//============================================================================
//
//   SSSS    tt          lll  lll
//  SS  SS   tt           ll   ll
//  SS     tttttt  eeee   ll   ll   aaaa
//   SSSS    tt   ee  ee  ll   ll      aa
//      SS   tt   eeeeee  ll   ll   aaaaa  --  "An Atari 2600 VCS Emulator"
//  SS  SS   tt   ee      ll   ll  aa  aa
//   SSSS     ttt  eeeee llll llll  aaaaa
//
// Copyright (c) 1995-2024 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//============================================================================

#include "TIA.hxx"
#include "M6502.hxx"
#include "M6532.hxx"
#include "Control.hxx"
#include "DelayQueueIteratorImpl.hxx"
#include "TIAConstants.hxx"
#include "AudioQueue.hxx"
#include "DispatchResult.hxx"
#include "PhosphorHandler.hxx"
#include "Base.hxx"

enum CollisionMask: uInt16 {
  player0   = 0b0111110000000000,
  player1   = 0b0100001111000000,
  missile0  = 0b0010001000111000,
  missile1  = 0b0001000100100110,
  ball      = 0b0000100010010101,
  playfield = 0b0000010001001011
};

enum Delay: uInt8 {
  hmove = 6,
  pf = 2,
  grp = 1,
  shufflePlayer = 1,
  shuffleBall = 1,
  hmp = 2,
  hmm = 2,
  hmbl = 2,
  hmclr = 2,
  refp = 1,
  enabl = 1,
  enam = 1,
  vblank = 1
};

enum ResxCounter: uInt8 {
  hblank = 159,
  lateHblank = 158,
  frame = 157
};

// This parameter still has room for tuning. If we go lower than 73, long005 will show
// a slight artifact (still have to crosscheck on real hardware), if we go lower than
// 70, the G.I. Joe will show an artifact (hole in roof).
static constexpr uInt8 resxLateHblankThreshold = TIAConstants::H_CYCLES - 3;

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TIA::TIA(ConsoleIO& console, const ConsoleTimingProvider& timingProvider,
         Settings& settings, const onPhosphorCallback& callback)
  : myConsole{console},
    myTimingProvider{timingProvider},
    mySettings{settings},
    myPlayfield{~CollisionMask::playfield & 0x7FFF},
    myMissile0{~CollisionMask::missile0 & 0x7FFF},
    myMissile1{~CollisionMask::missile1 & 0x7FFF},
    myPlayer0{~CollisionMask::player0 & 0x7FFF},
    myPlayer1{~CollisionMask::player1 & 0x7FFF},
    myBall{~CollisionMask::ball & 0x7FFF},
    myPhosphorCallback{callback}
{
  myBackground.setTIA(this);
  myPlayfield.setTIA(this);
  myPlayer0.setTIA(this);
  myPlayer1.setTIA(this);
  myMissile0.setTIA(this);
  myMissile1.setTIA(this);
  myBall.setTIA(this);

  initialize();
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setFrameManager(AbstractFrameManager* frameManager, bool layoutDetector)
{
  clearFrameManager();

  myFrameManager = frameManager;
  myIsLayoutDetector = layoutDetector;

  myFrameManager->setHandlers(
    [this] () {
      onFrameStart();
    },
    [this] () {
      onFrameComplete();
    }
  );

  myFrameManager->enableJitter(myEnableJitter);
  myFrameManager->setJitterSensitivity(myJitterSensitivity);
  myFrameManager->setJitterRecovery(myJitterRecovery);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setAudioQueue(const shared_ptr<AudioQueue>& queue)
{
  myAudio.setAudioQueue(queue);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setAudioRewindMode(bool enable)
{
  myAudio.setAudioRewindMode(enable);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::clearFrameManager()
{
  if (!myFrameManager) return;

  myFrameManager->clearHandlers();

  myFrameManager = nullptr;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::initialize()
{
  myHctr = 0;
  myMovementInProgress = false;
  myExtendedHblank = false;
  myMovementClock = 0;
  myPriority = Priority::normal;
  myHstate = HState::blank;
  myCollisionMask = 0;
  myLinesSinceChange = 0;
  myCollisionUpdateRequired = myCollisionUpdateScheduled = false;
  myColorLossEnabled = myColorLossActive = false;
  myColorHBlank = 0;
  myLastCycle = 0;
  mySubClock = 0;
  myHctrDelta = 0;
  myXAtRenderingStart = 0;

  myShadowRegisters.fill(0);

  myBackground.reset();
  myPlayfield.reset();
  myMissile0.reset();
  myMissile1.reset();
  myPlayer0.reset();
  myPlayer1.reset();
  myBall.reset();

  myInput0.reset();
  myInput1.reset();

  myAudio.reset();

  myTimestamp = 0;
  for (AnalogReadout& analogReadout : myAnalogReadouts)
    analogReadout.reset(myTimestamp);

  myDelayQueue.reset();

#ifdef DEBUGGER_SUPPORT
  myCyclesAtFrameStart = 0;
  myFrameWsyncCycles = 0;
#endif

  if (myFrameManager)
    myFrameManager->reset();

  myFrontBufferScanlines = myFrameBufferScanlines = 0;

  myFramesSinceLastRender = 0;

  // Blank the various framebuffers; they may contain graphical garbage
  myBackBuffer.fill(0);
  myFrontBuffer.fill(0);
  myFramebuffer.fill(0);

  // Prepare variables for auto-phosphor
  memset(&myPosP0, 0, sizeof(ObjectPos));
  memset(&myPosP1, 0, sizeof(ObjectPos));
  memset(&myPosM0, 0, sizeof(ObjectPos));
  memset(&myPosM1, 0, sizeof(ObjectPos));
  memset(&myPosBL, 0, sizeof(ObjectPos));
  memset(&myPatPF, 0, sizeof(ObjectGfx));
  myFrameEnd = 0;

  applyDeveloperSettings();

  // Must be done last, after all other items have reset
  const bool devSettings = mySettings.getBool("dev.settings");
  setFixedColorPalette(mySettings.getString("tia.dbgcolors"));
  enableFixedColors(
    mySettings.getBool(devSettings ? "dev.debugcolors" : "plr.debugcolors"));
  // Auto-phosphor settings:
  const string mode = mySettings.getString(PhosphorHandler::SETTING_MODE);
  myAutoPhosphorAutoOn = mode == PhosphorHandler::VALUE_AUTO_ON;
  myAutoPhosphorEnabled = myAutoPhosphorAutoOn || mode == PhosphorHandler::VALUE_AUTO;
  myAutoPhosphorActive = false;
  myFlickerCount = 0;

#ifdef DEBUGGER_SUPPORT
  createAccessArrays();
#endif // DEBUGGER_SUPPORT
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::reset()
{
  // Simply call initialize(); mostly to get around calling a virtual method
  // from the constructor
  initialize();

  if(myRandomize && !mySystem->autodetectMode())
  {
    for(uInt32 i = 0; i < 0x4000; ++i)
    {
      const uInt16 address = mySystem->randGenerator().next() & 0x3F;

      if(address <= 0x2F)
      {
        poke(address, mySystem->randGenerator().next());
        cycle(1 + (mySystem->randGenerator().next() & 7)); // process delay queue
      }
    }
    cycle(76); // just to be sure :)
  }
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::install(System& system)
{
  installDelegate(system, *this);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::installDelegate(System& system, Device& device)
{
  // Remember which system I'm installed in
  mySystem = &system;

  // All accesses are to the given device
  const System::PageAccess access(&device, System::PageAccessType::READWRITE);

  // Map all peek/poke to mirrors of TIA address space to this class
  // That is, all mirrors of ($00 - $3F) in the lower 4K of the 2600
  // address space are mapped here
  for(uInt16 addr = 0; addr < 0x1000; addr += System::PAGE_SIZE)
    if((addr & TIA_BIT) == 0x0000)
      mySystem->setPageAccess(addr, access);

  mySystem->m6502().setOnHaltCallback(
    [this] () {
      onHalt();
    }
  );
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::save(Serializer& out) const
{
  try
  {
    if(!myDelayQueue.save(out))   return false;
    if(!myFrameManager->save(out)) return false;

    if(!myBackground.save(out)) return false;
    if(!myPlayfield.save(out))  return false;
    if(!myMissile0.save(out))   return false;
    if(!myMissile1.save(out))   return false;
    if(!myPlayer0.save(out))    return false;
    if(!myPlayer1.save(out))    return false;
    if(!myBall.save(out))       return false;
    if(!myAudio.save(out))      return false;

    for (const AnalogReadout& analogReadout : myAnalogReadouts)
      if(!analogReadout.save(out)) return false;

    if(!myInput0.save(out)) return false;
    if(!myInput1.save(out)) return false;

    out.putInt(static_cast<int>(myHstate));

    out.putInt(myHctr);
    out.putInt(myHctrDelta);
    out.putInt(myXAtRenderingStart);

    out.putBool(myCollisionUpdateRequired);
    out.putBool(myCollisionUpdateScheduled);
    out.putInt(myCollisionMask);

    out.putInt(myMovementClock);
    out.putBool(myMovementInProgress);
    out.putBool(myExtendedHblank);

    out.putInt(myLinesSinceChange);

    out.putInt(static_cast<int>(myPriority));

    out.putByte(mySubClock);
    out.putLong(myLastCycle);

    out.putByte(mySpriteEnabledBits);
    out.putByte(myCollisionsEnabledBits);

    out.putByte(myColorHBlank);

    out.putLong(myTimestamp);

    out.putByteArray(myShadowRegisters.data(), myShadowRegisters.size());

  #ifdef DEBUGGER_SUPPORT
    out.putLong(myCyclesAtFrameStart);
    out.putLong(myFrameWsyncCycles);
  #endif

    out.putInt(myFrameBufferScanlines);
    out.putInt(myFrontBufferScanlines);

    out.putByte(myPFBitsDelay);
    out.putByte(myPFColorDelay);
    out.putByte(myBKColorDelay);
    out.putByte(myPlSwapDelay);
  }
  catch(...)
  {
    cerr << "ERROR: TIA::save\n";
    return false;
  }

  return true;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::load(Serializer& in)
{
  try
  {
    if(!myDelayQueue.load(in))   return false;
    if(!myFrameManager->load(in)) return false;

    if(!myBackground.load(in)) return false;
    if(!myPlayfield.load(in))  return false;
    if(!myMissile0.load(in))   return false;
    if(!myMissile1.load(in))   return false;
    if(!myPlayer0.load(in))    return false;
    if(!myPlayer1.load(in))    return false;
    if(!myBall.load(in))       return false;
    if(!myAudio.load(in))       return false;

    for (AnalogReadout& analogReadout : myAnalogReadouts)
      if(!analogReadout.load(in)) return false;

    if(!myInput0.load(in)) return false;
    if(!myInput1.load(in)) return false;

    myHstate = static_cast<HState>(in.getInt());

    myHctr = in.getInt();
    myHctrDelta = in.getInt();
    myXAtRenderingStart = in.getInt();

    myCollisionUpdateRequired = in.getBool();
    myCollisionUpdateScheduled = in.getBool();
    myCollisionMask = in.getInt();

    myMovementClock = in.getInt();
    myMovementInProgress = in.getBool();
    myExtendedHblank = in.getBool();

    myLinesSinceChange = in.getInt();

    myPriority = static_cast<Priority>(in.getInt());

    mySubClock = in.getByte();
    myLastCycle = in.getLong();

    mySpriteEnabledBits = in.getByte();
    myCollisionsEnabledBits = in.getByte();

    myColorHBlank = in.getByte();

    myTimestamp = in.getLong();

    in.getByteArray(myShadowRegisters.data(), myShadowRegisters.size());

  #ifdef DEBUGGER_SUPPORT
    myCyclesAtFrameStart = in.getLong();
    myFrameWsyncCycles = in.getLong();
  #endif

    myFrameBufferScanlines = in.getInt();
    myFrontBufferScanlines = in.getInt();

    myPFBitsDelay = in.getByte();
    myPFColorDelay = in.getByte();
    myBKColorDelay = in.getByte();
    myPlSwapDelay = in.getByte();

    // Re-apply dev settings
    applyDeveloperSettings();
  }
  catch(...)
  {
    cerr << "ERROR: TIA::load\n";
    return false;
  }

  return true;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::bindToControllers()
{
  myConsole.leftController().setOnAnalogPinUpdateCallback(
    [this] (Controller::AnalogPin pin) {
      updateEmulation();

      switch (pin) {
        using enum Controller::AnalogPin;
        case Five:
          updateAnalogReadout(1);
          break;

        case Nine:
          updateAnalogReadout(0);
          break;

        default:
          break;  // Not supposed to get here
      }
    }
  );

  myConsole.rightController().setOnAnalogPinUpdateCallback(
    [this] (Controller::AnalogPin pin) {
      updateEmulation();

      switch (pin) {
        using enum Controller::AnalogPin;
        case Five:
          updateAnalogReadout(3);
          break;

        case Nine:
          updateAnalogReadout(2);
          break;

        default:
          break;  // Not supposed to get here
      }
    }
  );

  for (uInt8 i = 0; i < 4; ++i)
    updateAnalogReadout(i);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIA::peek(uInt16 address)
{
  updateEmulation();

  // Start with all bits disabled
  // In some cases both D7 and D6 are used; in other cases only D7 is used
  uInt8 result = 0b0000000;

  switch (address & 0x0F) {
    case CXM0P:
      result = collCXM0P() & 0b11000000;
      break;

    case CXM1P:
      result = collCXM1P() & 0b11000000;
      break;

    case CXP0FB:
      result = collCXP0FB() & 0b11000000;
      break;

    case CXP1FB:
      result = collCXP1FB() & 0b11000000;
      break;

    case CXM0FB:
      result = collCXM0FB() & 0b11000000;
      break;

    case CXM1FB:
      result = collCXM1FB() & 0b11000000;
      break;

    case CXPPMM:
      result = collCXPPMM() & 0b11000000;
      break;

    case CXBLPF:
      result = collCXBLPF() & 0b10000000;
      break;

    case INPT0:
      updateAnalogReadout(0);
      result = myAnalogReadouts[0].inpt(myTimestamp) & 0b10000000;
      break;

    case INPT1:
      updateAnalogReadout(1);
      result = myAnalogReadouts[1].inpt(myTimestamp) & 0b10000000;
      break;

    case INPT2:
      updateAnalogReadout(2);
      result = myAnalogReadouts[2].inpt(myTimestamp) & 0b10000000;
      break;

    case INPT3:
      updateAnalogReadout(3);
      result = myAnalogReadouts[3].inpt(myTimestamp) & 0b10000000;
      break;

    case INPT4:
      result = myInput0.inpt(!myConsole.leftController().read(Controller::DigitalPin::Six))
          & 0b10000000;
      break;

    case INPT5:
      result = myInput1.inpt(!myConsole.rightController().read(Controller::DigitalPin::Six))
          & 0b10000000;
      break;

    default:
      break;
  }

  // Bits D5 .. D0 are floating
  // The options are either to use the last databus value, or use random data
  return result | ((!myTIAPinsDriven ? mySystem->getDataBusState() :
    mySystem->randGenerator().next()) & 0b00111111);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::poke(uInt16 address, uInt8 value)
{
  updateEmulation();

  address &= 0x3F;

  switch (address)
  {
    case WSYNC:
      mySystem->m6502().requestHalt();
      break;

    case RSYNC:
      flushLineCache();
      applyRsync();
      myShadowRegisters[address] = value;
      break;

    case VSYNC:
      myFrameManager->setVsync(value & 0x02, mySystem->cycles());
      myShadowRegisters[address] = value;
      break;

    case VBLANK:
      myInput0.vblank(value);
      myInput1.vblank(value);

      for (AnalogReadout& analogReadout : myAnalogReadouts)
        analogReadout.vblank(value, myTimestamp);
      updateDumpPorts(value);

      myDelayQueue.push(VBLANK, value, Delay::vblank);

      break;

    case AUDV0:
    {
      myAudio.channel0().audv(value);
      myShadowRegisters[address] = value;
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::AUD);
    #endif
      break;
    }

    case AUDV1:
    {
      myAudio.channel1().audv(value);
      myShadowRegisters[address] = value;
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::AUD);
    #endif
      break;
    }

    case AUDF0:
    {
      myAudio.channel0().audf(value);
      myShadowRegisters[address] = value;
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::AUD);
    #endif
      break;
    }

    case AUDF1:
    {
      myAudio.channel1().audf(value);
      myShadowRegisters[address] = value;
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::AUD);
    #endif
      break;
    }

    case AUDC0:
    {
      myAudio.channel0().audc(value);
      myShadowRegisters[address] = value;
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::AUD);
    #endif
      break;
    }

    case AUDC1:
    {
      myAudio.channel1().audc(value);
      myShadowRegisters[address] = value;
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::AUD);
    #endif
      break;
    }

    case HMOVE:
      myDelayQueue.push(HMOVE, value, Delay::hmove);
      break;

    case COLUBK:
    {
      value &= 0xFE;
      if(myBKColorDelay)
        myDelayQueue.push(COLUBK, value, 1);
      else
      {
        myBackground.setColor(value);
        myShadowRegisters[address] = value;
      }
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::BCOL);
    #endif
      break;
    }

    case COLUP0:
    {
      value &= 0xFE;
      myPlayfield.setColorP0(value);
      myMissile0.setColor(value);
      myPlayer0.setColor(value);
      myShadowRegisters[address] = value;
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::COL);
    #endif
      break;
    }

    case COLUP1:
    {
      value &= 0xFE;
      myPlayfield.setColorP1(value);
      myMissile1.setColor(value);
      myPlayer1.setColor(value);
      myShadowRegisters[address] = value;
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::COL);
    #endif
      break;
    }

    case CTRLPF:
      flushLineCache();
      myPriority = (value & 0x04) ? Priority::pfp :
                   (value & 0x02) ? Priority::score : Priority::normal;
      myPlayfield.ctrlpf(value);
      myBall.ctrlpf(value);
      myShadowRegisters[address] = value;
      break;

    case COLUPF:
    {
      flushLineCache();
      value &= 0xFE;
      if(myPFColorDelay)
        myDelayQueue.push(COLUPF, value, 1);
      else
      {
        myPlayfield.setColor(value);
        myBall.setColor(value);
        myShadowRegisters[address] = value;
      }
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::PCOL);
    #endif
      break;
    }

    case PF0:
    {
      myDelayQueue.push(PF0, value, myPFBitsDelay);
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::PGFX);
    #endif
      break;
    }

    case PF1:
    {
      myDelayQueue.push(PF1, value, myPFBitsDelay);
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::PGFX);
    #endif
      break;
    }

    case PF2:
    {
      myDelayQueue.push(PF2, value, myPFBitsDelay);
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::PGFX);
    #endif
      break;
    }

    case ENAM0:
      myDelayQueue.push(ENAM0, value, Delay::enam);
      break;

    case ENAM1:
      myDelayQueue.push(ENAM1, value, Delay::enam);
      break;

    case RESM0:
      flushLineCache();
      myMissile0.resm(resxCounter(), myHstate == HState::blank);
      myShadowRegisters[address] = value;
      break;

    case RESM1:
      flushLineCache();
      myMissile1.resm(resxCounter(), myHstate == HState::blank);
      myShadowRegisters[address] = value;
      break;

    case RESMP0:
      myMissile0.resmp(value, myPlayer0);
      myShadowRegisters[address] = value;
      break;

    case RESMP1:
      myMissile1.resmp(value, myPlayer1);
      myShadowRegisters[address] = value;
      break;

    case NUSIZ0:
      flushLineCache();
      myMissile0.nusiz(value);
      myPlayer0.nusiz(value, myHstate == HState::blank);
      myShadowRegisters[address] = value;
      break;

    case NUSIZ1:
      flushLineCache();
      myMissile1.nusiz(value);
      myPlayer1.nusiz(value, myHstate == HState::blank);
      myShadowRegisters[address] = value;
      break;

    case HMM0:
      myDelayQueue.push(HMM0, value, Delay::hmm);
      break;

    case HMM1:
      myDelayQueue.push(HMM1, value, Delay::hmm);
      break;

    case HMCLR:
      myDelayQueue.push(HMCLR, value, Delay::hmclr);
      break;

    case GRP0:
    {
      myDelayQueue.push(GRP0, value, Delay::grp);
      myDelayQueue.push(DummyRegisters::shuffleP1, 0, myPlSwapDelay);
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::GFX);
    #endif
      break;
    }

    case GRP1:
    {
      myDelayQueue.push(GRP1, value, Delay::grp);
      myDelayQueue.push(DummyRegisters::shuffleP0, 0, myPlSwapDelay);
      myDelayQueue.push(DummyRegisters::shuffleBL, 0, Delay::shuffleBall);
    #ifdef DEBUGGER_SUPPORT
      const uInt16 dataAddr = mySystem->m6502().lastDataAddressForPoke();
      if(dataAddr)
        mySystem->setAccessFlags(dataAddr, Device::GFX);
    #endif
      break;
    }

    case RESP0:
      flushLineCache();
      myPlayer0.resp(resxCounter());
      myShadowRegisters[address] = value;
      break;

    case RESP1:
      flushLineCache();
      myPlayer1.resp(resxCounter());
      myShadowRegisters[address] = value;
      break;

    case REFP0:
      myDelayQueue.push(REFP0, value, Delay::refp);
      break;

    case REFP1:
      myDelayQueue.push(REFP1, value, Delay::refp);
      break;

    case VDELP0:
      myPlayer0.vdelp(value);
      myShadowRegisters[address] = value;
      break;

    case VDELP1:
      myPlayer1.vdelp(value);
      myShadowRegisters[address] = value;
      break;

    case HMP0:
      myDelayQueue.push(HMP0, value, Delay::hmp);
      break;

    case HMP1:
      myDelayQueue.push(HMP1, value, Delay::hmp);
      break;

    case ENABL:
      myDelayQueue.push(ENABL, value, Delay::enabl);
      break;

    case RESBL:
      flushLineCache();
      myBall.resbl(resxCounter());
      myShadowRegisters[address] = value;
      break;

    case VDELBL:
      myBall.vdelbl(value);
      myShadowRegisters[address] = value;
      break;

    case HMBL:
      myDelayQueue.push(HMBL, value, Delay::hmbl);
      break;

    case CXCLR:
      flushLineCache();
      myCollisionMask = 0;
      myShadowRegisters[address] = value;
      break;

    default:
      break;
  }

  return true;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::saveDisplay(Serializer& out) const
{
  try
  {
    out.putByteArray(myFramebuffer.data(), myFramebuffer.size());
    out.putByteArray(myBackBuffer.data(), myBackBuffer.size());
    out.putByteArray(myFrontBuffer.data(), myFrontBuffer.size());
    out.putInt(myFramesSinceLastRender);
  }
  catch(...)
  {
    cerr << "ERROR: TIA::saveDisplay\n";
    return false;
  }

  return true;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::loadDisplay(const Serializer& in)
{
  try
  {
    // Reset frame buffer pointer and data
    in.getByteArray(myFramebuffer.data(), myFramebuffer.size());
    in.getByteArray(myBackBuffer.data(), myBackBuffer.size());
    in.getByteArray(myFrontBuffer.data(), myFrontBuffer.size());
    myFramesSinceLastRender = in.getInt();
  }
  catch(...)
  {
    cerr << "ERROR: TIA::loadDisplay\n";
    return false;
  }

  return true;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::applyDeveloperSettings()
{
  const bool devSettings = mySettings.getBool("dev.settings");
  if(devSettings)
  {
    const bool custom =
      BSPF::equalsIgnoreCase("custom", mySettings.getString("dev.tia.type"));

    setPlInvertedPhaseClock(custom
                            ? mySettings.getBool("dev.tia.plinvphase")
                            : BSPF::equalsIgnoreCase("koolaidman", mySettings.getString("dev.tia.type")));
    setMsInvertedPhaseClock(custom
                            ? mySettings.getBool("dev.tia.msinvphase")
                            : BSPF::equalsIgnoreCase("cosmicark", mySettings.getString("dev.tia.type")));
    setBlInvertedPhaseClock(custom ? mySettings.getBool("dev.tia.blinvphase") : false);
    setPlShortLateHMove(custom
                        ? mySettings.getBool("dev.tia.pllatehmove")
                        : BSPF::equalsIgnoreCase("flashmenu", mySettings.getString("dev.tia.type")));
    setMsShortLateHMove(custom ? mySettings.getBool("dev.tia.mslatehmove") : false);
    setBlShortLateHMove(custom ? mySettings.getBool("dev.tia.bllatehmove") : false);
    setPFBitsDelay(custom
                   ? mySettings.getBool("dev.tia.delaypfbits")
                   : BSPF::equalsIgnoreCase("pesco", mySettings.getString("dev.tia.type")));
    setPFColorDelay(custom
                    ? mySettings.getBool("dev.tia.delaypfcolor")
                    : BSPF::equalsIgnoreCase("quickstep", mySettings.getString("dev.tia.type")));
    setPFScoreGlitch(custom
                     ? mySettings.getBool("dev.tia.pfscoreglitch")
                     : BSPF::equalsIgnoreCase("matchie", mySettings.getString("dev.tia.type")));
    setBKColorDelay(custom
                    ? mySettings.getBool("dev.tia.delaybkcolor")
                    : BSPF::equalsIgnoreCase("indy500", mySettings.getString("dev.tia.type")));
    setPlSwapDelay(custom
                   ? mySettings.getBool("dev.tia.delayplswap")
                   : BSPF::equalsIgnoreCase("heman", mySettings.getString("dev.tia.type")));
    setBlSwapDelay(custom ? mySettings.getBool("dev.tia.delayblswap") : false);
  }
  else
  {
    setPlInvertedPhaseClock(false);
    setMsInvertedPhaseClock(false);
    setBlInvertedPhaseClock(false);
    setPFBitsDelay(false);
    setPFColorDelay(false);
    myPlayfield.setScoreGlitch(false);
    setBKColorDelay(false);
    setPlSwapDelay(false);
    setBlSwapDelay(false);
  }

  myRandomize = mySettings.getBool(devSettings ? "dev.tiarandom" : "plr.tiarandom");
  myTIAPinsDriven = devSettings ? mySettings.getBool("dev.tiadriven") : false;

  myEnableJitter = mySettings.getBool(devSettings ? "dev.tv.jitter" : "plr.tv.jitter");
  myJitterSensitivity = mySettings.getInt(devSettings ? "dev.tv.jitter_sense" : "plr.tv.jitter_sense");
  myJitterRecovery = mySettings.getInt(devSettings ? "dev.tv.jitter_recovery" : "plr.tv.jitter_recovery");

  if(myFrameManager)
    enableColorLoss(mySettings.getBool(devSettings ? "dev.colorloss" : "plr.colorloss"));
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::update(DispatchResult& result, uInt64 maxCycles)
{
  mySystem->m6502().execute(maxCycles, result);

  updateEmulation();
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::renderToFrameBuffer()
{
  if (myFramesSinceLastRender == 0) return;

  myFramesSinceLastRender = 0;

  myFramebuffer = myFrontBuffer;

  myFrameBufferScanlines = myFrontBufferScanlines;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::clearFrameBuffer()
{
  myFramebuffer.fill(0);
  myFrontBuffer.fill(0);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::update(uInt64 maxCycles)
{
  DispatchResult dispatchResult;

  update(dispatchResult, maxCycles);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::enableColorLoss(bool enabled)
{
  const bool allowColorLoss = myTimingProvider() == ConsoleTiming::pal;

  if(allowColorLoss && enabled)
  {
    myColorLossEnabled = true;
    myColorLossActive = myFrameManager->scanlinesLastFrame() & 0x1;
  }
  else
  {
    myColorLossEnabled = myColorLossActive = false;

    myMissile0.applyColorLoss();
    myMissile1.applyColorLoss();
    myPlayer0.applyColorLoss();
    myPlayer1.applyColorLoss();
    myBall.applyColorLoss();
    myPlayfield.applyColorLoss();
    myBackground.applyColorLoss();
  }

  return allowColorLoss;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::electronBeamPos(uInt32& x, uInt32& y) const
{
  const uInt8 clocks = clocksThisLine();

  x = (clocks < TIAConstants::H_BLANK_CLOCKS) ? 0 : clocks - TIAConstants::H_BLANK_CLOCKS;
  y = myFrameManager->getY();

  return isRendering();
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::toggleBit(TIABit b, uInt8 mode)
{
  uInt8 mask = 0;

  switch (mode) {
    case 0:
      mask = 0;
      break;

    case 1:
      mask = b;
      break;

    case 2:
      mask = (~mySpriteEnabledBits & b);
      break;

    default:
      mask = (mySpriteEnabledBits & b);
      break;
  }

  mySpriteEnabledBits = (mySpriteEnabledBits & ~b) | mask;

  myMissile0.toggleEnabled(mySpriteEnabledBits & TIABit::M0Bit);
  myMissile1.toggleEnabled(mySpriteEnabledBits & TIABit::M1Bit);
  myPlayer0.toggleEnabled(mySpriteEnabledBits & TIABit::P0Bit);
  myPlayer1.toggleEnabled(mySpriteEnabledBits & TIABit::P1Bit);
  myBall.toggleEnabled(mySpriteEnabledBits & TIABit::BLBit);
  myPlayfield.toggleEnabled(mySpriteEnabledBits & TIABit::PFBit);

  return mask;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::toggleBits(bool toggle)
{
  toggleBit(TIABit::AllBits, toggle
    ? mySpriteEnabledBits > 0 ? 0 : 1
    : mySpriteEnabledBits);

  return mySpriteEnabledBits;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::toggleCollision(TIABit b, uInt8 mode)
{
  uInt8 mask = 0;

  switch (mode) {
    case 0:
      mask = 0;
      break;

    case 1:
      mask = b;
      break;

    case 2:
      mask = (~myCollisionsEnabledBits & b);
      break;

    default:
      mask = (myCollisionsEnabledBits & b);
      break;
  }

  myCollisionsEnabledBits = (myCollisionsEnabledBits & ~b) | mask;

  myMissile0.toggleCollisions(myCollisionsEnabledBits & TIABit::M0Bit);
  myMissile1.toggleCollisions(myCollisionsEnabledBits & TIABit::M1Bit);
  myPlayer0.toggleCollisions(myCollisionsEnabledBits & TIABit::P0Bit);
  myPlayer1.toggleCollisions(myCollisionsEnabledBits & TIABit::P1Bit);
  myBall.toggleCollisions(myCollisionsEnabledBits & TIABit::BLBit);
  myPlayfield.toggleCollisions(myCollisionsEnabledBits & TIABit::PFBit);

  return mask;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::toggleCollisions(bool toggle)
{
  toggleCollision(TIABit::AllBits, toggle
    ? myCollisionsEnabledBits > 0 ? 0 : 1
    : myCollisionsEnabledBits);

  return myCollisionsEnabledBits;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::enableFixedColors(bool enable)
{
  const int timing = myTimingProvider() == ConsoleTiming::ntsc ? 0
    : myTimingProvider() == ConsoleTiming::pal ? 1 : 2;

  myMissile0.setDebugColor(myFixedColorPalette[timing][FixedObject::M0]);
  myMissile1.setDebugColor(myFixedColorPalette[timing][FixedObject::M1]);
  myPlayer0.setDebugColor(myFixedColorPalette[timing][FixedObject::P0]);
  myPlayer1.setDebugColor(myFixedColorPalette[timing][FixedObject::P1]);
  myBall.setDebugColor(myFixedColorPalette[timing][FixedObject::BL]);
  myPlayfield.setDebugColor(myFixedColorPalette[timing][FixedObject::PF]);
  myBackground.setDebugColor(myFixedColorPalette[timing][FixedObject::BK]);

  myMissile0.enableDebugColors(enable);
  myMissile1.enableDebugColors(enable);
  myPlayer0.enableDebugColors(enable);
  myPlayer1.enableDebugColors(enable);
  myBall.enableDebugColors(enable);
  myPlayfield.enableDebugColors(enable);
  myBackground.enableDebugColors(enable);
  myColorHBlank = enable ? FixedColor::HBLANK_WHITE : 0x00;

  return enable;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::setFixedColorPalette(string_view colors)
{
  for(size_t i = 0; i < std::max<size_t>(6, colors.size()); ++i)
  {
    switch(colors[i])
    {
      case 'r':
        myFixedColorPalette[0][i] = FixedColor::NTSC_RED;
        myFixedColorPalette[1][i] = FixedColor::PAL_RED;
        myFixedColorPalette[2][i] = FixedColor::SECAM_RED;
        myFixedColorNames[i] = "Red   ";
        break;
      case 'o':
        myFixedColorPalette[0][i] = FixedColor::NTSC_ORANGE;
        myFixedColorPalette[1][i] = FixedColor::PAL_ORANGE;
        myFixedColorPalette[2][i] = FixedColor::SECAM_ORANGE;
        myFixedColorNames[i] = "Orange";
        break;
      case 'y':
        myFixedColorPalette[0][i] = FixedColor::NTSC_YELLOW;
        myFixedColorPalette[1][i] = FixedColor::PAL_YELLOW;
        myFixedColorPalette[2][i] = FixedColor::SECAM_YELLOW;
        myFixedColorNames[i] = "Yellow";
        break;
      case 'g':
        myFixedColorPalette[0][i] = FixedColor::NTSC_GREEN;
        myFixedColorPalette[1][i] = FixedColor::PAL_GREEN;
        myFixedColorPalette[2][i] = FixedColor::SECAM_GREEN;
        myFixedColorNames[i] = "Green ";
        break;
      case 'b':
        myFixedColorPalette[0][i] = FixedColor::NTSC_BLUE;
        myFixedColorPalette[1][i] = FixedColor::PAL_BLUE;
        myFixedColorPalette[2][i] = FixedColor::SECAM_BLUE;
        myFixedColorNames[i] = "Blue  ";
        break;
      case 'p':
        myFixedColorPalette[0][i] = FixedColor::NTSC_PURPLE;
        myFixedColorPalette[1][i] = FixedColor::PAL_PURPLE;
        myFixedColorPalette[2][i] = FixedColor::SECAM_PURPLE;
        myFixedColorNames[i] = "Purple";
        break;
      default:
        break;
    }
  }
  myFixedColorPalette[0][TIA::BK] = FixedColor::NTSC_GREY;
  myFixedColorPalette[1][TIA::BK] = FixedColor::PAL_GREY;
  myFixedColorPalette[2][TIA::BK] = FixedColor::SECAM_GREY;

  // If already in fixed debug colours mode, update the current palette
  if(usingFixedColors())
    enableFixedColors(true);

  return true;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::driveUnusedPinsRandom(uInt8 mode)
{
  // If mode is 0 or 1, use it as a boolean (off or on)
  // Otherwise, return the state
  if (mode == 0 || mode == 1)
    myTIAPinsDriven = static_cast<bool>(mode);

  return myTIAPinsDriven;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool TIA::toggleJitter(uInt8 mode)
{
  switch (mode) {
    case 0:
      myEnableJitter = false;
      break;

    case 1:
      myEnableJitter = true;
      break;

    case 2:
      myEnableJitter = !myEnableJitter;
      break;

    case 3:
      break;

    default:
      throw runtime_error("invalid argument for toggleJitter");
  }

  if (myFrameManager) myFrameManager->enableJitter(myEnableJitter);

  return myEnableJitter;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setJitterSensitivity(Int32 sensitivity)
{
  myJitterSensitivity = sensitivity;

  if (myFrameManager) myFrameManager->setJitterSensitivity(sensitivity);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setJitterRecoveryFactor(Int32 factor)
{
  myJitterRecovery = factor;

  if (myFrameManager) myFrameManager->setJitterRecovery(myJitterRecovery);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
shared_ptr<DelayQueueIterator> TIA::delayQueueIterator() const
{
  return make_shared<DelayQueueIteratorImpl<delayQueueLength, delayQueueSize>>(
    myDelayQueue
  );
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TIA& TIA::updateScanline()
{
  // Update frame by one scanline at a time
  const uInt32 line = scanlines();
  while (line == scanlines() && mySystem->m6502().execute(1));

  return *this;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TIA& TIA::updateScanlineByStep()
{
  // Update frame by one CPU instruction/color clock
  mySystem->m6502().execute(1);

  return *this;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIA::registerValue(uInt8 reg) const
{
  return reg < 64 ? myShadowRegisters[reg] : 0;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::updateEmulation()
{
  const uInt64 systemCycles = mySystem->cycles();

  if (mySubClock > TIAConstants::CYCLE_CLOCKS - 1)
    throw runtime_error("subclock exceeds range");

  const uInt32 cyclesToRun = TIAConstants::CYCLE_CLOCKS *
      static_cast<uInt32>(systemCycles - myLastCycle) + mySubClock;

  mySubClock = 0;
  myLastCycle = systemCycles;

  cycle(cyclesToRun);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::onFrameStart()
{
  myXAtRenderingStart = 0;
#ifdef DEBUGGER_SUPPORT
  myFrameWsyncCycles = 0;
  mySystem->m6532().resetTimReadCylces();
#endif

  // Check for colour-loss emulation
  if (myColorLossEnabled)
  {
    // Only activate it when necessary, since changing colours in
    // the graphical object forces the TIA cached line to be flushed
    if (myFrameManager->scanlineParityChanged())
    {
      myColorLossActive = myFrameManager->scanlinesLastFrame() & 0x1;

      myMissile0.applyColorLoss();
      myMissile1.applyColorLoss();
      myPlayer0.applyColorLoss();
      myPlayer1.applyColorLoss();
      myBall.applyColorLoss();
      myPlayfield.applyColorLoss();
      myBackground.applyColorLoss();
    }
  }
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::onFrameComplete()
{
  mySystem->m6502().stop();
#ifdef DEBUGGER_SUPPORT
  myCyclesAtFrameStart = mySystem->cycles();
#endif

  if (myXAtRenderingStart > 0)
    std::fill_n(myBackBuffer.begin(), myXAtRenderingStart, 0);

  // Blank out any extra lines not drawn this frame
  const Int32 missingScanlines = myFrameManager->missingScanlines();
  if (missingScanlines > 0)
    std::fill_n(myBackBuffer.begin() +
      static_cast<size_t>(TIAConstants::H_PIXEL * myFrameManager->getY()),
      missingScanlines * TIAConstants::H_PIXEL, 0);

  myFrontBuffer = myBackBuffer;

  myFrontBufferScanlines = scanlinesLastFrame();

  if(myAutoPhosphorEnabled)
  {
    // Calculate difference to previous frames (with some margin).
    // If difference to latest frame is larger than to older frames, and this happens for
    // multiple frames, enabled phosphor mode.
    static constexpr int MIN_FLICKER_DELTA = 6;
    static constexpr int MAX_FLICKER_DELTA = TIAConstants::H_PIXEL - MIN_FLICKER_DELTA;
    static constexpr int MIN_DIFF = 4;
    static constexpr int PHOSPHOR_FRAMES = 8;

    int diffCount[FLICKER_FRAMES - 1];

    //cerr << missingScanlines << ", " << myFrameEnd << " | ";
    //cerr << myFlickerFrame << ": ";
    for(int frame = 0; frame < FLICKER_FRAMES - 1; ++frame)
    {
      const int otherFrame = (myFlickerFrame + frame + 1) % FLICKER_FRAMES;
      int count = 0;
      for(uInt32 y = 0; y <= myFrameEnd; ++y)
      {
        int delta = std::abs(myPosP0[y][myFlickerFrame] - myPosP0[y][otherFrame]);
        if(delta >= MIN_FLICKER_DELTA && delta <= MAX_FLICKER_DELTA)
          ++count;
        delta = std::abs(myPosP1[y][myFlickerFrame] - myPosP1[y][otherFrame]);
        if(delta >= MIN_FLICKER_DELTA && delta <= MAX_FLICKER_DELTA)
          ++count;
        delta = std::abs(myPosM0[y][myFlickerFrame] - myPosM0[y][otherFrame]);
        if(delta >= MIN_FLICKER_DELTA && delta <= MAX_FLICKER_DELTA)
          ++count;
        delta = std::abs(myPosM1[y][myFlickerFrame] - myPosM1[y][otherFrame]);
        if(delta >= MIN_FLICKER_DELTA && delta <= MAX_FLICKER_DELTA)
          ++count;
        delta = std::abs(myPosBL[y][myFlickerFrame] - myPosBL[y][otherFrame]);
        if(delta >= MIN_FLICKER_DELTA && delta <= MAX_FLICKER_DELTA)
          ++count;
        if(myPatPF[y][myFlickerFrame] != myPatPF[y][otherFrame])
          ++count;
      }
      diffCount[frame] = count;
    }
    //cerr << ": ";
    //for(int i = 0; i < FLICKER_FRAMES - 1; ++i)
    //  cerr << diffCount[i] << ", ";
    if(diffCount[0] > MIN_DIFF &&
      (diffCount[0] > diffCount[1] * 1.1 ||
       diffCount[0] > diffCount[2] * 1.2 ||
       diffCount[0] > diffCount[3] * 1.3))
    {
      if(myFlickerCount < PHOSPHOR_FRAMES)
      {
        myFlickerCount += 2; // enabled phosphor twice as fast
        if(myFlickerCount >= PHOSPHOR_FRAMES && !myAutoPhosphorActive)
        {
          myAutoPhosphorActive = true;
          myPhosphorCallback(true);
          // If auto-on, disable phosphor automatic (phosphor stays enabled)
          if(myAutoPhosphorAutoOn)
            myAutoPhosphorEnabled = false;
        }
      }
    }
    else if(myFlickerCount)
    {
      if(--myFlickerCount == 0 && myAutoPhosphorActive)
      {
        myAutoPhosphorActive = false;
        myPhosphorCallback(false);
      }
    }
    //cerr << "|" << myFlickerCount;
    //if(myAutoPhosphorActive)
    //  cerr << " *** ON ***\n";
    //else
    //  cerr << " off\n";

    if(--myFlickerFrame < 0)
      myFlickerFrame = FLICKER_FRAMES - 1;
  }
  ++myFramesSinceLastRender;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::onHalt()
{
  mySubClock += (TIAConstants::H_CLOCKS - myHctr) % TIAConstants::H_CLOCKS;
  mySystem->incrementCycles(mySubClock / TIAConstants::CYCLE_CLOCKS);
#ifdef DEBUGGER_SUPPORT
  myFrameWsyncCycles += 3 + mySubClock / TIAConstants::CYCLE_CLOCKS;
#endif
  mySubClock %= TIAConstants::CYCLE_CLOCKS;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::cycle(uInt32 colorClocks)
{
  for (uInt32 i = 0; i < colorClocks; ++i)
  {
    myDelayQueue.execute(
      [this] (uInt8 address, uInt8 value) {delayedWrite(address, value);}
    );

    myCollisionUpdateRequired = myCollisionUpdateScheduled;
    myCollisionUpdateScheduled = false;

    if (myLinesSinceChange < 2) {
      tickMovement();

      if (myHstate == HState::blank)
        tickHblank();
      else
        tickHframe();

      if (myCollisionUpdateRequired && !myFrameManager->vblank()) updateCollision();
    }

    if (++myHctr >= TIAConstants::H_CLOCKS)
      nextLine();

  #ifdef SOUND_SUPPORT
    myAudio.tick();
  #endif

    ++myTimestamp;
  }
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FORCE_INLINE void TIA::tickMovement()
{
  if (!myMovementInProgress) return;

  if ((myHctr & 0x03) == 0) {
    const bool hblank = myHstate == HState::blank;
    const uInt8 movementCounter = myMovementClock > 15 ? 0 : myMovementClock;

    myMissile0.movementTick(movementCounter, myHctr, hblank);
    myMissile1.movementTick(movementCounter, myHctr, hblank);
    myPlayer0.movementTick(movementCounter, myHctr, hblank);
    myPlayer1.movementTick(movementCounter, myHctr, hblank);
    myBall.movementTick(movementCounter, myHctr, hblank);

    myMovementInProgress =
      myMissile0.isMoving ||
      myMissile1.isMoving ||
      myPlayer0.isMoving  ||
      myPlayer1.isMoving  ||
      myBall.isMoving;

    myCollisionUpdateRequired = myCollisionUpdateRequired || myMovementInProgress;

    ++myMovementClock;
  }
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::tickHblank()
{
  switch (myHctr) {
    case 0:
      myExtendedHblank = false;
      break;

    case TIAConstants::H_BLANK_CLOCKS - 1:
      if (!myExtendedHblank) myHstate = HState::frame;
      break;

    case TIAConstants::H_BLANK_CLOCKS + 7:
      if (myExtendedHblank) myHstate = HState::frame;
      break;

    default:
      break;
  }

  if (myExtendedHblank && myHctr > TIAConstants::H_BLANK_CLOCKS - 1)
    myPlayfield.tick(myHctr - TIAConstants::H_BLANK_CLOCKS - myHctrDelta);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::tickHframe()
{
  const uInt32 y = myFrameManager->getY();
  const uInt32 x = myHctr - TIAConstants::H_BLANK_CLOCKS - myHctrDelta;

  myCollisionUpdateRequired = true;

  myPlayfield.tick(x);
  myMissile0.tick(myHctr);
  myMissile1.tick(myHctr);
  myPlayer0.tick();
  myPlayer1.tick();
  myBall.tick();

  if (myFrameManager->isRendering())
    renderPixel(x, y);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::applyRsync()
{
  const uInt32 x = myHctr > TIAConstants::H_BLANK_CLOCKS
      ? myHctr - TIAConstants::H_BLANK_CLOCKS : 0;

  myHctrDelta = TIAConstants::H_CLOCKS - 3 - myHctr;
  if (myFrameManager->isRendering())
    std::fill_n(myBackBuffer.begin() +
      static_cast<size_t>(myFrameManager->getY() * TIAConstants::H_PIXEL + x),
      TIAConstants::H_PIXEL - x, 0);

  myHctr = TIAConstants::H_CLOCKS - 3;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FORCE_INLINE void TIA::nextLine()
{
  bool cloned = false;
  if (myLinesSinceChange >= 2) {
    cloneLastLine();
    cloned = true;
  }

  myHctr = 0;

  if (!myMovementInProgress && myLinesSinceChange < 2) ++myLinesSinceChange;

  myHstate = HState::blank;
  myHctrDelta = 0;

  myFrameManager->nextLine();
  myMissile0.nextLine();
  myMissile1.nextLine();
  myPlayer0.nextLine();
  myPlayer1.nextLine();
  myBall.nextLine();
  myPlayfield.nextLine();

  if(myFrameManager->isRendering())
  {
    if(myFrameManager->getY() == 0)
      flushLineCache();

    // Save positions of objects for auto-phosphor
    if(myAutoPhosphorEnabled)
    {
      // Test ROMs:
      // - missing phosphor:
      //   - QB: flicker sprite for multi color (same position, different shape and color)
      //   - Star Castle Arcade: vector font flicker (same position, different shape)
      //   - Omega Race: no phosphor enabled (flickers every 2nd frame)
      //   - Riddle of the Sphinx: shots (too small to be detected)
      //   x Yars' Revenge: shield, neutral zone (PF flicker)
      //
      // - unneccassary phosphor:
      //   - Gas Hog: before game starts (odd invisible sprite position changes)
      //   x Turmoil: M1 rockets (gap between RESM1 and HMOVE?)
      //   x Fathom: seaweed (many sprites moving vertically)
      //   x FourPlay: game start (???)
      //   x Freeway: always (too many sprites?)
      const uInt32 y = myFrameManager->getY();

      myPosP0[y][myFlickerFrame] = myPlayer0.getPosition();
      myPosP1[y][myFlickerFrame] = myPlayer1.getPosition();
      // Only use new position if missile/ball are enabled
      if(myMissile0.isOn())
        myPosM0[y][myFlickerFrame] = myMissile0.getPosition();
      if(myMissile1.isOn())
        myPosM1[y][myFlickerFrame] = myMissile1.getPosition();
      if(myBall.isOn())
        myPosBL[y][myFlickerFrame] = myBall.getPosition();
      // Note: code checks only right side of playfield
      myPatPF[y][myFlickerFrame] =
          (static_cast<uInt32>(registerValue(PF0))) << 16
        | (static_cast<uInt32>(registerValue(PF1))) << 8
        | (static_cast<uInt32>(registerValue(PF2)));
      // Define end of frame for faster auto-phosphor calculation
      if(!cloned)
        myFrameEnd = y;
    }
  }
  mySystem->m6502().clearHaltRequest();
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::cloneLastLine()
{
  if(myIsLayoutDetector)
  {
    // y is always 0 in FrameLayoutDetector
    for(uInt32 i = 0 ; i < TIAConstants::H_PIXEL; ++i)
      myFrameManager->pixelColor(myBackBuffer[i]);
  }
  else
  {
    const size_t y = myFrameManager->getY();

    if(!myFrameManager->isRendering() || y == 0) return;

    std::copy_n(myBackBuffer.begin() + (y - 1) * TIAConstants::H_PIXEL,
      TIAConstants::H_PIXEL, myBackBuffer.begin() + y * TIAConstants::H_PIXEL);

    // Save positions of objects for auto-phosphor
    if(myAutoPhosphorEnabled)
    {
      myPosP0[y][myFlickerFrame] = myPosP0[y - 1][myFlickerFrame];
      myPosP1[y][myFlickerFrame] = myPosP1[y - 1][myFlickerFrame];
      myPosM0[y][myFlickerFrame] = myPosM0[y - 1][myFlickerFrame];
      myPosM1[y][myFlickerFrame] = myPosM1[y - 1][myFlickerFrame];
      myPosBL[y][myFlickerFrame] = myPosBL[y - 1][myFlickerFrame];
      myPatPF[y][myFlickerFrame] = myPatPF[y - 1][myFlickerFrame];
    }
  }
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::scheduleCollisionUpdate()
{
  myCollisionUpdateScheduled = true;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FORCE_INLINE void TIA::updateCollision()
{
  myCollisionMask |= (
    myPlayer0.collision &
    myPlayer1.collision &
    myMissile0.collision &
    myMissile1.collision &
    myBall.collision &
    myPlayfield.collision
  );
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
FORCE_INLINE void TIA::renderPixel(uInt32 x, uInt32 y)
{
  if (x >= TIAConstants::H_PIXEL) return;

  uInt8 color = 0;

  if (!myFrameManager->vblank())
  {
    switch (myPriority)
    {
      case Priority::pfp:  // CTRLPF D2=1, D1=ignored
        // Playfield has priority so ScoreBit isn't used
        // Priority from highest to lowest:
        //   BL/PF => P0/M0 => P1/M1 => BK
        if (myPlayfield.isOn())       color = myPlayfield.getColor();
        else if (myBall.isOn())       color = myBall.getColor();
        else if (myPlayer0.isOn())    color = myPlayer0.getColor();
        else if (myMissile0.isOn())   color = myMissile0.getColor();
        else if (myPlayer1.isOn())    color = myPlayer1.getColor();
        else if (myMissile1.isOn())   color = myMissile1.getColor();
        else                          color = myBackground.getColor();
        break;

      case Priority::score:  // CTRLPF D2=0, D1=1
        // Formally we have (priority from highest to lowest)
        //   PF/P0/M0 => P1/M1 => BL => BK
        // for the first half and
        //   P0/M0 => PF/P1/M1 => BL => BK
        // for the second half. However, the first ordering is equivalent
        // to the second (PF has the same color as P0/M0), so we can just
        // write
        if (myPlayer0.isOn())         color = myPlayer0.getColor();
        else if (myMissile0.isOn())   color = myMissile0.getColor();
        else if (myPlayfield.isOn())  color = myPlayfield.getColor();
        else if (myPlayer1.isOn())    color = myPlayer1.getColor();
        else if (myMissile1.isOn())   color = myMissile1.getColor();
        else if (myBall.isOn())       color = myBall.getColor();
        else                          color = myBackground.getColor();
        break;

      case Priority::normal:  // CTRLPF D2=0, D1=0
        // Priority from highest to lowest:
        //   P0/M0 => P1/M1 => BL/PF => BK
        if (myPlayer0.isOn())         color = myPlayer0.getColor();
        else if (myMissile0.isOn())   color = myMissile0.getColor();
        else if (myPlayer1.isOn())    color = myPlayer1.getColor();
        else if (myMissile1.isOn())   color = myMissile1.getColor();
        else if (myPlayfield.isOn())  color = myPlayfield.getColor();
        else if (myBall.isOn())       color = myBall.getColor();
        else                          color = myBackground.getColor();
        break;

      default:
        break;  // Not supposed to get here
    }
  }

  myBackBuffer[y * TIAConstants::H_PIXEL + x] = color;
  if (myIsLayoutDetector)
    myFrameManager->pixelColor(color);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::flushLineCache()
{
  const bool wasCaching = myLinesSinceChange >= 2;

  myLinesSinceChange = 0;

  if (wasCaching) {
    const auto rewindCycles = myHctr;

    for (myHctr = 0; myHctr < rewindCycles; ++myHctr) {
      if (myHstate == HState::blank)
        tickHblank();
      else
        tickHframe();
    }
  }
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::clearHmoveComb()
{
  if (myFrameManager->isRendering() && myHstate == HState::blank)
    std::fill_n(myBackBuffer.begin() +
      static_cast<size_t>(myFrameManager->getY() * TIAConstants::H_PIXEL),
      8, myColorHBlank);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setPFBitsDelay(bool delayed)
{
  myPFBitsDelay = delayed ? Delay::pf + 1 : Delay::pf;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setPFColorDelay(bool delayed)
{
  myPFColorDelay = delayed ? 1 : 0;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setPFScoreGlitch(bool enable)
{
  myPlayfield.setScoreGlitch(enable);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setBKColorDelay(bool delayed)
{
  myBKColorDelay = delayed ? 1 : 0;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setPlSwapDelay(bool delayed)
{
  myPlSwapDelay = delayed ? Delay::shufflePlayer + 1 : Delay::shufflePlayer;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setBlSwapDelay(bool delayed)
{
  myBlSwapDelay = delayed ? Delay::shuffleBall + 1 : Delay::shuffleBall;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setPlInvertedPhaseClock(bool enable)
{
  myPlayer0.setInvertedPhaseClock(enable);
  myPlayer1.setInvertedPhaseClock(enable);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setMsInvertedPhaseClock(bool enable)
{
  myMissile0.setInvertedPhaseClock(enable);
  myMissile1.setInvertedPhaseClock(enable);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setBlInvertedPhaseClock(bool enable)
{
  myBall.setInvertedPhaseClock(enable);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setPlShortLateHMove(bool enable)
{
  myPlayer0.setShortLateHMove(enable);
  myPlayer1.setShortLateHMove(enable);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setMsShortLateHMove(bool enable)
{
  myMissile0.setShortLateHMove(enable);
  myMissile1.setShortLateHMove(enable);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setBlShortLateHMove(bool enable)
{
  myBall.setShortLateHMove(enable);
}


// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::delayedWrite(uInt8 address, uInt8 value)
{
  if (address < 64)
    myShadowRegisters[address] = value;

  switch (address)
  {
    case VBLANK:
      flushLineCache();
      myFrameManager->setVblank(value & 0x02);
      break;

    case HMOVE:
      flushLineCache();

      myMovementClock = 0;
      myMovementInProgress = true;

      if (!myExtendedHblank) {
        clearHmoveComb();
        myExtendedHblank = true;
      }

      myMissile0.startMovement();
      myMissile1.startMovement();
      myPlayer0.startMovement();
      myPlayer1.startMovement();
      myBall.startMovement();
      break;

    case PF0:
      myPlayfield.pf0(value);
      break;

    case PF1:
      myPlayfield.pf1(value);
      break;

    case PF2:
      myPlayfield.pf2(value);
      break;

    case COLUBK:
      myBackground.setColor(value);
      break;

    case COLUPF:
      myPlayfield.setColor(value);
      myBall.setColor(value);
      break;

    case HMM0:
      myMissile0.hmm(value);
      break;

    case HMM1:
      myMissile1.hmm(value);
      break;

    case HMCLR:
      // We must update the shadow registers for each HM object too
      myMissile0.hmm(0);  myShadowRegisters[HMM0] = 0;
      myMissile1.hmm(0);  myShadowRegisters[HMM1] = 0;
      myPlayer0.hmp(0);   myShadowRegisters[HMP0] = 0;
      myPlayer1.hmp(0);   myShadowRegisters[HMP1] = 0;
      myBall.hmbl(0);     myShadowRegisters[HMBL] = 0;
      break;

    case GRP0:
      myPlayer0.grp(value);
      break;

    case GRP1:
      myPlayer1.grp(value);
      break;

    case DummyRegisters::shuffleP0:
      myPlayer0.shufflePatterns();
      break;

    case DummyRegisters::shuffleP1:
      myPlayer1.shufflePatterns();
      break;

    case DummyRegisters::shuffleBL:
      myBall.shuffleStatus();
      break;

    case HMP0:
      myPlayer0.hmp(value);
      break;

    case HMP1:
      myPlayer1.hmp(value);
      break;

    case HMBL:
      myBall.hmbl(value);
      break;

    case REFP0:
      myPlayer0.refp(value);
      break;

    case REFP1:
      myPlayer1.refp(value);
      break;

    case ENABL:
      myBall.enabl(value);
      break;

    case ENAM0:
      myMissile0.enam(value);
      break;

    case ENAM1:
      myMissile1.enam(value);
      break;

    default:
      break;
  }
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::updateAnalogReadout(uInt8 idx)
{
  AnalogReadout::Connection connection{};
  switch (idx) {
    case 0:
      connection = myConsole.leftController().read(Controller::AnalogPin::Nine);
      break;

    case 1:
      connection = myConsole.leftController().read(Controller::AnalogPin::Five);
      break;

    case 2:
      connection = myConsole.rightController().read(Controller::AnalogPin::Nine);
      break;

    case 3:
      connection = myConsole.rightController().read(Controller::AnalogPin::Five);
      break;

    default:
      throw runtime_error("invalid analog input");
  }

  myAnalogReadouts[idx].update(
    connection,
    myTimestamp,
    myTimingProvider()
  );
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIA::resxCounter()
{
  return myHstate == HState::blank ?
    (myHctr >= resxLateHblankThreshold ? ResxCounter::lateHblank : ResxCounter::hblank) : ResxCounter::frame;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIA::collCXM0P() const
{
  return (
    ((myCollisionMask & CollisionMask::missile0 & CollisionMask::player0) ? 0x40 : 0) |
    ((myCollisionMask & CollisionMask::missile0 & CollisionMask::player1) ? 0x80 : 0)
  );
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIA::collCXM1P() const
{
  return (
    ((myCollisionMask & CollisionMask::missile1 & CollisionMask::player1) ? 0x40 : 0) |
    ((myCollisionMask & CollisionMask::missile1 & CollisionMask::player0) ? 0x80 : 0)
  );
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIA::collCXP0FB() const
{
  return (
    ((myCollisionMask & CollisionMask::player0 & CollisionMask::ball) ? 0x40 : 0) |
    ((myCollisionMask & CollisionMask::player0 & CollisionMask::playfield) ? 0x80 : 0)
  );
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIA::collCXP1FB() const
{
  return (
    ((myCollisionMask & CollisionMask::player1 & CollisionMask::ball) ? 0x40 : 0) |
    ((myCollisionMask & CollisionMask::player1 & CollisionMask::playfield) ? 0x80 : 0)
  );
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIA::collCXM0FB() const
{
  return (
    ((myCollisionMask & CollisionMask::missile0 & CollisionMask::ball) ? 0x40 : 0) |
    ((myCollisionMask & CollisionMask::missile0 & CollisionMask::playfield) ? 0x80 : 0)
  );
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIA::collCXM1FB() const
{
  return (
    ((myCollisionMask & CollisionMask::missile1 & CollisionMask::ball) ? 0x40 : 0) |
    ((myCollisionMask & CollisionMask::missile1 & CollisionMask::playfield) ? 0x80 : 0)
  );
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIA::collCXPPMM() const
{
  return (
    ((myCollisionMask & CollisionMask::missile0 & CollisionMask::missile1) ? 0x40 : 0) |
    ((myCollisionMask & CollisionMask::player0 & CollisionMask::player1) ? 0x80 : 0)
  );
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 TIA::collCXBLPF() const
{
  return (myCollisionMask & CollisionMask::ball & CollisionMask::playfield) ? 0x80 : 0;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollP0PF()
{
  myCollisionMask ^= (CollisionMask::player0 & CollisionMask::playfield);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollP0BL()
{
  myCollisionMask ^= (CollisionMask::player0 & CollisionMask::ball);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollP0M1()
{
  myCollisionMask ^= (CollisionMask::player0 & CollisionMask::missile1);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollP0M0()
{
  myCollisionMask ^= (CollisionMask::player0 & CollisionMask::missile0);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollP0P1()
{
  myCollisionMask ^= (CollisionMask::player0 & CollisionMask::player1);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollP1PF()
{
  myCollisionMask ^= (CollisionMask::player1 & CollisionMask::playfield);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollP1BL()
{
  myCollisionMask ^= (CollisionMask::player1 & CollisionMask::ball);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollP1M1()
{
  myCollisionMask ^= (CollisionMask::player1 & CollisionMask::missile1);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollP1M0()
{
  myCollisionMask ^= (CollisionMask::player1 & CollisionMask::missile0);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollM0PF()
{
  myCollisionMask ^= (CollisionMask::missile0 & CollisionMask::playfield);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollM0BL()
{
  myCollisionMask ^= (CollisionMask::missile0 & CollisionMask::ball);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollM0M1()
{
  myCollisionMask ^= (CollisionMask::missile0 & CollisionMask::missile1);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollM1PF()
{
  myCollisionMask ^= (CollisionMask::missile1 & CollisionMask::playfield);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollM1BL()
{
  myCollisionMask ^= (CollisionMask::missile1 & CollisionMask::ball);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::toggleCollBLPF()
{
  myCollisionMask ^= (CollisionMask::ball & CollisionMask::playfield);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::updateDumpPorts(uInt8 value)
{
  const bool newIsDumped = value & 0x80;

  if(myArePortsDumped != newIsDumped)
  {
    myArePortsDumped = newIsDumped;
    myDumpPortsCycles = mySystem->cycles();
  }
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Int64 TIA::dumpPortsCycles()
{
  return mySystem->cycles() - myDumpPortsCycles;
}

#ifdef DEBUGGER_SUPPORT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::createAccessArrays()
{
  myAccessBase.fill(Device::NONE);
  myAccessCounter.fill(0);
  myAccessDelay.fill(TIA_DELAY);
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Device::AccessFlags TIA::getAccessFlags(uInt16 address) const
{
  return myAccessBase[address & TIA_MASK];
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::setAccessFlags(uInt16 address, Device::AccessFlags flags)
{
  // ignore none flag
  if (flags != Device::NONE) {
    if (flags == Device::WRITE) {
      // the first two write accesses are assumed as initialization
      if (myAccessDelay[address & TIA_MASK])
        myAccessDelay[address & TIA_MASK]--;
      else
        myAccessBase[address & TIA_MASK] |= flags;
    } else
      myAccessBase[address & TIA_READ_MASK] |= flags;
  }
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::increaseAccessCounter(uInt16 address, bool isWrite)
{
  if(isWrite)
  {
    // the first two write accesses are assumed as initialization
    if(myAccessDelay[address & TIA_MASK])
      myAccessDelay[address & TIA_MASK]--;
    else
      myAccessCounter[address & TIA_MASK]++;
  }
  else
    myAccessCounter[TIA_SIZE + (address & TIA_READ_MASK)]++;
}

// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
string TIA::getAccessCounters() const
{
  ostringstream out;

  out << "TIA reads:\n";
  for(uInt16 addr = 0x00; addr < TIA_READ_SIZE; ++addr)
    out << Common::Base::HEX4 << addr << ","
    << Common::Base::toString(myAccessCounter[TIA_SIZE + addr], Common::Base::Fmt::_10_8) << ", ";
  out << "\n";
  out << "TIA writes:\n";
  for(uInt16 addr = 0x00; addr < TIA_SIZE; ++addr)
    out << Common::Base::HEX4 << addr << ","
    << Common::Base::toString(myAccessCounter[addr], Common::Base::Fmt::_10_8) << ", ";
  out << "\n";

  return out.str();
}
#endif // DEBUGGER_SUPPORT
