only the 'Cartridge' properties can be saved to user.pro, and only
if you manually hit the merge keys (Alt-s). Once this is complete,
the properties will be saved automatically when 'OK' is pressed, and
a ROM reload will make those new properties take effect.
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sometimes caused the focus rect to be drawn in the wrong place.
Activated some more items in GameInfoDialog, and have it actually
load properties for viewing/editing.
Fixed EventHandler/GUI unicode<->keycode conversion yet again.
Mark, if you're reading this, can you test it on OSX again?
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work, but at least it compiles.
Fixed bug whereby pressing modifier keys in GUI mode would sometimes
be interpreted (and printed) as regular keys).
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I know it doesn't compile, but I have to commit it before I go home :)
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Cheetah codes prefixed with a 1- or 2-digit bank number. Try "1236ea1"
in Battlezone: it should give infinite lives. "01236ea1" is the same
thing with a 2-digit bank number ("01" instead of "1", same bank).
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a valid cheat code, we go back to emulation mode. Ideally, we'd keep
track of whether CheatCodeDialog was called by the menu or the hotkey,
and stay in the menu if it was called by the menu...
Unfortunately, Alt-C isn't available for our cheat hotkey (it's used
for enable/disable missile 0), and Ctrl doubles as the joystick 0 fire
button, so pressing Ctrl-C fires a shot (or starts a game, or whatever)
as well as entering cheat code mode. Not a big deal, I guess.
Currently there's no way to list or disable the cheat codes you've
entered. You can press Control-R to reload the ROM, which kills all the
cheats at once. I tried to figure out how to use the CheckListWidget to
do a cheat list with disable/enable toggles, but got horribly confused.
I think GUI programming in C++ is always going to feel like a foreign
language to me :(
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the next release done, and this sucker is being finished soon.
Readded printing of watches to prompt.
Fixed issues with keypad buttons not being recognized in GUI mode.
Fixed bug in internal _select and _reset debugger functions, which
were reversed.
Toggling stereo/mono mode now updates the 'Cartridge.Sound' property,
so if the properties are later saved/merged, the modified sound
settings will be used for that game on next launch/reload.
Fixed a bug where selecting a new romdir in BrowserDialog would
sometimes cause a segfault.
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contextmenu. This simply created a conditional breakpoint defined
as 'breakif _scan==XXX', where XXX is the scanline under the mouse
at that point.
Fixed bugs in adding breakpoints to the RomWidget. Breakpoints
are no longer removed when the list is invalidated, and a
set/clear breakpoint from the prompt automatically updates the
RomWidget breakpoint list.
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commandline. So, for example, the format of a ROM can be
specified with 'NTSC', 'Ntsc', 'ntsc', etc.
Cleaned up some dead code in Properties class.
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user of debugger-related state information.
Reworked breakpoint/trap support to display a message in debugger
messagebox indicating what condition caused the debugger to start.
This is much better than before, when no feedback was given as to
why the debugger started.
Some usability fixes to ListWidget/RomWidget. There are still a few
more tweaks to do before the final release.
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o Just meant as a placeholder to get the psp build working again and for further improvements
o No optimized Routines yet !
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o added pspoverclock config flag,because overclocking was default setting which is not desired by all users
o moved psp overclock call away from ctor
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exist in the stella.pro file. Properties to be saved are now explicitly
marked as such, and don't rely on how often they're insert()'ed.
Made 'Exit ROM' in the CommandDialog do the appropriate thing based
on whether we want to go back to the ROM launcher or completely
exit the emulator.
Moved bounding rectangle for drawing focus around a widget into a
Widget::getRect() method and updated Widget class to use these coordinates.
This means widgets that contain other widgets (ie, attached scrollbars)
can define their own getRect() and have the focus rectange draw correctly.
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Added infrastructure to DebuggerParser whereby changes made at the
prompt are automatically propagated to other widgets on the
DebuggerDialog.
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left mouse button is pressed and released on the item (should fix problems
with accidentally selecting an item). Also added 'Escape' key to mean
"cancel/remove context menu".
Updated '-help' commandline argument to recent additions.
Huge amount of work on the documentation. It's probably not complete,
but it's turning into a project in itself.
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to be a master file and is read-only. When the user merges the
properties for a given ROM, they are now stored in 'user.pro'. The
advantage of doing it this way is that users can get updated properties
from stella.pro with each release of Stella, and at the same time keep
any customized properties in their own user.pro file. Merging is still
activated with 'Alt s' key combo, while saving the current properties
to a separate game-specific properties file is activated with 'Ctrl s'.
Fixed UNIX and Win32 ports for the above; the OSX and PSP ports need
to be fixed by the respective maintainers (a one-liner fix).
Fixed bug where changing audio settings from AudioDialog didn't
actually close/open the sound subsystem (and hence changes weren't
taking effect).
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kills performance in Windows, so we use SDL_Flip() instead, but only
when something has actually changed onscreen. At some point after
the next release, I may move to hardware/double-buffered displays,
but the extra work it requires (dirty rect list for each buffer) is
just too much for now. Besides, I'm hesitant to spend so much time
optimizing for one specific type of software mode when OpenGL is
available, and works much faster anyway.
Fixed bug with pathnames in FSNodeWin32. The code now assumes that
all paths start with X: (where X is a drive letter). If not, then
it defaults to C: So that means relative directories aren't allowed,
only absolute.
Removed hardware support from FrameBufferSoft, since the only port
that uses it is PSP, and that port will soon get its own
FrameBufferPSP class. So for now, PSP support is broken. It was
just too difficult to merge the common FrameBufferSoft for PSP
support, since it's starting to use PSP-specific code.
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launcher can close the sound device while the user is selecting a
new game. This prevents the intermittent problem of a left-over sound
fragment from the old game being played when the new game starts.
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changes aren't immediately seen, but this will be fixed when the
DebuggerParser/loadConfig() infrastructure is complete.
Implemented 'Set PC' in RomListWidget, with the same restrictions
as above. Removed 'Add bookmark' and 'Patch ROM', since the
former can't be done with more infrastructure work, and the
latter is done by double-clicking a line (no need for two ways
of doing the same thing).
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Disabled 'Cheat' button in OptionsDialog, since we won't have time
to finish it before the 2.0 release.
Fixed some graphical glitches when TabWidget was used.
Still TODO is get Win32 hardware surfaces working. I'm tempted to
just disable it for the next release, because it's just too much work.
There's still some work left to do in the debugger, but I won't be
implementing any new features (for the next release) beyond what's
there now. From this point on, we're only fixing bugs and adding
any remaining functionality to current widgets.
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Made sure emulation screen height can always accommodate the menus
placed in it.
Added check when switching to PAL mode, so that the emulation height
will be a default for PAL (250), not for NTSC (210).
Added ability to switch between stereo and mono sound dynamically
from the AudioDialog ('Stereo Mode') and the commandline ('-channels').
This setting is not saved to stellarc, so if you want it to be
permanent for some game, save it to the properties file.
Added 'Cartridge.Sound' property to the game properties, and have it
default to 'Mono'. Setting it to 'Stereo' will give stereo sound
(2 sound channels used). Related to this, update stella.pro
'Skeleton+' entry to use stereo sound.
Correctly update the sound framerate when switching between NTSC/PAL,
since the new sound core knows what to do in such a case.
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in SoundSDL. Removed some extraneous CR characters from TIASnd code.
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class supports stereo sound output; however, to switch to stereo mode you
currently have to change desired.channels to 2 instead of 1 in the code.
Eventually, we need a setting to enable this and it might be nice to have
a "stella.pro" value for defaults. Games like Skeleton+ and Synthcart
support stereo output so setting their values to "STEREO" would be good
and having the default be "MONO".
I'm also checking in an updated VC++ project file; however, the other
makefiles will need to be updated to remove TIASound.c and add TIASnd.cxx
to the build
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Patch includes optimized framebuffer rendering, and mapping of
PSP specfic SDL codes to Stella events.
PSP developers, please test this code. I don't have a PSP, so I
can't test it myself.
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stuff into their own columns, making things easier to read but also
making it much easier to edit specific parts of a line.
Still TODO is actually patch ROM when editing the 'bytes' field,
and also possibly edit the label field (which would translate to
creating a new define at that address).
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have to be in 'scanline' mode for it to work (which means you must
have previously selected 'Alt l' or pressed the 'Scanline+1' button).
This is similar to the bug where stepping shows partial changes
only when you've first selected scanline mode; this bug will be
fixed shortly.
Fixed coordinate issues in TiaZoomWidget and when setting position
from TiaOutputWidget. The position selected in TiaOutputWidget
now becomes the center point in the zoomed image.
Zooming in TiaZoomWidget now operates on the center coordinate. That
means you actually zoom in on the center of the image (vs. before,
where you zoomed on the upper-left area).
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a ContextMenu for 2x, 4x, 8x zoom. Some work is still required
to center on previous position.
Added a ContextMenu to TiaOutputWidget. The only item currently
working (partially) is 'zoom at selected point', and there's still
some work to do there as well, since mouse position and TIA image
position don't seem to be lining up (something to do with xstart
and ystart).
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PopupDialog and 'pops up' a listing of commands that can emit
signals which the parent class will act on.
Added a ContextMenu to RomWidget, containing some common commands.
These commands don't actually do anything yet.
The GUI code now differentiates between left and right mouse buttons.
Most classes still treat both the same, but in the case of the
ContextMenu added to RomWidget, it's activated only by the RMB.
Added first pass of TiaZoomWidget, which displays a zoomed area of
the TIA image. It's not quite working correctly yet, but I think
I know what the problem is.
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