a class more generic, but when it's never used, all it does it slow
things down.
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than the desktop.
Some code cleanups; add const and optimize some methods.
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Alt-comboes, as these are easier to remember than function keys.
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versa (I guess it's useful to test under multiple compilers).
Bumped version # for next test release.
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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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implementation, and using virtual d'tor only when absolutely necessary.
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any-sized PNG can be loaded and then scaled to the available space.
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on top of the dialog surface. This is useful when the surfaces are using
different resolutions, and we don't want to draw the exact overlaying surface
pixels directly into the the dialog surface.
For now, this is most useful for rendering snapshots in the ROM launcher, and
eventually it will allow arbitrarily-sized images to be scaled (in hardware)
to the picture area of the launcher.
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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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currently in use. Still TODO is activate the 'Commit' buttons, so that
the banks can be changed from the UI.
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since there are issues with mixing overloading and virtual functions.
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test ROM from Thomas. Still TODO is work on patch support, and add
debugger tabs for bankswitching and extra RAM.
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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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*always* pass in 0,0,0 for the various bases, it is redundant to pass that
data in on each invocation. So now the c'tor does it automatically.
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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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For the Windows release packages, the VS 2013 runtime libraries are now installed with Stella, so the user doesn't need to manually install vcredist.
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to the DPC+ scheme, so I suspect its omission was an oversight. Other than
the more esoteric types, the only scheme left needing a cartram tab is
DASH, but that one is still in development ...
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the RAM is always mapped into the same place in ROM, the ram grid
now shows addresses with the correct read port address, and
ram labels are properly accessed. In cases where the RAM is hidden
from the 6507 or not mapped into the same place at the same time,
the addresses show actual real addresses of the RAM from the POV of
the cart itself (ie, RAM location zero is labeled 0, not as $1xxx).
This is necessary since quiescent RAM doesn't actually have a 6507
address. Also, labels are disabled in this case.
Fixed bug with incorrect offsets when reading cart RAM labels;
it seems to be a copy/paste issue, since all such methods were
written as if the cart was SaraChip-based.
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fix issues in Ubuntu Unity, and caused CPU usage to spike to 100% in
all other tested platforms. So for now, I'm putting it back to low
CPU usage for all other platforms (Linux w/o Unity, OSX, Windows, etc),
and treating this as a Unity bug (which isn't unheard of).
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This code was originally there for software mode, where it was very
expensive to update pixels, so it was done as little as possible.
However, it was also a bit of a hack, and sometimes interfered with
double-buffered hardware rendering. So now showing the various UI's
will burn slightly more CPU, but will be guaranteed to work under
all conditions.
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snapshot of the TIA image, including partial rendering (if applicable)
and scanline indicator. Previously it only saved the TIA image, which
basically made it useless from the debugger POV.
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32 and 64-bit Universal Binaries, and there is now a development
and deployment target. Finally, the build DMG script now
works again.
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having to know about TIA, Properties, etc. Basically, it now saves
a snapshot of either the FrameBuffer or an FBSurface, and adds
text comments passed into it. The contents of the surface and comments
are no longer calculated (or known) by the PNG code.
This is in preparation for saving FBSurface from anywhere, which will
help in the debugger for taking snapshots.
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This sometimes results in a window resize being visible, but better that than
an outright crash. This issue has been reported to the SDL mailing list,
so this fix may be backed out in the future.
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and contains only one Objective-C warning (more research required). There
are also some fixes for minor warnings.
There are still some issues, though. First, SDL2.0.3 has to compiled
manually, as the public binaries don't work (this is documented and
a bug reported on the SDL mailing list). Second, fullscreen->window
transition is causing a crash, which I still need to track down.
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for a long time. Changed to unsigned int everywhere, and removed
functions that I will never use (the class originally came from
ScummVM).
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to SDL mod.
Added a hack/fix for Alt-key combos being printed in the debugger
prompt (ie, when stepping though a frame with Alt-f, the 'f' character
was shown in the prompt). This will be fixed when PromptWidget
becomes an EditableWidget (not for the 4.0 release).
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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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scroll events from SDL1 to SDL2.
Bumped version #. It looks like the current code is now bug-fixed
and equivalent to release 3.9.3. Now on to committing some backlogged
patches and adding new functionality.
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which I though a just a one or two-liner equivalent to glReadPixels.
Turns out that SDL2 doesn't return 24-bit RGB data (only 16 or 32-bit),
so the PNGLibrary had to massage the data. In the process, converted
the PNG saving functions to actually use PNG library functions, which
greatly simplified converting packing from 32 -> 24-bit. Historically,
the PNG save functions were written before libpng was a requirement,
so they were hand-rolled. Once libpng was integrated into the codebase,
it didn't make much sense to not use it anymore.
So an expected two-line code fix became this commit ...
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It looks like this bug has been present for a long time.
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The EventHandler now queries EventHandlerSDL2 for names of keys
instead of keeping a list itself.
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PromptWidget class to use EditableWidget will probably happen after
release 4.0).
All text input now seems to be working as in Stella 3.9.3.
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(specifically, DataGridWidget and RomListWidget are now working).
More work is required for PromptWidget, since it was created before
EditableWidget existed, and hence duplicates a lot of that classes code.
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the old way mixed both single-key events and Unicode input into one
method, and the new way separates them (using a new handleText method).
Currently it seems to be working fine in the ROM launcher (yay!, I
can now quickly jump to ROMs by name again). There are still some
issues in the debugger, which I'll work on next.
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Technically, the magic numbers are still being used, but now they're
no longer exposed outside the System class by default.
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resolved "access" initialisaation. Bizarre stuff and a bit of handwaving magic, but at least it runs the test ROM as a "DASH" version now.
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removed 'myCurrentBank' -- this has no meaning in this scheme.
Adjusted load() to switch in each bank as it is loaded
removed comment/questions to SA and replaced per advice.
added a few TODO comments.
reformatted some of the comments back, as per discussion
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Tabs removed, replaced with 2-char spacing.
constants for bit masking added
corrected the patch code for the bit-allocations for RAM/ROM banks switch
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This hasn't been tested yet, since no ROMs currently exist.
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and (simulated) fullscreen mode.
Fullscreen mode is now simulated in that it creates a window that matches
what would appear in fullscreen. The next thing to do is actually have
the backend create this fullscreen mode correctly.
Changed 'gl_fsscale' to 'tia.fsfill' to more properly indicate what the
option does.
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Changed pointers to references in c'tor calls, making things a little safer.
Removed FBSurfaceTIA, since it was tied too closely to SDL itself. Added a
class called TIASurface that is functionally very similar, but is more generic
and accessible by the FrameBuffer directly. Eventually, this class will take
responsibility for all things related to rendering the TIA image (Blargg TV
effects, phosphor mode, etc).
TIA rendering is currently borked; fixes will follow ...
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Added fallback to FBSurface::drawSurface() in case certain ports don't
want to implement it natively.
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making this class more robust, and enabling it to be used for either UI
surfaces or TIA surfaces.
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rectangles. Now that the underlying rendering is hardware accelerated,
this API more closely matches what is actually occurring. As well, it
makes things easier comprehend: 'src' rect is the actual surface data,
and 'dst' rect is its final output onscreen (scaling, etc being applied).
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to more clearly indicate its intent. It looks like
FBSurface::drawSurface() is essentially the same thing, and will
probably be removed.
Fixed header issue in OSX code, that wasn't detected until moving
to Xcode 5.
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functionality of FBSurfaceUI into FBSurface directly, since there was
absolutely no need of the SDL-specific code to know about underlying
FrameBuffer-specific stuff. This makes a clear separation between
SDL and the core code, making porting easier in the future. As a
result, renamed FBSurfaceUI as FBSurfaceSDL2.
Eventually, FBSurfaceTIA will disappear completely, being integrated
into FBSurface and FBSurfaceSDL2. Again, the logic for drawing the
TIA and using Blargg, etc has absolutely no place in SDL-specific
areas of the code.
When this conversion is complete, I see FrameBufferSDL2 and FBSurfaceSDL2
as being thin wrappers around SDL-specific functions that simply push
pixel data to the video system.
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things again :) Work continues on refactoring the FBSurface code, and
moving thing out of the xxxSDL classes that don't really have anything
to do with SDL. This will also make it easier to port Stella to other
graphical toolkits.
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Rearranged some of the desktop size code, to be more consistent with the
new API.
Beginning to remove the old assumptions that a smaller screen than 640x480
could be used. In the 4.0 release, the smallest (internal) screen
supported will actually be 640x480, and if the real desktop can't display
it, then it will be scaled down. This is one of the nice benefits of
killing pure software rendering support, and letting the hardware just
draw the screen as it likes.
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conversion.
There are changes all over the FrameBuffer classes. Still TODO is
TIA resizing in windowed mode, and all fullscreen modes. The infrastructure
is close to completion, and it should be pretty easy to get the framebuffer
stuff done in the next week or so.
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characters working, so the UI can be used.
SDL Window events are now sent to the EventHandler core. For now, only
the window expose event is handled (redraws window if it's been hidden).
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There's still quite a few issues to fix, but at least it compiles
and runs Stella correctly.
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renderer backends (in SDL). This allows to select software mode (not
recommended) or Direct3D/OpenGL in Windows.
The app icon is now loaded in Windows.
Cleaned up the VideoDialog UI, removing references to double-buffering
and OpenGL-specific settings.
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options have changed names. In particular, all tia-related options
now start with 'tia.'. This includes most of the old options that
started with 'gl_'.
Changed the names of all tv-effects options from starting with 'tv_'
to 'tv.', to match the name changes elsewhere.
Some work on the documentation to reflect the latest changes.
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than before.
Fixed compile issue for joystick support (thanks to email from D. Church).
Joystick support still isn't tested, so no guarantees it will work.
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to SDL2. For now, there are many things broken, namely keyboard handling
and fullscreen modes. But the launcher does show up, allows to start a
game and enter/exit the debugger, etc.
The code will only compile on Linux for now, and sometimes maybe not even
then. Expect breakage on a regular basis over the next month or so.
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build files (sorry, there's no PPC support for Stella 4.0 using
SDL2).
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SDL-specific code into its own EventHandlerSDL2 class. This is part
of a larger reorganization of the codebase, to completely remove
SDL-specific code from src/emucore, and make it easier to port to SDL2.
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into FrameBufferSDL2 only. This will make conversion to actual SDL2 code much
easier, since it won't be touching any of the core emulation code in src/emucore.
Next TODO is something similar for EventHandler (which uses SDL heavily and is
too tied to a core class).
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