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updated doc for new SQLite database
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docs/index.html
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docs/index.html
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@ -61,7 +61,7 @@
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<li><a href="#Adaptor">Stelladaptor/2600-daptor Support</a></li>
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<li><a href="#Adaptor">Stelladaptor/2600-daptor Support</a></li>
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<li><a href="#AtariVox">AtariVox/SaveKey Support</a></li>
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<li><a href="#AtariVox">AtariVox/SaveKey Support</a></li>
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<li><a href="#Debugger">Developer Options/Integrated Debugger</a></li>
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<li><a href="#Debugger">Developer Options/Integrated Debugger</a></li>
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<li><a href="#Settings">Settings File</a></li>
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<li><a href="#UserData">User Data</a></li>
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<li><a href="#Cheats">Cheatcode Manager</a></li>
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<li><a href="#Cheats">Cheatcode Manager</a></li>
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<li><a href="#Logs">Viewing the System Log</a></li>
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<li><a href="#Logs">Viewing the System Log</a></li>
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<li><a href="#Properties">Game Properties</a></li>
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<li><a href="#Properties">Game Properties</a></li>
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@ -277,22 +277,22 @@
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<li>Emulates CX22/CX80 style Trackballs, Amiga/Atari Mouse, Mindlink controller and the Light Gun using your
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<li>Emulates CX22/CX80 style Trackballs, Amiga/Atari Mouse, Mindlink controller and the Light Gun using your
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computer's mouse</li>
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computer's mouse</li>
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<li>Emulates the Atari 2600 Keyboard controllers using your computer's keyboard</li>
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<li>Emulates the Atari 2600 Keyboard controllers using your computer's keyboard</li>
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<li>Emulates <a href="http://en.wikipedia.org/wiki/CompuMate">Spectravideo CompuMate</a> system using your computer's keyboard,
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<li>Emulates <a href="https://en.wikipedia.org/wiki/CompuMate">Spectravideo CompuMate</a> system using your computer's keyboard,
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including mapping of CompuMate 'Backspace', 'Space' and 'Enter' functionality to
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including mapping of CompuMate 'Backspace', 'Space' and 'Enter' functionality to
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to the actual keys on your keyboard</li>
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to the actual keys on your keyboard</li>
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<li>Supports autodetection for most common controller types</li>
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<li>Supports autodetection for most common controller types</li>
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<li>Support for real Atari 2600 controllers using the
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<li>Support for real Atari 2600 controllers using the
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<a href="http://www.grandideastudio.com/portfolio/stelladaptor-2600">Stelladaptor</a> and
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<a href="http://www.grandideastudio.com/stelladaptor-2600">Stelladaptor</a> and
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<a href="http://2600-daptor.com">2600-daptor/2600-daptor II</a></li>
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<a href="http://2600-daptor.com">2600-daptor/2600-daptor II</a></li>
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<li>Support for the speech portion of a real
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<li>Support for the speech portion of a real
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<a href="http://atariage.com/store/index.php?l=product_list&c=98">
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<a href="https://atariage.com/store/index.php?l=product_detail&p=1045">
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AtariVox</a> device connected to your PC using a USB adaptor</li>
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AtariVox</a> device connected to your PC using a USB adaptor</li>
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<li>Supports EEPROM emulation for <a href="http://atariage.com/store/index.php?l=product_list&c=98">
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<li>Supports EEPROM emulation for <a href="https://atariage.com/store/index.php?l=product_detail&p=1045">
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AtariVox</a> and <a href="http://www.vectrex.biz/MemCard.htm">SaveKey</a> controllers,
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AtariVox</a> and <a href="https://www.vectrex.biz/MemCard.htm">SaveKey</a> controllers,
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as well as FLASH support in various cartridge schemes</li>
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as well as FLASH support in various cartridge schemes</li>
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<li>Supports all known bankswitching schemes (let us know if there's one we missed)</li>
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<li>Supports all known bankswitching schemes (let us know if there's one we missed)</li>
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<li>Supports DPC+/CDF(J)(+) bankswitching schemes from the <a href="http://harmony.atariage.com">Harmony Cart</a>,
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<li>Supports DPC+/CDF(J)(+) bankswitching schemes from the <a href="https://harmony.atariage.com">Harmony Cart</a>,
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including <a href="http://thumbulator.blogspot.ca">partial emulation of the ARM processor</a></li>
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including <a href="https://thumbulator.blogspot.ca">partial emulation of the ARM processor</a></li>
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<li>Supports cartridge autodetection for almost all bankswitching schemes</li>
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<li>Supports cartridge autodetection for almost all bankswitching schemes</li>
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<li>Supports using ROM filename extensions to force specific bankswitching schemes</li>
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<li>Supports using ROM filename extensions to force specific bankswitching schemes</li>
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<li>Supports using ROM filename to force specific display formats</li>
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<li>Supports using ROM filename to force specific display formats</li>
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@ -312,7 +312,7 @@
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<li>Built-in extensive debugger, including static analysis with the Distella disassembler
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<li>Built-in extensive debugger, including static analysis with the Distella disassembler
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and dynamic analysis at runtime by tracking code/graphics/data sections, and
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and dynamic analysis at runtime by tracking code/graphics/data sections, and
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generation of DASM-compatible disassembly files</li>
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generation of DASM-compatible disassembly files</li>
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<li>Emulation of CRT TV systems using <a href="http://slack.net/~ant/libs/ntsc.html">
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<li>Emulation of CRT TV systems using <a href="https://slack.net/~ant/libs/ntsc.html">
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Blargg filtering</a>, including presets for several common TV outputs
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Blargg filtering</a>, including presets for several common TV outputs
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(Composite, S-Video, RGB, etc.), and ability to fully customize
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(Composite, S-Video, RGB, etc.), and ability to fully customize
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many attributes (contrast, brightness, saturation, gamma, etc.).</li>
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many attributes (contrast, brightness, saturation, gamma, etc.).</li>
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@ -341,9 +341,9 @@
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<li>15/16 bit color minimum; 24/32 bit color graphics card highly recommended</li>
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<li>15/16 bit color minimum; 24/32 bit color graphics card highly recommended</li>
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<li>Enough RAM for the OS + 256MB RAM for the emulation; 512MB+ highly recommended</li>
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<li>Enough RAM for the OS + 256MB RAM for the emulation; 512MB+ highly recommended</li>
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<li>Joysticks or gamepads are highly recommended</li>
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<li>Joysticks or gamepads are highly recommended</li>
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<li>Mouse or <a href="http://www.grandideastudio.com/portfolio/stelladaptor-2600">Stelladaptor</a>/<a href="http://2600-daptor.com">2600-daptor</a>
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<li>Mouse or <a href="http://www.grandideastudio.com/stelladaptor-2600">Stelladaptor</a>/<a href="http://2600-daptor.com">2600-daptor</a>
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with real paddles required for paddle emulation</li>
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with real paddles required for paddle emulation</li>
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<li>Some ROM images (see <a href="http://www.atariage.com">AtariAge</a> for more information)</li>
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<li>Some ROM images (see <a href="https://www.atariage.com">AtariAge</a> for more information)</li>
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</ul>
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</ul>
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<p>
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<p>
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@ -484,7 +484,7 @@
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<p><ul>
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<p><ul>
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<li>Search around the internet and find ROM images to download (websites such
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<li>Search around the internet and find ROM images to download (websites such
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as <a href="http://atariage.com">AtariAge</a> and
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as <a href="https://atariage.com">AtariAge</a> and
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<a href="http://www.atarimania.com/rom_collection_archive_atari_2600_roms.html">
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<a href="http://www.atarimania.com/rom_collection_archive_atari_2600_roms.html">
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AtariMania/RomHunter</a> may be useful). Many homebrewers make their ROMs available too.</li>
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AtariMania/RomHunter</a> may be useful). Many homebrewers make their ROMs available too.</li>
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@ -3055,7 +3055,7 @@
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<tr>
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<tr>
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<td><pre>-snapname <int|rom></pre></td>
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<td><pre>-snapname <int|rom></pre></td>
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<td>When saving snapshots, use either the internal database name or
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<td>When saving snapshots, use either the internal ROM database name or
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the actual ROM filename.</td>
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the actual ROM filename.</td>
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</tr>
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</tr>
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@ -3825,7 +3825,7 @@
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<tr><td>Save path</td><td>Specifies where to save snapshots</td><td>-snapsavedir</td></tr>
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<tr><td>Save path</td><td>Specifies where to save snapshots</td><td>-snapsavedir</td></tr>
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<!--<tr><td>Load path</td><td>Specifies where to load snapshots</td><td>-snaploaddir</td></tr> -->
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<!--<tr><td>Load path</td><td>Specifies where to load snapshots</td><td>-snaploaddir</td></tr> -->
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<tr><td>Continuous snapshot interval</td><td>Interval (in seconds) between snapshots</td><td>-ssinterval</td></tr>
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<tr><td>Continuous snapshot interval</td><td>Interval (in seconds) between snapshots</td><td>-ssinterval</td></tr>
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<tr><td>Use actual ROM name</td><td>Use the actual ROM filename instead of the internal database name</td><td>-snapname</td></tr>
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<tr><td>Use actual ROM name</td><td>Use the actual ROM filename instead of the internal ROM database name</td><td>-snapname</td></tr>
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<tr><td>Overwrite existing files</td><td>Whether to overwrite old snapshots</td><td>-sssingle</td></tr>
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<tr><td>Overwrite existing files</td><td>Whether to overwrite old snapshots</td><td>-sssingle</td></tr>
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<tr><td>Create pixel-exact image (no zoom/post-processing)</td><td>Save snapshot using the exact pixels from the TIA image, without zoom or any post-processing effects</td><td>-ss1x</td></tr>
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<tr><td>Create pixel-exact image (no zoom/post-processing)</td><td>Save snapshot using the exact pixels from the TIA image, without zoom or any post-processing effects</td><td>-ss1x</td></tr>
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</table>
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</table>
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<blockquote>
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<blockquote>
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<p>Stella has the ability to rename all your ROMs according to the name
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<p>Stella has the ability to rename all your ROMs according to the name
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specified in the properties database. This is useful if you've downloaded
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specified in the ROM properties database. This is useful if you've downloaded
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ROMs in DOS 8.3 naming format, and wish the filenames to be more descriptive,
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ROMs in DOS 8.3 naming format, and wish the filenames to be more descriptive,
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or the current filenames are too large to see in the launcher.</p>
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or the current filenames are too large to see in the launcher.</p>
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@ -4124,7 +4124,7 @@
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<p>Stella supports real Atari 2600 joysticks, paddles, driving controllers
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<p>Stella supports real Atari 2600 joysticks, paddles, driving controllers
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and trackballs (CX22/CX80 'Trak-Ball', Atari and Amiga mouse) using the
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and trackballs (CX22/CX80 'Trak-Ball', Atari and Amiga mouse) using the
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<a href="http://www.grandideastudio.com/portfolio/stelladaptor-2600">Stelladaptor</a> and
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<a href="http://www.grandideastudio.com/stelladaptor-2600">Stelladaptor</a> and
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<a href="http://2600-daptor.com">2600-daptor</a> devices.</p>
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<a href="http://2600-daptor.com">2600-daptor</a> devices.</p>
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<p>Stella can use up to <b>two</b> adaptors; any extra ones are ignored.
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<p>Stella can use up to <b>two</b> adaptors; any extra ones are ignored.
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@ -4425,66 +4425,74 @@
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<a href="debugger.html">this page</a> for integrated debugger documentation.</p>
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<a href="debugger.html">this page</a> for integrated debugger documentation.</p>
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</blockquote></br>
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</blockquote></br>
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<h2><b><a name="Settings">Settings File</a></b></h2>
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<h2><b><a name="UserData">User Data</a></b></h2>
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<blockquote>
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<blockquote>
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<p>Stella will remember when you change a setting either at the command line
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<p>Stella will remember when you change a setting or game property or save a
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or while the emulation is running, and use the settings the next time
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new high score. It will use saved data the next time you start the emulator.
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you start the emulator. The settings are saved in a text file which can
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The data is stored in a SQLite database which can be edited outside of
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be edited outside of Stella. This file can contain your default options,
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Stella (e.g. with
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and eliminates the need to specify them on the command line. Any
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<a href="https://sqlitebrowser.org">DB Browser for SQLite</a>).</p>
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options specified on the command line will override those in the settings file.</p>
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<p>The syntax for the settings file is very straightforward. Any line starting with
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<p>Settings can be changed either at the command line or while the emulation
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a ';' character is considered a comment and is ignored. Other lines must be of
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is running. The database can contain your default options and eliminates the
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the form: <b>command = value</b>, where <i>command</i> is the same as that
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need to specify them on the command line. Any options specified on the
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specified on the command line (without the '-' character), and <i>value</i>
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command line will override those in the user database.</p>
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is dependent on the command.</p>
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<p>For example, the following table illustrates how command line and settings entries
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<p>To manually edit the settings, browse the data in the table of the same
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are similar:</p>
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name. The table has two columns. The first column contains the <i>setting</i>
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command, which is the same as the one specified on the
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<a href="#CommandLine"><b>Command Line</b></a> (without the '-' character).
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The second column holds the <i>value</i>, which is dependent on the command.</p>
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<p>For example, the following table illustrates how command line and settings
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entries are similar:</p>
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<table BORDER=2>
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<table BORDER=2>
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<tr>
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<tr>
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<th>Command Line</th>
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<th>Command Line</th>
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<th>Settings File</th>
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<th>Column <i>setting</i></th>
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<th>Column <i>value</i></th>
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</tr>
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</tr>
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<tr>
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<tr>
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<td>-video opengl</td>
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<td>-video opengl</td>
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<td>video = opengl</td>
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<td>video</td>
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<td>opengl</td>
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</tr>
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</tr>
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<tr>
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<tr>
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<td>-volume 75</td>
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<td>-volume 75</td>
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<td>volume = 75</td>
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<td>volume</td>
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<td>75</td>
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</tr>
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</tr>
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<tr>
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<tr>
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<td>-center 1</td>
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<td>-center 1</td>
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<td>center = 1 (or center = true)</td>
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<td>center</td>
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<td>1 (or true)</td>
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</tr>
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</tr>
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</table>
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</table>
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<p>The settings file has a special name/location depending on which version of Stella
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<p>The database file is named <i>'stella.sqlite3'</i> and has a special,
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you use, which is not configurable:</p>
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non-configurable location depending on which version of Stella you use:</p>
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<p><table cellpadding="4" border="1">
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<p><table cellpadding="4" border="1">
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<tr>
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<tr>
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<td><b>Linux/Unix</b></td>
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<td><b>Linux/Unix</b></td>
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<td><i>$HOME/.config/stella/stellarc</i></td>
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<td><i>$HOME/.config/stella/</i></td>
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</tr>
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</tr>
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<tr>
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<tr>
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<td><b>Macintosh</b></td>
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<td><b>Macintosh</b></td>
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<td>Not applicable; settings are saved in <i>$HOME/Library/Preferences/Stella-emu.plist</i></td>
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<td><i>$HOME/Library/Application Support/Stella/</i></td>
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</tr>
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</tr>
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<tr>
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<tr>
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<td><b>Windows</b></td>
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<td><b>Windows</b></td>
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<td><i>%APPDATA%\Stella\stella.ini</i></td>
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<td><i>%APPDATA%\Stella\</i></td>
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</tr>
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</tr>
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<tr>
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<tr>
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<td><b>If using 'basedir'<br>or 'baseinappdir'</b></td>
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<td><b>If using 'basedir'<br>or 'baseinappdir'</b></td>
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<td><i>_BASEDIR_/stellarc (or stella.ini)</i></td>
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<td><i>_BASEDIR_/</i></td>
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</tr>
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</tr>
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</table>
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</table>
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</blockquote></br>
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</blockquote></br>
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</li>
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</li>
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<li>Cheetah codes, which are explained in detail on
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<li>Cheetah codes, which are explained in detail on
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<a href="http://members.cox.net/rcolbert/">Bob Colbert's web page</a>,
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<a href="https://web.archive.org/web/20071231164738/http://members.cox.net/rcolbert/">Bob Colbert's web page</a>,
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along with a list of codes for various games. Cheetah codes
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along with a list of codes for various games. Cheetah codes
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don't support bankswitched ROMs, so they only work for 2K or 4K ROMs.
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don't support bankswitched ROMs, so they only work for 2K or 4K ROMs.
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Format as follows:
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Format as follows:
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@ -4619,47 +4627,35 @@ Ms Pac-Man (Stella extended codes):
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<blockquote>
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<blockquote>
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<p>Stella uses game properties to specify the "best" emulator settings for a
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<p>Stella uses game properties to specify the "best" emulator settings for a
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game. As of version 2.2 of Stella, a default database of properties are
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game. As of version 2.2 of Stella, a default ROM database of properties are
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built-in, but you may modify these through the use of a <b>stella.pro</b> file
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built-in, but you may modify these through the <i>properties</i> table in the
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or within the corresponding Game Properties dialogs.
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user database or within the corresponding Game Properties dialogs.
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This file will contain all properties modified by the user. So this
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This user database will contain all properties modified by the user. So this
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means that when you upgrade Stella, your personal properties settings are
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means that when you upgrade Stella, your personal properties settings are
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preserved.</p>
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preserved.</p>
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<p>
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<p>
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<h2><b>Property File</b></h2>
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<h2><b>Property File</b></h2>
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<p>A property file consists of some number of blocks. Each block in the file
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<p>Besides storing the properties in the <a href="#UserDB">User Database</a>,
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contains the properties for a single game. For example the general format of
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you can create a property file per game using the `Export...` button in the
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a property file is:</p>
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Game Properties dialog.
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<p>
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This property file consists of the properties for a single game. For example
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<pre>
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the general format of a property file is:</p>
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; Comments
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"Cart.MD5" "Value"
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"Property" "Value"
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""
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; Comments
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<p><pre>
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"Cart.MD5" "Value"
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; Comments
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"Property" "Value"
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"Cart.MD5" "Value"
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""
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"Property#1" "Value"
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"Property#2" "Value"
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. . .
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...</pre>
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The <i>Cart.MD5</i> property must be defined, all other properties are optional.</p>
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; Comments
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"Cart.MD5" "Value"
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"Property" "Value"
|
|
||||||
""</pre>
|
|
||||||
|
|
||||||
<p>Every block in the property file must have a unique value for the
|
|
||||||
<i>Cart.MD5</i> property.</p>
|
|
||||||
|
|
||||||
<p>
|
<p>
|
||||||
<h2><b>Properties</b></h2>
|
<h2><b>Properties</b></h2>
|
||||||
|
|
||||||
<p>Each block in a property file consists of a set of properties for a single
|
<p>Stella supports the properties described below:</p>
|
||||||
game. Stella supports the properties described below:</p>
|
|
||||||
|
|
||||||
<h3><a name="Emulation"><b>Emulation Properties</b></a></h3>
|
<h3><a name="Emulation"><b>Emulation Properties</b></a></h3>
|
||||||
<p>
|
<p>
|
||||||
|
@ -4839,7 +4835,7 @@ Ms Pac-Man (Stella extended codes):
|
||||||
<tr><td>AmigaMouse</td><td>Commodore Amiga computer mouse.</td></tr>
|
<tr><td>AmigaMouse</td><td>Commodore Amiga computer mouse.</td></tr>
|
||||||
<tr><td>AtariMouse</td><td>Atari ST computer mouse.</td></tr>
|
<tr><td>AtariMouse</td><td>Atari ST computer mouse.</td></tr>
|
||||||
<tr><td>Trakball</td><td>Standard Atari 2600 CX22/CX80 'Trak-Ball' controller.</td></tr>
|
<tr><td>Trakball</td><td>Standard Atari 2600 CX22/CX80 'Trak-Ball' controller.</td></tr>
|
||||||
<tr><td><a href="http://atariage.com/store/index.php?l=product_list&c=98">AtariVox ¹</a></td><td>A SpeakJet based unlimited-vocabulary speech/sound synthesizer with 32K EEPROM.</td></tr>
|
<tr><td><a href="https://atariage.com/store/index.php?l=product_detail&p=1045">AtariVox ¹</a></td><td>A SpeakJet based unlimited-vocabulary speech/sound synthesizer with 32K EEPROM.</td></tr>
|
||||||
<tr><td>SaveKey</td><td>A 32K EEPROM for saving high scores, etc. (the EEPROM portion of an AtariVox).</td></tr>
|
<tr><td>SaveKey</td><td>A 32K EEPROM for saving high scores, etc. (the EEPROM portion of an AtariVox).</td></tr>
|
||||||
<tr><td>Genesis </td><td>Sega Genesis controller, which can be used similar to a BoosterGrip, giving an extra button.</td></tr>
|
<tr><td>Genesis </td><td>Sega Genesis controller, which can be used similar to a BoosterGrip, giving an extra button.</td></tr>
|
||||||
<tr><td>CompuMate ¹</td><td>Spectravideo CompuMate (if either left or right is set, CompuMate is used for both).</td></tr>
|
<tr><td>CompuMate ¹</td><td>Spectravideo CompuMate (if either left or right is set, CompuMate is used for both).</td></tr>
|
||||||
|
@ -4927,7 +4923,7 @@ Ms Pac-Man (Stella extended codes):
|
||||||
<tr><td>Joystick</td><td>Atari's famous black joystick that was originally included with the system.</td></tr>
|
<tr><td>Joystick</td><td>Atari's famous black joystick that was originally included with the system.</td></tr>
|
||||||
<tr><td>Paddles </td><td>Standard paddle controllers, only (up to 8) fire buttons supported for QuadTari.</td></tr>
|
<tr><td>Paddles </td><td>Standard paddle controllers, only (up to 8) fire buttons supported for QuadTari.</td></tr>
|
||||||
<tr><td>Driving</td><td>Looks like a paddle, but allows 360° movement. Only one unit per connector, unlike paddles which were sold in pairs.</td></tr>
|
<tr><td>Driving</td><td>Looks like a paddle, but allows 360° movement. Only one unit per connector, unlike paddles which were sold in pairs.</td></tr>
|
||||||
<tr><td><a href="http://atariage.com/store/index.php?l=product_list&c=98">AtariVox</a></td><td>A SpeakJet based unlimited-vocabulary speech/sound synthesizer with 32K EEPROM.</td></tr>
|
<tr><td><a href="https://atariage.com/store/index.php?l=product_detail&p=1045">AtariVox</a></td><td>A SpeakJet based unlimited-vocabulary speech/sound synthesizer with 32K EEPROM.</td></tr>
|
||||||
<tr><td>SaveKey</td><td>A 32K EEPROM for saving high scores, etc. (the EEPROM portion of an AtariVox).</td></tr>
|
<tr><td>SaveKey</td><td>A 32K EEPROM for saving high scores, etc. (the EEPROM portion of an AtariVox).</td></tr>
|
||||||
</table></td>
|
</table></td>
|
||||||
</tr>
|
</tr>
|
||||||
|
@ -5020,7 +5016,7 @@ Ms Pac-Man (Stella extended codes):
|
||||||
<ul>
|
<ul>
|
||||||
<li><b>Defaults</b>: Reset the properties to those built into Stella.</li>
|
<li><b>Defaults</b>: Reset the properties to those built into Stella.</li>
|
||||||
<li><b>Export</b>: Export the properties for the <i>currently selected ROM only</i>
|
<li><b>Export</b>: Export the properties for the <i>currently selected ROM only</i>
|
||||||
to a properties file in the user's default save directory.</li>
|
to a properties file in the user's default storage directory.</li>
|
||||||
<li><b>OK</b>: Merge/commit any changes into the ROM properties database, which
|
<li><b>OK</b>: Merge/commit any changes into the ROM properties database, which
|
||||||
contains info of all ROMs.</li>
|
contains info of all ROMs.</li>
|
||||||
<li><b>Cancel</b>: Revert any changes in the dialog and cancel the operation.</li>
|
<li><b>Cancel</b>: Revert any changes in the dialog and cancel the operation.</li>
|
||||||
|
|
|
@ -77,11 +77,12 @@ void CartridgeEnhanced::install(System& system)
|
||||||
// or the ROM is < 4K (-> 1 segment)
|
// or the ROM is < 4K (-> 1 segment)
|
||||||
myBankSegs = std::min(1 << (MAX_BANK_SHIFT - myBankShift),
|
myBankSegs = std::min(1 << (MAX_BANK_SHIFT - myBankShift),
|
||||||
int(mySize) / myBankSize); // e.g. = 1
|
int(mySize) / myBankSize); // e.g. = 1
|
||||||
|
// ROM has an offset if RAM inside a bank (e.g. for F8SC)
|
||||||
myRomOffset = myRamBankCount > 0U ? 0U : static_cast<uInt16>(myRamSize * 2);
|
myRomOffset = myRamBankCount > 0U ? 0U : static_cast<uInt16>(myRamSize * 2);
|
||||||
myRamMask = ramSize - 1; // e.g. = 0xFFFF (doesn't matter for RAM size 0)
|
myRamMask = ramSize - 1; // e.g. = 0xFFFF (doesn't matter for RAM size 0)
|
||||||
myWriteOffset = myRamWpHigh ? ramSize : 0; // e.g. = 0x0000
|
myWriteOffset = myRamWpHigh ? ramSize : 0; // e.g. = 0x0000
|
||||||
myReadOffset = myRamWpHigh ? 0 : ramSize; // e.g. = 0x0080
|
myReadOffset = myRamWpHigh ? 0 : ramSize; // e.g. = 0x0080
|
||||||
|
// Allocate more space only if RAM has its own bank(s)
|
||||||
createRomAccessArrays(mySize + (myRomOffset > 0 ? 0 : myRamSize));
|
createRomAccessArrays(mySize + (myRomOffset > 0 ? 0 : myRamSize));
|
||||||
|
|
||||||
// Allocate array for the segment's current bank offset
|
// Allocate array for the segment's current bank offset
|
||||||
|
|
Loading…
Reference in New Issue