Changed all functions #define'ed in bspf.hxx to be named more consistently
(BSPF_functionname...), to make it more obvious what they are.
Changed 'DEVELOPER_SUPPORT' to 'DEBUGGER_SUPPORT' everywhere. Originally,
developer support was to encompass more than just the debugger, but since
there's no longer a reason to exclude the other stuff (due to most of it
being very useful even for non-developers), it makes sense to rename the
option. Those ports using 'configure' will need to update the arguments
used.
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'too old'. In this case, the file won't be parsed, and the internal
defaults will be used. This should only be changed when absolutely
necessary, as is the case with this release, since there are a few
settings that can cause Stella to not work when used with a 2.2 settings file.
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apparently faster on hardware that supports it. Added GL optimizations
for Apple/OSX OpenGL, which is supposed to be much faster on lower-end
hardware.
In the process of completely removing advanced scaler support from the
OpenGL rendering modes. I could never get the code to work anyway, and
there's much more important stuff to do in the core.
Fixed bug in properties saving where all ROM properties were being saved,
not just the ones edited from GameInfoDialog.
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and YStart properties aren't touched, since in some cases they're needed
for correct emulation. This is similar to how z26 works internally,
since it also has a YStart-like functionality.
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property (Yes or No).
Changed the static initialization of Scaler related items to use const char*
instead of string, since the WinCE port has trouble with that.
Updated 'scale_ui' and 'scale_tia' to use lowercase options. So those
settings will be reset with this commit.
Added all recently added options to Settings::usage().
Huge update to the user manual. Things are getting very close now :)
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when drawing characters in software mode. The old code was calling
SDL_FillRect for every pixel in the character! Preliminary testing
shows at least 2-3 times faster rendering, but I suspect it might
be higher for those systems where SDL_FillRect was slower than in
Linux. SDL_FillRect isn't meant to be used for 1-pixel calls.
Incidentally, this is the reason why dirty-rect merging with
a lot of onscreen movement could be slow; it degenerated into calling
SDL_FillRect for every pixel.
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menus. Also, paddles now default to minimum resistance when starting
a paddle game, and changes in paddle location by the mouse are detected
by the digital paddle emulation (so pressing 'PaddleXXXIncrease/Decrease
after moving with the mouse will continue from the current onscreen
paddle position).
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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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