stella/src/emucore/Console.cxx

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//============================================================================
//
// 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) 1995-2010 by Bradford W. Mott 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.
//
// $Id$
//============================================================================
#include <cassert>
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
#include <iostream>
#include <sstream>
#include <fstream>
#include "AtariVox.hxx"
#include "Booster.hxx"
#include "Cart.hxx"
#include "Console.hxx"
#include "Control.hxx"
#include "Driving.hxx"
#include "Event.hxx"
#include "EventHandler.hxx"
#include "Joystick.hxx"
#include "Keyboard.hxx"
#include "KidVid.hxx"
#include "Genesis.hxx"
#include "M6502.hxx"
#include "M6532.hxx"
#include "Paddles.hxx"
#include "Props.hxx"
#include "PropsSet.hxx"
#include "SaveKey.hxx"
#include "Settings.hxx"
#include "Sound.hxx"
#include "Switches.hxx"
#include "System.hxx"
#include "TIA.hxx"
#include "TrackBall.hxx"
#include "FrameBuffer.hxx"
#include "OSystem.hxx"
#include "Menu.hxx"
#include "CommandMenu.hxx"
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
#include "Serializable.hxx"
#include "Version.hxx"
#ifdef DEBUGGER_SUPPORT
#include "Debugger.hxx"
#endif
#ifdef CHEATCODE_SUPPORT
#include "CheatManager.hxx"
#endif
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Console::Console(OSystem* osystem, Cartridge* cart, const Properties& props)
: myOSystem(osystem),
myProperties(props),
myDisplayFormat("NTSC"),
myFramerate(60.0),
myUserPaletteDefined(false)
{
myControllers[0] = 0;
myControllers[1] = 0;
myTIA = 0;
mySwitches = 0;
mySystem = 0;
myEvent = 0;
// Attach the event subsystem to the current console
myEvent = myOSystem->eventHandler().event();
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
// Load user-defined palette for this ROM
loadUserPalette();
// Create switches for the console
mySwitches = new Switches(*myEvent, myProperties);
// Construct the system and components
mySystem = new System(13, 6);
// The real controllers for this console will be added later
// For now, we just add dummy joystick controllers, since autodetection
// runs the emulation for a while, and this may interfere with 'smart'
// controllers such as the AVox and SaveKey
// Note that the controllers must be added directly after the system
// has been created, and before any other device is added
// (particularly the M6532)
myControllers[0] = new Joystick(Controller::Left, *myEvent, *mySystem);
myControllers[1] = new Joystick(Controller::Right, *myEvent, *mySystem);
M6502* m6502 = new M6502(1);
#ifdef DEBUGGER_SUPPORT
m6502->attach(myOSystem->debugger());
#endif
myCart = cart;
myRiot = new M6532(*this);
myTIA = new TIA(*this, myOSystem->sound(), myOSystem->settings());
mySystem->attach(m6502);
mySystem->attach(myRiot);
mySystem->attach(myTIA);
mySystem->attach(myCart);
#ifdef DEBUGGER_SUPPORT
// The debugger must be added before we run the console for the first time
myOSystem->debugger().setConsole(this);
myOSystem->debugger().initialize();
#endif
// Auto-detect NTSC/PAL mode if it's requested
string autodetected = "";
myDisplayFormat = myProperties.get(Display_Format);
if(myDisplayFormat == "AUTO-DETECT" ||
myOSystem->settings().getBool("rominfo"))
{
// Run the system for 60 frames, looking for PAL scanline patterns
// We turn off the SuperCharger progress bars, otherwise the SC BIOS
// will take over 250 frames!
// The 'fastscbios' option must be changed before the system is reset
bool fastscbios = myOSystem->settings().getBool("fastscbios");
myOSystem->settings().setBool("fastscbios", true);
mySystem->reset();
int palCount = 0;
for(int i = 0; i < 60; ++i)
{
myTIA->update();
if(myTIA->scanlines() > 285)
++palCount;
}
myDisplayFormat = (palCount >= 20) ? "PAL" : "NTSC";
if(myProperties.get(Display_Format) == "AUTO-DETECT")
autodetected = "*";
// Don't forget to reset the SC progress bars again
myOSystem->settings().setBool("fastscbios", fastscbios);
}
myConsoleInfo.DisplayFormat = myDisplayFormat + autodetected;
// Set up the correct properties used when toggling format
// Note that this can be overridden if a format is forced
// For example, if a PAL ROM is forced to be NTSC, it will use NTSC-like
// properties (60Hz, 262 scanlines, etc) and cycle between NTSC-like modes
// The TIA will self-adjust the framerate if necessary
if(myDisplayFormat == "NTSC" || myDisplayFormat == "PAL60" ||
myDisplayFormat == "SECAM60")
{
// Assume we've got ~262 scanlines (NTSC-like format)
myFramerate = 60.0;
myConsoleInfo.InitialFrameRate = "60";
}
else
{
// Assume we've got ~312 scanlines (PAL-like format)
myFramerate = 50.0;
myConsoleInfo.InitialFrameRate = "50";
if(myProperties.get(Display_Height) == "210")
myProperties.set(Display_Height, "250");
}
const string& md5 = myProperties.get(Cartridge_MD5);
// Add the real controllers for this system
setControllers(md5);
// Bumper Bash always requires all 4 directions
// Other ROMs can use it if the setting is enabled
bool joyallow4 = md5 == "aa1c41f86ec44c0a44eb64c332ce08af" ||
md5 == "1bf503c724001b09be79c515ecfcbd03" ||
myOSystem->settings().getBool("joyallow4");
myOSystem->eventHandler().allowAllDirections(joyallow4);
// Reset the system to its power-on state
mySystem->reset();
// Finally, add remaining info about the console
myConsoleInfo.CartName = myProperties.get(Cartridge_Name);
myConsoleInfo.CartMD5 = myProperties.get(Cartridge_MD5);
myConsoleInfo.Control0 = myControllers[0]->about();
myConsoleInfo.Control1 = myControllers[1]->about();
myConsoleInfo.BankSwitch = cart->about();
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Console::~Console()
{
delete mySystem;
delete mySwitches;
delete myControllers[0];
delete myControllers[1];
}
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool Console::save(Serializer& out) const
{
try
{
// First save state for the system
if(!mySystem->save(out))
return false;
// Now save the console switches
if(!mySwitches->save(out))
return false;
}
catch(const char* msg)
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
{
cerr << "ERROR: Console::save" << endl << " " << msg << endl;
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
return false;
}
return true; // success
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool Console::load(Serializer& in)
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
{
try
{
// First load state for the system
if(!mySystem->load(in))
return false;
// Then load the console switches
if(!mySwitches->load(in))
return false;
}
catch(const char* msg)
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
{
cerr << "ERROR: Console::load" << endl << " " << msg << endl;
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
return false;
}
return true; // success
}
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::toggleFormat()
{
string format, message;
if(myDisplayFormat.compare(0, 4, "NTSC") == 0)
{
if(myFramerate > 55.0)
{
format = "PAL60";
message = "PAL palette (PAL60)";
}
else
{
format = "PAL";
message = "PAL palette (PAL)";
}
}
else if(myDisplayFormat.compare(0, 3, "PAL") == 0)
{
if(myFramerate > 55.0)
{
format = "SECAM";
message = "SECAM palette (SECAM60)";
}
else
{
format = "SECAM";
message = "SECAM palette (SECAM)";
}
}
else if(myDisplayFormat.compare(0, 5, "SECAM") == 0)
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
{
if(myFramerate > 55.0)
{
format = "NTSC";
message = "NTSC palette (NTSC)";
}
else
{
format = "NTSC50";
message = "NTSC palette (NTSC50)";
}
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
}
myDisplayFormat = format;
myProperties.set(Display_Format, myDisplayFormat);
myOSystem->frameBuffer().showMessage(message);
setPalette(myOSystem->settings().getString("palette"));
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::toggleColorLoss()
{
bool colorloss = !myOSystem->settings().getBool("colorloss");
myOSystem->settings().setBool("colorloss", colorloss);
myTIA->enableColorLoss(colorloss);
string message = string("PAL color-loss ") +
(colorloss ? "enabled" : "disabled");
myOSystem->frameBuffer().showMessage(message);
}
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::togglePalette()
{
string palette, message;
palette = myOSystem->settings().getString("palette");
if(palette == "standard") // switch to z26
{
palette = "z26";
message = "Z26 palette";
}
else if(palette == "z26") // switch to user or standard
{
// If we have a user-defined palette, it will come next in
// the sequence; otherwise loop back to the standard one
if(myUserPaletteDefined)
{
palette = "user";
message = "User-defined palette";
}
else
{
palette = "standard";
message = "Standard Stella palette";
}
}
else if(palette == "user") // switch to standard
{
palette = "standard";
message = "Standard Stella palette";
}
else // switch to standard mode if we get this far
{
palette = "standard";
message = "Standard Stella palette";
}
myOSystem->settings().setString("palette", palette);
myOSystem->frameBuffer().showMessage(message);
setPalette(palette);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::setPalette(const string& type)
{
// Look at all the palettes, since we don't know which one is
// currently active
uInt32* palettes[3][3] = {
{ &ourNTSCPalette[0], &ourPALPalette[0], &ourSECAMPalette[0] },
{ &ourNTSCPaletteZ26[0], &ourPALPaletteZ26[0], &ourSECAMPaletteZ26[0] },
{ 0, 0, 0 }
};
if(myUserPaletteDefined)
{
palettes[2][0] = &ourUserNTSCPalette[0];
palettes[2][1] = &ourUserPALPalette[0];
palettes[2][2] = &ourUserSECAMPalette[0];
}
// See which format we should be using
int paletteNum = 0;
if(type == "standard")
paletteNum = 0;
else if(type == "z26")
paletteNum = 1;
else if(type == "user" && myUserPaletteDefined)
paletteNum = 2;
// Now consider the current display format
const uInt32* palette =
(myDisplayFormat.compare(0, 3, "PAL") == 0) ? palettes[paletteNum][1] :
(myDisplayFormat.compare(0, 5, "SECAM") == 0) ? palettes[paletteNum][2] :
palettes[paletteNum][0];
myOSystem->frameBuffer().setTIAPalette(palette);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::togglePhosphor()
{
const string& phosphor = myProperties.get(Display_Phosphor);
int blend = atoi(myProperties.get(Display_PPBlend).c_str());
bool enable;
if(phosphor == "YES")
{
myProperties.set(Display_Phosphor, "No");
enable = false;
myOSystem->frameBuffer().showMessage("Phosphor effect disabled");
}
else
{
myProperties.set(Display_Phosphor, "Yes");
enable = true;
myOSystem->frameBuffer().showMessage("Phosphor effect enabled");
}
myOSystem->frameBuffer().enablePhosphor(enable, blend);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::setProperties(const Properties& props)
{
myProperties = props;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool Console::initializeVideo(bool full)
{
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
if(full)
{
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
string title = string("Stella ") + STELLA_VERSION +
": \"" + myProperties.get(Cartridge_Name) + "\"";
if(!myOSystem->frameBuffer().initialize(title,
myTIA->width() << 1, myTIA->height()))
return false;
myOSystem->frameBuffer().showFrameStats(
myOSystem->settings().getBool("stats"));
setColorLossPalette();
}
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
bool enable = myProperties.get(Display_Phosphor) == "YES";
int blend = atoi(myProperties.get(Display_PPBlend).c_str());
myOSystem->frameBuffer().enablePhosphor(enable, blend);
setPalette(myOSystem->settings().getString("palette"));
// Set the correct framerate based on the format of the ROM
// This can be overridden by changing the framerate in the
// VideoDialog box or on the commandline, but it can't be saved
// (ie, framerate is now determined based on number of scanlines).
int framerate = myOSystem->settings().getInt("framerate");
if(framerate > 0) myFramerate = float(framerate);
myOSystem->setFramerate(myFramerate);
// Make sure auto-frame calculation is only enabled when necessary
myTIA->enableAutoFrame(framerate <= 0);
return true;
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::initializeAudio()
{
// Initialize the sound interface.
// The # of channels can be overridden in the AudioDialog box or on
// the commandline, but it can't be saved.
int framerate = myOSystem->settings().getInt("framerate");
if(framerate > 0) myFramerate = float(framerate);
const string& sound = myProperties.get(Cartridge_Sound);
uInt32 channels = (sound == "STEREO" ? 2 : 1);
myOSystem->sound().close();
myOSystem->sound().setChannels(channels);
myOSystem->sound().setFrameRate(myFramerate);
myOSystem->sound().open();
// Make sure auto-frame calculation is only enabled when necessary
myTIA->enableAutoFrame(framerate <= 0);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
/* Original frying research and code by Fred Quimby.
I've tried the following variations on this code:
- Both OR and Exclusive OR instead of AND. This generally crashes the game
without ever giving us realistic "fried" effects.
- Loop only over the RIOT RAM. This still gave us frying-like effects, but
it seemed harder to duplicate most effects. I have no idea why, but
munging the TIA regs seems to have some effect (I'd think it wouldn't).
Fred says he also tried mangling the PC and registers, but usually it'd just
crash the game (e.g. black screen, no way out of it).
It's definitely easier to get some effects (e.g. 255 lives in Battlezone)
with this code than it is on a real console. My guess is that most "good"
frying effects come from a RIOT location getting cleared to 0. Fred's
code is more likely to accomplish this than frying a real console is...
Until someone comes up with a more accurate way to emulate frying, I'm
leaving this as Fred posted it. -- B.
*/
void Console::fry() const
{
for (int ZPmem=0; ZPmem<0x100; ZPmem += rand() % 4)
mySystem->poke(ZPmem, mySystem->peek(ZPmem) & (uInt8)rand() % 256);
}
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::changeYStart(int direction)
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
{
Int32 ystart = atoi(myProperties.get(Display_YStart).c_str());
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
ostringstream strval;
string message;
if(direction == +1) // increase YStart
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
{
ystart++;
if(ystart > 64)
{
myOSystem->frameBuffer().showMessage("YStart at maximum");
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
return;
}
}
else if(direction == -1) // decrease YStart
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
{
ystart--;
if(ystart < 0)
{
myOSystem->frameBuffer().showMessage("YStart at minimum");
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
return;
}
}
else
return;
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
strval << ystart;
myProperties.set(Display_YStart, strval.str());
myTIA->frameReset();
myOSystem->frameBuffer().refresh();
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
message = "YStart ";
message += strval.str();
myOSystem->frameBuffer().showMessage(message);
Added ability to change XStart. YStart, Width, Height, and Format both from the commandline (by passing in a user-defined properties object to the Console constructor) and at runtime (by calling various methods in the Console class). Methods are defined as follows: Console::changeXStart() & Console::changeYStart() - Changes the "Display.XStart" and "Display.YStart" variables. Console::changeWidth() & Console::changeHeight() - Changes the "Display.Width" and "Display.Height" variables. Console::toggleFormat() - Changes the "Display.Format" variable, switching between NTSC and PAL modes. Console::saveProperties() - Saves the current properties (including changes made in the current session) to the given filename. Some notes on the new methods: - The GUI's will need to be adapted to see the updated information and act accordingly. - This new code is only activated by '#define DEVELOPER_SUPPORT'. You are encouraged to wrap calls to these new methods (in the GUI) in an appropriate #ifdef. Publicly released binaries probably SHOULD NOT have this stuff activated. - All change methods (except for NTSC/PAL switching) currently do a full system reset after making a change, so that the whole system will see the changes. This means that if you are playing a game and call one of these methods, the game will be reset. In the future, the core may be enhanced so that changes are detected without a full reset. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2002-11-09 23:29:51 +00:00
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::changeHeight(int direction)
{
Int32 height = atoi(myProperties.get(Display_Height).c_str());
ostringstream strval;
string message;
if(direction == +1) // increase Height
{
height++;
if(height > 256)
{
myOSystem->frameBuffer().showMessage("Height at maximum");
return;
}
}
else if(direction == -1) // decrease Height
{
height--;
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
if(height < 200)
{
myOSystem->frameBuffer().showMessage("Height at minimum");
return;
}
}
else
return;
strval << height;
myProperties.set(Display_Height, strval.str());
myTIA->frameReset();
initializeVideo(); // takes care of refreshing the screen
message = "Height ";
message += strval.str();
myOSystem->frameBuffer().showMessage(message);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::setControllers(const string& rommd5)
{
delete myControllers[0];
delete myControllers[1];
// Setup the controllers based on properties
const string& left = myProperties.get(Controller_Left);
const string& right = myProperties.get(Controller_Right);
// Swap the ports if necessary
int leftPort, rightPort;
if(myProperties.get(Console_SwapPorts) == "NO")
{
leftPort = 0; rightPort = 1;
}
else
{
leftPort = 1; rightPort = 0;
}
// Also check if we should swap the paddles plugged into a jack
bool swapPaddles = myProperties.get(Controller_SwapPaddles) == "YES";
Paddles::setMouseIsPaddle(-1); // Reset to defaults
// Construct left controller
if(left == "BOOSTERGRIP")
{
myControllers[leftPort] = new BoosterGrip(Controller::Left, *myEvent, *mySystem);
}
else if(left == "DRIVING")
{
myControllers[leftPort] = new Driving(Controller::Left, *myEvent, *mySystem);
}
else if((left == "KEYBOARD") || (left == "KEYPAD"))
{
myControllers[leftPort] = new Keyboard(Controller::Left, *myEvent, *mySystem);
}
else if(left == "PADDLES")
{
myControllers[leftPort] = new Paddles(Controller::Left, *myEvent, *mySystem, swapPaddles);
}
else if(left == "TRACKBALL22")
{
myControllers[leftPort] = new TrackBall(Controller::Left, *myEvent, *mySystem,
Controller::TrackBall22);
}
else if(left == "TRACKBALL80")
{
myControllers[leftPort] = new TrackBall(Controller::Left, *myEvent, *mySystem,
Controller::TrackBall80);
}
else if(left == "AMIGAMOUSE")
{
myControllers[leftPort] = new TrackBall(Controller::Left, *myEvent, *mySystem,
Controller::AmigaMouse);
}
else if(left == "GENESIS")
{
myControllers[leftPort] = new Genesis(Controller::Left, *myEvent, *mySystem);
}
else
{
myControllers[leftPort] = new Joystick(Controller::Left, *myEvent, *mySystem);
}
// Construct right controller
if(right == "BOOSTERGRIP")
{
myControllers[rightPort] = new BoosterGrip(Controller::Right, *myEvent, *mySystem);
}
else if(right == "DRIVING")
{
myControllers[rightPort] = new Driving(Controller::Right, *myEvent, *mySystem);
}
else if((right == "KEYBOARD") || (right == "KEYPAD"))
{
myControllers[rightPort] = new Keyboard(Controller::Right, *myEvent, *mySystem);
}
else if(right == "PADDLES")
{
myControllers[rightPort] = new Paddles(Controller::Right, *myEvent, *mySystem, swapPaddles);
}
else if(right == "TRACKBALL22")
{
myControllers[rightPort] = new TrackBall(Controller::Left, *myEvent, *mySystem,
Controller::TrackBall22);
}
else if(right == "TRACKBALL80")
{
myControllers[rightPort] = new TrackBall(Controller::Left, *myEvent, *mySystem,
Controller::TrackBall80);
}
else if(right == "AMIGAMOUSE")
{
myControllers[rightPort] = new TrackBall(Controller::Left, *myEvent, *mySystem,
Controller::AmigaMouse);
}
else if(right == "ATARIVOX")
{
const string& eepromfile = myOSystem->eepromDir() + BSPF_PATH_SEPARATOR +
"atarivox_eeprom.dat";
myControllers[rightPort] = new AtariVox(Controller::Right, *myEvent,
*mySystem, myOSystem->serialPort(),
myOSystem->settings().getString("avoxport"), eepromfile);
}
else if(right == "SAVEKEY")
{
const string& eepromfile = myOSystem->eepromDir() + BSPF_PATH_SEPARATOR +
"savekey_eeprom.dat";
myControllers[rightPort] = new SaveKey(Controller::Right, *myEvent, *mySystem,
eepromfile);
}
else if(right == "KIDVID")
{
myControllers[rightPort] = new KidVid(Controller::Right, *myEvent, *mySystem, rommd5);
}
else if(right == "GENESIS")
{
myControllers[rightPort] = new Genesis(Controller::Right, *myEvent, *mySystem);
}
else
{
myControllers[rightPort] = new Joystick(Controller::Right, *myEvent, *mySystem);
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::loadUserPalette()
{
const string& palette = myOSystem->paletteFile();
ifstream in(palette.c_str(), ios::binary);
if(!in)
return;
// Make sure the contains enough data for the NTSC, PAL and SECAM palettes
// This means 128 colours each for NTSC and PAL, at 3 bytes per pixel
// and 8 colours for SECAM at 3 bytes per pixel
in.seekg(0, ios::end);
streampos length = in.tellg();
in.seekg(0, ios::beg);
if(length < 128 * 3 * 2 + 8 * 3)
{
in.close();
cerr << "ERROR: invalid palette file " << palette << endl;
return;
}
// Now that we have valid data, create the user-defined palettes
uInt8 pixbuf[3]; // Temporary buffer for one 24-bit pixel
for(int i = 0; i < 128; i++) // NTSC palette
{
in.read((char*)pixbuf, 3);
uInt32 pixel = ((int)pixbuf[0] << 16) + ((int)pixbuf[1] << 8) + (int)pixbuf[2];
ourUserNTSCPalette[(i<<1)] = pixel;
}
for(int i = 0; i < 128; i++) // PAL palette
{
in.read((char*)pixbuf, 3);
uInt32 pixel = ((int)pixbuf[0] << 16) + ((int)pixbuf[1] << 8) + (int)pixbuf[2];
ourUserPALPalette[(i<<1)] = pixel;
}
uInt32 secam[16]; // All 8 24-bit pixels, plus 8 colorloss pixels
for(int i = 0; i < 8; i++) // SECAM palette
{
in.read((char*)pixbuf, 3);
uInt32 pixel = ((int)pixbuf[0] << 16) + ((int)pixbuf[1] << 8) + (int)pixbuf[2];
secam[(i<<1)] = pixel;
secam[(i<<1)+1] = 0;
}
uInt32* ptr = ourUserSECAMPalette;
for(int i = 0; i < 16; ++i)
{
uInt32* s = secam;
for(int j = 0; j < 16; ++j)
*ptr++ = *s++;
}
in.close();
myUserPaletteDefined = true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::setColorLossPalette()
{
// Look at all the palettes, since we don't know which one is
// currently active
uInt32* palette[9] = {
&ourNTSCPalette[0], &ourPALPalette[0], &ourSECAMPalette[0],
&ourNTSCPaletteZ26[0], &ourPALPaletteZ26[0], &ourSECAMPaletteZ26[0],
0, 0, 0
};
if(myUserPaletteDefined)
{
palette[6] = &ourUserNTSCPalette[0];
palette[7] = &ourUserPALPalette[0];
palette[8] = &ourUserSECAMPalette[0];
}
for(int i = 0; i < 9; ++i)
{
if(palette[i] == 0)
continue;
// Fill the odd numbered palette entries with gray values (calculated
// using the standard RGB -> grayscale conversion formula)
for(int j = 0; j < 128; ++j)
{
uInt32 pixel = palette[i][(j<<1)];
uInt8 r = (pixel >> 16) & 0xff;
uInt8 g = (pixel >> 8) & 0xff;
uInt8 b = (pixel >> 0) & 0xff;
uInt8 sum = (uInt8) (((float)r * 0.2989) +
((float)g * 0.5870) +
((float)b * 0.1140));
palette[i][(j<<1)+1] = (sum << 16) + (sum << 8) + sum;
}
}
}
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::setFramerate(float framerate)
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
{
myFramerate = framerate;
myOSystem->setFramerate(framerate);
myOSystem->sound().setFrameRate(framerate);
OK, some huge changes across the board, so lets see if I get it all: After much request, added ability to access the settings menu from the ROM browser dialog. This menu now contains almost all items that can be selected in Stella, and can be accessed in-game as before. Completely removed pause functionality from the core code. It made sense back when Stella was a single-mode program: there were two modes; emulation and pause. Now that there are other event modes, the EventHandler state machine is getting too complicated. If you want to pause, you can simply enter one of the in-game menus. Related to this, when the app is minimized, Stella enters the menu dialog state. Previously, minimizing the app caused a pause, but since there was no onscreen feedback, many people assumed the app locked up. Added centering to all Dialog boxes, which is done dynamically, as they're placed on the dialog stack to be drawn to the screen. Cleaned up the API of Console/FrameBuffer/OSystem classes wrt to palettes and timing. Parts of each were being done in different classes; now it should be more consistent. Started infrastructure for user-selectable UI palettes. For now, there's no way to change it in the GUI, and it defaults to the normal palette. Eventually, there will be several choices selectable from an in-game menu. Removed '-channels' commandline argument, since that feature can be set from the ROM properties. Added '128' to the choices for fragment size in AudioDialog. Tweaked the OpenGL dynamic loading code to test both the given GL lib, and if that fails to use auto-detection. It seems in the OSX port, the first approach works for some people, and not the other (and vice-versa), git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1255 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2006-12-30 22:26:29 +00:00
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::toggleTIABit(TIABit bit, const string& bitname, bool show) const
{
bool result = myTIA->toggleBit(bit);
string message = bitname + (result ? " enabled" : " disabled");
myOSystem->frameBuffer().showMessage(message);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::toggleTIACollision(TIABit bit, const string& bitname, bool show) const
{
bool result = myTIA->toggleCollision(bit);
string message = bitname + (result ? " collision enabled" : " collision disabled");
myOSystem->frameBuffer().showMessage(message);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::toggleHMOVE() const
{
if(myTIA->toggleHMOVEBlank())
myOSystem->frameBuffer().showMessage("HMOVE blanking enabled");
else
myOSystem->frameBuffer().showMessage("HMOVE blanking disabled");
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::enableBits(bool enable) const
{
myTIA->enableBits(enable);
string message = string("TIA bits") + (enable ? " enabled" : " disabled");
myOSystem->frameBuffer().showMessage(message);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::enableCollisions(bool enable) const
{
myTIA->enableCollisions(enable);
string message = string("TIA collisions") + (enable ? " enabled" : " disabled");
myOSystem->frameBuffer().showMessage(message);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Console::toggleFixedColors() const
{
if(myTIA->toggleFixedColors())
myOSystem->frameBuffer().showMessage("Fixed debug colors enabled");
else
myOSystem->frameBuffer().showMessage("Fixed debug colors disabled");
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 Console::ourNTSCPalette[256] = {
0x000000, 0, 0x4a4a4a, 0, 0x6f6f6f, 0, 0x8e8e8e, 0,
0xaaaaaa, 0, 0xc0c0c0, 0, 0xd6d6d6, 0, 0xececec, 0,
0x484800, 0, 0x69690f, 0, 0x86861d, 0, 0xa2a22a, 0,
0xbbbb35, 0, 0xd2d240, 0, 0xe8e84a, 0, 0xfcfc54, 0,
0x7c2c00, 0, 0x904811, 0, 0xa26221, 0, 0xb47a30, 0,
0xc3903d, 0, 0xd2a44a, 0, 0xdfb755, 0, 0xecc860, 0,
0x901c00, 0, 0xa33915, 0, 0xb55328, 0, 0xc66c3a, 0,
0xd5824a, 0, 0xe39759, 0, 0xf0aa67, 0, 0xfcbc74, 0,
0x940000, 0, 0xa71a1a, 0, 0xb83232, 0, 0xc84848, 0,
0xd65c5c, 0, 0xe46f6f, 0, 0xf08080, 0, 0xfc9090, 0,
0x840064, 0, 0x97197a, 0, 0xa8308f, 0, 0xb846a2, 0,
0xc659b3, 0, 0xd46cc3, 0, 0xe07cd2, 0, 0xec8ce0, 0,
0x500084, 0, 0x68199a, 0, 0x7d30ad, 0, 0x9246c0, 0,
0xa459d0, 0, 0xb56ce0, 0, 0xc57cee, 0, 0xd48cfc, 0,
0x140090, 0, 0x331aa3, 0, 0x4e32b5, 0, 0x6848c6, 0,
0x7f5cd5, 0, 0x956fe3, 0, 0xa980f0, 0, 0xbc90fc, 0,
0x000094, 0, 0x181aa7, 0, 0x2d32b8, 0, 0x4248c8, 0,
0x545cd6, 0, 0x656fe4, 0, 0x7580f0, 0, 0x8490fc, 0,
0x001c88, 0, 0x183b9d, 0, 0x2d57b0, 0, 0x4272c2, 0,
0x548ad2, 0, 0x65a0e1, 0, 0x75b5ef, 0, 0x84c8fc, 0,
0x003064, 0, 0x185080, 0, 0x2d6d98, 0, 0x4288b0, 0,
0x54a0c5, 0, 0x65b7d9, 0, 0x75cceb, 0, 0x84e0fc, 0,
0x004030, 0, 0x18624e, 0, 0x2d8169, 0, 0x429e82, 0,
0x54b899, 0, 0x65d1ae, 0, 0x75e7c2, 0, 0x84fcd4, 0,
0x004400, 0, 0x1a661a, 0, 0x328432, 0, 0x48a048, 0,
0x5cba5c, 0, 0x6fd26f, 0, 0x80e880, 0, 0x90fc90, 0,
0x143c00, 0, 0x355f18, 0, 0x527e2d, 0, 0x6e9c42, 0,
0x87b754, 0, 0x9ed065, 0, 0xb4e775, 0, 0xc8fc84, 0,
0x303800, 0, 0x505916, 0, 0x6d762b, 0, 0x88923e, 0,
0xa0ab4f, 0, 0xb7c25f, 0, 0xccd86e, 0, 0xe0ec7c, 0,
0x482c00, 0, 0x694d14, 0, 0x866a26, 0, 0xa28638, 0,
0xbb9f47, 0, 0xd2b656, 0, 0xe8cc63, 0, 0xfce070, 0
};
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 Console::ourPALPalette[256] = {
0x000000, 0, 0x2b2b2b, 0, 0x525252, 0, 0x767676, 0,
0x979797, 0, 0xb6b6b6, 0, 0xd2d2d2, 0, 0xececec, 0,
0x000000, 0, 0x2b2b2b, 0, 0x525252, 0, 0x767676, 0,
0x979797, 0, 0xb6b6b6, 0, 0xd2d2d2, 0, 0xececec, 0,
0x805800, 0, 0x96711a, 0, 0xab8732, 0, 0xbe9c48, 0,
0xcfaf5c, 0, 0xdfc06f, 0, 0xeed180, 0, 0xfce090, 0,
0x445c00, 0, 0x5e791a, 0, 0x769332, 0, 0x8cac48, 0,
0xa0c25c, 0, 0xb3d76f, 0, 0xc4ea80, 0, 0xd4fc90, 0,
0x703400, 0, 0x89511a, 0, 0xa06b32, 0, 0xb68448, 0,
0xc99a5c, 0, 0xdcaf6f, 0, 0xecc280, 0, 0xfcd490, 0,
0x006414, 0, 0x1a8035, 0, 0x329852, 0, 0x48b06e, 0,
0x5cc587, 0, 0x6fd99e, 0, 0x80ebb4, 0, 0x90fcc8, 0,
0x700014, 0, 0x891a35, 0, 0xa03252, 0, 0xb6486e, 0,
0xc95c87, 0, 0xdc6f9e, 0, 0xec80b4, 0, 0xfc90c8, 0,
0x005c5c, 0, 0x1a7676, 0, 0x328e8e, 0, 0x48a4a4, 0,
0x5cb8b8, 0, 0x6fcbcb, 0, 0x80dcdc, 0, 0x90ecec, 0,
0x70005c, 0, 0x841a74, 0, 0x963289, 0, 0xa8489e, 0,
0xb75cb0, 0, 0xc66fc1, 0, 0xd380d1, 0, 0xe090e0, 0,
0x003c70, 0, 0x195a89, 0, 0x2f75a0, 0, 0x448eb6, 0,
0x57a5c9, 0, 0x68badc, 0, 0x79ceec, 0, 0x88e0fc, 0,
0x580070, 0, 0x6e1a89, 0, 0x8332a0, 0, 0x9648b6, 0,
0xa75cc9, 0, 0xb76fdc, 0, 0xc680ec, 0, 0xd490fc, 0,
0x002070, 0, 0x193f89, 0, 0x2f5aa0, 0, 0x4474b6, 0,
0x578bc9, 0, 0x68a1dc, 0, 0x79b5ec, 0, 0x88c8fc, 0,
0x340080, 0, 0x4a1a96, 0, 0x5f32ab, 0, 0x7248be, 0,
0x835ccf, 0, 0x936fdf, 0, 0xa280ee, 0, 0xb090fc, 0,
0x000088, 0, 0x1a1a9d, 0, 0x3232b0, 0, 0x4848c2, 0,
0x5c5cd2, 0, 0x6f6fe1, 0, 0x8080ef, 0, 0x9090fc, 0,
0x000000, 0, 0x2b2b2b, 0, 0x525252, 0, 0x767676, 0,
0x979797, 0, 0xb6b6b6, 0, 0xd2d2d2, 0, 0xececec, 0,
0x000000, 0, 0x2b2b2b, 0, 0x525252, 0, 0x767676, 0,
0x979797, 0, 0xb6b6b6, 0, 0xd2d2d2, 0, 0xececec, 0
};
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 Console::ourSECAMPalette[256] = {
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff50ff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0
};
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 Console::ourNTSCPaletteZ26[256] = {
0x000000, 0, 0x505050, 0, 0x646464, 0, 0x787878, 0,
0x8c8c8c, 0, 0xa0a0a0, 0, 0xb4b4b4, 0, 0xc8c8c8, 0,
0x445400, 0, 0x586800, 0, 0x6c7c00, 0, 0x809000, 0,
0x94a414, 0, 0xa8b828, 0, 0xbccc3c, 0, 0xd0e050, 0,
0x673900, 0, 0x7b4d00, 0, 0x8f6100, 0, 0xa37513, 0,
0xb78927, 0, 0xcb9d3b, 0, 0xdfb14f, 0, 0xf3c563, 0,
0x7b2504, 0, 0x8f3918, 0, 0xa34d2c, 0, 0xb76140, 0,
0xcb7554, 0, 0xdf8968, 0, 0xf39d7c, 0, 0xffb190, 0,
0x7d122c, 0, 0x912640, 0, 0xa53a54, 0, 0xb94e68, 0,
0xcd627c, 0, 0xe17690, 0, 0xf58aa4, 0, 0xff9eb8, 0,
0x730871, 0, 0x871c85, 0, 0x9b3099, 0, 0xaf44ad, 0,
0xc358c1, 0, 0xd76cd5, 0, 0xeb80e9, 0, 0xff94fd, 0,
0x5d0b92, 0, 0x711fa6, 0, 0x8533ba, 0, 0x9947ce, 0,
0xad5be2, 0, 0xc16ff6, 0, 0xd583ff, 0, 0xe997ff, 0,
0x401599, 0, 0x5429ad, 0, 0x683dc1, 0, 0x7c51d5, 0,
0x9065e9, 0, 0xa479fd, 0, 0xb88dff, 0, 0xcca1ff, 0,
0x252593, 0, 0x3939a7, 0, 0x4d4dbb, 0, 0x6161cf, 0,
0x7575e3, 0, 0x8989f7, 0, 0x9d9dff, 0, 0xb1b1ff, 0,
0x0f3480, 0, 0x234894, 0, 0x375ca8, 0, 0x4b70bc, 0,
0x5f84d0, 0, 0x7398e4, 0, 0x87acf8, 0, 0x9bc0ff, 0,
0x04425a, 0, 0x18566e, 0, 0x2c6a82, 0, 0x407e96, 0,
0x5492aa, 0, 0x68a6be, 0, 0x7cbad2, 0, 0x90cee6, 0,
0x044f30, 0, 0x186344, 0, 0x2c7758, 0, 0x408b6c, 0,
0x549f80, 0, 0x68b394, 0, 0x7cc7a8, 0, 0x90dbbc, 0,
0x0f550a, 0, 0x23691e, 0, 0x377d32, 0, 0x4b9146, 0,
0x5fa55a, 0, 0x73b96e, 0, 0x87cd82, 0, 0x9be196, 0,
0x1f5100, 0, 0x336505, 0, 0x477919, 0, 0x5b8d2d, 0,
0x6fa141, 0, 0x83b555, 0, 0x97c969, 0, 0xabdd7d, 0,
0x344600, 0, 0x485a00, 0, 0x5c6e14, 0, 0x708228, 0,
0x84963c, 0, 0x98aa50, 0, 0xacbe64, 0, 0xc0d278, 0,
0x463e00, 0, 0x5a5205, 0, 0x6e6619, 0, 0x827a2d, 0,
0x968e41, 0, 0xaaa255, 0, 0xbeb669, 0, 0xd2ca7d, 0
};
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 Console::ourPALPaletteZ26[256] = {
0x000000, 0, 0x4c4c4c, 0, 0x606060, 0, 0x747474, 0,
0x888888, 0, 0x9c9c9c, 0, 0xb0b0b0, 0, 0xc4c4c4, 0,
0x000000, 0, 0x4c4c4c, 0, 0x606060, 0, 0x747474, 0,
0x888888, 0, 0x9c9c9c, 0, 0xb0b0b0, 0, 0xc4c4c4, 0,
0x533a00, 0, 0x674e00, 0, 0x7b6203, 0, 0x8f7617, 0,
0xa38a2b, 0, 0xb79e3f, 0, 0xcbb253, 0, 0xdfc667, 0,
0x1b5800, 0, 0x2f6c00, 0, 0x438001, 0, 0x579415, 0,
0x6ba829, 0, 0x7fbc3d, 0, 0x93d051, 0, 0xa7e465, 0,
0x6a2900, 0, 0x7e3d12, 0, 0x925126, 0, 0xa6653a, 0,
0xba794e, 0, 0xce8d62, 0, 0xe2a176, 0, 0xf6b58a, 0,
0x075b00, 0, 0x1b6f11, 0, 0x2f8325, 0, 0x439739, 0,
0x57ab4d, 0, 0x6bbf61, 0, 0x7fd375, 0, 0x93e789, 0,
0x741b2f, 0, 0x882f43, 0, 0x9c4357, 0, 0xb0576b, 0,
0xc46b7f, 0, 0xd87f93, 0, 0xec93a7, 0, 0xffa7bb, 0,
0x00572e, 0, 0x106b42, 0, 0x247f56, 0, 0x38936a, 0,
0x4ca77e, 0, 0x60bb92, 0, 0x74cfa6, 0, 0x88e3ba, 0,
0x6d165f, 0, 0x812a73, 0, 0x953e87, 0, 0xa9529b, 0,
0xbd66af, 0, 0xd17ac3, 0, 0xe58ed7, 0, 0xf9a2eb, 0,
0x014c5e, 0, 0x156072, 0, 0x297486, 0, 0x3d889a, 0,
0x519cae, 0, 0x65b0c2, 0, 0x79c4d6, 0, 0x8dd8ea, 0,
0x5f1588, 0, 0x73299c, 0, 0x873db0, 0, 0x9b51c4, 0,
0xaf65d8, 0, 0xc379ec, 0, 0xd78dff, 0, 0xeba1ff, 0,
0x123b87, 0, 0x264f9b, 0, 0x3a63af, 0, 0x4e77c3, 0,
0x628bd7, 0, 0x769feb, 0, 0x8ab3ff, 0, 0x9ec7ff, 0,
0x451e9d, 0, 0x5932b1, 0, 0x6d46c5, 0, 0x815ad9, 0,
0x956eed, 0, 0xa982ff, 0, 0xbd96ff, 0, 0xd1aaff, 0,
0x2a2b9e, 0, 0x3e3fb2, 0, 0x5253c6, 0, 0x6667da, 0,
0x7a7bee, 0, 0x8e8fff, 0, 0xa2a3ff, 0, 0xb6b7ff, 0,
0x000000, 0, 0x4c4c4c, 0, 0x606060, 0, 0x747474, 0,
0x888888, 0, 0x9c9c9c, 0, 0xb0b0b0, 0, 0xc4c4c4, 0,
0x000000, 0, 0x4c4c4c, 0, 0x606060, 0, 0x747474, 0,
0x888888, 0, 0x9c9c9c, 0, 0xb0b0b0, 0, 0xc4c4c4, 0
};
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 Console::ourSECAMPaletteZ26[256] = {
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0,
0x000000, 0, 0x2121ff, 0, 0xf03c79, 0, 0xff3cff, 0,
0x7fff00, 0, 0x7fffff, 0, 0xffff3f, 0, 0xffffff, 0
};
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 Console::ourUserNTSCPalette[256] = { 0 }; // filled from external file
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 Console::ourUserPALPalette[256] = { 0 }; // filled from external file
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt32 Console::ourUserSECAMPalette[256] = { 0 }; // filled from external file
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Console::Console(const Console& console)
: myOSystem(console.myOSystem)
{
// TODO: Write this method
assert(false);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Console& Console::operator = (const Console&)
{
// TODO: Write this method
assert(false);
return *this;
}