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Subject: Aw: Re: [stella] StellaX PAL detection From: cybergoth@xxxxxxxx Date: Mon, 28 Jan 2002 16:41:12 +0100 (CET) |
Hi Eckhard!
> >>
> In the sources I have, both the "Display.FrameRate"
> and the "Display.Format" properties are never accessed.
> Besides, the later one even is generally NTSC, for all all
> cartridges, according to the contents of defprops.cxx, so
> the constructor of the TIA::pallette() method will always return the
> NTSC-Colors, or?
> <<
> I haven't looked at that particular part of the code, but
> Stella sets the palette according to the "Display.Format"
> setting in the stella.pro file. The system specific part
> of the code would then set up the palette accordingly.
> NTSC is only the default setting for games that don't
> have a "Display.Format" setting in their stella.pro entry,
> or that aren't included in the stella.pro file at all.
Well, the/my problem is, that in 'stella.pro', as well as in 'defprops.def'
are _no_ "Display.Format" entries, so every game must default
to NTSC. But I don't see the point where that is changed later. Maybe
all of that stuff is obsolete, and I'm totally on the wrong spot here?
> But to make it possible for StellaX to find the stella.pro
> file, you have to put it in it's working directory, which
> usually is the directory where the executable is located.
> Also you might have to know the MD5 checksum for your binary
> to be able to create a propper enty for your game.
Actually I'm not creating an entry for my game, but porting
that thing to DirectX 8 :-) That MD5 stuff will be the first thing I'll
try to get rid off, when I understand more of what I'm doing...
I'm attempting to share the CRCs from Z26 instead, in order
to have the auto-detection always uptodate.
Hm...
BTW: Could you imagine something like a class, that would
load and identify a BIN and holding all it's information. That
class could be the same in StellaX and Z26.
Something with stuff like:
enum{
JOYSTICK,
PADDLE,
LIGHTGUN,
...
};
enum{
2K,
4K,
8K,
PARKER,
SC
...
};
Class Binary
{
private:
unsigned char* m_Image;
int size;
int startX;
int startY;
int width;
int height;
bool pitfall2;
bool koolaideman;
...
public:
int leftControler;
int rightControler;
int cartridgeType;
...
public:
void loadImage(const char* name);
unsigned char* getImage () {return m_Image;}
...
private:
void resetToDefaults();
...
}
Would something like this be possible, or would this be too C++ to be
accessed properly by Z26s ASM core?
And what about handling SC games with that object?
I'm gonna do something like that anyway, I just thought how
usable/valuable for Z26 something like that would be, too.
Besides it'd be good for my emulator, because I never again have
to care about uptodating the identification :-)
Greetings,
Manuel
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