+SpiceWare Posted March 24, 2017 Share Posted March 24, 2017 Great! I'd meant to say something about those new fractional formats; I hadn't looked into edit support yet, so I was leaving the warnings there on purpose to remind me to take care of them I changed Xcode to this, should that line wrapping also change to 2, or leave it at 4? Quote Link to comment Share on other sites More sharing options...
+stephena Posted March 24, 2017 Author Share Posted March 24, 2017 Maybe turn line wrapping off? I tend to do wrapping manually, to make things line up nicer. As for the new fractional formats, I can place a FIXME next to them instead of having warnings. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted March 24, 2017 Share Posted March 24, 2017 Done. I can do that, just wasn't aware of FIXME - I see there's 36 of them. Edit: Looks like you already took care of it as a TODO Quote Link to comment Share on other sites More sharing options...
+stephena Posted March 27, 2017 Author Share Posted March 27, 2017 A new pre-release is now available at https://github.com/stella-emu/stella/releases, which includes (among many other things) the new BUS/CDF bankswitching and ARM improvements from Spiceware. Also, state load/save is now working again, as is debugger rewind. The final release is probably forthcoming within a month. 5 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted March 27, 2017 Share Posted March 27, 2017 Great! The timer line should probably read "ARM TIMER 1" as that's the timer I implemented. Timer 0's used by the Harmony/Melody driver, while Timer 2 & 3 are 16 bit timers, which I didn't implement. Quote Link to comment Share on other sites More sharing options...
iesposta Posted April 7, 2017 Share Posted April 7, 2017 Thank you to everyone currently working hard on Stella 5.0 improvements. (And everyone in the past who contributed!) It is great to see known problem roms display correctly, and finding out about others with problems I didn't know about. I haven't seen a mention if the new TIA implementation makes audio sound closer to the real hardware, but I would guess that it should. I was was inspired to suggest a change, due to the pattern I saw, in Stella Debug Colors (which were hard to remember). Started simple with "how about listing / showing the color, the object, and maybe the color name spelled out?" Then I noticed it starts with P0 red, its missile M0 is orange, P1 is (kinda) yellow, M1 is green... That's the spectrum! ROYGBIV - Red, Orange,Yellow, Green, Blue, "purple" (Indigo is dark purple, and Violet is light purple). So for Debug Colors to make sense, change Ball to blue (B for blue), and Playfield was already Purple (P for Purple). Then there's PAL Debug Colors and apart from a few matches, (starts with Red for P0), we made both match more closely. Now anyone may more easily remember which object is which Debug Color. Plus there will be a list/chart somewhere. Maybe a tab, maybe shown in the TIA tab when Debug Colors are on? NTSC / PAL Debug Colors, / game: 1 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 7, 2017 Share Posted April 7, 2017 I was was inspired to suggest a change, due to the pattern I saw, in Stella Debug Colors (which were hard to remember). Started simple with "how about listing / showing the color, the object, and maybe the color name spelled out?" Then I noticed it starts with P0 red, its missile M0 is orange, P1 is (kinda) yellow, M1 is green... That's the spectrum! ROYGBIV - Red, Orange,Yellow, Green, Blue, "purple" (Indigo is dark purple, and Violet is light purple). So for Debug Colors to make sense, change Ball to blue (B for blue), and Playfield was already Purple (P for Purple). Then there's PAL Debug Colors and apart from a few matches, (starts with Red for P0), we made both match more closely. Now anyone may more easily remember which object is which Debug Color. Nice! I saw the commit for that last night and was wondering about it. I'm always forgetting which color is what, using ROYGBIV will make that easier to remember. I'm currently 16 commits behind - Xcode won't let me pull them as I have "uncommitted changes" due to being in the middle of a major rewrite to CDF - most of the spec has changed to facilitate the new FastJump feature while maintaining the 2K size of the driver. I suspect there's a way for me to get those commits, but haven't had time to look into it as I've been getting the house ready for company. Family's arriving tonight, we're taking the kids to see the Houston Art Car Parade tomorrow (though just as spectators this year). Cheech Marin's the Grand Marshal this year! I suspect NORML will be out in greater force than usual this year. 1 Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted April 7, 2017 Share Posted April 7, 2017 Thank you to everyone currently working hard on Stella 5.0 improvements. (And everyone in the past who contributed!) It is great to see known problem roms display correctly, and finding out about others with problems I didn't know about. I haven't seen a mention if the new TIA implementation makes audio sound closer to the real hardware, but I would guess that it should. Thank you! Audio is currently unchanged from the old implementation, but we have plans to hook up a new audio implementation once we've stabilized Stella 5. Initial work (based on work by Chris Brenner) on this was done by Steve more than one year ago, but he stopped as the new code was very difficult to integrate with the old TIA. Things should be much smoother with the new core. 1 Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted April 7, 2017 Share Posted April 7, 2017 I'm currently 16 commits behind - Xcode won't let me pull them as I have "uncommitted changes" due to being in the middle of a major rewrite to CDF - most of the spec has changed to facilitate the new FastJump feature while maintaining the 2K size of the driver. No clue how to do this in XCode, but you can stash away your changes by doing "git stash". This essentially generates a patch from your uncommitted work, tugs it safely away and reverts it. You can then pull in the upstream changes and restore your stashed work by doing "git stash apply". Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 7, 2017 Share Posted April 7, 2017 Thanks! I did a quick search on Xcode "git stash" as well as Xcode "uncommitted changes" but haven't turned up a way to do a stash via GUI. I did see mention of just doing that via command line for an older version of Xcode, suspect that still holds true. I'm only working in 2 files, so it'll be easy to make a backup of them before I try anything. Quote Link to comment Share on other sites More sharing options...
cd-w Posted April 7, 2017 Share Posted April 7, 2017 (edited) There is a rebase.autostash option for git that will automatically stash/un-stash your changes when you pull and rebase. Is there some way to enable this option for Xcode? Chris Edited April 7, 2017 by cd-w Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted April 8, 2017 Share Posted April 8, 2017 I did see mention of just doing that via command line for an older version of Xcode, suspect that still holds true. I'm only working in 2 files, so it'll be easy to make a backup of them before I try anything. Doing it from the shell should be fine, as long as you make sure that Xcode is not running (it observes the file system and might get confused by your files disappearing). Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 23, 2017 Share Posted April 23, 2017 I just committed a major revision to CDF. CDF was drastically revised to make space for, and implement, the new JMP FASTJUMP feature (you can read about that in this Draconian blog entry). Music and Audio support are in place, though sound "off" so will need more work. The revision is not backward compatible, so the prior CDF demos will no longer work. So here's updated demos for the new driver: cdf0_fast.bin cdf1_music.bin cdf2_speech.bin cdf3_fastjump.bin 1 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 23, 2017 Share Posted April 23, 2017 Just finished getting all the pending changes and something broke the debugger. After typing any command Stella crashes at this point: Quote Link to comment Share on other sites More sharing options...
+stephena Posted April 24, 2017 Author Share Posted April 24, 2017 Changes are now committed, but it looks like you attempted to do a merge a few times (not a big deal, it just makes the git history look a little messy). I can't reproduce the debugger crash. Try completely cleaning the project and building from scratch. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 24, 2017 Share Posted April 24, 2017 Changes are now committed, but it looks like you attempted to do a merge a few times (not a big deal, it just makes the git history look a little messy). I can't reproduce the debugger crash. Try completely cleaning the project and building from scratch. Something happened during my first commit attempt, Xcode acted like everything committed (it went through the motions and the Modified flags by the CDF files went away), but when I went to github to create the pull request the changes weren't there. I tried a couple things until they showed up. I did try a CLEAN yesterday, didn't help. Just tried this: Confirmed my repository matches Stella, github shows:This branch is even with stella-emu:master. Source Control -> Discard Changes (had a couple minor comment changes in CDF) Source Control -> Pull -> origin/masterXcode reports "LOCAL REPOSITORY UP TO DATE" Product->Clean Product->Build Product->Run Load any ROM such as Adventure, enter debugger, type command, crash. Not sure what to think at this point. Edit: in case it matters, I'm using Xcode 8.1 (8B62) on macOS Sierra 10.12.4 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 24, 2017 Share Posted April 24, 2017 Crash happens in PromptWidget::addToHistory() at this line: strncpy(_history[_historyIndex], str, kLineBufferSize-1); The _historyIndex has a value of 889370723, I suspect it should be 0 at this point as it's saving the very first command that was typed. It also looks like PromptWidget was changed at the start of the month, and was part of the changes I applied to my machine last night. Perhaps something was introduced in that update? Maybe your compiler's automatically initializing variables to 0 while mine isn't? Anyway, I made a change to initialize the index: PromptWidget::PromptWidget(GuiObject* boss, const GUI::Font& font, int x, int y, int w, int h) : Widget(boss, font, x, y, w - kScrollBarWidth, h), CommandSender(boss), _historyIndex(0), _makeDirty(false), _firstTime(true), _exitedEarly(false) { and Stella no longer crashes. Do you want to look into this anymore, or should I just submit it as a fix for Xcode? Quote Link to comment Share on other sites More sharing options...
+stephena Posted April 24, 2017 Author Share Posted April 24, 2017 OK, I can fix this. Strange that I didn't see it before, since I run through Coverity and it normally picks up this kind of thing. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 24, 2017 Share Posted April 24, 2017 Thanks! I've pulled the latest updates and all is well. I like the plans for the TIA tab - once it's done, being able to see the shadow registers for the players will be handy! Plan to do the same for the ball enable flag? Quote Link to comment Share on other sites More sharing options...
+stephena Posted April 24, 2017 Author Share Posted April 24, 2017 Yes on the ball stuff. I've left the missiles and ball alone for now, to concentrate on the actual player functionality (currently it's only UI changes). If interested, you can follow the discussion at https://github.com/stella-emu/stella/issues/15. 1 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 25, 2017 Share Posted April 25, 2017 Updated BUS for digital sample support. No problem with commit this time - looks like I forgot to check this option (bottom-left corner of Xcode's Commit form) when I committed the CDF changes: test0_stuff.bin test1_music.bin test2_speech.bin test3_bigscroll.bin test4_xevious.bin 1 Quote Link to comment Share on other sites More sharing options...
cd-w Posted April 25, 2017 Share Posted April 25, 2017 Updated BUS for digital sample support. No problem with commit this time - looks like I forgot to check this option (bottom-left corner of Xcode's Commit form) when I committed the CDF changes: Nice work - thanks Darrell. Chris Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted April 30, 2017 Share Posted April 30, 2017 I'm still a bit confused about using GitHub. Whenever an update has been done in stella-emu/stella I do the following, which updates my local copy: Menu option Source Control->Pull... specify stella-emu/master I then do the following, which updates my GitHub repository: Menu option Source Control->Push... take the default of origin/master At this point my local copy is up to date, as is my GitHub repository, but I end up seeing "This branch is 8 commits ahead of stella-emu:master.". If I click on Compare I see "Showing 0 changed files with 0 additions and 0 deletions." Is there something I should be doing at this point in order to make my branch even with stella-emu:master? Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted April 30, 2017 Share Posted April 30, 2017 (edited) Is there something I should be doing at this point in order to make my branch even with stella-emu:master? I just checked out your repo and compared the SHAs of the master HEAD (that's the youngest commit) and it matches stella. As each SHA1 contains the SHAs of its ancestors, this gurantees that the branches are indeed identical. I am not sure what's going on with github's compare function; I think this might be just a bug. I'd ignore it Edited April 30, 2017 by DirtyHairy Quote Link to comment Share on other sites More sharing options...
+stephena Posted April 30, 2017 Author Share Posted April 30, 2017 I've also learned how to use Github a little better over the past few weeks, and fixed some the issues in the process of merging. When you sent the merge request, it actually included 5 merges and then one commit for CDF changes. I figured out how to combine all these into one commit; just the CDF one. So now when you look at the commit history, you see only the CDF commit, just as it should be. Quote Link to comment Share on other sites More sharing options...
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