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 Maybe all of that stuff is obsolete, and I'm totally on the wrong spot here?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 ----------------------------------------------------------------------- PCs & Notebooks: Riesenauswahl an neuen und gebrauchten Geräten aller Anbieter. eBay, der weltweite Online-Marktplatz! http://www.arcor.de/home/redir.php/ebaypc ----------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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