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<blockquote data-quote="wavemotion" data-source="post: 9276684" data-attributes="member: 543929"><p>Okay, in case I get hit by the proverbial bus, here is the .NDS file for the "improved" version (1.1b and attached as .ZIP... unzip and place on your SD card and you can just launch it and hit the cartridge slot to select your games... I'd recommend NOT overwriting the default StellaDS for now). I added all switches and cleaned out a few long-standing bugs on specific games (Conquest of Mars works now!). There are still a few small sound glitches that have been in here forever that I'll try to tackle next as well as add some screen scaling options. I'll also make a pass through the latest Stella emucore sources to see if there any easy ports that can be made. I wouldn't mind seeing Atarivox support.</p><p></p><p>Right-Shoulder Button (press for 1 sec) will turn on FPS.</p><p>Press-and-Hold the Left Shoulder Button to overclock at max speed. Some games won't reach 60FPS while others will run at almost twice that. Most games, however, are running close to full frame rate.</p><p></p><p>Please Note</p><p>In order to get better performance, I had to do something I'm not especially proud of: direct global memory access. Stella is such a wonderful bit of code... beautiful and structured and <em>reasonably </em>efficient. However... it's not quite as efficient as doing some memory tricks that involve a few global variables. I'm not a fan of using these tricks as it makes the code less portable and less "clean"... however, the emulator has suffered from being "so close" for so long that I resorted to pull these few tricks to get that last bit of performance needed to make the games that much closer to ideal. In the end, I'm more interested in better gameplay than a codebase that looks beautiful. I'm sure I'll be forgiven for my sins. Or, more likely, I've got other sins that will eclipse this by a country mile <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite48" alt=":)" title="smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>[ATTACH=full]235325[/ATTACH]</p><p>[Edit: you can always find the latest of my StellaDS fork at: <a href="https://github.com/wavemotion-dave/StellaDS" target="_blank">https://github.com/wavemotion-dave/StellaDS</a> ]</p></blockquote><p></p>
[QUOTE="wavemotion, post: 9276684, member: 543929"] Okay, in case I get hit by the proverbial bus, here is the .NDS file for the "improved" version (1.1b and attached as .ZIP... unzip and place on your SD card and you can just launch it and hit the cartridge slot to select your games... I'd recommend NOT overwriting the default StellaDS for now). I added all switches and cleaned out a few long-standing bugs on specific games (Conquest of Mars works now!). There are still a few small sound glitches that have been in here forever that I'll try to tackle next as well as add some screen scaling options. I'll also make a pass through the latest Stella emucore sources to see if there any easy ports that can be made. I wouldn't mind seeing Atarivox support. Right-Shoulder Button (press for 1 sec) will turn on FPS. Press-and-Hold the Left Shoulder Button to overclock at max speed. Some games won't reach 60FPS while others will run at almost twice that. Most games, however, are running close to full frame rate. Please Note In order to get better performance, I had to do something I'm not especially proud of: direct global memory access. Stella is such a wonderful bit of code... beautiful and structured and [I]reasonably [/I]efficient. However... it's not quite as efficient as doing some memory tricks that involve a few global variables. I'm not a fan of using these tricks as it makes the code less portable and less "clean"... however, the emulator has suffered from being "so close" for so long that I resorted to pull these few tricks to get that last bit of performance needed to make the games that much closer to ideal. In the end, I'm more interested in better gameplay than a codebase that looks beautiful. I'm sure I'll be forgiven for my sins. Or, more likely, I've got other sins that will eclipse this by a country mile :) [ATTACH=full]235325[/ATTACH] [Edit: you can always find the latest of my StellaDS fork at: [URL]https://github.com/wavemotion-dave/StellaDS[/URL] ] [/QUOTE]
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In fact I'm gonna go make a drink, roll a fatty n play some, good night to all!
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I bet most people at the time still watched it in black and white
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@Xdqwerty
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Likely because black and white TV was in-expensive.
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It certainly wasn't inexpensive it cost the same as a new car back then
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How much did a 1965 color TV cost?
For example, a 21-inch (diagonal) GE color television in 1965 had an advertised price of $499, which is equal to $4,724 in today's dollars, according to the federal government's inflation calculator.
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, take into consideration how economy was back then
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Yeah that's why they listed inflation rates
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Sorry didnt read that part
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My first color TV was like 1984 or something lol
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