which are 10,495 or 10,240 bytes in length are considered to be DPC
based games. This should allow hacks of Pitfall II to work.
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Looks like this works better for games when the stella.pro file is missing.
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the issue with the robots in Berzerk always appearing in the same pattern
when the game starts.
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console is created. If properties are not found for the ROM then the
MD5 value will be set to the MD5 value of the ROM. This allows the
"-showinfo" command line option to display the MD5 checksum of unknown
games...
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call to resize the window needed to be after the call which tells the
window manager the maximum size of the window.
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shown, and cannot be turned off.
Barring any errors encountered in memory allocation (etc.), using
-showinfo 0 will not output ANYTHING to the console.
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all of the Pitfall II music is played now that the TIA sound routines can
handle it.
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compiling (or running) Stella with no sound support whatsoever.
Added ability to compile multiple sound backends into the X11 and SDL
versions, and to dynamically select from among them at run-time. For
now, the X11 version can't use the SDL sound core. This is in
preparation for the ALSA sound backend, which may or may not make it
into Stella 1.3.
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a little more room for error. Also added a call to SDL_Delay in the
blocking section of the updateSound method so that it doesn't hog the CPU.
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switched to a new set of low-level Sound Blaster routines which appear
to provide better Sound Blaster support and the ability to auto-detect
sound card settings.
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of stderr).
Fixed the X11 version wrt to merging changes into the main properties file.
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the X11 sound code is more mature.
Changed all occurrences of ::close() to ::closeDevice().
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class. Couldn't use close(), since that is a C-style function called in
the SoundX11 code.
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SoundSDL classes are drop-in replacements for each other.
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As of now, the OSS sound code is a bit more mature than the SDL code.
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we want to merge any properties changes into the PropertiesSet.
In the X11 and SDL versions, this option also tells the Properties::load()
method to load the properties into memory, since we can't do a merge
unless the properties are stored in memory.
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into the current PropertiesSet. This method also accepts a filename specifying
where to save this PropertiesSet to, and a boolean representing whether we want
to actually save the properties on exit.
Cleaned up some variable names, and set some bas initializers in the constructor.
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that when a Properties object is saved to a properties file, that file
looks more like the default stella.pro.
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be compiled into the core. It's up to the GUI's to call (or not call) the
DEVELOPER methods.
Changed the behaviour of Console::saveProperties() in that it now accepts a
boolean variable 'merge', which if true, will make a call to
PropertiesSet::merge() and indicate that these properties are to be saved
into a stella.pro file.
If merge is false, it simply saves the properties to the specified file
(as before).
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stay synchronized with each other. Also added code to disable the audio
if the driver doesn't support "real time" audio (under linux this usually
means a sound server is running). This code appears to be working almost
as well as the X11 sound code under the 1.2.5 release of SDL.
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stuff. These are availble only if DEVELOPER_SUPPORT as been defined.
The keys are as follows:
Alt+s: Save the current properties to your home directory named as
"Cartridge.Name".pro, with all spaces in the filename
converted to underscore.
Alt+f: Toggle between NTSC and PAL modes, and update the palette
accordingly.
PageUp / PageDown: Increase / decrease the "Display.YStart" variable.
Alt+PageUp / Alt+PageDown: Increase / decrease the "Display.Height" variable.
Home / End: Increase / decrease the "Display.XStart" variable.
Alt+Home / Alt+End: Increase / decrease the "Display.Width" variable.
Also, cleaned up the code a bit wrt C functions. Got rid of all sprintf
C-style functions, and used C++ style sstream instead.
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both from the commandline (by passing in a user-defined properties
object to the Console constructor) and at runtime (by calling various
methods in the Console class).
Methods are defined as follows:
Console::changeXStart() & Console::changeYStart()
- Changes the "Display.XStart" and "Display.YStart" variables.
Console::changeWidth() & Console::changeHeight()
- Changes the "Display.Width" and "Display.Height" variables.
Console::toggleFormat()
- Changes the "Display.Format" variable, switching between NTSC and PAL
modes.
Console::saveProperties()
- Saves the current properties (including changes made in the current
session) to the given filename.
Some notes on the new methods:
- The GUI's will need to be adapted to see the updated information
and act accordingly.
- This new code is only activated by '#define DEVELOPER_SUPPORT'.
You are encouraged to wrap calls to these new methods (in the GUI)
in an appropriate #ifdef. Publicly released binaries probably
SHOULD NOT have this stuff activated.
- All change methods (except for NTSC/PAL switching) currently do a full
system reset after making a change, so that the whole system will see the
changes. This means that if you are playing a game and call one of these
methods, the game will be reset. In the future, the core may be enhanced
so that changes are detected without a full reset.
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the contents of the TIA sound registers are saved/loaded with the state,
resulting in a much more consistent state file.
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code, and there are still some audio/video sync'ing problems.
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new sound mechanism for Stella. The TIASound library is now part of the
emulation core and each time a frame is created a corresponding set of
audio samples is added to a bounded queue. The GUIs are responsible for
getting the samples from the MediaSource object after each update and
sending them to a sound driver as needed. Currently, only the X11 port
has been updated to use the new API. The new APIs are not backwards
compatible so the other GUIs will not compile until they are updated.
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and SDL ports.
Added 'Shift-F10' key combo to X11 port to cycle downwards through state
slots.
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