- changed from templates back to inheritance (sorry DirtyHairy :))
- added 'tsense' commandline argument and associated UI
- updated docs and screenshots for new functionality
- An extraneous TAB key event was being generated
- This is possibly an SDL bug in Linux only; it doesn't happen on other systems
- I've contacted the SDL mailing list for more info, so this code may be temporary
until after an instruction was executed. Also, toggle-able widgets
(pixel and bits) in the debugger can now be toggled with a single
mouse click, not a double-click. These fix issue #15.
This is enabled in the UI or through the 'tv.phosphor' commandline
argument. Note that what was previously 'tv.phosphor' (for setting
the blend level) is now 'tv.phosblend'.
Updated documentation in various places.
Added new 'tv.phosphor' commandline argument to accomplish the above,
and associated UI item in Video Settings.
Updated docs for 'tv.phosphor' and 'tia.debugcolors'. More work is
needed on this, since I need to add screenshots for this new functionality.
the fixed debug colors to user-defined preferences. Note that there
are 6 registers (P0,M0,P1,M1,PF,BL), and the option takes a string
of 6 characters, where each represents a colour for the respective
positional register (ROYGBP are the choices).
I may add a UI item for this, but this is as far as I will go with
allowing user editing.
to work like the old 'm' versions, so they work on all mirrors and
also allow one to enter a range of values to trap. Added more
stringent error checking for parameters.
- 'cls' now only clears the screen, and not the command history
- 'help' accepts another command as an argument, to give more info
about the command (ie, help breakif is now valid)
- command completion now works on built-in functions and pseudo-ops
file. For most people, that means the files are now stored in
'~/.config/stella' instead of '~/.stella'. Manually moving the directory
will be necessary if you wish to keep the old settings.
that the register held values up to 255 (when it should only contain 0-159).
Thanks to Omegamatrix for the report and fix.
On another note, I hope to get back to Stella development soon; it's been a
rough time since the last release.
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"`" key (or equivalent) was being shown in the prompt widget.
Added method stubs for clipboard cut/copy/paste/select. Actually
implementing them will come next.
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(tv.jitter_recovery). Next, this will be added to the UI.
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scanline count differences can take multiple frames to recover.
Currently the code uses a hard-coded delay; next I'll make it a
variable, changable within the UI (and on the commandline).
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Updated properties database to RomHunter v11. I would have done this in the
last release, but nobody told me that v11 had been released.
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is closed (since it's not deleted until the next console is created).
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the mouse or digital input. This will fix those ROMs that don't
use much of the range on a real paddle, and as such have a huge
deadzone in emulation.
For now, only the Paddle class is modified. Still TODO is add the
ability to change this from the UI (per-ROM, obviously).
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Added shortcut key to toggle TV scanline jittering, and have it default
to off. I'd really like to enable it again eventually, or perhaps use some
of the code in the case where scanline jumps are *really* large (since it
seems to emulate the output for every TV I've ever seen).
Bumped version #.
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code that was used for SDL 1.2, etc. It is now much easier to
understand and modify (but I *still* hate Objective-C).
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counts. Thanks to Spiceware for the idea and implementation.
Tweaked 'MDM' autodetection; the identifying string can be in
either bank 0 or bank 1 (or both).
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Changed next version # to 4.6.5; 4.7 will include improved paddle
emulation, but it's not ready yet.
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old RamWidget. Class RawWidget is now an abstract base class
to RiotRamWidget and CartRamWidget, allowing to share quite a lot
of code. In the process, both classes now implement input from
the binary and decimal widgets, not just the DataGridWidget.
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certain other events. A small change to be sure, but the name more
appropriately describes what the event does.
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a memory leak where the Console was never being deleted.
For FSNode read, change 'uInt8[]' arrays to BytePtr, which is an alias to
a unique_ptr array. Again, this enables automatic deletion when the object
goes out of scope.
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write 'silence' to the sound card until there is available data to use.
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on every call to FrameBuffer::update(). This will the same CPU usage for TIA mode,
and a slight increase CPU usage for launcher and debugger modes. The code to do
this was just too fragile, and not worth the extra effort.
This fixes several rendering issues, such as garbage in fullscreen mode in Linux
when using Intel GPU, triple-buffering issues in Windows, etc.
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Added a specific closeConsole method, since the test for hasConsole was returning
true in cases where it shouldn't have.
Fixed PERL PropSet saving so that properties are always saved in sorted order
(by MD5). This isn't technically necessary, but it will eliminate huge changelogs
when only a small part of the file has changed.
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bit of data loaded from the file.
Changed Serializer class to unique_ptr, eliminating d'tor.
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being compressed into one level. In the process, moved all ZIP-related
functionality from OSystem into FSNodeZIP, since it's the only thing
that actually uses it.
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completely remove (currently unplugged) sticks from it.
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it is on all my test systems with 4 different controllers. We still
need bugtesters for this ...
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Eventually this may lead to proper movie output. Thanks to SvOlli
for the code.
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Decided that the next version will be 4.5, since it requires new compilers
and, in the OSX case, a newer version of the OS.
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and bumped version # to 4.5 for the next release (whenever it
may happen).
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I've found and fixed a few memory leaks. You will need an up-to-date compiler.
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Alt-comboes, as these are easier to remember than function keys.
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add 256x256 and 512x512 versions (I'll need help with this one, since it
requires artistic skills which I definitely don't have :) )
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keyboard layout. This means that non-US layouts can finally
enter (ASCII-only) text with Alt-Gr key-combos. Because of these
changes, the global debugger keys for rewind/step/trace/scan+1/frame+1
are now the function keys F4 to F8, respectively.
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in SDL2 that was fixed in SDL1 but wasn't ported over. For now I will
included a patched SDL2.dll; eventually it will be integrated into SDL2
properly.
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any-sized PNG can be loaded and then scaled to the available space.
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and hence didn't re-disassemble.
Fixed long-standing bug in the debugger disassembly; addresses marked as $F000
(or equivalent) were never being highlighted in the disassembly view.
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or those which implement their own unique scheme no longer have to
implement bank and bankCount; this base class versions will be used
instead.
Removed the debugger 'bank' command, since it didn't work for all cart
types, and is obsolete now that the UI allows to change banks for
all cart types.
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another month to complete, and it's already been 6 months since the last
release. And those remaining features have nothing to do with the SDL2
conversion ...
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cart RAM tab to the debugger. This is tailored to each respective
cart bankswitch type, allowing much more information to be shown than
you'd see in the normal RAM area.
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This hasn't been tested yet, since no ROMs currently exist.
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of bold and normal fonts within the debugger UI. Because of the # of changes
this requires, this is as far as I'll willing to go with UI configurability.
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number.name convention (which seem to be pass #'s for DASM). Initially
having this info in Stella was simply visually inconsistent, but now
it also interferes with recompiling when saving the disassembly (IOW,
the data put into the symbol file by DASM can't be fed back into DASM
again in these cases).
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to the screen (inactive pixels are 'transparent' in the UI). In the
case where there is only one possible object below the register, a
'blank' uses the underlying colour (ie, in normal priority, a blank
PF is 'coloured' using COLUBK).
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COLUBK instead of always using colour 0 (black). This is more
informative, as it displays how the registers actually work when
being drawn to the screen. Thanks to Tjoppen of AtariAge for this.
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