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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
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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).
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I tried downloading and installing 5 different versions of Stella, and I also installed the Microsoft Visual C++ 2017 Redistributable that they require (both the 32-bit and 64-bit versions), and no matter what when I double-click the .exe I keep getting a message saying, "The application was unable to start correctly (0xc000007b), Click OK to close the application." I have Windows 7 64-bit on my notebook, and have downloaded and used emulators for so many different systems in the past, but for some reason I can never seem to figure out how to get Stella to work. Do you happen to have any idea what I am doing wrong?
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Exactly ten years ago, I made my first Thrust post to the [stella] mailing list. Thrust_v0_1.bin
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Since yesterday I suddenly have a very weird issue where all versions of Stella (except 6.0) are becoming mostly completely silent. E.g. in E.T you cannot hear the title music, but some cracking sound when the ship is landing. After some research, it turns out that there seems to be a Stella incompatibility with SDL2 2.0.6 and newer on Windows (10). Reverting to SDL2 2.0.5 (or older) fixes the problem. Now we wonder why this issue did not occur earlier to me and why no one else has reported it. Has anyone ever experienced the same issue?
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STELLA-THON 12 HOUR TWITCH HOMEBREW GAMING MARATHON FUNDRAISER! WATCH YOUTUBE ARCHIVE OF EVENT: Part 1, Part 2, Part 3, Part 4 STELLA-THON DONATION PAGE (GoFundMe): https://www.gofundme.com/zeropagehomebrew-stellafundraiser2019 STELLA-THON AUCTION LIST (EBay): https://www.ebay.ca/sch/rantradio/m.html WHAT: 12 Hour Gaming Marathon Auction & Fundraiser for Stella Development WHEN: Friday July 12, 2019 (Noon to Midnight PT!) STARTS: 12PM PT | 3PM ET | 7PM GMT ENDS: 12AM PT | 3AM ET | 7AM GMT WHERE: ZeroPage Homebrew Twitch Stream ZeroPage Homebrew will be streaming a 12 HOUR homebrew gaming marathon auction & 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! Over the twelve hours of the marathon the crew at ZeroPage will be playing all your favourite homebrews, taking gaming challenges from the chat, trying for new highscores and generally having a ton of fun. We'll also be auctioning off a whole bunch of generously donated items to help raise funds for the incredible work that's being done on Stella. 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! Generously Donated Auction Items: CLICK HERE FULL LIST OF ITEMS ON EBAY (NOTE: Above list goes active at the start of the the Stella-thon!) - Draconian - CIB (Signed) : Donated by Darrell Spice Jr. (@SpiceWare) - Medieval Mayhem - CIB with Rare Clear Shell Cart with Box (Signed) : Donated by Darrell Spice Jr. (@SpiceWare) - Space Rocks - CIB w/ Fridge Magnet (Signed) : Donated by Darrell Spice Jr. (@SpiceWare) - Space Rocks - Poster (Signed) : Donated by Darrell Spice Jr. (@SpiceWare) - Stay Frosty 2 - CIB w/ Limited Edition Cart #51 (Signed) : Donated by Darrell Spice Jr.(@SpiceWare) - Stella's Stocking - Cart #153 with Manual (Signed) : Donated by Darrell Spice Jr. (@SpiceWare) - Galaga - CIB (Signed): Donated by John Champeau (@johnnywc) of Champ Games (NOTE: Game will be released/shipped ~2019Q4) - Retron77 Console - CIB Loaded with Homebrew binaries donated by Chris Walton (@cd-w), @Nathan Strum, @Thomas Jentzsch, Manuel Rotschkar (@Cybergoth), Darrell Spice Jr. (@SpiceWare), @Andrew Davie, Oscar Toledo G. (@nanochess), Karl Garrison (@Karl G) and John W. Champeau (@johnnywc) & Manuals from @Albert of AtariAge (PLUS 2600-daptor D9, USB cable, OTG cable for the 2600-dapter, Retro-bit Genesis Gamepad) Donated by Nathan Strum (@Nathan Strum) - Astronomer - CIB, Limited Edition #40 (Last Copy!) : Donated by David Flemming (@ozyr) of Packrat Video Games - The Atari 2600 Homebrew Companion Volume 1 & 2 (Vol 1 & 2: Signed by Ed Fries (@Ed Fries) (Microsoft/Halo/Halo 2600), Darrell Spice Jr. (@SpiceWare)| Vol 2 signed by Brock Keaghey (@TheMajorHavoc) (Nexion 3D)) : Signed & Donated by Brian Matherne (@Arenafoot) - Gold Rush - CIB (Signed): Donated by Dan Kitchen (@TikiDan) of Tikivision (NOTE: Game will be released/shipped ~2019Q4) - Halo 2600 - CIB (Signed by Ed Fries @Ed Fries) Donated by Albert Yarusso (@Albert) of AtariAge Video/Audio/Text Call Ins Schedule: 1PM PT: Thomas Jentzsch @Thomas Jentzsch 2PM PT: John Champeau @johnnywc 3PM PT: Darrell Spice Jr. @SpiceWare 4PM PT: Dan Kitchen @TikiDan 5PM PT: Stephen Anthony (Stella) @stephena 6PM PT: TBD 7PM PT: Nathan Strum @Nathan Strum - + more! Events During Show - High Score Challenges: Wall Jump Ninja (Reclaim World Record), Crazy Balloon (Reclaim World Record), Draconian (World Record Increase), Draconian (First Level Only High Score), Astronomer (Patch Challenge), Ameoba Jump High Score Challenge (Dionoid's high is 21,256), Mappy (for 2019 Homebrew Tournament Round #4) - Games to Finish: Knight Guy in Low Res World, Ninjish Guy in Low Res World, Spies in the Night 2, KO Boxing & AVGN KO Boxing, Lost Cat, Hunchy II, Isaiah's Wii Chase, The Stacks, Deepstone Catacomb - Reveals: Box Art for Aardvark More Ideas: - What homebrew games would you like to see us play during the marathon? - Highscores we should try to beat? - Games we should try to finish? - Crazy challenges we should try? (One we're going to try is the highest score possible staying on level 1 of Draconian!) - Other ideas?
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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.
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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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I'm using Stella 6.0 on Mac OSX, and I've noticed that the colors in fullscreen mode are visibly different than in windowed mode. When I took screenshots on both modes, the colors in the screenshots appear to be the same. I suspect that it's a video driver issue rather than a Stella issue, but I'm wondering if anyone else has observed this. Edited to add: This also is happening on Stella 4.73, so it's almost certainly an issue on the Mac side instead of Stella, as I've never observed this issue before.
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I've been looking for a newer version of Stella for the PSP and haven't had any luck finding one. I don't know anything about what's involved in porting Stella to the PSP and doubt I'd be able to do it on my own. I know Stella for the PC is still being updated, but does anyone know if there is someone still working on porting it to the PSP or if there is someone with the skills and the free time to do so? If there's any documentation on how to do it, I'd be willing to give it a shot myself. The reason I'm so interested, is because I carry my PSP and use it as my main portable system, since it's able to emulate so many different consoles. I play 2600 games more than anything else, but some of my favorite games won't work on the latest PSP version of Stella which seems to be from 2009. Also, if you guys think I might have more luck on a dedicated PSP forum, I'd be willing to give that a shot, if anyone can recommend a good PSP site.
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Thanks to DirtyHairy, Stella's TIA emulation has greatly improved over the last two years. It is now able to emulate a standard TIA almost completely with perfection. But "TIA is a beast" and on top of that Atari used numerous slightly different TIA versions in their consoles. Some of these TIAs cause problems with original games and homebrews. To help homebrewers avoiding such problems in the future, we want to analyze these TIA differences and then add some developer options to Stella. This website describes a lot TIA chips in detail, together with the potentially affected games. Note: Most INFO links are broken, you have to change the path into "www.ataricompendium.com/game_library/easter_eggs/vcs/" to make them work. So if you own a console with an odd TIA which exhibits one of these problems and maybe also own a flash cart (e.g. Harmony, Krokodile, CC, Supercharger, Uno-Cart), you can help us. For now we are mostly interested into consoles which display stray dots in Ebivision's Pesco/Pac Man (we suppose Atari Video Cube, QuickStep, Thrust and Ixion might be affected on these too) display extra pixels in Masters of the Universe - The Power of He-Man; note that there are two different variations of the problem (here e.g. Obelix, Octopus, Room of Doom, Ski Hunt, Space Treat Deluxe, Squeeze Box and SW-Ewok Adventure might be affected too) have problems with Kool Aid Man and Thunderground (probably Spider Fighter too) have problems with G.I. Joe - Cobra Strike (see pictures attached) There are more bugs listed (especially with the Cosmic Ark stars), these may follow once we unterstand the other ones. If you want to help us, please tell us (here or via PM) which of the bugs listed above your console exhibits if you own a flashcart (for executing test ROMs) or any of the ROMs related to your console glitch listed above We will then ask you to verify other games (as listed above) and try some test programs. With your help we hope to be able to adapt Stella to as many TIA variations as possible. Fingers crossed!
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We are currently trying to find out, how real hardware behaves in a certain corner case. That is: Reads from SuperChip extra RAM using a write address cause unwanted writes to SC RAM. The exact values written are what we are looking for. Attached is a F8SC (8K + SuperChip RAM) ROM which returns different results in Stella, Stellerator and (my) console with Harmony. Since we do not know what affects the results (console type, cart used) we need your help. Especially if you are able to put the ROM onto a physical cart and/or have multiple consoles too test. Please post your setup and resulting pictures here. Thanks in advance! testSC_1_f.bin
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Hi I'm working on a project needs Display_Phosphor = YES. Is there some way to have Stella automagically pick up on that? I tried adding a file named pal.pro next to my pal.bin file, with this contents: "Cartridge.MD5" "324f559ec4e6da7392371400e9b73111" "Cartridge.Name" "pal" "Display.Phosphor" "YES" "" That didn't work, unfortunately. Digging through the code I can't find a way to do this. I can ship .bat and .sh files for users, but I'd rather not have to. Am I missing something? If this functionality is indeed missing then perhaps I'll write a patch for it.
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I've had several people report that Stella isn't working in Windows XP. I've only been able to test in XP_ServicePack3, and then only in a virtual machine. I no longer have access to machines running WindowsXP, either in 32 or 64-bit mode. So a few questions: (a) How many of you are actually still using Stella in Windows XP. (b) Are any of you experiencing problems in Windows XP? I'm asking this mostly for modifying the webpage to list the compatible versions of Windows. There's nothing I can actually do about it, since the latest versions of Visual Studio will be phasing out support for WinXP soon.
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Well, it's finally here. After 8 months of work, 10 pre-releases and feedback from dozens of people, Stella 5.0 is finally available. While we’ve had big point-0 releases before, this is the first time that we’ve had pre-releases, and the bug-fixing and valuable feedback that happened really shows. The major highlight of this new release is a completely rewritten TIA core, ported from the 6502.ts project by Christian Speckner. There are also quite a few debugger improvements, as well as improved emulation of the RIOT and also some CPU stuff too. So really, some quite major changes right across the board. There are several ROMs that now work in Stella that have never worked in any other emulator. Almost all corner cases in TIA and RIOT behaviour are now correctly emulated. We even have a new TV phosphor emulation mode which is much more accurate than the old method. So without further ado, here’s the considerable changelog: Note: because of major TIA/6502/RIOT changes, the state file format has changed, and old state files will not work with this release. Stella has moved from Sourceforge to Github. Completely new TIA core is now available, ported from 6502ts by Christian Speckner (DirtyHairy). This new core is extremely accurate, and matches real hardware in almost every test we've performed. New features include: Meltdown emulates correct The lap number in Pole Positions displays correctly Artifacts in the mountains on Snoopy and the Red baron are gone Line artifacts in Title Match Pro Wrestling and Realsports Boxing are fixed The spurious line at the left border of Video Chess now displays correctly All 32 char text demos from AtariAge now work perfectly (Stella 4 shows artifacts on several of these) Stella is now the only emulator to display the "Mega Bitmap Demo" (atext.bin) from AtariAge correctly Improved starfield effect for missiles (still TODO for ball and players) RSYNC emulation has improved, all testcases now match real hardware Several other ROMs that have never worked in any emulator are now emulated correctly RDY behavior with respect to write cycles is accurate Optional YStart autodetect and more robust frame handling NUSIZ during player draw matches hardware RESMx during missile draw matches hardware Paddle emulation is slightly more accurate. As a consequence, the "paddle feel" may be slightly different from Stella 4 Fixed debug colors can now be set for each graphical object, from a choice of 'red', 'orange', 'yellow', 'green', 'blue' and 'purple'. This is accessible through the new 'tia.dbgcolors' commandline argument and within the UI. Implemented new phosphor emulation mode, which is much closer to real TV output. Related to this, added ability to change the default phosphor blend level in the UI and through the new 'tv.phosblend' commandline argument. Special thanks to Thomas Jentzsch for the idea and implementation. TV phosphor effect can now be force-enabled for all ROMs, instead of manually setting ROM properties for each ROM. This is accessible in the UI and through the 'tv.phosphor' commandline argument, and defaults to being off (or enabled per-ROM). PAL color-loss and Blargg TV effects can now be enabled at the same time. Previously, when Blargg effects were enabled, PAL color-loss couldn't be shown. Related to this, the Blargg effects now use much less memory and in some cases run faster than before. Much improved RIOT timer emulation never before seen in any emulator. Special thanks to Christian Speckner (DirtyHairy) for the implementation, and alex_79 for finding documentation that finally describes in more detail how the M6532 chip actually works. Added BUS (experimental) and CDF bankswitching schemes, and also ARM Timer 1 support; special thanks to SpiceWare for the code. Fixed bug with SaveKey and AtariVox not properly closing their memory files before starting another instance of the same ROM, when the ROM was opened in the ROM launcher. Various improvements to the debugger and command prompt: The 'cls' command now only clears the screen, not the history The 'help' command now accepts other commands, and gives extra information about the command (ie, 'help breakif' prints extended information about the breakif command) Added 'palette' command, which shows a color swatch of the currently active TIA palette Added 'debugcolors' command, which shows a legend for 'fixed debug colors' mode The previous trap'm' commands now work when setting TIA read addresses; previously they only worked for write addresses The previous trap'm' commands are now renamed 'trap', 'trapread' and 'trapwrite' The TIA tab now shows 'old' contents of player and ball registers Various UI items are crossed out when disabled, to more clearly indicate their current state Various UI items that previously required a double-click to toggle (pixel and bit widgets) now require only a single-click. Command completion now works with internal functions and pseudo-ops (basically, anything starting with the '_' character) System labels (aka, register names, etc) can now be typed in lowercase. Previously, these labels always had to be uppercase. In general, input error checking is much more strictly enforced Read-only UI items now have a different background color, to clearly indicate if an item can be modified. Debugger '.lst' and '.sym' files are now searched based on the name of the ROM file, and not on the internal properties name. Snapshots can now be saved by pressing the F12 key (the various other ways to save snapshots still exist). Mouse grabbing is now enabled in windowed mode only when the ROM is using a virtual analog controller (paddles, trakball, etc). Renamed various trakball-like controllers more accurately: AmigaMouse, AtariMouse (previously CX80) and Trakball (previously CX22). Related to this, reduced the resolution of the Trakball by half, to properly match real hardware. The stack pointer (SP) is now initialized to $FD instead of $FF, to match research done in other 6502 projects. Fixed bug in debugger tracing and displaying the partial TIA image; the first time entering the debugger and starting to trace, the image was blanked out (black) instead of being drawn in greyscale. Also, the image is now synchronized, instead of being two frames behind. Fixed crash with zipped ROMs that are less than 4K in size; so far this bug has only ever occurred in Windows XP, but it's been there since Stella 4.1. Fixed bug in 'Rom Audit' functionality; sometimes ROMs without a valid properties entry were being renamed as "Untitled.bin". For the entire UI, removed colons and generally made the UI items easier to read. When in 'ROM launcher mode', Stella now uses slightly less CPU time. More work is required in this area, though. Added ROM properties for D.K. VCS homebrew ROM, thanks to Andreas Dietrich. Added slight improvement for auto-detecting Superchip bankswitching; the new implementation now works for the NTSC 'Dig Dug' ROM. Special thanks for SpiceWare for the idea and modified implementation. Fixed long-standing bug in 3-voice music in DPC+ bankswitching scheme; the music now sounds much more like the real thing. For the Linux/UNIX port: The settings directory now uses the XDG Base Directory Specification. In most cases, this means that your files will now be stored in '~/.config/stella' instead of '~/.stella'. To keep your old settings, run the following commands from the terminal: cd ~ mv .stella .config/stella You will probably need to edit '~/.config/stella/stellarc' and change some paths accordingly. For the OSX port: Always use the built-in png and zlib libraries instead of the system versions. The preferences file has changed from 'net.sourceforge.Stella.plist' to 'Stella-emu.plist'. To keep your old settings, run the following commands from the terminal: cd ~/Library/Preferences mv net.sourceforge.Stella.plist Stella-emu.plist Updated internal ROM properties database to ROM-Hunter version 13 (thanks go to RomHunter for his tireless research in this area). Related to this, updated the snapshot collection. Updated included PNG and ZLIB libraries to latest stable version. Also, both libraries are now compiled into the app whenever one is selected. This fixes issues with a newer ZLIB not working with an older PNG, etc. Updated build scripts for Visual Studio 2017 (Windows) and MacOS Sierra (latest version of Xcode), and make these the minimum supported versions for building Stella. Updated UNIX configure script to work with the clang 5+ and gcc 7+ compiler versions, and fixed compile issues on AArch64 and ppc64le architectures. As usual, Stella can be downloaded at https://stella-emu.github.io/downloads.html, and donations are always welcome at https://stella-emu.github.io/donations.html. Feedback can be given in this thread, by PM or by creating an issue on Github (preferred). Good luck, and have fun with this release; we are very proud of it.
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Before we release then next major version of Stella, we are looking for some beta testers. Please report all your feedback there. Thanks!
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So, it's time for another release of Stella. This one was a long time coming, and was actually supposed to be released for Xmas. But real life got in the way, and we're pushed until now. Anyway, this one has several huge features, including finally implementing a request that's been on the TODO list for about 10 years; rewind outside the debugger! We call it 'Time Machine', and it basically allows one to unwind/rewind the emulation state both inside and outside the debugger. One obvious use-case for this is when you're trying to track down a bug during development. You can now play the ROM, experience the bug, go into the debugger and rewind (and unwind!) until you find the issue. So it will be much easier to track down and fix a bug!! Or course, another use-case would be playing a game and getting killed, then rewinding and trying again. But we all know you wouldn't cheat like that, right? There are also quite a few debugger improvements, TIA fixes, and really changes all over the map. I want to single out Thomas J. and Christian Speckner for this release. Quite a lot of crap happened in my life over the past few months, and I didn't get to work on Stella as much as I'd have liked. But these two guys kept at it, and are in fact responsible for most of the stuff in the changelog. Thanks for the help! Anyway, without further ado, here's the (huge) changelog: As usual, bugs can be reported here, but adding them as an issue on the github page is preferred. Donations are also welcome. Enjoy ...
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So by now there are tones of adapters and USB type controllers that can replace the joystick controller, are there any controllers or adapters for the paddle controllers? What is the best know Computer equivalent to the paddle controllers? If there aren't is anyone aware of any projects that make use of GPIO on the raspberry pi to allow the paddle controller to work? Mind you I am not looking to emulate any games I don't own and am not endorsing others doing so as well. I mainly want to have a portable system I can load my games up and play hook up easily to a modern TV.
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Stella has an option which emulates color loss on PAL CRT TVs. This color loss, where only grays instead of colors are displayed, happens in Stella when the scanline count is an odd number and a PAL mode is selected. This has always been assumed to be correct. But there exist a number of ROMs, which produce an odd number of scanlines and are clearly meant to be PAL. This finally made me wonder. And therefore I wrote a simple test program and tested it on my own PAL CRT (14" Sony Trinitron KV-14LT1E), attached to my composite modded console. And no matter what number of scanlines I try, there is no color loss at all! Now I wonder if this is special for my TV/console combination (most likely) or if color loss doesn't work like we assumed for 20 years now. If you own a PAL CRT, please give the attached program a try. Use joystick up and down to change the number of scanlines. Do you get a colored picture for odd scanlines too? When you report back, please provide some details about the TV and the input (antenna, composite, RGB...) you have used too. Thanks in advance! ColorLoss.bin
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So, just like we (the Stella team) posted a thread about improving TIA graphics emulation, we now also want to start on TIA sound emulation. This work is documented at https://github.com/stella-emu/stella/issues/80. Last year, some code was donated to Stella from crispy (Chris Brenner) from his FPGA work. At the time the TIA emulation core wasn't properly structured to make use of it, but now it is. As a result, Christian Speckner (DirtyHairy) has ported the code to Stellerator. The initial results are very good; many test ROMs that didn't sound quite correct are now properly emulated. So now work begins on refining this code, and porting to Stella. What we need are test cases. That is, ROMs that illustrate where the current sound emulation is inaccurate/incorrect. We'd like you to test in Stellerator and in Stella 5, and (potentially) with new test builds of Stella as they become available. Please try to be as specific as possible when describing the issues (keeping in mind that it's hard to 'describe' sound). I'll start with some ROMs we already know about, in no particular order: phaser06: correct in Stellerator, in Stella 5 the sound is 'idealized' and sounds much nicer than it should tremolo: correct in Stellerator, left and right channels are properly 'mixed' and interfere with each other E.T.: sounds much better in Stellerator Ms. Pac-man: correct in Stellerator, there is now distortion from the analog mixing of left/right channels. In Stella 5 the sounds is 'better', but it is idealized and not like a real console. Remember, just like when we were improving the TIA graphics emulation, the more test ROMs and cases we get, the better the results. So get testing
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Hello, I'm trying to trigger HMOVE without RSYNC, still at the right time. I suppose there is a way to trap a write only after the first color clock cycles. But right how I'm stuck at breakif { (_ccycle > 3) && WRITEAT(HMOVE) } How can I tell Stella what to do at WRITEAT(HMOVE)? Or can I somehow combine trapwrite with a function? Or maybe something like thiis? function strobeccycle { (_ccycle > 3) ? HMOVE : $7F } trapwrite strobeccycle Ideas anyone?
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Stella is looking to improve realistic trackball behavior on their 2600 emulator for the growing number of trackball hacks and I said I would look into getting them a CX80 in good working condition.
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Hi all, I'm hoping one of you may be able to help me! I'm trying to use some paddles made for the Atari Flashback with Stella. I've got them connected using a Retronic retro adapter (http://www.retronicdesign.com/en/) and I've flashed them for the paddles. I can see the paddles in my Devices screen (I'm running Windows 10 Creators Update), but in Stella, they aren't recognized and I cannot see anything in the joystick database within the application. I've attached a couple of screenshots to show what I'm seeing. The first one shows the entry in the Devices screen and the second is from Stella. Does anyone know what I'm doing wrong or what the problem is? Appreciate any help I can get!
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I just installed Stella 5.0.1 (win32). I don't use Stella very often so I don't know how to do simple things like hide the frame rate display. I read in the docs that Alt+1 toggles the fps display. But pressing Alt+1 seems to disable TV filtering. How do I hide the fps?
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I am assuming the 2600-dapter II makes joysticks appear as normal game controllers to Windows. Will the dapter II allow my paddles to work like paddles in Atari800WinPlus? Stella? http://www.2600-daptor.com Thanks I suppose a better question is: does Atari800winplus support real paddles? I find that Stella does, but can't find any info about Atari800winplus.
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- atari800winplus
- stella
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