Stellarator/TODO.md
Dan Piponi 6cb90e4ee7 Minor
2017-01-01 11:42:45 -08:00

3.2 KiB

TODO

  1. Guess ROM type (reactivated)
  2. E0 bank switching segments
  3. Compare Stella clock to real world clock
  4. Build debug command parser a bit more consistently
  5. Temp audio
  6. Now performance is OK, unbatch stuff in stellaTickUntil
  7. Maybe tick n should become tick with no args (implicitly 1)
  8. See if we can get NUSIZ changing to work in Meltdown as in http://atariage.com/forums/topic/82052-tia-schematics-and-timing/
  9. See what I can do about Cosmic Ark stars http://www.biglist.com/lists/stella/archives/199705/msg00024.html
  10. In Raiders of the Lost Ark, Indy initially descends a pixel or two to the right of where he does in Stella.
  11. Allow starting in debugger.
  12. Handle UI events in debugger.
  13. What's wrong with Stargate?
  14. E8 bank switching
  15. Simulate paddles
  16. Simulate keypads
  17. Second joystick
  18. Make options more robust. (Not using read :: Options)
  19. Visual debug mode.
  20. Some occasional misrenders in Pole Position
  21. Figure out timing of REFP0 in Battle Zone. Problem looks like first copy player 0 appears too early. I think delaying GRP0 helps.
  22. Disassembler needs to be smarter about register names. Eg. Battlezone uses STA 0x111 to spin extra clock cycle writing to 0x11.
  23. Disassembler should output timings.

Done

  1. Implement "old" and "new" in ENABL, GRP0, GRP1, VDEL
  2. Delay for PFn ?
  3. ROM bank switching
  4. Why can't I fire in Combat?
  5. Where are missiles in Yar?
  6. Mysterious "BYTE" in Millipede. 4a is LSR A
  7. Rework TV display to show all needed scan lines.
  8. Separate memory read and side-effecting (bank switching) memory read.
  9. Why do combat and xevious fail? Is it a timer issue? They work fine. Used wrong bank switching for xevious. Forgot to double rom size to 4K for combat.
  10. Why does Donkey Kong fail with illegal instruction? Seems to work today.
  11. Faster IOUArrays did the trick.
  12. Deal with problem that WSYNC means stella clock /= 3*6502 clock
  13. Stray pixels in Adventure For now fixed by reducing grahicsDelay but I think I must be misunderstanding something about the timing. See docs/adventure_pf_timing.txt
  14. What's the black column in Freeway?
    1. Need to simulate "comb" effect
    2. RESBL during blank seems to set ball position to 68+2.
  15. Dot in CCE in Freeway Inserted graphicsDelay 1 in write to GRPn
  16. Implement "undocumented" TIMINT and also implement timer correctly http://atariage.com/forums/topic/133686-please-explain-riot-timmers/?p=1617207
  17. What's with crazy flashing in Asteroids? It's fine. That's how the original worked. Switching to synced OpenGL improves look.
  18. Make players etc. wrap
  19. Bad pixel on score in Planet Patrol It's there in Youtube videos so it's not a Stellarator bug.
  20. Load 2K roms
  21. 3F Tigervision bank switching.
  22. More ROM bank switching styles Too open-ended a goal
  23. Allow keys to be configurable. Otherwise Q*Bert too confusing.
  24. Options file.
  25. Configurable window size Via options file
  26. Replace key map with an actual Map rather than list.
  27. Why misalignment in Pole Position? I was missing timing code in BRK instruction. See http://www.qotile.net/minidig/docs/2600_advanced_prog_guide.txt for explanation of why this matters.