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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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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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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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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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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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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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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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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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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break. First thing to do is update the year. Happy new year to anyone
reading these commit logs.
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extended abilities (see changelog and docs for more info).
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bases into a Common::Base class. Previously, this functionality was
spread across several classes, and used different approaches to formatting.
While the code still mixes C++ streams and C-style sprintf's, at least
it will now be easier to modify it all in one place.
Related to the above, added ability to use upper or lower case
characters for HEX output in the debugger. This is toggled by the
new debugger prompt command 'uhex', which is also tied to a new
commandline argument, 'dbg.uhex'.
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Added option to save snapshots using either internal database name
(the default) or actual ROM filename.
Extended FSNode API for parsing filenames and adding/removing extensions,
which was previously being done in different ways throughout the codebase.
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converting StringMap to VariantList. In the process, some of the
code is much cleaner, and the Variant infrastructure allows
work to continue on a more full-featured ContextMenu.
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the Settings class to use Variant. Still TODO is modify various UI elements
that currently accept StringMap to use Variant instead.
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disables normal keyboard input when in the debugger. This fixes issues
where commands/shortcut keys typed in the debugger would be interpreted
as actual CompuMate input.
For now, in-debugger key processing is completely disabled in such a
case. Eventually, we should probably add a virtual keyboard to the
CM RIOT area, and have it send its data directly to the CM handler.
Bumped version # slightly. I hope to get the next release ready to
go in a few weeks.
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it's still partially broken).
Converted many methods to take FSNode objects instead of raw string
filenames. This is necessary since file reading will eventually
be abstracted into the FSNode class directly.
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a new line as part of the message.
Updates for impending 3.7.5 release.
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of the RIOT chip. This flag is related to the edge-detect circuitry, and
set on active transition of PA7 pin, cleared upon reading from TIMINT (but
only *after* its result is included in the TIMINT read).
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display modes wrt both palette and display properties (# of scanlines,
size of window, etc). This means you can now dynamically switch
between these modes at runtime.
Also added 'Shift-Control-f', which cycles through the modes in
reverse order.
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RAM to do so, which I agonized over for about a week, but I feel it's
a fairly good tradeoff for the features we get. Eventually, I may come
up with a more accurate phosphor mode which eliminates this approach
entirely.
Reverted OpenGL framebuffer to 32-bit colour mode. We're using Blargg
effects, so we may as well get the full fidelity out of it. Besides,
testing has shown that there's not much speed difference between 16
and 32 bit modes, making me think that 16-bit is probably be swizzled
to 32-bit anyway.
Bumped release date to June 1, version to rc1.
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- Alt-9 / Shift-Alt-9 selects (increases/decreases) between
the various adjustables
- Alt-0 / Shift-Alt-0 increases/decreases the actual values for
the previously selected adjustable
Cleaned up the API a little, moving some stuff from Console to
FrameBuffer class. I think we're due for a pretty major
reorganization of parts of the codebase very soon.
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the Video Settings UI. Still TODO is add key shortcuts for the various
adjustable TV effects (contrast, brightness, etc).
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'tv_scaninter' option. Added Alt-8 keypress to toggle this; still
TODO is add a UI item for it.
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left to do, but the basic functionality is now there. Alt 1 - Alt 6
selects among TV modes as follows: off, composite, svideo, rgb, bad and
custom. The latter is just composite at this point; there's no code to
actually change specific adjustables yet. Alt 7/Shift-Alt 7 increases/
decreases scanline blend intensity (20% - 100%).
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instead of having different keys to turn them on and off separately.
This brings the functionality in line with the rest of the objects/
collision key-combos, which were also toggle-only.
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SDL keyboard events and the static GetKeyState() method doesn't always
work as you'd expect.
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fixing bugs too numerous to mention. The end result is that using
Control-0 to switch between mouse modes is much more understandable.
Updated properties database for Telepathy ROM, which now uses the
MindLink controller. Also updated Astroblast ROMs to use paddles
by default.
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rendering code. This is just infrastructure for now. Pressing
Alt-f will toggle the filtering, but there's no output yet.
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normal control functions (ie, pressing Ctrl-q will not quit, but send
this combo directly to CompuMate).
Mapped Func-Space to the Backspace key for CompuMate keyboard.
Func-space (which is actually Ctrl-space is still supported).
Updated documentation for CompuMate changes and system requirements.
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events generated by one device would never receive the 'turn off'
event when it was swapped out.
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for analog pins 4 and 9 was swapped.
Renamed various 'Fire' button events to prevent the above problem
from happening again.
In BoosterGrip games, the right mouse button now sends the 'booster'
event, allowing one to play Omega Race fully with the mouse.
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'saport'. This takes the values 'lr' or 'rl', corresponding to left/right
and right/left.
Added ability to dynamically swap the Stelladaptor/2600-daptor ports
with the 'Control-1' key.
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dialog.
Updated all paddle and driving controller games with relevant axis info.
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Checking in first pass at revamping the 'mcontrol' functionality. The idea is
that the mouse will be able to emulate different controllers on each of its
axes. For now, the left mouse button is tied to the X-axis, and the right to
the Y-axis. These modes will be saved per-ROM, meaning that the mapping can
be different for each ROM (it is saved as part of the ROM properties). Only
the paddles and driving controllers will allow this, since they're the only
controllers where a single axis makes sense.
Switching between mouse modes will be done with Control-0 (the Control-1..3
keys have been removed). This will allow switching all possible combinations
(left controller, right controller, per-ROM setting, etc).
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