = myCounter;
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@ -350,7 +350,7 @@ void Ball::movementTick(uInt32 clock, bool hblank)
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// Stop movement once the number of clocks according to HMBL is reached
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if (clock == myHmmClocks)
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isMoving = false;
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else
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else if (hclock != 0)
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{
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// Process the tick if we are in hblank. Otherwise, the tick is either masked
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// by an ordinary tick or merges two consecutive ticks into a single tick (inverted
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@ -149,7 +149,7 @@ void Missile::movementTick(uInt8 clock, uInt8 hclock, bool hblank)
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// Stop movement once the number of clocks according to HMMx is reached
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if(clock == myHmmClocks)
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isMoving = false;
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else
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else if (hclock != 0)
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{
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// Process the tick if we are in hblank. Otherwise, the tick is either masked
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// by an ordinary tick or merges two consecutive ticks into a single tick (inverted
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@ -88,7 +88,7 @@ class Player : public Serializable
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bool save(Serializer& out) const override;
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bool load(Serializer& in) override;
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FORCE_INLINE void movementTick(uInt32 clock, bool hblank);
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FORCE_INLINE void movementTick(uInt32 clock, uInt32 hclock, bool hblank);
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FORCE_INLINE void tick();
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@ -158,14 +158,14 @@ class Player : public Serializable
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// ############################################################################
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void Player::movementTick(uInt32 clock, bool hblank)
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void Player::movementTick(uInt32 clock, uInt32 hclock, bool hblank)
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{
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if(isMoving)
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{
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// Stop movement once the number of clocks according to HMPx is reached
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if (clock == myHmmClocks)
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isMoving = false;
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else
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else if (hclock != 0)
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{
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// Process the tick if we are in hblank. Otherwise, the tick is either masked
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// by an ordinary tick or merges two consecutive ticks into a single tick (inverted
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@ -1558,9 +1558,9 @@ FORCE_INLINE void TIA::tickMovement()
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myMissile0.movementTick(movementCounter, myHctr, hblank);
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myMissile1.movementTick(movementCounter, myHctr, hblank);
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myPlayer0.movementTick(movementCounter, hblank);
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myPlayer1.movementTick(movementCounter, hblank);
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myBall.movementTick(movementCounter, hblank);
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myPlayer0.movementTick(movementCounter, myHctr, hblank);
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myPlayer1.movementTick(movementCounter, myHctr, hblank);
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myBall.movementTick(movementCounter, myHctr, hblank);
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myMovementInProgress =
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myMissile0.isMoving ||
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