fluxit Posted March 20, 2019 Share Posted March 20, 2019 General Stella question: I don't really understand how exactly "keymap" stores the key mapping. How does Stella parse it? Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted March 22, 2019 Share Posted March 22, 2019 I did a clean install of my Mac Pro back in November. Haven't attempted to build Stella until now when we were working on CDFJ, a new variant of CDF which adds a second Jump Data Stream for WoW (freed up ~450 bytes for John by simplifying some things). Initially I had an issue with SDL, which I fixed by installing it at: /Library/SDL2.framework Now I'm getting this error: /clang:-1: linker command failed with exit code 1 (use -v to see invocation) I added -v to Other Linker Flags but still see the same ambiguous error w/out any invocation info. Any ideas? Quote Link to comment Share on other sites More sharing options...
+stephena Posted March 22, 2019 Author Share Posted March 22, 2019 The warning can be ignored for now; I haven't gotten to it yet. There was a commit a little while ago that added a missing file to the Xcode project. Maybe you need to check out again to get the latest update?? My Windows/OSX development machine has been down for about 2 weeks, so I haven't been able to look into these issues. Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted March 22, 2019 Share Posted March 22, 2019 Based on timestamps, I'd fetched the source yesterday afternoon at 3:30 using: git clone https://github.com/stella-emu/stella.git I just deleted the folder and fetched it again. It builds now with a new warning, so something's changed since yesterday afternoon. Just looked at github and DirtyHairy made the fix to the XCode project about 18 hours ago (so around 4:30). Looking at the Debugger I suspect it's for the new States tab which contains fields split off from the CartridgeXXX tab. Thanks! Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted March 22, 2019 Share Posted March 22, 2019 Just looked at github and DirtyHairy made the fix to the XCode project about 18 hours ago (so around 4:30). Yup, that's the one 1 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted May 5, 2019 Share Posted May 5, 2019 Got a new Windows 10 computer, so now I'm able to use the latest version of Stella. Quote Link to comment Share on other sites More sharing options...
Keatah Posted May 6, 2019 Share Posted May 6, 2019 How big is your rom launcher? On one of our 4k monitors it's like 3 or 4 inches across. I think stella needs more scaling options. Quote Link to comment Share on other sites More sharing options...
+stephena Posted May 6, 2019 Author Share Posted May 6, 2019 There is already an issue created for this, since I also use a 4k monitor: https://github.com/stella-emu/stella/issues/271 As noted, I hope to have this fixed for 6.1. 2 Quote Link to comment Share on other sites More sharing options...
Shannon Posted June 22, 2019 Share Posted June 22, 2019 (edited) Greetings... This question is based on a post by Stephana over in the Champgames Galaga thread about the 6.1 beta core being available on the retroarch build servers. I was able to get someone to compile that build for the PSC ( Playstation Classic Mini ) and when trying it. With the default settings the screen display is "skewed". It almost looks like the pitch ( for copying to destination systems buffer ) is off. However if I activate any of the "TV Effects" the screen looks correct. I was wondering if anyone has any insight as to why this would be the case and what a potential solution would be. Please note I do not know if this is a retroarch specific issue because I have not tried it on a PC ( was such a headache to get going last time I did ). Oh and does anyone happen to know if there is some video examples ( maybe youtube ) of some of the sound differences vs the real 2600 that have been fixed ( Ms. Pacman, E.T. ) Thank you! Edited June 22, 2019 by Shannon Quote Link to comment Share on other sites More sharing options...
Shannon Posted June 25, 2019 Share Posted June 25, 2019 (edited) Just a quick note. I may have found a game that does not work with the latest Stella v6 Beta 2. I was testing Space Invaders Deluxe 2004 and the graphics and character movement is all glitchy. When I switched back to an older version the game was just fine. Please note this is on the retroarch version I am currently tinkering with. I've yet to try it with the official windows release to see if the same quirk exists. Edit Update: I tried the game with Stella v6 Beta 1 on windows and it seems to be fine. Edited June 25, 2019 by Shannon Quote Link to comment Share on other sites More sharing options...
+stephena Posted June 25, 2019 Author Share Posted June 25, 2019 This ROM seems to misbehave when the 'PS' register is randomized (in Developer options). In particular, the ROM assumes that the system starts with the 'D' flag pulled low. You can simulate this behaviour by going into the debugger and toggling 'D' to high, then exiting. Note that this has nothing to do with RetroArch, or any particular system for that matter. It's strictly an issue of the defaults for what should be randomized at startup. If you like, follow this up by reporting an issue on Stella Github issue list. Maybe the defaults are too strict?? Quote Link to comment Share on other sites More sharing options...
Shannon Posted June 25, 2019 Share Posted June 25, 2019 Interesting.. I see I have to put Stella into developer mode for the problem to appear. It seems that the retroarch build I'm using has developer mode activated possibly? There is no way to access it in the options menu available to me in the retroarch interface. Quote Link to comment Share on other sites More sharing options...
Shannon Posted June 25, 2019 Share Posted June 25, 2019 ok. I figured out what was happening. The game is fine on a fresh boot of Stella and when loading the game first. If I load other games before I load the Space Invaders Deluxe then it messes up due to the aforementioned issues. Quote Link to comment Share on other sites More sharing options...
+stephena Posted June 25, 2019 Author Share Posted June 25, 2019 OK, but this still means the defaults still potentially have to be adjusted. Try beta1 for Windows again and toggle the flag I mentioned above; it will likely trigger the issue. We will have to discuss whether the PS flag should be zero'ed or randomized by default. Quote Link to comment Share on other sites More sharing options...
Albert Posted June 25, 2019 Share Posted June 25, 2019 @stephena, I have a question about Stella. Most of the time in macOS when I double-click a game binary in my stella/roms folder (the binaries are associated with Stella), Stella launches but does not start up the game. Every now and then it'll work, but 80% of the time it does not. Do you know why this might be? Thanks, ..Al Quote Link to comment Share on other sites More sharing options...
+stephena Posted June 25, 2019 Author Share Posted June 25, 2019 Don't know; will have to look into it. Please create an issue on Stella Github so others can see it. @DirtyHairy works more with the OSX port, so it is useful for him to see this too. Quote Link to comment Share on other sites More sharing options...
Albert Posted June 25, 2019 Share Posted June 25, 2019 5 minutes ago, stephena said: Don't know; will have to look into it. Please create an issue on Stella Github so others can see it. @DirtyHairy works more with the OSX port, so it is useful for him to see this too. Done! Quote Link to comment Share on other sites More sharing options...
alex_79 Posted June 25, 2019 Share Posted June 25, 2019 6 hours ago, Shannon said: ... I was testing Space Invaders Deluxe 2004 and the graphics and character movement is all glitchy... I found several revisions of this hack. Which one are you testing? E.g. the rom in this page glitches if the decimal flag is set at power-on, but this bug has been corrected in subsequent revisions: In the first post of this thread there's a link to the latest version, which correctly initialize the decimal flag. If you burn the rom on a real cartridge (or flash the harmony cart in single game mode, so that the system is not initialized by the harmony menu), the glitch can occur on real hardware as well. (see here for another example) Quote Link to comment Share on other sites More sharing options...
Shannon Posted June 25, 2019 Share Posted June 25, 2019 I believe I downloaded it from the Atari Age Hack page. I'll try the other link provided and see how that one works. Thanks Quote Link to comment Share on other sites More sharing options...
iesposta Posted June 26, 2019 Share Posted June 26, 2019 (edited) I tried that Space Invaders Deluxe 2005 (latest version) with the Retroarch iOS Stella 6.1 Beta 2. Sometimes the invaders have shots coming down but my player has none going up. Another time my player shoots up, but the shots coming down are not visible. I selected game options 1 & 2. I’m more thankful that Stella in Retroarch has been updated to Version 6.0.1. That 3.9.3 hung around way too long. Edited June 26, 2019 by iesposta Quote Link to comment Share on other sites More sharing options...
alex_79 Posted June 26, 2019 Share Posted June 26, 2019 6 hours ago, iesposta said: I tried that Space Invaders Deluxe 2005 (latest version) with the Retroarch iOS Stella 6.1 Beta 2. Sometimes the invaders have shots coming down but my player has none going up. Another time my player shoots up, but the shots coming down are not visible. Seems like your setup is displaying at 30Hz, skipping every other frame. And since the game flickers the player and enemies shots on alternating frames, you're only seeing either one or the other. Quote Link to comment Share on other sites More sharing options...
+stephena Posted June 26, 2019 Author Share Posted June 26, 2019 Looks like phosphor mode is not active. For the Retroarch port, we may have to force phosphor on all the time, unless there is some way to toggle it from the app itself. Quote Link to comment Share on other sites More sharing options...
iesposta Posted June 26, 2019 Share Posted June 26, 2019 3 hours ago, stephena said: Looks like phosphor mode is not active. For the Retroarch port, we may have to force phosphor on all the time, unless there is some way to toggle it from the app itself. It is set to Auto. I had turned it to Off when I noticed the bullets were incorrect. Changing Phosphor mode to On corrects the bullets. (I would usually set it to Off in previous versions as it shows what the program is doing with its limited objects.) Is version 6 automatically skipping frames? Quote Link to comment Share on other sites More sharing options...
+stephena Posted June 26, 2019 Author Share Posted June 26, 2019 I need to do more research here, since libretro is not using all the functionality of the Stella core right now (it doesn't use SDL, the UI, debugger, etc). So it's possible that how it's drawing the image differs from other Stella ports, and that is what you guys are seeing. Regarding frameskip, Stella doesn't support that, and never has. Unless of course (as mentioned) libretro is doing something different with the code. 1 Quote Link to comment Share on other sites More sharing options...
DirtyHairy Posted June 26, 2019 Share Posted June 26, 2019 This definitely sounds like individual frames are not displayed. There is no frame skipping in Stella at the emulation level (I don't think that there is even a meaningful way to do this); the only situation where Stella may skip frames is if the video hardware cannot keep up with the emulated frame rate (for example, running a NTSC game on a 50Hz display). However, if this type of skipping happens, frames don't even enter the phosphor processing either, so the fact that turning on phosphor "fixes" the issue suggests that the skipping must happen outside of the Stella core. Sorry, this lies out of the scope of Stella. 1 Quote Link to comment Share on other sites More sharing options...
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