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<br><br><br>
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<center><b>February 1999 - June 2022</b></center>
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<center><b>February 1999 - September 2024</b></center>
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<center><b>The Stella Team</b></center>
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<center><b><a href="https://stella-emu.github.io">Stella Homepage</a></b></center>
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<p>
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<h3><b><u>General</u> (required for all versions of Stella)</b></h3>
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<ul>
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<li>SDL version 2.0.5 or greater, latest version 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>SDL version 2.0.14 or greater, latest version highly recommended</li>
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<li>32 bit color graphics card</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>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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<p>The Linux version of Stella is designed to work on a Linux Workstation with
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the following:</p>
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<ul>
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<li>i386 or x86_64 class machine, with 32 or 64-bit distribution</li>
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<li>x86_64 class machine (32-bit not actively tested, but probably works fine)</li>
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<li>Other architectures (MIPS, PPC, PPC64, etc.) have been confirmed to work,
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but aren't as well tested as i386/x86_64</li>
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but aren't as well tested as x86_64</li>
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<li>GNU g++ v/11 or Clang v/10 (with C++20 support) and the make utility are required for compiling the Stella source code</li>
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</ul>
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<p>The Mac version of Stella is designed to work on an Apple Macintosh with
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the following:</p>
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<ul>
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<li>macOS 10.7 or above</li>
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<li>64-bit Intel processor</li>
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<li>Xcode 8.0 is required to compile the Stella source code</li>
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<li>macOS 10.11 or above</li>
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<li>64-bit ARM or Intel processor</li>
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<li>Xcode 13.0 is required to compile the Stella source code</li>
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</ul>
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<p>
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with the following:</p>
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<ul>
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<li>Visual C++ 2019 Community is required to compile the Stella source code</li>
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<li>Visual C++ 2022 Community is required to compile the Stella source code</li>
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</ul>
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<p>
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<td>Set "Display.PPBlend" property, used for phosphor effect (0-100).
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Default is whatever is specified for tv.phosblend.</td>
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</tr>
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<tr>
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<td><pre>-elf.dump</pre></td>
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<td>
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Display extensive linkage information when loading ELF cartridges and dump the low 4.5MB of
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ARM memory (to which all sections are relocated) to elf_executable_image.bin in
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the current working directory.
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</td>
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</tr>
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</table>
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<p>The following are almost all available in two sets, one for players (prefixed by "plr.") and one
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throw an exception and enter the debugger on fatal errors. When disabled, such
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fatal errors are simply logged, and emulation continues. Do not use this
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unless you know exactly what you're doing, as it changes the behaviour as
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compared to real hardware.</td>
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compared to real hardware.
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For ELF cartridges, this option additionally checks for write accesses to
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those parts of memory that should be read only and validates that all
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relevant symbols in the ELF file can be relocated. Errors during relocation
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will cause Stella to return to the debugger.
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</td>
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</tr><tr>
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<td><pre>-dev.thumb.incycles <1|0></pre></td>
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<td>When enabled, ARM emulation cycles are added to 6507 system cycles. This
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<td><pre>-<plr.|dev.>tm.horizon <3s|10s|30s|1m|3m|</br> 10m|30m|60m></pre></td>
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<td>Define the horizon of the Time Machine.</td>
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</tr>
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</tr><tr>
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<td><pre>-dev.arm.mips <number></pre></td>
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<td>
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Limit the number of ARM instructions executed per 6507 instruction for ELF cartridges. Dev mode only.
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</td>
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</tr>
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</table>
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</blockquote></br>
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<td>Thumb ARM emulation throws an exception and enters the debugger on fatal errors</td>
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<td><span style="white-space:nowrap">-dev.thumb.trapfatal</span></td>
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</tr>
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<tr><td>Limit ARM speed...</td><td>Change the number of ARM instructions executed for eacht 6507 instruction for ELF ROMs.</td><td>-dev.arm.mips</td></tr>
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</table>
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</td>
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</tr>
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must be <b>Auto</b> or one of the following. Types marked as (¹)
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do currently have no reliable auto-detection. A format can be enforced
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by using one of the following pattern in the filename.
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For ELF cartridges, this also controls the mode Stella configures the
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cartridge to run in.
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<table cellpadding="2" border="1">
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<tr><th> Format </th><th>Filename Pattern (to force format)</th></tr>
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<tr><td>NTSC</td><td>NTSC, NTSC60, NTSC 60, NTSC-60, PAL-M</td></tr>
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<tr><td>Paddles </td><td>Standard paddle controllers for use with games such as Breakout and Warlords. One pair of controller per connector (allows for 4-player Warlords).</td></tr>
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<tr><td>Paddles_IAxis ¹</td><td>Same as Paddles, except the axes are inverted.</td></tr>
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<tr><td>Paddles_IAxDr ¹</td><td>Same as Paddles, except both the axes and direction of movement are inverted.</td></tr>
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<tr><td>Driving ¹ </td><td>Looks like a paddle, but allows 360° movement. Only one unit per connector, unlike paddles which were sold in pairs.</td></tr>
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<tr><td>Driving ¹ </td><td>Looks like a paddle, but allows 360° movement. Only one unit per connector, unlike paddles which were sold in pairs.</td></tr>
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<tr><td>Keyboard</td><td>Also known as the Star Raiders controller, functionally identical to the Kid's Controller and Keyboard Controller. Game included an overlay with commands, for use with Star Raiders.</td></tr>
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<tr><td>AmigaMouse</td><td>Commodore Amiga computer mouse.</td></tr>
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<tr><td>AtariMouse</td><td>Atari ST computer mouse.</td></tr>
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