side channel buffer not big enough for the RUN/HALT commands sent by the
rewind slider
screen will not draw partial screens and pixel cursor when rewind slider
is being used
rather than taking a snapshot of the reflection system, rewind replays
the emulation from the previous frame. this is a considerable saving
in memory. it also allows us to remove the signal history from the
television state information saved by the rewind system. this is also a
significant memory saving.
more efficient memory use possible I think by saving every other frame
or every third frame and allowing the emulation to run to fill in the
interim frames. this would require folding the input recording system
into the rewind system.
TIMELINE <n> function doesn't work as required just yet
screen refresh could be better on rewind plumbing
occasional deadlock when moving rewind slider
(this version is exceedingly memory heavy. including tv signal and
reflection history in the rewind system is a mistake. work will now
concentrate on the rewind system storing VCS state only and recreating
the tv/reflection signal when a state is restored.)
line terminal debugging still works but without a GUI (for now). will
replace with an ASCII GUI and display in the future.
add gui.Stub to ease transition.
television signal history array is static
PixelRenderer.SetPixel() now expects an augment SignalAttributes
instance. Color is indexed by the PixelRenderer implementation. SDLImgui
implementation now stores copy of specification for speed.
PixelRefresher folded into PixelRenderer. SetPixel() should be called
between two calls UpdatingPixles(true) and UpdatingPixels(false) for all
PixelRenderer implementations - whether it does anything or not.
- 3e
- 3e+
- cbs
- df
- dpc
- dpc+
- mnetwork
- parker bros.
- supercharger
- tigervision
reworked atari cartridge implementations
plusrom passed through all Snapshot() and Plumb() calls to the child
mapper as normal. it adds nothing additional to the saved state.
emulation is halted (temporarily) when slider is moved and will resume
again when slider is released, from the new rewind position.
stored state information is copied and assigned to the emulation, rather
than just pointing the emulation to the stored copies. the old way
worked but running the machine could then clobber what was stored in the
rewind structures.
updates attached pixelrenderers. added Refresh() function and added
'refreshing' flag to SetPixel()
cpu and tia memory references updated on rewind
fixed rewind.Append()