of scanlines in a 20-frame run of the Console. This should finally quiet
those idiots that say 'Stella sucks' because it's too slow (when in fact
it just didn't know a ROM was PAL). This will only detect NTSC and PAL;
PAL60 will be autodetected as NTSC. AFAIK, there's no way to detect
this, so it will still need to be defined in the properties.
Added autodetection logic for E0 and E7 bankswitching types.
Added '-rominfo' commandline argument, which gives a semi-detailed
description of the given ROM, including cart type and display format.
Yes, I'm a geek; this is what I spend Christmas day doing :)
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and I'm not sure if some of the remaining types can even be autodetected.
I only wish I'd had time to include this in the 2.3 release.
Bumped version number to 2.3.01, and starting all over again. Hopefully
more help will find its way to me this time :(
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each different Expression class in a separate file, especially since they're
mostly only one-line methods. So now all the classes are placed in
DebuggerExpressions.hxx.
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Tweaked the settings so they're more familiar to the user. Specifically,
'tiadefaults' is not on by default.
Fixed issue with using "[..]" in Win32 when at the root of a drive. In
that case, the parent is the listing of all drives.
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It now uses the defaults for xstart and ystart as well.
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Hopefully this won't slow things down too much for other platforms.
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the OSX port, but I'm not getting feedback, so I'll do a release and then
deal with the complaints :(
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problems in the OpenGL code, and wasn't needed in the software code.
The only port that needs it is the GP2X, so it makes sense to take care
of that functionality directly in FrameBufferGP2X (which it now does).
Added ROM properties for a few homebrew ROMs from AtariAge.
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Snapshot support is now always included, since it doesn't require libpng
and is only about 100 lines of code. If your particular port doesn't want
it, then don't bind an event to it :)
Removed changeWidth() and changeHeight() TIA functionality, in preparation
for the release after this one when it will disappear completely from the
core. Current ROM's which have these properties set will still function,
as long as 'tiadefaults' isn't turned on. Of course, one can still edit
the properties manually, but I'd like to discourage it.
Updated event strings in EventHandler. We now consistently refer to the
first joystick/paddle/driving controller/etc as zero.
Some more updates to the manual. I think it's pretty much complete at
this point.
Bumped version number to '2.3_rc1'. I'm basically finished at this point.
All that's left to do is make sure the weird OSX crashes some people are
having are fixed, and I'm awaiting feedback on that one.
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now only run for 10000 disassembled instructions, and then it will exit.
Related to this, removed the hack that let the 'runto' command
continuously run while updating the debugger, since it was buggy and didn't
really work anyway. So if 'runto' doesn't find what it needs in 10000
instructions, you'll need to run it again. Perhaps for a future release,
the number of instructions can be user-defined.
Made 'gl_vsync' not be the default for Unix/Linux systems, since very few
systems support it though SDL yet.
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Tweaked the settings for Unix/Linux. Most GL implementations for those
systems use Mesa, which is currently broken wrt vsync support.
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Changed all functions #define'ed in bspf.hxx to be named more consistently
(BSPF_functionname...), to make it more obvious what they are.
Changed 'DEVELOPER_SUPPORT' to 'DEBUGGER_SUPPORT' everywhere. Originally,
developer support was to encompass more than just the debugger, but since
there's no longer a reason to exclude the other stuff (due to most of it
being very useful even for non-developers), it makes sense to rename the
option. Those ports using 'configure' will need to update the arguments
used.
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'too old'. In this case, the file won't be parsed, and the internal
defaults will be used. This should only be changed when absolutely
necessary, as is the case with this release, since there are a few
settings that can cause Stella to not work when used with a 2.2 settings file.
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apparently faster on hardware that supports it. Added GL optimizations
for Apple/OSX OpenGL, which is supposed to be much faster on lower-end
hardware.
In the process of completely removing advanced scaler support from the
OpenGL rendering modes. I could never get the code to work anyway, and
there's much more important stuff to do in the core.
Fixed bug in properties saving where all ROM properties were being saved,
not just the ones edited from GameInfoDialog.
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and YStart properties aren't touched, since in some cases they're needed
for correct emulation. This is similar to how z26 works internally,
since it also has a YStart-like functionality.
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property (Yes or No).
Changed the static initialization of Scaler related items to use const char*
instead of string, since the WinCE port has trouble with that.
Updated 'scale_ui' and 'scale_tia' to use lowercase options. So those
settings will be reset with this commit.
Added all recently added options to Settings::usage().
Huge update to the user manual. Things are getting very close now :)
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when drawing characters in software mode. The old code was calling
SDL_FillRect for every pixel in the character! Preliminary testing
shows at least 2-3 times faster rendering, but I suspect it might
be higher for those systems where SDL_FillRect was slower than in
Linux. SDL_FillRect isn't meant to be used for 1-pixel calls.
Incidentally, this is the reason why dirty-rect merging with
a lot of onscreen movement could be slow; it degenerated into calling
SDL_FillRect for every pixel.
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menus. Also, paddles now default to minimum resistance when starting
a paddle game, and changes in paddle location by the mouse are detected
by the digital paddle emulation (so pressing 'PaddleXXXIncrease/Decrease
after moving with the mouse will continue from the current onscreen
paddle position).
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didn't work at all with the GP2X or the Stelladaptor, because of a related
bug in swapping virtual console ports.
Added about() method to FrameBufferXXX classes, which all FrameBuffer
derived objects are required to implement. This is so framebuffer info
is only printed as necessary.
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which I left out in the previous commit.
Added properties entry for "Conquest of Mars".
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rectangle merging. This makes the 'dirtyrects' option more relevant,
since now if it's turned off, dirty rectangles are not merged, and
the screen is updated with SDL_Flip() instead of SDL_UpdateRects().
This new functionality is very similar to how z26 works, but
experiments on my Linux system show it to be twice as fast on
average :) Dirty rectangle merging now defaults to off. I'm
leaving it in, since it benefits people in some cases. Basically,
non-dirty-rect support is optimal when many things are changing
onscreen at once, at the cost of more constant and generally slightly
higher CPU usage. Dirty-rect support is optimal at larger resolutions,
where it's usually at least twice as fast as without, but is suboptimal
at larger resolutions when lots of stuff is changing. At some point in
the future, maybe Stella itself can automatically switch modes depending
on which is faster at any point in time.
Added "[..]" previous directory functionality to BrowserWidget, the same
as already in the LauncherDialog. Thanks for Alex and Lou for the
reminder.
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check and see if we're dealing with a directory.
Fixed off-by-one error in count for files in LauncherDialog. While in
ROM browse mode, the previous dir " [..]" entry should not be counted.
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'Controller.PaddleNo', replacing it with 'Controller.SwapPaddles' (Yes/No
type argument). The reasoning being that in combination with
'Console.SwapPorts', paddle 0 can be the default for any ROM as follows:
ROM uses paddle 0 as default:
Console.SwapPorts -> No
Controller.SwapPaddles -> No
ROM uses paddle 1 as default:
Console.SwapPorts -> No
Controller.SwapPaddles -> Yes
ROM uses paddle 2 as default:
Console.SwapPorts -> Yes
Controller.SwapPaddles -> No
ROM uses paddle 0 as default:
Console.SwapPorts -> Yes
Controller.SwapPaddles -> Yes
Updated all ROMs that don't default to paddle 0. This works for all
paddle input, both analog from mouse and/or joystick and digital from
keyboard, joystick, etc.
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Allowed modifier keys (Ctrl, Alt, Shift, etc) to be treated as normal
keys, and mapped to some action. In those modes, the modifier keys are
just like any other key on the keyboard. However, they also have
a special purpose when combined with other keys (text editing), and
this now works as well.
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