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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StringListWidget and CheckListWidget to extend from it. This means the
derived classes can concentrate on their main purpose, and leave all
the ListWidget stuff to the parent class.
Turned the TIA debugger area into an absolute size; 320x260. This
should be large enough to accommodate all PAL ROMS. This means the
tabset got shorter, but it's just too difficult to add widgets when
the area can change. A zoom widget is going to be added to the right
of the TIA image, and we need absolute sizes for that area.
Besides, now that area is usable for other widgets ...
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CheckListWidget, but that widget is not yet complete either. Eventually
the CheckListWidget will derive from ListWidget, and the RomWidget
will contain context menus, etc. For now, it doesn't do anything :)
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go in the savefile, not their Expression pointer addresses :)
Also, we no longer attempt to save the builtin functions.
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next to each other, and their contents are shown as output to the
screen (serialized from TIA), *NOT* how the bits are actually
stored in the PF registers.
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required infrastructure won't be complete for the next release.
The checkboxes are now read-only, so the collision bits can
still be seen (but not changed).
Refactored ToggleBitWidget into a new ToggleWidget class. Added
new classes ToggleBitWidget and TogglePixelWidget, which derive
from ToggleWidget. ToggleBitWidget works as before.
TogglePixelWidget works much the same as ToggleBitWidget, but
instead of drawing text, it fills a block with color. Also,
it doesn't support change-tracking.
Modified grP0 and grP1 TIA registers in TIA tab to be
TogglePixelWidgets. Now when these registers change, you
can see line by line how the graphics are drawn. Thanks to
Brian for the advice; I had to add this because it's just
too cool :)
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and a set of checkboxes to TiaWidget to toggle each bit. I've
confirmed that the code correctly changes the bits, but I haven't yet
found a ROM where changing these quantities has a noticable effect
on the TIA image. Brian, should we be seeing anything here, or
should the collision register bits be for info only (or am I
doing something wrong)?
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Modified NUSIZx register query, adding methods to set various bits
in those registers (nusizP0(), nusizM0(), etc). Updated the P0/P1
TIA tab registers to use those new methods.
Fixed some bugs in TIADebug when accessing bits 4-5 in NUSIZ0/1
and CTRLPF registers.
Still TODO is collision stuff and PF0/1/2 registers.
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Made posP0(), posP1() writable. This may be the wrong way to do it...
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return key to toggle a selected checkbox). Generally cleaned up
the CheckboxWidget class, so that it centers vertically based on
box/font size, and correctly determines its own size.
Added all P0/P1 info from 'tia' command to the TIA tab. Some work
is still required on the NUSIZx registers, though. I expect the
remainder of the TIA tab will be completed quickly, now that most
of the infrastructure is in place. Still TODO is add methods to
TIADebug to enable/disable collisions.
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Removed 4-line prompt output, since most of the info is available from
the main debugger area and always visible.
Some rearrangement of TiaDebug code, and added GRP0 register to TIA
tab (currently display only, it doesn't update the value).
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They're now in separate widgets, and must be tabbed/selected
separately.
Related to above, made the CPU PC widget hold 16bit values and be
wide enough to hold 16 digits (binary mode). Also, made the other
registers in CpuWidget be 8bit only.
Removed frame around a cell when a DataGridWidget or ToggleBitWidget
loses focus. It's obvious when a widget isn't in focus
(there's no bounding rectangle around the whole thing), so another
visual indicator wasn't really required.
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Changes highlighting of searched RAM from a framed rectangle to coloring
the cell text.
Removed CheatWidget, since its entire functionality is now handled by
RamWidget buttons.
Next up is the TIA tab (I really hate having to touch that one ...)
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The latter three completely replace the functionality of the CheatWidget,
so it will soon disappear.
The results of a RAM search are indicated by a blue frame around a cell.
Compare still isn't working, but I know how to fix it.
Made EditableWidget a CommandSender, and have it send signals when
data entry is complete or cancelled.
Some API cleanups in FrameBuffer/DialogContainer wrt refreshOverlay()
and refreshTIA().
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debugger area. Also, this group of buttons now works on either
the CPU registers or RAM area, depending on which one is currently
in focus. When not focused on either of those, the buttons are
disabled.
Moved the CpuWidget and RamWidget to the left as far as possible.
I'm planning to add the RAM 'Search', 'Compare', 'Restart', 'Undo'
and 'Revert' buttons to the space on the right. We're really
squeezing the interface as much as possible here :)
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operations buttons. I'm probably going to make this another widget,
and have it act on either CpuWidget or RamWidget, whichever is
currently in focus.
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widgets in a TabWidget, which is also in the dialog. All focus
related issues are now handled by the base Dialog directly; TabWidget
exits only to show a different set of widgets based on which tab
is selected. Still TODO is fix drawing of focus rectangle around
some widgets (specifically, those that have a scrollbar attached).
Moved CpuWidget into the main dialog area, so it's always visible.
Next I'll be moving the RamWidget to the main dialog, and combining
CheatWidget into it to save even more space.
Then, we can get back to work on the TiaWidget and RomWidget :)
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work: clicking "Load" loads the code "db000f" (no walls, in Pitfall).
Once loaded, you can enable and disable it with the checkbox.
I was going to add text entry and list widgets tonight, but I'm starving
and out of food, and should probably go eat... so tonight's nightly build
is going to be kind of a tease :)
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only redraws itself when updating, instead of requiring the dialog
below it to redraw as well. Related to this, adding a dialog
box on top of another no longer requires a restack and redraw
of other dialog boxes beneath it.
Fixed some dirty update problems with dialog boxes; they weren't
setting dirty rects, hence in some cases weren't being redrawn.
Updated debugger to be 1024x7xx pixels, and partitions the debugger
into separate 'areas'. The next step is to fill these areas,
starting with moving the CpuWidget and RamWidget onto the main
area (so they're always visible).
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This is a space-saving measure, so that input boxes don't have to
be onscreen until they're needed (and go away otherwise).
Partially ported CheatWidget to use an InputTextWidget. I'm not
doing any more work on CheatWidget, since it's going to disappear
(will be integrated directly into RamWidget).
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forces a redraw of the whole parent dialog (this is a big optimization
in the case of the DebuggerDialog, since it will soon have a
resolution of 1024x768).
Made the TiaOutputWidget act as a dirty rect, and only redraw itself
when necessary.
Fixed selection of items in TabWidget which have the
WIDGET_TAB_NAVIGATE property. Clicking them with the mouse now
correctly selects them (and deselects other widgets in that chain).
Still TODO here is have the TabWidget draw the outline around such
widgets itself, so that when one is selected and the others
deselected, only the outlines need to be redrawn (vs. the whole tab).
Removed FrameBuffer::blendRect(), since the GUI code will never
have blended rectangles (it would cause to much complexity in the
dirty update/rectangle code).
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one we'll use yet.
More layout issue fixes. When I changed the debugger fonts, everything
was redrawn correctly (just smaller). This is exactly what should
happen, and is a good first step to making the GUI be font-size aware.
Added change tracking to the CPU PS register (ToggleBitWidget).
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Eventually, the debugger GUI will support multiple fonts, and the
layout will automatically resize itself.
(Hopefully) fixed bug whereby pressing '~' would not exit the debugger.
Small performance improvement to OpenGL GUI mode. No redraws will be
done if no widget has been changed, but if any changes must be made,
the whole screen is redrawn. So it's partial support for dirty updates.
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this means the text is pretty huge.
The 9x15 X font, BTW, is public domain.
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out of sync. Implemented dirty widget support for the GUI. That
means the widgets will only be drawn when necessary. There are still
a few gotcha's:
1) OpenGL mode hasn't been ported to this new scheme.
2) It's not totally finished, so some artifacts may appear onscreen.
3) Selecting active widgets with the mouse is borked.
4) Prompt commands that change the core aren't shown in the other
tabs/interface. Fixing this will require some infrastructure work
in Debugger and DebuggerParser.
5) A lot of print debug code has been left in; please ignore it for now.
Moved a lot of the debugger widgets to use non-proportional font (still
TODO is get a larger font) and not use 'magic numbers' for the layout.
That means when a new font is added, the layout should re-arrange itself.
Moved various Debugger tab widgets from 'src/gui' to 'src/debugger',
because they shouldn't be compiled when debugger support isn't
included. So now (for example), RamWidget and RamDebug are both in
the debugger directory.
Probably more stuff I'm forgetting about. It looks like the ScummVM
code can be made adequately fast, so the jump to Qt won't be necessary.
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or on the command line. See http://members.cox.net/rcolbert/ for details.
Cheetah codes are cool, but all they can do is modify ROM. We'll also be
adding some sort of extended Stella cheat code support to allow modifying
RAM, either once or once per frame, like the Game Genie does on an NES.
Most likely the actual codes will resemble Bob's codes, but with extra
digits. Unfortunately there won't be an easy way for the real Cheetah
to support these extended codes :(
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