218
218
software. Stella is written in C++, which allows it to be ported to other
219
219
operating systems and architectures. Since its original release Stella has
220
220
been ported to AcornOS, AmigaOS, DOS, FreeBSD, Linux, MacOS, OpenStep, OS/2,
221
Sega Dreamcast, Unix, and Windows.
221
Unix, and Windows, as well as consoles such as Sega Dreamcast, GP2X, Nintendo
222
DS and Playstation Portable (among others).
224
<h2><b>New in Release 2.6.1</b></h2>
227
<li>Introduced more accurate timing for NTSC vs. PAL modes, where the
228
framerate is based on the number of scanlines per frame. This should
229
eliminate 'clicking' sounds when emulating ROMs that don't follow
230
the exact NTSC or PAL scanline specs.</li>
232
<li>Added ability to see the current number of scanlines and corresponding
233
framerate to the TIA emulation. This can be set with the '-stats'
234
commandline argument, or dynamically turned on and off with the
235
'Alt-l' key combo.</li>
237
<li>Modified '-framerate' commandline argument, where a non-zero value
238
overrides the automatic framerate calculation (based on number of
239
scanlines). Setting 'framerate' to zero re-enables auto-frame
240
calculation. Also, re-enabled changing the framerate from within the
243
<li>Added '-timing' commandline argument, which sets the type of waiting
244
between processing frames. Setting it to 'sleep' emulates the
245
previous behaviour in Stella; setting it to 'busy' emulates z26,
246
and can in some cases eliminate screen tearing (at the expense of
247
using all available CPU time).</li>
249
<li>Fixed issue with debugger disassembly and mirrored $40 TIA write
250
addresses. They were actually defined at $30, and generating incorrect
253
<li>Fixed issue in AtariVox and SaveKey controllers where accessing the
254
EEPROM sometimes failed after the first write.</li>
256
<li>Changed AtariVox and SaveKey EEPROM emulation to default to $FF for
259
<li>Fixed regression in cart auto-detection logic; some F6 ROMs were being
260
misdetected as E7.</li>
262
<li>Fixed issue with M6532/RIOT timer initialization; it was causing some
263
ROMs to hang (most notably Summer Games). Related to this, reworked
264
the built-in random number generator to generate 'more random' numbers.</li>
266
<li>Fixed bug in CommandMenu where console buttons (Select, Reset, etc)
267
weren't doing anything.</li>
271
226
<h2><b>Features</b></h2>
283
238
or joysticks</li>
284
239
<li>Emulates the CBS BoosterGrip Controller using your computer's keyboard or
241
<li>Emulates the Sega Genesis Controller using your computer's keyboard or
286
243
<li>Emulates CX-22 / CX-80 style trackballs and Amiga Mouse using your
287
244
computer's mouse</li>
288
245
<li>Support for real Atari 2600 controllers using the
289
246
<a href="http://www.pixelspast.com/products">Stelladaptor</a></li>
290
247
<li>Support for the speech portion of a real
291
<a href="http://www.atariage.com/store/product_info.php?products_id=295">
292
AtariVox</a> device using a USB adaptor</li>
248
<a href="http://www.richard.hutchinson.dsl.pipex.com/new_page_5.htm">
249
AtariVox</a> device connected to your PC using a USB adaptor</li>
293
250
<li>Supports EEPROM emulation for AtariVox and SaveKey controllers</li>
294
<li>Supports almost all known bankswitching schemes (let us know if there's one we missed)</li>
251
<li>Supports all known bankswitching schemes (let us know if there's one we missed)</li>
295
252
<li>Supports cartridge autodetection for almost all bankswitching schemes</li>
296
253
<li>Supports Supercharger single-load and multi-load games</li>
297
254
<li>Supports property file for setting the properties associated with games</li>
298
<li>Supports the NTSC, PAL, PAL and SECAM television standards in 50Hz and 60Hz mode</li>
255
<li>Supports the NTSC, PAL and SECAM television standards in 50Hz and 60Hz mode</li>
299
256
<li>Supports autodetection of display format for 50Hz vs. 60Hz modes</li>
300
257
<li>Supports several "undocumented features" of the TIA graphics chip used by
302
<li>TIA emulation supports full collision checking</li>
303
<li>Built-in extensive debugger</li>
259
<li>TIA emulation supports full collision checking, with ability to disable
260
both TIA sprites and collisions for each object separately</li>
261
<li>Built-in extensive debugger, including the Distella disassembler</li>
262
<li>Emulation of CRT TV systems with OpenGL shaders, including texturing,
263
colour bleed, RF noise, and phosphor burn-off</li>
264
<li>Built-in ROM database with information compiled by RomHunter</li>
336
298
the following:</p>
338
300
<li>Linux Kernel 2.4.x, Linux Kernel 2.6.x is highly recommended</li>
339
<li>GNU C++ compiler version 2.95 and the make utility are required for compiling
340
the Stella source code; GNU C++ compiler version 3.2.x/4.x or later is highly
342
<li>i386, x86_64 or PowerPC class machine, in either 32 or 64-bit mode</li>
343
<li>Other architectures (MIPS, PPC64, etc) have been confirmed to work as well</li>
301
<li>i386 or x86_64 class machine, with 32 or 64-bit distribution</li>
302
<li>Other architectures (MIPS, PPC, PPC64, etc) have been confirmed to work,
303
but aren't as well tested as i386/x86_64</li>
304
<li>GNU C++ compiler version 4.x and the make utility are required for compiling
305
the Stella source code</li>
347
309
<h2><b>Macintosh</b></h2>
349
<p>The Mac version of Stella is designed to work on a Power Macintosh with
311
<p>The Mac version of Stella is designed to work on an Apple Macintosh with
350
312
the following:</p>
352
<li>Mac OSX 10.2 or Above</li>
353
<li>500 MHz G4 PPC/Intel processor or above (Stella <b>may</b> work with a G3
354
processor, but this is still a work-in-progress)</li>
355
<li>OpenGL capable video card. Software rendering mode is still available,
356
but as of OSX 10.4 is substandard compared to OpenGL.</li>
314
<li>MacOSX 10.4 (Tiger) or above</li>
315
<li>PPC G4 or Intel processor, 500MHz or above</li>
316
<li>OpenGL capable video card; software rendering mode is still available,
317
but as of MacOSX 10.4 is substandard compared to OpenGL</li>
318
<li>Xcode 3.2 is required to compile the Stella source code (SDL 1.2.14 also
319
required to compile the 64-bit version)</li>
320
<li>The 64-bit version requires at minimum Snow Leopard (10.6) and Intel CPU</li>
360
324
<h2><b>Windows</b></h2>
362
<p>The Windows version of Stella is designed to work on Windows 98/ME/2000/XP/Vista
326
<p>The Windows version of Stella is designed to work on Windows 2000/XP/Vista/7
363
327
with the following:</p>
366
<li>Visual C++ 7/8 or MinGW compiler is required to compile the Stella
368
330
<li>Pentium class machine required; OpenGL accelerated video card highly
332
<li>64-bit port has been tested on Windows Vista/7 only; it may work on
333
WinXP64 as well, but isn't a priority</li>
334
<li>Visual C++ 2008 is required to compile the Stella source code</li>
373
338
<h2><b>Other</b></h2>
375
340
<p>Stella is extremely portable, and in its lifetime has been ported to almost every
376
platform known. It is 32/64 bit clean in Linux/Unix and Windows (Win32/Win64), and
377
is expected to be compatible with 64-bit OSX as well. The Stella team is interested
378
in hearing about any problems you may encounter with diverse operating systems and
341
platform where the SDL library exists. It is 32/64 bit clean in Linux/Unix, MacOSX
342
and Windows. The Stella Team is interested in hearing about any problems you may
343
encounter with diverse operating systems and CPU types.</p>
382
346
<!-- ///////////////////////////////////////////////////////////////////////// -->
398
364
<h2><b>Linux/UNIX</b></h2>
400
<li><b>Compressed tarball</b> (stella-<i>release</i>-src.tar.gz)</li>
402
<li>Extract files from the distribution:
403
<pre> tar zxvf stella-release-src.tar.gz</pre></li>
404
<li>Change directories to the stella-<i>release</i> directory</li>
406
<li>Configure the build with the following command:
407
<pre> ./configure (--help for list of options)</pre></li>
408
<li>Build the executable with the following command:
409
<pre> make</pre></li>
410
<li>Install the executable with the following command:
411
<pre> make install</pre></li>
413
<li><b>Binary DEB</b> (stella-<i>release</i>-1_arch.deb)</li>
415
<li>Install the binary DEB with the following command:
416
<pre> dpkg -i stella-<i>release</i>-1_arch.deb</pre></li>
418
<li><b>Binary RPM</b> (stella-<i>release</i>-1.ix86.rpm)</li>
420
<li>Install the binary RPM with the following command:
421
<pre> rpm -Uvh stella-<i>release</i>-1.ix86.rpm</pre></li>
366
<li><b>Binary DEB</b> (stella-<i>release</i>-1_arch.deb)
368
<li>Install the binary DEB with the following command:
369
<pre> dpkg -i stella-<i>release</i>-1_arch.deb</pre></li>
372
<li><b>Binary RPM</b> (stella-<i>release</i>-1.arch.rpm)
374
<li>Install the binary RPM with the following command:
375
<pre> rpm -Uvh stella-<i>release</i>-1.arch.rpm</pre></li>
378
<li><b>Compressed tarball : building from source code</b> (stella-<i>release</i>-src.tar.gz)
380
<li>Debian-based distributions:
382
<li>Extract files from the distribution:
383
<pre> tar zxvf stella-release-src.tar.gz</pre></li>
384
<li>Change directories to the stella-<i>release</i> directory</li>
385
<li>Build the executable with the following command:
386
<pre> dpkg-buildpackage</pre></li>
387
<li>Install the executable as indicated in the previous section</li>
390
<li>RPM-based distributions:
392
<li>Extract files from the distribution:
393
<pre> tar zxvf stella-release-src.tar.gz</pre></li>
394
<li>Change directories to the stella-<i>release</i>/src/unix directory</li>
395
<li>Build the executable with the following command:
396
<pre> rpmbuild -ba stella.spec</pre></li>
397
<li>Install the executable as indicated in the previous section</li>
402
<li>Extract files from the distribution:
403
<pre> tar zxvf stella-release-src.tar.gz</pre></li>
404
<li>Change directories to the stella-<i>release</i> directory</li>
405
<li>Configure the build with the following command:
406
<pre> ./configure (--help for list of options)</pre></li>
407
<li>Build the executable with the following command:
408
<pre> make</pre></li>
409
<li>Install the executable with the following command:
410
<pre> make install</pre></li>
426
418
<h2><b>Macintosh</b></h2>
428
<p>To install the Mac binary, simply download the DMG disk
429
image. Mount the disk image, then copy the StellaOSX<i>release</i> folder to
420
<li><b>Binary DMG file</b> (Stella-<i>release</i>-macosx.dmg)
422
<li>Double-click the disk image, open the 'Stella' folder, then copy the
423
<b>Stella.app</b> package to your 'Applications' folder.</li>
426
<li><b>Compressed tarball : building from source code</b> (stella-<i>release</i>-src.tar.gz)
428
<li>Extract files from the distribution using an archiving program that supports
429
gzipped tar files</li>
430
<li>Open the <b>stella-<i>release</i>/src/macosx/stella.xcodeproj</b>
431
file using Xcode 3.2</li>
432
<li>Make sure you have the SDL framework installed in src/macosx</li>
433
<li>Build the 'Stella' project (making sure to select 'Deployment' mode)</li>
434
<li>For installation:
436
<li>Run the script <b>Create_build.sh</b>, located in the src/macosx directory.
437
This will create a DMG file on your desktop.</li>
438
<b>OR</b>
439
<li>Copy the <b>Stella.app</b> package to your 'Applications' folder.</li>
441
<li>For compiling the Intel/Snow Leopard version, open the <b>stella-<i>release</i>/src/macosx/stella_intel.xcodeproj</b> file instead, and continue from
434
448
<h2><b>Windows</b></h2>
436
<li><b>Compressed tarball</b> (stella-<i>release</i>-src.tar.gz)</li>
438
<li>Extract files from the distribution using <b>Winzip</b>,
439
<b>Total Commander</b>, or some other archiving program that supports
440
gzipped tar files</li>
441
<li>If compiling the Stella executable using MinGW, use the same commands
442
as specified under <i>Linux/UNIX - Compressed tarball</i></li>
443
<li>If compiling using Visual C++ 7:</li>
450
<li><b>Binary EXE installer</b> (stella-<i>release</i>-<i>arch</i>.exe)
452
<li>Double-click on the installer and follow the onscreen instructions</li>
455
<li><b>Binary ZIP file</b> (stella-<i>release</i>-windows.zip)
457
<li>Unzip the binary ZIP file using <b>Winzip</b> or <b>Total Commander</b></li>
458
<li>Copy the contents of either 32-bit or 64-bit directory somewhere on your system</li>
461
<li><b>Compressed tarball : building from source code</b> (stella-<i>release</i>-src.tar.gz)
463
<li>Make sure you have library and header files installed for SDL for
464
the correct architecture (32-bit, 64-bit or both), and that Visual Studio
465
is properly configured to find them</li>
466
<li>Extract files from the distribution using <b>Winzip</b>,
467
<b>Total Commander</b>, or some other archiving program that supports
468
gzipped tar files</li>
445
469
<li>Open the <b>stella-<i>release</i>/src/win32/Stella.sln</b>
446
file using Visual C++ 7</li>
447
<li>Build the 'Stella' solution</li>
448
<li>Copy the <b>Stella.exe</b> file to some directory</li>
451
<li><b>Binary ZIP file</b> (stella-<i>release</i>-win32.zip)</li>
453
<li>Unzip the binary ZIP file using <b>Winzip</b> or <b>Total Commander</b>
454
and copy that directory somewhere</li>
456
<li><b>Binary EXE installer</b> (stella-<i>release</i>-win32.exe)</li>
458
<li>Double-click on the installer and follow the onscreen instructions</li>
470
file using Visual C++ 2008</li>
471
<li>Build the 'Stella' solution, making sure to correctly select either 'Win32'
472
or 'x64' mode (depending on the version of Windows you have installed)</li>
473
<li>For installation:
475
<li>Double-click on <b>Create_builds.bat</b> to generate ZIP and EXE files;
476
you must have the 'flip' and 'zip' applications installed on your system,
477
as well as the InnoSetup application. This will generate the EXE and ZIP
478
files, which can be installed as explained above</li>
479
<b>OR</b>
480
<li>Manually copy the <b>Stella.exe</b> and <b>SDL.dll</b> files somewhere
481
on your system (they may be located in the 'Release' or 'x64\Release'
540
567
<h2><b>Integrated GUI</b></h2>
542
<p>As of Stella version 2.0, there is an integrated GUI for all ports. This means
543
that using the commandline is no longer required (but commandline support is still
544
included for those who want to use it).</p>
569
<p>Stella contains an integrated GUI for all ports. Commandline support is also
570
available for those who want to use it.</p>
546
572
<p>If you start Stella and do not specify a ROM image, it will start in
547
573
'ROM Launcher' mode:<br><br>
548
574
<img src="graphics/launcher.png"></p>
550
<p>The ROM browser, snapshot, and external file settings may be changed by
551
clicking the 'Options / Config Files' button:<br><br>
552
<img src="graphics/launcher_options_files.png"></p>
554
<p>Selecting a new path for an item is done by clicking the appropriate button(s):<br><br>
555
<img src="graphics/rom_browser.png"></p>
557
<p>You can start emulation by selecting a ROM and pressing 'Enter' or
558
clicking 'Select', or double-clicking a ROM.</p>
576
<p>If this is your first time starting Stella, you'll probably want to set the locations
577
for ROM files, snapshots, and other external paths. These items are accessible by clicking
578
the <b>Options => Config Files</b> buttons. Many other options can be set here,
579
but for now we'll concentrate on <i>Config Files</i> only:</p>
580
<p><b>Config Files</b> dialog:</p>
581
<table border="5" cellpadding="2" frame="box" rules="none">
583
<td><img src="graphics/launcher_options_files.png"></td>
584
<td> </td>
586
<table border="1" cellpadding="4">
587
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see Commandline</th></tr>
588
<tr><td>Rom path</td><td>specifies location of ROM files</td><td>-romdir</td></tr>
589
<tr><td>State path</td><td>specifies location of state files</td><td>-statedir</td></tr>
590
<tr><td>Cheat file</td><td>specifies location of cheatfile database</td><td>-cheatfile</td></tr>
591
<tr><td>Palette file</td><td>specifies location of user palette</td><td>-palettefile</td></tr>
592
<tr><td>Properties file </td><td>specifies location of external stella.pro database</td><td>-propsfile</td></tr>
593
<tr><td>Snapshot path</td><td>specifies where to load/save snapshots</td><td>-ssdir</td></tr>
594
<tr><td>EEPROM path</td><td>specifies location of EEPROM files</td><td>-eepromdir</td></tr>
595
<tr><td>Multiple snapshots</td><td>whether to overwrite old snapshots</td><td>-sssingle</td></tr>
596
<tr><td>Snapshot in 1x mode</td><td>save snapshot in 1x mode, without filtering</td><td>-ss1x</td></tr>
597
<tr><td>Snapshot interval</td><td>interval (in seconds) between snapshot</td><td>-ssinterval</td></tr>
603
<p>If you include the '~' character at the beginning of a path, it will be expanded
604
to your home directory. For Linux/UNIX, this corresponds to your $HOME directory,
605
but for Windows it means your 'My Documents' folder.</p>
607
<p>Selecting a new path for an item is done by clicking the appropriate button(s)
608
(in this case, 'Rom path' was selected), which will show a browser as follows:</p>
609
<p><img src="graphics/rom_browser.png"></p>
611
<p>The browser should be self-explanatory. The 'Go Up' button moves to the parent
612
folder (if it exists), and the 'Base Dir' button moves to the base directory where,
613
by default, all Stella-related files are stored. Click 'Choose' to select an item,
614
or 'Cancel' to exit the browser.</p>
616
<p>Once you've changed your settings, you can start emulation by selecting a ROM
617
and pressing 'Enter' or clicking 'Select', or double-clicking a ROM. Note that
618
some games require you to 'Reset' the console before you start playing. In this
619
case, you need to hit the virtual reset switch, which by default is the F2 key.
620
Also, some games may require that you press the joystick fire button to begin,
621
which by default is the Left Control/Cmd or Space key(s). If a game uses a
622
more complex controller, see <b>Section 7 - <a href="#Keyboard">Keyboard Layout</a></b>
623
for more information.</p>
561
626
<h2><b>Command Line</b></h2>
563
628
<p>Stella can also be used from the commandline (assuming your operating system
564
has a commandline). When using this mode and specifying a ROM, the ROM launcher
629
has a commandline).</p>
567
631
<p>To run Stella from the commandline, use the following format:</p>
600
<td><pre>-gl_aspect <number></pre></td>
664
<td><pre>-gl_aspectn <number><br>-gl_aspectp <number></pre></td>
601
665
<td>OpenGL mode only. Specify the amount (as a percentage) to scale the
602
image width. Since many video modes do not use square pixels, you can
603
reduce width until the pixels appear square. Allowable values are
604
50 - 100; I find 85 - 90 gives the most authentic look.</td>
608
<td><pre>-gl_fsmax <never|always|ui|tia></pre></td>
609
<td>OpenGL mode only. Stretch fullscreen image while in the given mode.</td>
613
<td><pre>-gl_vsync <0|1></pre></td>
666
TIA image width in NTSC and PAL mode. Since many video modes do not
667
use square pixels, you can reduce width until the pixels appear square.
668
Allowable values are 80 - 120; I find 85 - 90 gives the most authentic
669
look for NTSC, and 105 - 110 for PAL.</td>
673
<td><pre>-gl_fsmax <1|0></pre></td>
674
<td>OpenGL mode only. Stretch TIA image while in fullscreen mode.</td>
678
<td><pre>-gl_vsync <1|0></pre></td>
614
679
<td>OpenGL mode only. Synchronize screen updates to the vertical blank
615
680
period. This can result in smoother updates, and eliminate tearing.</td>
619
<td><pre>-gl_texrect <0|1></pre></td>
684
<td><pre>-gl_texrect <1|0></pre></td>
620
685
<td>OpenGL mode only. Enable GL_TEXTURE_RECTANGLE extension. This causes
621
686
problems for some people using ATI video cards.</td>
625
<td><pre>-zoom_tia <scaler></pre></td>
626
<td>Use the specified zoom level while in TIA/emulation mode.</td>
630
<td><pre>-zoom_ui <scaler></pre></td>
631
<td>Use the specified scaler while in non-emulation mode (currently, the ROM
632
launcher and debugger).</td>
636
<td><pre>-fullscreen <0|1></pre></td>
637
<td>Play the game in fullscreen mode.</td>
641
<td><pre>-fullres <WxH></pre></td>
642
<td>Use this resolution in fullscreen mode.</td>
646
<td><pre>-center <0|1></pre></td>
690
<td><pre>-gl_accel <1|0></pre></td>
691
<td>OpenGL mode only. Use SDL_GL_ACCELERATED_VISUAL hint when creating
692
the SDL window. This causes problems for some people using ATI
693
video cards, in which case it should be set to false.</td>
697
<td><pre>-tv_tex <off|normal|stag></pre></td>
698
<td>OpenGL 2.0 mode only. Enable TV texturing. The GL_TEXTURE_RECTANGLE
699
extension must be disabled for this to work correctly.</td>
703
<td><pre>-tv_bleed <off|low|medium|high></pre></td>
704
<td>OpenGL 2.0 mode only. Enable TV colour bleed emulation. A fast
705
video card with at least 128MB RAM is required to use 'high'.
706
The GL_TEXTURE_RECTANGLE extension must be disabled for this to
711
<td><pre>-tv_noise <off|low|medium|high></pre></td>
712
<td>OpenGL 2.0 mode only. Enable TV radio frequency noise emulation.
713
A fast video card with at least 128MB RAM is required to use 'high'.
714
The GL_TEXTURE_RECTANGLE extension must be disabled for this to
719
<td><pre>-tv_phos <1|0></pre></td>
720
<td>OpenGL 2.0 mode only. Enable phosphor effect of TV image. This
721
is in addition to the currently emulated software phosphor
722
effect. The GL_TEXTURE_RECTANGLE extension must be disabled
723
for this to work correctly.</td>
727
<td><pre>-tia_filter <filter></pre></td>
728
<td>Use the specified filter while in TIA/emulation mode. Currently,
729
this can be zoomZx, where Z={2..10}.</td>
733
<td><pre>-fullscreen <1|0|-1></pre></td>
734
<td>Play the game in fullscreen mode (1 or 0), or completely disable
735
fullscreen mode (-1).</td>
739
<td><pre>-fullres <auto|WxH></pre></td>
740
<td>Use the given resolution in fullscreen mode. If 'auto', let Stella decide
741
which resolution to use.</td>
745
<td><pre>-center <1|0></pre></td>
647
746
<td>Centers game window (if possible).</td>
651
<td><pre>-grabmouse <0|1></pre></td>
750
<td><pre>-grabmouse <1|0></pre></td>
652
751
<td>Keeps the mouse in the game window.</td>
983
1193
<a name="Options">6. Changing Options</a></h1>
986
<p>As of version 2.0, all settings can be changed within the integrated Options
987
GUI while Stella is running. The options are documented elsewhere in this manual
988
and are generally self-explanatory. The Options menu can be accessed from
989
the ROM launcher by clicking the 'Options' button, or in-game by pressing the
1196
<p>All settings can be changed within the integrated Options UI while Stella is
1197
running (unless otherwise noted - some settings require an application restart).
1198
The Options menu can be accessed from the ROM launcher by clicking the
1199
<b>Options</b> button, or in-game by pressing the 'Tab' key.</p>
992
1201
<p><b>Options Menu</b> dialog:<br><br>
993
1202
<img src="graphics/options.png">
996
<p><b>Video Settings</b> dialog:<br><br>
997
<img src="graphics/options_video.png">
1000
<p><b>Audio Settings</b> dialog:<br><br>
1001
<img src="graphics/options_audio.png">
1004
<p><b>Input Settings</b> dialog:<br><br>
1005
<img src="graphics/options_input.png">
1006
<p>This dialog is described in further detail in <b>Section 8 -
1007
<a href="#Remapping">Event Remapping</a></b>.
1010
<p><b>UI Settings</b> dialog:<br><br>
1011
<img src="graphics/options_ui.png">
1012
<p>All UI related items can be changed here. Such items include the width and
1013
height of the ROM launcher and debugger windows, etc. Note that most of the items
1014
here require Stella to be restarted to take effect. Specific information about
1015
the ROM Info functionality is described in further detail in <b>Section 9 -
1016
<a href="#ROMInfo">Viewing ROM Info</a></b>.
1020
<p><b>Audit ROMs</b> dialog:<br><br>
1021
<img src="graphics/options_romaudit.png">
1022
<p>This dialog is described in further detail in <b>Section 10 -
1023
<a href="#ROMAudit">ROM Audit Mode</a></b>.
1026
<p><b>Game Information</b> dialog:<br><br>
1027
<img src="graphics/options_gameinfo.png">
1028
<p>This dialog allows you to change all ROM properties as described in
1029
<b>Section 16 - <a href="#Properties">Game Properties</a></b>.
1032
<p><b>Help</b> dialog:<br><br>
1033
<img src="graphics/options_help.png">
1036
<p><b>About</b> dialog:<br><br>
1037
<img src="graphics/options_about.png">
1204
<p><b>Video Settings</b> dialog:</p>
1205
<table border="5" cellpadding="2" frame="box" rules="none">
1207
<td><img src="graphics/options_video.png"></td>
1208
<td> </td>
1210
<table border="1" cellpadding="4">
1211
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see Commandline</th></tr>
1212
<tr><td>Renderer (*)</td><td>use specified rendering mode (requires restart)</td><td>-video</td></tr>
1213
<tr><td>TIA Filter</td><td>filter for emulation mode </td><td>-tia_filter</td></tr>
1214
<tr><td>TIA Palette</td><td>palette for emulation mode</td><td>-palette</td></tr>
1215
<tr><td>FS Res</td><td>resolution for fullscreen mode</td><td>-fullres</td></tr>
1216
<tr><td>Timing (*)</td><td>how to wait between frames (requires restart)</td><td>-timing</td></tr>
1217
<tr><td>GL Filter</td><td>OpenGL filter mode</td><td>-gl_filter</td></tr>
1218
<tr><td>GL Aspect (N)</td><td>OpenGL width of TIA image in NTSC mode</td><td>-gl_aspectn</td></tr>
1219
<tr><td>GL Aspect (P)</td><td>OpenGL width of TIA image in PAL mode</td><td>-gl_aspectp</td></tr>
1220
<tr><td>Framerate</td><td>frames per second in emulation mode</td><td>-framerate</td></tr>
1221
<tr><td>Fullscreen mode</td><td>self-explanatory</td><td>-fullscreen</td></tr>
1222
<tr><td>PAL color-loss</td><td>use PAL color-loss effect</td><td>-colorloss</td></tr>
1223
<tr><td>GL FS Stretch</td><td>stretch fullscreen OpenGL in emulation mode</td><td>-gl_fsmax</td></tr>
1224
<tr><td>GL VSync</td><td>enable OpenGL vertical synchronization</td><td>-gl_vsync</td></tr>
1225
<tr><td>Grab mouse</td><td>keep mouse in SDL window</td><td>-grabmouse</td></tr>
1226
<tr><td>Show UI messages</td><td>overlay UI messages onscreen</td><td>-uimessages</td></tr>
1227
<tr><td>Center window (*)</td><td>attempt to center SDL window (requires restart)</td><td>-center</td></tr>
1228
<tr><td>Fast SC/AR BIOS</td><td>Skip progress loading bars for SuperCharger ROMs</td><td>-fastscbios</td></tr>
1234
<p><b>Video Settings</b> dialog (TV Effects):</p>
1235
<table border="5" cellpadding="2" frame="box" rules="none">
1237
<td><img src="graphics/options_video_tv.png"></td>
1238
<td> </td>
1240
<table border="1" cellpadding="4">
1241
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see Commandline</th></tr>
1242
<tr><td>TV Color Texture</td><td>emulate TV pixel texturing</td><td>-tv_tex</td></tr>
1243
<tr><td>TV Color Bleed</td><td>emulate TV color bleed</td><td>-tv_bleed</td></tr>
1244
<tr><td>TV Image Noise</td><td>emulate TV RF image noise</td><td>-tv_noise</td></tr>
1245
<tr><td>TV Phosphor Burn-off</td><td>emulate TV phosphor mixing</td><td>-tv_phos</td></tr>
1251
<p><b>Audio Settings</b> dialog:</p>
1252
<table border="5" cellpadding="2" frame="box" rules="none">
1254
<td><img src="graphics/options_audio.png"></td>
1255
<td> </td>
1257
<table border="1" cellpadding="4">
1258
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see Commandline</th></tr>
1259
<tr><td>Volume</td><td>self-explanatory</td><td>-volume</td></tr>
1260
<tr><td>Fragment size</td><td>set size of audio buffers</td><td>-fragsize</td></tr>
1261
<tr><td>Output freq</td><td>change sound output frequency (advanced)</td><td>-freq</td></tr>
1262
<tr><td>TIA freq</td><td>change TIA output frequency (advanced)</td><td>-tiafreq</td></tr>
1263
<tr><td>Clip volume</td><td>Eliminate popping in sound generation (advanced)</td><td>-clipvol</td></tr>
1264
<tr><td>Enable sound</td><td>self-explanatory</td><td>-sound</td></tr>
1270
<p><b>Input Settings</b> dialog:</p>
1271
<table border="5" cellpadding="2" frame="box" rules="none">
1273
<td><img src="graphics/options_input.png"></td>
1274
<td> </td>
1275
<td valign="top"><br>This dialog is described in further detail in <b>Section 8 -
1276
<a href="#Remapping">Event Remapping</a></b>.</td>
1280
<p><b>UI Settings</b> dialog (3 tabs):</p>
1281
<table border="5" cellpadding="2" frame="box" rules="none">
1283
<td><img src="graphics/options_ui.png"></td>
1284
<td> </td>
1285
<td valign="top"><br>This tab is described in further detail in
1286
<b>Section 9 - <a href="#ROMInfo">ROM Launcher</a></b>.</td>
1290
<table border="5" cellpadding="2" frame="box" rules="none">
1292
<td><img src="graphics/options_debugger.png"></td>
1293
<td> </td>
1295
<table border="1" cellpadding="4">
1296
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see Commandline</th></tr>
1297
<tr><td>Debugger Width/Height</td><td>self-explanatory (requires restart)</td><td>-debuggerres</td></tr>
1303
<table border="5" cellpadding="2" frame="box" rules="none">
1305
<td><img src="graphics/options_misc.png"></td>
1306
<td> </td>
1308
<table border="1" cellpadding="4">
1309
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see Commandline</th></tr>
1310
<tr><td>Interface Palette</td><td>palette to use for UI elements</td><td>-uipalette</td></tr>
1311
<tr><td>List quick delay</td><td>time to wait between keypresses in listwidget</td><td>-listdelay</td></tr>
1312
<tr><td>Mouse wheel scroll</td><td>number of lines mouse scroll will move in listwidget</td><td>-mscroll</td></tr>
1313
<tr><td>Show Info level</td><td>amount of logging information to display</td><td>-showinfo</td></tr>
1319
<p><b>Audit ROMs</b> dialog:</p>
1320
<table border="5" cellpadding="2" frame="box" rules="none">
1322
<td><img src="graphics/romaudit.png"></td>
1323
<td> </td>
1324
<td valign="top"><br>This dialog is described in further detail in
1325
<b>Section 10 - <a href="#ROMAudit">ROM Audit Mode</a></b>.</td>
1329
<p><b>Game Properties</b> dialog:</p>
1330
<table border="5" cellpadding="2" frame="box" rules="none">
1332
<td><img src="graphics/options_gameinfo.png"></td>
1333
<td> </td>
1334
<td valign="top"><br>This dialog allows you to change all ROM properties
1335
as described in <b>Section 16 - <a href="#Properties">Game Properties</a></b>.
1039
1340
<!-- ///////////////////////////////////////////////////////////////////////// -->
1042
1343
<a name="Keyboard">7. Keyboard Layout</a></h1>
1045
1346
<p>The Atari 2600 console controls and controllers are mapped to the computer's
1046
keyboard as shown in the following tables.</p>
1048
<p>As of Stella 1.4, most of these events can be remapped to other keys on your keyboard
1049
or buttons on your joystick (see <b>Section 8 -
1347
keyboard as shown in the following tables. However, most of these events can be
1348
remapped to other keys on your keyboard or buttons on your joystick (see <b>Section 8 -
1050
1349
<a href="#Remapping">Event Remapping</a></b>). The tables below show the default
1568
<p><b>Developer Keys (cannot be remapped)</b></p>
1956
<p><b>Developer Keys in TIA mode (cannot be remapped)</b></p>
1570
1958
<table BORDER=2 cellpadding=5>
1572
1960
<th>Function</th>
1573
1961
<th>Key (Standard)</th>
1962
<th>Key (MacOSX)</th>
1578
1966
<td>Set "Display.YStart" to next <i>larger</i> value</td>
1579
1967
<td>Alt + PageUp</td>
1580
<td>Shift-Cmd + PageUp</td>
1968
<td>Cmd + PageUp</td>
1584
1972
<td>Set "Display.YStart" to next <i>smaller</i> value</td>
1585
1973
<td>Alt + PageDown</td>
1586
<td>Shift-Cmd + PageDown</td>
1974
<td>Cmd + PageDown</td>
1590
1978
<td>Set "Display.Height" to next <i>larger</i> value</td>
1591
1979
<td>Control + PageUp</td>
1592
<td>Cmd + PageUp</td>
1980
<td>Control + PageUp</td>
1596
1984
<td>Set "Display.Height" to next <i>smaller</i> value</td>
1597
1985
<td>Control + PageDown</td>
1598
<td>Cmd + PageDown</td>
1986
<td>Control + PageDown</td>
1990
<td>Toggle frame stats (scanline count/fps/bs type/etc)</td>
1996
<td>Toggle TIA Player0 object</td>
2002
<td>Toggle TIA Player1 object</td>
2008
<td>Toggle TIA Missile0 object</td>
2014
<td>Toggle TIA Missile1 object</td>
2020
<td>Toggle TIA Ball object</td>
2026
<td>Toggle TIA Playfield object</td>
2032
<td>Toggle TIA Player0 collisions</td>
2033
<td>Shift-Alt + z</td>
2034
<td>Shift-Cmd + z</td>
2038
<td>Toggle TIA Player1 collisions</td>
2039
<td>Shift-Alt + x</td>
2040
<td>Shift-Cmd + x</td>
2044
<td>Toggle TIA Missile0 collisions</td>
2045
<td>Shift-Alt + c</td>
2046
<td>Shift-Cmd + c</td>
2050
<td>Toggle TIA Missile1 collisions</td>
2051
<td>Shift-Alt + v</td>
2052
<td>Shift-Cmd + v</td>
2056
<td>Toggle TIA Ball collisions</td>
2057
<td>Shift-Alt + b</td>
2058
<td>Shift-Cmd + b</td>
2062
<td>Toggle TIA Playfield collisions</td>
2063
<td>Shift-Alt + n</td>
2064
<td>Shift-Cmd + n</td>
2068
<td>Toggle TIA HMOVE blanks</td>
2074
<td>Toggle TIA 'Fixed Debug Colors' mode</td>
2075
<td>Alt + Comma</td>
2076
<td>Cmd + Comma</td>
2080
<td>Turn all TIA objects off</td>
2086
<td>Turn all TIA objects on</td>
2092
<td>Turn all TIA collisions off</td>
2093
<td>Shift-Alt + .</td>
2094
<td>Shift-Cmd + .</td>
2098
<td>Turn all TIA collisions on</td>
2099
<td>Shift-Alt + /</td>
2100
<td>Shift-Cmd + /</td>
1703
2211
<td>Toggle 'phosphor' effect</td>
1704
2212
<td>Alt + p</td>
1705
<td>Shift-Cmd + p</td>
1709
2217
<td>Toggle palette</td>
1710
2218
<td>Control + p</td>
2219
<td>Control + p</td>
1715
2223
<td>Toggle PAL color-loss effect</td>
1716
2224
<td>Control + l</td>
2225
<td>Control + l</td>
1721
<td>Toggle frame stats (scanline count and fps)</td>
1723
<td>Shift-Cmd + l</td>
2229
<td>Save continuous PNG snapshots</td>
2235
<p><b>UI keys in Text Editing areas (cannot be remapped)</b></p>
2237
<table BORDER=2 cellpadding=5>
2238
<tr><th>Key</th><th>Editor Function</th></tr>
2239
<tr><td>Home</td><td>Move cursor to beginning of line</td></tr>
2240
<tr><td>End</td><td>Move cursor to end of line</td></tr>
2241
<tr><td>Delete</td><td>Remove character to right of cursor</td></tr>
2242
<tr><td>Backspace</td><td>Remove character to left of cursor</td></tr>
2243
<tr><td>Control-a</td><td>Same function as 'Home'</td></tr>
2244
<tr><td>Control-e</td><td>Same function as 'End'</td></tr>
2245
<tr><td>Control-d</td><td>Same function as 'Delete'</td></tr>
2246
<tr><td>Control-k</td><td>Remove all characters from cursor to end of line</td></tr>
2247
<tr><td>Control-u</td><td>Remove all characters from cursor to beginning of line</td></tr>
2248
<tr><td>Control-w</td><td>Remove entire word to left of cursor</td></tr>
2249
<tr><td>Control-Left</td><td>Move cursor to beginning of word to the left</td></tr>
2250
<tr><td>Control-Right</td><td>Move cursor to beginning of word to the right</td></tr>
2251
<tr><td>Control-c</td><td>Copy entire line to clipboard (not complete)</td></tr>
2252
<tr><td>Control-v</td><td>Paste clipboard contents (not complete)</td></tr>
1727
2256
<!-- ///////////////////////////////////////////////////////////////////////// -->
1730
2259
<a name="Remapping">8. Event Remapping / Input Devices</a></h1>
1733
<p>This version of Stella has event remapping. Almost every event in the emulator
1734
can be remapped to another key on the keyboard or to buttons on up to eight
1735
joysticks/gamepads (see <b>Section 7 - <a href="#Keyboard">Keyboard Layout</a></b>
1736
for those events which can/cannot be remapped).</p>
2262
<p>Almost every event in Stella can be remapped to another key on the keyboard or
2263
to buttons on up to eight joysticks/gamepads (see <b>Section 7 -
2264
<a href="#Keyboard">Keyboard Layout</a></b> for those events which can/cannot be
1738
2267
<p>Note that there are currently two separate event modes in Stella; emulation
1739
2268
mode and user-interface (UI) mode. Each mode has separate mappings, so (for example)
1762
2291
<img src="graphics/eventmapping.png">
1763
2292
<img src="graphics/eventmapping_remap.png">
1765
<p>Virtual devices can be configured under the 'Virtual Devs' tab, shown below:<br><br>
1766
<img src="graphics/eventmapping_virtualdevs.png"></p>
1768
<p>Stelladaptor devices can be configured to either the left or right virtual
1769
ports. See <b>Section 11 - <a href="#Adaptor">Stelladaptor Support</a></b>
1770
for further information.</p>
1772
<p>Joystick deadzone area for analog joysticks can be set here. The deadzone
1773
can be adjusted in an interval from 0 - 29, which internally is converted to
1774
the range 3200 - 32200 using the formula '3200 + DEADZONE * 1000'.</p>
1776
<p>Paddle settings are also configured here. The mouse can emulate either paddle
1777
0, 1, 2, or 3. Note that some paddle games don't default to paddle 0. In those
1778
cases, the ROM properties will automatically set the mouse to emulate the paddle
1779
used by Player 0. So, for example, a ROM that defaults to paddle 1 (Demons to Diamonds)
1780
will set 'Mouse is paddle' to 1, and a ROM that defaults to paddle 3 (Tac-Scan) will
1781
set 'Mouse is paddle' to 3.</p>
1783
<p>Paddle speed is used when emulating a paddle using a digital device
1784
(keyboard, digital joystick, etc). Because of the on/off nature of digital
1785
devices, there are no smooth analog values as would be present on a real
1786
paddle. When using digital devices, the paddle is moved a certain amount
1787
each frame. This speed setting specifies how much movement will occur.</p>
1789
<p>The serial port to which a real AtariVox is connected can be set here.
1790
See <b>Section 12 - <a href="#AtariVox">AtariVox/SaveKey Support</a></b> for
1791
further information.</p>
2296
<p>Virtual devices can be configured under the 'Virtual Devs' tab, shown below:</p>
2297
<table border="5" cellpadding="2" frame="box" rules="none">
2299
<td><img src="graphics/eventmapping_virtualdevs.png"></td>
2300
<td> </td>
2302
<table border="1" cellpadding="4">
2303
<tr><th>Item</th><th>Brief description</th><th>For more information,<br>see Commandline</th></tr>
2304
<tr><td>Stelladaptor X is</td><td>Specifies which virtual port each Stelladaptor uses (See <b>Section 11 - <a href="#Adaptor">Stelladaptor Support</a></b>)</td><td>-sa1 & -sa2</td></tr>
2305
<tr><td>AVox serial port</td><td>Described in further detail in <b>Section 12 - <a href="#AtariVox">AtariVox/SaveKey Support</a></b> </td><td>-avoxport</td></tr>
2306
<tr><td>Joy deadzone</td><td>Joystick deadzone area for analog joysticks</td><td>-joydeadzone</td></tr>
2307
<tr><td>Paddle speed</td><td>Speed used when emulating a paddle using a digital device</td><td>-pspeed</td></tr>
2308
<tr><td>Allow all 4 ...</td><td>Allow all 4 joystick directions to be pressed simultaneously</td><td>-joyallow4</td></tr>
2309
<tr><td>Use mouse as ...</td><td>Use the mouse for various controllers (paddles, driving, etc)</td><td>-usemouse</td></tr>
1794
2316
<!-- ///////////////////////////////////////////////////////////////////////// -->
1797
<a name="ROMInfo">9. Viewing ROM Info</a></h1>
2319
<a name="ROMInfo">9. ROM Launcher</a></h1>
2322
<p>Several options are configurable in the ROM launcher. The size of the
2323
launcher and fonts, as well as the 'ROM info viewer' can be changed in
2324
<b>UI Settings => Launcher</b> dialog, as shown below:</p>
2325
<img src="graphics/launcher_options.png">
2326
<p>Most of the options are self-explanatory, except for the 'ROM Info
2327
viewer', which is described below.</p>
1800
2329
<p>Stella supports viewing snapshots and ROM properties of the currently
1801
2330
selected ROM in the ROM launcher. Support is automatic, as long as your
1802
2331
snapshot directory contains snapshots in the appropriate format. An
1803
2332
archive of updated snapshots will be available on the Stella webpage.
1804
2333
This archive may be updated periodically as new ROMs are found, and also
1805
for each new release of Stella.</p>
2334
for each new release of Stella. Note that the snapshots can be any size
2335
generated by Stella; they will be resized accordingly.</p>
1807
2337
<p>Currently, there are several restrictions for this feature:</p>
1809
<li>Only 1x snapshots are supported (maximum size of 320x260). This
1810
means that if you generate your own snapshots, you'll have to switch
1811
to 1x zoom mode first before you save them.</li>
1812
<li>The ROM launcher window must be sized at least 640x480.</li>
1813
<li>The size of the ROM info viewer is tied to the current zoom level
1814
of the user interface. So, for example, if you wish to see snapshots
1815
in 2x mode, the minimum screen size to do so is 1280x960 (double the
1816
size of the minimum 640x480).</li>
2339
<li>The ROM info viewer can be shown in 1x or 2x mode only.</li>
2340
<li>To view snapshots in 1x mode, the ROM launcher window must be sized at
2341
least 640x480. If the launcher isn't large enough, the functionality
2342
will be disabled.</li>
2343
<li>To view snapshots in 2x mode, the ROM launcher window must be sized at
2344
least 1000x760. If the launcher isn't large enough, an attempt will
2345
be made to use 1x mode.</li>
1819
<p>Number three in particular is a problem for users with screenmodes
1820
smaller than 1280x960. Such users will only be able to view snapshots
1821
(and as a result the entire UI) in 1x mode. The problem is, in 1x mode,
1822
the ROM launcher font is usually illegibly small. Therefore, there's
1823
now support for changing the size of the ROM launcher font to compensate
1826
<p>Note that most of these restrictions will be fixed in a future release,
1827
when the UI becomes completely font-sensitive and configurable, and the size
1828
of the ROM Info viewer will be configurable separately from the UI zoom level.
1829
To illustrate, the following snapshots show the ROM launcher in 1x and 2x
1832
<p>ROM Launcher in 1x mode, UI sized 800x480, small launcher font:</p>
2348
<p>The following snapshots illustrate the various font sizes and rom info
2351
<p>ROM info viewer in 1x mode, UI sized 800x480, small launcher font:</p>
1833
2352
<img src="graphics/rominfo_1x_small.png">
1835
<p>ROM Launcher in 1x mode, UI sized 1020x700, large launcher font:</p>
2354
<p>ROM info viewer in 1x mode, UI sized 1000x760, medium launcher font:</p>
1836
2355
<img src="graphics/rominfo_1x_large.png">
1838
<p>ROM Launcher in 2x mode, UI sized 700x480(*2), small launcher font:</p>
2357
<p>ROM info viewer in 2x mode, UI sized 1400x900, large launcher font:</p>
1839
2358
<img src="graphics/rominfo_2x_small.png">
2360
<p>The text box in the upper right corner can be used to narrow down the
2361
results in the ROM listing. When this box is empty, all files are shown
2362
(subject to the restrictions from the filtering option, explained below).
2363
Typing characters here will show only those files that match that
2364
pattern. For example, typing 'Activision' will show only files that
2365
contain the word 'Activision' in their name. This is very useful for
2366
quickly finding a group of related ROMs. Note that the search is not
2367
case sensitive, so you don't need to worry about capital or lower-case
2370
<p>The ROM launcher also contains a context menu, selected by clicking the
2371
right mouse button anywhere in the current window. This context menu
2372
contains the following items:</p>
2375
<li><p><b>Override properties</b>: Selecting this option shows a dialog whereby
2376
ROM properties can be temporarily overriden. Selecting options from this
2377
dialog will cause all ROMs launched after that to use those properties
2378
you specify. Clicking <b>Default</b> will disable its functionality,
2379
and use ROM properties as defined by the ROM itself. The dialog is as
2380
follows (See <b>Section 16 - <a href="#Properties">Game Properties</a></b>
2381
for more information concerning ROM properties):</p>
2382
<table border="5" cellpadding="2" frame="box" rules="none">
2384
<td><img src="graphics/launcher_override.png"></td>
2385
<td> </td>
2387
<table border="1" cellpadding="4">
2388
<tr><th>Item</th><th>For more information,<br>see Commandline</th></tr>
2389
<tr><td>Bankswitch type</td><td>-bs</td></tr>
2390
<tr><td>Left Difficulty</td><td>-ld</td></tr>
2391
<tr><td>Right Difficulty</td><td>-rd</td></tr>
2392
<tr><td>TV Type</td><td>-tv</td></tr>
2393
<tr><td>Hold Select down</td><td>-holdselect</td></tr>
2394
<tr><td>Hold Reset down</td><td>-holdreset</td></tr>
2395
<tr><td>Hold Button 0 down</td><td>-holdbutton0</td></tr>
2403
<li><p><b>Filter listing</b>: Selecting this option shows a dialog whereby
2404
one can filter the types of files shown in the listing. The dialog is as
2406
<p><img src="graphics/launcher_filter.png"></p>
2407
<p>Currently, the choices are as follows:</p>
2409
<li><b>All files</b> - self explanatory, show all files in the ROM
2410
listing. This is the default, and emulates the behaviour of
2411
all previous versions of Stella.</li>
2412
<li><b>All roms</b> - show only files with a valid ROM extension.
2413
Currently, this means extensions .a26, .bin, .rom, .gz, .zip.</li>
2414
<li><b>ROMs ending with</b> - show only files with a ROM extension
2415
as selected from the checkboxes.</li>
2419
<li><b>Reload listing</b>: Selecting this performs a reload of the
2420
current listing. It is an alternative to pressing the Control-r
1842
2424
<!-- ///////////////////////////////////////////////////////////////////////// -->
1928
2510
<p>Note that you must use the entire name of the port as specified by
1929
2511
your operating system. For example, in Windows this would be COM1,
1930
COM2, etc; Linux and OSX tend to use '/dev/xxxxxx'. For now, only
1931
Linux/UNIX, OSX, and Win32 are supported.</p>
2512
COM2, etc; Linux and MacOSX tend to use names similar to '/dev/xxxxxx'.
2513
For now, only Linux/UNIX, MacOSX, and Win32 are supported.</p>
1933
2515
<p>Support for the EEPROM portion of the AtariVox and SaveKey is currently
1934
2516
emulated. That is, a file will be created on your computer simulating the
1935
EEPROM; the actual EEPROM hardware itself will not be used or modified.
2517
EEPROM; the actual EEPROM hardware itself will not be accessed or modified.
1936
2518
This is very useful in the testing stages of creating a new game, since
1937
2519
writing to a real EEPROM many times will eventually wear it out.</p>
1939
<p>The EEPROM files have a special name/location depending on which
1940
version of Stella you use, which are currently not configurable:</p>
2521
<p>The location of the EEPROM files are configurable through the
2522
'<i>-eepromdir</i>' commandline argument and within the application itself
2523
(see <b>Section 5 - <a href="#Starting">Starting a Game</a></b>). If the
2524
path for these files hasn't been set, the default location will depend on the
2525
version of Stella, as follows:</p>
1942
2527
<p><table cellpadding="5" border="1">
1944
2529
<td><b>Linux/Unix</b></td>
1945
<td><i>$HOME/.stella/atarivox_eeprom.dat<br>
1946
$HOME/.stella/savekey_eeprom.dat</i></td>
2530
<td><i>~/.stella/atarivox_eeprom.dat<br>
2531
~/.stella/savekey_eeprom.dat</i></td>
1949
2534
<td><b>Macintosh</b></td>
1950
<td><i>$HOME/.stella/atarivox_eeprom.dat<br>
1951
$HOME/.stella/savekey_eeprom.dat</i></td>
2535
<td><i>~/Library/Application Support/Stella/atarivox_eeprom.dat<br>
2536
~/Library/Application Support/Stella/savekey_eeprom.dat</i></td>
1954
2539
<td><b>Windows</b></td>
1955
<td><i>%MY_DOCUMENTS%\Stella\atarivox_eeprom.dat<br>
1956
%MY_DOCUMENTS%\Stella\savekey_eeprom.dat</i>
2540
<td><i>%APPDATA%\Stella\atarivox_eeprom.dat<br>
2541
%APPDATA%\Stella\savekey_eeprom.dat</i>
1958
<i>%CURRENT_DIR%\atarivox_eeprom.dat<br>
1959
%CURRENT_DIR%\savekey_eeprom.dat<br></i>
1960
(if a file named 'disable_profiles.txt' exists in the
1961
application directory)</td>
2543
<i>_BASEDIR_\atarivox_eeprom.dat<br>
2544
_BASEDIR_\savekey_eeprom.dat<br></i>
2545
(if a file named 'basedir.txt' exists in the application
2546
directory containing the full pathname for _BASEDIR_)
1971
2557
<!-- ///////////////////////////////////////////////////////////////////////// -->
1974
<a name="Debugger">13. Integrated Debugger</a></h1>
2560
<a name="Debugger">13. Developer Options/Integrated Debugger</a></h1>
1977
<p>Have a look at <a href="debugger.html">this page</a> for integrated debugger
2563
<p>Many options are available for ROM developers, which are described in
2564
different sections of this manual, as follows:</p>
2567
<li>Developer key-combo shortcuts, used to change TIA state dynamically
2568
(ie, while the emulation is still running). See the <b>Developer Keys
2569
in TIA mode</b> options under <b>Section 7 -
2570
<a href="#Keyboard">Keyboard Layout</a></b> for more information.</li>
2572
<li>Commandline options influencing emulation state. See the <b>Command
2573
Line</b> options under <b>Section 5 - <a href="#Starting">Starting a Game</a></b>)
2574
for more information.</li>
2576
<li>Viewing TIA/console information overlaid on the TIA image. This option
2577
can be enabled from the commandline or using the Alt-L key combo,
2578
and is extremely useful for viewing the current scanline count and associated
2579
frames per second, bankswitch and display formats, etc. The following shows
2580
an example of this information:
2581
<p><img src="graphics/developer_stats.png"></p>
2582
<p>The two lines of output describe the following:
2584
<li>Number of scanlines in current frame, associated framerate, and
2585
resulting display format. Note that the framerate shown is the
2586
<i>internal</i>, virtual framerate (it's calculated from the
2587
number of scanlines). If the '*' character is present, it means
2588
the display format was auto-detected as shown. For the given example,
2589
the format was auto-detected as 'NTSC'.</li>
2590
<li>Cartridge information. If the '*' character is present,
2591
it means the bankswitch format was auto-detected as shown. The item
2592
in round brackets indicates ROM size. For the given example,
2593
the bankswitch type was auto-detected as 4K, and the file size was
2594
4K (4096 bytes).</li>
2599
<p>Finally, Stella contains an extensive, built-in debugger. Have a look at
2600
<a href="debugger.html">this page</a> for integrated debugger documentation.</p>
1981
2603
<!-- ///////////////////////////////////////////////////////////////////////// -->
2240
2872
The value of this property must be either <b>Auto-detect</b> or one of the following
2241
2873
(for more information about bank-switching see Kevin Horton's 2600 bankswitching
2242
2874
document or the documentation in each cartridges source code file). Types marked
2243
as (*) do not currently have reliable auto-detection, or may not be fully
2244
supported in the debugger:
2875
as (¹) do not currently have reliable auto-detection, those marked as (²)
2876
are not fully supported in the debugger:
2245
2877
<table cellpadding="2" border="1">
2246
2878
<tr><th> Type </th><th>Description</th></tr>
2247
<tr><td>0840 (*)</td><td>8K ECONObanking </td></tr>
2248
<tr><td>2K </td><td>2K Atari </td></tr>
2879
<tr><td>0840 </td><td>8K ECONObanking </td></tr>
2880
<tr><td>2IN1 ¹</td><td>4-32K Multicart (2 games) </td></tr>
2881
<tr><td>4IN1 ¹</td><td>8-32K Multicart (4 games) </td></tr>
2882
<tr><td>8IN1 ¹</td><td>16-64K Multicart (8 games) </td></tr>
2883
<tr><td>16IN1 ¹</td><td>32-128K Multicart (16 games) </td></tr>
2884
<tr><td>32IN1 ¹</td><td>64-128K Multicart (32 games) </td></tr>
2885
<tr><td>2K </td><td>64-2048 byte Atari </td></tr>
2249
2886
<tr><td>3E </td><td>32K Tigervision </td></tr>
2250
2887
<tr><td>3F </td><td>512K Tigervision </td></tr>
2251
<tr><td>4A50 (*)</td><td>64K 4A50 + ram </td></tr>
2888
<tr><td>4A50 ¹</td><td>64K 4A50 + ram </td></tr>
2252
2889
<tr><td>4K </td><td>4K Atari </td></tr>
2253
2890
<tr><td>AR </td><td>Supercharger </td></tr>
2254
2891
<tr><td>CV </td><td>Commavid extra ram </td></tr>
2255
2892
<tr><td>DPC </td><td>Pitfall II </td></tr>
2893
<tr><td>DPC+</td><td>Enhanced DPC </td></tr>
2256
2894
<tr><td>E0 </td><td>8K Parker Bros </td></tr>
2257
2895
<tr><td>E7 </td><td>16K M-network </td></tr>
2896
<tr><td>EF </td><td>64K Homestar Runner </td></tr>
2897
<tr><td>EFSC </td><td>64K Homestar Runner + ram</td></tr>
2898
<tr><td>F0 </td><td>Dynacom Megaboy </td></tr>
2258
2899
<tr><td>F4 </td><td>32K Atari </td></tr>
2259
2900
<tr><td>F4SC </td><td>32K Atari + ram </td></tr>
2260
2901
<tr><td>F6 </td><td>16K Atari </td></tr>
2261
2902
<tr><td>F6SC </td><td>16K Atari + ram </td></tr>
2262
2903
<tr><td>F8 </td><td>8K Atari </td></tr>
2263
2904
<tr><td>F8SC </td><td>8K Atari + ram </td></tr>
2264
<tr><td>FASC </td><td>CBS RAM Plus </td></tr>
2905
<tr><td>FA </td><td>CBS RAM Plus </td></tr>
2265
2906
<tr><td>FE </td><td>8K Decathlon </td></tr>
2266
<tr><td>MB </td><td>Dynacom Megaboy </td></tr>
2267
<tr><td>MC </td><td>C. Wilkson Megacart </td></tr>
2268
<tr><td>SB (*)</td><td>128-256k SUPERbanking </td></tr>
2907
<tr><td>MC ¹²</td><td>C. Wilkson Megacart </td></tr>
2908
<tr><td>SB </td><td>128-256k SUPERbanking </td></tr>
2269
2909
<tr><td>UA </td><td>8K UA Ltd. </td></tr>
2270
<tr><td>X07 (*)</td><td>64K AtariAge </td></tr>
2910
<tr><td>X07 ¹</td><td>64K AtariAge </td></tr>