For OS's that don't support it, use the maximum resolution possible.
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This will allow to figure out exactly how big a window can be on the current
screen. Also, it will mean I can finally change the 'gl_fsmax' option to do
what I originally meant it to do; maximize to the desktop resolution when
doing fullscreen OpenGL.
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- Added 'Ctrl 0', 'Ctrl 1', 'Ctrl 2', 'Ctrl 3' keys to dynamically set which
paddle the mouse should emulate.
- Updated the user manual with above options.
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entering/exiting menu or pause mode. This one has bugged me for quite some
time, and was just made worse by my new laptop (where the sound would cause
me to jump about 5 feet every time Stella started :)
Rearranged the output a little wrt sound and video settings. This is only
seen if 'showinfo' is enabled.
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default video driver, and it's up to 10 times faster in software mode
than directx.
Updated the manual with the new 'video_driver' argument.
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Mark, if you're reading this, the OSX port will need to be fixed as well.
The changes are trivial.
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used even when it should have been. OSX and Windows users would never
see this, since those ports don't (yet) have any concept of user vs.
system files. The OSX and Windows ports will have to be updated though,
because of changes in the Settings class.
Changed the code in SettingsUNIX::fileExists() to only check for the
existence of a file, not whether you can write to it. This is what
the name implies.
Bumped the version number to 1.4.2_cvs.
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directory is now searched for *all* files, no matter what they're called.
Bumped the version number to 1.4.1 in the main dialog.
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should hopefully take care of NTSC/PAL issues and the cut-off screen
problems in some PAL games.
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should work just as well as the one from the official SDL website, since
very few changes were required for Stelladaptor detection.
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makes use of switch/case statements instead of the slower if/elseif
structure. Hopefully this will fix event problems some users were
experiencing.
The Control or Alt button can actually now be used in event remapping.
Due to the old event handling, the Control key could be assigned to
an event but would never actually be usable.
Removed the option to remap the exit event (for now), since I haven't
figured out a way to remap it *back* to 'Escape' if that mapping is
ever removed.
Added beginning of support for Stella to automatically determine the
correct framerate based on ROM format type. The final version of this
will probably wait until Stella 1.5.
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quite a few people. The only problem is that if you ever erase the 'Escape'
mapping for Event::Quit, there's no way to add it back, since while in menu
remap mode, the Escape key is used to erase an entry. It can't be assigned
to any event. So if you erase it, you'll have to delete the stellarc/
stella.ini file. I can see this generating quite a few questions ...
Reworked the sound code for PAL games. Now they sound just as good as NTSC.
Still TODO is research the correct speed for playing PAL games, since 60 fps
seems too fast.
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filenames to be saved exactly how they're present in the stella.pro file.
Originally I added it since some OS don't like spaces in filenames. But
since there are also other weird characters in the names (like
parenthesis and # symbols), it doesn't make sense to only remove spaces.
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is much less invasive and stands a better chance of being integrated into
the main SDL codebase.
This fixes a problem with Windows 98 users not being able to use Stella
(oops).
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if it didn't have an entry in the stella.pro file.
It never ends ...
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That's it. I'm off to make source and binary images for Linux and Windows.
If there are any more bugs (and I'm sure there are :), they'll be fixed in
Stella 1.4.1.
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by actual name, instead of by driver name. This is required for
automatic Stelladaptor detection. Also added a README explaining
how to rebuild the SDL source to include this patch (required by GPL).
Since Linux, Mac, and other SDL variants work out of the box wrt
input device naming, I consider this an SDL/Windows bug, and this
patchfile is a workaround. Hopefully, future versions of SDL will
incorporate the patch.
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copyright information.
Fixed the bug in StellaX where pressing the close button in the title
bar would not call the MainDlg::Quit() method (and hence not save
certain settings and free some memory).
Cleaned up the formatting of most of the source code, which was honestly
in such a sorry state that parts of it were difficult to read.
Got rid of CSimpleString class and references that were no longer used.
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Various code cleanups. I REALLY HATE Hungarian notation.
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like the next release will be on July 17 (or I'll have to edit all these
files again).
Ran the various PNG images through pngcrush, which squeezed them
down a little. Every little bit helps.
Included the latest version of my personal stella.pro file. It seems that
the original maintainer for this file has gone MIA, so I guess that's
*yet another* thing I'll be maintaining ...
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All that's left is the inclusion of Mac OSX specific information.
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or Rarity columns in the game listview. The currently selected sort column
is also saved, and then used when StellaX starts again.
The current width of columns is also saved, and reused when StellaX starts
again.
Still TODO is get the titlebar close button to 'hook' into the
MainDlg::Quit() method, so that it works the same way as pressing
the 'Exit' button or pressing 'Alt-F4'. Right now, pressing the close
button in the titlebar bypasses the Quit() method, and AFAICT also
the freeing of any memory. This bug seems to have been present in StellaX
since the beginning.
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anyway, and some of it has been in an uncompilable state for almost
4 years!
All future Windows development will be on the StellaX GUI, and even
that may eventually disappear if the same functionality is integrated
into Stella itself.
So, for any Windows developers reading this, all Win32 development
occurs in the src/win32 directory.
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