the 1.4 release :) The commandline argument '-gl_fsmax true|false' determines
how fullscreen OpenGL mode works:
- if gl_fsmax is false (the default), the screenmode used will be the closest
one that matches the image dimensions. For example, if the image is 740x520
and the closest matching resolution is 800x600, then 800x600 will be used.
If your desktop resolution is not 800x600, there will be an (annoying)
mode change.
- if gl_fsmax is true, the screenmode used will be the largest one available
for your videocard/monitor, with the logic being that most people use the
maximum resolution for their desktop. In this case, a mode change
shouldn't be required. The image is scaled so that there's at least 10%
black area on all sides, which when used with the gl_aspect argument, can
provide a very authentic looking emulation experience.
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This is a better default now since most machines are more than fast enough
to handle the additional processing required by the high compatibility
mode. This change was needed to get Pleiades to work correctly since it
uses "trash" on the data bus that's not correctly updated when the "Low"
CPU compatibility mode is used.
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mode switching in the event loop.
That's it, stick a fork in it, I'm done. It's after 1:30AM here
and I'm going to bed ...
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in Windows without all the invasive changes, so I reverted most of it.
Snapshots are now fully working in both software/OpenGL and windowed/fullscreen
modes.
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and into the createscreen method.
Under Windows, it didn't matter, since createTextures() was called every
time createScreen() was. Under Linux, createTextures() is only ever
called once. Hence, the screen is never cleared.
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works!
Still to do is scale the OpenGL text to the current screen size. Right now,
it still shows up very small (and not centered). Also, fullscreen OpenGL
snapshots aren't quite working right yet. Both of these are easy to fix.
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are now created from the framebuffer() instead of directly from the
Mediasource.
Removed all snapshot-related code from the Console, since it didn't
really belong there. A static snapshot object is now created each
time a snapshot is done (in the EventHandler).
These changes should make it easier for those ports (like MacOSX) that
have native PNG-saving support to not use *any* of the snapshot code
at all.
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The sound queue should be emptied before reloading the sound
registers, and the sound callback must not be called during this
time.
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queue is now cleared when a new state is loaded. This should eliminate
the weird sounds that sometimes happened when a new state was loaded
(sound from the previous state was still playing).
Removed the '-paddle real' option from the description in the UNIX
commandline help code. This option hasn't been used since Stella 1.2
and has been obsoleted by the Stelladaptor support.
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which included commits to RCS files with non-trunk default branches.
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Something is seriously screwed up there, and I'm not even attempting
to get it working for this next release.
It seems that sometimes switching to fullscreen in Windows in software
mode causes crashes as well. I really hate Windows ...
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register queue so that it's based on the fragment size. This should
help ensure the queue isn't cleared for larger fragment sizes.
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- Adding better error checking to the mainSDL class (SDL_WasInit),
thanks to Joshua Rodman.
- Removed the bufsize argument, since it's no longer used.
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to Console creation so the code works with the latest sound changes.
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enhanced sound in games like Pitfall II and Quadrun should be working
now. Also the overall sound in most has should be improved since the
TIA sound register writes and sample generation are somewhat synchronized.
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to the Console. This information is needed by the SoundSDL class to
properly schedule the sound.
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volume to be controlled. There's some code for the Mac which will
need to be updated for this to work in that environment.
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passed when a TIA register is modified. Also added code to stop a frame
once it reaches the maximum number of scanlines for the current TV
mode (i.e., PAL or NTSC).
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That means I was able to ditch the ugly INI file code, and use the Settings
classes directly. It also means I don't have to pass many options to Stella
commandline program through commandline arguments, since they'll already
be in the config file.
This is the beginning of fully integrating the Stella commandline program
with the StellaX GUI. It won't happen for this release, but in later
releases these may become one program again.
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sense for the Settings class to have to depend on Console, especially
since I plan to use the Settings class in the Windows frontend.
Removed the snapshot filename code from the individual SettingsXXX classes,
since it was redundant. Instead, added a ::fileExists() method, which
is the only thing that was really platform-specific about the code
anyway.
Linux and Windows ports have been updated. The Mac port will have to be
updated to work with this.
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instead of joystick events.
This bug has been present in the codebase for over 3 years (at least).
Thanks to Mark Grebe for pointing it out.
This means that you will no longer be able to use a gamepad/joystick
for both joystick *and* driving controller events at the same time;
you'll have to map a particular device to either an internal Atari
joystick *or* an internal Atari Driving Controller.
This also means that the Driving Controller remapping now actually
works. Previously, it didn't do anything.
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port, since Mac users are accustomed to using Control-Q instead.
To any Mac users who are testing the code at this point; you'll have to
delete your Stella config file for this change to take effect.
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Stella program. Right now it doesn't do anything, but at least it
compiles :)
Since most options can be toggled at run-time in the Stella binary,
and most of those changes are saved by Stella itself, I'm probably
not going to add many options to StellaX (only the ones that can't
be changed through Stella itself). The next version will hopefully
have more configurable options.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@249 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
In the future, you should use the '-P' option to CVS update
or checkout to prune all the old directories which no longer contain
any files.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@247 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
It's still in the main CVS repository if you want it ...
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(second paddle on first Stelladaptor) actually generated a PaddleTwoFire
event.
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yet have a driving controller, I can't add support for it (donations would
be welcome :)
- The buttons/axis events seem to work, but I really have to push
hard on the sticks for an event to register. It's probably because of
the crappy controllers I have. I'll test on a real 2600 when I get a
chance.
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Stelladaptor will act as the left joystick/paddles 0 and 1/left driving
controller. The second detected Stelladaptor will act as the right
joystick/paddles 2 and 3/right driving controller. Any other Stelladaptor
will be ignored.
- Of course, since I don't actually have my Stelladaptor yet, only the
detection of Stelladaptors is present; the actual functioning is not done
yet (but I expect it will be quite easy to add it).
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really worked right anyway.
- Stella now tries to open all joysticks you have (up to 4), and
they can then be remapped any way you want.
- As of the previous cvs commit, all old state files are now
invalid. Sorry, but it had to happen sometime (and it may happen
again).
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would have liked in the 1.3 release, and it still doesn't. The background
music in Pitfall2 is there, but it's scratchy. And in Quadrun, you only
hear one 'quadrun' instead of 'quadrun, quadrun, quadrun'.
- For now, you can disable/enable it by (un)-commenting the line
'#define DIGITAL_SOUND' near the top of the SoundSDL.cxx file.
- For those of you that care, here's the problem:
Previously, the correct number of sound samples were created and
the audio system had delays inserted to account for it. Problem was,
the delays were causing 'jumps' in the video rendering, since the
sound code was delaying every frame.
Now, the audio system only takes as many samples as is needed. This
eliminates the audio/video sync problems, since there are no delays
at all. But the problem now is that if more samples are generated
than the audio system requires, some are lost and/or overwritten.
I do place them in a queue, but the samples are being generated faster
than they're being removed. So things don't sound quite right.
- At least that's what I think. We need some way to combine both approaches,
so that the audio system only gets as many samples as it needs, but in *those*
samples, all the sound information up to that point must be present. I guess
the samples will have to be mixed, or something.
- If anyone has ANY suggestions at all, they would be greatly appreciated.
- And for anyone who doesn't have a clue what I'm talking about, let me
say I really &&%*(&* hate sound programming.
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the cursor. It should now work correctly.
Thanks to Mark Grebe for the suggestions.
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an OSX port on the way.
- Added z26 palette support. Use Control-P to switch between the three
available color palettes.
- Special thanks go to Mark Grebe for all the above changes.
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seem to add any more overhead, and it's theoretically supposed to sound better
(jury's still out on that one).
- Added a patch that fixes compiling under OS X with Fink (thanks to Julian
Squires).
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