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  1. 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
  2. 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!
  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. 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. 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?
  6. OK, some of you may have noticed in the 'Stella 4.7.3 released' thread that a new TIA core is being developed for Stella, ported from the 6502ts project. I'm happy to say that this will soon be in a state ready for preliminary testing. I hope to have a some test builds ready on Monday or Tuesday, but I just wanted to let everyone interested know that it's coming. Throughout this thread, I will update what's been added to each build, and hopefully be able to incorporate/fix some of the issues that you will find. What we'll be looking for is a somewhat detailed report on the following: regressions against the old Stella core (ie, something worked in Stella before, and is now broken in the new core) regressions/deviations from real hardware (ie, something is broken in the new core, and didn't work in Stella either) improvements in the new core (ie, something that was broken in Stella before, but is now working in the new core) It's very important that we know the status in terms of one of the 3 items above, so we can narrow down how to fix a bug, and/or note where the new code actually works correctly. EDIT: The third test release is now available at https://github.com/DirtyHairy/stella/releases. Please read the issues and readme, and report bugs accordingly
  7. So, it's that time of year again. And for a special gift, there is a new release of Stella! This one has been almost 6 months in the making, and is obviously a jump to a new major version. There are huge changes all across the board, but the major new feature is cycle-exact TIA audio emulation. For the first time, cycle-exact audio emulation allows several ROMs to work correctly that have never worked before. E.T. and Ms. PacMan are the most obvious; they now sound exactly like they do on a real console. Most other emulators (and Stella too, previous to 6.0) use an idealized emulation of sound, which in some cases results in better sounding, but incorrect, output. The new code is based on FPGA work by Chris Brenner (crispy), and as a result AFAICT, this is the first time that E.T. has sounded correct in an emulator. And for the first time in a long time, Stella gets a new coat of paint! The themes have been modernized a little, which new schemes, titlebars on windows, etc. Definitely makes the app look a little more modern. We don't want to look too modern, though. After all, we are emulating a 40+ year old system There are many other sound changes too, and bugfixes/improvements/new features all over the place. Complete changelog as follows: Note: because of major TIA sound changes, the state file format has changed, and old state files will not work with this release. New cycle exact audio core based on work by Chris Brenner (crispy); greatly improved audio emulation accuracy (i.e. E.T., Ms. Pacman). Full rewrite of the audio subsystem; resample TIA output to target sample rate directly in Stella. Added option to force stereo sound for all ROMs, or to use the setting on a per-ROM basis. Threading: decouple emulation from frame rendering. Main loop rewritten; emulating speed and timing is now much more faithful (i.e. speed in Pick'n'Pile). Added preliminary support for 'CTY' bankswitching scheme and recently released 'Chetiry' ROMs. Special thanks to SpiceWare for adding music support to this scheme. UI modernization (new widget look, dialog titles added, dialogs refactored). The bankswitch scheme can now be forced by naming the ROM with a specific extension (ie: .f8s for F8SC, .fe for FE, etc). The supported extensions are the same as the ones from HarmonyCart and UnoCart. Audio settings replaced with new 'audio.xxx' settings. FPS setting replaced with speed setting for adjusting emulation speed. Extra functionality for Time Machine dialog (start/stop recording; minor fixes). When logging messages to the System Logger, condense similar messages that arrive in batches into fewer messages (including timestamps). Fixes for collision corner cases (during HBlank). Fixed excessive CPU usage while in UI modes (ROM launcher, debugger, etc). The 'launcherexts' option has been replaced by a true/false option named 'launcherroms', which specifies to show only ROMs or all files in the ROM launcher. Changes in 'Game Properties' dialog - 'Default' button now affects only current tab like in all other dialogs. - 'Display' and 'Console' tab changes are now immediate. - Fixed bug when selecting 'Auto-detect' format for 50Hz ROMs Fixed bug in autodetecting Genesis controllers. Fixed bug with 'thumb.trapfatal' commandline argument; sometimes Stella would lock up when encountering a fatal error instead of entering the debugger and displaying a message. Fixed bug in reading from settings file with entries that were empty; the parsing was failing. This affected the 'cpurandom' argument; when all options in it were turned off, they were all turned on again during the next program run. Fixed bug with 'hold' events; they are now released a short time after starting a ROM. When starting Stella for the first time, the first ROM selected will determine which path to use by default for subsequent runs. Fixed emulator crash when starting SaveKey ROMs from commandline with SaveKey messages enabled. Fixed missing TV format update in frame stats dialog when switching display type. Fixed missing debug color update when switching display type. 'Fill to scanline' now works for scanlines above current scanline too. The debugger 'uhex' command is now honoured in CDF and BUS schemes. When switching screenmodes, the sound is now paused and later resumed. This fixes popping and cracking sounds apparent on some systems, notably macOS when toggling windowed/fullscreen mode. State file format has been optimized to be smaller, and faster loading and saving. This affects both the files saved to your computer as well as Time Machine functionality. The ROM name saved in a PNG tEXt chunk now honours the 'snapname' setting. Improved snapshots when phosphor is enabled. Updated PAL palette. Added 'Cartridge.StartBank' ROM property, to force a ROM to use a specific bank for its reset vector. Added Developer setting, which breaks on reads from write ports. It now detects such conditions in many more cases. This new way of detecting RWP errors obsoletes the old '_rwport' debugger command, which has now been removed. Added recently released 'Arkyology' prototype ROM to the database. Added 'Amoeba Jump' and 'Flappy' ROMs (from the Retron77) to the database. Fixed 'Street Racer' and 'Video Olympics' ROMs to use paddles in both ports. If using SDL 2.0.5 or above, the calculated desktop size now takes the taskbar/dock into account (so windows should no longer overlap those areas). For UNIX systems: in the ROM launcher, when using symlinks use the symlink pathname instead of the underlying filesystem pathname. The UNIX builds now use the system-installed PNG and ZLIB libraries by default. The Macintosh builds are now named 'macOS' throughout the codebase to reflect the new naming from Apple. For better compatibility, the Windows 32-bit version does not require SSE2 anymore. Updated included PNG library to latest stable version. As always, Stella can be downloaded from the usual place. And as a shameless plug, please consider a donation if you like; I plan to build a new development workstation in 2019 Special thanks to Christian Speckner and Thomas Jentzsch for work on this release; their work formed a large part of what became version 6.0. Bug reports can be posted here, or by creating an issue on the Github page. Merry Christmas, and enjoy this latest release of Stella
  8. 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?
  9. 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
  10. 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!
  11. 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.
  12. 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
  13. 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?)
  14. 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.
  15. 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...
  16. 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
  17. Hello everyone I'm in the process of building a VCS based hardware clone from scratch and have a few queries; I am going to replace the 6507 with 6502 (to get full 64k addressing + hardware interrupts + phi 1 and phi2 clocks ) and adding 32k of extra ram like the super Atari project (site is down but thanks for the wayback machine http://bit.ly/2FHlAH7) But these "NEW" eBay 6502 cpus (http://ebay.to/2DzjYJC) should work, or are these new chips like 65c02 in that the silicon has been altered due to "modern manufacture reasons"? And what's the highest clock speed available on a 6502? Also can you place some asynchronous buffer sram [cy7c408 = 128byte sram fifo memory] (http://bit.ly/2HGAAlm) between the data lines on the tia and 6502/7, so that the when the TIA Is drawing the data is already in the buffer, and all the cpu needs to do is correctly send the corrects address locations relevant to data stored in the buffer? (i.e instead of cpu calculating the display every scan-line you simply write a few scan-lines of image data into the buffer before The TIA begins to draw, then just correctly address in the order of whats stored in the buffer and do program logic) Since the [cy7c408a] is dual ported with asynchronous R/W, means you can just clock the output data [DO0-DO7] bus with the 1.19MHz clock from the TIA, iirc the TIA doesn't tend to like bus speeds higher than 1.19MHz? Then this should allow one to overclock the 6502 with for simplicity of counting cycles a multiple of the [ntsc] color-burst [TIA] clock ( i.e being able to have 684 cpu cycles per scan-line {using a 6502 clocked @ 10.75MHz = ~3x the TIA clock } instead of just 76 cycles) in such cases also sacrificing [native 2600] compatibility for increased cpu speed and more time for crunching instructions. I would also assume having the TIA reading the buffer @ 1.19Mhz would present in situations a bottleneck as well (when "drawing" to the TIA)? Since you can write data faster to the buffer than its being read (if the CPU is overclocked)? Since it seems the cy7c408 operates similar to a giant shift register, once its written you have to wait until data to reach to the TIA before it you write new data?? Can you just fill the buffer with 128 bytes of scan-line/sound data for the TIA, then handle the TIA addressing, and just fill the buffer as its being emptied, and essentially have 128 bytes of "VRam" (well more like Video buffer)? Also Can NMI be used instead of RDY, so that when the tia begins a new frame, wsync simply have the TIA tell the 6502 to "Stop, Pause , Go and do Display routine and then come back here", instead of just halting the cpu? Aswell i have a few microchip and avr (atmega8515) mcu's laying around wanting to be used for something and with a both MCU's, it's instructions are pipelined so that it takes effectively 1 cycle to load and execute data or decode and execute an instruction, except iirc when changing the program counter which iirc takes 2 - 3 cycles, So you don't have wait states [i.e iirc if using a z80, thats takes 3+ cycles for most of its instructions which is why they have such high clocks]. Is it possible to use the atmega or 18f4550 as sort of display controller for the TIA having the MCU handle reads from the buffer instead, and handle writing the data to the TIA, and use the atmega8515 to emulate the RIOT? Is it possible to emulate the Riot but with 256 bytes of ram? iirc RIOT ram is in page 0 so is faster to access than the 32k of extra ram? Plus is it possible, using A12 and A15 with a 74hc138 and a logic gate or two as a way to partially decode address to swap between cartridge space and 32k ram, so one can simply keep some compatibility, simply if A12 is high and A15 low then cartridge ROM is accessed, and if A15 is high in any case 32k Ram is Accessed? just building it to just play 2600 games isn't really hard (it was done from 1977 to 1992 literally millions of times), and seems a little redundant to me, I just figured since you can build your own 2600 compatible hardware clone for less than $50 in parts shipped, why not beef it up for some shits and giggles like a dev kit, have 256k of rom space and 32k ram, 6502, if possible using an MCU or 2 as an "In Hardware display Kernel", as well as emulate the riot, And CO10444D. why you ask? Because i i'll have the only atari "super" VCS with full USB 2.0 support (upto 12Mbit/s if I do use the 18f4550 lol) and plus i can really push the hardware to the limit see what it can do with some actual "power" behind it
  18. 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.
  19. 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
  20. 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.
  21. 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.
  22. 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
  23. 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==$10 And for completeness: > breakif _bank==16 None of these trigger in a case where I know for 100% certainty that the code in this bank is being run. Any possible ideas as to what could be the issue? The source isn't public, but I can make it available privately if needed.
  24. ... because hyperkin can't help me, I turn to the community! ? This console seems to have a life of its own. As if he chooses when he wants to work or not. First of all: the included SD card was damaged. Both the R77 and my computer were unable to read it. So I put another SD card (with the Hyperkin firmware) in the console and that seemed to work. Yes! A day later I ran into another problem: the console just won't start. Switching on and off ten times seemed to work for a while. But after that it really didn't work anymore ... example After some research on this forum I came up with a 'community build' Stella 6 firmware. I flashed this firmware on the SD card. And wow! SO MUCH BETTER ? !!! and the Retron 77 did it again. But then I ran into the same problem again: the Retron 77 stopped working a day later ... but after re-preparing the SD card with Stella 6, it worked again. And then a day later ... again the same problem. I've already tried several things: all older firmwares (including the Hyperkin firmware). Every time the Retron stopped working a day later. So weird! It doesn't make any sense ?!!! I also don't find any of these bugs on the internet. I would also like to unscrew the console to view the circuit board, but I'm afraid I will lose my warranty. Does anyone ran into the same issue?
  25. New palettes for Stella - Stella257 & Stella267. Both palettes contain updated NTSC and PAL colors, SECAM retains the standard Stella settings. Stella257 has the 180 degree colorburst in place resulting in 1$ and F$ being a near exact match (Visually they will appear exact to most). Stella267 closer represents the standard Stella palette having a slight phase shift from the 180 degree colorburst, providing the most noticeable change to F$ - darker browns in comparison to 1$, and E$ - giving a more neutral balance between a green and brown hue, instead of a stronger green presence under Stella257. There is no manipulation of contrast, brightness, or gamma for these palettes. Stella has internal controls to handle that Download the palettes here: Stella2XX_Palettes_20130911.zip Screen captures to follow (click pics to enlarge and remove distortion) are in this order: Stella (Standard) --> Stella257 --> Stella267 Color Bar Generation (1984) (VideoSoft) (NTSC) 'Title Screen' & 'Color Bars' [Composite mode @ Stella default values] Color Test (26-09-2002) (Eckhard Stolberg) (NTSC) [Composite mode @ Stella default values] [TV mode disabled (AKA RGB)] Color Test (26-09-2002) (Eckhard Stolberg) (PAL) [Composite mode @ Stella default values] [TV mode disabled (AKA RGB)] Enjoy.
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