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c64clicker's Issues

Screen doesn't update if end of frame is reached between steps

This is easier to see if Reduce FPS is ticked, and the pixels per second is high. If enough pixels are picked up between steps, the next frame is reached without the current frame being drawn. The portion of the next frame which is then reached is drawn, which may only be a small percentage of the new frame.

Upgrades shouldn't vanish from the list after purchase

Present behaviour is for an item to pass its display threshold and appear greyed-out, then to become active when enough pixels are in the bank. However, once the item is purchased and bank falls below the display threshold, the item disappears and the threshold needs to be crossed again.

The display threshold should act in a one-time fashion.

Display unit increments

It gets a little confusing to see 175,888Hz (for example), especially if you're in a country where the comma is a decimal point. An optional display of 175kHz would be nice.

Reduce CPU usage

The game is a CPU hog. My first guess would be that it's updating the display too frequently.

VIC timing bugs

So this is easiest to see if you run the following in console, having built up to a decent per-click value:

CClicker.loadDisk('/rom/truth.d64');
setInterval(function(){$('#click').click()},3)

Notice how, once loaded and running, the 64 #1 moves in a jerky and jumpy fashion. Compare to the same disk image running in VICE.

JS dependency errors

Occasionally, a jQuery plugin will load before jQuery, and will crap itself on loading. This is non-ideal.

SID support

I've never written a sound emulation before, so I've no idea how to go about this.

Two sticking points: the click that accompanies volume changes in the hardware SID, which we may want to emulate as the fourth voice; and the analog filter chain.

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