feat: Hermite resampling, sprite shift registers, controller open bus
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#3 audio.rs: replace linear interpolation with Catmull-Rom Hermite cubic. Stores prev_sample as p0 control point; m1=(p2-p0)/2, m2=(p2-p1)/2 tangents give continuous first derivative across batch boundaries. #4 ppu: add per-slot sprite shift registers (spr_shift_lo/hi, spr_x_counter, spr_attr_latch). load_sprite_shifters fetches pattern bytes with h-flip at dot 1 of each visible scanline. sprite_pixel_from_shifters replaces the per-pixel OAM scan; sprite-0 hit detection integrated into the shifter path. #5 joypad.rs: format_controller_read now preserves bits 1-5,7 as open bus (!0x41 mask) instead of zeroing bits 1-4, matching NES hardware behaviour.
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@@ -67,8 +67,11 @@ impl NativeBus {
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}
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fn format_controller_read(&self, bit: u8) -> u8 {
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// Controller reads expose serial data in bit0, keep bit6 high, and
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// preserve open-bus upper bits.
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(self.cpu_open_bus & 0xE0) | 0x40 | (bit & 1)
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// The NES controller port drives only bit 0 (serial data); bit 6 is
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// held high by a pull-up on the expansion connector. All other bits
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// (1-5, 7) float and retain whatever is currently on the CPU data bus
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// (open bus). !0x41 clears bits 6 and 0 so we can OR in their
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// canonical values without corrupting any open-bus bits.
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(self.cpu_open_bus & !0x41u8) | 0x40 | (bit & 1)
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}
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}
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