screwed up by my placement of the 'mmr' logic.
Added StayFrosty ROM info to properties database.
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starfield effect. More research is required in this area.
Large update to exception handling throughout the codebase. It seems
that in many cases, the correct 'catch' block was never being called.
I never see exceptions thrown very much, so that area doesn't get much
testing. But I guess it's good that Stella doesn't generate many
exceptions :)
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many more scanlines than a real TV would allow. This fixes both graphical
corruption and slowdowns in Q-Bert ROM (which contains code to do a tight
loop extending VBLANK time, in effect generating a 'frame' with 1000's of
scanlines).
First pass at a method to determine the first 'relevant' scanline of
a TIA frame. This isn't easy, because there are many conditions
for this to occur. The eventual goal is to eliminate Display.YStart
tweaks in the properties file, and have the TIA code itself figure out
the best value.
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no$26K emulator. Basically, when this is enabled, the COLUP0, COLUP1,
COLUPF and COLUBK registers are locked to hardcoded values. This can
be used to clearly show which registers are drawing which part of the
TIA display. For now, the colours are locked as they're shared on
a real system (so P0 and M0 are locked to the same colour). Future
versions may separate these shared registers for even more clarity.
This functionality is toggled with the 'Alt-Comma' key combo.
Updated the state handler to reject loading state files older than
this version, since the TIA internals have changed. This will be
done each time the TIA code changes from this point on.
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are too invasive to fix right now, and I haven't researched what the
correct route should be. Basically, Stella doesn't properly emulate the
behaviour of writes to RESxx and NUSIZx while graphics are currently
being drawn. The tweaks currently present restore functionality to the
2.8.4 release, but are still incorrect in some ROMs (Bumper Bash and Pole
Position).
Reworked 'object disable' mode in the TIA class. It should now be
slightly faster, and correctly disable objects in all cases
(previously, it was possible for some objects to be enabled depending
on the state of other objects, even when they were specifically
disabled).
Changed NUSIZx descriptors in the debugger to more clearly indicate
what's going on.
Cleaned up TIATable enum's, and eliminated duplication enumerations in
different parts of the codebase.
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of a boolean. It now accepts value '-1' to mean 'completely disable
fullscreen mode switching'. This was added because some systems with
buggy video drivers can't handle fullscreen mode, and accidentally
trying to do so can lock up such a system.
Fixed fullscreen/windowed switching wrt grabbing the mouse. Sometimes
switching from fullscreen to windowed mode had the cursor trapped in
the window, even if grabmouse was disabled.
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InputDialog/Virtual Devs to allow all 4 directions to be pressed
simultaneously on a virtual joystick. This support was always present
for 'Bumper Bash', but it can now be enabled/disabled for any ROM.
Note that the setting is ignored for 'Bumper Bash', as that ROM
requires it to be always turned on.
Fixed debugger rewind issue from last commit; the rewind list wasn't
being properly reset when entering the debugger or selecting a new ROM.
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class reworking. Serializer class now handles read/write of state from
files as well as in-memory streams. As a result, Deserializer class has
been removed.
Added state rewinding to the debugger. For now, this is limited to 100
levels of undo, with a new state generated each time a step/trace/frame/
scanline advance is performed. The undo level is 'rolling', in that it
remembers the last 100 levels (so you lose the oldest states when you
start adding more than 100). For now, this is tied to the 'Alt-r' key
in the debugger. Still TODO is add a button for it, and clean up some
TIA output issues when rewinding.
Added support for 6K version of Supercharger ROMs (this fixes issues
with the 6K version of Cubis).
Cleaned up the Serializable infrastructure, making sure that all
classes that need to implement it actually do so now.
Fixed issue with editable widgets in the UI, where pressing Enter
on the keypad wasn't actually being registered.
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of is the 6K version of 'Cubis'. Thanks to Eckhard Stolberg for advice
on this.
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near the top of the list. The TIA HMOVE stuff is well underway, the
Blargg NTSC emulation is being done by the Georgia Tech team, and the
debugger improvements (disassemble zero-page RAM, Distella integration,
and rewind in the debugger) will be started soon.
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emulation when performing 'illegal' HMOVEs (aka, when modifying the HMxx
registers within 24 CPU cycles of HMOVE).
All tweaks for illegal HMOVEs have been removed; and all ROMs that
previously needed those tweaks are now working correctly. Several other
ROMs are fixed as well, including Bumper Bash and Pole Position.
As this is WIP, there is also some breakage:
1) Cosmic Ark 'TIA confusion mode' effects aren't complete; the
movement is correct, but the missile widths aren't corrected yet.
2) Performing a write to NUSIZx while a player is still drawing
isn't complete. This breaks several ROMs that worked before, such
as Galaxian and Space Instigators.
3) Writes to RESPx aren't complete yet, especially if they're
combined with an immediate write to NUSIZx.
Most of the ideas (and some code) for these changes comes from
contributions to MESS and EMU7800. Where applicable, permission
was obtained from the original author to use the code/ideas.
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documentation by using more appropiate variable names.
Added enum's for collision bits to TIATables and TIA classes,
making it easier to visualize what the code is doing.
Fixed poke delay for NUSIZx registers. This fixes display issues
in 'Bumper Bash' and 'Pole Position'. The remaining graphical bugs
in those ROMs is fixed by the new TIA code.
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of 'FA' and 'F0', respectively, as defined in Kevin Horton sizes.txt
and used in z26. For compatibility, the old names can still be used.
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very difficult, as I'm working on 3 different branches at the same time :(
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detection being done outside the displayable area. Originally, areas
above 'YStart' scanline were not processed as all, as an optimization.
However, several ROMs can do collision detection above ystart, so
we now process the entire frame (but only display the stuff below ystart).
Bumped version number.
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mapped to Backspace, and is used in the ROM launcher and various
BrowserWidgets. The event can be remapped if desired. When I'm
testing Stella, I tend to use the keyboard almost exclusively, and
it was getting a little tiring to reach for the mouse each time I
wanted to change directories.
Bumped version number.
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so we need to make sure that Sub2K ROMs less than 64 bytes are
properly 'paged' to that size.
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and doesn't know what intxx_t datatypes are. So we need yet another
check for Win32-specific stuff in BSPF.
Folded getTicks() from UNIX and OSX back into OSystem directly.
The default is now to use OSystem::getTicks() unless it's
overrided by a platform-specific OSystemXXX class.
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problems with integer overflow, which could sometimes cause Stella to
sleep for long periods of time. For those who are interested, the
problem was that SDL_GetTicks() wraps every 49 days (32-bit int
overflow), but since OSystem::getTicks() provides info in microseconds,
it multiplied the value by 1000. This caused wraparound in 49/1000
days, or 70.56 minutes. This almost exactly matches the reports on
AtariAge of 'lockups' occuring every 71 minutes or so. It also
explains why attaching to Stella with GDB and bypassing the delay
allows the program to continue (as reported by another bugtester).
Added signature to detect UA bankswitching for Gingerbread Man ROM.
Bumped version number.
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Basically, the OpenGL class can use functions from several different
versions of OpenGL (1.3 and 2.0+), and all sections of code need to
be wrapped in IF statements to make sure we don't use a function
pointer that is NULL. Basically, this means that all GLSL/2.0+
stuff needs to be wrapped in 'if(myTvFiltersEnabled) ...'.
This actually lays the groundwork for the next feature I'll be
adding (frame buffer objects), since those require yet another
level of OpenGL functions that may not be available everywhere.
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they're properly loaded and saved in the config files. The code to
correctly load strings containing backslashes was already there over
7 years ago, and I deactivated it and never even noticed. That must
be a new record for a long-standing bug :)
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vs. GLSL stuff. This should allow users who don't have GLSL to still
use the OpenGL renderer. Related to this, added a stub for GL FBO,
which I hope to add for a future release.
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no need for these characters to ever be present, and having them there
really causes problems in parsing that would be best avoided.
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shown within the UI use the '~' symbol whenever possible. This means
that paths from the settings file are now truly relative; change your
home directory, and the settings file will still work (it no longer
contains absolute path names).
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more sense, as it isn't a double-negative any more).
Made PropSet::getMD5() more explicitly return a boolean indicating if the
properties were found, vs. having a CartName of 'Untitled' indicating that
it wasn't found.
The file being used by Stella in multi-file ZIP archive is now shown in
the window title, vs. showing the name of the ZIP file itself. Related
to this, a file with an extension of 'rom' is now valid inside ZIP
archives.
Updated documentation for bankswitch types, more clearly indicating which
ones support autodetection and the debugger.
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as if they were 32in1 carts, in that you have to do a on-off power cycle to
switch between each ROM.
Updated ROM properties for the aforementioned BS types, and fixed some
others (SWOOPS, etc).
Added PERL tool to scan a snapshot directory and report any extra and/or
missing snapshots.
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Added OpenGL info to the TV effect tab of the VideoDialog, so users
can see why the effects aren't available if OpenGL is not sufficient.
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start with game 0 (as if it's been unplugged for some time), but reloading
the ROM with Ctrl-r will cycle through each game (emulating a power-cycle).
Fixed crash when specifying a directory on the commandline; only files
are supported as ROMs.
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not by actually copying pieces of ROM, but by addressing different
parts of the ROM with an appropriate mask. This fixes a patching
bug I just found, whereby patching one part of the ROM wasn't
propagating it to the rest of the image.
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Because the version was always being returned as 0, the TV effects were
always disabled, even on hardware that could support them.
Creation of OpenGL video mode is now more robust. If it fails for any
reason, fallback to software mode is now done (and a message stating
that it happened). This still won't protect against the operating
system lying to Stella and saying OpenGL support is really available
when it isn't, though.
Added support for ROMs smaller than 2K. These are still treated as
2K ROMs, but have their contents mirrored appropriately.
Bumped version number.
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Randomized value placed in accumulator after exiting the SC BIOS for
SuperCharger ROMs. This should fix issues in Dragonstomper, where it
seems the randomization of its items depending on a random accumulator
value.
Re-added '-fastscbios', and when enabled, it completely skips
the emulation of SC BIOS progress bars (previously, the bars were
simply sped up). This defaults to off, for more authentic emulation.
Related to this, added a UI item in VideoDialog to enable/disable it.
Thanks to Eckhard Stolberg for advice on the SCROM, and how to
modify it.
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wrote this back in 2000 or so, after I had just finished an algorithms
design course, and insisted on coding my own ADT. I've come to realize
that in most cases, rolling your own is just a waste of time :) Related
to this, the 'listrominfo' commandline argument now correctly shows all
the ROM info built in to Stella internal database.
Bumped version # to 2.8. I just need to check out OSX, and then we
should be ready for the next release.
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Add Shift-PageUp/PageDn for scrolling with the keyboard in DataGridWidgets
(most useful with the new RAM UI having multiple banks of RAM).
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the ones that bankswitch in RAM, since I don't know what should happen there.
Added 'exitlauncher' commandline argument, which specifies the functionality
of the 'Exit to launcher' action; should exiting a game actually go back to
the launcher, or exit the program entirely. Also added a UI item in UIDialog
for this.
Reworked the fullscreen/windowed handling in FrameBuffer, simplifying the
logic for determining whether the SDL surface is actually in fullscreen
or not.
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the Stella header/disclaimer, just like all the other source files.
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General updates to the documentation for people I forgot to include in
previous releases. Also added websites where applicable.
Update AboutDialog to be more current, showing only those members
currently active in the Stella project and the other teams that have
contributed code. For more specifics, you should now see the manual.
Basically consolidated all contribution info into one document, so it
has to be kept up-to-date in only one place.
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wasn't necessary, as ZP RAM can always be changed. In the new scheme,
however, sometimes the RAM view will actually show ROM, and in those
cases it definitely shouldn't be modified.
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schemes that have multiples areas of RAM. Converted F4SC, F6SC, F8SC,
FASC to this new functionality.
Added ability to modify extended RAM in 3E, CV, E7 and EFSC ROMs.
Note that these ROMs can swap RAM in and out dynamically, so what
you see in the RAM area won't always be RAM.
Updated debugger CpuWidget; decimal and binary values for SP/A/X/Y
are now all shown at the same time (previously the registers had to
share a decimal/binary view).
Updated debugger documentation for recent additions.
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the debugger RAM UI. A scrollbar is now present, which can scroll
through each 128 byte 'bank'. Labels indicate the current readport,
so you can distinguish between different areas of RAM. For now,
F4SC, F6SC, F8SC, and FASC have been converted, but I'm looking into the
other schemes now.
The RAM UI takes care of all read/write port issues. From the POV of
the UI, the RAM can be treated as zero-page; translation is done
behind the scene. Searching/comparing and change-tracking are also
supported.
The 'ram' command in the debugger prompt now reflects all RAM, and
readport/writeport addresses are shown, making it easier to use the
command withot having to look up the offsets.
Debugger width has been bumped to 1050 pixels wide to accomodate the
new functionality. We'll see how much trouble this causes ...
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correctly for the PAL version of the ROM. I'm still not really
satisfied with the paddle emulation, but I guess it will do for now.
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'gl_texrect' is enabled. The VideoDialog now reflects this, by stating
a message, and disabling the UI items when not satisfied.
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requirements for new TV effects (OpenGL 2.0+ and GLSL).
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Added CRT simulation as described by Ian Bogost in the AtariAge thread
'CRT simulation for Stella. This is just the first pass, but things
are working nicely so far (for those systems that can support it). It
requires at least OpenGL 2.0 with GLSL (GL Shading language). Added
the commandline arugments 'tv_tex', 'tv_bleed', 'tv_noise' and 'tv_phos'
used to set these various effects, as well as the ability to set them
within the Video Settings dialog. More documentation is forthcoming
on this.
All bankswitch modes that use SC RAM now act correctly when reading
from the write port (the RAM is erased).
Patching ROMs with bankswitch type 0840, SB, UA and X07 is now working.
Went through all the bankswitch classes and converted multiplication/
division to shift operations whenever possible. It's a
micro-optimization, but what the heck; every little bit of speed counts.
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