that when a Properties object is saved to a properties file, that file
looks more like the default stella.pro.
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be compiled into the core. It's up to the GUI's to call (or not call) the
DEVELOPER methods.
Changed the behaviour of Console::saveProperties() in that it now accepts a
boolean variable 'merge', which if true, will make a call to
PropertiesSet::merge() and indicate that these properties are to be saved
into a stella.pro file.
If merge is false, it simply saves the properties to the specified file
(as before).
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stay synchronized with each other. Also added code to disable the audio
if the driver doesn't support "real time" audio (under linux this usually
means a sound server is running). This code appears to be working almost
as well as the X11 sound code under the 1.2.5 release of SDL.
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stuff. These are availble only if DEVELOPER_SUPPORT as been defined.
The keys are as follows:
Alt+s: Save the current properties to your home directory named as
"Cartridge.Name".pro, with all spaces in the filename
converted to underscore.
Alt+f: Toggle between NTSC and PAL modes, and update the palette
accordingly.
PageUp / PageDown: Increase / decrease the "Display.YStart" variable.
Alt+PageUp / Alt+PageDown: Increase / decrease the "Display.Height" variable.
Home / End: Increase / decrease the "Display.XStart" variable.
Alt+Home / Alt+End: Increase / decrease the "Display.Width" variable.
Also, cleaned up the code a bit wrt C functions. Got rid of all sprintf
C-style functions, and used C++ style sstream instead.
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both from the commandline (by passing in a user-defined properties
object to the Console constructor) and at runtime (by calling various
methods in the Console class).
Methods are defined as follows:
Console::changeXStart() & Console::changeYStart()
- Changes the "Display.XStart" and "Display.YStart" variables.
Console::changeWidth() & Console::changeHeight()
- Changes the "Display.Width" and "Display.Height" variables.
Console::toggleFormat()
- Changes the "Display.Format" variable, switching between NTSC and PAL
modes.
Console::saveProperties()
- Saves the current properties (including changes made in the current
session) to the given filename.
Some notes on the new methods:
- The GUI's will need to be adapted to see the updated information
and act accordingly.
- This new code is only activated by '#define DEVELOPER_SUPPORT'.
You are encouraged to wrap calls to these new methods (in the GUI)
in an appropriate #ifdef. Publicly released binaries probably
SHOULD NOT have this stuff activated.
- All change methods (except for NTSC/PAL switching) currently do a full
system reset after making a change, so that the whole system will see the
changes. This means that if you are playing a game and call one of these
methods, the game will be reset. In the future, the core may be enhanced
so that changes are detected without a full reset.
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the contents of the TIA sound registers are saved/loaded with the state,
resulting in a much more consistent state file.
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code, and there are still some audio/video sync'ing problems.
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new sound mechanism for Stella. The TIASound library is now part of the
emulation core and each time a frame is created a corresponding set of
audio samples is added to a bounded queue. The GUIs are responsible for
getting the samples from the MediaSource object after each update and
sending them to a sound driver as needed. Currently, only the X11 port
has been updated to use the new API. The new APIs are not backwards
compatible so the other GUIs will not compile until they are updated.
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and SDL ports.
Added 'Shift-F10' key combo to X11 port to cycle downwards through state
slots.
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commandline options that were previously booleans now take either a 0 or
1 after them, specifying false or true, respectively. For example, one
can now specify window centering be on with "-center 1" and off with
"-center 0".
The option previously named "-nohog" has been renamed "-accurate", which
more accurately describes its function.
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saving/loading states, etc). Makes the message much easier to see.
Implemented in the core code, so DOS, X11 and SDL will take advantage
of it.
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with eight 4K banks. Marble Craze (a new homebrew game) should work now.
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now always compiled into the SDL and X11 versions.
Default is to use the CPU-intensive (normal) timing code. The less CPU-
intensive timing can be selected with the commandline argument '-nohog', or
by setting 'nohog = 1' in the rc file.
Note that the nohog setting works much better in SDL vs. X11, since SDL_Delay()
seems to have a finer granularity than usleep().
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- Completely removed the built-in games
- Renamed "Readme.txt" into "CyberstellaTodo.txt" and moved it into the root of the stella project.
- Added a few initilal Cyberstella informations to changes.txt. The WIN32 version now joins this log.
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- Completely removed the built-in games
- Renamed "Readme.txt" into "CyberstellaTodo.txt" and moved it into the root of the stella project.
- Added a few initilal Cyberstella informations to changes.txt. The WIN32 version now joins this log.
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Appropriate error messages are printed to the screen.
Changed location for rc and state files for X11 and SDL versions.
When Stella starts, it will create the directories '.stella' and
'.stella/state' under $HOME, if they don't already exist.
All state files will be placed in '$HOME/.stella/state'. The locations
for the rc and properties file have also changed. They are now
found in '$HOME/.stella/stellarc' and '$HOME/.stella/stella.pro'.
Changed shading of the screen when pause is pressed. Now the colors
are set to 75% of normal, not 50% (as before). I think this looks
better. Also, shading is no longer performed in 8-bit modes, since
there weren't enough colors to do it anyway.
Made joystick code optional again in the X11 and SDL versions. This
is in preparation for a code merge (in the SDL version) for the
Zaurus PDA.
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saving.
For now, CartE0 is still being tested, and CartMC has not been implemented at
all. This is a problem right now, since I don't have access to an MC
cartridge image.
Other than that, all the other Cartridge types are working fine with every
ROM I've thrown at the current code.
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Changes I had to do where:
Adding #include "bspf.hxx" to the headers of the new classes.
Fixing a myriad of (in VC++ 6.0 illegal) uInt32 redefinitions
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- Updated Todos in Cyberstella/ReadMe.txt
Woah! 137 lines of ToDos! The fastest growing branch in the whole project! :-)
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We're working on a GPL conform solution though, so check back soon.
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For now, state support is present only in the SDL port. The following
keys are used to access state stuff:
F9: save state to current slot
F10: change current slot (cycles from 0 through 9)
F11: load state from current slot
Messages will appear onscreen indicating success or failure.
State files are saved named as the md5sum of the current ROM, with an
extension of .stx appended, where x is the current slot (from 0 through 9).
For now, these state files are saved in the current working directory.
I plan on moving them to a $HOME/.stella/state directory for both the X11
and SDL ports. The Windows and DOS versions can choose other, more relevant
locations.
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Not all cartridges have been implemented. Some are working perfectly,
such as those without RAM. Others are hopefully working, but require
further testing (like bank switching). A few are not working at all,
most notably CartAR and CartMC.
Please test extensively.
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store integers and booleans, even on systems with different variable
widths.
Currently, they are used to implement the storage and retrieval of binary
data that make up the state files.
I'd appreciate testing on systems with different variable widths and
endianness (other than i386).
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are in System.cxx, and can be accessed from the various ports through
the Console.
To save state, call theConsole->system.saveState(string filename, string
md5sum). The filename should include the full path and can be anything.
The md5sum is obvious and is used to make sure that the filename is actually
a state file for the current ROM.
To load state, call theConsole->system().loadState(string filename, string
md5sum. These variables have the same meaning as above.
For now, only the SDL port has access to these. Support will be added for
all ports when I do some more testing.
I'd appreciate some bug reports, especially related to sound handing on
state load.
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After spending some hours of reading through all sorts of licensing nonsensense, I think we might be on the save side with this new disclaimer now.
Maybe someone with more sense for such crap and more understanding for the english language might read through that stuff again and see if there's yet still any possible trapdoors I've overlooked.
Anyway, if there's no other choice, I'll remove these games completely again without any trace, before I risk that any rights to these games get drawn away from their original authors.
Greetings,
Manuel.
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*GRMBLFX*
Someday I should know how windows messages work...
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in when stella.pro is to be loaded. I hope this is ok
for the other versions, too?
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- Gunfight added with permission from Manuel Polik
- Jammed Full Version(!) added with permission from Thomas Jentzsch
- Qb added with permission from Andrew Davie
- Thrust added with permission from Thomas Jentzsch
Conversions done with BIN2H, a utillity created by
Manuel Polik with help from Thomas Jentzsch.
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- Added a Tooltip for the Play button as requested by Thomas :-)
- Items are now sorted even when stella.pro is missing.
-Aded a warning message when stella.pro is missing.
- Display states are updated: Now correct path and # games are shown.
- Built in Gunfight, Thrust, Jammed & Qb with permission from their authors.
- The usual minor changes here and there...
- updated Cyberstella readme.txt with tons of feature requests and todos...
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Hi there!
Check Cyberstella/ReadMe.txt for my current ToDo list.
Feel free to add/edit/remove/suggest :-)
When the *urgent* stuff is done, Cyberstella is ready to be released.
Main problem at the moment is: Window does neither send me the
ItemActivate message when ENTER is pressed, nor do WM_KEYDOWN
messages come through when the ENTER key is pressed. Hm...
Any ideas appreciated... :-)
(Not really a bug, as you can start games via menu, toolbar and
direct doubleclick now, but it should do on ENTER too, I'd say...)
Greetings,
Manuel
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(1) Indicated that the pause function was added to the DOS version
as well
(2) Fixed the statement regarding what happens if a stella.pro file
isn't found
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recognized correctly. Also removed some race-conditions which may have
been causing the application to lockup when the PAUSE key was pressed.
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