Cart3E::patch() now can patch RAM (before, it would have segfaulted if
you'd tried)
Cart3E constructor now initializes RAM to random junk instead of leaving
it uninitialized (which still means full of junk...)
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with Andrew Davies' early notBoulderDash demo.
Added entry to stella.pro for the demo
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a reimplementation of D6502. So D6502 will disappear soon. The reason
Debugger class has been getting so big is that there was only D6502 defined,
when there should have been also DTia, DRam, etc. The DebuggerSystem
classes are now providing that functionality.
The codebase may be broken over the next few days because of this, but
it's better to do it properly (I get the feeling it may never be fixed if
we don't do it now).
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Debugger class. There will be a subsystem for each GUI debugger tab,
and it will have responsibility for all thing related to that tab,
eliminating a lot of code from Debugger class.
Added RamDebug class, and changed the GUI RAM tab to use the new RamDebug
subsystem. The prompt still uses the old method, which will have to be
fixed. At that point, Debugger::(readRAM, writeRAM, ramChanged) can be
eliminated. If the Debugger ever wants to access RAM related things,
it should refer to RamDebug.
Still TODO is create a CpuDebug subsystem, and turn the current TIADebug
into a real subsystem.
Cleaned up some redundant typedefs (changed AddrList/ValueList to
IntArray). As well, we're moving away from having bspf stuff seeded
throughout the system. Integer values will be stored/passed around as
'int', and truncated where necessary as close to the given method as
possible.
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even starts, so you can enter the debugger before the first frame is
even drawn. This will be useful for everyone, but I particularly need it
for testing per-scanline TIA update code (which doesn't even exist yet).
I should eventually be able to run "stella -break kernel poker.bin" and
then advance one scanline at a time, watching the first frame get drawn.
Not even close yet :)
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Increased debugger window width to 639 pixels. We've already passed the
512x384 mark, so it's no use restricting width to 512 anymore. Besides,
the extra width will come in handy for the TiaWidget, and maybe the
PromptWidget can now use one less line in the state() display.
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of RAM in the TIA, but it isn't tied to the TIA yet (so changes have no
effect). I suspect that development on this tab will now proceed quickly,
since I think I've found a way to lay everything out in one tab.
Removed the 2 second delay from configure when an invalid option is
given. There's no need to delay; printing an error is sufficient.
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for 2 seconds instead of silently ignoring wrong options. This seems
like a good compromise to me (I've typed "./configure --disable-opengl"
about 50 times now, and of course it doesn't work because it's supposed
to say "--disable-gl")
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system, and if that doesn't work for someone, we'll fix it at that level.
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are part of the class itself. That means all DataGridWidgets (currently
RAM contents and CPU registers) get access to the key shortcuts.
Modified DataGridWidget to accept the number of bits in its cells, and
made sure the above listed operations are restricted to that number
of bits. That means when we add DataGridWidgets for Tia stuff with
weird bit lengths, changing data will work correctly.
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has sent a signal (required when there are more than one of the same type of
widget in a widget/container).
Still TODO is modify each handleCommand() method that cares about 'id' to
actually detect and act on it.
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a row/column is reached, it goes to the next row/column. The reason for
this will become apparent over the next day or so.
Still TODO is revamp the base widget to accept and return an identifier
for which widget it is, since every widget/dialog in the debugger
currently assumes that there's only one type of each widget (so if there
are two DataGridWidgets, the returned signal doesn't know which one
to use). Sorry if that sounds confusing ;)
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time to finish.
Changed colors of modified cells in DataGridWidget. They're now much
easier to see.
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Inv, Neg, etc. buttons on the RAM tab. Also added Undo and Revert buttons
to the RAM tab. Undo undoes your last change only (and does not undo an
undo). Revert reverts RAM to the state it was in when the user entered
the RAM tab. These buttons are disabled when they're not useful.
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about. No use in quitting if the option wouldn't have had any effect
anyway.
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Booleans in "tia" output are now +FOO or -foo (UPPERCASE is set, lower
is clear, plus there's a + or - in front).
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Currently, entering the debugger turns off all the joystick and button
inputs, so we're stuck showing "(no directions)" for the sticks. This
needs a change in EventHandler to fix (assuming it can even be done).
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is in the current number base except the binary graphics data. Audio frequency
is shown both as AUDFx value and frequency in Hz. Boolean flags are now
shown with a prefixed + for true or - for false (e.g. "-delay" for a player
if it's not delayed or "+delay" if it is).
There are still a few TIA internal state values that should be displayed:
delayed graphics data and color clocks at which RESxx was strobed.
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up in the RamWidget. FrameBuffer::advance() now advances all frames and
then returns, instead of setting a flag to advance and then return
immediately (RAM wasn't being updated until the frames where advanced,
but by that point we'd returned from the method).
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CpuWidget automatically gets this support as well.
Still TODO is revamp the loadConfig() method so that updates are only made
when absolutely necessary.
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by making use of the Debugger::ramChanged() method. Still TODO is
actually 'draw' those changes.
Cleaned up Array typedefs, placing them in the Array class. Also
removed StringArray typedef, since there's already a StringList
class that does exactly the same thing.
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per line are displayed. There's room for more, but not for 8... and I
expect each line to contain a power-of-two's worth of bytes for some
reason (I tried 6 bytes/line, it was somehow jarring).
Added bool Debugger::ramChanged(uInt 8 offset) method for the GUI RAM tab
to use.
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light red color).
Inverse video in the PromptWidget is supported, without having to
rewrite any FrameBuffer code.
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any TIA color when drawing lines, characters, etc.
The number of available colors is in GuiUtils::kNumColors, and is currently
set to 262 (256 TIA colors, 6 GUI colors). The enumerated names for the 6
GUI colors are still used; there aren't yet any enumerations for the TIA
colors, so you have to refer to them by index number.
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and become the "mini-language" for conditional breaks/traps.
The current lexer/parser combo benchmarks at 1/2 million parses/sec
on my Athlon 2100. By comparison, Pitfall runs approx. 360,000
instructions/sec. We need to be able to check for a conditional break
once per instruction, so on my box, I'll probably be able to run the
emulator at full speed with one breakcond set, using all the CPU.
Am still working on a way to speed things up: there's no reason we
should have to fully lex and parse an expression every time we want to
evaluate it.
For now, the only place the new parser hooks into Stella is with an
undocumented "expr" command. Try "expr 2+2" at the prompt.
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one tab would temporarily draw a widget from the previously selected tab.
Added 'Alt-f' shortcut for 'Frame+1" in the debugger. Removed that key
from toggling filtering, as it only worked for OpenGL mode anyway (and
filtering is due for a huge rework in a future version of Stella).
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doesn't really need to know about it, and it belongs to the debugger anyway.
Fixed some makefile issues:
Pure C programs were being compiled with 'cc', when 'g++' (or equivalent)
should have been used.
Only pre-define the compiler flags to include '-O2' if the user doesn't
have a CXXFLAGS env variable set. Sometimes I want to use '-g', and in
that case I want to override the internal '-O2'.
Fixed TIASound code to not use its own type definitions, and instead use
the ones from bspf.hxx. Eliminates requirement of specifying -DWIN32,
even when the host system wasn't Win32.
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(indirect),y addressing modes.
Added scanline and frame counters to prompt. They're showing the wrong
values during stepping right now :(
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occurs once per frame, as long as the backspace key is held down
(previously it happened once per keypress only). Haven't decided
whether this is an improvement or not, need more testing
Also, added missing -O2 to new Makefile.
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I've only tested it in 32bit Linux, but I don't forsee any problems.
Dependencies seem to work correctly, recompiling parts of the codebase
as necessary.
New files added to the codebase must be listed in the 'module.mk' file
in the same directory where the new file is placed. Other then that,
no configuration is required.
All configurable options are by default enabled. They can be manually
disabled by an appropriate command to the configure script, but the
script is smart enough to test for the required libraries and disable
support when one isn't found.
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adapted from the ScummVM build process, and isn't as big and nasty as
full autoconf support.
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justHitTrap flag wasn't getting reset after a trap was hit.
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should also be selectable from the GUI. They might also need to include
more controls, but these seems to be the ones that cause interesting
effects: -holdreset gives you double shots in space invaders,
-holdbutton0 gives you "the dot" in carnival.
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as the regular emulator F9 and F11 save/load state. Will add the debugger
state to the statefile in future.
"Frying" support, using Fred Quimby's code from [stella]. Press Backspace
during emulation (or slam it repeatedly like you would the power button
on a real 2600). So far I've been able to duplicate the classic frying
effects from Space Invaders (double shots) and H.E.R.O. (infinite lives).
Also added a "fry" command to the debugger, but it's not very useful
(you need visual feedback when trying to duplicate a known effect,
so the emulator should be running).
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