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RESMPx bug #947

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thrust26 opened this issue Dec 19, 2022 · 3 comments
Open

RESMPx bug #947

thrust26 opened this issue Dec 19, 2022 · 3 comments
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@thrust26
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thrust26 commented Dec 19, 2022

When doing the following each frame:

    lda     #2
    sta     RESMP0
    sta     RESMP1
    lda     #0
    sta     RESMP0
    sta     RESMP1
    sta     WSYNC
    SLEEP   45
    sta     RESP0
    sta     RESP1
    sta     RESBL

Then Stella positions the missiles at the center of their players (right of the middle of the screen). While on my console they remain at the very left.

@thrust26 thrust26 added the bug label Dec 19, 2022
@thrust26 thrust26 added this to the Prio 1 milestone Dec 19, 2022
@sa666666
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Possibly related to #213? Also would be nice to look at that issue again too.

@thrust26
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Thanks for the reminder. Yes, could well be related.

@thrust26
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thrust26 commented Jan 13, 2024

@DirtyHairy I don't think this (from Andrew Towers' notes) is implemented yet, right?

The Missile-to-player reset is implemented by resetting the M0
counter when the P0 graphics scan counter is at %100 (in the middle
of drawing the player graphics) AND the main copy of P0 is being
drawn
(ie the missile counter will not be reset when a subsequent
copy is drawn, if any). This second condition is generated from a
latch outputting [FSTOB] that is reset when the P0 counter wraps
around, and set when the START signal is decoded for a 'close',
'medium' or 'far' copy of P0.

Maybe that explains the problem?

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