bit of data loaded from the file.
Changed Serializer class to unique_ptr, eliminating d'tor.
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being compressed into one level. In the process, moved all ZIP-related
functionality from OSystem into FSNodeZIP, since it's the only thing
that actually uses it.
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completely remove (currently unplugged) sticks from it.
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it is on all my test systems with 4 different controllers. We still
need bugtesters for this ...
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Eventually this may lead to proper movie output. Thanks to SvOlli
for the code.
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Decided that the next version will be 4.5, since it requires new compilers
and, in the OSX case, a newer version of the OS.
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and bumped version # to 4.5 for the next release (whenever it
may happen).
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I've found and fixed a few memory leaks. You will need an up-to-date compiler.
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Alt-comboes, as these are easier to remember than function keys.
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add 256x256 and 512x512 versions (I'll need help with this one, since it
requires artistic skills which I definitely don't have :) )
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keyboard layout. This means that non-US layouts can finally
enter (ASCII-only) text with Alt-Gr key-combos. Because of these
changes, the global debugger keys for rewind/step/trace/scan+1/frame+1
are now the function keys F4 to F8, respectively.
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in SDL2 that was fixed in SDL1 but wasn't ported over. For now I will
included a patched SDL2.dll; eventually it will be integrated into SDL2
properly.
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any-sized PNG can be loaded and then scaled to the available space.
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and hence didn't re-disassemble.
Fixed long-standing bug in the debugger disassembly; addresses marked as $F000
(or equivalent) were never being highlighted in the disassembly view.
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or those which implement their own unique scheme no longer have to
implement bank and bankCount; this base class versions will be used
instead.
Removed the debugger 'bank' command, since it didn't work for all cart
types, and is obsolete now that the UI allows to change banks for
all cart types.
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another month to complete, and it's already been 6 months since the last
release. And those remaining features have nothing to do with the SDL2
conversion ...
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cart RAM tab to the debugger. This is tailored to each respective
cart bankswitch type, allowing much more information to be shown than
you'd see in the normal RAM area.
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This hasn't been tested yet, since no ROMs currently exist.
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of bold and normal fonts within the debugger UI. Because of the # of changes
this requires, this is as far as I'll willing to go with UI configurability.
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number.name convention (which seem to be pass #'s for DASM). Initially
having this info in Stella was simply visually inconsistent, but now
it also interferes with recompiling when saving the disassembly (IOW,
the data put into the symbol file by DASM can't be fed back into DASM
again in these cases).
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to the screen (inactive pixels are 'transparent' in the UI). In the
case where there is only one possible object below the register, a
'blank' uses the underlying colour (ie, in normal priority, a blank
PF is 'coloured' using COLUBK).
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COLUBK instead of always using colour 0 (black). This is more
informative, as it displays how the registers actually work when
being drawn to the screen. Thanks to Tjoppen of AtariAge for this.
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symbol names in the DASM symbol file). This partly fixes a deficiency in
symbol files, whereby two names could have the same address (one has an
address, the other as a constant), and Stella would use whichever one
occurred in the file last.
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extended abilities (see changelog and docs for more info).
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on exit; it attempted to close the debugger dialog instead!
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Once a frame has started, it means a new frame should be added. This
fixes a bug in the debugger UI whereby the frame count showed the previous
value, since sometimes you could enter the debugger (with a cond BP)
before the end of the frame was technically reached.
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bases into a Common::Base class. Previously, this functionality was
spread across several classes, and used different approaches to formatting.
While the code still mixes C++ streams and C-style sprintf's, at least
it will now be easier to modify it all in one place.
Related to the above, added ability to use upper or lower case
characters for HEX output in the debugger. This is toggled by the
new debugger prompt command 'uhex', which is also tied to a new
commandline argument, 'dbg.uhex'.
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the CPU registers (A/X/Y/PS) on ROM load.
Added 'INTIM Clks' to the debugger I/O tab, showing the number of clocks
before the current INTIM value decreases by 1.
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in decimal, not hex.
All DataGridWidgets (ie, most of the inputs in the debugger) have more
strict input filtering, allowing to use $,#,\ specifiers for different
bases, as well as restricting input based on the specifier used (ie, if
you've entered a '\', only '0' and '1' are allowed, etc).
Updated libpng to latest version.
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Cleaned up the class comments wrt ScummVM; the attributions only needed to
be in the base classes, since all the derived stuff was written later.
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Added option to save snapshots using either internal database name
(the default) or actual ROM filename.
Extended FSNode API for parsing filenames and adding/removing extensions,
which was previously being done in different ways throughout the codebase.
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This will eventually grow to include all relevant options in Distella.
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selection widget to a display of current bank state, taking into
account the more esoteric bank schemes. Currently, some functionality
is disabled/removed for now; I'll work on this for the next commit.
The format for displaying disassembler GFX/PGFX (binary or hex) is now
obeyed in the disassembly file output as well.
Changed various comments/enums/etc referring to 'preliminary' code to
'tentative' code, matching the actual intended meaning and the current
documentation.
Small API change for EditTextWidget; changed method name to setText, since
that's what I keep typing for some reason.
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Fixed bug after pressing Enter/Return in EditTextWidgets; it was exiting
from edit mode, which locked out certain key handling (these widgets
are always editable, and should not be exited in such a way).
Also, I just noticed the changelog file is exactly 2600 lines long :)
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initial pass of the disassembler. This was required in certain cases,
notably when issuing 'savedis' when the code was currently running from
zero-page.
Fixed missed labels for zero-page RAM when running ZP code.
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to an external file.
- RIOT/TIA mirrors are now used whenever possible. This includes *all*
possible mirrors in the entire 64K address space. This was needed to
make the disassembly byte-exact when recompiling the ROM.
- Disassembly to a file now includes all required defined constants
(RIOT/TIA, non-locatable labels, user-defined, etc).
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Improved keyboard and mouse navigation for PopupWidget and associated
ContextMenu dialogs.
Tweaked bankswitch autodetection for 29K ROMs; the only possibilities
are ARM (FA2) or DPC+.
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the saved disassembly to be compiled to the exact same binary.
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colour-blind; the old (light) colour was very hard to see. Actually,
I agree with that assessment, even though I'm not colour-blind myself.
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undefined. The rest are defined but illegal, which is different
(mostly because many ROMs released in the past 10 years make
extensive use of illegal opcodes).
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out-of-range labels for cases where a label is in the middle of a
multi-byte instruction (Kool Aid Man), and properly indicates
mirrors of TIA read/write addresses (Meltdown).
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from the launcher. This message should only appear when *reloading*
a ROM, not creating a new one completely.
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working quite well for a single-bank ROM, but more work is required for
multi-bank. Output is currently sent to the console, as I'm still in
the formatting phase. Saving to a file will be easy once the format
is nailed down.
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TODOs and pointed out areas where improvements are likely needed,
in preparation for asking for help in the implementation.
Turned off 'resolvedata' in the debugger when disassembly ZP RAM.
It seems to be buggy in certain cases, and it's easier to just
leave it off in that mode, since (a) not many games run from ZP,
and (b) it's only at most 128 instructions.
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state of the registers and messed up further emulation.
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'BASEDIR'/nvram. Previously it defaulted to BASEDIR, which was getting
filled with many such files.
Unfortunely, all files will have to moved manually, but it's an easy
one-time operation.
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