bug reports, and re-ordered things that are most important for the
next major release.
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The low-compatibility mode was removed, as it hasn't been tested in years,
and for the CPU work I have to do in the coming months, I only want to
worry about one CPU class. All reference to M6502Hi/M6502Low has been
removed; the CPU class is now simply known as M6502.
Commented out the recent fix for Q-Bert screen refresh issues, since
there's an underlying TIA emulation problem that is causing it.
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double-buffering is used). This is very evident in games like Q-Bert,
where parts of an old screen/game are overlaid with a new one.
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the $Id$ inline variable when doing an svn commit, similar to how CVS
worked.
Removed rsynth code and associated Speakjet emulation functionality.
It hasn't been worked on in quite some time, and we never did fully
decide how to do it correctly. At this point, I don't have the time
(or background) to continue work on it. If someone steps up to
further continue its development, it can always be re-introduced
again.
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tags for all releases back to 1.2. Hopefully this commit will
generate an email, indicating that everything went well.
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which included commits to RCS files with non-trunk default branches.
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all cards to be selected in game 4 of Casino. I don't really like the
current implementation of calculating values for Controller pins 5 & 9,
as there are too many 'magic numbers' without any definition. For now,
it seems to work, but there's no guarantee that another paddle game
won't pop up and invalidate it again. Perhaps if I find time, this
can be documented much better.
Bumped version number.
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actually performing a bankswitch.
(Hopefully) improved Pitfall2 sound generation. At least it sounds
more authentic to me.
Updates for the 2.7.7 release.
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guys on the Stella mailing list (especially Seagtgruff) for advice
and sample test ROMs wrt BCD mode.
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Added 'Dec' and 'Bin' textboxes to CPU area to show the decimal and binary
equivalents for the currently selected CPU register. This isn't done for
the PC or status registers, since I don't feel it's important for those.
Made the label textbox much longer for the PC, since there's now extra
space there.
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In such a case, the largest possible videomode should be used instead,
and not the smallest one.
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To do this, you lose access to the TIA 'RAM' display. For a future
release, I'm going to evaluate whether this display is really
necessary at all.
This resize is for a request on the AtariAge 2.7.3 thread about running
the debugger on an eeePC, which is 1024x600. For now, the closest I
can get is 620.
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ready for the next minor point release, so there's no need for users
to see it.
When using 'quick-select' mode in list widgets (notably the ROM launcher),
treat space as a valid character, instead of stopping when space is
pressed. Make quickselect be an option for ListWidgets, and disable
it for CheckBoxWidgets (cheat listing, rom dissassembly listing, etc).
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functionality whatsoever is available. This is just an initial import
of the z26 code. Still TODO is test all this stuff, and the more
difficult part; mix the audio with the sound system in Stella (which
is quite a bit different than z26.
Reduces the time in which autoframe is applied in the TIA from every 32
frames to every 8 frames. This means the autoframe handler will detect
changes faster, and inform the sound system more accurately.
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SDL_GL_ACCELERATED_VISUAL at all. It doesn't make a difference for
Nvidia and Intel, and only seems to break things for ATI. So better to
forget about it for now.
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creating the SDL window in OpenGL mode. This defaults to being on,
and should only be disabled when necessary. Such cases include using
ATI video hardware in Windows, where the result will be a red screen.
This isn't really the best solution, as it may cause some slowdowns
in OpenGL rendering. But it's the best that can be done for now, until
the bug is fixed in the ATI OpenGL drivers.
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It seems the Priority bit overrides SCORE mode. This fixes a very
noticable bug in Swordquest Waterworld.
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