didn't work at all with the GP2X or the Stelladaptor, because of a related
bug in swapping virtual console ports.
Added about() method to FrameBufferXXX classes, which all FrameBuffer
derived objects are required to implement. This is so framebuffer info
is only printed as necessary.
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which I left out in the previous commit.
Added properties entry for "Conquest of Mars".
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rectangle merging. This makes the 'dirtyrects' option more relevant,
since now if it's turned off, dirty rectangles are not merged, and
the screen is updated with SDL_Flip() instead of SDL_UpdateRects().
This new functionality is very similar to how z26 works, but
experiments on my Linux system show it to be twice as fast on
average :) Dirty rectangle merging now defaults to off. I'm
leaving it in, since it benefits people in some cases. Basically,
non-dirty-rect support is optimal when many things are changing
onscreen at once, at the cost of more constant and generally slightly
higher CPU usage. Dirty-rect support is optimal at larger resolutions,
where it's usually at least twice as fast as without, but is suboptimal
at larger resolutions when lots of stuff is changing. At some point in
the future, maybe Stella itself can automatically switch modes depending
on which is faster at any point in time.
Added "[..]" previous directory functionality to BrowserWidget, the same
as already in the LauncherDialog. Thanks for Alex and Lou for the
reminder.
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check and see if we're dealing with a directory.
Fixed off-by-one error in count for files in LauncherDialog. While in
ROM browse mode, the previous dir " [..]" entry should not be counted.
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'Controller.PaddleNo', replacing it with 'Controller.SwapPaddles' (Yes/No
type argument). The reasoning being that in combination with
'Console.SwapPorts', paddle 0 can be the default for any ROM as follows:
ROM uses paddle 0 as default:
Console.SwapPorts -> No
Controller.SwapPaddles -> No
ROM uses paddle 1 as default:
Console.SwapPorts -> No
Controller.SwapPaddles -> Yes
ROM uses paddle 2 as default:
Console.SwapPorts -> Yes
Controller.SwapPaddles -> No
ROM uses paddle 0 as default:
Console.SwapPorts -> Yes
Controller.SwapPaddles -> Yes
Updated all ROMs that don't default to paddle 0. This works for all
paddle input, both analog from mouse and/or joystick and digital from
keyboard, joystick, etc.
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Allowed modifier keys (Ctrl, Alt, Shift, etc) to be treated as normal
keys, and mapped to some action. In those modes, the modifier keys are
just like any other key on the keyboard. However, they also have
a special purpose when combined with other keys (text editing), and
this now works as well.
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Updated copyright dates on all headers (the reason for this huge update).
First pass at updating the user manual for all the new changes in the codebase.
Bumped version number to 2.3_alpha. It's getting close folks.
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are now in hLine() and vLine(), and it's probably optimal to leave them
there.
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meaning that if a command is running, it can be interrupted, and Stella
doesn't lock up in the process. It all feels like sort of a hack, but
for now it's the best we can do.
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hardware in this device is a known quantity and is using a hardware surface,
perhaps we can take advantage of that.
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or greater. I'm hoping that one older systems, the code will still run
and just ignore these new options.
Added commandline argument '-gl_vsync', which enables v-sync'ed updates
for OpenGL, if it's available (see above). Also added a setting for
this in the VideoDialog.
Fixed OSX OpenGL handling so that it doesn't specify an OpenGL library name,
and updated FrameBufferGL to use the default name in that case. OSX users
will probably need to reset their settings file for this to take effect.
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has been compiled for at least 4 months. At least it now compiles again
(but OpenGL mode doesn't seem to be working).
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commands. It's not quite working right now.
Added preliminary GP2X framebuffer class, so the GP2X can optimize
for that system. It's based on FrameBufferSoft, and doesn't really
do much differently right now.
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The only time the FrameBuffer is (re)created is when one doesn't exist
(at the start of program), or when toggling between software and OpenGL
mode. Hopefully this will fix the problems in the GP2X port wrt the
new SDL libs. But even if it doesn't, I think it's a cleaner way of
doing things ...
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button to GameInfoDialog, which basically resets ROM properties to
built-in (compiled) defaults, and removes the entry from an external
stella.pro file (if it exists). A ROM reload is still necessary
for these settings to take effect.
Removed 'Alt-s' properties merging shortcut, since it does the same
as clicking OK in GameInfoDialog, and there should be only one way of
doing that.
Fixed bug in UI where pressing state-change keys (Ctrl, Shift, etc)
would be interpreted as characters.
Added ROM properties for "Strat-O-Gems Deluxe".
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Tied 'OK' and 'Cancel' events to closing the About and Help dialog boxes.
Fixed bug where menu event mappings weren't being reset on default.
Fixed bug where some characters could be mapped to an event, but didn't
actually do anything. This is related to Unicode issues, and may fix
problems that non-ASCII users have been experiencing.
Fixed issue with joystick buttons/axis events not being processed in
PopUpWidgets. This fixes the problems experienced by GP2X users, where
selecting a popup menu seemed to lock Stella (in actual fact, it was
still running, waiting for input).
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remappable in the InputDialog. These are a shortcut for the OK and
Cancel buttons in certain Dialog boxes, instead of having to tab to
the respective buttons. By default, 'UICancel' is mapped to Escape,
and 'UIOK' is not mapped to anything.
Hopefully fixed the issue with the GP2X window not being cleared
when switching between emulation modes.
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mode. It was actually always supposed to do this, but a one-line
bug prevented it (thanks to Alex and TelcoLou for this).
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ones (reported to not compile by Alex, the GP2X maintainer).
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the version of Stella used, as well as some ROM info (name, md5, etc).
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now belongs to the Console class. A single user definable palette
can now be automatically loaded. This new palette file must be
named 'stella.pal', and located in the app base directory
($HOME/.stella for Linux, installation dir for Win32).
The new palette file must be at least 768 bytes (only the first 768
bytes are used). The first 384 bytes are 128 red-green-blue 8-bit
values, or 24-bits per pixel for NTSC. The next 384 bytes/128 colours
are the same, except for PAL. The PAL colour-loss palette is automatically
calculated from these, so it's not necessary to do so in the palette file.
Added 'user' to the list of options that can be specified for '-palette',
and also added the option to the VideoDialog.
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Brad), I realized that the PAL 'colour-loss' effect wasn't being done
with the 'original' and 'z26' palettes. This is now fixed.
Changed a few ROMs from PAL to PAL60.
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refresh rate.
Updated properties for AStar and Ladybug ROMs which have PAL60 versions.
Still TODO (now that the infrastructure is in place) is update all other
ROMs that might be PAL60.
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