Randomized value placed in accumulator after exiting the SC BIOS for
SuperCharger ROMs. This should fix issues in Dragonstomper, where it
seems the randomization of its items depending on a random accumulator
value.
Re-added '-fastscbios', and when enabled, it completely skips
the emulation of SC BIOS progress bars (previously, the bars were
simply sped up). This defaults to off, for more authentic emulation.
Related to this, added a UI item in VideoDialog to enable/disable it.
Thanks to Eckhard Stolberg for advice on the SCROM, and how to
modify it.
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wrote this back in 2000 or so, after I had just finished an algorithms
design course, and insisted on coding my own ADT. I've come to realize
that in most cases, rolling your own is just a waste of time :) Related
to this, the 'listrominfo' commandline argument now correctly shows all
the ROM info built in to Stella internal database.
Bumped version # to 2.8. I just need to check out OSX, and then we
should be ready for the next release.
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Add Shift-PageUp/PageDn for scrolling with the keyboard in DataGridWidgets
(most useful with the new RAM UI having multiple banks of RAM).
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the ones that bankswitch in RAM, since I don't know what should happen there.
Added 'exitlauncher' commandline argument, which specifies the functionality
of the 'Exit to launcher' action; should exiting a game actually go back to
the launcher, or exit the program entirely. Also added a UI item in UIDialog
for this.
Reworked the fullscreen/windowed handling in FrameBuffer, simplifying the
logic for determining whether the SDL surface is actually in fullscreen
or not.
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the Stella header/disclaimer, just like all the other source files.
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General updates to the documentation for people I forgot to include in
previous releases. Also added websites where applicable.
Update AboutDialog to be more current, showing only those members
currently active in the Stella project and the other teams that have
contributed code. For more specifics, you should now see the manual.
Basically consolidated all contribution info into one document, so it
has to be kept up-to-date in only one place.
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wasn't necessary, as ZP RAM can always be changed. In the new scheme,
however, sometimes the RAM view will actually show ROM, and in those
cases it definitely shouldn't be modified.
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schemes that have multiples areas of RAM. Converted F4SC, F6SC, F8SC,
FASC to this new functionality.
Added ability to modify extended RAM in 3E, CV, E7 and EFSC ROMs.
Note that these ROMs can swap RAM in and out dynamically, so what
you see in the RAM area won't always be RAM.
Updated debugger CpuWidget; decimal and binary values for SP/A/X/Y
are now all shown at the same time (previously the registers had to
share a decimal/binary view).
Updated debugger documentation for recent additions.
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the debugger RAM UI. A scrollbar is now present, which can scroll
through each 128 byte 'bank'. Labels indicate the current readport,
so you can distinguish between different areas of RAM. For now,
F4SC, F6SC, F8SC, and FASC have been converted, but I'm looking into the
other schemes now.
The RAM UI takes care of all read/write port issues. From the POV of
the UI, the RAM can be treated as zero-page; translation is done
behind the scene. Searching/comparing and change-tracking are also
supported.
The 'ram' command in the debugger prompt now reflects all RAM, and
readport/writeport addresses are shown, making it easier to use the
command withot having to look up the offsets.
Debugger width has been bumped to 1050 pixels wide to accomodate the
new functionality. We'll see how much trouble this causes ...
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correctly for the PAL version of the ROM. I'm still not really
satisfied with the paddle emulation, but I guess it will do for now.
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'gl_texrect' is enabled. The VideoDialog now reflects this, by stating
a message, and disabling the UI items when not satisfied.
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requirements for new TV effects (OpenGL 2.0+ and GLSL).
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Added CRT simulation as described by Ian Bogost in the AtariAge thread
'CRT simulation for Stella. This is just the first pass, but things
are working nicely so far (for those systems that can support it). It
requires at least OpenGL 2.0 with GLSL (GL Shading language). Added
the commandline arugments 'tv_tex', 'tv_bleed', 'tv_noise' and 'tv_phos'
used to set these various effects, as well as the ability to set them
within the Video Settings dialog. More documentation is forthcoming
on this.
All bankswitch modes that use SC RAM now act correctly when reading
from the write port (the RAM is erased).
Patching ROMs with bankswitch type 0840, SB, UA and X07 is now working.
Went through all the bankswitch classes and converted multiplication/
division to shift operations whenever possible. It's a
micro-optimization, but what the heck; every little bit of speed counts.
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bug reports, and re-ordered things that are most important for the
next major release.
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The low-compatibility mode was removed, as it hasn't been tested in years,
and for the CPU work I have to do in the coming months, I only want to
worry about one CPU class. All reference to M6502Hi/M6502Low has been
removed; the CPU class is now simply known as M6502.
Commented out the recent fix for Q-Bert screen refresh issues, since
there's an underlying TIA emulation problem that is causing it.
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double-buffering is used). This is very evident in games like Q-Bert,
where parts of an old screen/game are overlaid with a new one.
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the $Id$ inline variable when doing an svn commit, similar to how CVS
worked.
Removed rsynth code and associated Speakjet emulation functionality.
It hasn't been worked on in quite some time, and we never did fully
decide how to do it correctly. At this point, I don't have the time
(or background) to continue work on it. If someone steps up to
further continue its development, it can always be re-introduced
again.
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tags for all releases back to 1.2. Hopefully this commit will
generate an email, indicating that everything went well.
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which included commits to RCS files with non-trunk default branches.
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all cards to be selected in game 4 of Casino. I don't really like the
current implementation of calculating values for Controller pins 5 & 9,
as there are too many 'magic numbers' without any definition. For now,
it seems to work, but there's no guarantee that another paddle game
won't pop up and invalidate it again. Perhaps if I find time, this
can be documented much better.
Bumped version number.
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actually performing a bankswitch.
(Hopefully) improved Pitfall2 sound generation. At least it sounds
more authentic to me.
Updates for the 2.7.7 release.
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guys on the Stella mailing list (especially Seagtgruff) for advice
and sample test ROMs wrt BCD mode.
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