are hard-coded, but the infrastructure is there to make this modifiable
from the UI (at some point after the next release).
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Removed references to 'original' palette from VideoDialog, since it's no
longer present in the codebase.
Added dummy files for Direct3D framebuffer. It looks like Windows Vista
has finally screwed up OpenGL enough that I have to write Windows-specific
code. Damn, have I ever mentioned how much I hate Microsoft? They've
been trying to kill OpenGL for years, and now they might actually
succeed.
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still work with VC.net 2003, but since SDL 1.2.12 needs VS 2005, we're
kind of stuck with it.
Activated console build mode by default, since it's nice to see cout/cerr
debugging info on the command line (and is better than compiling under
MinGW anyway).
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Added '-channels' commandline argument, which allows setting the 'Cartridge.Sound'
property (the property was already present; this just adds a way to set it
from the commandline).
Added ability to change the locations for state saves, cheatfile, palette file
and properties file. These are now changable from within the application
(Options -> Files & Snapshots -> Config Files. They're also changable from the
commandline with '-statedir', '-cheatfile', '-palettefile', and '-propsfile'.
Fixed issues in commandline handling; maybe I should just use GNU getopts.
Updated the documentation. I guess that means a new release is close ...
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freedesktop.org. The XPM is still present, and is used for compiling
directly into the application.
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file configurable from the commandline and in the UI. Because of this,
removed support for BASEDIR functionality added in the last release.
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fullscreen mode smaller than it was initially created for.
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those systems which don't actually have a windowing environment. When
this is set, toggling from fullscreen will not be possible, and certain
window-related UI functions will not be accessible.
Completely revamped video subsystem. Windowed and fullscreen modes are
now dealt with separately. Windows can be zoomed using the 'zoom_ui'
and 'zoom_tia' arguments. Fullscreen modes are now set by resolution,
not zoom, so you can specify to always use a certain fullscreen
resolution, and the images will be scaled appropriately. This also
fixes the fullscreen issues on widescreen monitors; just select a
widescreen video mode, and the aspect ratio will always be correct.
Removed dirty-rect support for software rendering of the TIA image,
as it ended up being slower than just updating the entire image.
For those resolutions where it will start to slow down (1024x768 or
higher), one should be using OpenGL.
Fixed issue in Windows when returning from fullscreen mode made the
window constantly 'shrink' in size. It was related to auto-detecting
the desktop resolution, which is really the job of SDL. As such, all
further releases of Stella will require SDL 1.2.10, which includes
this auto-detection code internally.
Made ROM launcher resizable, configurable in sizes from 320x240
to 800x600. Updated the UIDialog to change these quantities from the
UI (Stella will need to be restarted for it to take effect).
Removed aspect ratio support, since it was causing problems, and the
new fullscreen mode work has made it obsolete. i *may* consider it
again in the future, if there's sufficient demand.
Added 'fullres' commandline argument, used to set the fullscreen
resolution.
Added 'launcherres' commandline argument, used to set the ROM
launcher resolution. This replaces 'launchersize' argument, which
has been removed.
Changed 'scale_ui' and 'scale_tia' to 'zoom_ui' and 'zoom_tia',
respectively. Their function remains the same.
Changed meaning of 'gl_fsmax' argument to specify what modes to use
fullscreen OpenGL scaling (previously, this was a boolean, and
didn't consider different modes).
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misdetected any more.
Optimizations in autodetect logic, thanks to suggestions from
Thomas Jentzsch.
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to requiring only 4 entries out of 2722 ROMs where auto-detection fails.
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and Activision (FE) carts.
Removed most of the pre-defined bankswitching types from the internal
database, since auto-detection is now quite accurate. There are only
6 entries out of 2722 where the type needs to be overridden; not bad,
I think :) Testing is welcome, because I may have introduced some minor
regressions.
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I realized it didn't need to be implemented as a binary tree at all. So
now it's a simple array in sorted order, and it's searched with a simple
binary search algorithm. Fixes the bug I was running into, and saves over
115KB in executable size :)
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System object. Eventually, this will lead to more accurate emulation
for Driving controllers, and hopefully support TrakBall/Amiga/ST mouse
as well.
Fixed snapshot bug where a snapshot included the CommandDialog UI when
launched from that mode.
Bumped version number to 2.3.6.
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and all associated settings/UI elements. It wasn't actually used anywhere
in the current properties database, and would definitely disappear in the
next version of the TIA class anyway.
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all of the vertical lines on a real TV, so I've scaled back the window
size to the same as NTSC mode.
Updated a few PAL60 ROMs that really are larger than NTSC mode, as well
as updated ROM properties for newly found ROMs.
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It's now another state in the eventhandler, logically making more sense
than the way it was implemented before. An onscreen 'Paused' message
now appears every 5 seconds or so, just to make sure everyone knows the
app hasn't locked up.
Still TODO is handle this event in GUI of the OSX port, by disabling
certain menu options.
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UITabPrev/UITabNext events. This can now be done in the previously
mentioned functionality, freeing up two extra buttons on input-limited
devices.
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(WinCE maintainer). The objects now cycle from tab widget, to all widgets
in that tab, to buttons at the bottom of the dialog. Previously, the
ordering was from tab widget to buttons, then jump back to widgets in the
tab. This would have worked, but cosmetically wasn't very nice.
Added UIOK and UICancel handling to InputDialog; I forgot this in the last
release.
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As far as the #ifdef badness goes this is not too bad. The conditional compiled code blocks are scarce. In my opinion they do not justify an architectural approach, which would mean adding methods for enabling/disabling widgets.
Also note in OptionsDialog.cpp we were leaking memory by instantiating twice the InputDialog.
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we really need to figure out *why* the WinCE compiler doesn't like the old
order, since a compiler shouldn't really care (and it makes it more
difficult on the other ports to have to maintain this inconsistency).
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If this order does not cause problems with the other ports, we can drop the #ifdef and use this one.
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set the version in one place, and have all the codebase/ports sync to it :(
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