     fileprivate var displayState = false
     fileprivate var rasterX: UInt16 = 0
     fileprivate var rasterInterruptLine: UInt16 = 0
+    fileprivate var mainBorder = false
     fileprivate var ref: UInt8 = 0
     fileprivate var mc = FixedArray8<UInt8>(repeating: 0)
     fileprivate var mcbase = FixedArray8<UInt8>(repeating: 0)

        //TODO: this will cause the next 2 frames to be skipped, as the actual buffers are in VIC, figure this later
        //      Good enough for now
        let screenBuffer = UnsafeMutableBufferPointer<UInt32>(start: calloc(512 * 512, MemoryLayout<UInt32>.size).assumingMemoryBound(to: UInt32.self), count: 512 * 512)
        return VICState(videoMatrix: binaryDump.next(), colorLine: binaryDump.next(), mp: binaryDump.next(), screenBuffer: screenBuffer, currentCycle: binaryDump.next(), currentLine: binaryDump.next(), m_y: binaryDump.next(), yScroll: binaryDump.next(), rsel: binaryDump.next(), den: binaryDump.next(), raster: binaryDump.next(), me: binaryDump.next(), csel:binaryDump.next(), mye: binaryDump.next(), vm: binaryDump.next(), cb: binaryDump.next(), ir: binaryDump.next(), ier: binaryDump.next(), mdp: binaryDump.next(), mmc: binaryDump.next(), mm: binaryDump.next(), md: binaryDump.next(), vc: binaryDump.next(), vcbase: binaryDump.next(), rc: binaryDump.next(), vmli: binaryDump.next(), displayState: binaryDump.next(), rasterX: binaryDump.next(), rasterInterruptLine: binaryDump.next(), ref: binaryDump.next(), mc: binaryDump.next(), mcbase: binaryDump.next(), yExpansion: binaryDump.next(), pipe: binaryDump.next(), nextPipe: binaryDump.next(), colorPipe: binaryDump.next(), nextColorPipe: binaryDump.next(), addressBus: binaryDump.next(), dataBus: binaryDump.next(), memoryBankAddress: binaryDump.next(), bufferPosition: binaryDump.next(), badLinesEnabled: binaryDump.next(), isBadLine: binaryDump.next(), baPin: binaryDump.next(), baLowCount: binaryDump.next(), currentSprite: binaryDump.next(), spriteDma: binaryDump.next(), spriteDisplay: binaryDump.next(), anySpriteDisplaying: binaryDump.next(), spriteSequencerData: binaryDump.next(), spriteShiftRegisterCount: binaryDump.next(), spriteShiftRegisterPixelsPerShift: binaryDump.next(), graphicsShiftRegister: binaryDump.next(), graphicsShiftRegisterRemainingBits: binaryDump.next(), graphicsPixelData: binaryDump.next(), graphicsMulticolorFlipFlop: binaryDump.next())
    }

    var description: String {

    // Sprite data access
    private func sAccess(_ accessNumber: Int) {
        let data = memoryAccess(UInt16(state.mp) << 6 | UInt16(state.mc[Int(state.currentSprite)]))
        state.spriteSequencerData[Int(state.currentSprite)] |= UInt32(data) << UInt32(8 &* (2 &- accessNumber))
        state.mc[Int(state.currentSprite)] = (state.mc[Int(state.currentSprite)] + 1) & 0x3F
    }
    
