2002-04-22 01:45:08 +00:00
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<html>
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<title>Stella - A multi-platform Atari 2600 VCS emulator</title>
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<body bgcolor="#FFFFFF">
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<center><b><font size="7">Stella</font></b></center>
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<br><br>
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<center><h2><b>A multi-platform Atari 2600 VCS emulator</b></h2></center>
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2004-05-24 19:03:19 +00:00
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<center><h4><b>Release 1.4</b></h4></center>
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<br><br>
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2002-04-22 01:45:08 +00:00
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<center><h2><b>User's Guide</b></h2></center>
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2004-05-24 19:03:19 +00:00
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<br><br>
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2002-04-22 01:45:08 +00:00
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<ol>
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<li><a href="#Introduction">Introduction</a></li>
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<li><a href="#Requirements">What You Will Need</a></li>
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<li><a href="#Installation">Installation</a></li>
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<li><a href="#Games">Games</a></li>
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<li><a href="#Starting">Starting A Game</a></li>
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2004-06-26 21:31:28 +00:00
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<li><a href="#Settings">Settings File</a></li>
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2002-04-22 01:45:08 +00:00
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<li><a href="#Keyboard">Keyboard Layout</a></li>
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2004-07-12 02:24:25 +00:00
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<li><a href="#Remapping">Event Remapping</a></li>
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2002-04-22 01:45:08 +00:00
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<li><a href="#Properties">Game Properties</a></li>
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2004-05-24 19:03:19 +00:00
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<li><a href="#Adaptor">Stelladaptor Support</a></li>
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2002-04-22 01:45:08 +00:00
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<li><a href="#Acknowledgments">Acknowledgments</a></li>
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<li><a href="#License">License and Disclaimer</a></li>
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</ol>
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2004-05-24 19:03:19 +00:00
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<br><br><br>
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2002-04-22 01:45:08 +00:00
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2004-06-26 21:31:28 +00:00
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<center><b>February 1999 - July 2004</b></center>
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2002-04-22 01:45:08 +00:00
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<center><b>The Stella Team</b></center>
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<center><b><a href="http://stella.sourceforge.net">Stella Homepage</a></b></center>
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<br><br><br>
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<br><br>
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<h1><b>A Brief History of the Atari 2600</b></h1>
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<hr>
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<p><a><img src="graphics/console.png" ALIGN=RIGHT></a>
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In the early 1970's, video arcade games gained commercial success for the
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first time. The American public was introduced to Pong, Tank, and other
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interactive video games which populated amusement parks, bars, and arcades.
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The games were successful enough to create interest for home versions, so in
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1975 Atari released Home Pong and it was a smash hit. Other companies such as
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Magnavox and Coleco followed suit and released their own dedicated console
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games. Then in 1976, Fairchild Camera and Instrument introduced the Channel F
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system, the first cartridge based home video game system. The industry
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recognized that cartridge systems were the future of video gaming, and began
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development in that direction. In January 1977, RCA released the Studio II,
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another cartridge based system, although it only projected in black and white
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and seemed to be focused on educational titles. Then, in October 1977, Atari
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released the Atari VCS (Video Computer System) with an initial offering of nine
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games. This system, later renamed the Atari 2600, took the industry by storm
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and dominated the marketplace for years to come.
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</p>
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<p><a><img src="graphics/chucky_cheese.png" ALIGN=LEFT></a>
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Because of oversupply, the Christmas season of 1977 was very rough on the
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video game industry, and the Atari 2600 was the only system that managed to
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emerge unscathed. Atari enjoyed strong sales in 1978 and a fantastic holiday
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season, as Atari released more games such as Outlaw, Spacewar, and Breakout.
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Internally however, Atari was at odds. Nolan Bushnell, the inventor of pong and
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founder of Atari, wound up leaving the company and purchased Pizza Time Theater,
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which later became the successful Chuck E. Cheese! In 1979 Atari continued
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their trend and released 12 more games which met with continued success.
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However, Atari was now facing some stiffer competition from the Mattel
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Intellivision and the Magnavox Odyssey2.
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</p>
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<p><a><img src="graphics/space_invaders.png" ALIGN=RIGHT></a>
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Atari needed a mega-hit in 1980 in order to squash the competition, and they
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found it in the home version of a game from Japan called Space Invaders. It was
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so popular that people were buying the Atari 2600 just so they could play Space
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Invaders at home. Following that, Atari released Adventure, which was the first
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video game to contain an Easter Egg - placing an object in a certain area
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revealed the programmer's name, Warren Robinett. 1980 was important for another
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reason - the creation of the first ever third party software producer, Activision.
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The company was formed by four Atari employees who were unsatisfied with the
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working conditions at the company. They released four games initially: Dragster,
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Fishing Derby, Checkers and Boxing. The games were very well received by the
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public, and revealed that the Atari 2600 was capable of better games than
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Atari themselves had been producing. Atari tried to prevent Activision from
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selling games, but they failed and Activision grossed $70 million that year.
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</p>
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<p>
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By 1981, the video game industry was basically a horse race between the 2600
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and the Intellivision. While the Intellivision was technologically superior in
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some respects, the 2600 continued to lead in sales. Atari released the home
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version of Asteroids, which was a huge success. Inspired by the success of
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Activision, another software development group called Imagic was formed. They
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would not release any games until 1982 however. Another company, Games by Apollo,
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was formed in Texas and released several games that year.
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</p>
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<p>
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Coleco entered the market in 1982 with the release of the graphically
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superior Colecovision. To combat this new system, Atari produced the 5200,
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a technologically comparable system. The 2600 dropped $100 in price in order
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to remain competitive. Then a company called Arcadia released a peripheral
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called the Supercharger which played games in an audio cassette medium. This
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allowed for multiple loads and expanded the 2600's capabilities.
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<p><a><img src="graphics/pacman.png" ALIGN=LEFT></a>
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Atari released Pac-Man and E.T. that year, two incredibly hyped games which
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were critical flops.
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Although Pac-Man sold many copies, it was considered to be a poor
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translation of the arcade hit. However, there were many fantastic games
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produced for the 2600 during this period, and it was still selling strong.
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</p>
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<p>
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Ever since the inception of Activision, Atari had been fighting to keep third
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parties from producing cartridges which they felt were stealing profits from
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them. Finally the issue was settled when Atari agreed to allow third party
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manufacturing in exchange for a royalty. Suddenly software companies began
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popping up all over, and 1982 saw releases from companies like Venturevision,
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Spectravision, Telesys, CBS, 20th Century Fox, US Games, M Network, Tigervision,
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Data Age, Imagic and Coleco. There was even a company that released a line of
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X-Rated games for the 2600 called Mystique. The year was financially successful
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for Atari, however there seemed to be a glut of software. Although there were
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many quality titles still produced, there was an increasing number of rushed
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games as manufacturers attempted to cash in on the craze.
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</p>
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<p>
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More companies jumped on the band wagon in 1983. Zimag, Ultravision, Amiga,
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and others were also producing games and peripherals. It seemed as if there was
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just too much product to meet the demand, and as it turned out there was. By
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the end of the year, companies began folding. US Games, Data Age, Games by
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Apollo, Telesys and others all closed their doors from poor sales. A video
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game crash was occurring, and all companies were taking it on the chin.
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</p>
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<p>
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1984 was a much more subdued year for the Atari 2600, and the price of the
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system had now dropped to $40-$50. Many were saying that the video game
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industry was dead. However, Atari surprised everyone by announcing the release
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of the 7800, and also promising more 2600 games with improved graphics and
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sound. Unfortunately, neither of these things happened in 1984 because Atari
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sold their home video game division to Jack Tramiel who believed that home
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computers would replace video game systems. No further mention of the 2600 or
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7800 was made that year, and it appeared that they might be dead.
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</p>
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<p>
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1985 was another very quiet year for Atari and video games in general, and only
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a few games were released for the 2600. Activision produced Cosmic Commuter and
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Ghostbusters, but with little fanfare or marketing, these games did not sell
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well. However, because of the huge game library and cheap price, Atari still
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sold over a million 2600 consoles in 1985.
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</p>
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<p>
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There were very few plans for home video game systems by any company in 1986,
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since the market appeared to be dead. Then, to most people's surprise, Nintendo
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brought the NES to America and it was a smash hit, proving that video games
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still had a place in the US. Atari decided that maybe it would be a good idea
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to release the 7800 units it had in storage, and produce some more 2600 games.
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The 7800 was released with only 3 games initially available, although it was
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compatible with the 2600 library. They also redesigned the 2600 as the 2600 Jr.,
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a machine with the same abilities, but a new look and marketing campaign. It
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was sold for less than $50.
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</p>
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<p><a><img src="graphics/jr_pacman.png" ALIGN=RIGHT></a>
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Video games were once again selling phenomenally in 1987. Atari released
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several new titles, including Jr. Pac-Man, and also licensed a number of games
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from other companies such as Donkey Kong and Q*Bert. These new titles sold for
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$10-$15. Interestingly, a number of titles began appearing again from third
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part companies such as Epyx, Froggo, and Exus. It seemed that the 2600 was not
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dead yet!
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<p><a><img src="graphics/secret_quest.png" ALIGN=LEFT></a>
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In 1988, Atari rehired Nolan Bushnell and announced a number of new
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titles, including Secret Quest, a game written by Mr. Bushnell himself. Atari
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continued to manufacture these games even until 1989. However, it was apparent
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that the 2600, after its introduction over a decade ago, was finally at the end
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of its run. Although it was still produced and marketed outside of the US, the
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Atari 2600 finished its run in America. No other console has had such a long
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history or sold as many systems in the U.S.
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</p>
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<p>
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Today, the 2600 still has a large number of fans who remember the countless
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games played over the years, and the years to come. There are even games being
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produced by hobbyists, some of them quite professionally, being released on
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newly burnt cartridges with labels and manuals. And the recent trend in
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retrogaming has brought many more video game fans to rediscover the 2600, and
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it continues to live on 22 years after its release!
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</p>
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<p><i>Alexander Bilstein<br>February 1999</i></p>
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<br><br>
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<p><h1>
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<a name="Introduction">1. Introduction</a></h1>
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<hr>
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<p>
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Stella is a freely distributed multi-platform Atari 2600 VCS emulator; originally
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developed for Linux by Bradford W. Mott. Stella allows you to enjoy all of
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your favorite 2600 games once again by emulating the 2600's hardware with
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software. Stella is written in C++, which allows it to be ported to other
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operating systems and architectures. Since its original release Stella has
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been ported to AcornOS, AmigaOS, DOS, FreeBSD, Linux, MacOS, OpenStep, OS/2,
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Sega Dreamcast, Unix, and Windows.
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</p>
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2004-05-24 19:03:19 +00:00
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<h2><b>New in Release 1.4</b></h2>
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2002-11-03 22:22:32 +00:00
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<ul>
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2004-06-26 21:31:28 +00:00
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<li>Codebase ported to SDL. The DOS and X11 ports have been discontinued.</li>
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<li>Sound code ported to SDL. For the Linux versions, ALSA and OSS sound
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support has been discontinued.</li>
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<li>The Linux, MacOSX and Windows ports are now based on the same codebase and
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are actively maintained. That means simultaneous (and hopefully
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more frequent) releases.</li>
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<li>A new Windows port has been created, with the GUI based on StellaX.
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This is the first new release for Windows since Stella 1.2.</li>
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<li>A new Mac OSX port has been created by Mark Grebe. This is the first new
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release for Mac OSX since Stella 1.2.</li>
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<li>Added OpenGL rendering support.</li>
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<li>Added more refined in-game GUI.</li>
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<li>Added event remapping. Emulation keys can now be remapped to the keyboard
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or up to 4 joysticks.</li>
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<li>Added native Stelladaptor support. Joysticks, paddles, and driving controllers
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have been tested.</li>
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<li>Digital sound support (used in games like Quadrun and Pitfall2) has been
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greatly improved. Sound generation is now more tightly synchronized with
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video updates.</li>
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2004-07-12 02:24:25 +00:00
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<li>Added support for switchable palettes. Currently you can switch between the
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current Stella palette, original Stella palette (pre-1.2 versions), and
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the z26 palette.</li>
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2004-06-26 21:31:28 +00:00
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<li>Added support for UA Limited style bankswitching (Funky Fish and Pleiades).</li>
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2004-07-12 02:24:25 +00:00
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<li>Switched to using <i>high compatibility M6502 mode</i> by default. This
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means old state saves from previous Stella versions will no longer work.</li>
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2004-06-26 21:31:28 +00:00
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<li>The meaning of the "<i>-sound</i>" command line option has been changed.
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This option now accepts either 'true' or 'false (1 or 0) to enable/disable
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sound.</li>
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<li>Changed sound mixer functionality. The system volume/mixer settings will
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never be changed; volume changes in Stella will only affect the emulation
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itself.</li>
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<li>Added "<i>-video</i>" command line option. This option accepts either 'soft'
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or 'gl', to use software/OpenGL rendering.</li>
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<li>Added "<i>-gl_filter</i>" command line option. This option accepts either
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'nearest' or 'linear', to use GL_NEAREST or GL_LINEAR filtering.</li>
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<li>Added "<i>-gl_aspect</i>" command line option. This option accepts a decimal
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value specifying how much to scale the width of the emulation image (useful
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for giving an authentic 'square-looking' 4:3 mode).</li>
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2004-07-12 02:24:25 +00:00
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<li>Added "<i>-gl_fsmax</i>" command line option. This option accepts either
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'true' or 'false, and specifies to use the maximum possible resolution when
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in fullscreen OpenGL mode (useful for Linux and for Windows on laptops).</li>
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2004-06-26 21:31:28 +00:00
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<li>Added "<i>-fragsize</i>" command line option. This option accepts the
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size to use for sound fragments. Linux/MacOSX works well with 512,
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Windows seems to need 2048. This value must be a power of two.</li>
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<li>Modified "<i>-volume</i>" command line option. If you specify '-1',
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Stella will use the system volume.</li>
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<li>Renamed the "<i>-pro</i>" command line option to "<i>-altpro</i>".</li>
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<li>Renamed the "<i>-fps</i>" command line option to "<i>-framerate</i>".</li>
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<li>Removed the "<i>-center</i>" command line option. Stella now automatically
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centers the window when possible.</li>
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<li>Removed the "<i>-paddle real</i>" command line option, since it never really
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worked correctly (and Stelladaptor support adds that functionality
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anyway).</li>
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<li>Removed all command line options relating to the X11 port
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(owncmap, display).</li>
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2002-04-22 01:45:08 +00:00
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</ul>
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2004-06-26 21:31:28 +00:00
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2002-04-22 01:45:08 +00:00
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<p>
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<h2><b>Features</b></h2>
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<ul>
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<li>High speed emulation using optimized C++ code</li>
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2004-07-12 02:24:25 +00:00
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<li>Supports high quality sound emulation using Ron Fries' TIA Sound Emulation
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library</li>
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<li>Emulates the Atari 2600 Joystick Controllers using your computer's keyboard
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or joysticks</li>
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<li>Emulates the Atari 2600 Keyboard Controllers using your computer's keyboard</li>
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<li>Emulates one Atari 2600 Paddle Controller using your computer's mouse</li>
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2004-05-24 19:03:19 +00:00
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<li>Support for real Atari 2600 controllers using the
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<a href="http://www.pixelspast.com/products">Stelladaptor</a></li>
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<li>Emulates the Atari 2600 Driving Controllers using your computer's keyboard
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or joysticks</li>
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<li>Emulates the CBS Booster-Grip Controller using your computer's keyboard or
|
|
|
|
joysticks</li>
|
|
|
|
<li>Supports cartridges using Atari's standard 2K and 4K format</li>
|
|
|
|
<li>Supports cartridges using Atari's 8K, 16K, and 32K bank-switching schemes</li>
|
|
|
|
<li>Supports cartridges using Activision's 8K bank-switching scheme
|
|
|
|
(Robot Tank and Decathlon)</li>
|
|
|
|
<li>Supports cartridges using CBS Electronics' 12K bank-switching scheme</li>
|
|
|
|
<li>Supports cartridges using Chris Wilkson's Megacart 128K bank-switching
|
|
|
|
scheme</li>
|
|
|
|
<li>Supports cartridges using Commavid bank-switching scheme</li>
|
|
|
|
<li>Supports cartridges using M-Network's 16K bank-switching scheme</li>
|
|
|
|
<li>Supports cartridges using Parker Brothers' 8K bank-switching scheme</li>
|
|
|
|
<li>Supports cartridges using Tigervision's bank-switching scheme with up to
|
|
|
|
512K ROM</li>
|
|
|
|
<li>Supports Supercharger single-load and multi-load games</li>
|
|
|
|
<li>Supports property file for setting the properties associated with games</li>
|
|
|
|
<li>Supports user specified frame rate</li>
|
|
|
|
<li>Supports the NTSC and PAL television palettes</li>
|
|
|
|
<li>Supports several "undocumented features" of the TIA graphics chip used by
|
|
|
|
some games</li>
|
|
|
|
<li>TIA emulation supports full collision checking</li>
|
|
|
|
<li>Linux version of Stella works with the KStella frontend by Stephen Anthony</li>
|
2002-04-22 01:45:08 +00:00
|
|
|
</ul>
|
|
|
|
|
|
|
|
<br><br>
|
|
|
|
<p><h1>
|
|
|
|
<a name="Requirements">2. What You Will Need</a></h1>
|
|
|
|
<hr>
|
|
|
|
|
|
|
|
<p>The following sections outline the basic system requirements for running
|
|
|
|
Stella under various operating systems.
|
|
|
|
</p>
|
|
|
|
|
|
|
|
<p>Note that for this version of Stella, you are <b>required</b> to have a
|
|
|
|
stella.pro file. It is no longer optional as it was for past versions.</p>
|
|
|
|
|
|
|
|
<p>
|
2004-07-12 02:24:25 +00:00
|
|
|
<h2><b>General (required for all versions of Stella)</b></h2>
|
|
|
|
<ul>
|
|
|
|
<li>Enough RAM for the OS + 16MB RAM for the emulation; 32MB highly recommended</li>
|
|
|
|
<li>15 bit color minimum; 16 bit color graphics card highly recommended</li>
|
|
|
|
<li>SDL version 1.2.0 or greater</li>
|
|
|
|
<li>Latest versions of the libpng and zlib libraries</li>
|
|
|
|
<li>Joysticks or gamepads are highly recommended</li>
|
|
|
|
<li>Mouse or Stelladaptor with real paddles required for paddle emulation</li>
|
|
|
|
<li>Some ROM images (no, we won't tell you where to find them)</li>
|
|
|
|
</ul>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-07-12 02:24:25 +00:00
|
|
|
<p>
|
|
|
|
<h2><b>Linux/UNIX</b></h2>
|
2004-05-24 19:03:19 +00:00
|
|
|
<p>The Linux version of Stella is designed to work on a Linux Workstation with
|
|
|
|
the following:</p>
|
2002-04-22 01:45:08 +00:00
|
|
|
<ul>
|
2004-07-12 02:24:25 +00:00
|
|
|
<li>Linux Kernel 2.4.x, Linux Kernel 2.6.x is highly recommended</li>
|
|
|
|
<li>GNU C++ compiler version 2.95 and the make utility are required for compiling
|
|
|
|
the Stella source code; GNU C++ compiler version 3.2.x or later is highly
|
|
|
|
recommended</li>
|
|
|
|
<li>486/120 MHz required; 586/166 MHz highly recommended (Stella <b>may</b>
|
|
|
|
compile on other architectures, but it hasn't been tested)</li>
|
2002-04-22 01:45:08 +00:00
|
|
|
</ul>
|
|
|
|
|
|
|
|
<p>
|
2004-05-24 19:03:19 +00:00
|
|
|
<h2><b>Macintosh</b></h2>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-05-24 19:03:19 +00:00
|
|
|
<p>FIXME</p>
|
|
|
|
|
|
|
|
<p>
|
|
|
|
<h2><b>Windows</b></h2>
|
|
|
|
|
2004-07-12 02:24:25 +00:00
|
|
|
<p>The Windows version of Stella is designed to work on Windows 95/98/ME/2000/XP with
|
2002-04-22 01:45:08 +00:00
|
|
|
the following:</p>
|
|
|
|
|
|
|
|
<ul>
|
2004-07-12 02:24:25 +00:00
|
|
|
<li>Visual C++ 7 compiler is required to compile the StellaX GUI frontend</li>
|
|
|
|
<li>Visual C++ 7 or MinGW compiler is required to compile the Stella
|
|
|
|
executable</li>
|
|
|
|
<li>486/120 MHz required; 586/166 MHz highly recommended</li>
|
2002-04-22 01:45:08 +00:00
|
|
|
</ul>
|
|
|
|
|
|
|
|
<br><br>
|
|
|
|
<p><h1>
|
|
|
|
<a name="Installation">3. Installation</a></h1>
|
|
|
|
<hr>
|
2004-07-12 02:24:25 +00:00
|
|
|
<p>Stella is distributed in both source and binary form. Once you have a Stella
|
|
|
|
distribution you should follow the instructions for your operating system given
|
|
|
|
below.</p>
|
|
|
|
|
|
|
|
<p>If you have a supported joystick and driver installed and SDL can access the device,
|
|
|
|
you can play games using joysticks.</p>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-07-12 02:24:25 +00:00
|
|
|
<p>Currently, sound is supported using SDL. As long as SDL can see your sound card,
|
|
|
|
Stella will be able to produce sound.</p>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
|
|
|
<p>
|
2004-05-24 19:03:19 +00:00
|
|
|
<h2><b>Linux/UNIX</b></h2>
|
2003-11-30 03:36:51 +00:00
|
|
|
<ul>
|
2004-07-12 02:24:25 +00:00
|
|
|
<li><b>Compressed tarball</b> (stella-<i>release</i>-src.tar.gz)</li>
|
|
|
|
<ol>
|
|
|
|
<li>Extract files from the distribution:
|
|
|
|
<pre> tar zxvf stella-release-src.tar.gz</pre></li>
|
|
|
|
<li>Change directories to the stella-<i>release</i>/src/build directory</li>
|
|
|
|
<li>Edit the <b>makefile</b> to meet your needs</li>
|
|
|
|
<li>Build the executable with the following command:
|
|
|
|
<pre> make linux (or make linux-gl)</pre></li>
|
|
|
|
<li>Copy the executable to a directory that's in your path:
|
|
|
|
<pre> cp stella /usr/local/bin</pre></li>
|
|
|
|
<li>Copy the supplied stella.pro properties file to the system-wide location:
|
|
|
|
<pre> cp stella.pro /etc</pre> or to your home directory:
|
|
|
|
<pre> mkdir ~/.stella<br> cp stella.pro ~/.stella</pre></li>
|
|
|
|
</ol>
|
2004-07-13 01:09:50 +00:00
|
|
|
<li><b>Source RPM</b> (stella-<i>release</i>-1.src.rpm)</li>
|
2004-07-12 02:24:25 +00:00
|
|
|
<ol>
|
|
|
|
<li>Rebuild the archive with the following command:
|
|
|
|
<pre> rpmbuild --rebuild stella-<i>release</i>.src.rpm</pre></li>
|
|
|
|
<li>Follow the instructions under <i>Binary RPM</i> to install
|
|
|
|
the stella-<i>release</i>.ix86.rpm file</li>
|
|
|
|
</ol>
|
2004-07-13 01:09:50 +00:00
|
|
|
<li><b>Binary RPM</b> (stella-<i>release</i>-1.ix86.rpm)</li>
|
2004-07-12 02:24:25 +00:00
|
|
|
<ol>
|
|
|
|
<li>Install the binary RPM with the following command:
|
|
|
|
<pre> rpm -Uvh stella-<i>release</i>.ix86.rpm</pre></li>
|
|
|
|
</ol>
|
2003-11-30 03:36:51 +00:00
|
|
|
</ul>
|
|
|
|
|
2004-05-24 19:03:19 +00:00
|
|
|
<p>
|
|
|
|
<h2><b>Macintosh</b></h2>
|
|
|
|
<p>FIXME - add info for Mac</p>
|
|
|
|
|
|
|
|
<p>
|
|
|
|
<h2><b>Windows</b></h2>
|
2004-07-12 02:24:25 +00:00
|
|
|
<ul>
|
|
|
|
<li><b>Compressed tarball</b> (stella-<i>release</i>-src.tar.gz)</li>
|
|
|
|
<ol>
|
|
|
|
<li>Extract files from the distribution using <b>Winzip</b>,
|
|
|
|
<b>Total Commander</b>, or some other archiving program that supports
|
|
|
|
gzipped tar files</li>
|
|
|
|
<li>If compiling the Stella executable using MinGW:</li>
|
|
|
|
<ul>
|
|
|
|
<li>Change directories to the stella-<i>release</i>/src/build
|
|
|
|
directory</li>
|
|
|
|
<li>Edit the <b>makefile</b> to meet your needs</li>
|
|
|
|
<li>Build the executable with the following command:
|
|
|
|
<pre> make win32 (or make win32-gl)</pre></li>
|
|
|
|
<li>Copy the <b>Stella</b> (commandline executable) and <b>stella.pro</b>
|
|
|
|
files to some directory</li>
|
|
|
|
</ul>
|
|
|
|
<li>If compiling using Visual C++ 7:</li>
|
|
|
|
<ul>
|
|
|
|
<li>Open the <b>stella-<i>release</i>/src/win32/Stella_Emulator.sln</b>
|
|
|
|
file using Visual C++ 7</li>
|
|
|
|
<li>Build both Stella.exe (commandline emulator) and StellaX.exe
|
|
|
|
(GUI frontend)</li>
|
|
|
|
<li>Copy the <b>Stella.exe</b>, <b>StellaX.exe</b> and <b>stella.pro</b> files
|
|
|
|
to some directory</li>
|
|
|
|
</ul>
|
|
|
|
</ol>
|
|
|
|
<li><b>Binary ZIP file</b> (stella-<i>release</i>-win32.zip)</li>
|
|
|
|
<ol>
|
|
|
|
<li>Unzip the binary ZIP file using <b>Winzip</b> or <b>Total Commander</b>
|
|
|
|
and copy that directory somewhere</li>
|
|
|
|
</ol>
|
|
|
|
</ul>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
|
|
|
<br><br>
|
|
|
|
<p><h1>
|
|
|
|
<a name="Games">4. Games</a></h1>
|
|
|
|
<hr>
|
|
|
|
|
|
|
|
<p>Stella allows you to play games using ROM images of cartridges and cassettes.</p>
|
|
|
|
|
|
|
|
<p>
|
|
|
|
<h2><b>Cartridges</b></h2>
|
|
|
|
|
|
|
|
<p>Most games for the Atari 2600 came on cartridges. A cartridge usually
|
|
|
|
consists of a single Read Only Memory (ROM) chip which contains the data and
|
|
|
|
code for the game. Plugging a cartridge into the Atari 2600 allows the 2600's
|
|
|
|
microprocessor to access the program stored on the cartridge.</p>
|
|
|
|
|
|
|
|
<p>In a similar way you must "plug" a copy of a cartridge into Stella when you
|
|
|
|
want to play it. Having a ROM image, BIN file, of the cartridge allows you to
|
|
|
|
do this. A ROM image is a file, which contains the actual data and code read
|
|
|
|
from the cartridge. There are several ways to obtain a ROM image of a
|
|
|
|
cartridge:</p>
|
|
|
|
|
|
|
|
<ol>
|
|
|
|
<li>If you're handy with a soldering iron then you can design and build a
|
|
|
|
device that plugs into the printer port of a PC and read the data from the
|
|
|
|
cartridge</li>
|
|
|
|
|
|
|
|
<li>You can purchase the Atari 2600 Action Packs by Activision and use
|
|
|
|
their ROM images</li>
|
|
|
|
|
|
|
|
<li>You can search around the internet and find ROM images to download</li>
|
|
|
|
</ol>
|
|
|
|
|
|
|
|
<p><b>WARNING:</b> It is illegal to use ROM images of games that you do not
|
|
|
|
actually own since these games are still copyrighted.</p>
|
|
|
|
|
|
|
|
<p>
|
|
|
|
<h2><b>Supercharger Cassettes</b></h2>
|
|
|
|
|
|
|
|
<p>Supercharger games were not stored on cartridges instead they were stored
|
|
|
|
on cassette tapes. The Supercharger, which plugged into the Atari 2600's
|
|
|
|
cartridge slot, loaded games into its 6K of Random Access Memory (RAM) using a
|
|
|
|
standard audio cassette player. The Supercharger also supported multi-loading,
|
|
|
|
which allowed games to be broken into several segments and loaded at different
|
|
|
|
times. This was useful for large games which had distinct parts such as role
|
|
|
|
playing games.</p>
|
|
|
|
|
|
|
|
<p>Most of the available Supercharger ROM images are stored in 8448 bytes files.
|
|
|
|
However, ROM images of multi-load games are sometimes stored in a set of 8448
|
|
|
|
byte files. The names of these files have a two character sequence number in
|
|
|
|
them which indicates what load they are. The sequence starts with zero, skips
|
|
|
|
a few numbers and then increments by one.</p>
|
|
|
|
|
|
|
|
<p>Stella supports multi-load games, however, the set of ROM images must be
|
|
|
|
combined into a single ROM image file. For example to create a multi-load ROM
|
|
|
|
image file for Survival Island you would do the following under Unix:
|
|
|
|
|
|
|
|
<pre> % cat survivl0.bin survivl6.bin survivl7.bin > survivl.bin</pre>
|
|
|
|
|
|
|
|
or to create it under DOS you would:
|
|
|
|
|
|
|
|
<pre> % copy /b survivl0.bin+survivl6.bin+survivl7.bin survivl.bin</pre>
|
|
|
|
|
|
|
|
<p>Once you have the multi-load ROM image file, survivl.bin in this case, you
|
|
|
|
can play the game using it.</p>
|
|
|
|
|
|
|
|
<br><br>
|
|
|
|
<p><h1>
|
|
|
|
<a name="Starting">5. Starting A Game</a></h1>
|
|
|
|
<hr>
|
|
|
|
|
|
|
|
<p>Once Stella is installed and you have some ROM images you're ready to start
|
|
|
|
playing. To play a game follow the directions for your operating system.</p>
|
|
|
|
|
|
|
|
<p>
|
2004-05-24 19:03:19 +00:00
|
|
|
<h2><b>Linux/Unix</b></h2>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2003-11-30 03:36:51 +00:00
|
|
|
<p>The Linux version of Stella uses command line arguments to specify the game
|
2002-04-22 01:45:08 +00:00
|
|
|
you'd like to play as well as other options. To see the list of available
|
2004-06-26 21:31:28 +00:00
|
|
|
arguments, simply run stella without any options or filename.</p>
|
|
|
|
|
|
|
|
<p>The KDE frontend <a href="http://kstella.sourceforge.net">KStella</a> can
|
|
|
|
also be used, which provides a graphical, point-and-click interface for changing
|
|
|
|
most Stella options.</p>
|
|
|
|
|
|
|
|
<p>To run Stella from the commandline, use the following format:</p>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-05-24 19:03:19 +00:00
|
|
|
<pre> stella [options ...] filename.bin</pre>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<p><b>Options</b> ('0' or 'false' indicates false, '1' or 'true' indicates true,
|
|
|
|
others are self-explanatory):</p>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
|
|
|
<table BORDER=2>
|
|
|
|
<tr>
|
|
|
|
<th>Argument</th>
|
|
|
|
<th>Description</th>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td><pre>-video <soft|gl></pre></td>
|
|
|
|
<td>Use SDL software or OpenGL mode.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td><pre>-gl_filter <nearest|linear></pre></td>
|
|
|
|
<td>Use GL_NEAREST or GL_LINEAR filtering. GL_NEAREST results in a scaled,
|
|
|
|
pixelated image, while GL_LINEAR introduces blurring.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td><pre>-gl_aspect <number></pre></td>
|
|
|
|
<td>Specify the aspect ratio of the window. Normal TV mode would be 4:3,
|
|
|
|
so you would specify 1.3333. But since many video modes do not use
|
|
|
|
square pixels, you may have to try different values. I find 1.6
|
|
|
|
gives the most authentic look.</td>
|
|
|
|
</tr>
|
|
|
|
|
2004-07-12 02:24:25 +00:00
|
|
|
<tr>
|
|
|
|
<td><pre>-gl_fsmax <0|1></pre></td>
|
|
|
|
<td>Use the maximum possible resolution when switching to fullscreen OpenGL
|
|
|
|
mode. Under Linux (and Windows on laptops), this is usually the current
|
|
|
|
desktop resolution, so a video-mode switch can be avoided.</td>
|
|
|
|
</tr>
|
|
|
|
|
2003-11-30 03:36:51 +00:00
|
|
|
<tr>
|
2004-05-24 19:03:19 +00:00
|
|
|
<td><pre>-sound <0|1></pre></td>
|
2004-06-26 21:31:28 +00:00
|
|
|
<td>Disable or enable sound.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td><pre>-fragsize <number></pre></td>
|
|
|
|
<td>Specify the sound fragment size to use. Linux/Mac seems to work
|
|
|
|
with 512, Windows may need 2048.</td>
|
2003-11-30 03:36:51 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td><pre>-framerate <number></pre></td>
|
|
|
|
<td>Display the given number of frames per second.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td><pre>-zoom <size></pre></td>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td>Makes window be 'size' times normal.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2002-09-29 14:11:56 +00:00
|
|
|
<td><pre>-fullscreen <0|1></pre></td>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td>Play the game in fullscreen mode.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2002-09-29 14:11:56 +00:00
|
|
|
<td><pre>-grabmouse <0|1></pre></td>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td>Keeps the mouse in the game window.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2002-09-29 14:11:56 +00:00
|
|
|
<td><pre>-hidecursor <0|1></pre></td>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td>Hides the mouse cursor in the game window.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td><pre>-volume <number></pre></td>
|
2003-02-25 03:12:55 +00:00
|
|
|
<td>Set the volume (0 - 100). Use -1 to completely disable
|
2003-11-30 03:36:51 +00:00
|
|
|
changing the volume.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2004-06-26 21:31:28 +00:00
|
|
|
<td><pre>-paddle <0|1|2|3></pre></td>
|
|
|
|
<td>Indicates which paddle the mouse should emulate (defaults to paddle 0).</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td><pre>-altpro <props file></pre></td>
|
|
|
|
<td>Use the given properties file instead of stella.pro.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td><pre>-showinfo <0|1></pre></td>
|
2004-07-12 02:24:25 +00:00
|
|
|
<td>Shows some game info when the program exits.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td><pre>-accurate <0|1></pre></td>
|
2004-06-26 21:31:28 +00:00
|
|
|
<td>Accurate game timing (uses more CPU). This setting seems to work
|
|
|
|
better with the Linux 2.4 kernel. Newer kernels, Mac and Windows
|
|
|
|
should probably not use this.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
|
2002-09-29 14:11:56 +00:00
|
|
|
<tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td><pre>-ssdir <path></pre></td>
|
|
|
|
<td>The directory to save snapshot files to.</td>
|
2002-09-29 14:11:56 +00:00
|
|
|
</tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
|
2002-11-13 16:41:24 +00:00
|
|
|
<tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td><pre>-ssname <romname|md5sum></pre></td>
|
|
|
|
<td>How to name the snapshot. Option 'romname' will use the filename
|
|
|
|
provided in stella.pro, while 'md5sum' will use the calculated
|
|
|
|
MD5 sum of the rom.</td>
|
2002-11-13 16:41:24 +00:00
|
|
|
</tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td><pre>-sssingle <0|1></pre></td>
|
|
|
|
<td>Generate single snapshot instead of many.</td>
|
|
|
|
</tr>
|
|
|
|
|
2002-11-13 16:41:24 +00:00
|
|
|
<tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td><pre>-mergeprops <0|1></pre></td>
|
2002-11-13 16:41:24 +00:00
|
|
|
<td>Save the current properties to a separate file in the users' home directory,
|
2004-07-12 02:24:25 +00:00
|
|
|
or merge them into the users' stella.pro file.</td>
|
2002-11-13 16:41:24 +00:00
|
|
|
</tr>
|
2002-11-10 20:46:58 +00:00
|
|
|
|
2002-04-22 01:45:08 +00:00
|
|
|
</table>
|
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<p>
|
|
|
|
<h2><b>Macintosh</b></h2>
|
|
|
|
|
|
|
|
<p>The Mac version of Stella is a native Cocoa-based application.</p>
|
|
|
|
<p> FIXME - add more info</p>
|
|
|
|
|
|
|
|
<p>
|
|
|
|
<h2><b>Windows</b></h2>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<p>The Windows version of Stella is either commandline based or can use a GUI.
|
2004-07-12 02:24:25 +00:00
|
|
|
<ul>
|
|
|
|
<li>If using the commandline version (Stella.exe), the options are the same as
|
|
|
|
for the Linux version (described above).
|
|
|
|
<li>If using the GUI version (StellaX.exe), the 'Config' page contains some of
|
|
|
|
the options as listed for the Linux version (described above). The other
|
|
|
|
options can be selected from within the emulation itself (see
|
|
|
|
<b>Section 7 - <a href="#Keyboard">Keyboard Layout</a></b>).</li>
|
|
|
|
</ul>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<br><br>
|
|
|
|
<p><h1>
|
|
|
|
<a name="Settings">6. Settings File</a></h1>
|
|
|
|
<hr>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<p>Stella will remember when you change a setting either at the command line
|
|
|
|
or while the emulation is running, and use the settings the next time
|
|
|
|
you start the emulator. The settings are saved in a text file which can
|
|
|
|
be edited outside of Stella. This file can contain your default options,
|
|
|
|
and eliminates the need to specify them on the command line. Any
|
|
|
|
options specified on the command line will override those in the settings file.</p>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<p>The syntax for the settings file is very straightforward. Any line starting with
|
2002-04-22 01:45:08 +00:00
|
|
|
a ';' character is considered a comment and is ignored. Other lines must be of
|
|
|
|
the form: <b>command = value</b>, where <i>command</i> is the same as that
|
|
|
|
specified on the command line (without the '-' character), and <i>value</i>
|
|
|
|
is dependent on the command.</p>
|
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<p>For example, the following table illustrates how command line and settings entries
|
2002-04-22 01:45:08 +00:00
|
|
|
are similar:</p>
|
|
|
|
|
|
|
|
<table BORDER=2>
|
|
|
|
<tr>
|
|
|
|
<th>Command Line</th>
|
2004-06-26 21:31:28 +00:00
|
|
|
<th>Settings File</th>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td>-video gl</td>
|
|
|
|
<td>video = gl</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>-volume 75</td>
|
|
|
|
<td>volume = 75</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2002-09-29 14:11:56 +00:00
|
|
|
<td>-showinfo 1</td>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td>showinfo = 1 (or showinfo = true)</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<p>The settings file has a special name/location depending on which version of Stella
|
|
|
|
you use:</p>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-05-24 19:03:19 +00:00
|
|
|
<p>
|
2004-06-26 21:31:28 +00:00
|
|
|
<h2><b>Linux/UNIX</b></h2>
|
|
|
|
<p>The Linux and UNIX version of Stella searches for the <i>stellarc</i> file in
|
|
|
|
two places. First, it will look for <i>stellarc</i> in your $HOME/.stella directory.
|
|
|
|
Then, it will look for <i>stellarc</i> in the <i>/etc</i> directory.</p>
|
2004-05-24 19:03:19 +00:00
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<p>
|
|
|
|
<h2><b>Macintosh</b></h2>
|
|
|
|
<p>FIXME ...</p>
|
2004-05-24 19:03:19 +00:00
|
|
|
|
|
|
|
<p>
|
|
|
|
<h2><b>Windows</b></h2>
|
2004-06-26 21:31:28 +00:00
|
|
|
<p>The Windows version of Stella looks for the <i>stella.ini</i> file in the same
|
|
|
|
directory containing the application. Future versions of Stella for Windows may look in
|
|
|
|
user-specific locations (C:\Documents and Settings\...).</p>
|
2004-05-24 19:03:19 +00:00
|
|
|
|
2002-04-22 01:45:08 +00:00
|
|
|
<br><br>
|
|
|
|
<p><h1>
|
2004-06-26 21:31:28 +00:00
|
|
|
<a name="Keyboard">7. Keyboard Layout</a></h1>
|
2002-04-22 01:45:08 +00:00
|
|
|
<hr>
|
|
|
|
|
|
|
|
<p>The Atari 2600 console controls and controllers are mapped to the computer's
|
2003-09-30 01:22:45 +00:00
|
|
|
keyboard as shown in the following tables.</p>
|
|
|
|
|
|
|
|
<p>As of Stella 1.4, most of these events can be remapped to other keys on your keyboard
|
2004-07-12 02:24:25 +00:00
|
|
|
or buttons on your joystick (see <b>Section 8 -
|
|
|
|
<a href="#Remapping">Event Remapping</a></b>). The tables below show the default
|
|
|
|
settings.</p>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
|
|
|
<p><b>Console Controls</b></p>
|
|
|
|
|
|
|
|
<table BORDER=2>
|
|
|
|
<tr>
|
|
|
|
<th>Function</th>
|
2003-09-30 01:22:45 +00:00
|
|
|
<th>Key</th>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2004-07-12 02:24:25 +00:00
|
|
|
<td>Exit emulator (can't be remapped)</td>
|
2004-06-26 21:31:28 +00:00
|
|
|
<td>Escape (Cmd-Q for Macintosh)</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2004-07-12 02:24:25 +00:00
|
|
|
<td>Exit submenu in menu mode (can't be remapped)</td>
|
2004-06-26 21:31:28 +00:00
|
|
|
<td>Escape</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2004-07-12 02:24:25 +00:00
|
|
|
<td>Enter/exit menu mode (can't be remapped)</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Tab</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2002-04-22 01:45:08 +00:00
|
|
|
<td>Select Game</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>F1</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Reset Game</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>F2</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Color TV</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>F3</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Black/White TV</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>F4</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Left Player Difficulty B</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>F5</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Left Player Difficulty A</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>F6</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Right Player Difficulty B</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>F7</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Right Player Difficulty A</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>F8</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
2002-11-10 20:46:58 +00:00
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Save state to current slot</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
<td>F9</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Change current state slot</td>
|
|
|
|
<td>F10</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Load state from current slot</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
<td>F11</td>
|
|
|
|
</tr>
|
|
|
|
|
2002-04-22 01:45:08 +00:00
|
|
|
<tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
<td>Save PNG snapshot</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>F12</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
2002-11-10 20:46:58 +00:00
|
|
|
|
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Pause/resume emulation</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
<td>Pause</td>
|
|
|
|
</tr>
|
2002-04-22 01:45:08 +00:00
|
|
|
</table>
|
|
|
|
|
|
|
|
|
|
|
|
<p><b>Joystick Controller</b></p>
|
|
|
|
|
|
|
|
<table BORDER=2>
|
|
|
|
<tr>
|
|
|
|
<th>Left Joystick</th>
|
|
|
|
<th>Right Joystick</th>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>
|
|
|
|
<table BORDER=1>
|
|
|
|
<tr>
|
|
|
|
<th>Function</th>
|
2003-09-30 01:22:45 +00:00
|
|
|
<th>Key</th>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Joystick Up</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Up arrow</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Joystick Down</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Down arrow</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Joystick Left</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Left arrow</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Joystick Right</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Right arrow</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Fire Button</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Space</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
</td>
|
|
|
|
|
|
|
|
<td>
|
|
|
|
<table BORDER=1>
|
|
|
|
<tr>
|
|
|
|
<th>Function</th>
|
2003-09-30 01:22:45 +00:00
|
|
|
<th>Key</th>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Joystick Up</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Y</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Joystick Down</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>H</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Joystick Left</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>G</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Joystick Right</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>J</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Fire Button</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>F</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
</td>
|
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
|
|
|
|
<p><b>Booster-Grip Controller</b></p>
|
|
|
|
|
|
|
|
<table BORDER=2>
|
|
|
|
<tr>
|
|
|
|
<th>Left Booster-Grip</th>
|
|
|
|
<th>Right Booster-Grip</th>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>
|
|
|
|
<table BORDER=1>
|
|
|
|
<tr>
|
|
|
|
<th>Function</th>
|
2003-09-30 01:22:45 +00:00
|
|
|
<th>Key</th>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Booster-Grip Up</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Same as left joystick</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Booster-Grip Down</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Same as left joystick</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Booster-Grip Left</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Same as left joystick</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Booster-Grip Right</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Same as left joystick</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Fire Button</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Same as left joystick</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Trigger Button</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>4</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Booster Button</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>5</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
</td>
|
|
|
|
|
|
|
|
<td>
|
|
|
|
<table BORDER=1>
|
|
|
|
<tr>
|
|
|
|
<th>Function</th>
|
2003-09-30 01:22:45 +00:00
|
|
|
<th>Key</th>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Booster-Grip Up</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Same as right joystick</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Booster-Grip Down</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Same as right joystick</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Booster-Grip Left</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Same as right joystick</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Booster-Grip Right</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Same as right joystick</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Fire Button</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Same as right joystick</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Trigger Button</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>6</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Booster Button</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>7</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
</td>
|
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
|
|
|
|
<p><b>Driving Controller</b></p>
|
|
|
|
|
|
|
|
<table BORDER=2>
|
|
|
|
<tr>
|
|
|
|
<th>Left Driving</th>
|
|
|
|
<th>Right Driving</th>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>
|
|
|
|
<table BORDER=1>
|
|
|
|
<tr>
|
|
|
|
<th>Function</th>
|
2003-09-30 01:22:45 +00:00
|
|
|
<th>Key</th>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Left Direction</td>
|
|
|
|
<td>Insert</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Right Direction</td>
|
|
|
|
<td>Page Up</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Fire Button</td>
|
|
|
|
<td>Home</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
</td>
|
|
|
|
|
|
|
|
<td>
|
|
|
|
<table BORDER=1>
|
|
|
|
<tr>
|
|
|
|
<th>Function</th>
|
2003-09-30 01:22:45 +00:00
|
|
|
<th>Key</th>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Left Direction</td>
|
|
|
|
<td>Delete</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Right Direction</td>
|
|
|
|
<td>Page Down</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Fire Button</td>
|
|
|
|
<td>End</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
</td>
|
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
|
|
|
|
<p><b>Keypad Controller</b></p>
|
|
|
|
|
|
|
|
<table BORDER=2>
|
|
|
|
<tr>
|
|
|
|
<th>Left Keypad</th>
|
|
|
|
<th>Right Keypad</th>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>
|
|
|
|
<table BORDER=1>
|
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<th>Pad Button</th>
|
2002-04-22 01:45:08 +00:00
|
|
|
<th>Key</th>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>1</td>
|
|
|
|
<td>1</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>2</td>
|
|
|
|
<td>2</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>3</td>
|
|
|
|
<td>3</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>4</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Q</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>5</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>W</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>6</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>E</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>7</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>A</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>8</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>S</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>9</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>D</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>.</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Z</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>0</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>X</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>#</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>C</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
</td>
|
|
|
|
|
|
|
|
<td>
|
|
|
|
<table BORDER=1>
|
|
|
|
<tr>
|
2003-09-30 01:22:45 +00:00
|
|
|
<th>Pad Button</th>
|
2002-04-22 01:45:08 +00:00
|
|
|
<th>Key</th>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>1</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>8</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>2</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>9</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>3</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>0</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>4</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>I</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>5</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>O</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>6</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>P</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>7</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>K</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>8</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>L</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>9</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>;</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>.</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>,</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>0</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>#</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>/</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
</td>
|
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
|
2004-07-12 02:24:25 +00:00
|
|
|
<p><b>Developer Keys (can't be remapped)</b></p>
|
2002-11-10 20:46:58 +00:00
|
|
|
|
|
|
|
<p>The following keys are activated only if <b>developer</b> support has
|
|
|
|
been included:</p>
|
|
|
|
|
|
|
|
<table BORDER=2>
|
|
|
|
<tr>
|
|
|
|
<th>Function</th>
|
2003-09-30 01:22:45 +00:00
|
|
|
<th>Key</th>
|
2002-11-10 20:46:58 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Set "Display.YStart" to next <i>larger</i> value</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Alt + PageUp</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Set "Display.YStart" to next <i>smaller</i> value</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Alt + PageDown</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Set "Display.Height" to next <i>larger</i> value</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Control + PageUp</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Set "Display.Height" to next <i>smaller</i> value</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Control + PageDown</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Set "Display.XStart" to next <i>larger</i> value</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Alt + End</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Set "Display.XStart" to next <i>smaller</i> value</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Alt + Home</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Set "Display.Width" to next <i>larger</i> value</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Control + End</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Set "Display.Width" to next <i>smaller</i> value</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Control + Home</td>
|
2002-11-10 20:46:58 +00:00
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
|
2004-07-12 02:24:25 +00:00
|
|
|
<p><b>Other Keys (can't be remapped)</b></p>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
|
|
|
<table BORDER=2>
|
|
|
|
<tr>
|
|
|
|
<th>Function</th>
|
2003-09-30 01:22:45 +00:00
|
|
|
<th>Key</th>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Resize window to next <i>larger</i> size</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Alt + =</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Resize window to next <i>smaller</i> size</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Alt + -</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Grab mouse (keep mouse in game window)</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Control + g</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Hide cursor (hide cursor in game window)</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Control + h</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Toggle fullscreen/windowed mode</td>
|
2003-09-30 01:22:45 +00:00
|
|
|
<td>Alt + Enter</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
2003-11-30 03:36:51 +00:00
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Toggle OpenGL filtering modes</td>
|
|
|
|
<td>Alt + f</td>
|
|
|
|
</tr>
|
2004-07-12 02:24:25 +00:00
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Toggle display format between <i>NTSC</i> and <i>PAL</i></td>
|
|
|
|
<td>Control + f</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td>Save (or merge) the current properties</td>
|
|
|
|
<td>Control + s</td>
|
|
|
|
</tr>
|
|
|
|
|
2002-04-22 01:45:08 +00:00
|
|
|
</table>
|
|
|
|
|
|
|
|
<br><br><br>
|
|
|
|
<p><h1>
|
2004-07-12 02:24:25 +00:00
|
|
|
<a name="Remapping">8. Event Remapping</a></h1>
|
|
|
|
<hr>
|
|
|
|
|
|
|
|
<p>This version of Stella has event remapping. Almost every event in the emulator
|
|
|
|
can be remapped to another key on the keyboard or to buttons on up to four
|
|
|
|
joysticks/gamepads (see <b>Section 7 - <a href="#Keyboard">Keyboard Layout</a></b>
|
|
|
|
for those event which can/cannot be remapped).</p>
|
|
|
|
|
|
|
|
<p>To remap an event:
|
|
|
|
<ol>
|
|
|
|
<li>Enter menu mode be pressing <b>Tab</b>.</li>
|
|
|
|
<li>Press Cursor Up/Down to move up/down one line at a time,
|
|
|
|
or PageUp/PageDown to move up/down 5 lines at a time. The arrows on
|
|
|
|
the left and right sides of the menu indicate which item is currently
|
|
|
|
selected.</li>
|
|
|
|
<li>Select <u>Event Remapping</u> and press <b>Enter</b>.</li>
|
|
|
|
<li>Move up/down to select the event you want to remap and press <b>Enter</b>
|
|
|
|
to change the mapping, or <b>Escape</b> to go to the parent menu.</li>
|
|
|
|
<li>Triangle brackets will appear around the event to be remapped. At this
|
|
|
|
point you can press any keyboard key or gamepad button to set that key/button
|
|
|
|
to this event. Or you can press <b>Escape</b> to erase the mapping for this
|
|
|
|
event.</li>
|
|
|
|
<li>Return to step 4 to remap another event, press <b>Escape</b> to move to the
|
|
|
|
parent menu, or press <b>Tab</b> again to exit menu mode.</li>
|
|
|
|
</ol>
|
|
|
|
|
|
|
|
<br><br><br>
|
|
|
|
<p><h1>
|
|
|
|
<a name="Properties">9. Game Properties</a></h1>
|
2002-04-22 01:45:08 +00:00
|
|
|
<hr>
|
|
|
|
|
|
|
|
<p>Stella uses game properties to specify the "best" emulator settings for a
|
|
|
|
game. As of Version 1.2 of Stella, there are no longer any properties built-in.
|
2004-06-26 21:31:28 +00:00
|
|
|
You must use the included <b>stella.pro</b> file. Otherwise, the emulator
|
|
|
|
will try to guess the best settings for the game.</p>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
|
|
|
<p>
|
2004-05-24 19:03:19 +00:00
|
|
|
<h2><b>Linux/Unix</b></h2>
|
2002-04-22 01:45:08 +00:00
|
|
|
<p>The Linux and Unix versions of Stella looks for the property file
|
2004-06-26 21:31:28 +00:00
|
|
|
in your <i>$HOME/.stella</i> directory. If this file is not found there,
|
|
|
|
Stella will look in the <i>/etc/</i> directory.
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-05-24 19:03:19 +00:00
|
|
|
<p>
|
|
|
|
<h2><b>Macintosh</b></h2>
|
|
|
|
<p> FIXME - check to see where the Mac port looks for the properties file.</p>
|
|
|
|
|
|
|
|
<p>
|
|
|
|
<h2><b>Windows</b></h2>
|
2004-06-26 21:31:28 +00:00
|
|
|
<p>The Windows version of Stella looks for the property file in the same directory
|
|
|
|
containing the application. Future versions of Stella for Windows may look in
|
|
|
|
user-specific locations (C:\Documents and Settings\...).</p>
|
2004-05-24 19:03:19 +00:00
|
|
|
|
2002-04-22 01:45:08 +00:00
|
|
|
<p>
|
|
|
|
<h2><b>Property File</b></h2>
|
|
|
|
|
|
|
|
<p>A property file consists of some number of blocks. Each block in the file
|
|
|
|
contains the properties for a single game. For example the general format of
|
|
|
|
a property file is:</p>
|
|
|
|
|
|
|
|
<p>
|
|
|
|
<pre>
|
|
|
|
; Comments
|
|
|
|
"Cartridge.Name" "Value"
|
|
|
|
"Property" "Value"
|
|
|
|
""
|
|
|
|
|
|
|
|
; Comments
|
|
|
|
"Cartridge.Name" "Value"
|
|
|
|
"Property" "Value"
|
|
|
|
""
|
|
|
|
|
|
|
|
. . .
|
|
|
|
|
|
|
|
; Comments
|
|
|
|
"Cartridge.Name" "Value"
|
|
|
|
"Property" "Value"
|
|
|
|
""</pre>
|
|
|
|
|
|
|
|
<p>Every block in the property file must have a unique value for the
|
|
|
|
<i>Cartridge.Name</i> and <i>Cartridge.MD5</i> properties.</p>
|
|
|
|
|
|
|
|
<p>
|
|
|
|
<h2><b>Properties</b></h2>
|
|
|
|
|
|
|
|
<p>Each block in a property file consists of a set of properties for a single
|
|
|
|
game. Stella supports the properties described below:</p>
|
|
|
|
|
|
|
|
<table CELLSPACING="10">
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Cartridge.Filename:</i></td>
|
|
|
|
<td>This property indicates the name of the file containing the ROM image.
|
2003-02-17 19:02:48 +00:00
|
|
|
<!--In general this property is not needed, however, if present Stella uses it
|
2002-04-22 01:45:08 +00:00
|
|
|
while attempting to match a game with its block of properties. If the
|
|
|
|
value of the property matches the filename of the ROM image then Stella
|
2003-02-17 19:02:48 +00:00
|
|
|
uses that block of properties for the game.--></td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Cartridge.MD5:</i></td>
|
|
|
|
<td>This property indicates the MD5 checksum of the ROM image as a
|
|
|
|
string of hexadecimal digits. Stella uses this property while
|
|
|
|
attempting to match a game with its block of properties. If the
|
|
|
|
value of the property matches the MD5 checksum of the ROM image then
|
|
|
|
Stella uses that block of properties for the game. You can use the
|
|
|
|
GNU md5sum program, which is included with most Linux distributions,
|
|
|
|
to calculate the MD5 checksum of a ROM image.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Cartridge.Manufacturer:</i></td>
|
|
|
|
<td>This property indicates the game's manufacturer. Currently this
|
|
|
|
property is not being used, however, future versions of Stella will
|
|
|
|
probably allow the user to view this information.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Cartridge.ModelNo:</i></td>
|
|
|
|
<td>This property indicates the manufacturer's model number for the
|
|
|
|
game. Currently this property is not being used, however, future
|
|
|
|
versions of Stella will probably allow the user to view this information.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Cartridge.Name:</i></td>
|
|
|
|
<td>This property indicates the actual name of the game. It is very
|
|
|
|
important that this property's value be unique from all other cartridge
|
|
|
|
names in the property file.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Cartridge.Note:</i></td>
|
|
|
|
<td>This property contains any special notes about playing the game.
|
|
|
|
Currently this property is not being used, however, future versions of
|
|
|
|
Stella will probably allow the user to view this information.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Cartridge.Type:</i></td>
|
|
|
|
<td>This property indicates the bank-switching type for the game.
|
|
|
|
The value of this property must be: Auto-detect, 2K, 3F, 4K, AR, E0,
|
|
|
|
E7, F4SC, F6, F6SC, F8, F8SC, FASC, or FE. For more information about
|
|
|
|
bank-switching see Kevin Horton's 2600 bank-switching document.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Console.LeftDifficulty:</i></td>
|
|
|
|
<td>This property indicates the default difficulty setting for the left
|
|
|
|
player. The value of this property must be A or B.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Console.RightDifficulty:</i></td>
|
|
|
|
<td>This property indicates the default difficulty setting for the
|
|
|
|
right player. The value of this property must be A or B.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Console.TelevisionType:</i></td>
|
|
|
|
<td>This property indicates the default television setting for the
|
|
|
|
game. The value of this property must be Color or BlankAndWhite.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Controller.Left:</i></td>
|
|
|
|
<td>This property indicates what type of controller the left player
|
|
|
|
uses. The value of this property must be Booster-Grip, Driving,
|
|
|
|
Keyboard, Paddles, or Joystick.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Controller.Right:</i></td>
|
|
|
|
<td>This property indicates what type of controller the right player
|
|
|
|
uses. The value of this property must be Booster-Grip, Driving,
|
|
|
|
Keyboard, Paddles, or Joystick.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Display.Format:</i></td>
|
|
|
|
<td>This property indicates the television format the game was
|
|
|
|
designed for. The value of this property must be NTSC or PAL.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Display.XStart:</i></td>
|
|
|
|
<td>This property indicates the horizontal location to start displaying
|
|
|
|
pixels at on a scan-line. The value of this property must be <i>n</i>
|
2002-11-10 20:46:58 +00:00
|
|
|
such that 0 <= <i>n</i> <= 80 and <i>n</i> is divisible by 4.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Display.Width:</i></td>
|
|
|
|
<td>This property indicates the number of pixels to display per
|
|
|
|
scan-line. The value of this property must be <i>n</i> such that
|
2002-11-10 20:46:58 +00:00
|
|
|
80 <= <i>n</i> <= 160 and <i>n</i> is divisible by 4.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Display.YStart:</i></td>
|
|
|
|
<td>This property indicates the scan-line to start displaying at.
|
|
|
|
The value of this property must be <i>n</i> such that
|
2002-11-10 20:46:58 +00:00
|
|
|
0 <= <i>n</i> <= 64.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Display.Height:</i></td>
|
|
|
|
<td>This property indicates the number of scan-lines to display.
|
|
|
|
The value of this property must be <i>n</i> such that
|
2002-11-10 20:46:58 +00:00
|
|
|
100 <= <i>n</i> <= 256.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Emulation.CPU:</i></td>
|
|
|
|
<td>This property indicates the CPU emulation quality. The value of
|
|
|
|
this property must be High or Low.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP"><i>Emulation.HmoveBlanks:</i></td>
|
|
|
|
<td>This property indicates whether the TIA HMOVE blank bug should be
|
|
|
|
emulated or not. The value of this property must be Yes or No.</td>
|
|
|
|
</tr>
|
|
|
|
</table>
|
|
|
|
|
|
|
|
<br><br>
|
|
|
|
<p><h1>
|
2004-07-12 02:24:25 +00:00
|
|
|
<a name="Adaptor">10. Stelladaptor Support</a></h1>
|
2002-04-22 01:45:08 +00:00
|
|
|
<hr>
|
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<p>Stella supports real Atari 2600 joysticks, paddles and driving controllers
|
|
|
|
using the <a href="http://www.pixelspast.com/products">Stelladaptor</a> device.</p>
|
2004-05-24 19:03:19 +00:00
|
|
|
|
|
|
|
<p>Stella can use up to <b>two</b> Stelladaptors; any extra ones are ignored.
|
2004-06-26 21:31:28 +00:00
|
|
|
Stelladaptor devices will be automatically detected and configured. Devices
|
|
|
|
can be plugged/unplugged while the emulation is running; Stella will detect the
|
|
|
|
change and act accordingly.</p>
|
|
|
|
|
|
|
|
<p>The detection and configuration is as follows:
|
2002-04-22 01:45:08 +00:00
|
|
|
|
|
|
|
<ul>
|
2004-06-26 21:31:28 +00:00
|
|
|
<li>The first Stelladaptor found will act as the <b>left game port</b>
|
|
|
|
on a real Atari. Depending on the device, Stella will detect it as
|
|
|
|
either the left joystick, paddles 1 & 2, or the left driving controller.</li>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<li>The second Stelladaptor found will act as the <b>right game port</b>
|
|
|
|
on a real Atari. Depending on the device, Stella will detect it as
|
|
|
|
either the right joystick, paddles 3 & 4, or the right driving controller.</li>
|
2002-04-22 01:45:08 +00:00
|
|
|
|
2004-05-24 19:03:19 +00:00
|
|
|
<li>Any other Stelladaptors will be ignored.</li>
|
|
|
|
</ul>
|
2002-04-22 01:45:08 +00:00
|
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|
|
<br><br>
|
|
|
|
<p><h1>
|
2004-07-12 02:24:25 +00:00
|
|
|
<a name="Acknowledgments">11. Acknowledgments</a></h1>
|
2002-04-22 01:45:08 +00:00
|
|
|
<hr>
|
|
|
|
|
|
|
|
<p>Bradford W. Mott started developing Stella during the fall of 1995 and since
|
|
|
|
then a number of people from around the world have contributed to the project.
|
|
|
|
Some people have provided technical help while others have offered suggestions
|
|
|
|
and praise. The Stella Team is grateful for all the help and support it has
|
|
|
|
received over the years. The following is an incomplete list of the people who have
|
|
|
|
played a part in bringing Stella to you:</p>
|
|
|
|
|
|
|
|
<table CELLSPACING="15">
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Stephen Anthony</td>
|
|
|
|
<td>Ported Stella 1.1 to SDL. Added extra command line options to X11/SDL
|
|
|
|
versions. Added INI file support, faster startup, snapshot support,
|
2002-11-03 22:22:32 +00:00
|
|
|
and pause functionality to core. Converted Stella 1.1 manual to HTML.
|
2004-06-26 21:31:28 +00:00
|
|
|
Ported codebase to SDL for Windows/MacOSX. Added OpenGL support and
|
|
|
|
Stelladaptor support. Current maintainer for the Linux and Windows versions.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">David Aspell</td>
|
|
|
|
<td>Ported release 0.7 of Stella to Java</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Christopher Bennett</td>
|
|
|
|
<td>Helped discover a Superchanger emulation bug in release 1.0 of Stella</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Alexander Bilstein</td>
|
|
|
|
<td>Provided "A Brief History of the Atari 2600" for this manual</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Dan Boris</td>
|
|
|
|
<td>Provided technical information on the Supercharger</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Piero Cavina</td>
|
|
|
|
<td>Allowed "Oystron" to be included in the Stella distribution</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Bob Colbert</td>
|
|
|
|
<td>Allowed "Okie Dokie" to be included in the Stella distribution</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Joe D'Andrea</td>
|
|
|
|
<td>Author of the IRIX port of Stella until release 1.2</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Renato Ferreira</td>
|
|
|
|
<td>Provided code to support private colormaps under Unix</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Ron Fries</td>
|
|
|
|
<td>Author of the awesome TIA Sound library</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Aaron Giles</td>
|
|
|
|
<td>Author of the Power Macintosh version of Stella until release 1.1</td>
|
|
|
|
</tr>
|
|
|
|
|
2004-06-26 21:31:28 +00:00
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Mark Grebe</td>
|
|
|
|
<td>Author of the Macintosh OSX version of Stella starting with the
|
|
|
|
1.4 release. Helped with Stelladaptor support.</td>
|
|
|
|
</tr>
|
|
|
|
|
2002-04-22 01:45:08 +00:00
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Mark Hahn</td>
|
|
|
|
<td>Allowed "Elk Attack" to be included in the Stella distribution and
|
|
|
|
provided help with the TIA HMOVE blank bug</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Kevin Horton</td>
|
|
|
|
<td>Author of the definitive Atari 2600 bank-switching document</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Thomas Jentzsch</td>
|
|
|
|
<td>Provided updated NTSC palette and many ideas</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Erik Kovach</td>
|
|
|
|
<td>Author of the property file for release 0.7, 1.0, 1.1, and 1.2 of Stella</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Daniel Marks</td>
|
|
|
|
<td>Provided improved keyboard joystick support for Stella release 0.1</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">James Mcclain</td>
|
|
|
|
<td>Provided patches for the 1.2 release to get Stella to compile with GCC 3.0</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">David McEwen</td>
|
|
|
|
<td>Author of the Acorn version of Stella</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Jeff Miller</td>
|
|
|
|
<td>Author of the Windows version of Stella until release 1.2</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Dan Mowczan</td>
|
|
|
|
<td>Provided a Supercharger to help with Stella's development</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Jack Nutting</td>
|
|
|
|
<td>Author of the OpenStep version of Stella</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Manuel Polik</td>
|
|
|
|
<td>Author of the Windows version of Stella starting with the 1.2 release</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Jim Pragit</td>
|
|
|
|
<td>Author of the "Game Menu" emulator game shell</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">John Saeger</td>
|
|
|
|
<td>Participated in a helpful discussion on understanding the TIA's
|
|
|
|
RESPx multi-sprite trick</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Chris Salomon</td>
|
|
|
|
<td>Provided information and code to help implement Supercharger support</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Jason Scott</td>
|
|
|
|
<td>Organizer of the property file archive for early versions of
|
|
|
|
Stella; now he's helping with the web site</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">David Shaw</td>
|
|
|
|
<td>Provided make targets for the BSDI platform</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Raul Silva</td>
|
|
|
|
<td>Helped with design and graphics for an early version of the Stella
|
|
|
|
web site</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Chris Snell</td>
|
|
|
|
<td>Maintained a mirror of the Stella FTP site</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Darrell Spice Jr.</td>
|
|
|
|
<td>Author of the OS/2 version of Stella</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">John Stiles</td>
|
2004-06-26 21:31:28 +00:00
|
|
|
<td>Maintained the Macintosh version of Stella until release 1.2</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Eckhard Stolberg</td>
|
|
|
|
<td>Provided a description of the TIA bug that produces the star field
|
|
|
|
effect in Cosmic Ark, provided the PAL television palette, and
|
|
|
|
participated in a helpful discussion on understanding the TIA's RESPx
|
|
|
|
multi-sprite trick. He also provided the Commavid and Megaboy support
|
|
|
|
for Stella as well as some improved Supercharger BIOS code.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Matthew Stroup</td>
|
|
|
|
<td>Author of the Amiga version of Stella</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Joel Sutton</td>
|
|
|
|
<td>Author of the FreeBSD version of Stella</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Greg Troutman</td>
|
|
|
|
<td>Allowed "This Planet Sucks" to be included in the Stella distribution</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Curt Vendel</td>
|
|
|
|
<td>Provided schematics of the TIA which are being used to improve the
|
|
|
|
TIA emulation.</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Brian Watson</td>
|
|
|
|
<td>Helped with getting the illegal CPU instruction support working with Stella.
|
|
|
|
Brian also submitted a number of other changes, such as debugger support, which
|
2004-06-26 21:31:28 +00:00
|
|
|
will be integrated into the 1.5 release of Stella.</td>
|
2002-04-22 01:45:08 +00:00
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Keith Wilkins</td>
|
|
|
|
<td>Maintained the DOS version of Stella until release 0.7</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td VALIGN="TOP">Jeff Wisnia</td>
|
|
|
|
<td>Provided technical data sheet for the 6532 RIOT chip</td>
|
|
|
|
</tr>
|
|
|
|
|
|
|
|
</table>
|
|
|
|
|
|
|
|
<br><br>
|
|
|
|
<p><h1>
|
2004-07-12 02:24:25 +00:00
|
|
|
<a name="License">12. License and Disclaimer</a></h1>
|
2002-04-22 01:45:08 +00:00
|
|
|
<hr>
|
|
|
|
|
|
|
|
<p>
|
|
|
|
<H2>GNU GENERAL PUBLIC LICENSE</h2>
|
|
|
|
<P>
|
|
|
|
Version 2, June 1991
|
|
|
|
|
|
|
|
</P>
|
|
|
|
|
|
|
|
<PRE>
|
|
|
|
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
|
|
|
59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
|
|
|
|
|
|
|
|
Everyone is permitted to copy and distribute verbatim copies
|
|
|
|
of this license document, but changing it is not allowed.
|
|
|
|
</PRE>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<H2>Preamble</H2>
|
|
|
|
|
|
|
|
<P>
|
|
|
|
The licenses for most software are designed to take away your
|
|
|
|
freedom to share and change it. By contrast, the GNU General Public
|
|
|
|
License is intended to guarantee your freedom to share and change free
|
|
|
|
software--to make sure the software is free for all its users. This
|
|
|
|
General Public License applies to most of the Free Software
|
|
|
|
Foundation's software and to any other program whose authors commit to
|
|
|
|
using it. (Some other Free Software Foundation software is covered by
|
|
|
|
the GNU Library General Public License instead.) You can apply it to
|
|
|
|
your programs, too.
|
|
|
|
|
|
|
|
</P>
|
|
|
|
<P>
|
|
|
|
When we speak of free software, we are referring to freedom, not
|
|
|
|
price. Our General Public Licenses are designed to make sure that you
|
|
|
|
have the freedom to distribute copies of free software (and charge for
|
|
|
|
this service if you wish), that you receive source code or can get it
|
|
|
|
if you want it, that you can change the software or use pieces of it
|
|
|
|
in new free programs; and that you know you can do these things.
|
|
|
|
|
|
|
|
</P>
|
|
|
|
<P>
|
|
|
|
To protect your rights, we need to make restrictions that forbid
|
|
|
|
anyone to deny you these rights or to ask you to surrender the rights.
|
|
|
|
These restrictions translate to certain responsibilities for you if you
|
|
|
|
distribute copies of the software, or if you modify it.
|
|
|
|
|
|
|
|
</P>
|
|
|
|
<P>
|
|
|
|
For example, if you distribute copies of such a program, whether
|
|
|
|
gratis or for a fee, you must give the recipients all the rights that
|
|
|
|
you have. You must make sure that they, too, receive or can get the
|
|
|
|
source code. And you must show them these terms so they know their
|
|
|
|
rights.
|
|
|
|
|
|
|
|
</P>
|
|
|
|
<P>
|
|
|
|
We protect your rights with two steps: (1) copyright the software, and
|
|
|
|
(2) offer you this license which gives you legal permission to copy,
|
|
|
|
distribute and/or modify the software.
|
|
|
|
|
|
|
|
</P>
|
|
|
|
<P>
|
|
|
|
Also, for each author's protection and ours, we want to make certain
|
|
|
|
that everyone understands that there is no warranty for this free
|
|
|
|
software. If the software is modified by someone else and passed on, we
|
|
|
|
want its recipients to know that what they have is not the original, so
|
|
|
|
that any problems introduced by others will not reflect on the original
|
|
|
|
authors' reputations.
|
|
|
|
|
|
|
|
</P>
|
|
|
|
<P>
|
|
|
|
Finally, any free program is threatened constantly by software
|
|
|
|
patents. We wish to avoid the danger that redistributors of a free
|
|
|
|
program will individually obtain patent licenses, in effect making the
|
|
|
|
program proprietary. To prevent this, we have made it clear that any
|
|
|
|
patent must be licensed for everyone's free use or not licensed at all.
|
|
|
|
|
|
|
|
</P>
|
|
|
|
<P>
|
|
|
|
The precise terms and conditions for copying, distribution and
|
|
|
|
modification follow.
|
|
|
|
|
|
|
|
</P>
|
|
|
|
|
|
|
|
|
|
|
|
<H2>TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION</H2>
|
|
|
|
|
|
|
|
|
|
|
|
<P>
|
|
|
|
|
|
|
|
<STRONG>0.</STRONG>
|
|
|
|
This License applies to any program or other work which contains
|
|
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|
a notice placed by the copyright holder saying it may be distributed
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under the terms of this General Public License. The "Program", below,
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refers to any such program or work, and a "work based on the Program"
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means either the Program or any derivative work under copyright law:
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that is to say, a work containing the Program or a portion of it,
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either verbatim or with modifications and/or translated into another
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language. (Hereinafter, translation is included without limitation in
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the term "modification".) Each licensee is addressed as "you".
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<P>
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Activities other than copying, distribution and modification are not
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covered by this License; they are outside its scope. The act of
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running the Program is not restricted, and the output from the Program
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is covered only if its contents constitute a work based on the
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Program (independent of having been made by running the Program).
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Whether that is true depends on what the Program does.
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<P>
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<STRONG>1.</STRONG>
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You may copy and distribute verbatim copies of the Program's
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source code as you receive it, in any medium, provided that you
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conspicuously and appropriately publish on each copy an appropriate
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copyright notice and disclaimer of warranty; keep intact all the
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notices that refer to this License and to the absence of any warranty;
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and give any other recipients of the Program a copy of this License
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along with the Program.
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<P>
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You may charge a fee for the physical act of transferring a copy, and
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you may at your option offer warranty protection in exchange for a fee.
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<P>
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<STRONG>2.</STRONG>
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You may modify your copy or copies of the Program or any portion
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of it, thus forming a work based on the Program, and copy and
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distribute such modifications or work under the terms of Section 1
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above, provided that you also meet all of these conditions:
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<P>
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<UL>
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<LI><STRONG>a)</STRONG>
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You must cause the modified files to carry prominent notices
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stating that you changed the files and the date of any change.
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<P>
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<LI><STRONG>b)</STRONG>
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You must cause any work that you distribute or publish, that in
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whole or in part contains or is derived from the Program or any
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part thereof, to be licensed as a whole at no charge to all third
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parties under the terms of this License.
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<P>
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<LI><STRONG>c)</STRONG>
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If the modified program normally reads commands interactively
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when run, you must cause it, when started running for such
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interactive use in the most ordinary way, to print or display an
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announcement including an appropriate copyright notice and a
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notice that there is no warranty (or else, saying that you provide
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a warranty) and that users may redistribute the program under
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these conditions, and telling the user how to view a copy of this
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License. (Exception: if the Program itself is interactive but
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does not normally print such an announcement, your work based on
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the Program is not required to print an announcement.)
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</UL>
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These requirements apply to the modified work as a whole. If
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identifiable sections of that work are not derived from the Program,
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and can be reasonably considered independent and separate works in
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themselves, then this License, and its terms, do not apply to those
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sections when you distribute them as separate works. But when you
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distribute the same sections as part of a whole which is a work based
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on the Program, the distribution of the whole must be on the terms of
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this License, whose permissions for other licensees extend to the
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entire whole, and thus to each and every part regardless of who wrote it.
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<P>
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Thus, it is not the intent of this section to claim rights or contest
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your rights to work written entirely by you; rather, the intent is to
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exercise the right to control the distribution of derivative or
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collective works based on the Program.
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<P>
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In addition, mere aggregation of another work not based on the Program
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with the Program (or with a work based on the Program) on a volume of
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a storage or distribution medium does not bring the other work under
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the scope of this License.
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<P>
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<STRONG>3.</STRONG>
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You may copy and distribute the Program (or a work based on it,
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|
under Section 2) in object code or executable form under the terms of
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Sections 1 and 2 above provided that you also do one of the following:
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<!-- we use this doubled UL to get the sub-sections indented, -->
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<!-- while making the bullets as unobvious as possible. -->
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<UL>
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<LI><STRONG>a)</STRONG>
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Accompany it with the complete corresponding machine-readable
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source code, which must be distributed under the terms of Sections
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1 and 2 above on a medium customarily used for software interchange; or,
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<P>
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<LI><STRONG>b)</STRONG>
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|
Accompany it with a written offer, valid for at least three
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|
years, to give any third party, for a charge no more than your
|
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|
|
cost of physically performing source distribution, a complete
|
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|
|
machine-readable copy of the corresponding source code, to be
|
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|
distributed under the terms of Sections 1 and 2 above on a medium
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|
customarily used for software interchange; or,
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<P>
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<LI><STRONG>c)</STRONG>
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|
Accompany it with the information you received as to the offer
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|
|
to distribute corresponding source code. (This alternative is
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|
|
allowed only for noncommercial distribution and only if you
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|
|
received the program in object code or executable form with such
|
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|
an offer, in accord with Subsection b above.)
|
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</UL>
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|
The source code for a work means the preferred form of the work for
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|
making modifications to it. For an executable work, complete source
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|
|
code means all the source code for all modules it contains, plus any
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|
|
associated interface definition files, plus the scripts used to
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|
|
control compilation and installation of the executable. However, as a
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|
|
special exception, the source code distributed need not include
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|
|
anything that is normally distributed (in either source or binary
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|
|
form) with the major components (compiler, kernel, and so on) of the
|
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|
|
operating system on which the executable runs, unless that component
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|
itself accompanies the executable.
|
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|
<P>
|
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|
|
If distribution of executable or object code is made by offering
|
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|
|
access to copy from a designated place, then offering equivalent
|
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|
|
access to copy the source code from the same place counts as
|
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|
|
distribution of the source code, even though third parties are not
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|
|
compelled to copy the source along with the object code.
|
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|
|
<P>
|
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|
|
|
|
|
|
<STRONG>4.</STRONG>
|
|
|
|
You may not copy, modify, sublicense, or distribute the Program
|
|
|
|
except as expressly provided under this License. Any attempt
|
|
|
|
otherwise to copy, modify, sublicense or distribute the Program is
|
|
|
|
void, and will automatically terminate your rights under this License.
|
|
|
|
However, parties who have received copies, or rights, from you under
|
|
|
|
this License will not have their licenses terminated so long as such
|
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|
|
parties remain in full compliance.
|
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|
|
<P>
|
|
|
|
|
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|
|
<STRONG>5.</STRONG>
|
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|
|
You are not required to accept this License, since you have not
|
|
|
|
signed it. However, nothing else grants you permission to modify or
|
|
|
|
distribute the Program or its derivative works. These actions are
|
|
|
|
prohibited by law if you do not accept this License. Therefore, by
|
|
|
|
modifying or distributing the Program (or any work based on the
|
|
|
|
Program), you indicate your acceptance of this License to do so, and
|
|
|
|
all its terms and conditions for copying, distributing or modifying
|
|
|
|
the Program or works based on it.
|
|
|
|
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|
|
<P>
|
|
|
|
|
|
|
|
<STRONG>6.</STRONG>
|
|
|
|
Each time you redistribute the Program (or any work based on the
|
|
|
|
Program), the recipient automatically receives a license from the
|
|
|
|
original licensor to copy, distribute or modify the Program subject to
|
|
|
|
these terms and conditions. You may not impose any further
|
|
|
|
restrictions on the recipients' exercise of the rights granted herein.
|
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|
|
You are not responsible for enforcing compliance by third parties to
|
|
|
|
this License.
|
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|
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|
|
<P>
|
|
|
|
|
|
|
|
<STRONG>7.</STRONG>
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|
|
If, as a consequence of a court judgment or allegation of patent
|
|
|
|
infringement or for any other reason (not limited to patent issues),
|
|
|
|
conditions are imposed on you (whether by court order, agreement or
|
|
|
|
otherwise) that contradict the conditions of this License, they do not
|
|
|
|
excuse you from the conditions of this License. If you cannot
|
|
|
|
distribute so as to satisfy simultaneously your obligations under this
|
|
|
|
License and any other pertinent obligations, then as a consequence you
|
|
|
|
may not distribute the Program at all. For example, if a patent
|
|
|
|
license would not permit royalty-free redistribution of the Program by
|
|
|
|
all those who receive copies directly or indirectly through you, then
|
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|
|
the only way you could satisfy both it and this License would be to
|
|
|
|
refrain entirely from distribution of the Program.
|
|
|
|
<P>
|
|
|
|
|
|
|
|
If any portion of this section is held invalid or unenforceable under
|
|
|
|
any particular circumstance, the balance of the section is intended to
|
|
|
|
apply and the section as a whole is intended to apply in other
|
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|
|
circumstances.
|
|
|
|
<P>
|
|
|
|
|
|
|
|
It is not the purpose of this section to induce you to infringe any
|
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|
|
patents or other property right claims or to contest validity of any
|
|
|
|
such claims; this section has the sole purpose of protecting the
|
|
|
|
integrity of the free software distribution system, which is
|
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|
|
implemented by public license practices. Many people have made
|
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|
|
generous contributions to the wide range of software distributed
|
|
|
|
through that system in reliance on consistent application of that
|
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|
|
system; it is up to the author/donor to decide if he or she is willing
|
|
|
|
to distribute software through any other system and a licensee cannot
|
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|
|
impose that choice.
|
|
|
|
<P>
|
|
|
|
|
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|
|
This section is intended to make thoroughly clear what is believed to
|
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|
|
be a consequence of the rest of this License.
|
|
|
|
|
|
|
|
<P>
|
|
|
|
|
|
|
|
<STRONG>8.</STRONG>
|
|
|
|
If the distribution and/or use of the Program is restricted in
|
|
|
|
certain countries either by patents or by copyrighted interfaces, the
|
|
|
|
original copyright holder who places the Program under this License
|
|
|
|
may add an explicit geographical distribution limitation excluding
|
|
|
|
those countries, so that distribution is permitted only in or among
|
|
|
|
countries not thus excluded. In such case, this License incorporates
|
|
|
|
the limitation as if written in the body of this License.
|
|
|
|
|
|
|
|
<P>
|
|
|
|
|
|
|
|
<STRONG>9.</STRONG>
|
|
|
|
The Free Software Foundation may publish revised and/or new versions
|
|
|
|
of the General Public License from time to time. Such new versions will
|
|
|
|
be similar in spirit to the present version, but may differ in detail to
|
|
|
|
address new problems or concerns.
|
|
|
|
<P>
|
|
|
|
|
|
|
|
Each version is given a distinguishing version number. If the Program
|
|
|
|
specifies a version number of this License which applies to it and "any
|
|
|
|
later version", you have the option of following the terms and conditions
|
|
|
|
either of that version or of any later version published by the Free
|
|
|
|
Software Foundation. If the Program does not specify a version number of
|
|
|
|
this License, you may choose any version ever published by the Free Software
|
|
|
|
Foundation.
|
|
|
|
|
|
|
|
<P>
|
|
|
|
|
|
|
|
|
|
|
|
<STRONG>10.</STRONG>
|
|
|
|
If you wish to incorporate parts of the Program into other free
|
|
|
|
programs whose distribution conditions are different, write to the author
|
|
|
|
to ask for permission. For software which is copyrighted by the Free
|
|
|
|
Software Foundation, write to the Free Software Foundation; we sometimes
|
|
|
|
make exceptions for this. Our decision will be guided by the two goals
|
|
|
|
of preserving the free status of all derivatives of our free software and
|
|
|
|
of promoting the sharing and reuse of software generally.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<P><STRONG>NO WARRANTY</STRONG></P>
|
|
|
|
|
|
|
|
<P>
|
|
|
|
|
|
|
|
<STRONG>11.</STRONG>
|
|
|
|
BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
|
|
|
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
|
|
|
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
|
|
|
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
|
|
|
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
|
|
|
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
|
|
|
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
|
|
|
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
|
|
|
REPAIR OR CORRECTION.
|
|
|
|
|
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|
|
<P>
|
|
|
|
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|
|
<STRONG>12.</STRONG>
|
|
|
|
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
|
|
|
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
|
|
|
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
|
|
|
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
|
|
|
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
|
|
|
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
|
|
|
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
|
|
|
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
|
|
|
POSSIBILITY OF SUCH DAMAGES.
|
|
|
|
|
|
|
|
</body>
|
|
|
|
</html>
|