normal control functions (ie, pressing Ctrl-q will not quit, but send
this combo directly to CompuMate).
Mapped Func-Space to the Backspace key for CompuMate keyboard.
Func-space (which is actually Ctrl-space is still supported).
Updated documentation for CompuMate changes and system requirements.
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z26 code never actually implemented this, so I'm not sure how people
actually entered Basic code. I guess not many people have played
with and tested this before.
Added more sensible keys for the CompuMate 'space' and 'enter' keys.
They're still mapped to '/' and ';' respectively (to keep locations
on the keyboard the same), but are also mapped to the actual 'Space'
and 'Enter' keys (to make usage much easier). I'll probably also
map 'Shift-;' to Backspace as well.
Updated documentation for CompuMate emulation.
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shifted keys from the keyboard. Most control-keys are
supported too, but still TODO is allow the Control key to
pass to the CompuMate controller and not pre-process it
by the EventHandler (so pressing Ctrl-q) shouldn't quit
emulation in that case).
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now complete; I just need to define how to pass actual keyboard keys
through the Event system.
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controllers at once. Stella wasn't initially designed to do this,
and the CompuMate is unique in this regard.
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working fine. Still TODO is the controller side, so you can actually input
some data.
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events generated by one device would never receive the 'turn off'
event when it was swapped out.
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for analog pins 4 and 9 was swapped.
Renamed various 'Fire' button events to prevent the above problem
from happening again.
In BoosterGrip games, the right mouse button now sends the 'booster'
event, allowing one to play Omega Race fully with the mouse.
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cause issues. Stella will always use VBO when available, and
disable it otherwise. For those (few/none?) people that want to
disable it, they can do it from the commandline. This option will
disappear completely in Stella 4.0 anyway ...
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'saport'. This takes the values 'lr' or 'rl', corresponding to left/right
and right/left.
Added ability to dynamically swap the Stelladaptor/2600-daptor ports
with the 'Control-1' key.
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YIQ-format palette.
Removed compile-time option for DISPLAY_TV. NTSC filtering will always
be compiled into the app, but will only actually be used in OpenGL mode.
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latest Atari800 drop, and is the most recent version I could find. As
with the last commit, it still doesn't actually do anything (but it does
compile).
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only (IOW, actually usable on Intel-only systems). Going forward,
this will be the default install. The old one will be for 10.4-10.5
PPC/Intel 32-bit, which will eventually be phased out.
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manually up to this point:
- 'rom_diff.pl' command inspects two directories and looks at differences
in filenames, and copies ROMs into 3 new directories (ADDED, REMOVED,
and CHANGED). This is most useful for when RomHunter releases new
romsets.
- 'merge_props.pl' command merges all properties from a source file that
also exist in a destination file. This is useful when I do a mass-edit
of many ROMs, with the info being saved into my personal stella.pro file.
Running this command afterwards will 'merge' them into the master
stella.pro file, and then Stella can be recompiled with the new properties.
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in the debugger, and updated the debugger documentation.
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dialog.
Updated all paddle and driving controller games with relevant axis info.
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buttons use the mouse left/right buttons, respectively.
Updated changelog and documentation.
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and take 'swapport' and 'swappaddles' settings into account. Next TODO is
add per-ROM settings for specific axis mode.
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Checking in first pass at revamping the 'mcontrol' functionality. The idea is
that the mouse will be able to emulate different controllers on each of its
axes. For now, the left mouse button is tied to the X-axis, and the right to
the Y-axis. These modes will be saved per-ROM, meaning that the mapping can
be different for each ROM (it is saved as part of the ROM properties). Only
the paddles and driving controllers will allow this, since they're the only
controllers where a single axis makes sense.
Switching between mouse modes will be done with Control-0 (the Control-1..3
keys have been removed). This will allow switching all possible combinations
(left controller, right controller, per-ROM setting, etc).
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debugger before it has been initialized.
Tweaked the format auto-detection by also looking at the TIA scanline
at which drawing first occurs.
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otherwise turn it off (according to the SDL documentation, there's a
small performance hit when it's turned on).
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generic than SDL, but less generic than simply using int's for everything.
This will help once we start porting to SDL2, which has an updated keycode
handling system. The plan is that the internal core keyboard stuff is now
insulated from any further changes in SDL.
This also allows eventually adding support for CompuMate controller,
which needs access to keycode names in a generic way.
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the debugger to work correctly when rewinding and interacting with these
parts of the system.
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Cleaned up the Event object in the EventHander, turning
it into a reference instead of a pointer (pointers are evil).
Minor speed optimization to Keyboard class; the update method
isn't required, since all work is done on the initial write().
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when the Console runs autodetection routines at startup.
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Tweaked the sound code again, to eliminate garbage data between
loading ROMs.
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Updated ROM properties for 'Gingerbread Man' homebrew ROM, which
uses the Genesis controller.
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any UI items within the debugger.
Added BoosterWidget UI class for changing BoosterGrip data in
the debugger I/O tab.
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first time that paddle movement is able to be set from within
the debugger!
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I/O tab in the debugger. For now, only joystick is
partly implemented. Eventually, all Stella controllers
will have UI items (where it makes sense), allowing to
completely control input devices from within the
debugger.
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other than that specified by 'romdir'. I'm not going to document
this functionality, since it's a convenience function that will
probably only be used by me anyway.
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actually change values in the emulation core when clicked.
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Updated all bankswitch schemes for potential buffer overflow
issues. Copying was being done without regard for the size of the
ROM buffer.
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these aren't fully activated yet, but they're the next thing I plan
to work on.
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I'm still waiting on a test ROM to verify that its output is valid.
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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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it should always display the playfield colour, even if it
would normally use P0/P1 colours in normal mode.
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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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but at least it progresses through different screens when you press
1, 2, 3.
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Eventually I'll find a more elegant way to represent this.
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separately to different paddles.
Updated documentation for impending 3.5 release.
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'const string&', which saves a string c'tor call each time they're
accessed.
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when it isn't needed. According to SDL this shouldn't be necessary, but
some combinations of video modes and audio hardware cause sound to stop
working if it's repeatedly opened and closed. So we have to keep it open.
Always attempt to use 2 channels (aka stereo) when opening the SDL audio
device. This is now required, since ROMs can request mono or stereo mode,
and the sound system can no longer be closed and re-opened with the
desired settings. So we need to always use 2 channels to accommodate
when it might be needed. This actually more closely emulates the 2600,
which does have two audio channels. The 'mono' vs 'stereo' ROM property
basically controls whether these channels are exposed (ie, does the
virtual console have two-channel audio hardware installed). In that sense,
these settings control how the channels are mixed.
Updated some settings to have more reasonable defaults.
Added acknowledgement for people that have donated hardware to help with
development.
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They were being saved correctly for all sticks, but only loaded for
the first one.
Removed some redundant settings related to TV effects stuff.
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ROMs with an odd # of scanlines will display the image in
black & white, just as on a real system.
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have actually been loaded during the program run. Otherwise,
it will erase previous mappings.
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saved per device, so that unplugging and replugging a joystick won't cause
the previous mappings to be lost.
All attributes of a joystick (ie, number of sticks, number of axes, buttons,
hats on each stick) are dynamic, meaning that hardcoded values are no
longer used, making the handling more robust.
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desktop on OSX and Windows, and the home directory in Linux.
The associated commandline has been changed to 'snapdir'.
Added 'GL VBO' toggle button to the Video Settings UI, and in
general cleaned up its interface.
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in this area.
Added commandline argument 'thumb.trapfatal', which causes fatal errors in
the Thumb ARM emulation to really be treated as fatal (ie, the emulation stops
and throws an exception). This is enabled by default (as it always should be).
When disabled, fatal errors simply log the error and continue with emulation.
This was added because the current HarmonyCart ARM code isn't always exactly
compatible with the emulation in Stella, and there is a lagtime from when
Harmony implements something to when the same functionality is added to Stella.
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Specifically, the 3-voice audio routines read from ROM instead of RAM, and
the setting the ARM MAM register no longer causes the ARM emulation to crash.
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distinct GUI vs non-GUI (aka TIA) classes. This makes it easy to proceed
from this point on, since I don't have to worry about breaking one mode
when making changes to the other.
Preliminary support for TIA scanlines in OpenGL mode. It's disabled for
now, but is progressing nicely. This will be part of the new TV effects
in the next major release.
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In the process of converting the code to be OpenGL ES compliant, we shouldn't
hurt the performance on systems with more advanced versions.
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compliant. It actually went smoother than I thought it would.
This show allow Stella to run well on *any* hardware-accelerated
OpenGL machine, not just those with beefy video cards.
Cleaned up the code a little, removing more references to the old
OpenGL TV filtering (which will be replaced by Blargg NTSC
filtering soon enough). Also removed 'gl_texrect' option, which
specified to use the GL_TEXTURE_RECTANGLE_ARB extension (for
non power-of-two textures). It was never enabled by default,
didn't work with ATI cards, and wasn't accessible in the UI,
so I doubt anyone will miss it. Besides, it's not supported in
OpenGL ES 1.x.
Next is to look into VBO/PBO, to see if more optimizations can
be done.
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don't normally use the commandline (mostly Windows, but in some cases OSX as
well). The 'showinfo' commandline argument has been renamed 'loglevel', but
it has the same purpose. A new option 'logtoconsole' has been added, which
determines whether log output should also be directed to the commandline/
console (previously, it was always printed to the console). All these items
are now accessible from Options -> System Logs.
For anyone reading this (and that cares), now I can finally move on to the
OpenGL rewrite. The plan is that the new code will use OpenGL ES, which
is a subset of OpenGL 1.5. The main advantages are that you won't need
an advanced OpenGL card, and OpenGL ES is supported on most new 'smaller'
systems (iPhone, Android, etc), making ports much easier.
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BSPF_snprintf instead, which should eliminate any potential
buffer overflows. Also moved from static arrays to stringstreams
where appropriate to make things safer and more C++ like.
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of the C++ standard.
Fixed bug when using snprintf; we must use BSPF_snprintf, since the function
has different names in different OS's.
Optimized loading of PNG images in the RomInfoWidget so that memory allocations
aren't continuously being done. Basically, memory is allocated once and then
only re-allocated if a new image is larger than all previous ones. This can
increase memory use slightly, as the image data stays around between image loads,
and it remembers the largest image loaded. But if you images are all mostly the
same size, it should hurt memory usage too much. And it really helps on certain
systems where repeated (re)-allocations can cause problems.
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Blargg NTSC filtering, but we need to revert to base functionality first.
Cleaned up the debugger API wrt converting values from integers to strings
(and vice-versa). There is now only one method for each of these functions,
rather than several ways to do so. In the process, convert from unsafe
sprintf functions into snprintf (eliminate potential buffer overflows).
The debugger 'print' command now indicates if any assigned label represents
a read-only location (R), a write-only location (W), or a read/write location
(R/W).
Fixed bug in DataGridWidgets (used in debugger ROM and CPU registers), where
scrolling the mouse-wheel would cause a segfault. Scrolling the mousewheel
now changes these items as expected.
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contents. The file was being accessed and read, but the commands it contained
weren't being executed! This bug appeared in April 2010, so it looks like
not many people are using this feature (or at least they're not reporting it).
Cleaned up a few compiler warnings in DebuggerParser class.
Bumped version # for beta release.
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for UNIX systems. Pathnames are always accessed internally as
full/absolute pathnames, and while they can be loaded and saved
with the '~' symbol (to indicate the users home directory), they
are still always mapped to absolute paths.
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Fixed bug in handling analog axes with jitter; they were overriding events from
digital, hat and keyboard input.
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The debugger 'saverom' command now uses absolute filenames, and by default
will save data in the users home directory if a proper path isn't included
in the filename. This fixes a major bug where ROMs were being saved to
the current or application directory, which in some cases were invalid
locations.
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several cases (fixes problems when moving the mouse too fast or
when changing between video modes). Added extra signature to the
bankswitch autodetection for the 4A50 scheme.
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- it doesn't have a hotkey any more
- it is changed in the "Input Settings' UI, not in 'Video Settings'
- it only has meaning while in emulation mode
- it is enabled by default
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That's why I'm not bumping the final version number until
just before the release ...
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