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Found 68 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. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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
  7. 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.
  8. 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!
  9. 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.
  10. ... 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?
  11. 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.
  12. Exactly ten years ago, I made my first Thrust post to the [stella] mailing list. Thrust_v0_1.bin
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Trebor

    Stella 4.0

    Go get it folks Don't forget to thank Stephena - A donation would be an ideal way.
  19. 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.
  20. 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?
  21. 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?
  22. 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.
  23. 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.
  24. 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!
  25. 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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