This screen shot might not look that different from the last one, but that 4 pixel wide ball was a pain in the ass to get working! Thanks to some help from Dan Boris I was able to figure it out though... The problem was with the ball horizontal counter, which was counting one more count on every line than it should have been.
It turns out that because the propagation delays between the chips are greater than the width of a clock pulse, the horizontal counter is disabled for an extra clock cycle. Since I had not designed the simulator to take gate delays into account, this was a problem... Fortunately I was able to redesign it without taking too much of a speed hit. I also found a few bugs, fixed them, and hooked up the score counters, so the simulator is actually playable now. :)
Hopefully I'll be able to release this sometime in the next month or so...
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