mirror of https://github.com/stella-emu/stella.git
More documentation updates, and removal of some dead code (FIXME/TODO
messages). git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1617 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
parent
8019e877ca
commit
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@ -9,7 +9,7 @@
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SSSS ttt eeeee llll llll aaaaa
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===============================================================================
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To Do List - November 2008
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To Do List - January 2009
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===============================================================================
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If you would like to contribute to Stella's development then find something
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@ -71,7 +71,7 @@ X (4) Reload current listing (possibly tied to a RMB context menu).
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* Fix Props.cxx (or GameInfoDialog) to properly deal with quotes and
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backslashes in strings meant to be saved to the properties file.
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* Extra controllers (KidVid, Lightgun)
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* Add support for uncommon controllers (KidVid, Lightgun, etc)
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* Fix "Tron Man Picture Cart" (32K Tigervision bankswitching) issue
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@ -98,8 +98,6 @@ X (4) Reload current listing (possibly tied to a RMB context menu).
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* Add auto-detection for all remaining bankswitch types
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* Add support for uncommon controllers (KidVid, Lightgun, etc)
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* Either Support DASM as frontend or integrate a 6507 Assembler
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* Either Support Distella as frontend or integrate a 6507 Disassembler
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@ -114,7 +114,7 @@ present in the debugger):</p>
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keyboard to select which tab you want to view. Pressing Shift with the left
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or right arrow keys cycles between tabs from right-to-left and left-to-right,
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respectively. Pressing Tab cycles between widgets in the current tab (except
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for in the Prompt area, where 'tab' used for something else).</p>
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for in the Prompt area, where 'tab' is used for something else).</p>
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<p>You can also enter the debugger at emulator startup by giving a breakpoint on the command line:
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<pre>
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@ -156,20 +156,31 @@ may change in a future version of Stella.</p>
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<p>This is a command-line interface, similar to the DOS DEBUG command
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or Supermon for the C=64.</p>
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<p>Editing keys work about like you'd expect them to: Home, End, Delete,
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arrows, etc. To scroll with the keyboard, use Shift-PageUp and
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Shift-PageDown or Shift-Up and Shift-Down arrow keys. You can also
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scroll with the mouse. Copy and paste is not (yet?) supported.</p>
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<p>Editing keys work about like you'd expect them to in Windows, but many
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Bash-style commands are also supported:</p>
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<p>To see the available commands, enter "help" or "?". Most commands can
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be abbreviated: instead of "clearbreaks", you can type "clear" or
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even just "cl". However, "c" by itself is the Toggle Carry command.</p>
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<table border="1" cellpadding="3">
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<tr><td>Home</td><td>Move cursor to beginning of line</td></tr>
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<tr><td>End</td><td>Move cursor to end of line</td></tr>
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<tr><td>Delete</td><td>Remove character to right of cursor</td></tr>
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<tr><td>Backspace</td><td>Remove character to left of cursor</td></tr>
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<tr><td>Control-a</td><td>Same function as 'Home'</td></tr>
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<tr><td>Control-e</td><td>Same function as 'End'</td></tr>
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<tr><td>Control-d</td><td>Same function as 'Delete'</td></tr>
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<tr><td>Control-k</td><td>Remove all characters from cursor to end of line</td></tr>
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<tr><td>Control-u</td><td>Remove all characters from cursor to beginning of line</td></tr>
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<tr><td>Control-w</td><td>Remove entire word to left of cursor</td></tr>
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<tr><td>Shift-PgUp</td><td>Scroll up through previous commands one screen/page</td></tr>
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<tr><td>Shift-PgDown</td><td>Scroll down through previous commands one screen/page</td></tr>
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<tr><td>Shift-Up</td><td>Scroll up through previous commands one line</td></tr>
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<tr><td>Shift-Down</td><td>Scroll down through previous commands one line</td></tr>
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<tr><td>Shift-Home</td><td>Scroll to beginning of commands</td></tr>
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<tr><td>Shift-End</td><td>Scroll to end of commands</td></tr>
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</table>
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<p>You can also scroll with the mouse. Copy and paste is not yet supported.</p>
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<p>Bash-style tab completion is supported for commands and labels (see below).
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Other Bash-style commands are also supported, as follows:</p>
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<ul>
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<li>
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</ul>
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<p>To see the available commands, enter "help". Bash-style tab completion is
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supported for commands and labels (see below).</p>
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<p>For now, there are some functions that only exist in the prompt. We
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intend to add GUI equivalents for all (or almost all?) of the prompt
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@ -435,7 +446,7 @@ conditions without having to define the conditions yourself.</p>
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your game's source with underscores, if you plan to use them with the
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Stella debugger.</p>
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<table border="1">
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<table border="1" cellpadding="3">
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<tr><th>Function</th><th>Definition</th><th>Description</th></tr>
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<tr><td> _joy0left</td><td> !(*SWCHA & $40)</td><td> Left joystick moved left</td></tr>
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<tr><td> _joy0right</td><td> !(*SWCHA & $80)</td><td> Left joystick moved right</td></tr>
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@ -462,8 +473,20 @@ will show you a list of them.</p>
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<h4>Pseudo-Registers</h4>
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<p>Two "registers" are provided for you to use in your conditional breaks.
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These are <b>_scan</b> and <b>_bank</b>.</p>
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<p>These "registers" are provided for you to use in your conditional breaks.
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They're not registers in the conventional sense, since they don't exist in
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a real system. For example, while the debugger keeps track of the number
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of scanlines in a frame, a real system would not (there is no register
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that holds 'number of scanlines' on an actual console).</p>
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<table border="1" cellpadding="3">
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<tr><th>Function</th><th>Description</th></tr>
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<tr><td> _scan</td><td> current scanline count</td></tr>
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<tr><td> _bank</td><td> currently selected bank</td></tr>
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<tr><td> _fcount</td><td> number of frames since emulation started</td></tr>
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<tr><td> _cclocks</td><td> color clocks on a scanline</td></tr>
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<tr><td> _vsync</td><td> whether vertical sync is enabled (1 or 0)</td></tr>
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<tr><td> _vblank</td><td> whether vertical blank is enabled (1 or 0)</td></tr>
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</table>
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<p><b>_scan</b> always contains the current scanline count. You can use
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this to break your program in the middle of your kernel. Example:</p>
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system would alternate between drawing frames (and hence produce
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flicker).</p>
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<p>You can use the "Scan+1" button or the prompt "scan" command to watch
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the TIA draw the frame one scanline at a time.</p>
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<p>You can use the "Scan+1" button, the prompt "scan" command, or the
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Alt-L key-combo to watch the TIA draw the frame one scanline at a time.</p>
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<p>You can also right-click anywhere in this window to show a context menu,
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as illustrated:</p>
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Binary file not shown.
After Width: | Height: | Size: 3.2 KiB |
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<p><img src="graphics/rom_browser.png"></p>
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<p>Once you've changed your settings, you can start emulation by selecting a ROM
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and pressing 'Enter' or clicking 'Select', or double-clicking a ROM.</p>
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and pressing 'Enter' or clicking 'Select', or double-clicking a ROM. Note that
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some games require you to 'Reset' the console before you start playing. In this
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case, you need to hit the virtual reset switch, which by default is the F2 key.
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Also, some games may require that you press the joystick fire button to begin,
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which by default is the Left Control/Cmd or Space key(s). If a game uses a
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more complex controller, see <b>Section 7 - <a href="#Keyboard">Keyboard Layout</a></b>
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for more information.</p>
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<p>
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<h2><b>Command Line</b></h2>
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</tr>
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</table>
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<p>
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<h2><b>Command Menu</b></h2>
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<p>Normally, one would use the keyboard shortcuts for controlling the
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'virtual' switches in Stella (ie, the commands associated with the
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function keys as described in <b>Section 7 - <a href="#Keyboard">Keyboard Layout</a></b>.
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However, another alternative is available. Pressing the '\' key toggles
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a command menu dialog as follows:</p>
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<p><img src="graphics/commandmenu.png"></p>
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<p>This dialog contains a set of buttons that represent the same functionality
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as the function keys. You may find this useful if you cannot remember all
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the function key events, or you wish to use Stella without a keyboard (ie,
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in a standalone gaming system).</p>
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<!-- ///////////////////////////////////////////////////////////////////////// -->
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<br><br>
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<tr>
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<td><img src="graphics/options_ui.png"></td>
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<td> </td>
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<td valign="top"><br>This dialog is described in further detail in
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<td valign="top"><br>This tab is described in further detail in
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<b>Section 9 - <a href="#ROMInfo">ROM Launcher</a></b>.</td>
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</tr>
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</table>
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</tr>
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</table>
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<p><b>UI keys in Text Editing areas (cannot be remapped)</b></p>
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<table BORDER=2 cellpadding=5>
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<tr><th>Key</th><th>Editor Function</th></tr>
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<tr><td>Home</td><td>Move cursor to beginning of line</td></tr>
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<tr><td>End</td><td>Move cursor to end of line</td></tr>
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<tr><td>Delete</td><td>Remove character to right of cursor</td></tr>
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<tr><td>Backspace</td><td>Remove character to left of cursor</td></tr>
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<tr><td>Control-a</td><td>Same function as 'Home'</td></tr>
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<tr><td>Control-e</td><td>Same function as 'End'</td></tr>
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<tr><td>Control-d</td><td>Same function as 'Delete'</td></tr>
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<tr><td>Control-k</td><td>Remove all characters from cursor to end of line</td></tr>
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<tr><td>Control-u</td><td>Remove all characters from cursor to beginning of line</td></tr>
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<tr><td>Control-w</td><td>Remove entire word to left of cursor</td></tr>
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<tr><td>Control-Left</td><td>Move cursor to beginning of word to the left</td></tr>
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<tr><td>Control-Right</td><td>Move cursor to beginning of word to the right</td></tr>
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<tr><td>Control-c</td><td>Copy entire line to clipboard (not complete)</td></tr>
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<tr><td>Control-v</td><td>Paste clipboard contents (not complete)</td></tr>
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</table>
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<!-- ///////////////////////////////////////////////////////////////////////// -->
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<br><br><br>
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<p><h1>
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<p>Stella supports a real AtariVox device for the speech/SpeakJet portion
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of the controller. You will need a real AtariVox device, located
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<a href=" ">here</a>,
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<a href="http://www.richard.hutchinson.dsl.pipex.com/new_page_5.htm">here</a>,
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as well as some means of connecting it to your computer (some sort of
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serial port/USB adaptor). There should be drivers for your serial convertor,
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which allow your particular operating system to 'see' the device. Configuring
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this is outside the scope of this document. Once your operating system
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which allow your particular operating system to 'see' the device (configuring
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this is outside the scope of this document). Once your operating system
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properly detects the AtariVox, you will need to tell Stella which serial
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port it is connected to. This is done by using the '-avoxport' commandline
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argument, or by setting it in the UI under the 'Virtual Devs' tab in
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<p>Note that you must use the entire name of the port as specified by
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your operating system. For example, in Windows this would be COM1,
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COM2, etc; Linux and OSX tend to use '/dev/xxxxxx'. For now, only
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Linux/UNIX, OSX, and Win32 are supported.</p>
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COM2, etc; Linux and OSX tend to use names similar to '/dev/xxxxxx'.
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For now, only Linux/UNIX, OSX, and Win32 are supported.</p>
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<p>Support for the EEPROM portion of the AtariVox and SaveKey is currently
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emulated. That is, a file will be created on your computer simulating the
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EEPROM; the actual EEPROM hardware itself will not be used or modified.
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EEPROM; the actual EEPROM hardware itself will not be accessed or modified.
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This is very useful in the testing stages of creating a new game, since
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writing to a real EEPROM many times will eventually wear it out.</p>
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for more information.</li>
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<li>Viewing TIA/console information overlaid on the TIA image. This option
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can be enabled from the commandline or using the Alt/ShiftCmd-l key combo,
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can be enabled from the commandline or using the Alt/ShiftCmd-L key combo,
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and is extremely useful for viewing the current scanline count and associated
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frames per second, bankswitch and display formats, etc. The following shows
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an example of this information:
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<p>The three lines of output describe the following:
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<ol>
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<li>Number of scanlines in current frame, and associated framerate. Note
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that the framerate shown is the <i>internal</i> framerate (it's
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calculated from the number of scanlines).</li>
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that the framerate shown is the <i>internal</i>, virtual framerate
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(it's calculated from the number of scanlines).</li>
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<li>Display format. If the characters 'AUTO =>' are present, it means
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the display format was auto-detected as shown. For the given example,
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the format was auto-detected as 'NTSC'.</li>
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<tr>
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<td VALIGN="TOP"><i>Cartridge.Name:</i></td>
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<td>Indicates the actual name of the game.</td>
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<td>Indicates the actual name of the game. When you save snapshots,
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load/save state files, or use the 'ROM Audit' functionality,
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this is the name that will be used for the respective file(s).</td>
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</tr>
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<tr>
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</tr>
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</table>
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<p>Note that to actually use the external palette, the palette file must
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exist and be valid, <b>and</b> the palette option should be set to <i>user</i>.
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The current ROM will have to be reloaded for changes to this file to take
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effect.</p>
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exist and be valid, <b>and</b> the palette option should be set to <i>user</i>
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(in <b>Video Settings</b> dialog). The current ROM will have to be reloaded
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for changes to this file to take effect.</p>
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<!-- ///////////////////////////////////////////////////////////////////////// -->
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBuffer.cxx,v 1.158 2009-01-12 15:11:55 stephena Exp $
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// $Id: FrameBuffer.cxx,v 1.159 2009-01-13 20:26:02 stephena Exp $
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//============================================================================
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#include <algorithm>
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// Show frame statistics
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if(myStatsMsg.enabled)
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{
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// FIXME - sizes hardcoded for now; fix during UI refactoring
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const ConsoleInfo& info = myOSystem->console().about();
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char msg[30];
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sprintf(msg, "%u LINES %2.2f FPS",
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: OSystem.cxx,v 1.145 2009-01-11 19:10:40 stephena Exp $
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// $Id: OSystem.cxx,v 1.146 2009-01-13 20:26:02 stephena Exp $
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//============================================================================
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#include <cassert>
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myBaseDir = basedir;
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FilesystemNode node(myBaseDir);
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if(!node.isDirectory())
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;//FIXME SAFilesystemNode::makeDir(myBaseDir);
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AbstractFilesystemNode::makeDir(myBaseDir);
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
|
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: GameInfoDialog.cxx,v 1.63 2009-01-04 22:27:44 stephena Exp $
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// $Id: GameInfoDialog.cxx,v 1.64 2009-01-13 20:26:02 stephena Exp $
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//
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// Based on code from ScummVM - Scumm Interpreter
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// Copyright (C) 2002-2004 The ScummVM project
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|
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void GameInfoDialog::loadConfig()
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{
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// FIXME - check comparisons
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myPropertiesLoaded = false;
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myDefaultsSelected = false;
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Loading…
Reference in New Issue