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3.2 KiB
3.2 KiB
TODO
- Guess ROM type (reactivated)
- E0 bank switching segments
- Compare Stella clock to real world clock
- Build debug command parser a bit more consistently
- Temp audio
- Now performance is OK, unbatch stuff in stellaTickUntil
- Maybe tick n should become tick with no args (implicitly 1)
- See if we can get NUSIZ changing to work in Meltdown as in http://atariage.com/forums/topic/82052-tia-schematics-and-timing/
- See what I can do about Cosmic Ark stars http://www.biglist.com/lists/stella/archives/199705/msg00024.html
- In Raiders of the Lost Ark, Indy initially descends a pixel or two to the right of where he does in Stella.
- Allow starting in debugger.
- Handle UI events in debugger.
- What's wrong with Stargate?
- E8 bank switching
- Simulate paddles
- Simulate keypads
- Second joystick
- Make options more robust. (Not using read :: Options)
- Visual debug mode.
- Some occasional misrenders in Pole Position
- Figure out timing of REFP0 in Battle Zone. Problem looks like first copy player 0 appears too early. I think delaying GRP0 helps.
- Disassembler needs to be smarter about register names. Eg. Battlezone uses STA 0x111 to spin extra clock cycle writing to 0x11.
- Disassembler should output timings.
Done
- Implement "old" and "new" in ENABL, GRP0, GRP1, VDEL
- Delay for PFn ?
- ROM bank switching
- Why can't I fire in Combat?
- Where are missiles in Yar?
- Mysterious "BYTE" in Millipede. 4a is LSR A
- Rework TV display to show all needed scan lines.
- Separate memory read and side-effecting (bank switching) memory read.
- 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.
- Why does Donkey Kong fail with illegal instruction? Seems to work today.
- Faster IOUArrays did the trick.
- Deal with problem that WSYNC means stella clock /= 3*6502 clock
- 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
- What's the black column in Freeway?
- Need to simulate "comb" effect
- RESBL during blank seems to set ball position to 68+2.
- Dot in CCE in Freeway Inserted graphicsDelay 1 in write to GRPn
- Implement "undocumented" TIMINT and also implement timer correctly http://atariage.com/forums/topic/133686-please-explain-riot-timmers/?p=1617207
- What's with crazy flashing in Asteroids? It's fine. That's how the original worked. Switching to synced OpenGL improves look.
- Make players etc. wrap
- Bad pixel on score in Planet Patrol It's there in Youtube videos so it's not a Stellarator bug.
- Load 2K roms
- 3F Tigervision bank switching.
- More ROM bank switching styles Too open-ended a goal
- Allow keys to be configurable. Otherwise Q*Bert too confusing.
- Options file.
- Configurable window size Via options file
- Replace key map with an actual Map rather than list.
- 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.