run at all, since I haven't even started on the OpenGL stuff yet.
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and OpenGL mode (windowed and fullscreen) isn't working at all.
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onscreen, and don't cause a segfault, but there's still a positioning
problem when toggling fullscreen/windowed modes and when the base surface
has 'unusable' area (ie, an 800x600 window centered in a 1024x768 screen).
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stats and general messages are now shown correctly. ContextMenu and
PopUpWidget are now drawn correctly, and take image 'centering' into
account. Fixed many 'offset' bugs in rendering surfaces. Fixed
long-standing issue where pressing Alt-Enter to toggle fullscreen mode
actually passed the Enter to the underlying dialog (it's now properly
swallowed). Probably many more items I'm forgetting ...
Still TODO is work on other dialogs that aren't centered by default
(InputTextDialog, etc). My plan is to stabilize these changes and then
fix OpenGL mode, and only after I've achieved parity with 2.6.1 to
actually make use of the new infrastructure (larger fonts, etc).
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certain number. This is similar to how the old PopUpDialog worked.
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in-game dialogs are now rendered into separate surfaces, and then layered
onto the SDL screen when necessary. The biggest advantage of this is
now each 'window' is separate, and won't be affected by the scaling or
filtering of other windows. For example, zooming the TIA image no longer
changes the size of UI text overlaid on the TIA. Similarly, eventually
graphical filters will be added, and filters applied to the TIA won't
affect the UI.
There's too many changes to list, so for now I'll list what doesn't work:
* OpenGL mode (don't even try it)
* Several popup dialogs in the debugger
* RomInfo stuff is completely broken
* Scanline count and FrameBuffer 'messages' aren't shown
* Larger fonts - fonts are no longer scaled; we have to use larger ones,
and update the UI accordingly
* Probably a lot of other stuff I forgot to mention
This is a huge undertaking, similar in scale to when the UI was first
added in 2.0 release. So it might take some time for this to stabilize ...
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doesn't happen very often (which is why I didn't notice it before), but
at least now if it *does* happen, an error message will be printed
instead of just segfaulting.
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Further tweaking to the RIOT timer values. I reverted to the z26
'0x40000' number, even though I'm not entirely clear why it's being
used. Without it, several PAL ROMs fail in an infinite loop of
reading from INTIM and checking for zero. I really hope that's the
last of the RIOT stuff, since I've been looking at it for the past
two months (the AVox and SaveKey issues started there as well).
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Removed scanline autodetection from the Console startup code. It makes
more sense to just assume the Console is either NTSC or PAL, and let the
TIA auto-adjust the framerate if necessary.
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to do between processing frames, and can be set to 'sleep' or 'busy'.
Sleep emulates previous Stella behaviour, releasing the CPU whenever
possible (at the expense of graphical tearing on some systems, unless
gl_vsync is enabled). Busy emulates the busy-wait behaviour of z26,
using all available CPU time but sometimes eliminating (or at least
reducing) graphical tearing.
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scanlines. Previously, this was only done for the first few frames.
However, that approach won't work for ROMs that change the number of
scanlines later in their run. Now, the framerate is automatically
re-calculated at regular intervals within the TIA.
Reworked 'framerate' argument to override auto-frame calculation when
it contains a non-zero value, and use the given framerate instead.
Setting it to zero resumes auto-frame calculation.
Re-activated framerate option in the UI. This can be changed while
the ROM is running, updates will be almost immediate.
Upped the release date, since more testing is required.
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the one in z26 with the '-n' option. This is activated with the new
'-stats' commandline argument as well as dynamically during emulation
with the 'Alt-l' key combo.
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in auto-detect mode. This fixes an issue with the latest JunoFirst beta,
which had sound skipping because it has 266 scanlines but ran at 60fps
(when it should have been ~59.09 fps or so).
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SaveKey and EEPROM are 'smart' controllers, making use of cycle counts
for timing. All such devices may periodically need their counters reset
to prevent overflow, and this was missing from the aforementioned
controllers.
Removed some debugging code from AtariVox class.
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addresses are now determined over the entire address map (taking
into account mirroring), not just the ones defined in the internal
symbol map.
Fixed issue with mirrored TIA write addresses $40; they were actually
being defined as at $30.
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Fixed issue where some F6 carts were being autodetected as E7.
Updated RIOT timer behaviour yet again; Summer Games was broken. I think
I've finally got it now.
Made random number generation actually generate random numbers, by seeding
the generator based on the current 'ticks'.
Updated properties for several AtariVox ROMs.
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problems, we'll soon be ready for a new release (after I update the
documentation).
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controller to the RIOT debugger tab. For now, it's very joystick-
centric, and will remain that way for the next release. Also, the
states are inverted, in that selecting 'up' for port 0 actually
turns the checkbox *on*. This is more intuitive from the POV of the
user, but in actual fact behind the scenes the bit is set to 0!
This is all I'm including wrt the controller ports for the next
release. The dumped INPTx registers will have to wait.
Still TODO is add the console switches to the RIOT tab.
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to be sent to the debugger core. SWCHA and SWACNT can be changed,
SWCHB cannot. The latter will be addressed by a series of labelled
checkboxes that more clearly illustrate the function.
Also, INTIM/TIMINT/TimClks cannot be changed, as it doesn't make sense
to do so (their results depend on other registers; more specifically,
they're calculated, not stored). You can however change the TIMxxT,
which will consequently change the read-only timer registers.
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*and* read mode. Write mode will allow one to change the value (ie,
poke to SWCHA). Read mode will not allow change of value, and will
show the contents of the previous write to SWCHA (which isn't always
the same as the peek value, as it's influenced by SWACNT). This makes
it much easier to see how the AVox/SaveKey code works with these
registers.
Removed SWBCNT from the RIOT tab, since it's read-only and always the
same thing anyway (hard-wired to input).
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file. This will have to do for now, until we find a better way of
differentiating between constants and addresses.
Made the ROM disassembly area take advantage of a wide debugger window
by spacing out the label and disassembly areas.
Finalized location of the AVox and SaveKey EEPROM files; they're now
located in the basedir (the actual location depends on the OS).
Made deadzone for analog joysticks configurable from the commandline
and UI. Added '-joydeadzone' commandline argument, which accepts
a value from 0 - 29, specifying a deadzone of '3200 + DEADZONE * 1000'.
Also added UI to InputDialog to set this from dynamically from the UI.
Added code to only save the AVox and SaveKey EEPROM data file when
necessary. This is for those systems based on flash storage, where
unnecessary writes will wear down the drive.
Added SaveKey as a full-fledged controller to GameInfoDialog.
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working. After about a week of banging my head against the wall, I
happened to try another test ROM, and everything worked. So it seems
that the SaveKey test ROM from Thomas J. (with the optimized I2C
macros) isn't working correctly, or I miscompiled it or something.
All other ROMs I've tested work fine, including MGD, Fall Down,
Stratogems Deluxe, Go Fish, etc. Thomas, if you're reading this, could
we try to figure out what's going on here??
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type. Auto-detection runs the system for a little while, and this
interferes with the AtariVox and SaveKey controllers.
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almost 100% sure the current RIOT write handling is working correctly,
as it works with all ROMs I've tested as well as the SpeakJet portion
of the AtariVox. I2C EEPROM handling still isn't working, but at least
now it's getting the correct values (in the correct order) from the RIOT.
So it should be much easier to finish, now that the RIOT part is taken
care of.
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have different labels depending on if they're being read or written.
This means that, for example, reading address 0x0 from the TIA will use
label 'CXM0P', while writing the same address will use label 'VSYNC'.
There's still more work to do in this area, since we still need to
differentiate between symbols that hold addresses, and ones that hold
constants. And I'm not sure how to do that, since the DASM .sym file
doesn't export that info.
Added gl_lib = 'opengl32.dll' to the settings for Win32.
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