slackbuilds_ponce/games/stella/stella.6
2016-08-13 07:22:55 +07:00

1107 lines
35 KiB
Groff

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.\" ========================================================================
.\"
.IX Title "STELLA 6"
.TH STELLA 6 "2016-08-04" "4.7.2" "SlackBuilds.org"
.\" For nroff, turn off justification. Always turn off hyphenation; it makes
.\" way too many mistakes in technical documents.
.if n .ad l
.nh
.SH "NAME"
stella \- an Atari 2600 emulator
.SH "SYNOPSIS"
.IX Header "SYNOPSIS"
\&\fBstella\fR \fIoptions\fR \fI\s-1ROM\s0 file\fR
.SH "DESCRIPTION"
.IX Header "DESCRIPTION"
\&\fBstella\fR is a comprehensive emulator of the old Atari 2600 video-game
console. It support most Atari 2600 games and many peripherals.
.PP
If you start Stella and do not specify a \s-1ROM\s0 image, it will start in
\&'\s-1ROM\s0 Launcher' mode. If this is your first time starting Stella, you
will be asked to select the default \s-1ROM\s0 directory to use.
.PP
This man page only documents the command-line options and default
keybindings. The complete documentation is in \fIindex.html\fR and
\&\fIdebugger.html\fR, usually installed in \fI/usr/share/doc/stella/\fR or
\&\fI/usr/doc/stella\-4.7.2/\fR.
.SH "OPTIONS"
.IX Header "OPTIONS"
.IP "\fB\-video\fR <direct3d|opengl|opengles2|opengles|software>" 4
.IX Item "-video <direct3d|opengl|opengles2|opengles|software>"
Use the given rendering backend (where applicable); default is the best
available mode detected.
.IP "\fB\-vsync\fR <1|0>" 4
.IX Item "-vsync <1|0>"
Synchronize screen updates to the vertical blank period. This can
result in smoother updates, and eliminate tearing.
.IP "\fB\-fullscreen\fR <1|0>" 4
.IX Item "-fullscreen <1|0>"
Enable fullscreen mode.
.IP "\fB\-center\fR <1|0>" 4
.IX Item "-center <1|0>"
Centers game window (if possible).
.IP "\fB\-palette\fR <standard|z26|user>" 4
.IX Item "-palette <standard|z26|user>"
Set the palette to either normal Stella, the one used in the z26
emulator, or a user-defined palette.
.IP "\fB\-colorloss\fR <1|0>" 4
.IX Item "-colorloss <1|0>"
Enable/disable the \s-1PAL\s0 color-loss effect.
.IP "\fB\-framerate\fR <number>" 4
.IX Item "-framerate <number>"
Display the given number of frames per second. Normally, Stella will
determine framerate based on number of scanlines. Setting this to 0
automatically enables auto-frame calculation (ie, framerate based on
scanlines).
.IP "\fB\-timing\fR <sleep|busy>" 4
.IX Item "-timing <sleep|busy>"
Determines type of wait to perform between processing frames. Sleep
will release the \s-1CPU\s0 as much as possible, and is the preferred method
on laptops (and other low-powered devices) and when using VSync. Busy
will emulate z26 busy-wait behaviour, and use all possible \s-1CPU\s0 time,
but may eliminate graphical 'tearing' in software mode.
.IP "\fB\-uimessages\fR <1|0>" 4
.IX Item "-uimessages <1|0>"
Enable or disable display of message in the \s-1UI.\s0 Note that messages
indicating serious errors override this setting, and are always shown.
.IP "\fB\-sound\fR <1|0>" 4
.IX Item "-sound <1|0>"
Enable or disable sound generation.
.IP "\fB\-fragsize\fR <number>" 4
.IX Item "-fragsize <number>"
Specify the sound fragment size to use. Linux/Mac seems to work with
512, Windows usually needs 1024.
.IP "\fB\-freq\fR <number>" 4
.IX Item "-freq <number>"
Set sound sample output frequency (11025,22050,31400,44100,48000)
Default is 31400. Do not change unless you experience sound issues.
.IP "\fB\-volume\fR <number>" 4
.IX Item "-volume <number>"
Set the volume (0 \- 100).
.IP "\fB\-tia.zoom\fR <zoom>" 4
.IX Item "-tia.zoom <zoom>"
Use the specified zoom level (integer) while in TIA/emulation mode.
.IP "\fB\-tia.inter\fR <1|0>" 4
.IX Item "-tia.inter <1|0>"
Use interpolation for the \s-1TIA\s0 image (results in blending/smoothing of
the image).
.IP "\fB\-tia.aspectn\fR <number>" 4
.IX Item "-tia.aspectn <number>"
.PD 0
.IP "\fB\-tia.aspectp\fR <number>" 4
.IX Item "-tia.aspectp <number>"
.PD
Specify the amount (as a percentage) to scale the \s-1TIA\s0 image width in
\&\s-1NTSC\s0 and \s-1PAL\s0 mode. Since many video modes do not use square pixels, you
can reduce width until the pixels appear square. Allowable values are
80 \- 120; I find 85 \- 90 gives the most authentic look for \s-1NTSC,\s0 and
105 \- 110 for \s-1PAL.\s0
.IP "\fB\-tia.fsfill\fR <1|0>" 4
.IX Item "-tia.fsfill <1|0>"
Stretch \s-1TIA\s0 image completely while in fullscreen mode (vs. an integral
stretch which won't necessarily completely fill the screen).
.IP "\fB\-tv.filter\fR <1 \- 6>" 4
.IX Item "-tv.filter <1 - 6>"
Blargg \s-1TV\s0 effects, 0 is disabled, next numbers in sequence represent
presets for 'Composite', 'S\-Video', '\s-1RGB\s0', 'Bad Adjust', and 'Custom'
modes.
.IP "\fB\-tv.scanlines\fR <0 \- 100>" 4
.IX Item "-tv.scanlines <0 - 100>"
Blargg \s-1TV\s0 effects scanline intensity, where 0 means completely off.
.IP "\fB\-tv.scaninter\fR <1|0>" 4
.IX Item "-tv.scaninter <1|0>"
Blargg \s-1TV\s0 effects scanline interpolation, resulting in
blending/smoothing of the scanlines.
.IP "\fB\-tv.jitter\fR <1|0>" 4
.IX Item "-tv.jitter <1|0>"
Enable \s-1TV\s0 jitter effect.
.IP "\fB\-tv.jitter_recovery\fR <1 \- 20>" 4
.IX Item "-tv.jitter_recovery <1 - 20>"
Set recovery time for \s-1TV\s0 jitter effect.
.IP "\fB\-tv.contrast\fR <number>" 4
.IX Item "-tv.contrast <number>"
Blargg \s-1TV\s0 effects 'contrast' (only available in custom mode, range \-1.0
to 1.0).
.IP "\fB\-tv.brightness\fR <number>" 4
.IX Item "-tv.brightness <number>"
Blargg \s-1TV\s0 effects 'brightness' (only available in custom mode, range
\&\-1.0 to 1.0).
.IP "\fB\-tv.hue\fR <number>" 4
.IX Item "-tv.hue <number>"
Blargg \s-1TV\s0 effects 'hue' (only available in custom mode, range \-1.0 to
1.0).
.IP "\fB\-tv.saturation\fR <number>" 4
.IX Item "-tv.saturation <number>"
Blargg \s-1TV\s0 effects 'saturation' (only available in custom mode, range
\&\-1.0 to 1.0).
.IP "\fB\-tv.gamma\fR <number>" 4
.IX Item "-tv.gamma <number>"
Blargg \s-1TV\s0 effects 'gamma' (only available in custom mode, range \-1.0 to
1.0).
.IP "\fB\-tv.sharpness\fR <number>" 4
.IX Item "-tv.sharpness <number>"
Blargg \s-1TV\s0 effects 'sharpness' (only available in custom mode, range
\&\-1.0 to 1.0).
.IP "\fB\-tv.resolution\fR <number>" 4
.IX Item "-tv.resolution <number>"
Blargg \s-1TV\s0 effects 'resolution' (only available in custom mode, range
\&\-1.0 to 1.0).
.IP "\fB\-tv.artifacts\fR <number>" 4
.IX Item "-tv.artifacts <number>"
Blargg \s-1TV\s0 effects 'artifacts' (only available in custom mode, range
\&\-1.0 to 1.0).
.IP "\fB\-tv.fringing\fR <number>" 4
.IX Item "-tv.fringing <number>"
Blargg \s-1TV\s0 effects 'fringing' (only available in custom mode, range \-1.0
to 1.0).
.IP "\fB\-tv.bleed\fR <number>" 4
.IX Item "-tv.bleed <number>"
Blargg \s-1TV\s0 effects 'bleed' (only available in custom mode, range \-1.0 to
1.0).
.IP "\fB\-cheat\fR <code>" 4
.IX Item "-cheat <code>"
Use the specified cheatcode (see Cheat section for description).
.IP "\fB\-loglevel\fR <0|1|2>" 4
.IX Item "-loglevel <0|1|2>"
Indicates level of logging to perform while the application is running.
Zero completely disables logging (except for serious errors), while the
remaining numbers show increasingly more detail.
.IP "\fB\-logtoconsole\fR <1|0>" 4
.IX Item "-logtoconsole <1|0>"
Indicates that logged output should be printed to the
console/commandline as it's being collected. An internal log will still
be kept, and the amount of logging is still controlled by 'loglevel'.
.IP "\fB\-joydeadzone\fR <number>" 4
.IX Item "-joydeadzone <number>"
Sets the joystick axis deadzone area for joysticks/gamepads. All values
within the deadzone are treated as zero-axis values, while only those
values outside are registered as valid input. Accepts a number from 0 \-
29, and uses the formula 3200 + number * 1000. So the possible deadzone
values range from 3200 to 32200.
.IP "\fB\-joyallow4\fR <1|0>" 4
.IX Item "-joyallow4 <1|0>"
Allow all 4 directions on a joystick to be pressed simultaneously.
Bumper Bash ignores this setting, and always allows all 4 directions.
.IP "\fB\-usemouse\fR <always|analog|never>" 4
.IX Item "-usemouse <always|analog|never>"
Use mouse as a controller as specified by \s-1ROM\s0 properties in specific
case. Always and never are self-explanatory, analog means only for
analog-type devices (paddles, trackball, etc).
.IP "\fB\-grabmouse\fR <1|0>" 4
.IX Item "-grabmouse <1|0>"
Locks the mouse cursor in the game window in emulation mode.
.IP "\fB\-cursor\fR <0,1,2,3>" 4
.IX Item "-cursor <0,1,2,3>"
Set cursor state in UI/emulation modes.
.IP "\fB\-dsense\fR <number>" 4
.IX Item "-dsense <number>"
Sensitivity for emulation of paddles when using a digital device (ie,
joystick digital axis or button, keyboard key, etc). Valid range of
values is from 1 to 10, with larger numbers causing faster movement.
.IP "\fB\-msense\fR <number>" 4
.IX Item "-msense <number>"
Sensitivity for emulation of paddles when using a mouse. Valid range of
values is from 1 to 15, with larger numbers causing faster movement.
.IP "\fB\-saport\fR <lr|rl>" 4
.IX Item "-saport <lr|rl>"
Determines how to enumerate the Stelladaptor/2600\-daptor devices in the
order they are found: 'lr' means first is left port, second is right
port, 'rl' means the opposite.
.IP "\fB\-ctrlcombo\fR <1|0>" 4
.IX Item "-ctrlcombo <1|0>"
Use control-x key combos. This is normally enabled, since the Quit
command is tied to 'Control\-q'. However, there are times when a
2\-player game is using either the 'f' or 'r' keys for movement, and
pressing Control (for Fire) will perform an unwanted action associated
with Control-r or Control-f.
.IP "\fB\-autoslot\fR <1|0>" 4
.IX Item "-autoslot <1|0>"
Automatically switch to the next available save state slot after saving
a \s-1ROM\s0 state file.
.IP "\fB\-stats\fR <1|0>" 4
.IX Item "-stats <1|0>"
Overlay console info on the \s-1TIA\s0 image during emulation.
.IP "\fB\-fastscbios\fR <1|0>" 4
.IX Item "-fastscbios <1|0>"
Disable Supercharger \s-1BIOS\s0 progress loading bars.
.IP "\fB\-snapsavedir\fR <path>" 4
.IX Item "-snapsavedir <path>"
The directory to save snapshot files to.
.IP "\fB\-snaploaddir\fR <path>" 4
.IX Item "-snaploaddir <path>"
The directory to load snapshot files from.
.IP "\fB\-snapname\fR <int|rom>" 4
.IX Item "-snapname <int|rom>"
When saving snapshots, use either the internal database name or the
actual \s-1ROM\s0 filename.
.IP "\fB\-sssingle\fR <1|0>" 4
.IX Item "-sssingle <1|0>"
Generate single snapshot instead of many, overwriting any previous
snapshots.
.IP "\fB\-ss1x\fR <1|0>" 4
.IX Item "-ss1x <1|0>"
Ignore any scaling applied to the \s-1TIA\s0 image, and save snapshot in
unscaled (1x) mode.
.IP "\fB\-ssinterval\fR <number>" 4
.IX Item "-ssinterval <number>"
Set the interval in seconds between taking snapshots in continuous
snapshot mode (currently, 1 \- 10).
.IP "\fB\-rominfo\fR <rom>" 4
.IX Item "-rominfo <rom>"
Display detailed information about the given \s-1ROM,\s0 and then exit Stella.
.IP "\fB\-listrominfo\fR" 4
.IX Item "-listrominfo"
Prints relevant contents of the Stella \s-1ROM\s0 database, one \s-1ROM\s0 per line,
and then exit Stella. This can be used for external frontends.
.IP "\fB\-exitlauncher\fR <1|0>" 4
.IX Item "-exitlauncher <1|0>"
Always exit to \s-1ROM\s0 launcher when exiting a \s-1ROM \s0(normally, an exit to
launcher only happens when started with the launcher).
.IP "\fB\-launcherres\fR <WxH>" 4
.IX Item "-launcherres <WxH>"
Set the size of the \s-1ROM\s0 launcher.
.IP "\fB\-launcherfont\fR <small|medium|large>" 4
.IX Item "-launcherfont <small|medium|large>"
Set the size of the font in the \s-1ROM\s0 launcher.
.IP "\fB\-launcherexts\fR <allfiles|allroms|LIST>" 4
.IX Item "-launcherexts <allfiles|allroms|LIST>"
Specifies which files to show in the \s-1ROM\s0 launcher ('allfiles' is
self-explanatory, 'allroms' is all files with valid rom extensions
(currently: a26, bin, rom, gz, zip), '\s-1LIST\s0' is a ':' separated list of
valid rom extensions.
.IP "\fB\-romviewer\fR <0|1|2>" 4
.IX Item "-romviewer <0|1|2>"
Hide \s-1ROM\s0 info viewer in \s-1ROM\s0 launcher mode (0), or use the given zoom
level (1 or 2).
.IP "\fB\-uipalette\fR <standard|classic>" 4
.IX Item "-uipalette <standard|classic>"
Use the specified palette for \s-1UI\s0 elements.
.IP "\fB\-listdelay\fR <delay>" 4
.IX Item "-listdelay <delay>"
Set the amount of time to wait between treating successive keypresses
as a single word in list widgets (value can range from 300\-1000). Use
\&'0' to disable list-skipping completely,
.IP "\fB\-mwheel\fR <lines>" 4
.IX Item "-mwheel <lines>"
Set the number of lines a mousewheel will scroll in the \s-1UI.\s0
.IP "\fB\-romdir\fR <dir>" 4
.IX Item "-romdir <dir>"
Set the directory where the \s-1ROM\s0 launcher will start.
.IP "\fB\-statedir\fR <dir>" 4
.IX Item "-statedir <dir>"
Set the directory in which to access state files.
.IP "\fB\-cheatfile\fR <file>" 4
.IX Item "-cheatfile <file>"
Set the full pathname of the cheatfile database.
.IP "\fB\-palettefile\fR <file>" 4
.IX Item "-palettefile <file>"
Set the full pathname of the user-defined palette file.
.IP "\fB\-propsfile\fR <file>" 4
.IX Item "-propsfile <file>"
Set the full pathname of the \s-1ROM\s0 properties file.
.IP "\fB\-nvramdir\fR <dir>" 4
.IX Item "-nvramdir <dir>"
Set the directory in which to access non-volatile (flash/EEPROM) files.
.IP "\fB\-cfgdir\fR <dir>" 4
.IX Item "-cfgdir <dir>"
Set the directory in which to access Distella config files.
.IP "\fB\-avoxport\fR <name>" 4
.IX Item "-avoxport <name>"
Set the name of the serial port where an AtariVox is connected.
.IP "\fB\-maxres\fR <WxH>" 4
.IX Item "-maxres <WxH>"
Useful for developers, this sets the maximum size of window that can be
created, allowing to simulate testing on 'smaller' systems.
.IP "\fB\-help\fR" 4
.IX Item "-help"
Prints a help message describing these options, and then exit Stella.
.Sp
The following are useful to developers. Only use them if you know
what you're doing! Note that in all cases, the values supplied to
the arguments are not case sensitive.
.Sp
Argument Description
.IP "\fB\-dis.resolve\fR <1|0>" 4
.IX Item "-dis.resolve <1|0>"
Try to differentiate between code vs. data sections in the
disassembler. See the Debugger section for more information.
.IP "\fB\-dis.gfxformat\fR <2|16>" 4
.IX Item "-dis.gfxformat <2|16>"
Sets the base to use for displaying \s-1GFX\s0 sections in the disassembler.
.IP "\fB\-dis.showaddr\fR <1|0>" 4
.IX Item "-dis.showaddr <1|0>"
Shows/hides opcode addresses in the disassembler.
.IP "\fB\-dis.relocate\fR <1|0>" 4
.IX Item "-dis.relocate <1|0>"
Relocate calls out of address range in the disassembler.
.IP "\fB\-dbg.res\fR <WxH>" 4
.IX Item "-dbg.res <WxH>"
Set the size of the debugger window.
.IP "\fB\-dbg.fontstyle\fR <0|1|2|3>" 4
.IX Item "-dbg.fontstyle <0|1|2|3>"
How to use bold fonts in the debugger window. '0' means all normal
font, '1' is bold labels only, '2' is bold non-labels only, '3' is all
bold font.
.IP "\fB\-break\fR <address>" 4
.IX Item "-break <address>"
Set a breakpoint at specified address.
.IP "\fB\-debug\fR" 4
.IX Item "-debug"
Immediately jump to debugger mode when starting Stella.
.IP "\fB\-holdjoy0\fR <U,D,L,R,F>" 4
.IX Item "-holdjoy0 <U,D,L,R,F>"
Start the emulator with the left joystick direction/button held down
(ie, use '\s-1UF\s0' for up and fire).
.IP "\fB\-holdjoy1\fR <U,D,L,R,F>" 4
.IX Item "-holdjoy1 <U,D,L,R,F>"
Start the emulator with the right joystick direction/button held down
(ie, use '\s-1UF\s0' for up and fire).
.IP "\fB\-holdselect\fR" 4
.IX Item "-holdselect"
Start the emulator with the Game Select switch held down.
.IP "\fB\-holdreset\fR" 4
.IX Item "-holdreset"
Start the emulator with the Game Reset switch held down.
.IP "\fB\-tiadriven\fR <1|0>" 4
.IX Item "-tiadriven <1|0>"
Set unused \s-1TIA\s0 pins to be randomly driven high or low on a read/peek.
If disabled, use the last databus value for those pins instead.
.IP "\fB\-cpurandom\fR <S,A,X,Y,P>" 4
.IX Item "-cpurandom <S,A,X,Y,P>"
On reset, randomize the content of the specified \s-1CPU\s0 registers.
.IP "\fB\-ramrandom\fR <1|0>" 4
.IX Item "-ramrandom <1|0>"
On reset, either randomize all \s-1RAM\s0 content, or zero it out instead.
.IP "\fB\-bs\fR <type>" 4
.IX Item "-bs <type>"
Set \*(L"Cartridge.Type\*(R" property. See the Game Properties section for
valid types.
.IP "\fB\-type\fR <type>" 4
.IX Item "-type <type>"
Same as using \-bs.
.IP "\fB\-channels\fR <Mono|Stereo>" 4
.IX Item "-channels <Mono|Stereo>"
Set \*(L"Cartridge.Sound\*(R" property.
.IP "\fB\-ld\fR <A|B>" 4
.IX Item "-ld <A|B>"
Set \*(L"Console.LeftDifficulty\*(R" property.
.IP "\fB\-rd\fR <A|B>" 4
.IX Item "-rd <A|B>"
Set \*(L"Console.RightDifficulty\*(R" property.
.IP "\fB\-tv\fR <Color|BW>" 4
.IX Item "-tv <Color|BW>"
Set \*(L"Console.TelevisionType\*(R" property.
.IP "\fB\-sp\fR <Yes|No>" 4
.IX Item "-sp <Yes|No>"
Set \*(L"Console.SwapPorts\*(R" property.
.IP "\fB\-lc\fR <type>" 4
.IX Item "-lc <type>"
Set \*(L"Controller.Left\*(R" property. See the Game Properties section for
valid types.
.IP "\fB\-rc\fR <type>" 4
.IX Item "-rc <type>"
Set \*(L"Controller.Right\*(R" property. See the Game Properties section for
valid types.
.IP "\fB\-bc\fR <type>" 4
.IX Item "-bc <type>"
Sets both \*(L"Controller.Left\*(R" and \*(L"Controller.Right\*(R" properties. See the
Game Properties section for valid types.
.IP "\fB\-cp\fR <Yes|No>" 4
.IX Item "-cp <Yes|No>"
Set \*(L"Controller.SwapPaddles\*(R" property.
.IP "\fB\-ma\fR <Auto|XY>" 4
.IX Item "-ma <Auto|XY>"
Set \*(L"Controller.MouseAxis\*(R" property. See the Game Properties section
for valid types.
.IP "\fB\-format\fR <format>" 4
.IX Item "-format <format>"
Set \*(L"Display.Format\*(R" property. See the Game Properties section for
valid formats.
.IP "\fB\-ystart\fR <number>" 4
.IX Item "-ystart <number>"
Set \*(L"Display.YStart\*(R" property (0 \- 64).
.IP "\fB\-height\fR <number>" 4
.IX Item "-height <number>"
Set \*(L"Display.Height\*(R" property (210 \- 256).
.IP "\fB\-pp\fR <Yes|No>" 4
.IX Item "-pp <Yes|No>"
Set \*(L"Display.Phosphor\*(R" property.
.IP "\fB\-ppblend\fR <number>" 4
.IX Item "-ppblend <number>"
Set \*(L"Display.PPBlend\*(R" property, used for phosphor effect (0\-100).
Default is 77.
.IP "\fB\-thumb.trapfatal\fR <1|0>" 4
.IX Item "-thumb.trapfatal <1|0>"
The default of true allows the Thumb \s-1ARM\s0 emulation to throw an
exception and enter the debugger on fatal errors. When disabled, such
fatal errors are simply logged, and emulation continues. Do not use
this unless you know exactly what you're doing, as it changes the
behaviour as compared to real hardware.
.SH "KEYBOARD"
.IX Header "KEYBOARD"
The Atari 2600 console controls and controllers are mapped to the
computer's keyboard as shown in the following tables. However, most of
these events can be remapped to other keys on your keyboard or buttons
on your joystick (see \fBAdvanced Configuration \- Event Remapping\fR in
the \s-1HTML\s0 documentation). The tables below show the default settings.
.SS "Console Controls (can be remapped)"
.IX Subsection "Console Controls (can be remapped)"
.IP "\fBControl + q\fR" 4
.IX Item "Control + q"
Exit emulator
.IP "\fBEscape\fR" 4
.IX Item "Escape"
Exit game mode/enter launcher mode
.IP "\fBTab\fR" 4
.IX Item "Tab"
Enter/exit options mode
.IP "\fBBackslash (\e)\fR" 4
.IX Item "Backslash ()"
Enter/exit command mode
.IP "\fBBackquote (`)\fR" 4
.IX Item "Backquote (`)"
Enter/exit debugger
.IP "\fBF1\fR" 4
.IX Item "F1"
Select Game
.IP "\fBF2\fR" 4
.IX Item "F2"
Reset Game
.IP "\fBF3\fR" 4
.IX Item "F3"
Color \s-1TV\s0
.IP "\fBF4\fR" 4
.IX Item "F4"
Black/White \s-1TV\s0
.IP "\fBF5\fR" 4
.IX Item "F5"
Left Player Difficulty A
.IP "\fBF6\fR" 4
.IX Item "F6"
Left Player Difficulty B
.IP "\fBF7\fR" 4
.IX Item "F7"
Right Player Difficulty A
.IP "\fBF8\fR" 4
.IX Item "F8"
Right Player Difficulty B
.IP "\fBF9\fR" 4
.IX Item "F9"
Save state to current slot
.IP "\fBF10\fR" 4
.IX Item "F10"
Change current state slot
.IP "\fBF11\fR" 4
.IX Item "F11"
Load state from current slot
.IP "\fBF12\fR" 4
.IX Item "F12"
Save \s-1PNG\s0 snapshot
.IP "\fBPause\fR" 4
.IX Item "Pause"
Pause/resume emulation
.SS "Joystick / BoosterGrip Controller (can be remapped)"
.IX Subsection "Joystick / BoosterGrip Controller (can be remapped)"
\fILeft Joystick (Joy0)\fR
.IX Subsection "Left Joystick (Joy0)"
.IP "\fBUp arrow\fR" 4
.IX Item "Up arrow"
Joystick Up
.IP "\fBDown arrow\fR" 4
.IX Item "Down arrow"
Joystick Down
.IP "\fBLeft arrow\fR" 4
.IX Item "Left arrow"
Joystick Left
.IP "\fBRight arrow\fR" 4
.IX Item "Right arrow"
Joystick Right
.IP "\fBSpace\fR" 4
.IX Item "Space"
Fire Button
.IP "\fB4\fR" 4
.IX Item "4"
Trigger Button
.IP "\fB5\fR" 4
.IX Item "5"
Booster Button
.PP
\fIRight Joystick (Joy1)\fR
.IX Subsection "Right Joystick (Joy1)"
.IP "\fBY\fR" 4
.IX Item "Y"
Joystick Up
.IP "\fBH\fR" 4
.IX Item "H"
Joystick Down
.IP "\fBG\fR" 4
.IX Item "G"
Joystick Left
.IP "\fBJ\fR" 4
.IX Item "J"
Joystick Right
.IP "\fBF\fR" 4
.IX Item "F"
Fire Button
.IP "\fB6\fR" 4
.IX Item "6"
Trigger Button
.IP "\fB7\fR" 4
.IX Item "7"
Booster Button
.SS "Paddle Controller digital emulation (can be remapped independently of joystick controller)"
.IX Subsection "Paddle Controller digital emulation (can be remapped independently of joystick controller)"
\fILeft Paddles\fR
.IX Subsection "Left Paddles"
.IP "\fBSame as 'Joy0 Left'\fR" 4
.IX Item "Same as 'Joy0 Left'"
Paddle 0 decrease
.IP "\fBSame as 'Joy0 Right'\fR" 4
.IX Item "Same as 'Joy0 Right'"
Paddle 0 increase
.IP "\fBSame as 'Joy0 Fire'\fR" 4
.IX Item "Same as 'Joy0 Fire'"
Paddle 0 Fire
.IP "\fBSame as 'Joy0 Up'\fR" 4
.IX Item "Same as 'Joy0 Up'"
Paddle 1 decrease
.IP "\fBSame as 'Joy0 Down'\fR" 4
.IX Item "Same as 'Joy0 Down'"
Paddle 1 increase
.IP "\fBSame as 'Joy0 Booster'\fR" 4
.IX Item "Same as 'Joy0 Booster'"
Paddle 1 Fire
.PP
\fIRight Paddles\fR
.IX Subsection "Right Paddles"
.IP "\fBSame as 'Joy1 Left'\fR" 4
.IX Item "Same as 'Joy1 Left'"
Paddle 2 decrease
.IP "\fBSame as 'Joy1 Right'\fR" 4
.IX Item "Same as 'Joy1 Right'"
Paddle 2 increase
.IP "\fBSame as 'Joy1 Fire'\fR" 4
.IX Item "Same as 'Joy1 Fire'"
Paddle 2 Fire
.IP "\fBSame as 'Joy1 Up'\fR" 4
.IX Item "Same as 'Joy1 Up'"
Paddle 3 decrease
.IP "\fBSame as 'Joy1 Down'\fR" 4
.IX Item "Same as 'Joy1 Down'"
Paddle 3 increase
.IP "\fBSame as 'Joy1 Booster'\fR" 4
.IX Item "Same as 'Joy1 Booster'"
Paddle 3 Fire
.SS "Driving Controller (cannot be remapped, always associated with joystick controller)"
.IX Subsection "Driving Controller (cannot be remapped, always associated with joystick controller)"
\fILeft Driving\fR
.IX Subsection "Left Driving"
.IP "\fBSame as 'Joy0 Left'\fR" 4
.IX Item "Same as 'Joy0 Left'"
Left Direction
.IP "\fBSame as 'Joy0 Right'\fR" 4
.IX Item "Same as 'Joy0 Right'"
Right Direction
.IP "\fBSame as 'Joy0 Fire'\fR" 4
.IX Item "Same as 'Joy0 Fire'"
Fire Button
.PP
\fIRight Driving\fR
.IX Subsection "Right Driving"
.IP "\fBSame as 'Joy1 Left'\fR" 4
.IX Item "Same as 'Joy1 Left'"
Left Direction
.IP "\fBSame as 'Joy1 Right'\fR" 4
.IX Item "Same as 'Joy1 Right'"
Right Direction
.IP "\fBSame as 'Joy1 Fire'\fR" 4
.IX Item "Same as 'Joy1 Fire'"
Fire Button
.SS "Sega Genesis Controller (cannot be remapped, always associated with joystick and booster-grip controllers)"
.IX Subsection "Sega Genesis Controller (cannot be remapped, always associated with joystick and booster-grip controllers)"
\fILeft Pad\fR
.IX Subsection "Left Pad"
.IP "\fBSame as 'Joy0 Up'\fR" 4
.IX Item "Same as 'Joy0 Up'"
Pad Up
.IP "\fBSame as 'Joy0 Down'\fR" 4
.IX Item "Same as 'Joy0 Down'"
Pad Down
.IP "\fBSame as 'Joy0 Left'\fR" 4
.IX Item "Same as 'Joy0 Left'"
Pad Left
.IP "\fBSame as 'Joy0 Right'\fR" 4
.IX Item "Same as 'Joy0 Right'"
Pad Right
.IP "\fBSame as 'Joy0 Fire'\fR" 4
.IX Item "Same as 'Joy0 Fire'"
Button 'B'
.IP "\fBSame as 'Joy0 Booster'\fR" 4
.IX Item "Same as 'Joy0 Booster'"
Button 'C'
.PP
\fIRight Pad\fR
.IX Subsection "Right Pad"
.IP "\fBSame as 'Joy1 Up'\fR" 4
.IX Item "Same as 'Joy1 Up'"
Pad Up
.IP "\fBSame as 'Joy1 Down'\fR" 4
.IX Item "Same as 'Joy1 Down'"
Pad Down
.IP "\fBSame as 'Joy1 Left'\fR" 4
.IX Item "Same as 'Joy1 Left'"
Pad Left
.IP "\fBSame as 'Joy1 Right'\fR" 4
.IX Item "Same as 'Joy1 Right'"
Pad Right
.IP "\fBSame as 'Joy1 Fire'\fR" 4
.IX Item "Same as 'Joy1 Fire'"
Button 'B'
.IP "\fBSame as 'Joy1 Booster'\fR" 4
.IX Item "Same as 'Joy1 Booster'"
Button 'C'
.SS "Keypad Controller (can be remapped)"
.IX Subsection "Keypad Controller (can be remapped)"
\fILeft Keypad\fR
.IX Subsection "Left Keypad"
.IP "\fB1\fR" 4
.IX Item "1"
1
.IP "\fB2\fR" 4
.IX Item "2"
2
.IP "\fB3\fR" 4
.IX Item "3"
3
.IP "\fBQ\fR" 4
.IX Item "Q"
4
.IP "\fBW\fR" 4
.IX Item "W"
5
.IP "\fBE\fR" 4
.IX Item "E"
6
.IP "\fBA\fR" 4
.IX Item "A"
7
.IP "\fBS\fR" 4
.IX Item "S"
8
.IP "\fBD\fR" 4
.IX Item "D"
9
.IP "\fBZ\fR" 4
.IX Item "Z"
\&.
.IP "\fBX\fR" 4
.IX Item "X"
0
.IP "\fBC\fR" 4
.IX Item "C"
#
.PP
\fIRight Keypad\fR
.IX Subsection "Right Keypad"
.IP "\fB8\fR" 4
.IX Item "8"
1
.IP "\fB9\fR" 4
.IX Item "9"
2
.IP "\fB0\fR" 4
.IX Item "0"
3
.IP "\fBI\fR" 4
.IX Item "I"
4
.IP "\fBO\fR" 4
.IX Item "O"
5
.IP "\fBP\fR" 4
.IX Item "P"
6
.IP "\fBK\fR" 4
.IX Item "K"
7
.IP "\fBL\fR" 4
.IX Item "L"
8
.IP "\fB;\fR" 4
.IX Item ";"
9
.IP "\fB,\fR" 4
.IX Item ","
\&.
.IP "\fB.\fR" 4
.IX Item "."
0
.IP "\fB/\fR" 4
.IX Item "/"
#
.SS "CompuMate Controller (cannot be remapped)"
.IX Subsection "CompuMate Controller (cannot be remapped)"
.IP "\fB 0 \- 9\fR" 4
.IX Item " 0 - 9"
0 \- 9
.IP "\fB A \- Z\fR" 4
.IX Item " A - Z"
A \- Z
.IP "\fB Comma\fR" 4
.IX Item " Comma"
Comma
.IP "\fB Period\fR" 4
.IX Item " Period"
Period
.IP "\fB Control (left or right)\fR" 4
.IX Item " Control (left or right)"
Func
.IP "\fB Shift (left or right)\fR" 4
.IX Item " Shift (left or right)"
Shift
.IP "\fB Return/Enter\fR" 4
.IX Item " Return/Enter"
Enter
.IP "\fB Space\fR" 4
.IX Item " Space"
Space
.IP "\fB Backspace\fR" 4
.IX Item " Backspace"
Func-Space
.IP "\fB + or Shift\-1\fR" 4
.IX Item " + or Shift-1"
+
.IP "\fB \- or Shift\-2\fR" 4
.IX Item " - or Shift-2"
\&\-
.IP "\fB Shift\-3\fR" 4
.IX Item " Shift-3"
*
.IP "\fB / or Shift\-4\fR" 4
.IX Item " / or Shift-4"
/
.IP "\fB = or Shift\-5\fR" 4
.IX Item " = or Shift-5"
=
.IP "\fB ? (Shift\-/) or Shift\-6\fR" 4
.IX Item " ? (Shift-/) or Shift-6"
?
.IP "\fB Shift\-7\fR" 4
.IX Item " Shift-7"
$
.IP "\fB [ or Shift\-8\fR" 4
.IX Item " [ or Shift-8"
[
.IP "\fB ] or Shift\-9\fR" 4
.IX Item " ] or Shift-9"
]
.IP "\fB "" (Shift\-') or Shift\-0\fR" 4
.IX Item " "" (Shift-') or Shift-0"
"
.SS "\s-1TV\s0 effects (cannot be remapped, only active in \s-1TIA\s0 mode)"
.IX Subsection "TV effects (cannot be remapped, only active in TIA mode)"
.IP "\fBAlt + 1\fR" 4
.IX Item "Alt + 1"
Disable \s-1TV\s0 effects
.IP "\fBAlt + 2\fR" 4
.IX Item "Alt + 2"
Select 'Composite' preset
.IP "\fBAlt + 3\fR" 4
.IX Item "Alt + 3"
Select 'S\-video' preset
.IP "\fBAlt + 4\fR" 4
.IX Item "Alt + 4"
Select '\s-1RGB\s0' preset
.IP "\fBAlt + 5\fR" 4
.IX Item "Alt + 5"
Select 'Badly adjusted' preset
.IP "\fBAlt + 6\fR" 4
.IX Item "Alt + 6"
Select 'Custom' preset
.IP "\fBShift-Alt + 7\fR" 4
.IX Item "Shift-Alt + 7"
Decrease scanline intensity
.IP "\fBAlt + 7\fR" 4
.IX Item "Alt + 7"
Increase scanline intensity
.IP "\fBShift-Alt + 8\fR" 4
.IX Item "Shift-Alt + 8"
Disable scanline interpolation
.IP "\fBAlt + 8\fR" 4
.IX Item "Alt + 8"
Enable scanline interpolation
.IP "\fBShift-Alt + 9\fR" 4
.IX Item "Shift-Alt + 9"
Select previous 'Custom' mode attribute (*)
.IP "\fBAlt + 9\fR" 4
.IX Item "Alt + 9"
Select next 'Custom' mode attribute (*)
.IP "\fBShift-Alt + 0\fR" 4
.IX Item "Shift-Alt + 0"
Decrease 'Custom' selected attribute value (*)
.IP "\fBAlt + 0\fR" 4
.IX Item "Alt + 0"
Increase 'Custom' selected attribute value (*)
.PP
Items marked as (*) are only available in 'Custom' preset mode
.SS "Developer Keys in \s-1TIA\s0 mode (cannot be remapped)"
.IX Subsection "Developer Keys in TIA mode (cannot be remapped)"
.IP "\fBAlt + PageUp\fR" 4
.IX Item "Alt + PageUp"
Set \*(L"Display.YStart\*(R" to next larger value
.IP "\fBAlt + PageDown\fR" 4
.IX Item "Alt + PageDown"
Set \*(L"Display.YStart\*(R" to next smaller value
.IP "\fBControl + PageUp\fR" 4
.IX Item "Control + PageUp"
Set \*(L"Display.Height\*(R" to next larger value
.IP "\fBControl + PageDown\fR" 4
.IX Item "Control + PageDown"
Set \*(L"Display.Height\*(R" to next smaller value
.IP "\fBAlt + l\fR" 4
.IX Item "Alt + l"
Toggle frame stats (scanline count/fps/bs type/etc)
.IP "\fBAlt + z\fR" 4
.IX Item "Alt + z"
Toggle \s-1TIA\s0 Player0 object
.IP "\fBAlt + x\fR" 4
.IX Item "Alt + x"
Toggle \s-1TIA\s0 Player1 object
.IP "\fBAlt + c\fR" 4
.IX Item "Alt + c"
Toggle \s-1TIA\s0 Missile0 object
.IP "\fBAlt + v\fR" 4
.IX Item "Alt + v"
Toggle \s-1TIA\s0 Missile1 object
.IP "\fBAlt + b\fR" 4
.IX Item "Alt + b"
Toggle \s-1TIA\s0 Ball object
.IP "\fBAlt + n\fR" 4
.IX Item "Alt + n"
Toggle \s-1TIA\s0 Playfield object
.IP "\fBShift-Alt + z\fR" 4
.IX Item "Shift-Alt + z"
Toggle \s-1TIA\s0 Player0 collisions
.IP "\fBShift-Alt + x\fR" 4
.IX Item "Shift-Alt + x"
Toggle \s-1TIA\s0 Player1 collisions
.IP "\fBShift-Alt + c\fR" 4
.IX Item "Shift-Alt + c"
Toggle \s-1TIA\s0 Missile0 collisions
.IP "\fBShift-Alt + v\fR" 4
.IX Item "Shift-Alt + v"
Toggle \s-1TIA\s0 Missile1 collisions
.IP "\fBShift-Alt + b\fR" 4
.IX Item "Shift-Alt + b"
Toggle \s-1TIA\s0 Ball collisions
.IP "\fBShift-Alt + n\fR" 4
.IX Item "Shift-Alt + n"
Toggle \s-1TIA\s0 Playfield collisions
.IP "\fBAlt + m\fR" 4
.IX Item "Alt + m"
Toggle \s-1TIA HMOVE\s0 blanks
.IP "\fBAlt + Comma\fR" 4
.IX Item "Alt + Comma"
Toggle \s-1TIA \s0'Fixed Debug Colors' mode
.IP "\fBAlt + .\fR" 4
.IX Item "Alt + ."
Toggle all \s-1TIA\s0 objects
.IP "\fBShift-Alt + .\fR" 4
.IX Item "Shift-Alt + ."
Toggle all \s-1TIA\s0 collisions
.SS "Other Keys (cannot be remapped, except those marked with '*')"
.IX Subsection "Other Keys (cannot be remapped, except those marked with '*')"
.IP "\fBAlt + =\fR" 4
.IX Item "Alt + ="
Switch to next larger zoom level
.IP "\fBAlt + \-\fR" 4
.IX Item "Alt + -"
Switch to next smaller zoom level
.IP "\fBAlt + Enter\fR" 4
.IX Item "Alt + Enter"
Toggle fullscreen/windowed mode
.IP "\fBAlt + [\fR" 4
.IX Item "Alt + ["
Decrease volume (*)
.IP "\fBAlt + ]\fR" 4
.IX Item "Alt + ]"
Increase volume (*)
.IP "\fBControl + f\fR" 4
.IX Item "Control + f"
Toggle console type in increasing order (\s-1NTSC/PAL/SECAM,\s0 etc))
.IP "\fBShift-Control + f\fR" 4
.IX Item "Shift-Control + f"
Toggle console type in decreasing order (\s-1NTSC/PAL/SECAM,\s0 etc))
.IP "\fBControl + s\fR" 4
.IX Item "Control + s"
Save current properties to a new properties file
.IP "\fBControl + 0\fR" 4
.IX Item "Control + 0"
Switch mouse between controller emulation modes
.IP "\fBControl + 1\fR" 4
.IX Item "Control + 1"
Swap Stelladaptor/2600\-daptor port ordering
.IP "\fBControl + r\fR" 4
.IX Item "Control + r"
Reload current \s-1ROM \s0(singlecart \s-1ROM, TIA\s0 mode) or Load next game in \s-1ROM \s0(multicart \s-1ROM, TIA\s0 mode)
.IP "\fBControl + r\fR" 4
.IX Item "Control + r"
Reload \s-1ROM\s0 listing (\s-1ROM\s0 launcher mode)
.IP "\fBBackspace\fR" 4
.IX Item "Backspace"
Emulate 'frying' effect (\s-1TIA\s0 mode) (*), Go to parent directory (\s-1UI\s0 mode) (*)
=item \fBAlt + p\fR
.Sp
Toggle 'phosphor' effect
.IP "\fBControl + p\fR" 4
.IX Item "Control + p"
Toggle palette
.IP "\fBControl + l\fR" 4
.IX Item "Control + l"
Toggle \s-1PAL\s0 color-loss effect
.IP "\fBAlt + s\fR" 4
.IX Item "Alt + s"
Save continuous \s-1PNG\s0 snapshots (per interval)
.IP "\fBShift-Alt + s\fR" 4
.IX Item "Shift-Alt + s"
Save continuous \s-1PNG\s0 snapshots (every frame)
.SS "\s-1UI\s0 keys in Text Editing areas (cannot be remapped)"
.IX Subsection "UI keys in Text Editing areas (cannot be remapped)"
.IP "\fBHome\fR" 4
.IX Item "Home"
Move cursor to beginning of line
.IP "\fBEnd\fR" 4
.IX Item "End"
Move cursor to end of line
.IP "\fBDelete\fR" 4
.IX Item "Delete"
Remove character to right of cursor
.IP "\fBBackspace\fR" 4
.IX Item "Backspace"
Remove character to left of cursor
.IP "\fBControl-a\fR" 4
.IX Item "Control-a"
Same function as 'Home'
.IP "\fBControl-e\fR" 4
.IX Item "Control-e"
Same function as 'End'
.IP "\fBControl-d\fR" 4
.IX Item "Control-d"
Same function as 'Delete'
.IP "\fBControl-k\fR" 4
.IX Item "Control-k"
Remove all characters from cursor to end of line
.IP "\fBControl-u\fR" 4
.IX Item "Control-u"
Remove all characters from cursor to beginning of line
.IP "\fBControl-w\fR" 4
.IX Item "Control-w"
Remove entire word to left of cursor
.IP "\fBControl-Left\fR" 4
.IX Item "Control-Left"
Move cursor to beginning of word to the left
.IP "\fBControl-Right\fR" 4
.IX Item "Control-Right"
Move cursor to beginning of word to the right
.IP "\fBControl-c\fR" 4
.IX Item "Control-c"
Copy entire line to clipboard (not complete)
.IP "\fBControl-v\fR" 4
.IX Item "Control-v"
Paste clipboard contents (not complete)
.SH "FILES"
.IX Header "FILES"
\&\fB\f(CB$HOME\fB/.stella/\fR contains the following:
.IP "\fBstellarc\fR" 4
.IX Item "stellarc"
The Stella config file, created by \fBstella\fR. May be hand-edited, but
normally the built-in \s-1GUI\s0 is used to set these options.
.IP "\fBcfg/\fR" 4
.IX Item "cfg/"
Directory for DiStella config files, used only by the debugger.
.IP "\fBnvram/\fR" 4
.IX Item "nvram/"
Directory used to store the contents of non-volatile cartridge memory.
.IP "\fBstate/\fR" 4
.IX Item "state/"
Directory used to store save-states (see \fBF9\fR key).
.SH "AUTHORS"
.IX Header "AUTHORS"
Stella was originally developed for Linux by Bradford W. Mott
<bwmott@users.sourceforge.net>, and is currently maintained by Stephen
Anthony <stephena@users.sourceforge.net>. Other contributors include
Eckhard Stolberg <estolberg@users.sourceforge.net> and Brian Watson
<yalhcru@gmail.com>.
.SH "SEE ALSO"
.IX Header "SEE ALSO"
Stella web site: \fIhttp://stella.sourceforge.net/\fR.