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Found 70 results

  1. 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.
  2. 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...
  3. 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
  4. I use my Retron 77 to play roms with Stella but now I can't get cartridges to work. How do I fix this?
  5. ... 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?
  6. 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.
  7. Exactly ten years ago, I made my first Thrust post to the [stella] mailing list. Thrust_v0_1.bin
  8. 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
  9. 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.
  10. Hey everyone, I'm very new to programming with assembly. Anyways, from the tutorial in this section of the forums I played around with the first kernel that is presented in Session 8. I made the lines alternate their colors with it. I ran it with SECAM60 after being satisfied, and wow is it an eyesore. I attached an image of the screen when I ran it. Challenge: look at the SECAM60 screenshot for 30 seconds and then turn away. pantomchap_test_game_5-17-2017-2.27PM.bin
  11. Stella 4.1 is now available; it contains a few nice improvements over the last release. Unfortunately, I'm still trying to track down the 'joystick not found' issues, so that hasn't been addressed in this release. Changes are as follows: As usual, Stella can be downloaded from the Stella webpage, and donations are always welcome.
  12. So it's time for a new release of Stella. I've been sick over the past few months, and didn't get to work on Stella as much as I'd have liked. Anyway, here it is: A number of bugs from the '4.6.5 release thread' have been fixed, but there's still a few more to go. As usual, Stella can be downloaded here, and donations are welcome here. Feedback can be in this thread or by PM.
  13. Here's another release of Stella, fixing/adding a few things I missed in the last release. Changes are as follows: As usual, bug reports can be reported by PM or here in this thread. Download the latest Stella here, and donations are greatly appreciated.
  14. So, it's time for a new release of Stella. I'm still working on the improved paddle emulation as well as a new phosphor mode that looks much nicer than the current implementation. Those changes are taking a little longer than expected, so I decide to do an interim release now. Changes are as follows: As usual, Stella can be downloaded from Stella webpage; any donations are greatly appreciated. Issues, comments, bug reports, etc can be posted in this thread or by PM.
  15. Trebor

    Stella 4.0

    Go get it folks Don't forget to thank Stephena - A donation would be an ideal way.
  16. 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.
  17. I feel ridiculous for asking such a noob question, but nothing is working. I just got a new Windows 10 laptop, so maybe it is is Windows 10 learning pains? I installed 64-bit Stella. Made a shortcut and attached a cute 2600 icon to the shortcut. Pin the shortcut to the Start menu. Icon is the default Stella Atari symbol. Unpin the icon and delete the icon cache. Restart. The shortcut shows the proper icon, so pin it to the Start menu. Icon in the start menu is the default Stella Atari symbol. Any ideas what is going on?
  18. I'm looking to improve emulation of Stella wrt INTIM/TIMINT. Almost all the test ROMs I have are working correctly, but a few cases do not. As well, all the test ROMs only cover a small portion of the values. What I'd like is to have someone provide test ROMs (Batari Basic preferred) that cycle through all combinations of reading and writing these registers, to see where Stella can be improved. Can someone offer some advice and/or help in this area?
  19. I'm looking for help in modernizing the Stella manual, making it look nicer as well as improving the layout, readability, etc. I know documentation is not something a lot people like to work on, but I'm hoping there's at least a few aspiring tech writers here. The main issue is that the current document is a single HTML file that's over 140KB! Ideally I'd like some of the following: break the document up into multiple files (chapters per topic, etc) improve the look with CSS, better fonts, etc improve the readability, looking at it from a users POV and see if it actually explains things improve the layout, again from a users POV, to make sure the more advanced topics aren't being presented when they aren't needed any other issues/problems that might need to be fixed I understand that this is a fairly big undertaking, and I appreciate any help anyone can provide. My only absolute condition is that the manual has to be static (no PHP, etc), as it will be viewed on client systems that don't have a web server installed. I can't offer any payment for this. I can only consider this as a Stella donation, and credit you in the Credits list. Please let me know if you're willing to take a stab at this.
  20. Ok, it's time for another Stella release. I'm glad to say that Blargg TV filtering is finally available There are also some other nice changes, and a few bug fixes. Perhaps the biggest change other than Blargg is that this release marks the retirement of the Win98/2000 port. Unfortunately, this decision is final, and that port won't be coming back. As for the Blargg TV effects, please keep the suggestions constructive. There is more work to do in this area, and there are definitely improvements to be made, particularly with respect to the scanline emulation. Anyway, here's the changelog: As usual, Stella can be downloaded from the Stella homepage. Please consider a donation if you find Stella useful. Bug reports can be reported directly to me or in this thread.
  21. I am currently living in a small apartment, and my girlfriend will be moving in soon. In the interests of maximizing space, I am considering putting my numberous systems into storage and getting a nice emulation setup hooked up to my new TV. How anyone here ever done this, and did it work out for you? Now, what kind of a computer is needed for good emulation? I know next to nothing about hardware, and won't be building a machine. I'll just go to Best Buy when my tax refund comes back and buy a PC. Ideally, I would like to run stuff up to the Dreamcast era smoothly, if that can be done. If not, I'll settle for a machine that runs the classics. Any recommendations on an out-of-the-box machine that does the job? Also, any suggestions for controllers? Also, has anyone here had experience with a first-gen hacked Xbox? Thanks!
  22. 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
  23. 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?
  24. I have an ebay auction with the following Supercharger related stuff: Arcadia (Starpath) Supercharger (tested works) Original Stella Gets a New Brain CD that is Numbered 154 (Excellent Condition) Original Booklet (Some minor wear on binding - the glare in the image makes it look worse than it is) Original Jewelbox with Artwork Starpath Tapes: 2 copies Phaser Patrol, 2 copies Suicide Mission, 1 copy Escape from Mindmaster, 1 copy of Fireball Manuals for Communist Mutants from Space, Phaser Patrol, Killer Satellites and Escape from Mindmaster I also will include an adapter that I've been using to connect the Supercharger to my iPod. http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&pub=5574883395&toolid=10001&campid=5336500554&customid=&mpre=http%3A%2F%2Fwww.ebay.com%2Fitm%2F161114297321%3FssPageName%3DSTRK%3AMESELX%3AIT%26_trksid%3Dp3984.m1555.l2649 Thanks for Reading!
  25. Ok, a bug has been reported in Stella with ROM "Pick & Pile". This is a PAL ROM, and as such I'm unable to test it. If someone with a PAL machine and a Harmony could test it and let me know, it would be great. Otherwise I'll have to work from the code itself. The problem is, there's horrible flickering on the startup screen (once you get into the game, it's a steady 312 scanlines). In Stella, the startup screen alternates between frames with 314 lines and 4 lines. The flickering is because a 4 scanline frame is essentially blank, so every second frame is black, and hence everything flickers (sort of like 30Hz flicker). However, I'm not convinced the blanking is the issue. I feel that a 4 scanline frame should be blank, and this ROM shouldn't be generating such a frame at all. Other emulators I've tested display a consistent 315 lines on this screen, so I'm thinking there's an error in Stella emulation. I've traced it to VSYNC handling (or at least I think I have). I ran the ROM and set a breakpoint at $75A7. This results in the following section of code: The code is as follows, with a printout of Stella state after each line has executed. You can try running it yourself to confirm: 75A7: LDA #$02 ;2 // scan=311 75A9: STA VSYNC ;3 // vsync set @ 311 75AB: STA WSYNC ;3 // scan=312 75AD: STA VSYNC ;3 // vsync set @ 312 75AF: STA WSYNC ;3 // scan=313 75B1: STA VSYNC ;3 // vsync set @ 313 75B3: STA WSYNC ;3 // scan=314 75B5: STA VBLANK ;3 // ... 75B7: LDA #$00 ;2 // ... 75B9: STA VSYNC ;3 // CPU stopped @ 314 75BB: RTS ;6 // scan=0 !!! After this point, it goes on to do 4 more scanlines, then starts over again. So I'm thinking the CPU shouldn't have stopped and went to scanline 0, but proceeded to process a few more scanlines in this frame. Can anyone explain what really should be happening here?
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