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Finally updated the Changelog, which should have been done way before
this. That's the main problem with long delays between releases; I forget exactly what's changed. Fixed bug in Distella in handling relative addressing. Wraparound was potentially occuring on a 32-bit integer, which caused a crash when accessing a 4K array. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1990 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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Changes.txt
98
Changes.txt
@ -12,12 +12,108 @@
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Release History
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===========================================================================
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3.0 to 3.0.1: (February 13, 2010)
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3.0 to 3.1: (April xx, 2010)
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* Fixed a major bug with text drawing in software rendering mode.
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Switching between windowed and fullscreen mode while text was being
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shown could result in garbled text or even a program crash.
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* Integrated Distella disassembler, completely replacing the previous
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disassembler. The entire infrastructure has not been completely
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ported yet. As a result, labels defined by the user or from a
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DASM symbol file aren't actually used in the disassembly. This will
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be addressed in a future release.
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* Completely reworked the debugger cartridge interface, so that
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the disassembly is dynamic (ie, the debugger tracks when address
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space has changed, and automatically performs a re-disassembly).
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* All carts with extended RAM that differentiate between read and write
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ports now behave correctly when a read from the write port occurs.
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* Added more complete support for the more esoteric bankswitch
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schemes in the debugger. These schemes now support accurate
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disassembly and ROM patch functionality. Related to this, fixed a
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bug in disassembler view when a failure to patch a ROM still showed
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the (incorrect) patched results.
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* Added debugger pseudo-register '_rwport', which traps on a read from
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the write port. This differentiates between reads that are normally
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part of a write cycle (ie, it traps only on inadvertent reads).
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* Added ability to disable TIA object collisions, independent of
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enabling/disabling the objects. Previously, one had to completely
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disable an object to avoid collisions, but now an object can be
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enabled (and seen) but still have its collisions disabled. These
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actions are tied to the same keys as the enable ones, except the
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'Shift' key is also used.
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* Added support for bankswitching scheme DPC+, thanks to Darrell Spice
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Jr and Fred Quimby.
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* Reverted some of the TIA improvements with respect to 'starfield
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effect' as seen in "Cosmic Ark" and "Stay Frosty". The emulation is
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now more accurate as compared to the majority of consoles in use.
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* Added 'autocode' commandline argument and associated UI item, used
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to set the "automatic code determination" config option in Distella.
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* Removed the 'loadlst' command and the ability to use a DASM .lst file.
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With the recent disassembler improvements, this is no longer needed.
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* Modified debugger 'disasm' command to accept a second argument
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indicating the number of lines to disassemble.
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* Added emulation of the "Sega Genesis" controller, with two buttons
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that are directly supported on a real system.
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* The ZLib library is now included in the core code, so Windows users
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no longer have to track down the ZLIBWAPI archive.
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* Many changes to the MacOS X port. The application is now known as
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'Stella' (instead of StellaOSX), and the keyboard handling is changed
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to match other systems in terms of where the keys actually are on the
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keyboard (ie, the OSX Command key corresponds to Alt, and the OSX
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Control key corresponds to Control). As a result, all your settings
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will have to be entered again.
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* Added 'ctrlcombo' commandline argument, which toggles the use of the
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control key as a modifier key. This is useful if you want to press
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'Control' and 'R' in a two player game, and not have the combination
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treated as 'Control-R' (which will issue a ROM reload).
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* Added 'usemouse' commandline argument and associated UI item. This
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toggles the use of the mouse as a controller of any type.
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* Added 'uimessages' commandline argument and associated UI item.
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This toggles showing of UI messages overlaid on the screen.
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* Many changes to the FrameBuffer and UI code for 'smaller' systems.
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Stella will now scale correctly to small screens, down to 320x240
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(which is the absolute lower limit supported). Related to this,
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added 'maxres' commandline argument, which is useful for developers
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testing on such systems.
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* The About dialog now shows the version of SDL in use, and the type
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of CPU the application is running on (i386, x86_64, etc).
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* Improved 'listrominfo' commandline argument to list all information
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from Stella's internal ROM database, including a heading. This
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output can be imported into a spreadsheet or database program.
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* Renamed 'tiafloat' commandline argument to 'tiadriven'. The
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emulation of the behaviour of floating TIA pins is also much more
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accurate.
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* Added 'md5instate' commandline argument, which toggles saving the
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MD5sum of the ROM with a save state. When disabled, a state file
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is no longer tied to the exact instance of the ROM which created
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it (useful during development when a small change in program code
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would render a state file useless).
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* Fixed bug in certain editable text fields, where pressing Return/Enter
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would disable any further input.
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-Have fun!
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@ -93,7 +93,7 @@ void DiStella::disasm(uInt32 distart, int pass)
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#define HEX2 uppercase << hex << setw(2) << setfill('0')
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uInt8 op, d1, opsrc;
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uInt32 ad;
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uInt16 ad;
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short amode;
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int bytes=0, labfound=0, addbranch=0;
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stringstream nextline, nextlinebytes;
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@ -485,21 +485,19 @@ void DiStella::disasm(uInt32 distart, int pass)
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case RELATIVE:
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{
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// SA - 04-06-2010: there seemed to be a bug in distella,
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// where wraparound occurred on a 32-bit int, and subsequent
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// indexing into the labels array caused a crash
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d1 = Debugger::debugger().peek(myPC+myOffset); myPC++;
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ad = d1;
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if (d1 >= 128)
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ad = d1 - 256;
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ad = (myPC + (Int8)d1) & 0xfff;
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// uInt16 address = PC + (Int8)operand;
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labfound = mark(myPC+ad+myOffset, REFERENCED);
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labfound = mark(ad+myOffset, REFERENCED);
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if (pass == 1)
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{
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if ((addbranch) && !check_bit(labels[myPC+ad], REACHABLE))
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if ((addbranch) && !check_bit(labels[ad], REACHABLE))
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{
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myAddressQueue.push(myPC+ad+myOffset);
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mark(myPC+ad+myOffset, REACHABLE);
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myAddressQueue.push(ad+myOffset);
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mark(ad+myOffset, REACHABLE);
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/* addressq=addq(addressq,myPC+myOffset); */
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}
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}
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