Fixed minor UI issue in GameInfoWidget.

Updated docs for impending 2.5 release.  I still have to add documentation
for Rom Info and Rom Audit functionality.  That's the worst thing with
adding new features; I have to document them :)


git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1446 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
stephena 2008-03-26 00:52:05 +00:00
parent d0d6697e07
commit b78f0ac738
23 changed files with 351 additions and 205 deletions

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@ -10,7 +10,7 @@
<br><br> <br><br>
<center><h2><b>A multi-platform Atari 2600 VCS emulator</b></h2></center> <center><h2><b>A multi-platform Atari 2600 VCS emulator</b></h2></center>
<center><h4><b>Release 2.4.1</b></h4></center> <center><h4><b>Release 2.5</b></h4></center>
<br><br> <br><br>
<center><h2><b>User's Guide</b></h2></center> <center><h2><b>User's Guide</b></h2></center>
@ -25,6 +25,8 @@
<li><a href="#Options">Changing Options</a></li> <li><a href="#Options">Changing Options</a></li>
<li><a href="#Keyboard">Keyboard Layout</a></li> <li><a href="#Keyboard">Keyboard Layout</a></li>
<li><a href="#Remapping">Event Remapping</a></li> <li><a href="#Remapping">Event Remapping</a></li>
<li><a href="#ROMInfo">Viewing ROM Info</a></li>
<li><a href="#ROMAudit">ROM Audit Mode</a></li>
<li><a href="#Adaptor">Stelladaptor Support</a></li> <li><a href="#Adaptor">Stelladaptor Support</a></li>
<li><a href="#Debugger">Integrated Debugger</a></li> <li><a href="#Debugger">Integrated Debugger</a></li>
<li><a href="#Settings">Settings File</a></li> <li><a href="#Settings">Settings File</a></li>
@ -37,7 +39,7 @@
<br><br><br> <br><br><br>
<center><b>February 1999 - August 2007</b></center> <center><b>February 1999 - March 2008</b></center>
<center><b>The Stella Team</b></center> <center><b>The Stella Team</b></center>
<center><b><a href="http://stella.sourceforge.net">Stella Homepage</a></b></center> <center><b><a href="http://stella.sourceforge.net">Stella Homepage</a></b></center>
@ -218,14 +220,101 @@
Sega Dreamcast, Unix, and Windows. Sega Dreamcast, Unix, and Windows.
</p> </p>
<h2><b>New in Release 2.4.1</b></h2> <h2><b>New in Release 2.5</b></h2>
<ul> <ul>
<li>Re-added OpenGL aspect ratio setting ('gl_aspect' commandline argument).</li> <li>Added RomInfo widget to the ROM launcher, which shows properties
information and a snapshot of the currently selected ROM. Updated the UI
and added '-romviewer' commandline argument to activate this setting.
Note that the ROM launcher will have to be sized at least 640x480 for this
to be used. Also note that the snapshots must be in 1x mode with a
maximum size of 320x260. This will be expanded on in a future release.</li>
<li>Re-added non-browser mode to the ROM launcher.</li> <li>Added ROM audit functionality, whereby ROMs can be physically renamed
according to their properties' name.</li>
<li>For the Linux/UNIX port; fixed OpenGL vsync issue with Nvidia video cards.</li> <li>Added bankswitching support for 0840, SB, X07 and 4A50. A special thanks
to Eckhard Stolberg for much help in this area.</li>
<li>Removed "non-browse" functionality from the ROM launcher; it now always
uses browse/filesystem mode. The previous 'pretty' names can now be
seen by renaming all your ROMs with the new ROM audit feature.</li>
<li>Huge overhaul of controller handling and Stelladaptor support, making it
much easier to add new controller types in a future release.</li>
<li>Fixed paddle issues in Night Driver; paddle emulation speed should be
much better.</li>
<li>Fixed several 6507 emulation bugs related to BCD handling.</li>
<li>Updated ROM properties based on info from RomHunter.</li>
<li>ROM properties can now be edited from the ROM launcher; you no longer
have to start a ROM to do so.</li>
<li>Added support for configurable font to ROM launcher (currently only
'small' and 'large'). Updated the UI and added -launcherfont' commandline
argument to change this setting.</li>
<li>Added SECAM, NTSC50, PAL60 and SECAM60 to the list of formats that can
be used. Also, switching between these modes with 'Ctrl-f' now switches
the palette only; the number of scanlines won't change.</li>
<li>Fixed crash when switching between software and OpenGL mode with a
Stelladaptor plugged in.</li>
<li>Added '-tiafloat' commandline argument, which determines whether or not
the TIA pins are in a 'floating' state. This is useful for testing on
certain CMOS EPROM chips where the unused TIA pins on a read are not
floating but pulled high.</li>
<li>Fixed issue in debugger where once a .sym file was loaded, it was used
in all ROMs loaded after that.</li>
<li>Fixed issue in debugger where equate names weren't showing up in the RAM
and CPU widgets. Note that this still isn't perfect, and needs support
from DASM for proper functionality.</li>
<li>Updated state file format, creating smaller files (and in preparation
for state rewinding in a future release). Old state saves will no longer
work.</li>
<li>Added '-bs' commandline argument, which is an alias for '-type' (which
is still present).</li>
<li>Removed -pXspeed' commandline arguments, and replaced them with a
single '-pspeed'.</li>
<li>Removed '-paddle' commandline argument. The paddle currently emulated
by the mouse can still be changed with Ctrl-0..3 or within the UI, but
the setting is no longer saved.</li>
<li>Reworked UI for specifying that the console ports have been swapped,
hopefully making it easier to understand.</li>
<li>Added 'Ctrl-c' & 'Ctrl-v' to EditTextWidgets, allowing to copy and paste
the text widget contents. More work in this area is coming in a future
release.</li>
<li>Added 'Ctrl-leftarrow' and 'Ctrl-rightarrow' to EditTextWidgets, to move
to the first character of previous and next words (respectively).</li>
<li>For the Win32 port: fixed OpenGL crashes in Vista. Graphical updates
are still slower in Vista compared to XP, though.</li>
<li>For the Win32 port: default folder for Stella config files is now
'My Documents\Stella'; this can be disabled if necessary. This should
fix issues with losing settings when launching Stella from an IDE,
and the creation of stella.ini and 'state' directories in many
different places.</li>
<li>For the Win32 port: several fixes to the Visual Studio project files,
allowing building in debug or release mode, for both i386 and x86_64.
The project files have been upgraded to Visual Studio 2008, and Stella
can now be built and distributed without the VS runtime libraries.</li>
<li>Updated configure script for cross-compiling Win32 version in Linux.</li>
</ul> </ul>
<p> <p>
@ -238,30 +327,20 @@
<li>Emulates the Atari 2600 Joystick Controllers using your computer's keyboard <li>Emulates the Atari 2600 Joystick Controllers using your computer's keyboard
or joysticks</li> or joysticks</li>
<li>Emulates the Atari 2600 Keyboard Controllers using your computer's keyboard</li> <li>Emulates the Atari 2600 Keyboard Controllers using your computer's keyboard</li>
<li>Emulates one Atari 2600 Paddle Controller using your computer's mouse</li> <li>Emulates one Atari 2600 Paddle Controller using your computer's mouse, keyboard
<li>Support for real Atari 2600 controllers using the or joysticks</li>
<a href="http://www.pixelspast.com/products">Stelladaptor</a></li>
<li>Emulates the Atari 2600 Driving Controllers using your computer's keyboard <li>Emulates the Atari 2600 Driving Controllers using your computer's keyboard
or joysticks</li> or joysticks</li>
<li>Emulates the CBS Booster-Grip Controller using your computer's keyboard or <li>Emulates the CBS Booster-Grip Controller using your computer's keyboard or
joysticks</li> joysticks</li>
<li>Supports cartridges using Atari's standard 2K and 4K format</li> <li>Support for real Atari 2600 controllers using the
<li>Supports cartridges using Atari's 8K, 16K, and 32K bank-switching schemes</li> <a href="http://www.pixelspast.com/products">Stelladaptor</a></li>
<li>Supports cartridges using Activision's 8K bank-switching scheme <li>Supports almost all known bankswitching schemes (let us know if there's one we missed)</li>
(Robot Tank and Decathlon)</li> <li>Supports cartridge autodetection for almost all bankswitching schemes</li>
<li>Supports cartridges using CBS Electronics' 12K bank-switching scheme</li>
<li>Supports cartridges using Chris Wilkson's Megacart 128K bank-switching
scheme</li>
<li>Supports cartridges using Commavid bank-switching scheme</li>
<li>Supports cartridges using M-Network's 16K bank-switching scheme</li>
<li>Supports cartridges using Parker Brothers' 8K bank-switching scheme</li>
<li>Supports cartridges using Tigervision's bank-switching scheme with up to
512K ROM</li>
<li>Supports cartridges using UA Limited bank-switching scheme</li>
<li>Supports Supercharger single-load and multi-load games</li> <li>Supports Supercharger single-load and multi-load games</li>
<li>Supports property file for setting the properties associated with games</li> <li>Supports property file for setting the properties associated with games</li>
<!-- <li>Supports user specified frame rate</li> --> <li>Supports the NTSC, PAL, PAL and SECAM television standards in 50Hz and 60Hz mode</li>
<li>Supports the NTSC, PAL, PAL60 and SECAM television standards</li> <li>Supports autodetection of display format for 50Hz vs. 60Hz modes</li>
<li>Supports several "undocumented features" of the TIA graphics chip used by <li>Supports several "undocumented features" of the TIA graphics chip used by
some games</li> some games</li>
<li>TIA emulation supports full collision checking</li> <li>TIA emulation supports full collision checking</li>
@ -303,7 +382,8 @@
<li>GNU C++ compiler version 2.95 and the make utility are required for compiling <li>GNU C++ compiler version 2.95 and the make utility are required for compiling
the Stella source code; GNU C++ compiler version 3.2.x/4.x or later is highly the Stella source code; GNU C++ compiler version 3.2.x/4.x or later is highly
recommended</li> recommended</li>
<li>x86 or PowerPC class machine, in either 32 or 64-bit mode</li> <li>i386, x86_64 or PowerPC class machine, in either 32 or 64-bit mode</li>
<li>Other architectures (MIPS, PPC64, etc) have been confirmed to work as well</li>
</ul> </ul>
<p> <p>
@ -326,12 +406,21 @@
with the following:</p> with the following:</p>
<ul> <ul>
<li>Visual C++ 7 or MinGW compiler is required to compile the Stella <li>Visual C++ 7/8 or MinGW compiler is required to compile the Stella
source code</li> source code</li>
<li>Pentium class machine required; OpenGL accelerated video card highly <li>Pentium class machine required; OpenGL accelerated video card highly
recommended</li> recommended</li>
</ul> </ul>
<p>
<h2><b>Other</b></h2>
<p>Stella is extremely portable, and in its lifetime has been ported to almost every
platform known. It is 32/64 bit clean in Linux/Unix and Windows (Win32/Win64), and
is expected to be compatible with 64-bit OSX as well. The Stella team is interested
in hearing about any problems you may encounter with diverse operating systems and
CPU types.</p>
<!-- ///////////////////////////////////////////////////////////////////////// --> <!-- ///////////////////////////////////////////////////////////////////////// -->
<br><br> <br><br>
@ -509,7 +598,7 @@
<img src="graphics/rom_browser.png"></p> <img src="graphics/rom_browser.png"></p>
<p>You can start emulation by selecting a ROM and pressing 'Enter' or <p>You can start emulation by selecting a ROM and pressing 'Enter' or
clicking 'Play', or double-clicking a ROM.</p> clicking 'Select', or double-clicking a ROM.</p>
<p> <p>
<h2><b>Command Line</b></h2> <h2><b>Command Line</b></h2>
@ -569,6 +658,12 @@
period. This can result in smoother updates, and eliminate tearing.</td> period. This can result in smoother updates, and eliminate tearing.</td>
</tr> </tr>
<tr>
<td><pre>-gl_texrect &lt;0|1&gt;</pre></td>
<td>OpenGL mode only. Enable GL_TEXTURE_RECTANGLE extension. This causes
problems for some people using ATI video cards.</td>
</tr>
<tr> <tr>
<td><pre>-zoom_tia &lt;scaler&gt;</pre></td> <td><pre>-zoom_tia &lt;scaler&gt;</pre></td>
<td>Use the specified zoom level while in TIA/emulation mode.</td> <td>Use the specified zoom level while in TIA/emulation mode.</td>
@ -622,15 +717,11 @@
<td>Enable or disable sound generation.</td> <td>Enable or disable sound generation.</td>
</tr> </tr>
<tr>
<td><pre>-channels &lt;1|2&gt;</pre></td>
<td>Enable mono or stereo sound.</td>
</tr>
<tr> <tr>
<td><pre>-fragsize &lt;number&gt;</pre></td> <td><pre>-fragsize &lt;number&gt;</pre></td>
<td>Specify the sound fragment size to use. Linux/Mac seems to work <td>Specify the sound fragment size to use. Linux/Mac seems to work
with 512, Windows may need 2048.</td> with 512, Windows may need 2048 (but newer versions work with
512 as well).</td>
</tr> </tr>
<tr> <tr>
@ -666,8 +757,8 @@
</tr> </tr>
<tr> <tr>
<td><pre>-paddle &lt;0|1|2|3&gt;</pre></td> <td><pre>-pspeed &lt;number&gt;</pre></td>
<td>Indicates which paddle the mouse should emulate (defaults to paddle 0).</td> <td>Speed of digital emulation for paddles (1-15).</td>
</tr> </tr>
<tr> <tr>
@ -681,33 +772,8 @@
</tr> </tr>
<tr> <tr>
<td><pre>-p0speed &lt;number&gt;</pre></td> <td><pre>-romviewer &lt;1|0&gt;</pre></td>
<td>Speed of digital emulation for paddle 0 (0-100).</td> <td>Show/hide ROM info viewer in ROM launcher mode.</td>
</tr>
<tr>
<td><pre>-p1speed &lt;number&gt;</pre></td>
<td>Speed of digital emulation for paddle 1 (0-100).</td>
</tr>
<tr>
<td><pre>-p2speed &lt;number&gt;</pre></td>
<td>Speed of digital emulation for paddle 2 (0-100).</td>
</tr>
<tr>
<td><pre>-p3speed &lt;number&gt;</pre></td>
<td>Speed of digital emulation for paddle 3 (0-100).</td>
</tr>
<tr>
<td><pre>-pthresh &lt;number&gt;</pre></td>
<td>Set threshold for eliminating paddle jitter.</td>
</tr>
<tr>
<td><pre>-rombrowse &lt;1|0&gt;</pre></td>
<td>Use browser mode (shows files and folders) in ROM launcher.</td>
</tr> </tr>
<tr> <tr>
@ -743,6 +809,11 @@
<td>Set the size of the ROM launcher.</td> <td>Set the size of the ROM launcher.</td>
</tr> </tr>
<tr>
<td><pre>-launcherfont &lt;small|large&gt;</pre></td>
<td>Set the size of the font in the ROM launcher.</td>
</tr>
<tr> <tr>
<td><pre>-uipalette &lt;1|2&gt;</pre></td> <td><pre>-uipalette &lt;1|2&gt;</pre></td>
<td>Used the specified palette for UI elements. This isn't yet <td>Used the specified palette for UI elements. This isn't yet
@ -822,11 +893,21 @@
</tr> </tr>
<tr> <tr>
<td><pre>-type &lt;type&gt;</pre></td> <td><pre>-tiafloat &lt;1|0&gt;</pre></td>
<td>Set unused TIA pins to be floating on a read/peek.</td>
</tr>
<tr>
<td><pre>-bs &lt;type&gt;</pre></td>
<td>Set "Cartridge.Type" property. See the <i>Game Properties</i> section <td>Set "Cartridge.Type" property. See the <i>Game Properties</i> section
for valid types.</td> for valid types.</td>
</tr> </tr>
<tr>
<td><pre>-type &lt;type&gt;</pre></td>
<td>Same as using -bs.</td>
</tr>
<tr> <tr>
<td><pre>-channels &lt;Mono|Stereo&gt;</pre></td> <td><pre>-channels &lt;Mono|Stereo&gt;</pre></td>
<td>Set "Cartridge.Sound" property.</td> <td>Set "Cartridge.Sound" property.</td>
@ -876,8 +957,9 @@
</tr> </tr>
<tr> <tr>
<td><pre>-format &lt;NTSC|PAL|PAL60|SECAM&gt;</pre></td> <td><pre>-format &lt;format&gt;</pre></td>
<td>Set "Display.Format" property.</td> <td>Set "Display.Format" property. See the <i>Game Properties</i> section
for valid formats.</td></td>
</tr> </tr>
<tr> <tr>
@ -922,18 +1004,47 @@
<p><b>Options Menu</b> dialog:<br><br> <p><b>Options Menu</b> dialog:<br><br>
<img src="graphics/options.png"> <img src="graphics/options.png">
<br><br><br>
<p><b>Video Options</b> dialog:<br><br> <p><b>Video Settings</b> dialog:<br><br>
<img src="graphics/options_video.png"> <img src="graphics/options_video.png">
<br><br><br>
<p><b>Audio Options</b> dialog:<br><br> <p><b>Audio Settings</b> dialog:<br><br>
<img src="graphics/options_audio.png"> <img src="graphics/options_audio.png">
<br><br><br>
<p><b>Input Settings</b> dialog:<br><br>
<img src="graphics/options_input.png">
<p>This dialog is described in further detail in <b>Section 8 -
<a href="#Remapping">Event Remapping</a></b>.
<br><br><br>
<p><b>UI Settings</b> dialog:<br><br>
<img src="graphics/options_ui.png">
<p>All UI related items can be changed here. Such items include the width and
height of the ROM launcher and debugger windows, etc. Note that most of the items
here require Stella to be restarted to take effect. Specific information about
the ROM Info functionality is described in further detail in <b>Section 9 -
<a href="#ROMInfo">Viewing ROM Info</a></b>.
<br><br><br>
<p><b>Audit ROMs</b> dialog:<br><br>
<img src="graphics/options_romaudit.png">
<p>This dialog is described in further detail in <b>Section 10 -
<a href="#ROMAudit">ROM Audit Mode</a></b>.
<br><br><br>
<p><b>Game Information</b> dialog:<br><br> <p><b>Game Information</b> dialog:<br><br>
<img src="graphics/options_gameinfo.png"> <img src="graphics/options_gameinfo.png">
<p>This dialog allows you to change all ROM properties as described in
<b>Section 15 - <a href="#Properties">Game Properties</a></b>.
<br><br><br>
<p><b>Help</b> dialog:<br><br> <p><b>Help</b> dialog:<br><br>
<img src="graphics/options_help.png"> <img src="graphics/options_help.png">
<br><br><br>
<p><b>About</b> dialog:<br><br> <p><b>About</b> dialog:<br><br>
<img src="graphics/options_about.png"> <img src="graphics/options_about.png">
@ -1596,7 +1707,7 @@
</tr> </tr>
<tr> <tr>
<td>Emulate 'frying' effect</td> <td>Emulate 'frying' effect (*)</td>
<td>Backspace</td> <td>Backspace</td>
<td>Backspace</td> <td>Backspace</td>
</tr> </tr>
@ -1656,7 +1767,6 @@
<p>The following screenshots illustrate the event remapping process:<br><br> <p>The following screenshots illustrate the event remapping process:<br><br>
<img src="graphics/eventmapping.png"> <img src="graphics/eventmapping.png">
<p>
<img src="graphics/eventmapping_remap.png"> <img src="graphics/eventmapping_remap.png">
<p>Virtual devices can be configured under the 'Virtual Devs' tab, shown below:<br><br> <p>Virtual devices can be configured under the 'Virtual Devs' tab, shown below:<br><br>
@ -1666,28 +1776,43 @@
ports. See the section 'Stelladaptor Support' for more information.</p> ports. See the section 'Stelladaptor Support' for more information.</p>
<p>Paddle settings are also configured here. The mouse can emulate either paddle <p>Paddle settings are also configured here. The mouse can emulate either paddle
0, 1, 2, or 3. Note that for games which don't normally default to paddle 0, 0, 1, 2, or 3. Note that some paddle games don't default to paddle 0. In those
their ROM properties take care of that remapping. So, for example, a ROM that cases, the ROM properties will automatically set the mouse to emulate the paddle
defaults to paddle 1 (Demons to Diamonds) will use paddle 0, as will a ROM used by Player 0. So, for example, a ROM that defaults to paddle 1 (Demons to Diamonds)
that defaults to paddle 3 (Tac-Scan). So you never have to worry which paddle will set 'Mouse is paddle' to 1, and a ROM that defaults to paddle 3 (Tac-Scan) will
a ROM will use; it will always default to paddle 0.</p> set 'Mouse is paddle' to 3.</p>
<p>Paddle threshold is used to eliminate 'jitter', whereby the onscreen paddle <p>Paddle speed is used when emulating a paddle using a digital device
object seems to move slightly even when no input is present. It specifies the amount
by which a paddle input has to move before it's considered a real event. Hence,
it eliminates small movements (default of 600).</p>
<p>Paddle x speed is used when emulating a paddle using a digital device
(keyboard, digital joystick, etc). Because of the on/off nature of digital (keyboard, digital joystick, etc). Because of the on/off nature of digital
devices, there are no smooth analog values as would be present on a real devices, there are no smooth analog values as would be present on a real
paddle. When using digital devices, the paddle is moved a certain amount paddle. When using digital devices, the paddle is moved a certain amount
each frame. These speeds specify how much movement will occur.</p> each frame. This speed setting specifies how much movement will occur.</p>
<!-- ///////////////////////////////////////////////////////////////////////// -->
<br><br><br>
<p><h1>
<a name="ROMInfo">9. Viewing ROM Info</a></h1>
<hr>
<p>
</p>
<!-- ///////////////////////////////////////////////////////////////////////// -->
<br><br><br>
<p><h1>
<a name="ROMAudit">10. ROM Audit Mode</a></h1>
<hr>
<p>
</p>
<!-- ///////////////////////////////////////////////////////////////////////// --> <!-- ///////////////////////////////////////////////////////////////////////// -->
<br><br> <br><br>
<p><h1> <p><h1>
<a name="Adaptor">9. Stelladaptor Support</a></h1> <a name="Adaptor">11. Stelladaptor Support</a></h1>
<hr> <hr>
<p>Stella supports real Atari 2600 joysticks, paddles and driving controllers <p>Stella supports real Atari 2600 joysticks, paddles and driving controllers
@ -1719,7 +1844,7 @@
<!-- ///////////////////////////////////////////////////////////////////////// --> <!-- ///////////////////////////////////////////////////////////////////////// -->
<br> <br>
<p><h1> <p><h1>
<a name="Debugger">10. Integrated Debugger</a></h1> <a name="Debugger">12. Integrated Debugger</a></h1>
<hr> <hr>
<p>Have a look at <a href="debugger.html">this page</a> for integrated debugger <p>Have a look at <a href="debugger.html">this page</a> for integrated debugger
@ -1729,7 +1854,7 @@
<!-- ///////////////////////////////////////////////////////////////////////// --> <!-- ///////////////////////////////////////////////////////////////////////// -->
<br><br> <br><br>
<p><h1> <p><h1>
<a name="Settings">11. Settings File</a></h1> <a name="Settings">13. Settings File</a></h1>
<hr> <hr>
<p>Stella will remember when you change a setting either at the command line <p>Stella will remember when you change a setting either at the command line
@ -1784,7 +1909,8 @@
</tr> </tr>
<tr> <tr>
<td><b>Windows</b></td> <td><b>Windows</b></td>
<td><i>stella.ini (in same directory as the application)</i></td> <td><i>%MY_DOCUMENTS%\Stella\stella.ini</i>&nbsp;&nbsp;&nbsp;<b>OR</b><br>
<i>%CURRENT_DIR%\stella.ini</i> (if a file named 'disable_profiles.txt' exists in the application directory)</td>
</tr> </tr>
</table> </table>
@ -1792,7 +1918,7 @@
<!-- ///////////////////////////////////////////////////////////////////////// --> <!-- ///////////////////////////////////////////////////////////////////////// -->
<br><br> <br><br>
<p><h1> <p><h1>
<a name="Cheats">12. Cheatcode Manager</a></h1> <a name="Cheats">14. Cheatcode Manager</a></h1>
<hr> <hr>
<p>Stella 2.0 contains support for Bob Colbert's Cheetah cheat codes, as <p>Stella 2.0 contains support for Bob Colbert's Cheetah cheat codes, as
@ -1881,7 +2007,8 @@ Ms Pac-Man (Stella extended codes):
</tr> </tr>
<tr> <tr>
<td><b>Windows</b></td> <td><b>Windows</b></td>
<td><i>stella.cht</i> (in same directory as the application)</td> <td><i>%MY_DOCUMENTS%\Stella\stella.cht</i>&nbsp;&nbsp;&nbsp;<b>OR</b><br>
<i>%CURRENT_DIR%\stella.cht</i> (if a file named 'disable_profiles.txt' exists in the application directory)</td>
</tr> </tr>
</table> </table>
<p>Stella will require a restart for changes to this file to take effect.</p> <p>Stella will require a restart for changes to this file to take effect.</p>
@ -1890,7 +2017,7 @@ Ms Pac-Man (Stella extended codes):
<!-- ///////////////////////////////////////////////////////////////////////// --> <!-- ///////////////////////////////////////////////////////////////////////// -->
<br><br> <br><br>
<p><h1> <p><h1>
<a name="Properties">13. Game Properties</a></h1> <a name="Properties">15. Game Properties</a></h1>
<hr> <hr>
<p>Stella uses game properties to specify the "best" emulator settings for a <p>Stella uses game properties to specify the "best" emulator settings for a
@ -1938,7 +2065,7 @@ Ms Pac-Man (Stella extended codes):
<table CELLSPACING="10"> <table CELLSPACING="10">
<tr> <tr>
<td VALIGN="TOP"><i>Cartridge.MD5:</i></td> <td VALIGN="TOP"><i>Cartridge.MD5:</i></td>
<td>This property indicates the MD5 checksum of the ROM image as a <td>Indicates the MD5 checksum of the ROM image as a
string of hexadecimal digits. Stella uses this property while string of hexadecimal digits. Stella uses this property while
attempting to match a game with its block of properties. If the 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 value of the property matches the MD5 checksum of the ROM image then
@ -1949,140 +2076,159 @@ Ms Pac-Man (Stella extended codes):
<tr> <tr>
<td VALIGN="TOP"><i>Cartridge.Manufacturer:</i></td> <td VALIGN="TOP"><i>Cartridge.Manufacturer:</i></td>
<td>This property indicates the game's manufacturer. Currently this <td>Indicates the game's manufacturer.</td>
property is not being used, however, future versions of Stella will
probably allow the user to view this information.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Cartridge.ModelNo:</i></td> <td VALIGN="TOP"><i>Cartridge.ModelNo:</i></td>
<td>This property indicates the manufacturer's model number for the <td>Indicates the manufacturer's model number for the game.</td>
game. Currently this property is not being used, however, future
versions of Stella will probably allow the user to view this information.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Cartridge.Name:</i></td> <td VALIGN="TOP"><i>Cartridge.Name:</i></td>
<td>This property indicates the actual name of the game.</td> <td>Indicates the actual name of the game.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Cartridge.Note:</i></td> <td VALIGN="TOP"><i>Cartridge.Note:</i></td>
<td>This property contains any special notes about playing the game.</td> <td>Contains any special notes about playing the game.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Cartridge.Rarity:</i></td> <td VALIGN="TOP"><i>Cartridge.Rarity:</i></td>
<td>This property indicates how rare a cartridge is, based on the scale <td>Indicates how rare a cartridge is, based on the scale described on AtariAge.</td>
described on AtariAge.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Cartridge.Sound:</i></td> <td VALIGN="TOP"><i>Cartridge.Sound:</i></td>
<td>This property determines if the game should use 1 or 2 channels for <td>Indicates if the game should use 1 or 2 channels for sound output.
sound output. All original Atari 2600 machines supported 1 channel only, All original Atari 2600 machines supported 1 channel only,
but some homebrew games have been written to take advantage of stereo but some homebrew games have been written to take advantage of stereo
sound. The value of this property must be Mono or Stereo.</td> sound. The value must be <b>Mono</b> or <b>Stereo</b>.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Cartridge.Type:</i></td> <td VALIGN="TOP"><i>Cartridge.Type:</i></td>
<td>This property indicates the bank-switching type for the game. <td>Indicates the bank-switching type for the game.
The value of this property must be: Auto-detect, 2K, 3E, 3F, 4K, AR, The value of this property must be either <b>Auto-detect</b> or one of the following
CV, DPC, E0, E7, F4, F4SC, F6, F6SC, F8, F8SC, FASC, FE, MB, MC or UA. (for more information about bank-switching see Kevin Horton's 2600 bankswitching
For more information about bank-switching see Kevin Horton's 2600 document or the documentation in each cartridges source code file):
bank-switching document.</td> <table cellpadding="2" border="1">
<tr><th>&nbsp;Type&nbsp;</th><th>Description</th></tr>
<tr><td>0840 </td><td>8K ECONObanking </td></tr>
<tr><td>2K </td><td>2K Atari </td></tr>
<tr><td>3E </td><td>32K Tigervision </td></tr>
<tr><td>3F </td><td>512K Tigervision </td></tr>
<tr><td>4A50 </td><td>64K 4A50 + ram </td></tr>
<tr><td>4K </td><td>4K Atari </td></tr>
<tr><td>AR </td><td>Supercharger </td></tr>
<tr><td>CV </td><td>Commavid extra ram </td></tr>
<tr><td>DPC </td><td>Pitfall II </td></tr>
<tr><td>E0 </td><td>8K Parker Bros </td></tr>
<tr><td>E7 </td><td>16K M-network </td></tr>
<tr><td>F4 </td><td>32K Atari </td></tr>
<tr><td>F4SC </td><td>32K Atari + ram </td></tr>
<tr><td>F6 </td><td>16K Atari </td></tr>
<tr><td>F6SC </td><td>16K Atari + ram </td></tr>
<tr><td>F8 </td><td>8K Atari </td></tr>
<tr><td>F8SC </td><td>8K Atari + ram </td></tr>
<tr><td>FASC </td><td>CBS RAM Plus </td></tr>
<tr><td>FE </td><td>8K Decathlon </td></tr>
<tr><td>MB </td><td>Dynacom Megaboy </td></tr>
<tr><td>MC </td><td>C. Wilkson Megacart </td></tr>
<tr><td>SB </td><td>128-256k SUPERbanking </td></tr>
<tr><td>UA </td><td>8K UA Ltd. </td></tr>
<tr><td>X07 </td><td>64K AtariAge </td></tr>
</table></td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Console.LeftDifficulty:</i></td> <td VALIGN="TOP"><i>Console.LeftDifficulty:</i></td>
<td>This property indicates the default difficulty setting for the left <td>Indicates the default difficulty setting for the left
player. The value of this property must be A or B.</td> player. The value must be <b>A</b> or <b>B</b>.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Console.RightDifficulty:</i></td> <td VALIGN="TOP"><i>Console.RightDifficulty:</i></td>
<td>This property indicates the default difficulty setting for the <td>Indicates the default difficulty setting for the
right player. The value of this property must be A or B.</td> right player. The value must be <b>A</b> or <b>B</b>.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Console.TelevisionType:</i></td> <td VALIGN="TOP"><i>Console.TelevisionType:</i></td>
<td>This property indicates the default television setting for the <td>Indicates the default television setting for the
game. The value of this property must be Color or BlankAndWhite.</td> game. The value must be <b>Color</b> or <b>BlankAndWhite</b>.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Console.SwapPorts:</i></td> <td VALIGN="TOP"><i>Console.SwapPorts:</i></td>
<td>This property indicates that the left and right ports should be <td>Indicates that the left and right ports should be
swapped internally. This is used for ROMs like 'Raiders' where the swapped internally. This is used for ROMs like 'Raiders' where the
Player 0 joystick is plugged into the right joystick port. Player 0 joystick is plugged into the right joystick port.
The value of this property must be Yes or No.</td> The value must be <b>Yes</b> or <b>No</b>.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Controller.Left:</i></td> <td VALIGN="TOP"><i>Controller.Left:</i></td>
<td>This property indicates what type of controller the left player <td>Indicates what type of controller the left player
uses. The value of this property must be Booster-Grip, Driving, uses. The value must be <b>Booster-Grip</b>, <b>Driving</b>,
Keyboard, Paddles, or Joystick.</td> <b>Keyboard</b>, <b>Paddles</b>, or <b>Joystick</b>.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Controller.Right:</i></td> <td VALIGN="TOP"><i>Controller.Right:</i></td>
<td>This property indicates what type of controller the right player <td>Indicates what type of controller the right player
uses. The value of this property must be Booster-Grip, Driving, uses. The value must be <b>Booster-Grip</b>, <b>Driving</b>,
Keyboard, Paddles, or Joystick.</td> <b>Keyboard</b>, <b>Paddles</b>, or <b>Joystick</b>.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Controller.SwapPaddles:</i></td> <td VALIGN="TOP"><i>Controller.SwapPaddles:</i></td>
<td>This property indicates that the left and right paddles in <td>Indicates that the left and right paddles in
a particular port should be swapped. This is used for ROMs like a particular port should be swapped. This is used for ROMs like
'Demons to Diamonds' where the default paddle is paddle 1, not 'Demons to Diamonds' where the default paddle is paddle 1, not
paddle 0. Other ROMs such as 'Tac-Scan' default to paddle 3, paddle 0. Other ROMs such as 'Tac-Scan' default to paddle 3,
which can be set using both 'Controller.SwapPaddles' and which can be set using both 'Controller.SwapPaddles' and
'Console.SwapPorts'. The value of this property must be Yes or No.</td> 'Console.SwapPorts'. The value must be <b>Yes</b> or <b>No</b>.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Display.Format:</i></td> <td VALIGN="TOP"><i>Display.Format:</i></td>
<td>This property indicates the television format the game was <td>Indicates the television format the game was designed for. The value
designed for. The value of this property must be Auto-detect, NTSC, must be <b>Auto-detect</b>, <b>NTSC</b>, <b>PAL</b>, <b>SECAM</b>, <b>NTSC50</b>,
PAL or PAL60.</td> <b>PAL60</b> or <b>SECAM60</b>.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Display.YStart:</i></td> <td VALIGN="TOP"><i>Display.YStart:</i></td>
<td>This property indicates the scan-line to start displaying at. <td>Indicates the scan-line to start displaying at.
The value of this property must be <i>n</i> such that The value must be <i>n</i> such that 0 &lt;= <i>n</i> &lt;= 64.</td>
0 &lt;= <i>n</i> &lt;= 64.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Display.Height:</i></td> <td VALIGN="TOP"><i>Display.Height:</i></td>
<td>This property indicates the number of scan-lines to display. <td>Indicates the number of scan-lines to display.
The value of this property must be <i>n</i> such that The value must be <i>n</i> such that 100 &lt;= <i>n</i> &lt;= 256.</td>
100 &lt;= <i>n</i> &lt;= 256.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Display.Phosphor:</i></td> <td VALIGN="TOP"><i>Display.Phosphor:</i></td>
<td>This property indicates whether the phosphor effect should be <td>Indicates whether the phosphor effect should be emulated or not.
emulated or not. The value of this property must be Yes or No.</td> The value must be <b>Yes</b> or <b>No</b>.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Display.PPBlend:</i></td> <td VALIGN="TOP"><i>Display.PPBlend:</i></td>
<td>This property indicates the amount of blending which will occur <td>Indicates the amount of blending which will occur while using the
while using the phosphor effect. The value of this property must be phosphor effect. The value must be <i>n</i> such that 0 &lt;= <i>n</i>
<i>n</i> such that 0 &lt;= <i>n</i> &lt;= 100. The default value &lt;= 100. The default value is 77.</td>
is 77.</td>
</tr> </tr>
<tr> <tr>
<td VALIGN="TOP"><i>Emulation.HmoveBlanks:</i></td> <td VALIGN="TOP"><i>Emulation.HmoveBlanks:&nbsp;(*)</i></td>
<td>This property indicates whether the TIA HMOVE blank bug should be <td>Indicates whether the TIA HMOVE blank bug should be emulated or not.
emulated or not. The value of this property must be Yes or No.</td> The value must be <b>Yes</b> or <b>No</b>.</td>
</tr> </tr>
</table> </table>
@ -2106,7 +2252,8 @@ Ms Pac-Man (Stella extended codes):
</tr> </tr>
<tr> <tr>
<td><b>Windows</b></td> <td><b>Windows</b></td>
<td><i>stella.pro</i> (in same directory as the application)</td> <td><i>%MY_DOCUMENTS%\Stella\stella.pro</i>&nbsp;&nbsp;&nbsp;<b>OR</b><br>
<i>%CURRENT_DIR%\stella.pro</i> (if a file named 'disable_profiles.txt' exists in the application directory)</td>
</tr> </tr>
</table> </table>
<p>Stella will require a restart for changes to this file to take effect.</p> <p>Stella will require a restart for changes to this file to take effect.</p>
@ -2115,11 +2262,11 @@ Ms Pac-Man (Stella extended codes):
<!-- ///////////////////////////////////////////////////////////////////////// --> <!-- ///////////////////////////////////////////////////////////////////////// -->
<br><br> <br><br>
<p><h1> <p><h1>
<a name="Palette">14. Palette Support</a></h1> <a name="Palette">16. Palette Support</a></h1>
<hr> <hr>
<p>An Atari 2600 palette consists of 128 colours, which are different <p>An Atari 2600 palette consists of 128 colours, which are different
for the three major television standards (NTSC, PAL/PAL60, SECAM). for the three major television standards (NTSC, PAL, SECAM).
Stella supports two built-in palettes and one user-defined palette for each format. Stella supports two built-in palettes and one user-defined palette for each format.
These are set using the '-palette' option, and are described as follows:</p> These are set using the '-palette' option, and are described as follows:</p>
<p><table cellpadding="5" border="1"> <p><table cellpadding="5" border="1">
@ -2144,7 +2291,7 @@ Ms Pac-Man (Stella extended codes):
in 24-bit RGB, with the first byte for red, the second for green, the in 24-bit RGB, with the first byte for red, the second for green, the
third for blue, for a total of 3 bytes per colour.</li> third for blue, for a total of 3 bytes per colour.</li>
<li>The first 384 bytes of the file (128 * 3) will be used for the NTSC <li>The first 384 bytes of the file (128 * 3) will be used for the NTSC
palette. The next 384 bytes (128 * 3) will be for the PAL/PAL60 palette. palette. The next 384 bytes (128 * 3) will be for the PAL palette.
The next 24 bytes (8 * 3) will be for the SECAM palette, which The next 24 bytes (8 * 3) will be for the SECAM palette, which
consists of eight distinct colours. Any extra data in the file consists of eight distinct colours. Any extra data in the file
will be ignored.</li> will be ignored.</li>
@ -2169,11 +2316,12 @@ Ms Pac-Man (Stella extended codes):
</tr> </tr>
<tr> <tr>
<td><b>Windows</b></td> <td><b>Windows</b></td>
<td><i>stella.pal</i> (in same directory as the application)</td> <td><i>%MY_DOCUMENTS%\Stella\stella.pal</i>&nbsp;&nbsp;&nbsp;<b>OR</b><br>
<i>%CURRENT_DIR%\stella.pal</i> (if a file named 'disable_profiles.txt' exists in the application directory)</td>
</tr> </tr>
</table> </table>
<p>Note that to actually use the external palette, the palette file must <p>Note that to actually use the external palette, the palette file must
exist and be valid, <b>and</b> the palette should be set to <i>user</i>. exist and be valid, <b>and</b> the palette option should be set to <i>user</i>.
The current ROM will have to be reloaded for changes to this file to take The current ROM will have to be reloaded for changes to this file to take
effect.</p> effect.</p>
@ -2181,7 +2329,7 @@ Ms Pac-Man (Stella extended codes):
<!-- ///////////////////////////////////////////////////////////////////////// --> <!-- ///////////////////////////////////////////////////////////////////////// -->
<br><br> <br><br>
<p><h1> <p><h1>
<a name="Acknowledgments">15. Acknowledgments</a></h1> <a name="Acknowledgments">17. Acknowledgments</a></h1>
<hr> <hr>
<p>Bradford W. Mott started developing Stella during the fall of 1995 and since <p>Bradford W. Mott started developing Stella during the fall of 1995 and since
@ -2372,8 +2520,8 @@ Ms Pac-Man (Stella extended codes):
<td>Provided a description of the TIA bug that produces the star field <td>Provided a description of the TIA bug that produces the star field
effect in Cosmic Ark, provided the PAL television palette, and effect in Cosmic Ark, provided the PAL television palette, and
participated in a helpful discussion on understanding the TIA's RESPx participated in a helpful discussion on understanding the TIA's RESPx
multi-sprite trick. He also provided the Commavid and Megaboy support multi-sprite trick. Provided the Commavid, Megaboy, 4A50 and X07 support
for Stella as well as some improved Supercharger BIOS code.</td> for Stella as well as some improved Supercharger BIOS code.</td>
</tr> </tr>
<tr> <tr>
@ -2421,6 +2569,12 @@ Ms Pac-Man (Stella extended codes):
<td>Provided technical data sheet for the 6532 RIOT chip</td> <td>Provided technical data sheet for the 6532 RIOT chip</td>
</tr> </tr>
<tr>
<td VALIGN="TOP">Albert&nbsp;Yarusso (aka Al from AtariAge)</td>
<td>Provided helpful feedback for the OSX port, and generously
donated an AtariVox device to help with development</td>
</tr>
<tr> <tr>
<td VALIGN="TOP">Alex&nbsp;Zaballa</td> <td VALIGN="TOP">Alex&nbsp;Zaballa</td>
<td>Maintainer of the GP2X version of Stella starting with the 2.1 release</td> <td>Maintainer of the GP2X version of Stella starting with the 2.1 release</td>
@ -2432,7 +2586,7 @@ Ms Pac-Man (Stella extended codes):
<!-- ///////////////////////////////////////////////////////////////////////// --> <!-- ///////////////////////////////////////////////////////////////////////// -->
<br><br> <br><br>
<p><h1> <p><h1>
<a name="License">16. License and Disclaimer</a></h1> <a name="License">18. License and Disclaimer</a></h1>
<hr> <hr>
<p> <p>

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of // See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES. // this file, and for a DISCLAIMER OF ALL WARRANTIES.
// //
// $Id: Settings.cxx,v 1.137 2008-03-23 16:22:40 stephena Exp $ // $Id: Settings.cxx,v 1.138 2008-03-26 00:52:05 stephena Exp $
//============================================================================ //============================================================================
#include <cassert> #include <cassert>
@ -69,7 +69,6 @@ Settings::Settings(OSystem* osystem)
setInternal("joymap", ""); setInternal("joymap", "");
setInternal("joyaxismap", ""); setInternal("joyaxismap", "");
setInternal("joyhatmap", ""); setInternal("joyhatmap", "");
setInternal("paddle", "0");
setInternal("pspeed", "6"); setInternal("pspeed", "6");
setInternal("sa1", "left"); setInternal("sa1", "left");
setInternal("sa2", "right"); setInternal("sa2", "right");
@ -86,11 +85,11 @@ Settings::Settings(OSystem* osystem)
setInternal("propsfile", ""); setInternal("propsfile", "");
// ROM browser options // ROM browser options
setInternal("launcherres", "640x480");
setInternal("launcherfont", "small");
setInternal("romviewer", "false"); setInternal("romviewer", "false");
// UI-related options // UI-related options
setInternal("launcherres", "640x480");
setInternal("launcherfont", "small");
setInternal("debuggerres", "1030x690"); setInternal("debuggerres", "1030x690");
setInternal("uipalette", "0"); setInternal("uipalette", "0");
setInternal("mwheel", "4"); setInternal("mwheel", "4");

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of // See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES. // this file, and for a DISCLAIMER OF ALL WARRANTIES.
// //
// $Id: GameInfoDialog.cxx,v 1.51 2008-03-22 17:35:03 stephena Exp $ // $Id: GameInfoDialog.cxx,v 1.52 2008-03-26 00:52:05 stephena Exp $
// //
// Based on code from ScummVM - Scumm Interpreter // Based on code from ScummVM - Scumm Interpreter
// Copyright (C) 2002-2004 The ScummVM project // Copyright (C) 2002-2004 The ScummVM project
@ -41,9 +41,10 @@ GameInfoDialog::GameInfoDialog(
myPropertiesLoaded(false), myPropertiesLoaded(false),
myDefaultsSelected(false) myDefaultsSelected(false)
{ {
const int fontHeight = font.getFontHeight(), const int lineHeight = font.getLineHeight(),
lineHeight = font.getLineHeight(); fontHeight = font.getFontHeight(),
buttonWidth = font.getStringWidth("Defaults") + 20,
buttonHeight = font.getLineHeight() + 4;
const int vBorder = 4; const int vBorder = 4;
int xpos, ypos, lwidth, fwidth, pwidth, tabID; int xpos, ypos, lwidth, fwidth, pwidth, tabID;
unsigned int i; unsigned int i;
@ -179,15 +180,17 @@ GameInfoDialog::GameInfoDialog(
myP0Controller->appendEntry(ourControllerList[i][0], i+1); myP0Controller->appendEntry(ourControllerList[i][0], i+1);
wid.push_back(myP0Controller); wid.push_back(myP0Controller);
myLeftPort = xpos += lwidth+myP0Controller->getWidth() + 4;
new PopUpWidget(myTab, font, xpos+lwidth+myP0Controller->getWidth()+4, ypos, new StaticTextWidget(myTab, font, xpos, ypos+1, font.getStringWidth("in "),
pwidth, lineHeight, "in ", font.getStringWidth("in "), fontHeight, "in ", kTextAlignLeft);
kLeftCChanged); xpos += font.getStringWidth("in ");
myLeftPort = new PopUpWidget(myTab, font, xpos, ypos, pwidth, lineHeight,
"", 0, kLeftCChanged);
myLeftPort->appendEntry("left port", 1); myLeftPort->appendEntry("left port", 1);
myLeftPort->appendEntry("right port", 2); myLeftPort->appendEntry("right port", 2);
wid.push_back(myLeftPort); wid.push_back(myLeftPort);
ypos += lineHeight + 5; xpos = 10; ypos += lineHeight + 5;
new StaticTextWidget(myTab, font, xpos, ypos+1, lwidth, fontHeight, new StaticTextWidget(myTab, font, xpos, ypos+1, lwidth, fontHeight,
"P1 Controller:", kTextAlignLeft); "P1 Controller:", kTextAlignLeft);
myP1Controller = new PopUpWidget(myTab, font, xpos+lwidth, ypos, myP1Controller = new PopUpWidget(myTab, font, xpos+lwidth, ypos,
@ -196,15 +199,17 @@ GameInfoDialog::GameInfoDialog(
myP1Controller->appendEntry(ourControllerList[i][0], i+1); myP1Controller->appendEntry(ourControllerList[i][0], i+1);
wid.push_back(myP1Controller); wid.push_back(myP1Controller);
myRightPort = xpos += lwidth+myP1Controller->getWidth() + 4;
new PopUpWidget(myTab, font, xpos+lwidth+myP1Controller->getWidth()+4, ypos, new StaticTextWidget(myTab, font, xpos, ypos+1, font.getStringWidth("in "),
pwidth, lineHeight, "in ", font.getStringWidth("in "), fontHeight, "in ", kTextAlignLeft);
kRightCChanged); xpos += font.getStringWidth("in ");
myRightPort = new PopUpWidget(myTab, font, xpos, ypos, pwidth, lineHeight,
"", 0, kRightCChanged);
myRightPort->appendEntry("left port", 1); myRightPort->appendEntry("left port", 1);
myRightPort->appendEntry("right port", 2); myRightPort->appendEntry("right port", 2);
wid.push_back(myRightPort); wid.push_back(myRightPort);
ypos += lineHeight + 5; xpos = 10; ypos += lineHeight + 5;
pwidth = font.getStringWidth("Yes"); pwidth = font.getStringWidth("Yes");
new StaticTextWidget(myTab, font, xpos, ypos+1, lwidth, fontHeight, new StaticTextWidget(myTab, font, xpos, ypos+1, lwidth, fontHeight,
"Swap Paddles:", kTextAlignLeft); "Swap Paddles:", kTextAlignLeft);
@ -300,27 +305,12 @@ GameInfoDialog::GameInfoDialog(
kTextAlignLeft); kTextAlignLeft);
// Add Defaults, OK and Cancel buttons // Add Defaults, OK and Cancel buttons
ButtonWidget* b;
wid.clear(); wid.clear();
b = addButton(font, 10, _h - 24, "Defaults", kDefaultsCmd); ButtonWidget* b;
b = new ButtonWidget(this, font, 10, _h - buttonHeight - 10,
buttonWidth, buttonHeight, "Defaults", kDefaultsCmd);
wid.push_back(b); wid.push_back(b);
#ifndef MAC_OSX addOKCancelBGroup(wid, font);
b = addButton(font, _w - 2 * (kButtonWidth + 7), _h - 24, "OK", kOKCmd);
wid.push_back(b);
addOKWidget(b);
myCancelButton =
addButton(font, _w - (kButtonWidth + 10), _h - 24, "Cancel", kCloseCmd);
wid.push_back(myCancelButton);
addCancelWidget(myCancelButton);
#else
myCancelButton =
addButton(font, _w - 2 * (kButtonWidth + 7), _h - 24, "Cancel", kCloseCmd);
wid.push_back(myCancelButton);
addCancelWidget(myCancelButton);
b = addButton(font, _w - (kButtonWidth + 10), _h - 24, "OK", kOKCmd);
wid.push_back(b);
addOKWidget(b);
#endif
addBGroupToFocusList(wid); addBGroupToFocusList(wid);
} }

View File

@ -33,7 +33,7 @@
<key>CFBundleExecutable</key> <key>CFBundleExecutable</key>
<string>StellaOSX</string> <string>StellaOSX</string>
<key>CFBundleGetInfoString</key> <key>CFBundleGetInfoString</key>
<string>StellaOSX 2.4.1</string> <string>StellaOSX 2.5</string>
<key>CFBundleHelpBookFolder</key> <key>CFBundleHelpBookFolder</key>
<string>docs</string> <string>docs</string>
<key>CFBundleHelpBookName</key> <key>CFBundleHelpBookName</key>
@ -45,13 +45,13 @@
<key>CFBundleInfoDictionaryVersion</key> <key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string> <string>6.0</string>
<key>CFBundleName</key> <key>CFBundleName</key>
<string>StellaOSX 2.4.1</string> <string>StellaOSX 2.5</string>
<key>CFBundlePackageType</key> <key>CFBundlePackageType</key>
<string>APPL</string> <string>APPL</string>
<key>CFBundleSignature</key> <key>CFBundleSignature</key>
<string>StLa</string> <string>StLa</string>
<key>CFBundleVersion</key> <key>CFBundleVersion</key>
<string>StellaOSX 2.4.1</string> <string>StellaOSX 2.5</string>
<key>NSMainNibFile</key> <key>NSMainNibFile</key>
<string>SDLMain.nib</string> <string>SDLMain.nib</string>
<key>NSPrincipalClass</key> <key>NSPrincipalClass</key>

View File

@ -1,6 +1,6 @@
#!/bin/sh #!/bin/sh
# $Id: stella.SlackBuild,v 1.8 2007-08-27 13:58:42 stephena Exp $ # $Id: stella.SlackBuild,v 1.9 2008-03-26 00:52:05 stephena Exp $
# stella.SlackBuild for Stella 2.x, B. Watson, 2005 # stella.SlackBuild for Stella 2.x, B. Watson, 2005
@ -13,7 +13,7 @@ die() {
exit 1 exit 1
} }
VERSION=2.4.1 VERSION=2.5
ARCH=${ARCH-i486} ARCH=${ARCH-i486}
BUILD=1 BUILD=1

View File

@ -1,5 +1,5 @@
%define name stella %define name stella
%define version 2.4.1 %define version 2.5
%define rel 1 %define rel 1
%define enable_gl 1 %define enable_gl 1
@ -107,5 +107,8 @@ rm -rf $RPM_BUILD_DIR/%{name}-%{version}
%_datadir/icons/large/%{name}.png %_datadir/icons/large/%{name}.png
%changelog %changelog
* Fri Mar 28 2008 Stephen Anthony <stephena@users.sf.net> 2.5-1
- Version 2.5 release
* Mon Aug 27 2007 Stephen Anthony <stephena@users.sf.net> 2.4.1-1 * Mon Aug 27 2007 Stephen Anthony <stephena@users.sf.net> 2.4.1-1
- Version 2.4.1 release - Version 2.4.1 release

View File

@ -3,14 +3,14 @@
[Setup] [Setup]
AppName=Stella AppName=Stella
AppVerName=Stella 2.4.1 AppVerName=Stella 2.5
AppPublisher=Bradford W. Mott and the Stella team AppPublisher=Bradford W. Mott and the Stella team
AppPublisherURL=http://stella.sourceforge.net AppPublisherURL=http://stella.sourceforge.net
AppSupportURL=http://stella.sourceforge.net AppSupportURL=http://stella.sourceforge.net
AppUpdatesURL=http://stella.sourceforge.net AppUpdatesURL=http://stella.sourceforge.net
DefaultDirName={pf}\Stella DefaultDirName={pf}\Stella
DefaultGroupName=Stella DefaultGroupName=Stella
OutputBaseFilename=stella-2.4.1-win32 OutputBaseFilename=stella-2.5-win32
Compression=lzma Compression=lzma
SolidCompression=yes SolidCompression=yes
@ -21,10 +21,10 @@ Name: "eng"; MessagesFile: "compiler:Default.isl"
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}"; Flags: unchecked Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}"; Flags: unchecked
[Files] [Files]
Source: "H:\windows\src\stella\stella-2.4.1\stella.exe"; DestDir: "{app}"; Flags: ignoreversion Source: "H:\windows\src\stella\stella-2.5\stella.exe"; DestDir: "{app}"; Flags: ignoreversion
Source: "H:\windows\src\stella\stella-2.4.1\zlib1.dll"; DestDir: "{app}"; Flags: ignoreversion Source: "H:\windows\src\stella\stella-2.5\zlib1.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "H:\windows\src\stella\stella-2.4.1\SDL.dll"; DestDir: "{app}"; Flags: ignoreversion Source: "H:\windows\src\stella\stella-2.5\SDL.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "H:\windows\src\stella\stella-2.4.1\docs\*"; DestDir: "{app}\docs"; Flags: ignoreversion recursesubdirs createallsubdirs Source: "H:\windows\src\stella\stella-2.5\docs\*"; DestDir: "{app}\docs"; Flags: ignoreversion recursesubdirs createallsubdirs
; NOTE: Don't use "Flags: ignoreversion" on any shared system files ; NOTE: Don't use "Flags: ignoreversion" on any shared system files
[Icons] [Icons]

View File

@ -36,8 +36,8 @@ IDI_ICON ICON "stella.ico"
// //
VS_VERSION_INFO VERSIONINFO VS_VERSION_INFO VERSIONINFO
FILEVERSION 2,4,1,0 FILEVERSION 2,5,0,0
PRODUCTVERSION 2,4,1,0 PRODUCTVERSION 2,5,0,0
FILEFLAGSMASK 0x3fL FILEFLAGSMASK 0x3fL
#ifdef _DEBUG #ifdef _DEBUG
FILEFLAGS 0x1L FILEFLAGS 0x1L
@ -55,12 +55,12 @@ BEGIN
VALUE "Comments", "The multi-platform Atari 2600 emulator. Stella is released under the GPL." VALUE "Comments", "The multi-platform Atari 2600 emulator. Stella is released under the GPL."
VALUE "CompanyName", "Bradford W. Mott and the Stella team (http://stella.sourceforge.net)" VALUE "CompanyName", "Bradford W. Mott and the Stella team (http://stella.sourceforge.net)"
VALUE "FileDescription", "Stella" VALUE "FileDescription", "Stella"
VALUE "FileVersion", "2.4.1" VALUE "FileVersion", "2.5"
VALUE "InternalName", "Stella" VALUE "InternalName", "Stella"
VALUE "LegalCopyright", "Copyright (C) 1995-2007 B. Mott & the Stella team" VALUE "LegalCopyright", "Copyright (C) 1995-2008 B. Mott & the Stella team"
VALUE "OriginalFilename", "Stella.exe" VALUE "OriginalFilename", "Stella.exe"
VALUE "ProductName", "Stella" VALUE "ProductName", "Stella"
VALUE "ProductVersion", "2.4.1" VALUE "ProductVersion", "2.5"
END END
END END
BLOCK "VarFileInfo" BLOCK "VarFileInfo"