{"action":"created","issue":{"url":"https://api.github.com/repos/DirtyHairy/stella/issues/63","repository_url":"https://api.github.com/repos/DirtyHairy/stella","labels_url":"https://api.github.com/repos/DirtyHairy/stella/issues/63/labels{/name}","comments_url":"https://api.github.com/repos/DirtyHairy/stella/issues/63/comments","events_url":"https://api.github.com/repos/DirtyHairy/stella/issues/63/events","html_url":"https://github.com/DirtyHairy/stella/issues/63","id":197432490,"number":63,"title":"Properly model NUSIZ during player and missile draw","user":{"login":"DirtyHairy","id":2444224,"avatar_url":"https://avatars.githubusercontent.com/u/2444224?v=3","gravatar_id":"","url":"https://api.github.com/users/DirtyHairy","html_url":"https://github.com/DirtyHairy","followers_url":"https://api.github.com/users/DirtyHairy/followers","following_url":"https://api.github.com/users/DirtyHairy/following{/other_user}","gists_url":"https://api.github.com/users/DirtyHairy/gists{/gist_id}","starred_url":"https://api.github.com/users/DirtyHairy/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/DirtyHairy/subscriptions","organizations_url":"https://api.github.com/users/DirtyHairy/orgs","repos_url":"https://api.github.com/users/DirtyHairy/repos","events_url":"https://api.github.com/users/DirtyHairy/events{/privacy}","received_events_url":"https://api.github.com/users/DirtyHairy/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":1,"created_at":"2016-12-23T22:19:06Z","updated_at":"2016-12-23T22:28:34Z","closed_at":null,"body":"...as described on [AtariAge](http://atariage.com/forums/topic/209224-requesting-help-in-improving-tia-emulation-in-stella). As for the players, this will basically boil down to replacing the precomputed player patterns with a proper description of the player scan counters. Looking at Joe Musashi's testcase, I think that there is no delay in NUSIZ (I'll have to recheck, but if I remember correctly, a delay will wreak havok on several ROMs, including Tominv5), but instead the current pixel will finish rendering and, after that, the clock divisor will continue counting at the new ratio."},"comment":{"url":"https://api.github.com/repos/DirtyHairy/stella/issues/comments/269052310","html_url":"https://github.com/DirtyHairy/stella/issues/63#issuecomment-269052310","issue_url":"https://api.github.com/repos/DirtyHairy/stella/issues/63","id":269052310,"user":{"login":"DirtyHairy","id":2444224,"avatar_url":"https://avatars.githubusercontent.com/u/2444224?v=3","gravatar_id":"","url":"https://api.github.com/users/DirtyHairy","html_url":"https://github.com/DirtyHairy","followers_url":"https://api.github.com/users/DirtyHairy/followers","following_url":"https://api.github.com/users/DirtyHairy/following{/other_user}","gists_url":"https://api.github.com/users/DirtyHairy/gists{/gist_id}","starred_url":"https://api.github.com/users/DirtyHairy/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/DirtyHairy/subscriptions","organizations_url":"https://api.github.com/users/DirtyHairy/orgs","repos_url":"https://api.github.com/users/DirtyHairy/repos","events_url":"https://api.github.com/users/DirtyHairy/events{/privacy}","received_events_url":"https://api.github.com/users/DirtyHairy/received_events","type":"User","site_admin":false},"created_at":"2016-12-23T22:28:34Z","updated_at":"2016-12-23T22:28:34Z","body":"By the way, that's a pretty fascinating thread :smirk: Several ideas from there are actually implemented in 6502.ts and the new core. A nice case of parallel evolution :beers:"}}
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