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Stella
+

+

A multi-platform Atari 2600 VCS emulator

+ +

Release 1.2

+


+ +

User's Guide

+



+ +
    +
  1. Introduction
  2. +
  3. What You Will Need
  4. +
  5. Installation
  6. +
  7. Games
  8. +
  9. Starting A Game
  10. +
  11. Keyboard Layout
  12. +
  13. Game Properties
  14. +
  15. Real Paddle Adaptor
  16. +
  17. Acknowledgments
  18. +
  19. License and Disclaimer
  20. +
+ +




+ +
February 1999 - April 2002
+
The Stella Team
+
Stella Homepage
+ +


+ +

+

A Brief History of the Atari 2600

+
+ +

+ In the early 1970's, video arcade games gained commercial success for the + first time. The American public was introduced to Pong, Tank, and other + interactive video games which populated amusement parks, bars, and arcades. + The games were successful enough to create interest for home versions, so in + 1975 Atari released Home Pong and it was a smash hit. Other companies such as + Magnavox and Coleco followed suit and released their own dedicated console + games. Then in 1976, Fairchild Camera and Instrument introduced the Channel F + system, the first cartridge based home video game system. The industry + recognized that cartridge systems were the future of video gaming, and began + development in that direction. In January 1977, RCA released the Studio II, + another cartridge based system, although it only projected in black and white + and seemed to be focused on educational titles. Then, in October 1977, Atari + released the Atari VCS (Video Computer System) with an initial offering of nine + games. This system, later renamed the Atari 2600, took the industry by storm + and dominated the marketplace for years to come. +

+ +

+ Because of oversupply, the Christmas season of 1977 was very rough on the + video game industry, and the Atari 2600 was the only system that managed to + emerge unscathed. Atari enjoyed strong sales in 1978 and a fantastic holiday + season, as Atari released more games such as Outlaw, Spacewar, and Breakout. + Internally however, Atari was at odds. Nolan Bushnell, the inventor of pong and + founder of Atari, wound up leaving the company and purchased Pizza Time Theater, + which later became the successful Chuck E. Cheese! In 1979 Atari continued + their trend and released 12 more games which met with continued success. + However, Atari was now facing some stiffer competition from the Mattel + Intellivision and the Magnavox Odyssey2. +

+ +

+ Atari needed a mega-hit in 1980 in order to squash the competition, and they + found it in the home version of a game from Japan called Space Invaders. It was + so popular that people were buying the Atari 2600 just so they could play Space + Invaders at home. Following that, Atari released Adventure, which was the first + video game to contain an Easter Egg - placing an object in a certain area + revealed the programmer's name, Warren Robinett. 1980 was important for another + reason - the creation of the first ever third party software producer, Activision. + The company was formed by four Atari employees who were unsatisfied with the + working conditions at the company. They released four games initially: Dragster, + Fishing Derby, Checkers and Boxing. The games were very well received by the + public, and revealed that the Atari 2600 was capable of better games than + Atari themselves had been producing. Atari tried to prevent Activision from + selling games, but they failed and Activision grossed $70 million that year. +

+ +

+ By 1981, the video game industry was basically a horse race between the 2600 + and the Intellivision. While the Intellivision was technologically superior in + some respects, the 2600 continued to lead in sales. Atari released the home + version of Asteroids, which was a huge success. Inspired by the success of + Activision, another software development group called Imagic was formed. They + would not release any games until 1982 however. Another company, Games by Apollo, + was formed in Texas and released several games that year. +

+ +

+ Coleco entered the market in 1982 with the release of the graphically + superior Colecovision. To combat this new system, Atari produced the 5200, + a technologically comparable system. The 2600 dropped $100 in price in order + to remain competitive. Then a company called Arcadia released a peripheral + called the Supercharger which played games in an audio cassette medium. This + allowed for multiple loads and expanded the 2600's capabilities. +

+ Atari released Pac-Man and E.T. that year, two incredibly hyped games which + were critical flops. + Although Pac-Man sold many copies, it was considered to be a poor + translation of the arcade hit. However, there were many fantastic games + produced for the 2600 during this period, and it was still selling strong. +

+ +

+ Ever since the inception of Activision, Atari had been fighting to keep third + parties from producing cartridges which they felt were stealing profits from + them. Finally the issue was settled when Atari agreed to allow third party + manufacturing in exchange for a royalty. Suddenly software companies began + popping up all over, and 1982 saw releases from companies like Venturevision, + Spectravision, Telesys, CBS, 20th Century Fox, US Games, M Network, Tigervision, + Data Age, Imagic and Coleco. There was even a company that released a line of + X-Rated games for the 2600 called Mystique. The year was financially successful + for Atari, however there seemed to be a glut of software. Although there were + many quality titles still produced, there was an increasing number of rushed + games as manufacturers attempted to cash in on the craze. +

+ +

+ More companies jumped on the band wagon in 1983. Zimag, Ultravision, Amiga, + and others were also producing games and peripherals. It seemed as if there was + just too much product to meet the demand, and as it turned out there was. By + the end of the year, companies began folding. US Games, Data Age, Games by + Apollo, Telesys and others all closed their doors from poor sales. A video + game crash was occurring, and all companies were taking it on the chin. +

+ +

+ 1984 was a much more subdued year for the Atari 2600, and the price of the + system had now dropped to $40-$50. Many were saying that the video game + industry was dead. However, Atari surprised everyone by announcing the release + of the 7800, and also promising more 2600 games with improved graphics and + sound. Unfortunately, neither of these things happened in 1984 because Atari + sold their home video game division to Jack Tramiel who believed that home + computers would replace video game systems. No further mention of the 2600 or + 7800 was made that year, and it appeared that they might be dead. +

+ +

+ 1985 was another very quiet year for Atari and video games in general, and only + a few games were released for the 2600. Activision produced Cosmic Commuter and + Ghostbusters, but with little fanfare or marketing, these games did not sell + well. However, because of the huge game library and cheap price, Atari still + sold over a million 2600 consoles in 1985. +

+ +

+ There were very few plans for home video game systems by any company in 1986, + since the market appeared to be dead. Then, to most people's surprise, Nintendo + brought the NES to America and it was a smash hit, proving that video games + still had a place in the US. Atari decided that maybe it would be a good idea + to release the 7800 units it had in storage, and produce some more 2600 games. + The 7800 was released with only 3 games initially available, although it was + compatible with the 2600 library. They also redesigned the 2600 as the 2600 Jr., + a machine with the same abilities, but a new look and marketing campaign. It + was sold for less than $50. +

+ +

+ Video games were once again selling phenomenally in 1987. Atari released + several new titles, including Jr. Pac-Man, and also licensed a number of games + from other companies such as Donkey Kong and Q*Bert. These new titles sold for + $10-$15. Interestingly, a number of titles began appearing again from third + part companies such as Epyx, Froggo, and Exus. It seemed that the 2600 was not + dead yet! +

+ In 1988, Atari rehired Nolan Bushnell and announced a number of new + titles, including Secret Quest, a game written by Mr. Bushnell himself. Atari + continued to manufacture these games even until 1989. However, it was apparent + that the 2600, after its introduction over a decade ago, was finally at the end + of its run. Although it was still produced and marketed outside of the US, the + Atari 2600 finished its run in America. No other console has had such a long + history or sold as many systems in the U.S. +

+ +

+ Today, the 2600 still has a large number of fans who remember the countless + games played over the years, and the years to come. There are even games being + produced by hobbyists, some of them quite professionally, being released on + newly burnt cartridges with labels and manuals. And the recent trend in + retrogaming has brought many more video game fans to rediscover the 2600, and + it continues to live on 22 years after its release! +

+ +

Alexander Bilstein
February 1999

+ +

+

+ 1. Introduction

+
+ +

+ Stella is a freely distributed multi-platform Atari 2600 VCS emulator; originally + developed for Linux by Bradford W. Mott. Stella allows you to enjoy all of + your favorite 2600 games once again by emulating the 2600's hardware with + software. Stella is written in C++, which allows it to be ported to other + operating systems and architectures. Since its original release Stella has + been ported to AcornOS, AmigaOS, DOS, FreeBSD, Linux, MacOS, OpenStep, OS/2, + Sega Dreamcast, Unix, and Windows. +

+ +

+

New in Release 1.2

+ + + +

+

Features

+ + + +

+

+ 2. What You Will Need

+
+ +

The following sections outline the basic system requirements for running + Stella under various operating systems. +

+ +

Note that for this version of Stella, you are required to have a + stella.pro file. It is no longer optional as it was for past versions.

+ +

+

DOS

+ +

The DOS version of Stella is designed to work on an IBM-PC or 100% + compatible system with the following:

+ + + +

+

Linux

+ +

The Linux version of Stella is designed to work on a Linux Workstation with + the following:

+ + + +

+

Unix

+ +

The Unix version of Stella is designed to work on a Unix Workstation with + the following:

+ + + + +

+

+ 3. Installation

+
+ +

Once you have a Stella distribution you should follow the instructions for + your operating system given below. If your operating system isn't listed then + see the installation instructions included with the distribution for your system.

+ +

+

DOS

+ +

The DOS version of Stella is distributed as a ZIP archive containing the DOS + executable as well as some other files. The DOS version of Stella + works with DOS as well as Windows 9x, however, it does not work very + well with Windows NT and 2000. You should install it as follows:

+ +
    +
  1. Change directories to the root directory:
    +
       CD C:\
  2. + +
  3. Extract the Stella distribution: +
       unzip strelease.zip
  4. + +
  5. Add the following to your AUTOEXEC.BAT file: +
       SET PATH=%PATH%;C:\STELLA
  6. + +
  7. If you have a Sound Blaster or 100% compatible sound card make sure + the BLASTER environment variable is set in your AUTOEXEC.BAT file. + For example: +
       SET BLASTER=A220 I7 D1
  8. + +
  9. If you have a mouse make sure your mouse driver is loaded in either the + CONFIG.SYS file or the AUTOEXEC.BAT file
  10. + +
  11. Reboot your system
  12. +
+ +

For the second step you'll need a program for extracting ZIP archive files. + You can use PKUNZIP for DOS, the Info-Zip UnZip tool for DOS, or a number of + other programs available for extracting ZIP files.

+ +

+

Linux

+ +

The Linux versions of Stella are distributed as a compressed tar file + containing the Linux executables as well as some other files. If these + pre-built executables do not seem to work on your system then download the + Unix source code distribution and build your own executables. You should + install the distribution as follows:

+ +
    +
  1. Extract files from the distribution: +
       tar -zxvf stella-release-linux-arch.tar.gz
  2. + +
  3. Login as root and change directories to the distribution directory
  4. + +
  5. Copy the executables to a system directory: +
       cp stella.version /usr/local/bin
    cp stella-sound /usr/local/bin (if it's included)
  6. +
+ +

If you have a joystick driver installed, such as joystick-1.2.13.tar.gz, + you can play games using joysticks. For additional information about the Linux + joystick driver see the following web site: + + http://atrey.karlin.mff.cuni.cz/~vojtech/input.

+ +

+

Unix

+ +

The Unix version of Stella is distributed as a compressed tar file + containing the C++ source code as well as some other files. The source code + can be compiled under most Unix operating systems as well as DOS. The Unix + code was developed with the GNU C++ compiler version 2.96, however, it should + compile with other C++ compilers. The DOS port was developed with DJGPP using + GNU C++ version 3.0.4. You should install the distribution as follows:

+ +
    +
  1. Extract files from the distribution: +
       tar -zxvf stella-release-src.tar.gz
  2. + +
  3. Change directories to the stella-release/src/build directory
  4. + +
  5. Edit the makefile to meet your needs
  6. + +
  7. Type make and follow the on screen instructions to build the + preferred stella.version executable
  8. + +
  9. Install stella.version in a directory that's in your + path (ie, /usr/local/bin)
  10. + +
  11. Change directories to the stella-release/src/ui/sound directory
  12. + +
  13. Type make and follow the on screen instructions to build the + stella-sound executable
  14. + +
  15. Install stella-sound in a directory that's in your path + (ie, /usr/local/bin)
  16. +
+ +

Currently, sound is supported using the Open Sound System or using OSS + emulation under ALSA. Sound has been tested and is known to work under + Linux and BSDI. For additional information on OSS or ALSA see the following + web sites:

+ +

4Front Technologies (OSS)
+ Advanced Linux Sound Architecture (ALSA) +

+ +

If you're a programmer and know how sound works on your favorite version of + Unix then please take the time to port stella-sound to your system.

+ +

+

+ 4. Games

+
+ +

Stella allows you to play games using ROM images of cartridges and cassettes.

+ +

+

Cartridges

+ +

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.

+ +

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:

+ +
    +
  1. 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
  2. + +
  3. You can purchase the Atari 2600 Action Packs by Activision and use + their ROM images
  4. + +
  5. You can search around the internet and find ROM images to download
  6. +
+ +

WARNING: It is illegal to use ROM images of games that you do not + actually own since these games are still copyrighted.

+ +

+

Supercharger Cassettes

+ +

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.

+ +

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.

+ +

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: + +

   % cat survivl0.bin survivl6.bin survivl7.bin > survivl.bin
+ + or to create it under DOS you would: + +
   % copy /b survivl0.bin+survivl6.bin+survivl7.bin survivl.bin
+ +

Once you have the multi-load ROM image file, survivl.bin in this case, you + can play the game using it.

+ +

+

+ 5. Starting A Game

+
+ +

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.

+ +

+

DOS

+ +

The DOS version of Stella uses command line arguments to specify the game + you'd like to play as well as other options. To see the list of available + arguments, simply run stella without any options or filename. The options are + provided here for reference. To run Stella use a command line + of the following format:

+ +
   stella.exe [options ...] filename.bin
+ +

Options

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ArgumentDescription
-fps <number>
Attempt to display n frames per second instead of the default 60 + frames per second (if the computer isn't fast enough then it may + be unable to display the desired number of frames per second)
-modex
Indicates that the 320x240 graphics mode should be used instead of + the default 320x200 graphics mode
-paddle <0|1|2|3|real>
Indicates which paddle the mouse should emulate or that real Atari + 2600 paddles are being used (defaults to paddle 0)
-pro <props file>
Use the given properties file instead of stella.pro
-showinfo
Shows some game info on exit
+ +

Emulator Game Shells

+ +

Instead of using the command line to run Stella you may find it easier to + use an emulator game shell. An emulator game shell allows you to pick games + from a menu without having to type everything at the command line. One such + game shell is Jim Pragit's "Game Menu" which can be found at the following web + site:

+ +

Game Menu

+ +

There are other game shells available, however, you'll have to search for + them.

+ +

+

Linux and Unix

+ +

The Unix version of Stella uses command line arguments to specify the game + you'd like to play as well as other options. To see the list of available + arguments, simply run stella without any options or filename. To run Stella + use a command line of the following format:

+ +
   stella.version [options ...] filename.bin
+ +

Version is either x11 or sdl, depending on which version you compiled.

+ +

Options

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ArgumentDescription
-display <display>
Connect to the designated X display (X11 version only)
-fps <number>
Display the given number of frames per second
-owncmap
Install a private colormap
-zoom <size>
Makes window be 'size' times normal (1 - 4)
-fullscreen
Play the game in fullscreen mode (SDL version only)
-grabmouse
Keeps the mouse in the game window
-hidecursor
Hides the mouse cursor in the game window
-center
Centers the game window onscreen
-volume <number>
Set the volume (0 - 100)
-paddle <0|1|2|3|real>
Indicates which paddle the mouse should emulate or that real Atari + 2600 paddles are being used (defaults to paddle 0)
-showinfo
Shows some game info on exit
-ssdir <path>
The directory to save snapshot files to (If SNAPSHOT support is + included)
-ssname <name>
How to name the snapshot (romname or md5sum) (If SNAPSHOT support is + included)
-sssingle
Generate single snapshot instead of many (If SNAPSHOT support is + included)
-pro <props file>
Use the given properties file instead of stella.pro
+ +

Emulator Game Shells

+ +

There are at least three Stella frontends for Unix/Linux: + +

KStella, which concentrates on + Stella only and includes manuals, snapshots, cartridge labels, etc.

+ +

Kemulator, which concentrates + on several different emulators (Super Nintendo, Stella, MESS, etc.)

+ +

Stella Shell, + which has been around the longest.

+ +

INI File

+ +

This version of Stella has support for INI files. 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 INI file.

+ +

Stella searches for an INI file in two places. First, it will look for + .stellarc in your home directory. Then, it will look for stellarc + in the /etc directory.

+ +

The syntax for the INI file is very straightforward. Any line starting with + a ';' character is considered a comment and is ignored. Other lines must be of + the form: command = value, where command is the same as that + specified on the command line (without the '-' character), and value + is dependent on the command.

+ +

For example, the following table illustrates how command line and INI entries + are similar:

+ + + + + + + + + + + + + + + + + + + + + +
Command LineINI File
-display localhostdisplay = localhost
-volume 75volume = 75
-showinfoshowinfo = 1
+ +

See the sample stellarc file for more information.

+ +

+

+ 6. Keyboard Layout

+
+ +

The Atari 2600 console controls and controllers are mapped to the computer's + keyboard as shown in the following tables:

+ +

Console Controls

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyFunction
EscapeExit game/emulator
F1Select Game
F2Reset Game
F3Color TV
F4Black/White TV
F5Left Player Difficulty B
F6Left Player Difficulty A
F7Right Player Difficulty B
F8Right Player Difficulty A
F12Save snapshot (if supported)
+ + +

Joystick Controller

+ + + + + + + + + + + + +
Left JoystickRight Joystick
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyFunction
W, Up arrowJoystick Up
S, Down arrowJoystick Down
A, Left arrowJoystick Left
D, Right arrowJoystick Right
Tab, SpaceFire Button
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyFunction
OJoystick Up
LJoystick Down
KJoystick Left
;Joystick Right
JFire Button
+
+ +

Booster-Grip Controller

+ + + + + + + + + + + + +
Left Booster-GripRight Booster-Grip
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyFunction
W, Up arrowBooster-Grip Up
S, Down arrowBooster-Grip Down
A, Left arrowBooster-Grip Left
D, Right arrowBooster-Grip Right
Tab, SpaceFire Button
1, ZTrigger Button
2, XBooster Button
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyFunction
OBooster-Grip Up
LBooster-Grip Down
KBooster-Grip Left
;Booster-Grip Right
JFire Button
NTrigger Button
MBooster Button
+
+ +

Driving Controller

+ + + + + + + + + + + + +
Left DrivingRight Driving
+ + + + + + + + + + + + + + + + + + + + +
KeyFunction
A, Left ArrowLeft
D, Right ArrowRight
Tab, SpaceButton
+
+ + + + + + + + + + + + + + + + + + + + +
KeyFunction
KLeft
;Right
JButton
+
+ +

Keypad Controller

+ + + + + + + + + + + + +
Left KeypadRight Keypad
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyKeypad Button
11
22
33
Q4
W5
E6
A7
S8
D9
Z.
X0
C#
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyKeypad Button
81
92
03
I4
O5
P6
K7
L8
;9
,.
.0
/#
+
+ +

Other Keys

+ +

The following keys are not present in all versions, so they are listed by + version here:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
KeyFunctionVersion
=Resize window to next larger sizeX11, SDL
-Resize window to next smaller sizeX11, SDL
gGrab mouse (keep mouse in game window)X11, SDL
hHide cursor (hide cursor in game window)X11, SDL
Alt + EnterToggle fullscreen/windowed modeSDL
PausePause/resume emulationDOS, X11, SDL
+ +


+

+ 7. Game Properties

+
+ +

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. + You must download the latest stella.pro file from the maintainer, + Erik Kovach, here.

+ +

+

DOS

+ +

The DOS version of Stella looks for a property file stella.pro in the + current working directory. If this file isn't found then the emulator will + print an error and exit.

+ +

+

Linux and Unix

+ +

The Linux and Unix versions of Stella looks for the property file + .stella.pro in your home directory. If this file is not found there, + Stella will look for a stella.pro file in the /etc/ directory. + If the file isn't found in either place, then the emulator will print an error + and exit.

+ +

+

Property File

+ +

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:

+ +

+

+   ; Comments
+   "Cartridge.Name"      "Value"
+   "Property"            "Value"
+   ""
+
+   ; Comments
+   "Cartridge.Name"      "Value"
+   "Property"            "Value"
+   ""
+
+   . . .
+
+   ; Comments
+   "Cartridge.Name"      "Value"
+   "Property"            "Value"
+   ""
+ +

Every block in the property file must have a unique value for the + Cartridge.Name and Cartridge.MD5 properties.

+ +

+

Properties

+ +

Each block in a property file consists of a set of properties for a single + game. Stella supports the properties described below:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Cartridge.Filename:This property indicates the name of the file containing the ROM image. + In general this property is not needed, however, if present Stella uses it + 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 + uses that block of properties for the game.
Cartridge.MD5: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.
Cartridge.Manufacturer: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.
Cartridge.ModelNo: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.
Cartridge.Name: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.
Cartridge.Note: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.
Cartridge.Type: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.
Console.LeftDifficulty:This property indicates the default difficulty setting for the left + player. The value of this property must be A or B.
Console.RightDifficulty:This property indicates the default difficulty setting for the + right player. The value of this property must be A or B.
Console.TelevisionType:This property indicates the default television setting for the + game. The value of this property must be Color or BlankAndWhite.
Controller.Left: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.
Controller.Right: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.
Display.Format:This property indicates the television format the game was + designed for. The value of this property must be NTSC or PAL.
Display.XStart:This property indicates the horizontal location to start displaying + pixels at on a scan-line. The value of this property must be n + such that 0 < n < 80 and n is divisible by 4.
Display.Width:This property indicates the number of pixels to display per + scan-line. The value of this property must be n such that + 80 < n < 160 and n is divisible by 4.
Display.YStart:This property indicates the scan-line to start displaying at. + The value of this property must be n such that + 0 < n < 64.
Display.Height:This property indicates the number of scan-lines to display. + The value of this property must be n such that + 100 < n < 256.
Emulation.CPU:This property indicates the CPU emulation quality. The value of + this property must be High or Low.
Emulation.HmoveBlanks:This property indicates whether the TIA HMOVE blank bug should be + emulated or not. The value of this property must be Yes or No.
+ +

+

+ 8. Real Paddle Adaptor

+
+ +

The DOS and Linux versions of Stella support real Atari 2600 paddles using + a special adaptor which connects to the PC game port. The adaptor requires the + following parts:

+ + + +

Most of these parts can be found at Radio Shack. I could not find a DB15 + connector there or the 115k resistors, however, if you're willing to sacrifice + a joystick extension cable you can do without the DB15 connector and you can + always place a 100k resistor and 15k resistor in series to make a 115k + resistor. A schematic of the adaptor is shown below:

+ +

+ +

As you build the adaptor be careful not to short the +5V and GND + connections. Although several people have built this adaptor and use it + no guarantee is given that the circuit is error free therefore + USE IT AT YOUR OWN RISK!

+ +

+

+ 9. Acknowledgments

+
+ +

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:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Stephen AnthonyPorted Stella 1.1 to SDL. Added extra command line options to X11/SDL + versions. Added INI file support, faster startup, snapshot support, + and pause functionality to core. Converted Stella 1.1 manual to HTML
David AspellPorted release 0.7 of Stella to Java
Christopher BennettHelped discover a Superchanger emulation bug in release 1.0 of Stella
Alexander BilsteinProvided "A Brief History of the Atari 2600" for this manual
Dan BorisProvided technical information on the Supercharger
Piero CavinaAllowed "Oystron" to be included in the Stella distribution
Bob ColbertAllowed "Okie Dokie" to be included in the Stella distribution
Joe D'AndreaAuthor of the IRIX port of Stella until release 1.2
Renato FerreiraProvided code to support private colormaps under Unix
Ron FriesAuthor of the awesome TIA Sound library
Aaron GilesAuthor of the Power Macintosh version of Stella until release 1.1
Mark HahnAllowed "Elk Attack" to be included in the Stella distribution and + provided help with the TIA HMOVE blank bug
Kevin HortonAuthor of the definitive Atari 2600 bank-switching document
Thomas JentzschProvided updated NTSC palette and many ideas
Erik KovachAuthor of the property file for release 0.7, 1.0, 1.1, and 1.2 of Stella
Daniel MarksProvided improved keyboard joystick support for Stella release 0.1
James McclainProvided patches for the 1.2 release to get Stella to compile with GCC 3.0
David McEwenAuthor of the Acorn version of Stella
Jeff MillerAuthor of the Windows version of Stella until release 1.2
Dan MowczanProvided a Supercharger to help with Stella's development
Jack NuttingAuthor of the OpenStep version of Stella
Manuel PolikAuthor of the Windows version of Stella starting with the 1.2 release
Jim PragitAuthor of the "Game Menu" emulator game shell
John SaegerParticipated in a helpful discussion on understanding the TIA's + RESPx multi-sprite trick
Chris SalomonProvided information and code to help implement Supercharger support
Jason ScottOrganizer of the property file archive for early versions of + Stella; now he's helping with the web site
David ShawProvided make targets for the BSDI platform
Raul SilvaHelped with design and graphics for an early version of the Stella + web site
Chris SnellMaintained a mirror of the Stella FTP site
Darrell Spice Jr.Author of the OS/2 version of Stella
John StilesCurrent maintainer of the Macintosh Stella port
Eckhard StolbergProvided 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.
Matthew StroupAuthor of the Amiga version of Stella
Joel SuttonAuthor of the FreeBSD version of Stella
Greg TroutmanAllowed "This Planet Sucks" to be included in the Stella distribution
Curt VendelProvided schematics of the TIA which are being used to improve the + TIA emulation.
Brian WatsonHelped with getting the illegal CPU instruction support working with Stella. + Brian also submitted a number of other changes, such as debugger support, which + will be integrated into the 1.3 release of Stella.
Keith WilkinsMaintained the DOS version of Stella until release 0.7
Jeff WisniaProvided technical data sheet for the 6532 RIOT chip
+ +

+

+ 10. License and Disclaimer

+
+ +

+

GNU GENERAL PUBLIC LICENSE

+

+Version 2, June 1991 + +

+ +
+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.
+
+ + + +

Preamble

+ +

+ 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. + +

+

+ 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. + +

+

+ 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. + +

+

+ 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. + +

+

+ 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. + +

+

+ 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. + +

+

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+

+ The precise terms and conditions for copying, distribution and +modification follow. + +

+ + +

TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION

+ + +

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+ +

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NO WARRANTY

+ +

+ +11. + 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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