required infrastructure won't be complete for the next release.
The checkboxes are now read-only, so the collision bits can
still be seen (but not changed).
Refactored ToggleBitWidget into a new ToggleWidget class. Added
new classes ToggleBitWidget and TogglePixelWidget, which derive
from ToggleWidget. ToggleBitWidget works as before.
TogglePixelWidget works much the same as ToggleBitWidget, but
instead of drawing text, it fills a block with color. Also,
it doesn't support change-tracking.
Modified grP0 and grP1 TIA registers in TIA tab to be
TogglePixelWidgets. Now when these registers change, you
can see line by line how the graphics are drawn. Thanks to
Brian for the advice; I had to add this because it's just
too cool :)
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and a set of checkboxes to TiaWidget to toggle each bit. I've
confirmed that the code correctly changes the bits, but I haven't yet
found a ROM where changing these quantities has a noticable effect
on the TIA image. Brian, should we be seeing anything here, or
should the collision register bits be for info only (or am I
doing something wrong)?
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Modified NUSIZx register query, adding methods to set various bits
in those registers (nusizP0(), nusizM0(), etc). Updated the P0/P1
TIA tab registers to use those new methods.
Fixed some bugs in TIADebug when accessing bits 4-5 in NUSIZ0/1
and CTRLPF registers.
Still TODO is collision stuff and PF0/1/2 registers.
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Made posP0(), posP1() writable. This may be the wrong way to do it...
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return key to toggle a selected checkbox). Generally cleaned up
the CheckboxWidget class, so that it centers vertically based on
box/font size, and correctly determines its own size.
Added all P0/P1 info from 'tia' command to the TIA tab. Some work
is still required on the NUSIZx registers, though. I expect the
remainder of the TIA tab will be completed quickly, now that most
of the infrastructure is in place. Still TODO is add methods to
TIADebug to enable/disable collisions.
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Removed 4-line prompt output, since most of the info is available from
the main debugger area and always visible.
Some rearrangement of TiaDebug code, and added GRP0 register to TIA
tab (currently display only, it doesn't update the value).
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They're now in separate widgets, and must be tabbed/selected
separately.
Related to above, made the CPU PC widget hold 16bit values and be
wide enough to hold 16 digits (binary mode). Also, made the other
registers in CpuWidget be 8bit only.
Removed frame around a cell when a DataGridWidget or ToggleBitWidget
loses focus. It's obvious when a widget isn't in focus
(there's no bounding rectangle around the whole thing), so another
visual indicator wasn't really required.
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Changes highlighting of searched RAM from a framed rectangle to coloring
the cell text.
Removed CheatWidget, since its entire functionality is now handled by
RamWidget buttons.
Next up is the TIA tab (I really hate having to touch that one ...)
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The latter three completely replace the functionality of the CheatWidget,
so it will soon disappear.
The results of a RAM search are indicated by a blue frame around a cell.
Compare still isn't working, but I know how to fix it.
Made EditableWidget a CommandSender, and have it send signals when
data entry is complete or cancelled.
Some API cleanups in FrameBuffer/DialogContainer wrt refreshOverlay()
and refreshTIA().
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debugger area. Also, this group of buttons now works on either
the CPU registers or RAM area, depending on which one is currently
in focus. When not focused on either of those, the buttons are
disabled.
Moved the CpuWidget and RamWidget to the left as far as possible.
I'm planning to add the RAM 'Search', 'Compare', 'Restart', 'Undo'
and 'Revert' buttons to the space on the right. We're really
squeezing the interface as much as possible here :)
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operations buttons. I'm probably going to make this another widget,
and have it act on either CpuWidget or RamWidget, whichever is
currently in focus.
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widgets in a TabWidget, which is also in the dialog. All focus
related issues are now handled by the base Dialog directly; TabWidget
exits only to show a different set of widgets based on which tab
is selected. Still TODO is fix drawing of focus rectangle around
some widgets (specifically, those that have a scrollbar attached).
Moved CpuWidget into the main dialog area, so it's always visible.
Next I'll be moving the RamWidget to the main dialog, and combining
CheatWidget into it to save even more space.
Then, we can get back to work on the TiaWidget and RomWidget :)
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work: clicking "Load" loads the code "db000f" (no walls, in Pitfall).
Once loaded, you can enable and disable it with the checkbox.
I was going to add text entry and list widgets tonight, but I'm starving
and out of food, and should probably go eat... so tonight's nightly build
is going to be kind of a tease :)
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only redraws itself when updating, instead of requiring the dialog
below it to redraw as well. Related to this, adding a dialog
box on top of another no longer requires a restack and redraw
of other dialog boxes beneath it.
Fixed some dirty update problems with dialog boxes; they weren't
setting dirty rects, hence in some cases weren't being redrawn.
Updated debugger to be 1024x7xx pixels, and partitions the debugger
into separate 'areas'. The next step is to fill these areas,
starting with moving the CpuWidget and RamWidget onto the main
area (so they're always visible).
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This is a space-saving measure, so that input boxes don't have to
be onscreen until they're needed (and go away otherwise).
Partially ported CheatWidget to use an InputTextWidget. I'm not
doing any more work on CheatWidget, since it's going to disappear
(will be integrated directly into RamWidget).
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forces a redraw of the whole parent dialog (this is a big optimization
in the case of the DebuggerDialog, since it will soon have a
resolution of 1024x768).
Made the TiaOutputWidget act as a dirty rect, and only redraw itself
when necessary.
Fixed selection of items in TabWidget which have the
WIDGET_TAB_NAVIGATE property. Clicking them with the mouse now
correctly selects them (and deselects other widgets in that chain).
Still TODO here is have the TabWidget draw the outline around such
widgets itself, so that when one is selected and the others
deselected, only the outlines need to be redrawn (vs. the whole tab).
Removed FrameBuffer::blendRect(), since the GUI code will never
have blended rectangles (it would cause to much complexity in the
dirty update/rectangle code).
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one we'll use yet.
More layout issue fixes. When I changed the debugger fonts, everything
was redrawn correctly (just smaller). This is exactly what should
happen, and is a good first step to making the GUI be font-size aware.
Added change tracking to the CPU PS register (ToggleBitWidget).
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Eventually, the debugger GUI will support multiple fonts, and the
layout will automatically resize itself.
(Hopefully) fixed bug whereby pressing '~' would not exit the debugger.
Small performance improvement to OpenGL GUI mode. No redraws will be
done if no widget has been changed, but if any changes must be made,
the whole screen is redrawn. So it's partial support for dirty updates.
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this means the text is pretty huge.
The 9x15 X font, BTW, is public domain.
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out of sync. Implemented dirty widget support for the GUI. That
means the widgets will only be drawn when necessary. There are still
a few gotcha's:
1) OpenGL mode hasn't been ported to this new scheme.
2) It's not totally finished, so some artifacts may appear onscreen.
3) Selecting active widgets with the mouse is borked.
4) Prompt commands that change the core aren't shown in the other
tabs/interface. Fixing this will require some infrastructure work
in Debugger and DebuggerParser.
5) A lot of print debug code has been left in; please ignore it for now.
Moved a lot of the debugger widgets to use non-proportional font (still
TODO is get a larger font) and not use 'magic numbers' for the layout.
That means when a new font is added, the layout should re-arrange itself.
Moved various Debugger tab widgets from 'src/gui' to 'src/debugger',
because they shouldn't be compiled when debugger support isn't
included. So now (for example), RamWidget and RamDebug are both in
the debugger directory.
Probably more stuff I'm forgetting about. It looks like the ScummVM
code can be made adequately fast, so the jump to Qt won't be necessary.
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or on the command line. See http://members.cox.net/rcolbert/ for details.
Cheetah codes are cool, but all they can do is modify ROM. We'll also be
adding some sort of extended Stella cheat code support to allow modifying
RAM, either once or once per frame, like the Game Genie does on an NES.
Most likely the actual codes will resemble Bob's codes, but with extra
digits. Unfortunately there won't be an easy way for the real Cheetah
to support these extended codes :(
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expect the 'net will be flooded with hacked versions of Battlezone that
give you infinite lives :)
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Every cart type is going to have to support this by having a getImage()
method that returns the size of and pointer to its internal ROM image
array. Currently only Cartridge4K supports it, but it does work.
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common conditions such as "joystick 0 pressed to the left" (this would
be "_joy0left"). To see the list, type "help".
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a modifier (such as Shift). This allows us to actually type a ~ character
in the debugger (our unary NOT operator!).
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...but we need them in the Expression classes and the DebuggerParser.
Expressions now return uInt16 instead of int. This gets us 6502-like
behaviour when dealing with numbers that don't fit into the 6502's 16-bit
address space. -1 in 6502-speak is equal to $ffff (twos' complement); this
is exactly what happens in C++ if you try to assign -1 to an unsigned
short (aka a uInt16). I believe the C++ standard doesn't *require*
conforming implementations to use twos' complement math, but I doubt
anyone will ever port Stella to any hardware old or esoteric enough to
use anything else.
Also, I've added casts to uInt8 to the debugger commands that set
registers. This also results in 6502-like handling of negative numbers:
using "a -2" to set the Accumulator will result in it having the value
$fe, which is exactly correct for a 6502. This may seem like undesirable
behaviour (and in a regular C++ program, when it happens by accident,
it IS undesired), but trust me, this is exactly what a 6502 assembly
programmer would expect.
Also also, I got rid of the distinction between commands that take a byte
or word argument. They all take words now. I had to do this to make the "a
-2" example work. A side effect is that you can now say something like "a
$1234" and the value will get truncated to $34 (due to the cast to uInt8).
What remains to be seen is whether all this behaves the way I think it
should on a big-endian platform (e.g. the Mac). My poor Mac is having
cooling issues, so I can't actually compile Stella any more :(
However, I can get it to run long enough to compile a little 5-10
line test program to see how these casts work. If I'm wrong, and they
behave differently on the Mac, I'll have to add platform-dependent
"uInt16_to_uInt8" type functions, which I'd really rather avoid...
But the debugger has GOT to treat negative and out-of-range values the
same way as a 6502 does.
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In the process, I've discovered a bug in the argument processing: any of
the commands that use kARG_FILE as their first argument will work *only*
if they're the first command issued after starting Stella, otherwise
they segfault. Am investigating this now
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the TIA image to show frame/scanline related info. In the future,
this area will also show a zoomed region of the current TIA image,
as well as a small message window.
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Currently they only show up in the prompt, but the TIA and TIADebug
have support for getting the current pixel clock (clocksThisLine()). The
pixel and CPU cyc are derived from the pixel clock.
Actually it's acting a bit funny, I need to find out why...
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> function joy0right { !(*SWCHA & $80) }
> breakif joy0right
After deleting the breakif, joy0right is still defined, so you can use it
again...
At some point I plan to create a standard startup script full of useful
functions like joy0right. Also at some point functions will support
arguments...
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today (I was supposed to be working on the TIA stuff and I
haven't even touched it yet). I think we have to accept that
software mode in Windows just isn't as fast as Linux (yay!),
and suggest not to use high resolutions in software mode.
Normal resolutions of 800x600 or below are fine; it's just
1024x768 and above that causes problems.
The good news is that OpenGL mode in Windows works better than
it ever did. Hopefully this will take care of that other weird
OpenGL problem that I could never track down ...
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finally got it this time. And as a nice side effect, it seems
that switching between debugger/emulation/launcher is working
in fullscreen Windows mode.
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quite fast, and is approaching software rendering speed for lower
resolutions. In higher resolutions, OpenGL always beats software
mode.
Screen redraws are now done as rarely as possible. For example,
when switching to menu/debugger mode or pausing emulation, CPU
usage normally drops to almost nothing.
This hasn't been tested in Windows yet, so I'm sure there'll be
some issues (there always are ...)
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and contains the entire asm source, plus line number/file and address
for each line.
Currently, you can either "loadlist file.lst" or else name your listing
file "romname.lst" (e.g. "dasm foo.asm -ofoo.bin -sfoo.sym -lfoo.lst").
Once loaded, you can say "list myAddress" and see that address's source
plus a few lines before & after for context.
This is a long way from true source-level debugging, but it's a start.
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pretty much only works for my specific setup, I think. In the future,
the regular configure script will support cross-compiling.
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