Stella General Suggestions And Bug Reports


zansatsu posted on Feb 6 2006 at 10:46 PM said:
So here's a question to anyone who can answer. With the script bringing the GP2X Menu back up, can you enter and exit Stella as many times as you want with no hangs? In other words, is the old 2nd exit bug finally gone?
I've definitely launched and exited that way many times. At least 10 times since last power on.
 
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remowilliams posted on Feb 6 2006 at 11:53 PM said:
zansatsu posted on Feb 6 2006 at 10:46 PM said:
So here's a question to anyone who can answer. With the script bringing the GP2X Menu back up, can you enter and exit Stella as many times as you want with no hangs? In other words, is the old 2nd exit bug finally gone?
I've definitely launched and exited that way many times. At least 10 times since last power on.

Good. No more exit bug. Thanx again remo. ;)
 
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zansatsu posted on Feb 6 2006 at 10:30 PM said:
TelcoLou posted on Feb 6 2006 at 11:23 PM said:
Warlords is broken ... the right side forts are all garbled. It worked in the previous version.

Are you using the NTSC version or the PAL version?

Edit: Never mind.... that's an NTSC only cart. Your rom might be corrupted, could you try replacing it?

I tried 3 versions of warlords.bin ... all get this corruption.
 
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TelcoLou posted on Feb 6 2006 at 10:23 PM said:
Warlords is broken ... the right side forts are all garbled. It worked in the previous version.
Yeah, there's definitely something odd here. Game field is shifted off to the left for some reason, with bad things happening on the right.

gp2xstellawarlords9sn.th.jpg

Doesn't happen on Stella 2.1 under windows with the same rom file.
zansatsu posted on Feb 6 2006 at 10:54 PM said:
Good. No more exit bug. Thanx again remo. ;)
Glad to help even in a small way :)
 
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Suggestion to add:

Do not write to the SD or NAND unless user requested (like a savestate).

I notice it automatically saves the last ROM selected.

Constant writing can cause premature SD death (limited writes) and even corruption if the power fails during a write. NAND even worse as it can "brick" a GP2X.
 
It doesn't do that in Linux either, must be GP2X specific.

Warlords bug confirmed by TelcoLou and added.

warlords1981atari9sf.png
 
Another small suggestion although I don't know hard it is to implement or not.

Put a bar at the bottom, instead of those other buttons, that has the alphabet with "all" first (for the whole list unfiltered) Then #(for games that start with numbers) then A through Z. If you move the stick left and right then press a button it gives only the games that start with that letter. This filter helps get to the game faster. If you want "Vanguard" move the stick right until on the "v" and only the games beginning with V will be listed etc.

Those other buttons aren't something that you do all of the time anyway. Especially "reload" which if hit by accident can take a long time if you have lots of ROMs. For "play" a press of the button over a romname launches the game.
 
This is sort of a suggestion that may not be a good one, so I would like others to comment on whether it would work or not...
I've found it difficult to play 'paddle' games like Breakout because the bar just moves too fast. I'm sure this is because of the all-or-nothing nature of the digital joystick instead of Analog.
Would it be possible to implement something like this for the paddle-based games?
Half stick diagram
Code:
   UL  U  UR
     \ | /
L --      -- R

U+UL or U+UR = minimal movement in the direction (Left or right)
UL or UR = average movement in the direction (Left or right)
L+UL or R+UR = faster movement in the direction (Left or right)
L or R = quickest movement in the direction (Left or right)
You could mirror it for the bottom half of the stick as well...
Anyway, its just a slight issue with one of the best emulators on the 2x right now, and I'm not sure the above idea would work well in practice. Anyone else having difficulty playing the paddle games?
 
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