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minor doc updates
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@ -232,7 +232,7 @@ then hit Tab. The "g" will change to "gfx" (since this is the only
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built-in command starting with a "g"). If there are multiple possible
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completions (try with "tr" instead of "g"), you'll see a list of them,
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and your partial name will be completed as far as possible.
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After the first character, the autocompletion completion considers all
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After the first character, the autocompletion considers all
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characters in the right order as a match (e.g. "twf" will be completed to
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"trapwriteif").</p>
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@ -298,7 +298,7 @@ to change the meaning of an expression. The prefixes are:</p>
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Dereference a byte pointer. "*a" means "the byte at the address that
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the A register points to". If A is 255 (hex $ff), the result will be
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the value currently stored in memory location 255. This operator
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will be very familiar to you if you're a C or C++ programmer. It's
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will be very familiar to you if you're a C or C++ developer. It's
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equivalent to the PEEK() function in most 8-bit BASICs. Also, the
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debugger supports array-like byte dereferences: *address can be
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written as address[0]. *(address+1) can be written as address[1],
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@ -740,7 +740,7 @@ clearsavestateifs - Clear all savestate points
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<p><img src="graphics/debugger_tiatab.png"></p>
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<p>Most of the values on the TIA tab will be self-explanatory to a 2600
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programmer.<p>
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developer.<p>
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<p>Many of the variables inside the TIA can only be written to by the
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6502. The debugger lets you get inside the TIA and see the contents
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@ -794,7 +794,7 @@ in another part of the debugger).</p>
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<p><img src="graphics/debugger_iotab.png"></p>
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<p>As with the TIA tab, most of the values here will be self-explanatory to a 2600
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programmer, and almost all can be modified. However, the SWCHx registers need
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developer, and almost all can be modified. However, the SWCHx registers need
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further explanation:<p>
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<p>SWCHx(W) can be modified; here, the (W) stands for write. Similarly,
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SWACNT/SWBCNT can be directly modified. However, the results of reading back from
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@ -1153,7 +1153,7 @@ command; it will show either ROM or RAM space, not both at the same time.</li>
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<li>The standard VCS memory map has the cartridge port at locations
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$F000-$FFFF. However, not all the address lines exist on a 6507, so
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the cartridge port is "mirrored" at every other 4K chunk of address
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space ($1000, $3000, up to $D000). Some programmers find it easier
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space ($1000, $3000, up to $D000). Some developers find it easier
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to think of the different banks of ROM as being at different addresses
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(such as: Bank 0 at $D000 and bank 1 at $F000). When such a ROM runs,
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the Program Counter can point to one of the mirrors instead of the main
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@ -10,7 +10,7 @@
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<br><br>
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<center><h2><b>A multi-platform Atari 2600 VCS emulator</b></h2></center>
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<center><h4><b>Release 5.0.2</b></h4></center>
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<center><h4><b>Release 5.1</b></h4></center>
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<br><br>
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<center><h2><b>User's Guide</b></h2></center>
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@ -281,14 +281,14 @@
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including <a href="http://thumbulator.blogspot.ca">partial emulation of the ARM processor</a></li>
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<li>Supports cartridge autodetection for almost all bankswitching schemes</li>
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<li>Supports Supercharger single-load and multi-load games</li>
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<li>Supports ROMs stored in ZIP and GZIP format, as well as the usual A26/BIN/ROM formats</li>
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<li>Supports ROMs stored in ZIP and GZIP format, as well as the usual raw A26/BIN/ROM formats</li>
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<li>Supports property file for setting the properties associated with games</li>
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<li>Supports the NTSC, PAL and SECAM television standards in 50Hz and 60Hz mode</li>
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<li>Supports autodetection of display format for 50Hz vs. 60Hz modes</li>
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<li>Supports several "undocumented features" of the TIA graphics chip used by
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some games</li>
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<li>TIA emulation supports full collision checking, with ability to disable
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both TIA sprites and collisions for each object separately</li>
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TIA sprites and collisions for each object separately</li>
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<li>Full system state save/load functionality</li>
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<li>Cross-platform UI including a built-in ROM launcher frontend</li>
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<li>Built-in extensive debugger, including static analysis with the Distella disassembler
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@ -473,7 +473,7 @@
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<li>Search around the internet and find ROM images to download (websites such
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as <a href="http://atariage.com">AtariAge</a> and
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<a href="http://www.atarimania.com/rom_collection_archive_atari_2600_roms.html">
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AtariMania/RomHunter</a> may be useful)</li>
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AtariMania/RomHunter</a> may be useful). Many homebrewers make their ROMs available too.</li>
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<li>You can purchase the Atari 2600 Action Packs by Activision and use
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their ROM images</li>
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@ -1829,7 +1829,7 @@
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<tr>
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<td><pre>-freq <number></pre></td>
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<td>Set sound sample output frequency (11025,22050,31400,44100,48000)
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<td>Set sound sample output frequency (11025, 22050, 31400, 44100, 48000)
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Default is 31400. Do not change unless you experience sound
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issues.</td>
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</tr>
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@ -2056,7 +2056,7 @@
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<tr>
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<td><pre>-ctrlcombo <1|0></pre></td>
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<td>Use control-x key combos. This is normally enabled, since the
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Quit command is tied to 'Control-q'. However, there are times when
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'Quit' command is tied to 'Control-q'. However, there are times when
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a 2-player game is using either the 'f' or 'r' keys for movement,
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and pressing Control (for Fire) will perform an unwanted action
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associated with Control-r or Control-f.</td>
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@ -2108,7 +2108,7 @@
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<tr>
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<td><pre>-ssinterval <number></pre></td>
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<td>Set the interval in seconds between taking snapshots in continuous snapshot mode (currently, 1 - 10).</td>
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<td>Set the interval in seconds between taking snapshots in continuous snapshot mode (currently 1 - 10).</td>
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</tr>
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<tr>
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@ -2974,7 +2974,7 @@
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initialized as a real EEPROM would be (containing all $FF). The
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files can be manually deleted, which is very useful in testing
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cases where a ROM is accessing the EEPROM for the first time. You can also
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use the debugger to reset the EEPROM to a clean state.</p>
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reset the EEPROM to a clean state.</p>
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</blockquote>
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<h2><b><a name="Debugger">8. Developer Options/Integrated Debugger</a></b></h2>
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@ -3036,7 +3036,7 @@
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<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see <a href="#CommandLine">CommandLine</a></th></tr>
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<tr><td>Player 0 <br/>Missile 0 <br/>Player 1 <br/>
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Missile 1 <br/>Playfield <br/>Ball </td>
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<td>Set color for specific object in debug colors mode<br/>(disabled in ROM Launcher mode)</td><td>-tia.dbgcolors</td></tr>
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<td>Set color for specific object in debug colors mode<br/>(PF0, PF1 and PF2 are have slightly different luminance,<br/>disabled in ROM Launcher mode)</td><td>-tia.dbgcolors</td></tr>
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</table>
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</td>
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</tr>
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@ -3175,7 +3175,7 @@
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<img src="graphics/cheat.png">
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<p>Currently, there are three types of cheatcodes available, all of which
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must be entered in hexidecimal format:
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must be entered in hexadecimal format:
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<ul>
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<li><p>Per-frame RAM cheats:<br>
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Evaluated each frame, and apply to RAM only. Format as follows:
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