the OSX port, and if it goes fine then dynamic OpenGL support will be done.
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longer be linked to the binary, but is opened at runtime. This makes
automatic builds easier, so the nightly builds for Linux and Win32
should now support OpenGL.
Added 'gl_lib' commandline argument to change the OpenGL library to
use, but the defaults should work fine.
Everything works great in Linux; still TODO is test in Windows and OSX.
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still TODO for 24 bit mode.
I've benchmarked the CPU usage in Linux under 16/32 bit modes, and they're
within 1% of those for z26. Not bad for C++ vs. assembly code :) I still
need to test in Windows, which (ironically enough) tends to be slower than
Linux in graphics performance.
Note that CPU usage ranges from 6% (Linux/1x/software/phosphor/16bit) to
85% (Linux/3x/software/phosphor/32bit). Using OpenGL, the usage is always
12%, whatever the zoom/color depth/phosphor. I just love OpenGL ...
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completely broken right now. I *really* hate software buffers. Why
can't everyone have hardware support for zoom and color depth (aka OpenGL)?
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Cleaned up stella.pro wrt to 'Keypad' vs. 'Keyboard'. The manual says
Keyboard, so that's what we use.
Added 'Display.Phosphor' property for many ROMs which require it (thanks
to the z26 database). This means it will be automatically used for those
ROMs.
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commandline. Two new CL arguments have been added (but these might change):
1) -pp <yes|no>: sets the new 'Display.Phoshor' property
2) -ppblend <0-100>: sets the amount to blend in phosphor mode
Note that if 'pp' isn't set, then it won't matter what 'ppblend' is set to,
since phosphor won't be used at all. Some performance tweaks are still
required, and software mode isn't yet supported.
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ROMs to eliminate flicker. Right now is disabled by default, and when
enabled only works in OpenGL mode. It's not yet configurable either,
so it's either on or off. It looks like crap on ROMs that don't need it,
but is really nice for those that do.
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emulation mode, but it's somewhat sensitive in GUI navigation (could
be my cheap gamepad).
Remapping is mostly complete, except for assignment of hats to analog
events. Some more thought is required for this one.
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joystick detection type speeds up the Windows port again. It seems it's
the strangest things that slow down the code ...
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don't care what type they are (this is good, since the detection code
was crap anyway). Events are now designated as being digital or analog.
If an event is analog and the stick also happens to be analog, then it
will get analog values; otherwise it won't. Hopefully this will speed
up analog processing in Win32 (which I swear is the bane of my existence,
since every time I boot into Windows I feel my blood pressure rising :( )
Fixed typo which caused the joymap to be saved incorrectly.
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so I may have broken something.
Improved 'joystick is mouse' code in the GUI. Also account for devices
where the D-pad sends button events instead of the normal axis events.
Treat joystick events as other types of controllers based on the
virtual port entry in stella.pro. This means that mappings for a
joystick will emulate other devices when necessary, and should
help on 'small' devices with few inputs.
Added 'sp' developer commandline argument, which sets the
"Console.SwapPorts" property and swaps the arrangement of the
virtual ports. Useful for games like "Raiders of the Lost Ark",
where the joysticks are normally swapped. Updated stella.pro
for Raiders to use this property.
Moved ugly #ifdef code for screen dimensions out of FrameBuffer and
directly into the respective OSystemXXX classes.
Added 'freq', 'tiafreq' and 'clipvol' commandline arguments, which
affect the sound subsystem. Note that none of these add new
functionality; they merely expose what were previously constants
in the code:
- freq: sets sound sample output frequency
- tiafreq: sets sound sample generation frequency
- clipvol: clips volume to eliminate huge cracks when pausing sound
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can also be set in the Settings class):
-freq : sets the sound sample output frequency, defaults to 31400
-tiafreq : sets the sound sample generation frequency, defaults to 31400
-clipvol : boolean which toggles volume clipping, defaults to true
Some fixes to the 'joystick button is an axis' code, so that it actually
works in GUI mode.
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by the system-specific OSystemXXX class. This is accomplished by overriding
certain methods in OSystem, and removes the need for numerous #ifdef's in
EventHandler. In simpler terms, pressing 'Defaults' in the EventMapper
now uses defaults which are custom-defined to the specific port.
Added ability for joystick buttons to emulate axis events (and therefore
act as mouse events) for the internal GUI. Some devices such as PSP and
GP2X don't have a directional pad, and send directions as button events
instead of axis events. By overriding a method in OSystem, one can now
specify which buttons (if any) to treat as directional.
Added ability to remap the 'increase/decrease volume' events.
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for those dialogs that don't emulate the mouse (currently the Launcher
and Command dialogs). Moving a joystick axis in such dialogs now repeats
the event until the axis is released (similar to key repeat). Also,
the number of events is based on how long the axis is held. So the
longer the axis is pressed, the faster events will be generated.
The LauncherDialog now handles its own joystick axis events, which
are described as follows:
- Axis up/down (on any stick) move up and down through the game list.
- Axis left/right moves between the 4 buttons on the bottom (play,
options, reload, quit).
- The buttons are now highlighted to indicate that they're focusable.
So the cursor keys can also be used to move between them.
Still TODO is deal with analog joystick axis events. The analog nature
of these types of joysticks should really be ignored by the GUI.
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be much more robust.
Updated VC.net project with latest files.
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currently buggy, in that it doesn't seem to play back what was actually
recorded :) But it seems that each time I play back the state file, the
same things happen, so at least I know it's deterministic that way. I just
need to figure out which is being done incorrectly, the save or the load.
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with all related event recording/loading stuff, since it really didn't
belong in either the EventHandler or Event classes. Loading a previously
saved eventstream now loads the ROM state as well. All that's left to
do (for basic functionality) is for the EventHandler to poll the
EventStreamer for events, and then pass them directly to the Event class.
Still TODO is decide on a GUI for all this, and what it means to 'interrupt'
an eventstream (should we just stop the load, delay processing of it,
lock out all user input until the stream is finished, etc).
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the first event seen is now used. So that means once 'Map' is pressed
in the EventMapper, you can no longer move the cursor using the joystick
axis; that axis event will be remapped to whatever action your remapping.
Disabled double-clicking in EventMapper activating remap mode, since it
causes problems when using joystick buttons as mouse clicks.
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(where it really belongs). So the GUI is fully navigable using the joystick.
Joystick axes emulate mouse movement, and joystick buttons emulate a left
mouse click.
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will now either exit gracefully (when launching a ROM from the commandline),
or continue running (when in ROM launcher mode) when attempting to use an
undefined cartridge type.
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TabWidget. The fix is not as clean as I'd like, since it basically
checks for a certain case only (a hack). The TabWidget really does
cause a lot of problems, but for now I just work around it.
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erase that axis from the analog assignment (if it was also assigned to
an analog event).
Started work on intelligent focusing in the InputTextDialog, but it
requires some more work on the focusing the Dialog class (which is really
sort of a mess).
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in GUI menu mode. The code was too troublesome to fix, and navigating
a GUI with a joystick simulating a mouse is a broken concept anyway.
In place of joy-is-mouse navigation, added the ability to use the cursor
keys or joysticks axes to 'tab' between different focused objects in
GUI mode. This is much more intuitive, and is how navigation works in
a mouse-less, game console based system. Also, any joystick button (or
enter/space keys) activate the currently focused item.
For now, only the CommandDialog can be accessed this way. It really
only makes sense here anyway, since many GUI objects in the other menus
really need access to a keyboard and mouse, and if you have those, one
can already navigate the menu.
Overall, this should make arcade cabinet style access much easier. One
can map the CommandDialog to a joystick button, navigate with the joystick
axes, and select an item with any joystick button. So Stella can be
started, play a game, and then exit, all by just using the joystick. It
also solves quite a few usability problems for the WinCE and PSP ports.
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are stripped, since they have special meaning in the cheat file.
Added support for one-shot cheats. Basically these work exactly the same
way as normal cheats, but they are only evaluated once, and are never
saved.
Cleaned up the IFDEF mess for FrameBuffer and Sound objects in OSystem class
by creating a MediaFactory class that deals with it. This might seem like
just moving the problem elsewhere, but it does help remove the clutter in
OSystem, and make compiling slightly faster whenever the FrameBuffer classes
are changed. No porter should ever have to touch the emulation core classes.
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we can also remove RTTI support. This may result in a slightly smaller
binary.
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