Keatah Posted October 22, 2015 Share Posted October 22, 2015 Good. Now I'm satisfied. Maybe it has to do with leaving enough time to play sounds or flash the screen when other rollovers are hit. Or when you clear the three targets it makes that buwhoommp-buhwoommp-buhwoommp sound. It's something I wondered about off and on for years. Quote Link to comment Share on other sites More sharing options...
+stephena Posted October 28, 2015 Author Share Posted October 28, 2015 The Stelladaptor/2600-daptor paddle issue is now fixed, and will be present in the next point release (later this week). 1 Quote Link to comment Share on other sites More sharing options...
+stephena Posted October 28, 2015 Author Share Posted October 28, 2015 I decided that since I have some work to do around the house for the next few days, I will do the new release now. So 4.6.7 is now available, with changes as follows: * Fixed bug when using real paddles plugged into a Stelladaptor 2600-daptor device; the movement was very erratic.* Fixed small logic error in 'MDM' bankswitching scheme. As usual, comments, bug reports, etc can be done here, or by PM. Donations are welcome, and the download is available here. 3 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted November 12, 2015 Share Posted November 12, 2015 There is an annoying bug in the debugger: When Stella hits a break point, the scan line count (and related) are reset to 0. Quote Link to comment Share on other sites More sharing options...
+stephena Posted November 13, 2015 Author Share Posted November 13, 2015 Is this on normal breakpoints (PC addresses), or more complicated conditional breakpoints, or both? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted November 13, 2015 Share Posted November 13, 2015 I have only checked normal breakpoints. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted November 22, 2015 Share Posted November 22, 2015 It seems that the CX22 is much less sensitive (50%) to movement than CX80 and Amiga mouse. Maybe you can consider this for Stella too. Quote Link to comment Share on other sites More sharing options...
Avar Posted November 29, 2015 Share Posted November 29, 2015 (edited) Not 100% certain whether this is a Stella issue or a Blissbox issue, but Stella refuses to save input config for 2600 joysticks via BlissBox and it doesn't automatically work with them without config. Edit: Fixed for joysticks. For some reason it finally worked after setting Compatibility to both admin -and- windows 7 (even though I'm in Windows 7) and simply selecting default. However, issue remains for Keyboard Controller/Kid's Controller/Video Touch Keypad Edited November 29, 2015 by Avar Quote Link to comment Share on other sites More sharing options...
alex_79 Posted December 31, 2015 Share Posted December 31, 2015 (edited) I found a bug in Stella emulation regarding the "playfield SCORE mode".On real hardware, when the SCORE bit (D1 od CTRLPF) is set, the left half of the playfield gets color and priority of Player0, while the right half gets color and priority of Player1. In Stella, instead, the playfield gets the players' colors but keeps the same priority as the ball. Here is a simple test rom to show the problem:score_mode_test_NTSC.bin score_mode_test_PAL.binIn the test rom the left difficulty switch sets/resets the SCORE bit, while the right difficulty switch sets/resets the PFP bit (Playfield Priority, D2 of CTRLPF).P0 = green vertical barsP1 = blue vertical barsBL = thin grey diagonal linesPF = checkerboard patternHere are comparision pictures of the rom running in stella and on real hardware:SCORE bit (left diff) set, PFP bit (right diff) unset: Note how on real hardware P1 (in blue) in the left part of the screen is behind the PF but in front of the ballSCORE bit (left diff) unset, PFP bit (right diff) unset: both players in front of the playfield and ball. Correctly emulated in Stella.PFP bit (right diff) set (SCORE bit/left diff doesn't matter in this case): both players behind playfield and ball. Correctly emulated.If we call S0 and S1 the left and right halves of the Playfield when the SCORE mode is enabled, then these are the correct priority assignements:Normal priority (CTRLPF D2=0, D1=0)Highest Priority: P0,M0Second Highest: P1,M1Third Highest: PF,BLLowest Priority: BKPFP set (CTRLPF D2=1, D1=don't care)Highest Priority: PF,BLSecond Highest: P0,M0Third Highest: P1,M1Lowest Priority: BKSCORE mode (CTRLPF D2=0, D1=1)Highest Priority: P0,M0,S0Second Highest: P1,M1,S1Third Highest: BLLowest Priority: BK Edited December 31, 2015 by alex_79 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 31, 2015 Share Posted December 31, 2015 It seems that the CX22 is much less sensitive (50%) to movement than CX80 and Amiga mouse. Maybe you can consider this for Stella too. This has been confirmed now. Quote Link to comment Share on other sites More sharing options...
R.Cade Posted December 31, 2015 Share Posted December 31, 2015 Download links on the website are dead, so I assume there is an update forthcoming? Quote Link to comment Share on other sites More sharing options...
Keatah Posted December 31, 2015 Share Posted December 31, 2015 They work fine. Quote Link to comment Share on other sites More sharing options...
R.Cade Posted December 31, 2015 Share Posted December 31, 2015 Ah, you are correct. It seems sourceforge is on a lot of DNS blacklists as of late from past bad behavior. Quote Link to comment Share on other sites More sharing options...
Keatah Posted December 31, 2015 Share Posted December 31, 2015 Probably fallout from the spyware they include with some downloads. Quote Link to comment Share on other sites More sharing options...
Keatah Posted January 4, 2016 Share Posted January 4, 2016 Feature request: ability to change bankswitch on the fly, or at least without having to exit to the launcher - ok if a reset is done. Quote Link to comment Share on other sites More sharing options...
dualcam Posted January 9, 2016 Share Posted January 9, 2016 Not sure that this is a really a Stella bug, but have ran into a paddle dead zone with 2600- and Stella-daptor's in linux (ubuntu). I'm pretty sure this is an analog joystick center dead zone, which I see when running jstest-gtk. I edit the calibration, setting center min/max values the same, and the dead zone is then gone from the jstest-gtk test screen, but still there in Stella. Searching found suggestions to add SDL_JOYSTICK_DEVICE=/dev/input/js0 to /etc/environment, but still getting the dead zone in Stella. Anyone using paddles in Stella on Linux? I am surprised this has not come up before. Maybe a "feature" of SDL2? Tom http://2600-daptor.com Quote Link to comment Share on other sites More sharing options...
dualcam Posted January 9, 2016 Share Posted January 9, 2016 Not sure that this is a really a Stella bug, but have ran into a paddle dead zone with 2600- and Stella-daptor's in linux (ubuntu). I'm pretty sure this is an analog joystick center dead zone, which I see when running jstest-gtk. I edit the calibration, setting center min/max values the same, and the dead zone is then gone from the jstest-gtk test screen, but still there in Stella. Searching found suggestions to add SDL_JOYSTICK_DEVICE=/dev/input/js0 to /etc/environment, but still getting the dead zone in Stella. Anyone using paddles in Stella on Linux? I am surprised this has not come up before. Maybe a "feature" of SDL2? Tom http://2600-daptor.com This looks to be a SDL2/linux problem. Was able to get the paddles working smoothly in Stella 3.9.3, last release prior to SDL2. Requires putting SDL_JOYSTICK_DEVICE=/dev/input/js0 to /etc/environment, and using jstest-gtk to edit the calibration and set all center min/max values to 2047. Going to Stella 4.0 and SDL2, and the paddle dead zone is back. Appears linux applies a calibration to anything that is an analog joystick, and the default calibration includes an axis center dead zone. Don't know of a way to change the calibration on the /dev/input/eventX that SDL2 uses - jstest-gtk seems to only work on /dev/input/js0. And SDL2 seems to be ignoring the SDL_JOYSTICK_DEVICE=/dev/input/js0. Tom http://2600-daptor.com Quote Link to comment Share on other sites More sharing options...
+stephena Posted January 24, 2016 Author Share Posted January 24, 2016 I found a bug in Stella emulation regarding the "playfield SCORE mode". On real hardware, when the SCORE bit (D1 od CTRLPF) is set, the left half of the playfield gets color and priority of Player0, while the right half gets color and priority of Player1. In Stella, instead, the playfield gets the players' colors but keeps the same priority as the ball. Confirmed, and currently working on fixing this for the next release. Quote Link to comment Share on other sites More sharing options...
+stephena Posted January 24, 2016 Author Share Posted January 24, 2016 Feature request: ability to change bankswitch on the fly, or at least without having to exit to the launcher - ok if a reset is done. What is the use case for this? I suppose it's easy enough to handle; just cycle through the bankswitch schemes and do a reload, all tied to a key-combo. I just don't see the point of it. Quote Link to comment Share on other sites More sharing options...
Keatah Posted January 24, 2016 Share Posted January 24, 2016 Key combo.. I'll try that. I had some roms not working till I tried about 10 schemes before getting it right. Quote Link to comment Share on other sites More sharing options...
+stephena Posted January 25, 2016 Author Share Posted January 25, 2016 To be clear, there's no key-combo right now to do it. I was just saying that if/when I implement the feature, it would be tied to a key-combo. I'll look into it for the next release. Quote Link to comment Share on other sites More sharing options...
+stephena Posted January 25, 2016 Author Share Posted January 25, 2016 I found a bug in Stella emulation regarding the "playfield SCORE mode". On real hardware, when the SCORE bit (D1 od CTRLPF) is set, the left half of the playfield gets color and priority of Player0, while the right half gets color and priority of Player1. In Stella, instead, the playfield gets the players' colors but keeps the same priority as the ball. This is now fixed, and will be present in the next release. Quote Link to comment Share on other sites More sharing options...
+stephena Posted January 25, 2016 Author Share Posted January 25, 2016 It seems that the CX22 is much less sensitive (50%) to movement than CX80 and Amiga mouse. Maybe you can consider this for Stella too. Do you have an idea of how to fix this? I ask because the relevant code is from z26, which you probably worked on at some point. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 25, 2016 Share Posted January 25, 2016 Do you have an idea of how to fix this? I ask because the relevant code is from z26, which you probably worked on at some point. Unfortunately I only tested what Eckhard had developed. But from looking at the code: void TrackBall::update() ... myTrakBallCountH = abs(myVCounter >> 1); myTrakBallCountV = abs(myHCounter >> 1); probably a right shift by 2 (instead of 1) in case of a CX22 would do. But those shifts (even the existing ones) create a problem: Very slow mouse movements are ignored completely. But only in case of positive values (1 >> 1 becomes 0; -1 >> 1 is still -1 (is it?)), so that the cursor would have a preference into left or right and up or down. Not sure if it becomes obvious now. If that's the case, the counters would have to be adjusted before shifting in case of positive values. Quote Link to comment Share on other sites More sharing options...
+stephena Posted January 25, 2016 Author Share Posted January 25, 2016 Unfortunately I only tested what Eckhard had developed. I'm going to leave this alone for now, as it needs more research and I'm too close to the next release. But I'd appreciate you having a look and fixing it, if possible Quote Link to comment Share on other sites More sharing options...
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