The license file is actually named 'License.txt', not 'license'
The 'Stella Team' has a capital T, not lowercase.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1921 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
controlled by 'tiafloat', which has now been removed. Now, all
undriven pins take on the last value on the databus. This fixes a bug
in those reads where bit 6 or bits 6 & 7 are also undriven (previously,
these bits would always be zero, and only bits 0-5 were from lastdatabus.
Added new commandline argument 'tiadriven', which defaults to false.
In this default case, relevant bits take on values from the databus.
If true, relevant bits still take on databus values, but some are
randomly driven high as well. This helps to expose bugs when
developers assume the values for undriven/floating bits.
Added 'uimessages' commandline argument and associated UI item. When
disabled, messages which are normally shown in-game are disabled.
Certain messages which indicate a serious error are still shown, however.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1900 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
where it more properly belongs. The greyed values are now from PAL
color-loss, which is also calculated for NTSC (though it's never actually
used in NTSC mode for regular rendering). This also fixes problems with
debugger state files being saved with greyed values, and sometimes having
the frame greyed twice (hence making it impossible to see). It should
also result in a slight speed increase, since some code has been taken
out of the TIA rendering fast path.
Added electron beam indicator the the TIA output in the debugger.
Basically, it's just a small square indicating where drawing will
start for the next instruction.
Fixed TIA output in the debugger so that right-clicking and selecting
'fill to scanline' actually works without first having to manually
enter partial frame mode.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1868 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
of a boolean. It now accepts value '-1' to mean 'completely disable
fullscreen mode switching'. This was added because some systems with
buggy video drivers can't handle fullscreen mode, and accidentally
trying to do so can lock up such a system.
Fixed fullscreen/windowed switching wrt grabbing the mouse. Sometimes
switching from fullscreen to windowed mode had the cursor trapped in
the window, even if grabmouse was disabled.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1852 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
the ones that bankswitch in RAM, since I don't know what should happen there.
Added 'exitlauncher' commandline argument, which specifies the functionality
of the 'Exit to launcher' action; should exiting a game actually go back to
the launcher, or exit the program entirely. Also added a UI item in UIDialog
for this.
Reworked the fullscreen/windowed handling in FrameBuffer, simplifying the
logic for determining whether the SDL surface is actually in fullscreen
or not.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1752 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba