bit of data loaded from the file.
Changed Serializer class to unique_ptr, eliminating d'tor.
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reads from $30 - $3F, whereas it was triggering on *all* TIA reads.
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only class that uses it. This is in preparation for improvements to ZIP
file handling.
Use emplace_back instead of push_back in several places, as it's faster.
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completely remove (currently unplugged) sticks from it.
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it is on all my test systems with 4 different controllers. We still
need bugtesters for this ...
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and joysticks. It's now easier to read/follow, and has less code.
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to learn to read the specs more closely). Changed hotspot change to trigger 3 cycles after
initiated instead of 3 address changes.
Added CartWDWidget debugger class, to view/change cart-specific functionality from within
the debugger.
Still TODO is CartWD patching.
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Renamed 'Vlist' to 'VarList', since it's more descriptive.
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I find the newer syntax more readable, since it acts exactly like
an assignment statement.
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Eventually this may lead to proper movie output. Thanks to SvOlli
for the code.
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Removed constexpr, since VC++ 2013 doesn't support it yet.
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it with the debugger (this eliminates more new's and empties another d'tor.
Re-wrote PackedBitArray to use a bitset instead of home-made code.
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I also love lambdas?
Minor cleanups to other parts of the code (missing virtual, cleanup
d'tors, move methods from public to private, etc).
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I realized that they didn't need to be stored in a map, since the integer
ID was never actually being used. This must have been part of a proposed
API that I've since deleted??
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and bumped version # to 4.5 for the next release (whenever it
may happen).
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the advantages of C++11 (move semantics, list initialization, etc).
I'd hoped to somehow wrap a vector behind Common::Array and not have
to change the codebase to this extent, but it didn't work out. And
I've since read that it's bad form to extend from std::vector anyway.
This is *THE LAST* bit of work I'm doing with arrays; everything is
now a proper vector.
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lists to the Array class? Completely deleting all that code and
using a std::vector directly :)
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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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all GUI classes. This makes sense, since the underlying classes
were returning them as references anyway.
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a class more generic, but when it's never used, all it does it slow
things down.
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than the desktop.
Some code cleanups; add const and optimize some methods.
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versa (I guess it's useful to test under multiple compilers).
Bumped version # for next test release.
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implementation, and using virtual d'tor only when absolutely necessary.
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any-sized PNG can be loaded and then scaled to the available space.
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on top of the dialog surface. This is useful when the surfaces are using
different resolutions, and we don't want to draw the exact overlaying surface
pixels directly into the the dialog surface.
For now, this is most useful for rendering snapshots in the ROM launcher, and
eventually it will allow arbitrarily-sized images to be scaled (in hardware)
to the picture area of the launcher.
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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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currently in use. Still TODO is activate the 'Commit' buttons, so that
the banks can be changed from the UI.
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since there are issues with mixing overloading and virtual functions.
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test ROM from Thomas. Still TODO is work on patch support, and add
debugger tabs for bankswitching and extra RAM.
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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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*always* pass in 0,0,0 for the various bases, it is redundant to pass that
data in on each invocation. So now the c'tor does it automatically.
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For the Windows release packages, the VS 2013 runtime libraries are now installed with Stella, so the user doesn't need to manually install vcredist.
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fix issues in Ubuntu Unity, and caused CPU usage to spike to 100% in
all other tested platforms. So for now, I'm putting it back to low
CPU usage for all other platforms (Linux w/o Unity, OSX, Windows, etc),
and treating this as a Unity bug (which isn't unheard of).
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This code was originally there for software mode, where it was very
expensive to update pixels, so it was done as little as possible.
However, it was also a bit of a hack, and sometimes interfered with
double-buffered hardware rendering. So now showing the various UI's
will burn slightly more CPU, but will be guaranteed to work under
all conditions.
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having to know about TIA, Properties, etc. Basically, it now saves
a snapshot of either the FrameBuffer or an FBSurface, and adds
text comments passed into it. The contents of the surface and comments
are no longer calculated (or known) by the PNG code.
This is in preparation for saving FBSurface from anywhere, which will
help in the debugger for taking snapshots.
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This sometimes results in a window resize being visible, but better that than
an outright crash. This issue has been reported to the SDL mailing list,
so this fix may be backed out in the future.
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and contains only one Objective-C warning (more research required). There
are also some fixes for minor warnings.
There are still some issues, though. First, SDL2.0.3 has to compiled
manually, as the public binaries don't work (this is documented and
a bug reported on the SDL mailing list). Second, fullscreen->window
transition is causing a crash, which I still need to track down.
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to SDL mod.
Added a hack/fix for Alt-key combos being printed in the debugger
prompt (ie, when stepping though a frame with Alt-f, the 'f' character
was shown in the prompt). This will be fixed when PromptWidget
becomes an EditableWidget (not for the 4.0 release).
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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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