ROMs as well); strangely enough, you had to press Joystick 0 Up before
the paddle handling was initiated.
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rendering code. This is just infrastructure for now. Pressing
Alt-f will toggle the filtering, but there's no output yet.
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only Bionic Breakthrough ever used this scheme, not Mind Maze and
Telepathy (as the properties database previously indicated).
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and use keys on a real keyboard more effectively.
Bumped version number, so we start all over again.
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ahead of the release, I bet there's still a file I forgot to update ...
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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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