alex_79 Posted January 16, 2015 Share Posted January 16, 2015 The 'format' commandline argument does this, and takes ntsc/pal/secam/ntsc50/pal60/secam60. Thank you! Now I see that's actually in the user's guide, I don't know how I missed it! Quote Link to comment Share on other sites More sharing options...
Hoessi666 Posted January 24, 2015 Share Posted January 24, 2015 Just a short notice: when using Direct3D or Software as rendering Method, the Games become unplayable slow on my System (about half of the correct Speed). Using OpenGL doesn't produce that Error. (Win7 Home Premium, Intel onboard Graphics GMA950, Intel Atom SingleCore 230 1,6Ghz, 2GB RAM ) Haven't tried it on other Systems so far... Apart from that: Thanks to Stephen for his awesome Work!!!! Quote Link to comment Share on other sites More sharing options...
Keatah Posted January 24, 2015 Share Posted January 24, 2015 (edited) Could something be wrong with your system? Because on significantly lesser hardware I get 100% speed, albeit higher cpu usage if using d3d. There is still some headroom though. In software I'm just getting full speed, with little to spare, provided i turn off the tv effects. But look at my system specs. Integrated 82855GM AGP Intel Extreme Graphics2 w/64MB shared memory Pentium M 1.7GHz 2GB 133MHz DDR-1 RAM Software audio That's turn of the century technology! Edited January 24, 2015 by Keatah Quote Link to comment Share on other sites More sharing options...
Hoessi666 Posted January 24, 2015 Share Posted January 24, 2015 If I deactivate VSync in the Direct3D-Mode, it works fullspeed, too. The Software-Mode stays slow. Drivers are the most actual for the System! I can live with that; OpenGL is my Favourite though. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted February 1, 2015 Share Posted February 1, 2015 (edited) Stella 4.5 (64 bit) crashes for me when I try to create a snapshot (only with video settings Direct3D and OpenGLES, but not with Software, OpenGL or OpenGLES2). The files created have 0 bytes. Also, when trying to change either the snapshot save or load path by clicking on the button in the tab menu, Stella freezes (independent of video settings). Finally the size of the game saved is 576 x 420 pixel. With zoom set to 2, I would have expected 640 x something. When closely looking at the game, you can see that the pixel differ in width (see top of the trees, 3 or 4 pixel). Any idea what's going on here? Edited February 1, 2015 by Thomas Jentzsch 1 Quote Link to comment Share on other sites More sharing options...
Torr Posted February 1, 2015 Share Posted February 1, 2015 Maybe it's just my system, but I have a few sound quirks using Stella 4.5 The classically awful Pac-Man start-up ditty sounds garbley... and Quadrun just makes an awful ringing noise (like can happen in your ears) throughout the WHOLE game... 1 Quote Link to comment Share on other sites More sharing options...
+stephena Posted February 6, 2015 Author Share Posted February 6, 2015 For everyone experiencing issues, please work backwards from version 4.5, and install older versions and let me know in which version the problem first appeared. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted February 6, 2015 Share Posted February 6, 2015 (edited) I just did that. The snapshot crash and the pixel sizes both started with 4.0. In 3.9.3 the crashing renderers didn't exist, but I am pretty sure that they did not always crash in 4.x when doing a snapshot. Fixed, the Intel Graphics driver was the cause, after deleting and reinstalling all snapshots work fine. The pixel size problems started with 4.0 too, independent from the renderers I use. Fixed, for whatever reason (default in 3.9.3?) NTSC Aspect was set to 90. But snapshots still crashing with 100. Now I have another (minor) problem: I can select OpenGLES(2) as renderers, but after selecting Stella either closes (OPENGLES2) or after reopening the menu the renderer is at Direct3D. I don't think these are general problems. I suppose there must be some Stella configuration problem on my computer. How can I start COMPLETELY from scratch? The Load Path button freeze started with 4.2, 4.1.1. works well. And another problem: When enabling PAL color loss, during odd scanlines, the picture is all black. This starts with 4.0 too. The problem disappears (temporarily) when I open and close the video menu with OK. Then the screen is correctly displayed without colors. Tested with the GCC Millipede prototype title screen or while playing Panda Chase. It only seems to happen for games in PAL format (> ~290 lines) Edited February 6, 2015 by Thomas Jentzsch Quote Link to comment Share on other sites More sharing options...
+stephena Posted February 9, 2015 Author Share Posted February 9, 2015 The list of renderers shown are all the ones that SDL knows about, not necessarily what the system supports (there's no way currently to list only relevant ones). So if you select one that doesn't exist, it will default to the main one. For Windows this is Direct3D. So that's working properly, if somewhat confusingly. For the snapshot load/save path issue, can you forward/post your stella.ini file? I have to look into the PAL colour-loss issue too; I've never of that one before. Quote Link to comment Share on other sites More sharing options...
+stephena Posted February 9, 2015 Author Share Posted February 9, 2015 Maybe it's just my system, but I have a few sound quirks using Stella 4.5 The classically awful Pac-Man start-up ditty sounds garbley... and Quadrun just makes an awful ringing noise (like can happen in your ears) throughout the WHOLE game... I've heard the Quadrun constant ringing sound (although not recently), but I haven't been able to track down why it happens only on certain systems. Perhaps play with the 'Audio Settings' to see if it makes any difference (and if it does, please let me know what changes you made). Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted February 25, 2015 Share Posted February 25, 2015 I think I found a bug in the debugger: Trying to change the size of missiles or the ball always sets their size to 0. Quote Link to comment Share on other sites More sharing options...
+stephena Posted March 17, 2015 Author Share Posted March 17, 2015 I think I found a bug in the debugger: Trying to change the size of missiles or the ball always sets their size to 0. Can you provide more detail and a test case, such as the ROM you tried, what you did, etc? Quote Link to comment Share on other sites More sharing options...
+stephena Posted March 17, 2015 Author Share Posted March 17, 2015 The video glitches that some people have been having are (hopefully) fixed, as is the sound corruption upon starting a ROM for the first time. These will be present in version 4.6, due by the end of the month. Quote Link to comment Share on other sites More sharing options...
+stephena Posted March 21, 2015 Author Share Posted March 21, 2015 Stella 4.6 has been released, which fixes some of the issues mentioned in this thread. If your specific bug hasn't been addressed, please move all discussion to that thread. Quote Link to comment Share on other sites More sharing options...
Rotgut Posted January 8, 2016 Share Posted January 8, 2016 (edited) Another new year, another release of Stella. The new version is 4.5... As usual, Stella can be downloaded from here, and donations are welcome here. Any bug reports or feedback can be in this thread or by PM. Happy New Year to everyone. Stella: Easily the most pain-free, easy to configure, easy to run emulator EVER. IMO the gold standard to which all other emus should measure against. THANK YOU for such an awesome, wonderful thing. Edited January 8, 2016 by Rotgut 1 Quote Link to comment Share on other sites More sharing options...
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