+SpiceWare Posted May 1, 2017 Share Posted May 1, 2017 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 Thanks! 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. Yeah, I noticed it had included those "Merge remote-tracking branch 'stella-emu/master'" entries when I created the pull. Thought it was odd since they had 0 files for each of them. Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted May 1, 2017 Share Posted May 1, 2017 Yeah, I noticed it had included those "Merge remote-tracking branch 'stella-emu/master'" entries when I created the pull. Thought it was odd since they had 0 files for each of them. That's expected behavior. Merging in git merges all changes and creates a new commit that has both branches as parents. As such, the history contains all commits from both branches, irrespectively of their individual content. There are two ways to avoid this: Do a rebase instead of a merge when pulling in changes from another branch. On the CLI that's "git pull --rebase", but there is an option for that in every GUI, I guess. This will not merge in the remote branches, but rewind your branch to the fork point, fast-forward to the remote state and then replay all your commits on top of that, thus rewriting history from the point the branches last forked. This avoids the merge commits. Squash your commits before creating the pull requests. Again, this rewrites history by combining your changes into one or more large commits, and you can eliminate any unwanted merge commits in the process. This is a bit tricky from the CLI, but GUIs usually offer this, too, and github let's the merging side do this in the web gui (that's what Stephen did). If you want to play around with this: just create a local copy of your repo beforehand. If anything goes wrong, you can just replace the broken repo with your copy Quote Link to comment Share on other sites More sharing options...
+stephena Posted May 1, 2017 Author Share Posted May 1, 2017 The first one is basically what I did on my end. So don't worry if these are present in future commits; I can take care of it. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 1, 2017 Share Posted May 1, 2017 Thanks! Looks like Xcode does not make rebase accessible via the GUI, so I'll have to use the command line for that. Quote Link to comment Share on other sites More sharing options...
+stephena Posted May 3, 2017 Author Share Posted May 3, 2017 The pre7 release is now available, with many updates to the debugger TIA tab and also the BUS/CDF schemes. Look here for more info. Test and report back 3 Quote Link to comment Share on other sites More sharing options...
Keatah Posted May 4, 2017 Share Posted May 4, 2017 Combat is broken. Quote Link to comment Share on other sites More sharing options...
Keatah Posted May 4, 2017 Share Posted May 4, 2017 Just kidding!! Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted May 4, 2017 Share Posted May 4, 2017 Just kidding!! Don't tempt fate --- this release contains caching and performance work in the TIA core that really broke combat at one point 1 Quote Link to comment Share on other sites More sharing options...
+stephena Posted May 4, 2017 Author Share Posted May 4, 2017 Yes, I forgot to mention that one; I will update the changelog. The new TIA core has caching and performance work, as DirtyHairy stated, so ideally the TIA core should be tested again. So try to play as many ROMs as possible and report any issues. 1 Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted May 4, 2017 Share Posted May 4, 2017 Yes, I forgot to mention that one; I will update the changelog. The new TIA core has caching and performance work, as DirtyHairy stated, so ideally the TIA core should be tested again. So try to play as many ROMs as possible and report any issues. Note to myself: tackle automated regression testing Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 4, 2017 Share Posted May 4, 2017 Combat is broken. You could have set that up better 2 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 7, 2017 Share Posted May 7, 2017 I've committed the BUs changes, however it automatically included all of the "merge commits" again. I don't see a way to remove them. There's also a conflict with the CartBUSWidget. I did a major overhaul, it's not just colon removal. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 7, 2017 Share Posted May 7, 2017 stephena - everything looks right now. In my repository it now shows me 1 behind (as expected) and I'm no longer "x commits ahead": When I look at the commits for stella-emu I see this: And when I look at the details I see what I expect to see, none of those "Merge remote-tracking branch 'stella-emu/master'" show up, so it looks like whatever you did this go around is the correct procedure. Quote Link to comment Share on other sites More sharing options...
+stephena Posted May 8, 2017 Author Share Posted May 8, 2017 It might have worked in that now you're up to date, but it isn't the ideal way to do it, since the history is now littered with merge commits when it doesn't need to be. The proper approach is explained in the other thread on github. Basically, you have to resolve the issues on your end before you send a merge request to me. Quote Link to comment Share on other sites More sharing options...
Keatah Posted May 10, 2017 Share Posted May 10, 2017 A comment regarding the sound in Sky Diver (Atari).. I noticed a slight warbling or phasing in and out that seems to show up from time to time. Almost like an underwater resonance of some sort. I think it's there on all recent versions of Stella from 3.9.3 up. Sky_Diver_warble.mp3 Sky_Diver_normal.mp3 Now it is possible that it is my setup and due to CPU throttling. Busy-Wait seems to lessen the occurrence vs Sleep. So if you can't duplicate it within 10 or so passes of the airplanes, then it's not a big deal and I'll look into my rig a little more. --- Additionally, and I know this isn't a problem with stella.. Why do the engine sounds change when 1 jumper jumps, and then totally stop when both jumpers are in the air? Is that supposed to be true-to-life? Or some limitation of programming knowledge back then? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted May 10, 2017 Share Posted May 10, 2017 Both channels are playing the same sound while both divers are still in the plane. When one diver is jumping, IMO the sound gets more clean (can you confirm that?). So, most likely there is some interference between the two channels happening here. As for the engine sound stopping: Either it might meant to be true-to-life. You are the diver, so when you jump out of the plane, the engine sound is gone. Or the game is just 2K, so most like the logic is simplified (one fix channel per player with identical triggers) to save ROM space. But probably both Quote Link to comment Share on other sites More sharing options...
+stephena Posted May 10, 2017 Author Share Posted May 10, 2017 We have a new sound core that may well fix any issues currently in Stella, so we won't be working improving the current sound code at all. This new core was due to be added to the 5.0 release, but it looks like it will have to come later. Quote Link to comment Share on other sites More sharing options...
Keatah Posted May 10, 2017 Share Posted May 10, 2017 Both channels are playing the same sound while both divers are still in the plane. When one diver is jumping, IMO the sound gets more clean (can you confirm that?). So, most likely there is some interference between the two channels happening here. Yes I hear that too. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 11, 2017 Share Posted May 11, 2017 cd-w was able to update the Harmony/Melody CDF Driver handle the false read that occurs during the BNE loop/JMP $0000 without crashing the program. I've finished a minor update to CDF to fix the same issue in Stella, however my github repository looks like this: so it looks like the "merge" issue is ready to rear its ugly head again. I'm tired of fighting with git, so am asking step by step what instructions I need to enter into the terminal so I can do the rebase, and commit the changes to my repository so I can initiate the pull request. my current git status and remote info. Anything other info needed? Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted May 12, 2017 Share Posted May 12, 2017 I'm tired of fighting with git, so am asking step by step what instructions I need to enter into the terminal so I can do the rebase, and commit the changes to my repository so I can initiate the pull request. In order to rebase your current work on the remote master, do a git pull --rebase upstream master "upstream" is the name of the remote end as configured by XCode, and master is the branch you want to pull from. In order to to list all remotes (there should be two), do git remove -v The rebase works by rewinding your local branch, pull in the remote changes and then reapplying all your commit on top of those, so there is no merge commit. If there are any conflicting changes, git will try to merge them sensibly. If it can't, the rebase will pause and you will be prompted to resolve the conflict. I.e., if the is a conflict in "src/foo.cxx", you edit the file, resolve the conflict and then do git add src/foo.cxx git rebase --continue to continue the rebase. You can abort the paused rebase by doing git rebase --abort Hope this helps Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 12, 2017 Share Posted May 12, 2017 Thanks! Part of the issue is I've been trying to figure it out while fighting this nasty bug. Working from home means I can normally suffer through the work day while sick, but this one's been bad enough that I took off Monday and Tuesday. Still have a slight headache and fever. Darrells-Mac-Pro:stella darrellspice$ git remote -v origin https://github.com/SpiceWare/stella.git (fetch) origin https://github.com/SpiceWare/stella.git (push) stella-emu https://github.com/stella-emu/stella.git (fetch) stella-emu https://github.com/stella-emu/stella.git (push) Darrells-Mac-Pro:stella darrellspice$ git pull --rebase stella-emu master error: Cannot pull with rebase: You have unstaged changes. Darrells-Mac-Pro:stella darrellspice$ I imagine the staging is something Xcode normally handled for me. Anyhow I need to get back to work, so will look into this more later. 1 Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted May 12, 2017 Share Posted May 12, 2017 On my lunch break and think I've got this figured out now. Just in case of conflict I quit Xcode before I issued these 3 commands via Terminal: git stash git pull --rebase stella-emu master git stash pop which saved my work in a temp location, did the rebase, then restored my work. before/after each step I did a git status command and the results at each step made sense. I then relaunched Xcode and did the Source Control->Commit like I've been doing. Finally I went to github and saw what I expected to see (namely that I'm no longer behind in commits): And created a new pull request. 1 Quote Link to comment Share on other sites More sharing options...
Trebor Posted May 12, 2017 Share Posted May 12, 2017 Been quite on my front, not due to lack of testing with the betas - just lack of finding anything. Regardless, testing at least the following sample list of retail games with every beta release is my goal. Finishing up with beta 7 for the below list, and recalled wanting to make mention of it, just as an FYI... Adventure (1980) (Atari).binAdventures of Tron (1982) (Mattel).binAmidar (1982) (Parker Bros).binAsteroids (1981) (Atari).binAstroblast (1982) (Mattel).binBank Heist (1983) (20th Century Fox).binBarnstorming (1982) (Activision).binBattlezone (1983) (Atari).binBeamrider (1984) (Activision).binBerzerk (1982) (Atari).binBlueprint (1983) (CBS Electronics).binBMX Air Master (1989) (TNT Games).binBowling (1979) (Atari).binBoxing (1980) (Activision).binBreakout (1978) (Atari).binBuck Rogers - Planet of Zoom (1983) (Sega).binBump 'n' Jump (1983) (Mattel).binBurgerTime (1983) (Mattel).binCalifornia Games (1988) (Epyx).binCarnival (1982) (Coleco).binCentipede (1982) (Atari).binChopper Command (1982) (Activision).binCircus Atari (1980) (Atari) (Joystick).binColor Bar Generator.binColor Test (26-09-2002) (Eckhard Stolberg).binCombat (1977) (Atari).binCommando (1988) (Activision) [a].binCongo Bongo (1983) (Sega).binCosmic Ark (1982) (Imagic).binCrack'ed (1987) (Atari) (Prototype).binCrackpots (1983) (Activision).binCrazy Climber (1982) (Atari).binCrossbow (1987) (Atari).binCrystal Castles (1984) (Atari).binDark Cavern (1982) (Mattel).binDark Chambers (1988) (Atari).binDecathlon (1983) (Activision).binDefender (1982) (Atari).binDefender II (1988) (Atari).binDemon Attack (1982) (Imagic).binDesert Falcon (1987) (Atari).binDig Dug (1983) (Atari).binDolphin (1983) (Activision).binDonkey Kong (1987) (Atari).binDonkey Kong Junior (1983) (Coleco).binDragonfire (1982) (Imagic).binDragster (1980) (Activision).binE.T. - The Extra-Terrestrial (1982) (Atari).binEnduro (1983) (Activision).binFast Eddie (1982) (20th Century Fox).binFathom (1983) (Imagic).binFishing Derby (1980) (Activision).binFrankenstein's Monster (1983) (Data Age).binFreeway (1981) (Activision).binFrogger (1982) (Parker Bros).binFrogger II (1984) (Parker Bros).binFrogs and Flies (1982) (Mattel).binFront Line (1984) (Coleco).binFrostbite (1983) (Activision).binG.I. Joe - Cobra Strike (1983) (Parker Bros).binGalaxian (1983) (Atari).binGhostbusters (1985) (Activision).binGorf (1982) (CBS Electronics).binGrand Prix (1982) (Activision).binGravitar (1983) (Atari).binGremlins (1984) (Atari).binGyruss (1984) (Parker Bros).binH.E.R.O. (1984) (Activision).binHalloween (1983) (Wizard Video Games).binHaunted House (1982) (Atari).binHuman Cannonball (1979) (Atari).binIce Hockey (1981) (Activision).binJames Bond 007 (1983) (Parker Bros).binJourney Escape (1982) (Data Age).binJoust (1983) (Atari).binJr. Pac-Man (1984) (Atari) [a].binJungle Hunt (1983) (Atari).binKaboom! (1981) (Activision).binKangaroo (1983) (Atari).binKeystone Kapers (1983) (Activision).binKrull (1983) (Atari).binKung-Fu Master (1987) (Activision).binLock 'n' Chase (1982) (Mattel).binMario Bros. (1983) (Atari).binMasters of the Universe (1983) (Mattel).binMaze Craze (1980) (Atari).binMegaMania (1982) (Activision).binMidnight Magic (1984) (Atari).binMillipede (1984) (Atari).binMiner 2049er (1982) (Tigervision).binMiner 2049er Volume II (1983) (Tigervision).binMissile Command (1981) (Atari).binMontezuma's Revenge (1984) (Parker Bros).binMoon Patrol (1983) (Atari).binMountain King (1983) (CBS Electronics).binMouse Trap (1982) (Coleco).binMr. Do! (1983) (Coleco).binMr. Do!'s Castle (1984) (Parker Bros).binMs. Pac-Man (1982) (Atari).binOink! (1983) (Activision).binOutlaw (1978) (Atari).binPac-Man (1981) (Atari).binPengo (1983) (Atari) (Prototype).binPhoenix (1982) (Atari).binPitfall II (1984) (Activision) [!].binPitfall! (1982) (Activision).binPlaque Attack (1983) (Activision).binPole Position (1983) (Atari).binPopeye (1983) (Parker Bros).binPressure Cooker (1983) (Activision).binPrivate Eye (1983) (Activision).binQ-bert (1983) (Parker Bros).binQ-bert's Qubes (1984) (Parker Bros) [a].binQuadrun (1983) (Atari).binQuest for Quintana Roo (1989) (Telegames).binRaiders of the Lost Ark (1982) (Atari).binRiver Raid (1982) (Activision).binRiver Raid II (1988) (Activision) [a].binRoad Runner (1989) (Atari).binRoc 'n Rope (1984) (Coleco).binSeaquest (1983) (Activision).binSecret Quest (1989) (Atari).binSinistar (1984) (Atari) (Prototype).binSkate Boardin' (1987) (Absolute).binSkiing (1980) (Activision).binSmurf - Rescue in Gargamel's Castle (1982) (Coleco).binSneak 'n Peek (1982) (U.S. Games).binSnoopy and the Red Baron (1983) (Atari).binSolaris (1986) (Atari).binSorcerer's Apprentice (1983) (Atari).binSpace Attack (1982) (Mattel).binSpace Invaders (1978) (Atari) [!].binSpider Fighter (1983) (Activision).binSpider-Man (1982) (Parker Bros).binSpy Hunter (1984) (Sega).binStampede (1981) (Activision).binStar Wars - Death Star Battle (1983) (Parker Bros).binStar Wars - Jedi Arena (1983) (Parker Bros).binStar Wars - The Arcade Game (1983) (Parker Bros).binStar Wars - The Empire Strikes Back (1982) (Parker Bros).binStargate (1984) (Atari).binStreet Racer (1977) (Atari).binSummer Games (1987) (Epyx).binSuper Breakout (1982 - 1981) (Atari).binSuper Cobra (1982) (Parker Bros).binSuperman (1979) (Atari).binSwordquest - EarthWorld (1982) (Atari).binSwordquest - FireWorld (1982) (Atari).binSwordquest - WaterWorld (1983) (Atari).binTac-Scan (1982) (Sega).binTapper (1983) (Sega).binTaz (1983) (Atari).binTime Pilot (1983) (Coleco).binTitle Match Pro Wrestling (1987) (Absolute).binTrack and Field (1984) (Atari).binTron - Deadly Discs (1982) (Mattel).binTutankham (1983) (Parker Bros).binUp 'n Down (1984) (Sega).binVanguard (1982) (Atari).binVenture (1982) (Coleco).binWarlords (1981) (Atari).binWinter Games (1987) (Epyx).binWizard of Wor (1982) (CBS Electronics).binYars' Revenge (1982) (Atari).binZaxxon (1982) (Coleco).bin Certainly, I am no expert in all the above games by any stretch of the imagination, but still give each title a good play through for a least a few minutes to see if anything is wrong. Looking most excellent, gents...Fantastic work! 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted May 12, 2017 Share Posted May 12, 2017 Wow, that's a huge list and a pretty massive test effort. On Github, we have labeled quite some issues as "Regression". Mostly games plus a few test ROMs are defined for those regression tests. Maybe you want to have a look at this list first? Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted May 13, 2017 Share Posted May 13, 2017 git stash git pull --rebase stella-emu master git stash pop That's just what I was going to suggest yesterday evening, but I collapsed in my bed before I could turn on my laptop Basically, that's what I do when pulling changes in any git project (private or work), too. To clear up the terminology: a change becomes staged when you add it with "git add" (or by doing a "git commit -a" which stages all changes to the working directory and initiates a commit). You can unstage staged changes by doing "git reset". Doing "git stash" will create a diff of all your changes and store it away on a stack; "git stash pop" will remove the changes from the stack and restore them. There is also a "git stash apply" that will restore the changes without removing them from the stack. Quote Link to comment Share on other sites More sharing options...
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