This happens before "$romname.stella" is loaded.
Fixed bug that caused the emulator to crash if either of the startup batch
files contained a "base" command.
Minor work on documentation (still in progress).
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future release, this should be configurable from within the GUI.
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Disabled editing of banks when the ROM doesn't do bankswitching.
Fixed Shift-Tab key not being detected (and hence not being able to
reverse-tab through items in debugger).
Bumped version number to 2.0 and updated all documentation. Barring
anything major popping up in the next day or so, this is essentially the
2.0 release.
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registers, and they're read-only. This tab will be greatly expanded in
a future release.
Added a 'change bank' DataGridWidget to the ROM listing, and a
non-editable textwidget showing how many banks this cartridge supports
(just one for non-bankswitched ROMs).
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This will eventually be used to keep the RomWidget and prompt from
accidentally switching banks during disassembly/dump, when they hit
a hotspot.
Currently, the RomWidget is getting constructed before the Debugger has a
chance to lock the bank, so it isn't finished yet. Also, the prompt "bank"
command is temporarily broken (can read current bank, but not set it).
Thought I'd finish this tonight, but it's getting late...
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step/trace will continue updating the TIA from the last position.
If we haven't entered 'scanline advance' mode yet, step/trace will
now do so. This was accomplished by moving all CPU updates to TIA, so
that the TIA device now throttles/controls the M6502.
There's now some code bloat in TIA, since there are three methods
updateScanline(), updateScanlinebyStep(), updateScanlinebyTrace() that
are very similar. But it works, and I'm satisfied to leave it alone
for now.
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Removed an ifdef from PromptWidget, and placed it in bspf.hxx.
Implemented showing the currently defined symbol for PC address
in CpuWidget.
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is still messed up. It's something odd the ROM is doing: I think it hits
VSYNC twice per frame... which no 2600 ROM should do, I thought...?
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PromptWidget, so there's some code redundancy ATM. In the future,
PromptWidget should inherit from EditableWidget and automatically
gain all line editing capabilities.
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Modified InputTextDialog so that any error messages disappear once
new data is entered.
Fixed bug with ContextMenu where showing a dialog box (from the CMenu)
didn't work properly.
Removed redundant EditNumWidget class. It's functionality will be
handled by EditTextWidget eventually, when we add more comprehensive
error checking on input.
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of "-lz -lpng" when building statically (but NOT otherwise!). Means you
need "sed" installed to build a static binary on Linux, but that's not
much of a restriction (who would have make and gcc installed but not sed?)
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although it isn't strictly needed for Stella itself (it's already
compiled in).
Added stella.spec file, which is used to generate a source RPM for
both PLF (Mandriva) and hopefully for all RPM distros as well.
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Pressing Escape exits the selection, and ignores any changes made.
Also, a mouse click must be done inside the widget for selection
to happen. Otherwise, it's treated as a cancel, and selection is
restored to original item.
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mouse' code in GUI mode is activated. This is deactivated by default,
since it could cause problems on systems that don't have joysticks
properly calibrated.
Added more descriptive names for Cartridge types in GameInfoDialog,
since I could never remember which ones were which.
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address resulted in a crash. This was caused by non-existent
error checking in DebuggerParser for this case. I've reworked the
method in question quite a bit, so I'm not sure if it's completely
bug free ...
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now has the ability to show two columns of items, in cases where
there isn't enough vertical space to show them normally.
Completely finished the GameInfoDialog by adding 'Cartridge.Type'
for both loading and saving. With these changes, it should now
never be necessary to edit a properties file directly.
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to 'Shift left/right cursor', since Ctrl-Tab is usually an OS
reserved keystroke.
Fixed 'make install' command so it actually installs Stella. Further
testing is still required.
Fixed graphical glitch whereby focus rectangles weren't being
properly drawn around widgets with an attached scrollbar
(PromptWidget and ListWidget).
I only have 5 or 6 outstanding bugs left. After that, once the
TiaOutputWidget is complete, we'll be ready for a new release.
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So pressing 'OK' in that dialog will merge the properties into user.pro,
and doing a reload of ROM (Crtl-r) or exit/enter ROM will use the new
settings.
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only the 'Cartridge' properties can be saved to user.pro, and only
if you manually hit the merge keys (Alt-s). Once this is complete,
the properties will be saved automatically when 'OK' is pressed, and
a ROM reload will make those new properties take effect.
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sometimes caused the focus rect to be drawn in the wrong place.
Activated some more items in GameInfoDialog, and have it actually
load properties for viewing/editing.
Fixed EventHandler/GUI unicode<->keycode conversion yet again.
Mark, if you're reading this, can you test it on OSX again?
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@800 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
work, but at least it compiles.
Fixed bug whereby pressing modifier keys in GUI mode would sometimes
be interpreted (and printed) as regular keys).
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I know it doesn't compile, but I have to commit it before I go home :)
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Cheetah codes prefixed with a 1- or 2-digit bank number. Try "1236ea1"
in Battlezone: it should give infinite lives. "01236ea1" is the same
thing with a 2-digit bank number ("01" instead of "1", same bank).
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a valid cheat code, we go back to emulation mode. Ideally, we'd keep
track of whether CheatCodeDialog was called by the menu or the hotkey,
and stay in the menu if it was called by the menu...
Unfortunately, Alt-C isn't available for our cheat hotkey (it's used
for enable/disable missile 0), and Ctrl doubles as the joystick 0 fire
button, so pressing Ctrl-C fires a shot (or starts a game, or whatever)
as well as entering cheat code mode. Not a big deal, I guess.
Currently there's no way to list or disable the cheat codes you've
entered. You can press Control-R to reload the ROM, which kills all the
cheats at once. I tried to figure out how to use the CheckListWidget to
do a cheat list with disable/enable toggles, but got horribly confused.
I think GUI programming in C++ is always going to feel like a foreign
language to me :(
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the next release done, and this sucker is being finished soon.
Readded printing of watches to prompt.
Fixed issues with keypad buttons not being recognized in GUI mode.
Fixed bug in internal _select and _reset debugger functions, which
were reversed.
Toggling stereo/mono mode now updates the 'Cartridge.Sound' property,
so if the properties are later saved/merged, the modified sound
settings will be used for that game on next launch/reload.
Fixed a bug where selecting a new romdir in BrowserDialog would
sometimes cause a segfault.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@791 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba