- The cycles were being reset to the current system cycles, when in the old
code they were not being updated at all (other than being normalized when the
old system cycles could be running backwards).
- This change restores behaviour to that in 5.0.2.
- move files from src/windows to proper location
- formatting fixes to match style in other files
This fixes all compile issues in Linux; still TODO is fix Windows and OSX.
- The cycles counter is now essentially monotonically increasing (ie, we never need to worry about it going backwards and giving a negative difference, simplifying a lot of code
- There are now reset() methods in all places that keep track of system cycles, but they are used for a full reset only; not called each frame like before (which had to be done to prevent overflow).
Introduced Cartridge::initializeRAM() method, to eliminate duplicate
blocks of code in every bankswitch scheme that uses extra RAM.
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that approach is a bad idea (and using Stella as example code), so it doesn't
make sense to not do something as it's being taught; the correct way.
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To anyone reading this, Merry (belated) Christmas and Happy New Year!
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For those reading these logs, I hope to get back to Stella development soon.
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break. First thing to do is update the year. Happy new year to anyone
reading these commit logs.
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these logs!
Moved TODO and Credits info directly to the webpage, where it will hopefully
be easier to maintain.
Fixed 'crackling' sound when loading a new ROM, introduced with the 3.5
sound restructuring. It looks like stale data was being loaded by the
sound processing callback. As well, moved the computation of certain
division variables from the sound callback to the framerate re-calculator
(where it's recomputed 1/5 of the time or less).
Updated AboutDialog with info about Stella DonationWare status, and active
members of Stella development.
Updated OSX in-app HTML documentation about Stella DonationWare status.
Bumped version # to 3.5.1_svn, and the process starts again.
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mean 'hardware-accelerated, double-buffered'. This distinction
is important, since eventually such a mode won't necessarily be
OpenGL-backed (it might be Direct3D, OpenGLES, etc).
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'Stephen Anthony' (aka, me) in addition to Brad Mott as copyright
holders for Stella. I think I've been with the project long
enough now (almost 10 years) to justify being specifically mentioned
above and beyond 'the Stella Team'.
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The license file is actually named 'License.txt', not 'license'
The 'Stella Team' has a capital T, not lowercase.
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