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Blogs

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  1. The current 2600+ firmware does not offer an UI to change any settings. If your homebrew relies on special settings (e.g. PAL-60 or phosphor effect), only Stella's built-in properties can help here. For that, Stella has to know the game and use its properties. But for many games, the final ROM has not been released. So we cannot add the game ourselves. Also, it is almost impossible for us to keep track with all released homebrews. So if you want your game added, we need your help! Start your game in Stella, go to the Game properties and edit them at your will (Note: If the auto detection is correct, please do not overwrite it). You may also want to add game information like author, distributor and a link (e.g. to the AtariAge store or a game homepage). After you are done, press 'Export...' to save the game properties and post the file here. We will make sure that your game's properties will be added in the next Stella release. Note: Currently, for the 2600+, the property loading will not work for any bankswitched games which use a scheme with the hotspots in the ROM area (e.g. F8). This may change in the future. Fingers crossed!
  2. Hi! So I'm writing this up because I just don't know what to do anymore. I would appreciate any help. I'm having some problems with weird controls on Stella, but only on some specific games. The majority of them works just fine (it's a very rare issue), but there's a few games who are completely irresponsible and for some reason I can't find anything on the internet about this issue so far. These ones simply ignore inputs or change it with other buttons, making it impossible to play at all. Here's the cases I noticed so far: Spike's Peak: Arrow keys doesn't work. You have to press Fire to make the player move forward. He can't go backwards, he can't jump or hide on the safe spots. It's impossible to play or pass the first eagle. Turbo (prototype): Arrow keys doesn't work. Fire move the player to the right and then the car is stuck. You can't go left or do anything else. Wizard of Wor Arcade (homebrew): The player can't go left, but everything else works fine: he can shoot with the fire button, go up, down and right. Grizzards (homebrew): I can't put my name right on the beginning (the initials). Moving up or down doesn't work and the game is stuck on that screen. All those problems seems to be related somehow. --------------------------- Not sure if it's useful, but here's some of my PC specs (it's an old machine): --------------------------- So, that's it. It's very weird, since all the other games work just fine. I also tried different ROMs. Any idea why this happens?
  3. Can anyone tell why this only works in Stella (in developer and player modes) and not on a real Harmony Encore cart with RGB card or in Javatari? tanks_2022_dpc_0.2.bas.bin tanks_2022_dpc_0.2.bas
  4. It's time for a new release of Stella. Now available is version 6.7, with some nice new features. Please test to make sure everything is working, as this was a long release cycle (real life issues getting in the way), and we didn't get a lot of feedback. Thanks again to the other members of the Stella team, @Thomas Jentzsch and @DirtyHairy for their work on this. Changelog as follows: * IMPORTANT NOTES: - Because of fixes to JSON handling, all remappings will be reset to defaults; if you had custom mappings, they will need to be re-entered again. - Because of internal changes, all state files are now invalid. * Completely reworked the file launcher: - Redesigned user interface - Added tracking of user favorites, recently played and most popular games - Added virtual directories for selecting tracked games - Added quick path navigation - Added navigation history - Added icons for files and directories - Added option to show/hide file extensions - Extended context menu and shortcuts - Fixed sluggish behaviour when reading large and/or invalid files * Added hotkey display to tooltips. * Added option to automatically pause emulation when focus is lost. * Added option to toggle autofire mode. * Improved controller mappings for Paddles. * Improved controller mappings for Driving controllers. * Improved Mindlink support. * Added another oddball TIA glitch option for score mode color. * Enhanced TV jitter emulation. * Enhanced support for CDFJ+ bankswitching type. * Added 0FA0 bankswitching for Fotomania ROMs. * Added ARM chip auto detection. * Extended support for older BUS (experimental) ROMs that worked with an older, obsolete version of the BUS scheme; special thanks to SpiceWare for the code. * Fixed Stella crash due to invalid ZIP files. * Fixed TV mode auto detection in some ARM ROMs. * Fixed color loss when switching TV mode from/to PAL. * Fixed score mode glitch emulation corner case. * Fixed state messages staying on screen forever. * Added M1 support for the macOS build. * Debugger improvements: - added PlusROM information - fixed patching code in ZP-RAM - improved bank origin detection * Updated internal ROM properties database to ROM-Hunter version 17 (thanks go to RomHunter for his tireless research in this area). Related to this, updated the snapshot collection. As usual, Stella can be downloaded at https://stella-emu.github.io/downloads.html, and donations can be made at https://stella-emu.github.io/donations.html. Feedback and bug reports can be made in this thread, or preferably by creating a Github issue at https://github.com/stella-emu/stella/issues. Our Future Now, on to a more serious issue. The Stella team is evaluating our involvement with the project. As a result, we intend to take an extended break, probably for the rest of this year, but possibly longer. Stella has come a long, long way over the past 20+ years, with many, many hours invested (especially by myself, but also recently by Christian and Thomas). At this point, we are basically demotivated by the lack of feedback of the past several releases. It seems like interest is moving to other projects, so we will take a break. We may provide less support during the break. We want to thank people who were supporting us (e.g. Stellathon, helping with bugs or coding, donations, etc). Finally, note that the source code is available, in case someone else wants to step in and start contributing. Thanks for the support. Hopefully we will be back soon. The Stella Team Stephen Anthony @stephena Christian Speckner @DirtyHairy Thomas Jentzsch @Thomas Jentzsch
  5. Hi! As the ATGames Flashback Portable cannot play most (all....) of the new Creations of the 2600-Scene, I would be interested to buy a new Handheld-Device for Atari 2600-Games "on the Go" (and only for that). Has someone made experiences with the Powkiddy V90 concerning Atari-Emulation? I like the Clamshell-Design that saves the Display from possible Scratches... There is a custom Firmware that should make Retroarch available for this Device. But: Does ist use a good Version of Stella (meaning >=6.x) so that Galagon and Co. are playable (at full Speed)? Or are there are Handhelds that are better for what I want?
  6. When in the Stella debugger how do you make joystick movements? When I try the arrow keys the player doesn't move. I don't have a numeric keypad on my laptop. Thanks
  7. Hi there! For Christmas this year, we purchased a family gift: the AtGames Legends Pinball. (edit: I should also mentioned I picked up the Arcade Control Panel to play the emulator games ). Besides being a very good virtual pinball machine, it can also play various emulators and ROMs using their AddOnX feature (either directly or through CoinOps). Of course, the first thing I wanted to try were some of the games I've developed. I was able to run a few of my non-ARM games (Lady Bug, Conquest of Mars, Avalanche (but paddles don't work; other paddle games like Kaboom and Super Breakout work fine using the built in trackball as a paddle) running the stella2014-libretro.so core, and even got Scramble to work (ARM, DPC+). Unfortunately, none of the CDF games (Mappy, Galagon, WoW, ZK, etc.) work. (blank screen) ? I'm pretty sure DPC+ was in the 2014 build which is why Scramble works, but CDF wasn't added until 6.0. I spoke with @stephena and he mentioned that there are two stella cores: stella2014-libretro.so and stella-libretro.so, with the later having 6.x compatibility. I tried to run Mappy, Galagon, etc. using this core and the same issue; blank screen. Question: has anyone been able to successfully run the 2600 ARM CDF(J) games on a Legends Ultimate or Legends Pinball and if so, could you offer any advice? I'm fairly new to the whole AddOnX feature and retroarch world so I'm not sure if this is even possible (I would think so assuming there is a compatible stella core out there since the 2014 build can run ARM DPC+ games like Scramble). I can't figure out how (or if) it's possible to change any settings for the particular ROM file (that is built into a UCE archive) and thought maybe it's not detecting the proper bankswitching, etc. I'm not sure why the trackball works as a paddle in the other paddle games like Kaboom, Super Breakout, etc. but not in Avalanche; does anybody know if there is some autodetection that is done to enable it for paddle games or is there a configuration or database that stores this info? Any help is greatly appreciated! Thanks, John
  8. I've been writing a 2600 emulator from scratch and using Stella's debugger mode to help track down some timing issues, and I noticed something odd with how Stella handles the RIOT timer after it is initialized. In the game Dolphin, TIM64T is initialized to $30, and after the next instruction (LDY SWCHA, 4 cycles), the timer immediately decrements to $2f instead of holding the value $30 for 64 cycles. After that the timer is decremented every 64 cycles as expected. This I identified as the reason my emulator started drawing the first non-garbage frame of Dolphin one scan line later than Stella. I tend to trust that Stella is doing everything correctly, but is this actually the right behavior? To add more background, here is the relevant segment of code from Dolphin: f647 LDA #$30 ;2 cycles f649 STA WSYNC ;3 cycles f64b STA TIM64T ;4 cycles f64e LDY SWCHA ;4 cycles Immediately after STA TIM64T (scan cycle = 4), Stella sets TIM64T and INTIM to $30 and resets TIMINT and Total Clks to 0. INTIM Clks is unchanged from its previous value of 1. Immediately after LDY SWCHA (scan cycle = 8), Stella decrements INTIM to $2f. TIMINT remains at 0. Total Clks is now 4, and INTIM Clks in $3d. I checked another game (Adventure) and observed the same behavior. So who's right, me or Stella? (Okay obviously Stella's right, but why?)
  9. I mostly play my Atari games on Stella with by Hyperkin Trooper, or on Harmony Cartridge on the 1981 console I've had for 40 years, but I have a modest physical collection that makes me happy to have. And this is how I organize my digital collection...
  10. I use my Retron 77 to play roms with Stella but now I can't get cartridges to work. How do I fix this?
  11. So, it's time for the "Christmas" release of Stella. Unfortunately, real life got in the way (as it sometimes does) and we missed the scheduled date. As well, we weren't able to add all the things we were planning. But enough apologizing, let's look at what was included. Note that there were a lot of under-the-hood changes here, so even if the changelog looks relatively short, a lot of work/bugfixing was done. One of the biggest new backend changes is moving the settings to an SQLite database. Stella is getting much more complex, and having different settings (in different formats) all over the place was getting out of hand. Another cool new feature is High Scores saving, even for ROMs that don't normally support it. Finally, we extended the cut/copy/paste functionality in the UI a little further (more work to come). So here's the changelog: As usual, Stella can be downloaded at https://stella-emu.github.io/downloads.html, and donations are welcome at https://stella-emu.github.io/donations.html. Note that we're still working out some last minute issues with the R77 port, so that one will come later this week. Bugs can be reported here, or ideally by creating an issue at https://github.com/stella-emu/stella/issues. Enjoy! EDIT: There are now builds available for Ubuntu 18.04 (previous LTS) and also Raspberry Pi OS 3/4, generously contributed by @SvOlli. The download links have been updated accordingly.
  12. I'm putting together a spinner mounted on an upside-down mouse (pillow block bearings with a knob), as I've seen describe here in the hardware gallery. It works well except I have to mount the whole thing on the side of the mouse where there's not much room. Is it possible to change Stella to use the mouse x-axis instead of the y-axis for the paddle? That would make a more natural position for the knob. I'm using Stella 6.0.1 on raspberry pi with retropi. thanks in advance. -Doug
  13. So, time for another very quick release of Stella. It's been less than a month, but we decided to bump from version 6.3 to 6.4, since there were a few major bugs in the last release, and there are quite a few new features in this one. Anyway, here's the changelog: The R77 port will be ready soon, and will contain some nice new features as well. We will update the thread when that happens. As usual, Stella can be downloaded at https://stella-emu.github.io/downloads.html, and donations are appreciated at https://stella-emu.github.io/donations.html. Bug reports can be done here, or preferably by creating a Github issue at https://github.com/stella-emu/stella/issues.
  14. Hi there, I have been using the Stella emulator for coding/playing a couple of demos on Atari 2600, and that's been great so far. Thanks for that ! However, when running the binary provided in attachment (I wrote a code to illustrate the lag) in Stella 6.3 (Stella 6.0.2 as well), I experience a lag between the picture and the sound (Rough estimate about 50-100 ms). When running the same binary on the real hardware I don't see/hear any lag. As I don't notice any lag when playing videos (on youtube) on my machine, I don't think my OS (Ubuntu 20.04) introduces it. It feels like it comes from the Stella emulator (Even though I selected "Ultra Quality, minimal lag", in the Audio Mode options). The source code of `main.bin` is there: https://github.com/FlorentFlament/stella-lag Just wondering if this has been noticed already ? Or is it my setup that is broken ? main.bin
  15. So, it's time for another release of Stella. This one has a few bugfixes reported in the 6.2 thread, as well as some feature requests too. And a few new features here and there. Changelog as follows: As usual, Stella can be downloaded from https://stella-emu.github.io/downloads.html, and donations are welcome at https://stella-emu.github.io/donations.html. Bugs can be reported here, but ideally on Github at https://github.com/stella-emu/stella/issues. Have fun.
  16. I'm using Stella 6.2.1 on Mac, and I've been having trouble getting certain breakpoints to trigger for a while, but hadn't taken the time to try to narrow it down until now. This is with my 128K WIP game, which uses DFSC bankswitching. I think, although I'm not positive, that the times my breakpoints won't trigger are when they reside in bank numbers > 15. For example, this doesn't work in a case where I know the game hits the code in question: > breakif {_bank==$10 && pc==LoadDungeon} Trying it this way also doesn't work: > breakif {_bank==16 && pc==LoadDungeon} Finally, I tried this just to break if the bank is accessed at all: > breakif _bank==$10 And for completeness: > breakif _bank==16 None of these trigger in a case where I know for 100% certainty that the code in this bank is being run. Any possible ideas as to what could be the issue? The source isn't public, but I can make it available privately if needed.
  17. Currently I'm working on completely rewriting the burger logic code in Chaotic Grill. I've run into an issue where the variable labels in Stella don't match the variables defined in a DASM "SEG.U vars" set. At first I thought it was a bug in Stella, but then I realized that my new title screen variables overlap with the main game variables and are defined later in the code base, which probably causes the issue. The main game variables are: - defined in a SEG.U vars segment - defined as: chefState ds 1 OR enemyY ds 4 The title screen variables are: - defined after the main game variables - defined outside the SEG.U segment - defined as chefState = $87 Now I realize I'm might be shooting myself in the foot by using two different methods to define variables... but I've only recently switched to using SEG.U with the main game variables and haven't gotten around to cleaning up the other areas of code that define their own variables. What are my options for "forcing" Stella to use a certain set of variable labels? Currently I'm just using the DASM built lst/sym files.
  18. ... because hyperkin can't help me, I turn to the community! ? This console seems to have a life of its own. As if he chooses when he wants to work or not. First of all: the included SD card was damaged. Both the R77 and my computer were unable to read it. So I put another SD card (with the Hyperkin firmware) in the console and that seemed to work. Yes! A day later I ran into another problem: the console just won't start. Switching on and off ten times seemed to work for a while. But after that it really didn't work anymore ... example After some research on this forum I came up with a 'community build' Stella 6 firmware. I flashed this firmware on the SD card. And wow! SO MUCH BETTER ? !!! and the Retron 77 did it again. But then I ran into the same problem again: the Retron 77 stopped working a day later ... but after re-preparing the SD card with Stella 6, it worked again. And then a day later ... again the same problem. I've already tried several things: all older firmwares (including the Hyperkin firmware). Every time the Retron stopped working a day later. So weird! It doesn't make any sense ?!!! I also don't find any of these bugs on the internet. I would also like to unscrew the console to view the circuit board, but I'm afraid I will lose my warranty. Does anyone ran into the same issue?
  19. So, it's time for a new release of Stella. This time we're trying to do smaller releases a little more often, rather than having a 6 month - 1 year gap between them. So the changelog will be shorter. There are changes all across the board. Some new bankswitching schemes, some debugger/developer improvements, UI improvements/re-arrangements, etc. Also now implemented is the ability to change the phase shifts for generating the TIA palettes, and the ability for PAL games to use 50Hz fullscreen mode (when supported), to reduce judder. Anyway, here's the full changelog: Added interactive palette to Video & Audio settings. Added 'Custom' palette, generated from user controlled phase shifts. Added that adjustable audio & video settings are displayed as gauge bars. Added four global hotkeys which allow selecting and changing numerous audio & video settings without having to remember the dedicated hotkeys. Added 'Turbo' mode, runs the game as fast as the computer allows. Added that paddle centering (per ROM) and sensitivity can be adjusted. Added that mouse sensitivity for Driving controller can be adjusted. Added paddle filtering in UI to avoid unwanted navigation events. Added selectable dialog fonts. Added separate positioning of launcher, emulator and debugger. Added optional display to game refresh rate adaption in fullscreen mode. Added option which lets default ROM path follow launcher navigation. Added debugger 'saveaccess' function, which saves memory access counts to a CSV file. Added displaying last write address in the debugger. Added debugger pseudo-register '_scanend', which gives the number of scanlines at the end of the last frame. Added detection of color and audio data in DiStella. Restored 'cfg' directory for Distella config files. Added TV Boy and 3EX bank switching types. Removed unused CV+ and DASH bank switching types. Added support for loading grayscale PNG images in the ROM launcher. As usual, Stella can be downloaded from https://stella-emu.github.io/downloads.html, and donations are appreciated at https://stella-emu.github.io/donations.html. Please report any bugs directly to Github (https://github.com/stella-emu/stella/issues) or here.
  20. Somewhat unrelated, but I suppose I find the right audience here best. If it makes sense, we should enhance Stella to support it too. Assuming it does: How do you code for the Quadtari work? Is there any documentation or example code somewhere? And help welcome!
  21. I use a mouse for 2600 games that normally use a paddle (Warlords, Kaboom,etc). but the direction is reversed....left is right and right is left. I have the full Stella users manual but don’t see where I could reverse that so left=left and right=right. I’ve tested a bunch of setting changes with no luck! any suggestions? Bob
  22. OK, it's finally here, the "Corona" edition of Stella, to keep you all busy during your extended isolation First of all, this release was over 1 year in the making, and I want to single out the other members of the team that have put in more work than me: @DirtyHairy and @Thomas Jentzsch. Due to some personal, real-life issues, I wasn't able to dedicate as much time to this release as I'd have liked, and that's partly the reason why it's so late. Hopefully this can improve for the future. Now, where to begin? There are major improvements all across the board here, with some subsystems being completely rewritten. So here's the changelog: * IMPORTANT NOTES: - Because of major event remapping changes, all remappings will be reset to defaults; if you had custom mappings, they will need to be re-entered again. - Because of major internal changes, all state files are now invalid. - Support for Windows XP has been discontinued as of this version. WinXP is now completely out of support from Microsoft, so we are doing the same. * Major improvements to display mode handling in NTSC vs. PAL. The window is now the same size for both modes, and scaling is applied to simulate the height of scanlines (in PAL mode, there are more scanlines and hence each is narrower). This more properly emulates how the display would look on a real TV. * Removed the 'Display_Height' property, changing it to 'Display_VCenter'. This new feature, along with the display mode changes above, almost completely eliminate having to manually tweak each ROM so that it will not have part of the image cut off. * Removed the 'Display_YStart' property and all automatic detection of ystart. It caused problems on some ROMs, and was not the way a real console would work anyway. Related to this, ROMs now load much faster. * Major improvements to event remapping: - Allow mapping of modifier-key and button-direction combinations - Physical controllers can map the same action to different events on different virtual controllers - Many more events can be remapped - Events can be filtered by type in UI * Paths have been simplified: - The following file/directory locations are no longer configurable (statedir, nvramdir, cheatfile, palettefile, propsfile); they are now all under the base directory - Removed cfgdir; Distella config files are now placed with their associated ROMs - Added 'basedir' commandline argument, which allows to change the base directory where almost all config-related items are stored; related to this, discontinued the 'basedir.txt' functionality - Added 'baseinappdir' commandline argument, which sets the base directory to the application folder (Windows only for now); this replaces the functionality of 'basedir.txt' * Added automatic controller detection. * Controllers can be changed during emulation (no ROM reload required anymore). * Added support for Light Gun controller. * Added limited KidVid support (8, 9 and 0 start the games). * Removed superfluous controller option 'PADDLES_IDIR'. * Added configurable paddle dejittering. * Key-repeat mode improved; entering Time Machine by holding down a key combo continues to send events (previously, you had to release and then press the combo again). * Certain buttons in the UI can now be activated repeatedly by holding down the mouse button (Time Machine, debugger step/trace/frame advance, etc.) * Added option to configure mouse double click speed. * Added option to configure controller input repeat speed. * Added high quality scaling. * Made scanlines better aligned to scaling. * Added 'HiDPI' mode, which scales the UI by 2x when enabled. This is meant for 4k and above monitors, but can actually be used at any lower resolution that is large enough to display the scaled UI. * Fixed TIA 'Center' option, Stella now remembers the last windowed position. * Added fractional (25% increments) TIA zooms. * Removed 'tia.fsfill' option, replacing it with 'tia.fs_stretch'. This new option allows to preserve TIA image aspect ratio in fullscreen mode, or stretch to fill the entire screen. * Added configurable 'Overscan' option for fullscreen modes. * Fullscreen TIA modes no longer assume that desktop taskbars, etc are present, hence they are scaled to the proper fullscreen size. * Added option to display dialogs in screen corners. * Added hotkey for sound on/off. * Enhanced 'Command' menu to display current state and more commands. * Added option to save and load all TimeMachine states at once. * Added option to automatically load/save states when entering/exiting emulation. * Added option to change pitch of Pitfall II music. * ROM Info Viewer size is not limited to fixed zoom steps anymore. * ROM Info Viewer can now display multiple lines per property and the bank switching type. * In file listings, you can now select directories by holding 'Shift' on the first character entered. Entering characters in lowercase still selects files, as before. * Fixed bug when starting ROMs via MacOS finder. * Added various developer options for oddball TIAs: - stuffed player, missiles and ball move - delayed playfield bits and color - delayed players and ball VDEL swap * Disabled some developer options for 'Player settings'. * Writes to RAM read ports are ignored now. * Added Developer setting, which breaks on writes to read ports. * Improved breakpoints to now consider the banks. * Improved debugger's TIA display and zoom windows. * Improved hotkeys, now many emulation keys work in debugger too. * Fixed display of negative values in debugger; sometimes they were shown as positive. * Reworked ROM properties database, making it load faster in certain cases. * Updated internal ROM properties database to ROM-Hunter version 16 (thanks go to RomHunter for his tireless research in this area). Related to this, updated the snapshot collection. * Fixed 'Dancing Plate (Unknown) (PAL)' to use joystick. * Fixed cheatcode handling in 2K and 4K ROMs. * Fixed bug where ROMs smaller than 64 bytes were not recognized. * Fixed bug where frying one ROM was continued with the next ROM. * Fixed not working 7800 pause key. * Enhanced UA bankswitching to support certain Brazilian carts. * Fixed WD bankswitching. * Added FC bankswitching for Amiga's Power Play Arcade Video Game Album. * Added auto-detection of display format based on filename. * Auto-detection of bankswitch scheme by file extension now includes more human-readable formats (not restricted to DOS 3-char length). See the documentation for the new names. * Fixed bug in DPC+ scheme; 'fast fetch mode' was enabled at startup, when it should be disabled by default. * Some more work on DPC+ playfield 'jitter' effect for certain older DPC+ driver versions; more ROMs are now detected properly. Special thanks to SpiceWare for his research in this area. * Added proper Retron77 port. * Added proper libretro port, and fixed display for OpenGLES renderers. * PNG/ZIP image support is now conditionally compiled into Stella. All major ports (Linux/macOS/Windows) have it enabled by default. * SDL/GUI support is now conditionally compiled into Stella. All major ports (Linux/macOS/Windows) have it enabled by default. This is currently needed by the libretro port. * Updated included PNG library to latest stable version. * Updated UNIX configure script to work with the gcc version 10 and above. As usual, Stella is available to download at https://stella-emu.github.io, and donations are accepted at https://stella-emu.github.io/donations.html. Feel free to respond here with any issues you find. You can also PM, but feedback here is better, so everyone can see it (and to eliminate duplicate reports). Enjoy
  23. After an extremely long time since the last release, we now have a new release candidate for what will become Stella 6.1! I'm not going to go into the entire (huge) changelog here; that will come when we do the final release. For now, I will stress the most important new additions that need some testing. That's the main goal of this release: test, test test. So what do we need tested? Here are the highlights: Video mode handling in NTSC and PAL modes has been completely reworked, 'ystart' setting has been removed, etc. The window is now the same size in both NTSC and PAL modes (simulating a real TV), and in PAL mode the scanlines are vertically shorter, since there are more of them. What we need tested here is to play as many games as possible and make sure the image is correctly displayed. If possible, confirm it on real hardware too. The event remapping subsystem has been completely reworked. You can now map the same action on a controller/keyboard/etc to different virtual controllers. So for example, joystick button 0 could mean 'Fire' when using a virtual joystick, but mean something completely different when using another type of virtual controller. So play a bunch of different games (using different controller types), remap them, and make sure it all works. There is now a 'first-class' port for the Retron77. That means that going forward, when we do a new release, it will (hopefully) included a build for the R77 as well. Please test this if you have an R77. There is now a 'first-class' port for libretro. This one still needs some extra work, but it's already working quite well. If you use RetroArch, please download the latest core and try it out. Note that since we don't control when RetroArch does a release, there may be some lag in when we release and when they pick it up. Of course there are many other changes (dozens), and you should try everything out and report any problems. But the stuff above contains the major changes and has had the least testing, so that's where we want feedback the most. The release candidates aren't on the Stella main webpage, but on Github. The addresses are https://github.com/stella-emu/stella/releases/tag/6.1.0-rc1 and https://github.com/DirtyHairy/r77-firmware-ng/releases/tag/stella-6.1.0-rc1. As usual, feel free to respond here. You can also PM, but feedback here is better, so everyone can see it (and to eliminate duplicate reports). So go forth and test Just a reminder that state files, event remapping and many other settings are not compatible with Stella 6.0, so when you do testing here, it will overwrite your old settings, and you won't be able to go back (unless you backup your settings first).
  24. And now for something completely different: a shameless plug. There is a Stella fundraiser (dubbed 'Stella-thon') happening tomorrow, July 12. Info is available at Please consider a donation or making a bid on an item.
  25. STELLA-THON 12 HOUR TWITCH HOMEBREW GAMING MARATHON FUNDRAISER! MORE INFO: https://atariage.com/forums/topic/291293-stella-thon-12-hour-gaming-marathon-fundraiser/ ZeroPage Homebrew will be livestreaming a 12 HOUR Twitch homebrew gaming MARATHON FUNDRAISER on JULY 12, 2019 for the continued development of the amazing Atari 2600 emulator Stella. Stella development began in 1996, is maintained by Stephen Anthony (stephena), and many contributors have put in the their time, equipment and dollars over the years towards its continued success. 100% of all funds raised through auctions and donations will go to the Stella project! Stella-thon: Friday July 12, 2019 (Noon to Midnight PT!) Start Time: 12PM PT | 3PM ET | 7PM GMT LiveStream: https://www.twitch.tv/zeropagehomebrew/ We'll be challenging ourselves through the 12 hours by beating world records, finishing homebrew games, getting new highscores and trying for game patches! We'll also be having video/audio/text call-ins from homebrew superstars and community members such as Darrell Spice Jr., John Champeau, Thomas Jentzsch, Dan Kitchen, Nathan Strum, Steve Anthony and more! Auction Items: Draconian (Signed CIB Signed), Medieval Mayhem (Signed CIB with Rare Clear Shell Cart), Space Rocks (Signed CIB w/ Fridge Magnet), Space Rocks (Signed Poster), Stay Frosty 2 (Signed CIB Limited Edition Cart #51), Stella's Stocking (Signed Cart #153 with Manual), Galaga 2600 (Signed CIB), Retron77 Console (CIB Loaded with Homebrew binaries and adapters), Astronomer (CIB Limited Edition #40 - Last Copy!), PLUS MORE! Supporting the development of Stella not only provides you with an amazing Atari 2600 emulator to play all your favourite old school and new homebrew games, it's also and incredibly important tool in the development of new games for your VCS! Stella has a large number of helpful utilities under the hood to help troubleshoot and analyze issues during the process of making a game. By supporting Stella, you're helping accelerate the development of games and push games to further and further heights! See you on Friday July 12, 2019!!
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