Why not... numbers are cheap and it rained all Memorial Weekend so here's another release!
Version 2.4: https://github.com/wavemotion-dave/StellaDS
* A bit more juice squeezed out of the TIA. Added cart-specific options to bypass VerticalBlank zero (not all games need that memory cleared if we are dealing with a static screen... and this buys us CPU cycles!) and, somewhat more dangerously, HorizontalBlank clearing can be disabled for more speed. Only a few of the more stubborn games utilize these but it provides a few more frames/sec on the complicated games! Phaser Patrol is up to 55FPS as is Official Frogger. Elevators Amiss (the low water mark for any game supported by the emualtor) is up to 52FPS.
* Removed PAL/NTSC option... only NTSC is supported (all games were released in NTSC except a dozen PAL exclusives which have long since been converted to run on NTSC - Search Atariage).
* General cleanup and minor memory/code optimizations to get the most out of the emulator.
* Added 2 more lines of resolution before the top of the screen and 5 more below... this allows the games that utilize underscan and/or significant overscan to show properly. Scores and such won't get cut-off so easily now.
Version 2.4: https://github.com/wavemotion-dave/StellaDS
* A bit more juice squeezed out of the TIA. Added cart-specific options to bypass VerticalBlank zero (not all games need that memory cleared if we are dealing with a static screen... and this buys us CPU cycles!) and, somewhat more dangerously, HorizontalBlank clearing can be disabled for more speed. Only a few of the more stubborn games utilize these but it provides a few more frames/sec on the complicated games! Phaser Patrol is up to 55FPS as is Official Frogger. Elevators Amiss (the low water mark for any game supported by the emualtor) is up to 52FPS.
* Removed PAL/NTSC option... only NTSC is supported (all games were released in NTSC except a dozen PAL exclusives which have long since been converted to run on NTSC - Search Atariage).
* General cleanup and minor memory/code optimizations to get the most out of the emulator.
* Added 2 more lines of resolution before the top of the screen and 5 more below... this allows the games that utilize underscan and/or significant overscan to show properly. Scores and such won't get cut-off so easily now.
Last edited by wavemotion,