manually selected ystart line matches the auto-detected one, and reset
it in the ROM properties. This makes sure that auto-detected values
are actually stored as '0', and not the auto-detected value.
Fixed ystart for 'Swoops' ROM.
autocalculated or fixed. This fixes selecting a scanline with the
mouse in TIA output widget in the debugger.
Made various methods inline for issue #7.
* Don't wait until next line before starting frame after vblank is
deactivated -> fixes white line on top of time pilot
* Make ystart match stella 4 conventions
and PaddleReader). For now, PaddleReader is stubbed out, since
it needs to save double values and Serializer can't do that yet.
Fixed bug in Ball, Background and Playfield serialization; they
were correctly saving data, but returning false (indicating failure).
below the current electron beam position.
Fix long-standing bug whereby entering the debugger for the first time
and tracing/scanline advancing, the TIA image was blanked, and didn't
work correctly until you exited and re-entered the debugger.
Minor refactoring optimizations, and renaming of methods.
instead of textboxes. This allows to eliminate error checking,
since the widget will only allow sane values.
Added YStart/Display min/max variables to FrameManager, and
refactor for other parts of the codebase to use these variables.
* Make mode autodetection in FrameManager conditional, disable by
default
* Add glue for externally setting up TV mode
* Properly setup TIA TV mode in Console
* Refactoring
* Skip the first view frames
* Change the algorithm to be more eager to accept mode changes until the
mode has settled for at least five frames
* If in doubt, assign odd frames to NTSC
* Premature optimization killed the cat --- approximated exponentioal does
not converge fast enough, replace with real thing
* Make sure that the readout circuit is updated before read
it drew in that area was sometimes garbage, and with the new core it
draws nothing at all (which is the correct behaviour). Hence the
feature is obsolete.
debugger is currently broken, but at least the code compiles (needed
for the Windows and OSX test releases, as they aren't set up to be
compiled without the debugger.
defaults have been specified. The reason being, testers will be running old
and new versions of Stella, and with the previous settings, they would have
to continually reset 'tia.core' every time they run a new build. Besides,
the point is for the new core to be the default, so we may as well enforce that
in the code.
the info window in the upper-left of the screen. Still TODO is tie it to the
framerate, so that when the scanline count changes, it also auto-calculates
the framerate.
Some formatting cleanups in various classes.
the priority as well as the colours change from left/right screen.
Made getPixel method from each of the TIA objects inline, since they're called
so often.
Introduced Cartridge::initializeRAM() method, to eliminate duplicate
blocks of code in every bankswitch scheme that uses extra RAM.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@3316 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
improvements in the pipeline waiting to be done, and are being delayed
by the sound stuff.
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that approach is a bad idea (and using Stella as example code), so it doesn't
make sense to not do something as it's being taught; the correct way.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@3308 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
that the register held values up to 255 (when it should only contain 0-159).
Thanks to Omegamatrix for the report and fix.
On another note, I hope to get back to Stella development soon; it's been a
rough time since the last release.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@3307 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
core to Stella, as outlined in a thread on AtariAge. It's currently
not working 100% due to timing issues with the TIA class.
Expect breakage over the next few months, as this code and the TIA
code in general will be borked from time to time.
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std:: functions into BSPF namespace at all. So I removed them, and have the
calls map directly to the std:: versions.
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"`" key (or equivalent) was being shown in the prompt widget.
Added method stubs for clipboard cut/copy/paste/select. Actually
implementing them will come next.
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(tv.jitter_recovery). Next, this will be added to the UI.
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scanline count differences can take multiple frames to recover.
Currently the code uses a hard-coded delay; next I'll make it a
variable, changable within the UI (and on the commandline).
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@3272 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
since when a vector is deleted it automatically calls clear on itself.
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crashes if started in bank 1 (the default for Stella). So we special-case
this ROM, and have it start in bank 0.
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Updated properties database to RomHunter v11. I would have done this in the
last release, but nobody told me that v11 had been released.
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is closed (since it's not deleted until the next console is created).
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if they are already present in the built-in data. This eliminates a 'bug'
where entries were being saved to the external properties file that were
also present in the app itself. The app still worked, but it bloated the
external file for no reason.
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the mouse or digital input. This will fix those ROMs that don't
use much of the range on a real paddle, and as such have a huge
deadzone in emulation.
For now, only the Paddle class is modified. Still TODO is add the
ability to change this from the UI (per-ROM, obviously).
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To anyone reading this, Merry (belated) Christmas and Happy New Year!
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rate (0.5 or so is the average for a codebase of this size)!
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of these aren't actually bugs per-se, but are to follow good programming
practices.
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Added shortcut key to toggle TV scanline jittering, and have it default
to off. I'd really like to enable it again eventually, or perhaps use some
of the code in the case where scanline jumps are *really* large (since it
seems to emulate the output for every TV I've ever seen).
Bumped version #.
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see what errors are present in the code. This is the first pass
in cleaning up the errors it found.
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counts. Thanks to Spiceware for the idea and implementation.
Tweaked 'MDM' autodetection; the identifying string can be in
either bank 0 or bank 1 (or both).
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Changed valid() method Serializer to an explicit bool() operator,
to function similar to C++ streams.
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C++11 keyword. This makes developing/maintaining class hierarchies
more manageable.
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certain other events. A small change to be sure, but the name more
appropriately describes what the event does.
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a memory leak where the Console was never being deleted.
For FSNode read, change 'uInt8[]' arrays to BytePtr, which is an alias to
a unique_ptr array. Again, this enables automatic deletion when the object
goes out of scope.
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Added updated C++14 make_unique templates, which now allow to also
use unique_ptr for arrays.
Updated SoundSDL class to use unique_ptr, eliminating another new/delete
pair.
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For those reading these logs, I hope to get back to Stella development soon.
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Introduce namespace to class MD5, so the method call is now MD5::hash()
instead of simply MD5().
Added C++11 '= delete' constructors to most classes, to more clearly
indicate the intent of the class. Note that this isn't absolutely
necessary, but is considered good form. I will be teaching a C++ class
over the summer using Stella for examples, so it makes sense to follow
the standard and the textbook recommendations :)
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on every call to FrameBuffer::update(). This will the same CPU usage for TIA mode,
and a slight increase CPU usage for launcher and debugger modes. The code to do
this was just too fragile, and not worth the extra effort.
This fixes several rendering issues, such as garbage in fullscreen mode in Linux
when using Intel GPU, triple-buffering issues in Windows, etc.
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Added a specific closeConsole method, since the test for hasConsole was returning
true in cases where it shouldn't have.
Fixed PERL PropSet saving so that properties are always saved in sorted order
(by MD5). This isn't technically necessary, but it will eliminate huge changelogs
when only a small part of the file has changed.
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bit of data loaded from the file.
Changed Serializer class to unique_ptr, eliminating d'tor.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@3130 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@3121 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@3076 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2967 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
currently in use. Still TODO is activate the 'Commit' buttons, so that
the banks can be changed from the UI.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2966 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2960 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
*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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which I though a just a one or two-liner equivalent to glReadPixels.
Turns out that SDL2 doesn't return 24-bit RGB data (only 16 or 32-bit),
so the PNGLibrary had to massage the data. In the process, converted
the PNG saving functions to actually use PNG library functions, which
greatly simplified converting packing from 32 -> 24-bit. Historically,
the PNG save functions were written before libpng was a requirement,
so they were hand-rolled. Once libpng was integrated into the codebase,
it didn't make much sense to not use it anymore.
So an expected two-line code fix became this commit ...
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It looks like this bug has been present for a long time.
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The EventHandler now queries EventHandlerSDL2 for names of keys
instead of keeping a list itself.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2916 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
the old way mixed both single-key events and Unicode input into one
method, and the new way separates them (using a new handleText method).
Currently it seems to be working fine in the ROM launcher (yay!, I
can now quickly jump to ROMs by name again). There are still some
issues in the debugger, which I'll work on next.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2913 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba