the latter you'll probably require the patience of Job.
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(more work required for Windows), and updated zlib to latest
version.
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display modes wrt both palette and display properties (# of scanlines,
size of window, etc). This means you can now dynamically switch
between these modes at runtime.
Also added 'Shift-Control-f', which cycles through the modes in
reverse order.
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wrap when opening in the default text editor in OSX. Yes, I *am*
that picky (OCD would probably be a better description).
Bumped version #.
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been removed. Sorry to anyone still using these systems, but this
decision is final. It's time to move on, folks.
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Distella '-r' option (Relocate calls out of address range) to
the disassembler core. Also added UI item to dynamically
change the setting.
Renamed 'resolvedata', 'showaddr' and 'gfxformat' commandline
arguments to start with 'dis', indicating that they're part
of the disassembler.
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RAM to do so, which I agonized over for about a week, but I feel it's
a fairly good tradeoff for the features we get. Eventually, I may come
up with a more accurate phosphor mode which eliminates this approach
entirely.
Reverted OpenGL framebuffer to 32-bit colour mode. We're using Blargg
effects, so we may as well get the full fidelity out of it. Besides,
testing has shown that there's not much speed difference between 16
and 32 bit modes, making me think that 16-bit is probably be swizzled
to 32-bit anyway.
Bumped release date to June 1, version to rc1.
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for phosphor effects. It's just not ready to go yet, more research is
needed, and I just don't have the time to fix it. Besides, it's been
two months since the last release, and I need a vacation.
Because of this, the release date is changed to May 25.
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instead of the entire area. This fixes the speed regression from 3.6,
since the main TIA texture is now larger than before. Previously it
was 160 pixels wide out of 256 total (rounded to power of two), now
it's 560 wide out of 1024 total. In 3.6 it was updating a buffer 256
pixels wide, in the latest beta releases it was sending 4 times as
much data (256 -> 1024). Now it sends only 160/560. Similar
improvements happened with the height as well (210 lines vs 256).
On my test systems at least, this is an extremely large win,
resulting in similar speeds as 3.6 even though we've moved to a 32-bit
framebuffer.
Bumped version # for next beta release.
Pushed release date to June 1, to make absolutely sure I have
everything fixed and ready to go.
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now load and play test ROMs, complete with emulation of timing delays
due to slow accesses on real Harmony hardware. Still TODO is the tunes,
DPC+ stuff, which is stubbed out at this point.
Fixed bug in EFSC bankswitching; state files didn't contain extended RAM
information.
Cleaned up the Serializer API, resulting in slightly faster operation
and smaller state files. Because of this, the state file format
has changed for this release (old state files will no longer work).
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instead of having different keys to turn them on and off separately.
This brings the functionality in line with the rest of the objects/
collision key-combos, which were also toggle-only.
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SDL keyboard events and the static GetKeyState() method doesn't always
work as you'd expect.
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fixing bugs too numerous to mention. The end result is that using
Control-0 to switch between mouse modes is much more understandable.
Updated properties database for Telepathy ROM, which now uses the
MindLink controller. Also updated Astroblast ROMs to use paddles
by default.
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bankswitch scheme (currently, only the 256 internal RAM is used).
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only Bionic Breakthrough ever used this scheme, not Mind Maze and
Telepathy (as the properties database previously indicated).
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and use keys on a real keyboard more effectively.
Bumped version number, so we start all over again.
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normal control functions (ie, pressing Ctrl-q will not quit, but send
this combo directly to CompuMate).
Mapped Func-Space to the Backspace key for CompuMate keyboard.
Func-space (which is actually Ctrl-space is still supported).
Updated documentation for CompuMate changes and system requirements.
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z26 code never actually implemented this, so I'm not sure how people
actually entered Basic code. I guess not many people have played
with and tested this before.
Added more sensible keys for the CompuMate 'space' and 'enter' keys.
They're still mapped to '/' and ';' respectively (to keep locations
on the keyboard the same), but are also mapped to the actual 'Space'
and 'Enter' keys (to make usage much easier). I'll probably also
map 'Shift-;' to Backspace as well.
Updated documentation for CompuMate emulation.
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shifted keys from the keyboard. Most control-keys are
supported too, but still TODO is allow the Control key to
pass to the CompuMate controller and not pre-process it
by the EventHandler (so pressing Ctrl-q) shouldn't quit
emulation in that case).
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events generated by one device would never receive the 'turn off'
event when it was swapped out.
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for analog pins 4 and 9 was swapped.
Renamed various 'Fire' button events to prevent the above problem
from happening again.
In BoosterGrip games, the right mouse button now sends the 'booster'
event, allowing one to play Omega Race fully with the mouse.
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buttons use the mouse left/right buttons, respectively.
Updated changelog and documentation.
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debugger before it has been initialized.
Tweaked the format auto-detection by also looking at the TIA scanline
at which drawing first occurs.
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