CVS). This means you can now edit the contents of a ListWidget, and
do something with those new contents based on the signal that's emitted.
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is working except for changing values (but you can still use the RAM tab
to do that).
Basically, the rules are as follows:
1) Only works on decimal input for now.
2) Search with empty input returns all addresses (128 bytes).
3) Comparing a value after a search inspects the current result set
for the given value.
4) Compare can make use of 'comparitive' operators '+' and '-'. If
specified at the start of input, they search by offset.
Typical uses are as follows:
1) Search for a '3', then compare to a '2'. This finds the memory location
that at first contained 3, then later changed to 2 (maybe you lost a life or
something).
2) Search for all values (leave input blank), then compare to '-1'. This
finds all memory locations that have decreased by 1 (useful when you don't
know where to start).
I guess after this, Stella will officially be banned from hi-score contests :)
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the 'Tab' key, though.
Fixed Unicode issues whereby modifier keys couldn't be used as gaming keys.
Made the 'Left Control' key be one of the defaults for 'Player 1 Fire'. The
other two are 'Joystick 0, button 0' and 'Space' key.
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case-insensitively!
We look for labels *first*, so if there were a label "aa", it'd
be impossible to input the hex value "aa" (the label would take
precedence). This doesn't matter for now, since the labels are hard-coded
and none of them conflict with anything, but in the future we'll be
loading symbol files... even then, I don't think anyone's dumb enough
to create a label that looks like a hex value, but it could happen...
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perfect: it doesn't take into account the extra cycles added by things
like taking a branch or crossing a page boundary. However, it's still
somewhat useful and *dead* simple to implement this way.
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location for a certain value (ie, finding out which location holds # of lives).
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contained in the Debugger class methods, since they need to be accessible
from both the console and the GUI code.
Implemented console commands for dumping RAM (ram) and TIA (tia), and
implemented the console 'quit' command (it returns to emulation mode).
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The "trace" command is now implemented (though it doesn't skip over
JSR's like it's supposed to yet, so it does what "step" will do).
After each command, we now emit the values of all the CPU regs and a
disassembly of the next instruction, like gdb and good old DEBUG.COM do.
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moved. That means you can click on the arrows in a scrollbar, and keeping
the button pressed will keep clicking the arrows.
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Dialog. This was necessary since it seems Dialogs can't contain other
dialogs in the GUI core.
Added keyboard navigation to the TabWidget class. For now, it's only
enabled for the Debugger. Ctrl-Tab/Shift-Ctrl-Tab switches to the
next/previous tab (respectively), and Tab/Shift-Tab switches to the
next/previous widget in the current tab.
There's still a bit of work to do, but the infrastructure is there.
That's it, I'm taking the night off, because this deceptively simple
concept has taken about a day to implement ...
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to a TabWidget and PromptWidget, and it's going to take some time.
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command that works as yet is "quit", and it doesn't actually quit
anything :)
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of the FrameBuffer (since fonts should only be created once, and the
FrameBuffer is deleted and re-created many times).
Added a default font to the Widget class, as well as a setFont() method.
So each widget can individually choose its own font.
Added a monospaced font. It's currently used only in the PromptDialog,
but due to the above changes, it can be used anywhere.
Tweaked some keys in the PromptDialog. Shift-(Home, End, PageUp, PageDown)
now control the scrollbar, and without shift, those keys control the current
line editing/navigation.
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of line (Ctrl-U) now works, as do shifted characters.
Still TODO is use a monospaced font for the debugger widgets, and
possibly add some new colors, etc.
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Added typical Unix shell shortcut keys (still TODO is Ctrl-U)
Fixed delete action causing crashes
Made cursor redraw at the correct place
Still TODO: use Unicode to accurately represent keypresses onscreen.
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quite working correctly, but at least text appears when you type.
Changed the debugging TAB interface to use buttons instead. It seems
this is a deficiency in the ScummVM GUI code, and I don't really want
to figure out how to fix it. Of course, now the buttons have to be
embedded in each dialog box, somehow ...
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passed to the emulation core. For example, when pressing 'Alt-Enter' to
toggle fullscreen mode while in the launcher, the 'Enter' was also starting
the selected ROM. Now all keys that are pressed with modifiers are
swallowed before they reach the core.
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Prompt: will have a command prompt with history
CPU: contents of CPU registers
RAM: contents of RAM
ROM: contents of ROM
TIA: contents of TIA registers
Code: code listing/disassembly (still have to figure this one out)
Still TODO is work out the overall functionality of the debugger. Inspecting
or changing registers is easy. The hard part is adding features that
developers will actually use.
Also TODO is figure out what will go in the upper-right corner; maybe
buttons to pause, step, etc.
Finally, do we really need separate tabs at all? I can add full functionality
of a debugger through the prompt commandline with a parser ... ??
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It seems parts of Stella aren't namespace-clean.
Fixed OSX code to use Cmd-Enter for fullscreen (instead of Shift-Cmd Enter).
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of SDL screen.
Still TODO is change OpenGL mode so that aspect ratio and non-integral scaling
are not used when in debugger or launcher mode (ie, when we know the absolute
coordinates of the screen). We do this since those modes are mostly GUI-based,
and the GUI doesn't look quite right when using OpenGL scaling.
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compiles in Visual Studio and not MingW.
Words can't express how much I hate Windows development, and I'm
_THIS CLOSE_ to just making Visual C++ .Net an absolute requirement
and be done with it. End of rant :_
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Fixed bug where sometimes the options menu wasn't being redrawn when
resizing the screen.
Fixed bug where saving the settings in VideoDialog sometimes made the
framerate go to 0, and hence caused the application to take all CPU time.
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