(no more editing the configure script). It's still not working, though.
Added more options to the AudioDialog settings, allowing to set output
and TIA frequency, and volume clipping. These are the same options that
were always available on the commandline; they're now exposed to the GUI
as well.
Fixed segfault when launching Stella without a stellarc file.
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- removed TEXTURES_ARE_DIRTY logic, and just recreate the GL textures
when a screenmode changes
- enable checking for machine type and if nasm is available
- logic to enable scaler mode only when in OpenGL mode (still not complete
and defaults to off)
First pass at adding scaler code to OpenGL. Still much work TODO,
but the C version is working correctly (asm is causing crashes,
haven't figured out why). GL quad coordinates aren't properly
set yet, so the image always appears in the upper left corner, and
is not scaled to the window size. CPU usage is also quite high,
but I'm on a 1GHz laptop with i950 GL, so that may explain it.
Fixed long-standing bug in software rendering, where switching to a
lower-res screen while a message is being displayed would cause a
segfault.
Large refactoring of mainSDL. Specifically, OSystem now owns all
the subsystems except for Settings, taking responsibility for creating
and destroying them.
Properties fixes for 'Tomarc the Barbarian' and 'Gyruss'.
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positioned GUI elements in emulation mode (I was a little too eager with
code pruning).
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framebuffer. Fixed getScaler() logic to only use scalers that are actually
available in a particular mode.
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functionality is exactly the same as before; Alt-Equals goes to the
next valid scaler, and Alt-Minus goes to the previous one.
What were previously zoomed modes are now treated as scalers, named
'Zoom1x', 'Zoom2x', etc. Various scalexx and hqxx modes will also be made
available.
For now, and probably forever, these advanced scaling modes will only
be available for OpenGL, since if you don't have a card that can handle
GL well, the scalers will probably be too much anyway. Also, the advanced
scaling will not be available in UI mode, only OpenGL emulation mode.
The UI (Launcher, Debugger) and emulation modes are now scaled separately,
specified with the new settings 'scale_ui' and 'scale_tia'. The 'zoom'
setting has been removed.
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clear the flag. This has been verified using a real 2600 by writing
a program which clears the B flag and then displaying the contents
of the status register.
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read or not. Also modified the TIA code so that if the last access
wasn't a read then it does not do a WSYNC operation. This allows the
emubug.bin ROM to execute and report "2600" instead of "EMU".
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so that they start in bank 0 instead of bank 7. Some homebrews have
been developed assuming bank 0 is the default.
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delayed (i.e., new copy of the ball starts immediately if it is enabled)
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support. Changed the configure script to not build AtariVox support by
default, since it's still a work in progress (and requires extra code
that isn't in CVS yet).
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for the AtariVox support but not needed otherwise. Also changed a forward
declaration of a struct which was declared as a class. I'm currently
building without AtariVox support, however, it should work as before if
ATARIVOX_SUPPORT is defined.
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left side of the screen when score mode is enabled. This was pointed out
by Darrell Spice, Jr. during his work on Medieval Mayhem.
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Added stubs for 4A50 bankswitching scheme. Autodetection of this cartridge
isn't working, and the actual class doesn't do anything! But it's a start.
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...though not well (sounds like it's chewing gum, plus there are nasty
delays in gameplay).
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anything that was necessary.
Changed AtariVox code to be a compile-time option, and integrated rsynth
code into the 'Stella build' style, with a module.mk file.
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a big library, and it's not commonly installed anywhere, and it's GPL.
Actually, a good chunk of rsynth can be removed (all the stuff related
to perl modules and text-to-speech, which we won't need for Stella). I'll
prune it when I figure out exactly what I can keep...
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people who don't have ctags installed.
WIP debugger equate restructuring.
WIP AtariVox emulation. Not very far along yet, but at the moment,
we're able to read the speech data output by vox_test.bin and spit out
the phoneme values on stderr.
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underlying Debugger widgets. This is needed for some keyboard layouts
where normal characters are input using Alt key combinations.
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UI events, similar to multiple key events. Still TODO is add support for
joystick hats, and make sure these changes actually work in the GP2X port.
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rendering modes. At times messages were shown when they weren't supposed
to be, and vice versa.
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mappings (not fully tested yet, since I don't have access to a joystick
right now).
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Finalized remapping of GUI/menu events, and added an interface to change
these mappings from 'Input Settings'.
Fixed bug with taking snapshots having a previously overlaid message
being part of the image.
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is now fully navigable via the keyboard be means of 'tab-like'
functionality. This means that eventually systems without a keyboard
will also be able to navigate the interface without resorting to the
buggy joymouse code (which is soon to be removed).
Laid the infrastructure for remapping GUI events, whereby (for example)
a widget checks for Event::UISelect for 'doing its thing', vs. looking
at the Enter/Return key. So widgets now respond to events, and events
can (eventually) be remapped to *any* device.
Currently, these UI events are as follows:
UIUp, UIDown, UILeft, UIRight, UIHome, UIEnd, UIPgUp, UIPgDown,
UIPrevDir, UINavNext, UINavPrev, UITabNext, UITabPrev, UISelect
At present, they're hardcoded to key events only, so pressing 'Return'
will send a UISelect, cursor up a UIUp, etc. When the remapping code
is complete, *any* input will be able to send these events, and that
remapping will be distinct from emulation mode. So, for example,
cursor up in GUI mode might generate a UIUp event, but in emulation
mode might generate a left joystick up event.
Modified 'tab' key while in emulation mode to only enter the options
menu. Once inside the menu, the tab key acts as navigation between
elements, and exiting the options menu requires navigating to the
'Exit menu' button.
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