o added pspoverclock config flag,because overclocking was default setting which is not desired by all users
o moved psp overclock call away from ctor
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exist in the stella.pro file. Properties to be saved are now explicitly
marked as such, and don't rely on how often they're insert()'ed.
Made 'Exit ROM' in the CommandDialog do the appropriate thing based
on whether we want to go back to the ROM launcher or completely
exit the emulator.
Moved bounding rectangle for drawing focus around a widget into a
Widget::getRect() method and updated Widget class to use these coordinates.
This means widgets that contain other widgets (ie, attached scrollbars)
can define their own getRect() and have the focus rectange draw correctly.
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Added infrastructure to DebuggerParser whereby changes made at the
prompt are automatically propagated to other widgets on the
DebuggerDialog.
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left mouse button is pressed and released on the item (should fix problems
with accidentally selecting an item). Also added 'Escape' key to mean
"cancel/remove context menu".
Updated '-help' commandline argument to recent additions.
Huge amount of work on the documentation. It's probably not complete,
but it's turning into a project in itself.
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to be a master file and is read-only. When the user merges the
properties for a given ROM, they are now stored in 'user.pro'. The
advantage of doing it this way is that users can get updated properties
from stella.pro with each release of Stella, and at the same time keep
any customized properties in their own user.pro file. Merging is still
activated with 'Alt s' key combo, while saving the current properties
to a separate game-specific properties file is activated with 'Ctrl s'.
Fixed UNIX and Win32 ports for the above; the OSX and PSP ports need
to be fixed by the respective maintainers (a one-liner fix).
Fixed bug where changing audio settings from AudioDialog didn't
actually close/open the sound subsystem (and hence changes weren't
taking effect).
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kills performance in Windows, so we use SDL_Flip() instead, but only
when something has actually changed onscreen. At some point after
the next release, I may move to hardware/double-buffered displays,
but the extra work it requires (dirty rect list for each buffer) is
just too much for now. Besides, I'm hesitant to spend so much time
optimizing for one specific type of software mode when OpenGL is
available, and works much faster anyway.
Fixed bug with pathnames in FSNodeWin32. The code now assumes that
all paths start with X: (where X is a drive letter). If not, then
it defaults to C: So that means relative directories aren't allowed,
only absolute.
Removed hardware support from FrameBufferSoft, since the only port
that uses it is PSP, and that port will soon get its own
FrameBufferPSP class. So for now, PSP support is broken. It was
just too difficult to merge the common FrameBufferSoft for PSP
support, since it's starting to use PSP-specific code.
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launcher can close the sound device while the user is selecting a
new game. This prevents the intermittent problem of a left-over sound
fragment from the old game being played when the new game starts.
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changes aren't immediately seen, but this will be fixed when the
DebuggerParser/loadConfig() infrastructure is complete.
Implemented 'Set PC' in RomListWidget, with the same restrictions
as above. Removed 'Add bookmark' and 'Patch ROM', since the
former can't be done with more infrastructure work, and the
latter is done by double-clicking a line (no need for two ways
of doing the same thing).
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Disabled 'Cheat' button in OptionsDialog, since we won't have time
to finish it before the 2.0 release.
Fixed some graphical glitches when TabWidget was used.
Still TODO is get Win32 hardware surfaces working. I'm tempted to
just disable it for the next release, because it's just too much work.
There's still some work left to do in the debugger, but I won't be
implementing any new features (for the next release) beyond what's
there now. From this point on, we're only fixing bugs and adding
any remaining functionality to current widgets.
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Made sure emulation screen height can always accommodate the menus
placed in it.
Added check when switching to PAL mode, so that the emulation height
will be a default for PAL (250), not for NTSC (210).
Added ability to switch between stereo and mono sound dynamically
from the AudioDialog ('Stereo Mode') and the commandline ('-channels').
This setting is not saved to stellarc, so if you want it to be
permanent for some game, save it to the properties file.
Added 'Cartridge.Sound' property to the game properties, and have it
default to 'Mono'. Setting it to 'Stereo' will give stereo sound
(2 sound channels used). Related to this, update stella.pro
'Skeleton+' entry to use stereo sound.
Correctly update the sound framerate when switching between NTSC/PAL,
since the new sound core knows what to do in such a case.
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in SoundSDL. Removed some extraneous CR characters from TIASnd code.
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class supports stereo sound output; however, to switch to stereo mode you
currently have to change desired.channels to 2 instead of 1 in the code.
Eventually, we need a setting to enable this and it might be nice to have
a "stella.pro" value for defaults. Games like Skeleton+ and Synthcart
support stereo output so setting their values to "STEREO" would be good
and having the default be "MONO".
I'm also checking in an updated VC++ project file; however, the other
makefiles will need to be updated to remove TIASound.c and add TIASnd.cxx
to the build
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Patch includes optimized framebuffer rendering, and mapping of
PSP specfic SDL codes to Stella events.
PSP developers, please test this code. I don't have a PSP, so I
can't test it myself.
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stuff into their own columns, making things easier to read but also
making it much easier to edit specific parts of a line.
Still TODO is actually patch ROM when editing the 'bytes' field,
and also possibly edit the label field (which would translate to
creating a new define at that address).
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have to be in 'scanline' mode for it to work (which means you must
have previously selected 'Alt l' or pressed the 'Scanline+1' button).
This is similar to the bug where stepping shows partial changes
only when you've first selected scanline mode; this bug will be
fixed shortly.
Fixed coordinate issues in TiaZoomWidget and when setting position
from TiaOutputWidget. The position selected in TiaOutputWidget
now becomes the center point in the zoomed image.
Zooming in TiaZoomWidget now operates on the center coordinate. That
means you actually zoom in on the center of the image (vs. before,
where you zoomed on the upper-left area).
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a ContextMenu for 2x, 4x, 8x zoom. Some work is still required
to center on previous position.
Added a ContextMenu to TiaOutputWidget. The only item currently
working (partially) is 'zoom at selected point', and there's still
some work to do there as well, since mouse position and TIA image
position don't seem to be lining up (something to do with xstart
and ystart).
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PopupDialog and 'pops up' a listing of commands that can emit
signals which the parent class will act on.
Added a ContextMenu to RomWidget, containing some common commands.
These commands don't actually do anything yet.
The GUI code now differentiates between left and right mouse buttons.
Most classes still treat both the same, but in the case of the
ContextMenu added to RomWidget, it's activated only by the RMB.
Added first pass of TiaZoomWidget, which displays a zoomed area of
the TIA image. It's not quite working correctly yet, but I think
I know what the problem is.
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various GUI modes. This means mouse emulation is fully functional.
One can simulate mouse movement with the joystick directions, and
use button 0 to 'click' on an item.
Added NTSC/PAL toggle, palette toggle, 'rom reload' and 'exit to
launcher' to the CommandDialog.
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changes you'll have to make to the XCode project).
The '--disable-developer' option to configure now works properly,
and developer/debugger support can be completely disabled. When
disabled, the code will not be compiled at all, which gives an approx
35% reduction in code size (useful for the PSP port).
Cheat support is currently broken as it depends on a debugger that
may not be present, but this will be fixed soon (it isn't near
finished yet anyway).
Made changing of game properties and toggling TIA bits not exclusively
a developer thing, since there's no reason why anyone can't use it.
Bumped version to beta1. Stella has been stewing for the past 6 months,
and it's almost about time for a release. I promised last time that
releases would be more frequent, and I've already broken that promise :)
That means some features of the debugger won't be included for next
release, but something has to be left out ...
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cursor much slower than a real mouse, since directional pads/joysticks
tend to be not as precise as a real mouse.
Still TODO is have joystick buttons create mouse button events.
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this will also be tied to a joystick button, so common operations
will be selectable by two buttons (one to enter the menu, another
to select an item).
The commandmenu is a set of buttons for the most common operations
in Stella (specifically, those assigned to the F1 .. F12 keys).
Due to the way Stella is designed, pressing one of these buttons
immediately exits the commandmenu and proceeds with emulation.
Sorry if this causes anyone problems, but it's too difficult to
work around.
Still TODO is add joystick emulates mouse code (movement is done
and will be committed soon, still working on joystick button to mouse
button).
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a new class since the RomWidget isn't just a checkbox and string.
Eventually, it will consist of multiple fields.
Added highlighting of the line at current PC to RomWidget. It attempts
to reduce scrolling as much as possible (since each scroll requires a
re-disassembly) by instead scrolling the line at PC. When the bottom
of the list is reached, it 'snaps' back again to the top. So, for
example, moving through 31 consecutive items in a list of 30 only scrolls
once, not 30 times. This is different from normal
ListWidget/CheckListWidget operation, which scrolls the whole list
line by line at the bottom of the current view.
One can scroll around in the RomWidget, and then press 'space' to snap
back to the line of current PC (so you'll never get lost while
scrolling through code).
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in the leftmost area. So for those who hate commandlines, that's one
more thing you can do with the mouse/GUI.
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It's still broken; just not as much as before. So you should still
compile in debugger support for now. This will probably involve
moving around some classes in the codebase, such as all GUI related
classes used by the debugger will go in 'debugger/gui'.
Sorry for any inconvenience this may cause, but the debugger
support has almost doubled the size of the executable, and there
are some platforms that can neither use it nor deal with its overhead.
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$F000 to $FFFF.
Updated both debugger disassemble() methods to never pass $FFFF
when disassembling data.
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isn't very useful, only disassembles addresses 0-2048, and doesn't
seem to look right :)
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Added ability to use either software or hardware SDL surfaces in
FrameBufferSoft. So now there are potentially 3 video modes to
choose from: "Software (S)", "Software (H)", "OpenGL", selected
by -video 'soft', 'hard', 'gl' respectively.
Made 'directx' and 'hard' the default for Win32. Windowed
software/hard surface mode is now much closer in performance to
software/soft surface in Linux. Really ironic that software
mode in Linux performs so well, and in Windows so poorly.
Fullscreen software/hard surface in Windows is borked ATM, but I'm
pretty sure I can fix it.
Updated the VS.net project file.
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need to be refilled or a line has been (un)checked. Also, checked
lines are now shown correctly (scrolling the list scrolls the
checkboxes as well).
Added two different styles to CheckboxWidget. The first is as before,
but the new one doesn't draw the surrounding box and fills with a
solid color instead of using 'X'. Methods have been added to
set/unset drawing of the surrounding box, and change to doing a fill
vs using the 'X'.
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to anything yet. I may add the ability to CheckboxWidget to disable
drawing the surrounding border, as well as drawing a fill as well
as a bitmap. When that's done, click a breakpoint in RomWidget will
show (for example) a red square only, which is more like how
other graphical debuggers show a breakpoint.
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