maintainer and see how hard it will be to update that port.
I just found some problems in the OpenGL code in Win32; the colors are
off. I don't know if it's a Win32 thing, or it affects all ports.
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Just added support for zipped ROMs. Right now, it assumes that the
first file in a zipped archive is the ROM (if it's a multi-file archive).
I thinks that's the way I'll leave it, since otherwise I need another way
to determine which one is the ROM, and that means looking at extensions
or something (which is something I *don't* want to do).
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progress of some activity.
Some additions to the LauncherDialog. When populating the ROM list by
directly examining the ROM files, it now uses a ProgressDialog to show
the current status (since this operation sometimes take a long time).
The last selected ROM is now re-selected when starting Stella.
Some minor code refactoring to take into account zipped ROM support
(yes, its coming soon).
Re-added paddle support. Still TODO is tweak the sensitivity of mouse
movements. Also still TODO is re-add joystick support.
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dialog boxes are in a known, closed state. Simply calling Dialog::close()
on those dialog boxes *should* have done the trick, but it occasionally
results in a segfault. My code doesn't ;) It's probably a hack, but
it's a small and necessary one at this point. When I eventually run Stella
through Valgrind, I'll probably find the segfault is caused by a dangling
pointer or something ...
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to add to it.
Reworked the EventMappingDialog to take up less screen real-estate, and added
the "Mouse is paddle x" option there (since technically it's also a mapping).
Added an 'emphasized' text color to the list of available GUI colors, and
made some text in the EventMappingDialog use that color.
Added AboutDialog, which lists info such as version of Stella, supported
features, list of developers and contributors, and thanks to certain groups.
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Added better sanity checks to file browser dialog through FSNode. It now
checks if a user-specified directory name is correct, and if not, it uses
a valid default. Still TODO is add similar checks to the Win32 FSNode.
Totally finished the LauncherOptionsDialog. You can now change Snapshot
settings there as well.
Fixed potential memory leak in PopUpWidget. It was needlessly creating
and destroying PopUpDialog objects, and under certain circumstances the
objects were never deleted.
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Changed many conflicting instances (in overloaded methods) of uInt32, uInt16,
Int32 and Int16 to just plain 'int'. After spending two hours trying to find
out why a method wasn't being called, only to see it was because of conflicting
definitions of 'int', I said to hell with it and removed all instances of
those portability functions from the GUI stuff (thank Brian for the advice).
Eventually, they'll be removed from the whole codebase. Already we're running
into problems with them on 64-bit machines.
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Added commandline options to change almost all properties of a ROM. Very
useful for developers who constantly change these features but don't want
to re-generate a new stella.pro entry each time. Thanks again to B. Watson
for original idea and partial implementation.
Fixed problem with events getting 'stuck' when changing states. For
example, one could be playing a game and, while pressing "Left", exit
the game. Then, when another game is started, the left direction would
still be selected. This is a side-effect of Stella initially being a
"one game per launch" application.
For similar reasons as the previous step, fixed problem whereby a
messagebox seen just before ending one game was showing up in the next
game as well. Still TODO is make sure the sound buffer is cleared
before each new game (sometimes you can hear some sounds from a
previous game).
Further tweaked the '-framerate' commandline argument to override the
defaults when used, but never be saved to the settings file.
Renamed '-altpro' commandline argument back to '-pro', and moved it into
the DEVELOPER_SUPPORT area.
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Modified the framerate argument, in that it can only be changed from the
integrated GUI, and only for the current game. The framerate is now
properly set when starting a new game, or when switching between NTSC/PAL
mode, and is based on the ROM format. The ability to change the framerate
may disappear entirely before the next release (I see no real need for it
anymore).
Some minor code cleanups.
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Added ability to cache the reading of ROM info, since it can take up to
30 seconds on slower systems. If such a cache file exists, the display
of ROM info normally takes a few seconds or less. I plan to add a progress
dialog box for the first case, since even on an Athlon64 3200+, it can still
take almost 10 seconds. Fortunately, this won't happen very often (only
when you change ROM directories, or do a reload to detect a new game).
Still TODO is add support to FSNode to determine last access time of a
directory. Then, if the ROM dir has been changed since we last ran Stella,
the program will 'see' that and automatically do a full reload (just like
KStella). Neat, eh? :)
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for the correct ROM folder, and the folders contents will be shown in the
listview.
Still TODO is modify GameList so that it contains all relevant info for
a ROM. Then, the listview will contain the actual names of the ROMS
(as specified in stella.pro) instead of their on-disk filenames. And at
that point, we can actually start a game directly from that listview.
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eventually it will show any associated notes for the currently selected
ROM (like StellaX frontend).
Resized the launcher window to a more reasonable size of 320x240, instead
of 400x300. All the extra space was just wasted. Maybe sometime in the
future I'll make the window look more 'Atari like', with graphics, etc.
For now, just a list of game names will do.
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launcher window, and double-clicking on a listed file will start that ROM.
Some optimizations WRT launcher stuff. Specifically, it was not necessary
to delete and re-create the launcher dialog all the time.
It's all starting to come together ...
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Removed the saving of TIAbit on/off into the state files. These
are debugging tools, and aren't really part of a state file (and hence
shouldn't be saved with a state file). Now, whenever a state is
(re)loaded, the TIABits are all turned back on. That means the state
files are still compatible with Stella 1.4.2.
Added "Enter/exit menu mode" and "Enter launcher mode" to the remappable
events. They default to 'Tab' and 'Escape', respectively. While you
can add new mappings for these events, those defaults can't be removed
(otherwise, it would be possible for a user to disable menu mode, and
never be able to get back into the menu to fix the problem).
Fixed some problems with the overall state machine. Sometimes the cursor
was hidden when it shouldn't have been, and vice versa.
Fixed crash when toggling between software and OpenGL while in ROM
launcher mode.
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launcher, it launches Frostbite. Then pressing 'Escape' goes back to the
launcher, and you're able to then launch Frostbite again! Success !!!
Still TODO is actually get a ROM listing and use the selected game, but
the fact that it works multiple times for some game means that the
infrastructure is working correctly :)
Changed behaviour of the 'Escape' key. Specifically, it now only acts
as a key to enter ROM launcher mode. In the case where the emulation
was started without the launcher, the key will now do nothing. From now
on, the only way to quit Stella is Ctrl-Q (or equivalent for OSX),
close the window, or from the 'Quit' button.
Also, the 'Enter launcher mode' event will eventually be made remappable,
as will the 'Enter menu mode' event (currently the 'Tab' key).
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if you specify a valid ROM on the commandline, it will automatically used,
and when you exit that ROM, the emulator will exit as well. If you don't
specify any ROM, the internal ROM browser will be used. So it was
pointless to have a separate argument, when Stella can figure out what
to do.
Cleaned up the handling of OSystem::createConsole() a little. Now, if
it's called without a ROM, it will simply reload the last one specified.
Fixed some missing settings that were always in the code, but never listed
in the Settings::usage() method.
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Also, moved creation of new console into OSystem::createConsole.
Added hooks for browser mode (coming soon).
Added Ctrl-r to reload the currently loaded ROM. It has the nice side
effect of testing whether another ROM can be reloaded while the emulation
is running. Since this was successful, adding the ROM browser mode will
be very easy.
Added ability to actually change the framerate from the VideoDialog.
Reworked FrameBuffer::setPalette to be called only when a new console
is created (and we know that MediaSource::palette() is defined).
When toggling between NTSC/PAL mode, the video framerate is now toggled
between 50 and 60 (still TODO is change the audio framerate).
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and Browser classes.
Abstracted Menu class into a DialogContainer.
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keypresses. For example, if you enter 'co', it will automatically
select and move to the "Color/BW TV" item. This will become very
useful in the ROM launcher, to move very quickly to desired game.
Changed the keys to (de)activate the TIA registers to Alt (z,x,c,v,b,n),
to match their definitions in z26.
Added 'Alt .' to disable all TIA registers, and 'Alt /' to enable all
registers. Eventually, I'll add the ability to select PF0, PF1, and PF2
separately (instead of treating them all the same, as it's done now).
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add the ROM launcher, as double-clicking on a game will start it.
More cleanups/re-additions for the ListWidget class. It now supports more
complete navigation with the keyboard (as opposed to just using the mouse).
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is actually shown in the game info dialog.
Removed redundant call to some methods.
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main function will be to instantiate the initial objects, and clean up
when we're done.
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Functionality is exactly the same; but it just uses cleaner code.
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and Sound classes into OSystem. This makes the main function a lot smaller.
Re-added developer keys used to change XStart, YStart, Width and Height
properties of the ROM. I must have done something better this time,
since these keys now work correctly in OpenGL mode as well (they didn't
previous to this).
Cleaned up some code wrt conditional compilation of sound code.
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modes while still in the emulation (without restarting the currently
running ROM). Added the 'Alt g' key to do this, but it can also be
activated from the VideoDialog menu.
Except for the 'framerate' option, all video related changes can now be
done dynamically from within Stella. They can still be specified on the
commandline, but that's no longer required (the framerate option will
be fixed shortly).
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class is used when compiling Stella without any sound support whatsoever.
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as little space as possible.
Added ability to enable/disable sound from within the emulation. So you
no longer *have* to specify it on the commandline (but you still can, if
you want to).
Changed makefile to conditionally compile sound support. It makes the app
approx 15KB smaller, if anyone really wants to do that ...
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(and works) as intended.
Converted many of the OpenGL functions back to similar code in the
corresponding software methods. So OpenGL mode can now draw text
and bitmaps in GUI mode. It just wasn't worth the effort to separate
the rendering so much, and all we lose by going back is accelerated
alpha-blending. Since it's just eye candy anyway, I don't really care.
This is in anticipation of merging the software and OpenGL modes. Once
that's complete, both FrameBuffer classes will be much smaller, and
we'll be able to switch between software and OpenGL modes while the
program is running. This is one of the last 'features' that is
currently only accessible from the commandline. My goal is that one
*shouldn't* have to use the commandline to change options, but the
ability will still be there if they want to.
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Integrated some changes from the ScummVM 0.7,1 codebase wrt the
scrollbar widget.
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key binding may change; I just wanted to see how it would work. You can
do some funky stuff by changing those registers :)
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disable the various bits in the TIA (P0, P1, M0, M1, BL, PL). The code
works, but isn't yet tied to a key event.
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EventMappingDialog interface a little more user friendly by enabling
PageUp/Down and Up/Down keys to scroll the list.
Then, it's on to the MiscDialog stuff. And later, after a little more
code cleanup, some serious work ROM launcher.
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EventHandler class now contains string mappings for all possible SDL
keys, which should hopefully take care of our international users.
Added 'Map', 'Erase' and 'Cancel' buttons to the EventMappingDialog.
They still don't do much, but it will now be an easy matter to add the
hooks into EventHandler. You *are* able to scroll through the list
and see which keys are bound to which actions, though.
This approach is *much* cleaner than in previous code. Now the EventHandler
actually does the remapping; the EventMappingDialog only collects the
events and associated actions and passes them on. This is much cleaner
than before, when (for example) the FrameBuffer was doing remapping! What
the hell did the framebuffer have to do with event mapping???
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but the hooks are there for it.
Added ScrollBar and ListWidget GUI objects. These will form the basis
of the new ROM launcher, as well as the memory lister in the debugger.
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EventHandler class. Eventually, *all* event-related stuff will move
to this class (which makes sense, considering its name).
Removed all references to joystick stuff for now. It will be re-added later.
Re-enabled snapshot support.
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Also took the opportunity to clean up the FrameBuffer classes. There
was a lot of cruddy code there ...
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in the stella.pro file for the particular game.
Added Help Dialog, which gives a description of the most commonly
used non-remappable commands. This still has to be adapted for OSX
shortcuts.
Finished the Sound Dialog. Still TODO is remove the requirement for
restarting Stella before sound can be disabled.
All that's left now are the Miscellaneous and Event Remapping Dialogs.
The later will be the hardest, but it will also work a lot better than
in previous versions of Stella.
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Currently, some settings don't take effect until Stella restarts.
It's my goal to eventually eliminate many of these. so Stella
is truly no longer a commandline program.
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