Eventually this may lead to proper movie output. Thanks to SvOlli
for the code.
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Decided that the next version will be 4.5, since it requires new compilers
and, in the OSX case, a newer version of the OS.
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and bumped version # to 4.5 for the next release (whenever it
may happen).
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I've found and fixed a few memory leaks. You will need an up-to-date compiler.
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Alt-comboes, as these are easier to remember than function keys.
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add 256x256 and 512x512 versions (I'll need help with this one, since it
requires artistic skills which I definitely don't have :) )
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keyboard layout. This means that non-US layouts can finally
enter (ASCII-only) text with Alt-Gr key-combos. Because of these
changes, the global debugger keys for rewind/step/trace/scan+1/frame+1
are now the function keys F4 to F8, respectively.
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in SDL2 that was fixed in SDL1 but wasn't ported over. For now I will
included a patched SDL2.dll; eventually it will be integrated into SDL2
properly.
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any-sized PNG can be loaded and then scaled to the available space.
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and hence didn't re-disassemble.
Fixed long-standing bug in the debugger disassembly; addresses marked as $F000
(or equivalent) were never being highlighted in the disassembly view.
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or those which implement their own unique scheme no longer have to
implement bank and bankCount; this base class versions will be used
instead.
Removed the debugger 'bank' command, since it didn't work for all cart
types, and is obsolete now that the UI allows to change banks for
all cart types.
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another month to complete, and it's already been 6 months since the last
release. And those remaining features have nothing to do with the SDL2
conversion ...
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cart RAM tab to the debugger. This is tailored to each respective
cart bankswitch type, allowing much more information to be shown than
you'd see in the normal RAM area.
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This hasn't been tested yet, since no ROMs currently exist.
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of bold and normal fonts within the debugger UI. Because of the # of changes
this requires, this is as far as I'll willing to go with UI configurability.
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number.name convention (which seem to be pass #'s for DASM). Initially
having this info in Stella was simply visually inconsistent, but now
it also interferes with recompiling when saving the disassembly (IOW,
the data put into the symbol file by DASM can't be fed back into DASM
again in these cases).
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to the screen (inactive pixels are 'transparent' in the UI). In the
case where there is only one possible object below the register, a
'blank' uses the underlying colour (ie, in normal priority, a blank
PF is 'coloured' using COLUBK).
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COLUBK instead of always using colour 0 (black). This is more
informative, as it displays how the registers actually work when
being drawn to the screen. Thanks to Tjoppen of AtariAge for this.
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symbol names in the DASM symbol file). This partly fixes a deficiency in
symbol files, whereby two names could have the same address (one has an
address, the other as a constant), and Stella would use whichever one
occurred in the file last.
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