quite fast, and is approaching software rendering speed for lower
resolutions. In higher resolutions, OpenGL always beats software
mode.
Screen redraws are now done as rarely as possible. For example,
when switching to menu/debugger mode or pausing emulation, CPU
usage normally drops to almost nothing.
This hasn't been tested in Windows yet, so I'm sure there'll be
some issues (there always are ...)
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@682 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
and contains the entire asm source, plus line number/file and address
for each line.
Currently, you can either "loadlist file.lst" or else name your listing
file "romname.lst" (e.g. "dasm foo.asm -ofoo.bin -sfoo.sym -lfoo.lst").
Once loaded, you can say "list myAddress" and see that address's source
plus a few lines before & after for context.
This is a long way from true source-level debugging, but it's a start.
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pretty much only works for my specific setup, I think. In the future,
the regular configure script will support cross-compiling.
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screen, which means that the area right of the TIA image can be used
for widgets (that's the next thing I'll be doing).
Created TiaOutputWidget, which is contained in the DebuggerDialog
and handles all drawing/updating of the TIA image while in
debugger mode. Some advantages of this are a greatly simplified
FrameBuffer::update() wrt debugger mode and instant updates for frame
and scanline advance. Another big advantage is that the TIA image
is now a widget, which means it can receive key/mouse events. These
events can trigger updates in other parts of the interface (imagine
clicking on a certain line and having scanlines filled to that
area, etc). The biggest disadvantage right now is that the TIA is
redrawn each time the dialog changes (ie, when a key is pressed).
This needs to be optimized.
Fixed bug whereby toggling video modes while in the debugger
sometimes screwed up the palette.
Removed some FIXME's, since the functionality has been provided.
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when we hit a trap or a breakif. This fix is kind of hackish, I've got
to come up with a better way to do it.
Improved behaviour of greying-out frame in updateScanline(). It's still
not quite right.
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to *(foo+bar), just like it is in C.
Added _bank special "variable" to expression syntax. It returns the current
bank, so you can set bankswitching breakpoints:
breakif {_bank==1 && pc==whatever}
It looks like I'm going to be using _ as a prefix that means "special
meaning; reserved; don't use in your program", just like C does. Some
existing games might need to be rewritten if they use _bank or _scan as
a label... but it'll be well worth the price, to the game author.
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"breakif _scan==whatever" (break on given scanline). Eventually it'll
let us get at a lot of internal TIA state.
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need the numbers so you can refer to them (e.g. delete them).
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configure-cross is my temporary work-in-progress of the configure
script, I don't want to replace the real configure script yet because
configure-cross is probably broken :(
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must have static versions of all the libraries (like libSDL.a, libz.a,
libpng.a), or else you'll end up with the dynamic version(s) of them... so
you'd have a stella binary that's almost-static.
Also, the only way I could get things to link properly was to include
-lz in the LIBS twice: once before and once after -lpng. Removing either
one causes the link to fail on my Linux box. This could cause issues
for other systems though, am not sure...
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file named "romfile.stella" in the current directory, it will be run
at startup.
Fixed memory leakage in YaccParser, when there was a parse error.
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Ladies and gentlemen, we have working conditional breakpoints! And they're
*fast*!
The command to use is "breakif". It takes one argument, the condition.
You can use curly braces if you want to include spaces in your arguments
(they don't do anything except help readability).
On the Athlon 2100, I was able to run the emulator at full speed, using
100% of the CPU, with *20* expressions of the form:
breakif a==101||a==102||a==103||a==104||a==105
Around 25 expressions, the game started getting noticeably jerky, but was
still playable. With 1 to 5 expressions, there was *no* noticeable increase
in CPU usage!
Actually, this can probably be improved on: I used gcc 3.2.2 for
this. With 3.3.x or 4.0.x, it should be even faster.
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command; no argument advances one scanline, else advances given #
of scanlines.
Made some methods in TIA inline. Don't know if this will have any
effect, but we'll try to be as efficient as possible.
Bumped version for the next pending alpha release.
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Added rudimentary error-checking to parser and lexer: we no longer accept
invalid digits. Also fixed bug that kept YaccParser from handling hex
constants correctly.
Still TODO is to provide more friendly error messages.
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The only slight weirdness is: if you're on frame X, and you hit Frame+1,
the prompt will tell you you're on scanline 262 of frame X. It actually
should probably say you're on scanline 0 of frame X+1. If you do a Scan+1
from that point, it'll say you're on scanline 1 of frame X (still X,
not X+1).
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advance and frame advance. There are still some issues though.
Specifically, scanline advancing past the end of the frame shouldn't
be allowed, and this is partially causing the problems with frame
'jumping' when doing a scanline advance after a frame advance.
Still TODO is add some visual cue to indicate which scanline is
being drawn, and which onscreen data is 'old' data.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@660 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
except it lets you keep advancing past the end of the frame.
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getting closer. I can change a color in the TiwWidget, advance a few
scanlines, then do a frame advance. The color changes show up only
after advancing the frame, so obviously TIA::update() is doing
something that TIA::updateScanline() isn't. Brian, any advice on
this one; it seems I don't know as much about the TIA as I
thought :(
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at a time. Of course, it doesn't actually do anything yet.
Logically, the algorithm is very simple (or at least I think it is).
I just have to figure out how to execute the 6502 until a scanline
is done. In the process, the internal buffers (and hence the
external FrameBuffer) will be filled with data, and we just do
a FrameBuffer::refreshTIA() to 'see' the changes. The first part
of this is the problem. Any advice Brian??
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@656 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
However, we do leak memory: yyparse() happily allocates Expressions as
it parses, but when it hits a parse error, it doesn't return a valid
pointer to the top of the Expression tree. From what I can tell, the
so-called Expression* result is the int value of the last lexer token
cast to an Expression* (due to yacc's use of a union).
I know how to avoid the leak: we need to keep a vector of Expression
pointers in YaccParser. If there's a parse error, yyerror() can delete
all the Expressions using the vector. If not, we clear the vector (er,
calling .clear() on a vector doesn't delete all its elements, too,
does it?). Every time yacc says "$$ = new WhateverExpression", it also
should vector.push_back($$).
Will implement this tomorrow; am getting tired & flaky.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@655 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
to include spaces in arguments. "print 80" and "print {80}" are equivalent,
but "print 80 + 1" and "print {80 + 1}" are not (the former counts as 3
arguments, the latter only one).
Actually, I haven't tied the YaccParser to getArgs() yet, so both would
still be errors. I still need to fix the segfaults on parse error.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@654 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
Semi-fixed a bug: formatFlags was capitalizing the wrong flags. I'm
pretty sure it's because they were being pushed into the BoolArray in
reverse order. I "fixed" formatFlags by having it ignore the BoolArray,
and call my new CpuDebug methods to get the flag states directly.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@653 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
but decided we'd be better off with just one IntMethodExpression class.
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it, then try changing the A register, then "expr". It should return the
changed value.
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a convenience: <foo is equivalent to foo&$ff (or foo%$100), and >foo is
equivalent to foo/$100, assuming foo is a 16-bit quantity.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@650 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
Changed the % prefix for binary input to \ (backslash). It simplifies
the lexer/parser syntax *greatly*. Might change back at some point.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@649 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
be expanded to pop up a palette when double-clicking on a color,
to visually choose a new one.
Added ColorWidgets for the 4 TIA color registers to TiaWidget.
Since these are tied to a DataGridWidget, a nice side-effect is
being able to press '+' and have all the colors cycle.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@648 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
Some work on TIADebug. Change tracking now works for the color
registers. Getting/setting the color registers works (sort of,
since the change doesn't seem to be registering in TIA).
Some work on TiaWidget. Color registers and scanline count are
shown. VSync and VBlank are shown, but can't be changed.
Made CheckboxWidget only emit a signal when interactively
clicking on the checkbox (changing state programmatically no
longer emits the signal). TODO: maybe two signals should be used??
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@647 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
At this point, you should be able to do this:
> define foo 1
> expr foo+1
result: 2
> define foo 2
> expr
result: 3
> undef foo
> expr
result: 0 <-- because undefined labels are treated as -1. Bug?
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@646 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
Added a static Debugger::debugger() method, which is sort of a hack,
but is very useful when some class needs access to the debugger
and we don't want to pass the debugger object through dozens of
c'tors. Besides, there's only ever one instantiation of the
debugger anyway.
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but at least Stella doesn't crash. I have to implement dialog
resizing to take care of the remaining problem (vs. just deleting
and re-creating the debugger dialog).
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and call evaluate() on it repeatedly... Ladies and gentlemen, we have a
compiler!
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Yes folks, it's coming, and if everything works out it will be the
fastest implementation yet for any Atari 2600 debugger.
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label => address mappings. It should be faster than the linear search,
and it's a damn sight cleaner. Still TODO is to restore the case-insensitive
string matching from the original version.
Changed a few EquateList methods that used to return char*, so they now
return string or string&. Changed other classes that call them so they
work with the new return types.
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