Subject: Re: [stella] Stella Emulator and .PRO files From: Erik Eid <eeid@xxxxxxxxx> Date: Wed, 22 Jan 2003 20:20:12 -0500 |
On Tuesday 21 January 2003 07:20, Andrew Davie wrote: > It's just silly having to recompute the MD5 every time for development. > THe first example should be sufficient! > [snip] > I'm writing to see how others have their emulator hooked into their > development environment? > [snip again] > What are you other developers doing? I agree that having to regenerate MD5 information - or anything needed for Stella when your game is a little exotic - is annoying. It's one of the reasons I abandoned paddles when developing Euchre. Stella for Windows (this was pre-Cyberstella) wouldn't read the paddles unless I modified the .PRO file. Granted, I had much better reasons to not use paddles than this, but it was an annoyance. When I started work on Euchre, I used Windows 98 SE, EditPlus for editing (a fantastic, inexpensive editor - I highly recommend it), and primarily Z26 for emulation. The latter was nice for the ability to give command line switches and for the all-important scan line counts. I later switched to SuSE Linux. I used Stella for emulation, since that was the only option available to me, and used NEdit as my editor. (I have worked with vi a little, but I didn't want to spend the time learning vi when I had more to do on Euchre! :) ) The downside was when I started work on the PAL version of Euchre, I had to regenerate the MD5 and edit the profile entry each time. However, I didn't have to change .stella.pro itself; I could use a separate profile file. I'd really like to see Stella get a scan line count. That is an incredibly nice feature of Z26 that is so vital to getting the display stable. ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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