things a little (I hope I didn't break the recent GP2X changes).
Removed more PSP stuff, since that port is no longer maintained in this
codebase, but by someone else externally.
Building the 'win32dist' target is now tailored to a Linux environment,
and now properly converts text files and zips up the result
automatically. So automated building just became that much closer ...
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accessed using a new 'host' type in configure (mingw32-cross). For
my system, the command would be as follows:
configure --host=mingw32-cross
--with-sdl-prefix=/home/stephena/.mingw/usr/i386-mingw32msvc
This allows you to compile the Windows version in Linux, which is my
main development platform. It will also allow me to get the automated
build page working again :)
Removed all NASM checking from the config scripts, since we're never
going to use it (it goes against the philosophy of Stella compiling
everywhere).
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This ties into the TIA floating pin on read logic that Eckhard recently added.
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To test this feature set 'myFloatTIAOutputPins' to 'false' in TIA::reset() and play the old version of Reindeer Rescue where you can see how Santa gets stuck in the background.
TODO: add a command line switch to control this feature. Steve can you help?
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plugged in. It seems SDL sends button events for buttons 2, 3, 4, 5
in this case, which really doesn't make sense; a Stelladaptor can only
have two buttons.
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(sets the bankswitch type). I'm leaving the '-type' there as well,
just in case there are people (or frontends) that depend on it.
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movement, named 'pspeed'. This replaces the 4 'pXspeed' commandline
arguments. Also removed 'pthresh', since it no longer serves any purpose.
Updated UI to change this setting dynamically from within Stella.
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Moved a lot of the code into the respective Controller classes, in the
process cleaning up the EventHandler (which was starting to get a little
unwieldy).
I've borrowed some code and ideas from z26, but also improved on it as
well:
1) Stelladaptor devices now send their events directly to a
controller class, allowing for any Stelladaptor device to emulate
a controller (to the limits of the input device, of course).
2) Hopefully fixed Stelladaptor driving controller support. Eckhard,
could you test this, since I don't have any of those myself?
3) Improved interaction with different input devices. For example,
a Stelladaptor, mouse, joystick (digital and/or analog axis), and
the keyboard can now simulate paddle events at the same time. So it
shouldn't matter what input devices you have plugged in; things should
'just work'. In the case of Stelladaptor paddles, you may have to
'zero' them by turning completely left, however.
4) Related to (3), changed mouse events to use relative motion. This
should fix the issues with paddle emulation/movement behaving
differently based on the window size.
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is add autodetection for this type.
Changed number of carts defined in GameInfoDialog to a constant, so we
only have to update it in one place.
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fixed a bug in the startup bank. According to the documentation, it
should always start in the last bank.
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displayed in the debugger GUI. I say 'partially', since it's not really
distinguishing between different types of labels with the same address, so
in some cases what you see in the debugger GUI won't be correct (but at
least you'll see *something*). I need to determine how the DASM sym file
is generated to fix this final issue.
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The 4A50 scheme now works on all test ROMs I have, whether or not display
autodetection is activated.
I noticed there's some graphical glitches in the various 'Ruby Runner'
demos below the lowest wall of the maze. I'm not sure if this is a
bankswitching issue or TIA emulation problem, but I'm leaning towards the
latter. More testing is required ...
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ROM that follows the specs. Also, it seems the final ROM that wasn't
working with this scheme actually *does* work; it just doesn't work
when display format autodetection is turned on. So that's what I'll
work on next.
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on all but one of the test ROMs I have :) Thanks must go to Eckhard
Stolberg, who did about 95% of the work on this scheme.
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when displaying output on a TV. Thanks to D. MacCormack for this code.
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working though. I think there still needs to be TIA/RIOT chained from
the peek/poke methods.
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broken support on other platforms.
Updated Visual Studio project to VS 2008 (where parallel compilation
actually works, and uses all cores on a multi-core CPU).
Updated OSX project files. I'm using Leopard now, and since the 10.2.8
SDK has been removed, it looks like 10.3 is the minimum supported version
(unless someone can suggest a fix).
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generic joystick buttons.
Added complete keyboard/joystick support for all 4 paddles. Associated
paddle resistance decrease/increase/fire to joystick events in the
'spirit' of z26 (ie, joy0 left/right/fire is paddle 0, joy1 left/right/fire
is paddle 2, etc). These events can still be remapped independently
of joystick events, of course.
First real attempt at adding 4A50 bankswitch support, which is currently
being modelled on the E0 scheme (they're somewhat similar). The code
still doesn't work, of course.
Fixed bug in FASC scheme whereby reading from a write port didn't generate
an associated write as a side-effect. Thanks to Kroko of AtariAge for
the advice and partial code.
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starting to go out of sync on my development machines. OK, where to
begin ...
Changed state file format, so older state files will no longer work. The
changes aren't finalized yet, so expect more breakage.
Added getByte() and putByte() methods to serialized data, resulting in
smaller state files (previously, 1-byte values were stored as 4-byte ints).
Totally reworked controller handling code. Controller state is now
explicitly set with an ::update() method, making it easier to serialize.
Some work is still required on the serialization stuff for more advanced
controllers.
Added a 'Serializable' interface to all carts, device, controllers, etc
that can be (de)serialized. This fixes a long-standing design issue
which I personally caused many years ago.
Console switches state (SWCHB register) is now saved to state files.
Added beginnings of movie support. Basically, this saves an initial
state file, and thereafter continuously saves controller and console
switches state. Support is still somewhat rough and there's no UI for
it, but it does successfully save and later load/play state movies.
Removed specific events for driving controllers, and have them use
joystick events instead. This has the nice side effect that
joystick direction remapping 'just works' for driving controllers too.
Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related
to this, removed a hack wrt paddles when grabmouse is enabled. There's
still some work to do when using the mouse to emulate paddles, but the
Stelladaptor and real paddles work fine.
Added beginnings of TrackBall CX-22 controller emulation. It doesn't
actually do anything yet, but the class is there :)
Probably some other stuff that I'm forgetting ...
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and removing it from EventHandler. For now, this is just a code
re-arrangment, but eventually state recording and rewinding will be added
to this new class as well. Since this new class will now do the job of the
(buggy) EventStreamer code, that class has been removed.
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now not generate any errors when compiling without JOYSTICK_SUPPORT as well.
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to compare them to the remaining ROMs and possibly prune the database
a little.
Fixed some warnings when not compiling in JOYSTICK_SUPPORT.
Fixed missing include file in mainSDL.cxx.
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First attempt to get OpenGL working in Vista; I think it's just a matter
of reloading the OpenGL function pointers. And I don't think it affects
other systems to do that anyway ...
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and end of words in EditableWidget (ie, text widgets, etc).
Some more properties updates. I'm up to 'Freeway' now :)
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