screen size that can be used; Stella will fail with an assert if this
isn't the case. While in this 'small screen' mode, the maximum TIA
image is 1x, and the debugger isn't allowed at all. Fonts will also
be made much smaller. Still TODO is convert some dialogs that aren't quite
small enough (although they're all within 5-10 pixels of the correct size).
Fixed FrameBuffer so that requesting a video mode that isn't possible
will now fail gracefully (essentially, return a 'false' instead of
going ahead and creating it anyway).
Fixed error in debugger functions for difficulty switches; they were
reversed.
Added debugger pseudo-registers to documentation and debugger 'help'
command.
Fixed drawing of fonts in 24-bit software rendering (although I have
no hardware to test it on).
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Many changes have been made to Stella since that document was first
written, and quite a few things are now documented for the first time.
This means the next release will (feature-wise) look a lot bigger than
it really is :)
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use descriptive enum'ed names instead of raw numbers. This has no effect
on the emulator, but certainly makes it easier on me to read it.
Fixed issue with paddle emulation in Activision Casino ROM. In fact,
the paddle emulation feels better in other paddle games too.
We'll soon be ready for a new release. I'm itching to start the TIA
rewrite, years after I said it would be done ...
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_fcount : current frame count
_cclocks : frame color clocks
_vsync : whether vsync is currently on (0 or 1)
_vblank : whether vblank is currently on (0 or 1)
Fixed issue with breakpoints starting the debugger causing a crash.
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properties, and changed the lower bound on Display.Height (210).
Cleaned up some redundant TIA code.
Fixed crashes in RomInfoWidget caused by viewing images larger than the
allocated surface (now the remainder is simply not displayed).
Updated properties database for several ROMs (related to maximum height).
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large directory loads become *much* faster, and leaked memory drops from
259KB to 5KB! Now that's what I call a performance increase :)
Still TODO is port OSX and Win32 to the new API, and fix some final
memory leaks in the debugger YACC parser (I suspect this accounts for
much of the remaining leaks).
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Fixed misplacement of TIA messages when gl_fsmax is activated.
Cleaned up OpenGL function prototype declarations and instantiations.
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when toggling fullscreen/windowed mode; it will be the same anyway.
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don't need to use the commandline to change it.
Fixed RomAuditDialog to show more meaningful descriptions in its buttons.
More documentation updates. It looks like I won't be splitting the doc
into multiple HTML files for this release, but I can at least make it
more descriptive (I just realized that some options in Stella have never
been in the documentation at all).
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multi-page HTML document, as the current one is getting too unwieldy.
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be configurable for ListWidgets. Added UI item for this to UIDialog
(Misc tab), and added the '-listdelay' commandline argument for it.
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Properly swallow 'Ctrl/Cmd r' key combo for reloading the ROM listing.
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For now, there are 3 choices:
1) Show all files (the current default, and equivalent to previous
behaviour)
2) Show only ROMs (those files ending in a26, bin, rom, zip, gz)
3) Show specific ROMs (a subset of the valid ROMs from (2))
Associated this functionality with a RMB context menu in the ROM
launcher, and also accessible with the '-launcherexts' commandline
argument.
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launcherfont. Also added a small font for use in 'small' systems
(currently defined as systems where max resolution is 320x240). If
such as system is detected, Stella will automatically switch to the small
font for in-game UI and launcher. Of course, the debugger will still
be larger size, but in that case, it's impossible to resize it anyway.
Still TODO is make sure the TIA actually uses only 1x zoom mode (in fact,
I may add a commandline option to force this, which is very useful for
testing emulation of 'small' systems on a normal-sized display.
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Cleaned up the Widget API a little, eliminating some redundant code.
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a can of worms I don't want to open (and besides, the current
implementation works well enough).
Added '-ss1x' commandline argument (and associated UI element) to
generate TIA snapshots in 1x mode (ie, without any scaling included).
Useful for those who would like to generate many small snapshots, but
don't want to run the emulation in 1x mode (which is no longer possible
anyway).
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definitions so that it's clearer which palette should be used.
Added 1x TIA emulation surface creation to FrameBuffer. Certain parts
of the codebase need access to this (debugger, snapshot in 1x mode, etc).
Related to this, viewing the TIA emulation in the debugger now works again.
Still todo is fix color handling in PromptWidget (which I just broke).
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to officially move to XCode 3.0, which means a minimum of OSX 10.3
for Stella. Sorry 10.2 users, but I no longer have the operating
system version to keep compatibility. On a lighter note, it looks
like XCode 3.0 uses a more recent version of gcc for Intel, so there
may be some speedups ...
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three entries:
1) Override properties - temporarily override ROM properties, so that
(for example) the left diff switch can be set to 'A' even if its
property says to use 'B'.
2) Filter ROM listing - still TODO.
3) Reload ROM listing - functionality was already present with Ctrl-r;
this just adds a UI element for it.
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a created console is now shown on the commandline again.
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the user. Previously, the only way to see certain info was at the
commandline (a bias on my part, as I always launch Stella from the console
and view the output there). Now, we can see bankswitch type and cart
display format as part of the 'stats' message in TIA emulation.
Reporting this info to the commandline is currently broken. Also todo
is start on the cart random startup bank infrastructure, and also show
this in the stats message.
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already has the correct name, we no longer rename it anyway (renaming
a correctly-named ROM was updating a counter that should only show
ROMs that *really* had to be renamed).
First pass at integrating RomHunters V4 romset database into internal
properties.
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snapshots to the selected mode. This means that you no longer have
to make sure that snapshots are taken in 1x mode (as was the previous
functionality).
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1x snapshots (which the core code can no longer generate) and doesn't
resize properly into 2x mode.
Reworked '-romviewer' commandline argument (and associated UI) to
indicate the zoom level for snapshots in the viewer ('0' means to not
turn it on at all, otherwise '1' or '2').
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the new FrameBuffer surface-based instrastructure. Thank God, since it
was really starting to get on my nerves :(
Made the Alt- and Alt= keys (for changing videomodes) only be active
in TIA emulation mode. This solves the final remaining positioning
issues with ContextMenus, since now a ContextMenu is never onscreen when
the VideoMode changes size (and hence we don't have to worry about
re-positioning it).
Now to fix the RomInfoWidget, and then UI-wise we'll have parity with
the 2.6.1 release ...
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and always update entire surfaces when changes are made. This is
basically a workaround for the next release, as I don't want to spend
time on fixing this right now (since it only happens in fullscreen
software mode, which isn't the optimal code-path in OSX anyway).
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which only applies to TIA mode (in fullscreen, of course).
Some code/debugging cleanups across the various FrameBuffer classes.
Finally fixed software rendering mode crashes. It now works just as
well as OpenGL mode, with all dialog positioning working the same in
both.
Reactivated OpenGL filtering (GL_LINEAR and GL_NEAREST). Only the TIA
image can be changed; the UI dialogs are always using GL_NEAREST).
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in OpenGL mode now, and I think I've finally finished the major UI stuff
there. Now for software mode.
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double-buffered modes don't have flicker. Basically, the core FrameBuffer
class has been modified to draw dialogs multiple times when necessary,
above and beyond when changes are made (ie, if a new surface is to be
overlaid, all surfaces underneath must be drawn to BOTH buffers in
double-buffered mode first).
Software rendering is currently broken in fullscreen mode, but I know
why. It's basically the optimizations I try to make for large software
surfaces (the 'isBase' functionality). This is going to disappear before
the next release. And in case I haven't mentioned it for a while; I
REALLY HATE software mode.
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and allows you to change it for the next Stella run, but doesn't
actually change it for this run (since Stella now has to be
restarted for toggling between software and OpenGL mode).
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tested 32-bit mode for now; more testing to come.
Made changes in OSystem so creating a framebuffer is only ever done
once. This means that switching between software and OpenGL mode is
no longer dynamic (ie, it can no longer be done while Stella is running).
With the forthcoming changes to VideoDialog, you'll be able to set the
mode to change the next time Stella runs. It just adds too much
complexity to support dynamic switching, especially when I don't think
many people do it too often.
Updated CommandDialog to be font-resizable (ie, take advantage of the
new UI fonts).
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something which was the basis for this whole surface restructuring in
the first place; updated fonts in the UI.
Switched out the old normal and larger sized fonts for higher
resolution ones. The surfaces are now mostly larger than 320x210,
which means 1x TIA zoom mode is no longer allowed (which was actually
disabled some time ago).
I'm getting close to the end of a single surface design to what we have
now; a multi-level surface infrastructure. This allows higher-res UI's
(which have just been committed), and optimizations for OpenGL TIA
rendering (which were committed over the last week). In the future,
this will also make it easy to add TIA filters to OpenGL mode (ScalexX,
HQxX, etc).
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Fixed compile warning in converting integer values to hex strings in the
debugger. The resulting code was actually causing crashes in the RIOT
tab of the debugger.
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now correctly positioned, but there's still an issue with ContextMenus
which are used by PromptWidgets.
Finally, we see the first performance improvements in OpenGL TIA
rendering coming from the new 'surface' infrastructure. Now that TIA and
UI surfaces are rendered separately, we no longer have to double the TIA
width in software; it can be hardware-accelerated (ie, a 160x200 texture
is stretched in hardware).
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