25/4/2001
- The first time you load a file, the explorer starts in the default path. The next time, it'll start from the last browsed path. I think that this is more useful than the way I was handling the navigation.
22/4/2001
- Implemented SP loading from ZIP files.
- Implemented the loading of the rest of formats from ZIP files. If the ZIP has more than one "loadable" file, it opens a window with a list of them, so the user can choose which one to open.
- Fixed a bug. Loading a TAP without trapping the ROM crashed the emulator when it got to the end of the tape.
- I don't know how, but now "Heartland.z80" works.
- Pokes are now supported both by the Drag'n Drop and the "File Open" window.
19/4/2001
- Fixed a bug in Pentagon emulation. It doesn't hang anymore in BASIC mode.
- Fixed a bug with CPL instruction. I was setting wrong two bits (two bits!!). That made the Digital Integration protected games to fail. Now they work fine.
- Now, if there's no sound available, the emulator starts with no sound, instead of warning that and closing itself.
- The emulator changes its name. Now it's called GLECK. Thanks to Mario Sevillano Mansilla (from es.comp.sistemas.sinclair) for the name. The name comes from the different cursor modes of the Spectrum. G-raphics, L-owercase, E-xtended, C-aps Lock, K-eyword.
- Implemented prewiew from ZIP files. It looks for a SCR file inside. If it finds it, it shows it, else it looks for the first handled file and attempts to show it (SNA, Z80, SP, TAP or TZX).
- Implemented SNA loading from ZIP files.
16/4/2001
- Implemented 48K Issue 2 and Issue 3 emulation.
15/4/2001
- Couldn't resist and began working in the next release (0.0.4).
- Both languages (english and spanish) are now integrated in a single executable. By editing the INI file, you can select the language, so I don't have to mantain two versions (it was a lot of work to translate all the texts in each release).
- Rewrote parts of the TZX loader so it won't eat as much memory as before. I was creating too much structures in memory, with lots of useless and repeated information.
- Fixed an idiot bug which saved SCR files 16K long instead of 6912 bytes.
- If the INI file was missing, the emulator crashed. Fixed.
- If the selected model's ROM was missing, it also crashed. Fixed too.
- Auto browse tapes wasn't working. It opened and closed immediately (another of my stupid mistakes...)
- To fix later. Opening 32 TZXs in a row crashes the emulator. ¿?¿?¿?
- "Astro Marine Corps" TZX has 1064 blocks. I thought that no TZX would have more than 1024 blocks, so I was working with a fixed size array. Loading that file crashed the emulator. I'll switch to a dynamic linked list in the near future.
- Fixed a stupid bug that now allows Skool Daze to load. I was saving a 24 bit value in a 16 bit variable...
14/4/2001
13/4/2001
- Fixed a huge amount of bugs. That huge that I can't remember which were them, but they involved things like the debugger, display, sound, window handling (now TAB in the dialogs work!), poke handling, thread handling, etc.
- Full screen mode now seems to works fine (it's still abit slow, but not THAT slow). It works fine on my desktop, but it crawls on my notebook.
- Now the emulator doesn't eat the whole CPU when paused.
- Fixed a strange bug when switching models.
- AY chip isn't emulated on 48K unless you specifically choose this. Obtained a noticeable speed increment by doing that.
- Heavy use of threads, which improved speed and some synchronization stuff.
8/4/2001
- Implemented a new display technique. In DirectX modes, if you work without using video RAM I lock the surfaces once, save the pointer, unlock the surface, to never do a lock again. Not locking the surface every frame improves the speed a lot. This isn't possible using video RAM because the pointer to the surface obtained in a lock may not remain the same. The video driver is free to do whatever it wants so we''l have to do the lock/unlock thing in order to avoid a crash. However this may cause some crashes on some machines. I've tested this on two different PCs and it worked right.
- Created a new "class" to handle full screen mode. Now I can remove a lot of repeated code and keep the changes in a single place.
- Full screen mode is still slow and rudimentary.
7/4/2001
- Added the ability to change the desktop configuration (colors and size) while the emulator is running. Now the change is detected and the display structures are reinitialized.
6/4/2001
- Fixed a bug were the POK files saved weren't recognized by the emulator (and hanged it).
- Fixed a couple of hangs when using the tape browser.
- Added a progress bar to the tape browser.
5/4/2001
- Added .POK files saving.
- Fixed .POK files loading.
- Pokes window is modeless now (is a lot more easy to use).
- Restructured a bit the file handling hierarchy.
- Fixed a bug when you deleted a poke.
- Improved the poke activation mechanism.
4/4/2001
- Added 128K SNAs saving.
- Added 128K SNA loading.
- Added Z80 (version 2.0) saving in either 48K and 128K (without compression though).
- Added options to disable the emulation status (FPS and time took by the display). Turning the latter option off will increase the speed of the emulator (I've noticed a 20 FPS increase).
3/4/2001
- Fixed a memory allocation bug caused by sound mode switching. I was writing onto unallocated memory.
- Added ACB and ABC sound modes to AY emulation, and options to change that setting.