(1) Indicated that the pause function was added to the DOS version
as well
(2) Fixed the statement regarding what happens if a stella.pro file
isn't found
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recognized correctly. Also removed some race-conditions which may have
been causing the application to lockup when the PAUSE key was pressed.
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are ports of functionality found in the X11 and SDL versions. Also a few
improvements have been made. The changes are:
- Pause feature is supported by pressing the pause button on the keyboard
- Status messages are displayed when the color mode or difficulty settings
are changed
- Added the '-showinfo' command line option to display information about
the game when the program exists
- Added '-pro <props file>' command line option so the user can specify
which properties file to load
- Display timing code was changed to use the constant UCLOCKS_PER_SEC
instead of 1000000
- Code which sets up ModeX was changed to fix problems with some video cards
- Finished the update display code for ModeX so that it works if near
pointers are not available
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it creates the new one. The copy command that follows the delete was
not working if the executable already existed.
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MediaSource.showMessage(string& message uInt32 duration), where duration is the
number of frames to display the message.
All messages are converted to upper case, since the fonts are very limited.
Fonts exist for A..Z and 0..9 only. Some fonts are not the clearest, but its
the best I can do with only 4-pixel widths :) Besides, they have an 'Atari'
look.
Updated the SDL and X11 versions to print messages under the following
conditions:
1) switching color modes (BW or color)
2) setting left and right difficulty for controllers
3) state loading/saving/changing (see below for this one)
Added methods that form the beginning of state loading and saving. This
functionality is NOT currently present, and won't be for the 1.2 release. The
methods added are for state saving, state slot changing, and state loading, and
are tied to function keys F9, F10, F11, respectively. For now, they don't
actually do anything :)
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* If the playfield priority bit and score bit are set in CTRLPF then
the score bit is ignored (this fixed a display problem in Pole
Position where the MPH gauge was displayed as white instead of red)
* Modified the HMOVE blank code so that collision detection works
during the HMOVE blanks. This should allow Fatal Run to work
correctly, however, the stella.pro file has to be updated to
display the all 160 pixels.
* Added "positioning hacks" to fix display problems with Dolphin,
Pitfall II, Decathlon, Robot Tank, and Hole Hunter.
* Changed the delays associated with poking RESM0, RESM1, and RESBL
to 8 clocks to fix the display problem with Polaris.
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Now when you press pause, the screen colors are tinted by half. Probably
not very useful, but I saw it in other emulators and liked the look of it.
Various cleanups to X11 and SDL code, such as initially setting pointers
to NULL, etc.
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a char* since GCC 3.0.x doesn't seem to like it as a uInt8*.
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for accessing them. This should allow the core to be compiled without
any special defines for C++ compilers based on the standard. For older
compilers BSPF_OLD_STYLE_CXX_HEADERS will need to be defined for
complication to work.
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DJGPP environment variable instead of assuming DJGPP is installed on the
current drive.
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from Eckhard Stolberg. This version simulates the progress bar and
leaves the TIA in a state more like the real thing. This fixes some
display problems with games (e.g., Mindmaster). In addtion, the bank
switching and RAM writing emulation has been improved.
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- Cleaned up Toolbar & Menubar
- Moved Play Button into Toolbar & Menubar
- Moved Options Button into Menubar
- Moved all contents of StellaXMain into CyberstellaView and subsequently
removed the StellaXMain files from the project. This was done in order
to simplify the commando-chain for executing screenshots, pause/unpause
as well as a future windowed/fullscreen switch.
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expected locations, then Stella will use built-in generic defaults.
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the entire 256 entry palette returned from the TIA instead of looking
at only the even numbered entries. This was required since the PAL
color loss code uses all 256 entries in the palette.
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effect. Color loss occurs when the previous frame contains an odd
number of scanlines.
The color loss effect is implemented using an idea from Eckhard
Stolberg: "I thought you could have each colour twice in the palette.
In the PAL palette the second colour would only be a shade of
grey. Then when something gets written to the TIA colour registers,
you could set bit0 of the colour according to bit0 of the
scanline counter for the last frame. That way an odd number of lines
would select the grey tones, while an even number would select the
normal colours."
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argument the number of CPU cycles elapsed since the last TIA sound update.
The default implementation of this method invokes the old set method for
backwards compatibility with derived classes.
This new set method will be used in the 1.3 release to improve the quality
of the sound emulation (e.g., to support games like Pitfall II which update
the sound registers many times during a frame).
The TIA class was updated to invoke the new set method of the Sound class.
Finally, the TIA pauseState data member was renamed to myPauseState to be
consistent with the other data members.
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from an INI file or commandline to this new class.
Now the reading of commandline options or from INI files can be used by any
frontend that uses this class.
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to use the emulator without hogging the CPU. Usage on most machines I've
tested is around 1% - 2%, versus the 100% that was used before.
SDL version seems to like this new code better. I think that usleep is
causing some problems in the X11 version. I'd appreciate some feedback
on this. Maybe I'll change to select or something.
There is a slight skip in framerate that can't be avoided unfortunately.
You may not even notice it. Sound may be slightly different as well. In
my opinion, this is a good tradeoff for basically reducing CPU usage to nil.
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versions for now, but can easily be used in other ports. Press the PAUSE button
to activate and deactivate.
It is started by calling Console.mediaSource().pause(bool state), where state
is either true or false and will enable/disable the pause, respectively.
When pause is enabled, a mute is sent to the Sound device, so other ports must
have coded this Sound::mute method. While pause is on, all calls to
Console.mediaSource().update() will do nothing. Only by calling pause() again
can the emulator proceed.
Other ports will probably require a minor rewrite of their main loop, since
the calculation of frames per second will now have to be done differently.
Previously, FPS was based on the time entering the main loop and the time
leaving. This difference was the total time used in calculating FPS.
Now, since pause can be on for an indefinite amount of time, the total time must
be incremented *per frame* instead of over the whole loop. Similarly, the total
number of frames drawn is no longer how many times you pass through the loop, but
how many times you pass through the loop *while not paused*.
See ui/sdl/mainSDL.cxx or ui/x11/mainX11.cxx for more info.
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deleted.
Barring any major bugs or memory leaks, this will be my last release for
the next major version (Stella 1.2).
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now be used in the X11 and SDL versions, and in the DOS and Win32
versions if someone wants to add support for it. The only requirement
is the PNG library. This is because the snapshot is now taken from the
'MediaSource' framebuffer, which is common to all versions.
Changed SDL to take advantage of the common snapshot code.
The X11 version no longer requires Imlib for snapshot support, as it now
uses the common snapshot code.
Removed (and buried) the SnapSDL code for good :)
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screen to only those parts that changed.
Switched back to using native bpp mode in SDL, since emulating 8-bit
display was causing a performance hit.
Because of previous modifications, snapshot support in SDL in broken in
both windowed and fullscreen mode again. Its on my TODO list :)
SDL snapshot support now configurable in the makefile. Now you can use
the SDL version without needing libpng (and without snapshot support).
Fixed a bug in SDL version when no joysticks were present on system.
Changed commandline argument from '-winsize' to '-zoom' since it more
accurately describes whats happening (X11 and SDL versions).
Removed F11 key (fullscreeen mode) in X11 version since that code hasn't
actually been written yet.
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If specified, this will save single snapshots instead of generating multiple
snapshots saved as 'filename_x.png'.
Updated stellarc file to select 'sssingle' command.
Fixed some problems in the SDL snapshot code.
Fixed long-standing bug in the X11 version where closing the window did not
properly exit the emulator. Now exits are done correctly. No more
zombie stella-sound processes :)
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for SDL version, just the PNG library. Fullscreen snapshot support is
working again.
Removed choice of adding snapshot to SDL version; now it is always added.
As a result, the 'libpng' library is needed to compile SDL version.
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to the X11 and SDL versions.
This is only a commandline option and can't be specified in the stellarc
file.
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Changed the key for entering fullscreen mode on the SDL version
from F11 to Alt-Enter. Will make the same change in the X11
version when I figure out how :)
Changed '-showfps' to '-showinfo' since it was showing more than the
fps anyway. Added printing of the romname and md5sum to this option.
Temporarily removed support for fullscreen snapshot support in the
SDL version. Windowed snapshot mode is still available in X and SDL.
Changed the requirements for snapshot support. Now requires regular
Imlib instead of Imlib2. More users have Imlib than Imlib2.
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-ssdir <path> : Path which specifies where snapshots are saved.
-ssname <name> : Can be either "romname" or "md5sum". Will name the snapshot
file according to the specified option (from stella.pro file).
Some cleanups of the snapshot code.
Fixed bug where segmentation fault occurred if there was no stella.pro
present. Now an error is printed.
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correctly. The emulator would start fullscreen, but if switched to
windowed mode, it wouldn't be centered.
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