RE: [stella] Stella 2.0 Alpha 2 available

Subject: RE: [stella] Stella 2.0 Alpha 2 available
From: Glenn Saunders <mos6507@xxxxxxxxx>
Date: Mon, 27 Jun 2005 15:21:38 -0400
Frying is the holy-grail of 2600 emulation.  If you get this working it will be a huge event.  But what you really need to do is be able to load up a particular frying scenario for a game so you don't have to actually fiddle with the frying to get certain well known scenarios like double-shots in Space Invaders.

If the fry files were stored in a matching subdirectory then when you load the game, the Stella GUI could present a dropdown of fry versions of the game.

Someone would have to virtually fry on Stella and when they eyeball that the game is in a well-known frying state, save off the state.  It will be really amazing to know once and for all which conditions in memory are the trigger for these special effects and to be able to step through the code and understand why it works that way.  It would also be possible now to create fry-proof homebrews (if that is desires).

==============================================

if (frying) {
for (uInt16 ZPmem=0;ZPmem<255;ZPmem+=(uInt16)rand()%4)
mySystem->poke(ZPmem,mySystem->peek(ZPmem)&(uInt8)rand()%256);
frying=0;
}

The way it was implemented, it repeated itself once per frame as long as a 
button was held down, and usually a short press was all that was needed (so 
the chunk of code may have run two or three times.) All the code does is it 
clears some random bits in memory and the TIA. If it's easy to stick this 
code in somewhere and attach it to a button to click on, that would be cool.

I was going to send Stephen a diff of the entire source code, but I mucked 
it up to the point where it wouldn't compile anymore and didn't have time to 
fix it. But the above is what did the trick, so this is probably all you 
need...

 

 

		
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