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Showing results for tags 'Emulation'.
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Version 4.00 of my emulator Altirra is out at the usual place: https://www.virtualdub.org/altirra.html As usual, thanks to everyone who tried the releases or just chimed in on just about anything during the 4.00-test series. Never thought I'd been working on it this long, but here's the highlights (it's been about a year since 3.90): Tape: New turbo support, tape editor, and support for loading raw tapes directly from .flac files. Disk: Atari 815 emulation, 8" disk geometry support, Disk Explorer can now access files in Indus CP/M images, many full disk drive emulation fixes. Display: Palette solver, monochrome mode, HDR display support, ANTIC fixes. Sound: Improved audio filtering, automatic output switching when using WASAPI output, POKEY fixes. Input: Preset template generator for making input maps, low-latency paddle option, retuned trackball speeds, 5200 fixes. Devices: Percom AT88-SPD, SIDE 3, 1090 80-column board, Bit 3, virtual FAT16/FAT32/SDFS hard disk; modem, XEP80 and Rapidus fixes. UI: Improved dark mode theme support. Debugger: Memory window upgraded with variable width, type, and graphics decoding support; improved speed, more banked cartridge debugging support, improved 65C816 native mode support, more timestamped logging options, and more verifier options. As usual, 4.00 final is essentially the same as 4.00-test43, except for version number changes and using the release check-update channel. (Previous thread for 3.90/4.00-test) Note that starting with 4.00, Altirra requires at least Windows 7. For Windows XP and Vista users, there is also a 3.91 maintenance release at the above link, which contains backported changes from 4.00 of critical bug fixes and the latest version of AltirraOS. And, per tradition, starting off the 4.10-test series: https://www.virtualdub.org/beta/Altirra-4.10-test1.zip https://www.virtualdub.org/beta/Altirra-4.10-test1-src.7z The device tree now better preserves selection when adding or removing devices. AltirraOS updated to 3.32 with fixes for a couple of compatibility issues with the math pack, so B-Graph and House of Usher now work. Fixes to the docking UI to reduce glitching when switching layouts or toggling full screen mode, due to panes becoming visible too soon and drawing in weird places before being moved to their final location. Fixed a few timing bugs in the standard disk emulator. 810s now produce the head bump sound, the timeout was too short for Record Not Found (RNF) errors, and with long retries the idle timeout was sometimes kicking in too soon. Happy 810 and 1050 now have retuned receive rates. The standard disk emulator now attempts to emulate track buffering for the Happy 810, 1050, and Speedy 1050 profiles, where the drive will burst transmit sectors from memory after reading in new tracks. This makes timing closer to the default modes for those drives. The Happy 1050 commands for toggling track buffering are now also support.
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Yes, is possible to run JAVA bytecode on 8-bit home computers and develop some atari examples using standard class libraries. Here a demo running on Atari800 (The .XEX was tested on a real machine). This is a port to Atari from the B2FJ java virtual machine that allows to run bytecode on C64 (https://mzattera.github.io/b2fJ/) Demo Sources: https://github.com/eahumada/b2fJ/blob/master/dev/test/b2fJ/test/atari/ColorMusicPlayerTest.java Project on GitHub: https://github.com/eahumada/b2fJ/ Video: https://youtu.be/Zym4K55Vecc b2fjplay.xex
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RetroBat (Windows 11 Emulation Station Frontend) using .rpk format (MAME64 or Libretro/MAME) Why? * With Batocera I need to reboot my PC go to the BIOS to switch each time between Batocera and Windows (and for laptops, I need to reconfigure the BIOS to disable secure boot) I like Batocera, which is a Linux based Emulation Station) running from a USB drive (it can be installed dedicated on a PC), but I am using this device with Windows and other purposes (e.g. watch TV channels) https://forums.atariage.com/topic/335490-batocera-emulation-system-and-ti-994a * RetroBat solves that issue as it runs on Windows 11 (64 Bit), but for the TI-99/4A it relies on the .zip file structure for roms. It has the same Emulation Station interface, but I did not want to redo all the work done for the Batocera configuration * It is very straight forward to install and to customize it The only issues I currently have 1. Bezel backdrop does not work (works with Libretro/MAME, not with MAME64 starting from RetroBat, but from command prompt mame it shows the Bezel) 2. When using Libretro/MAME it sometimes start the TI-99/4A, sometimes not (very similar issue as in Batocera setup). MAME64 (v253) is stable in startup 3. USB-DB9 Joystick works in MAME64, but a PS4 controller does not work (but PS4 controller works with Libretro/MAME) 4. Hotkey using a keyboard does not work. (now using ALT TAB to exit), but the PS4 controller works with SHARE + OPTION buttons as hotkeys to exit)
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Found! Hey everyone, I'm on the market for a decent PC for higher end retro gaming emulation without breaking the bank. (Higher end like PSP, PS2 and DC.) Message me via PM. Thanks!
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After spending sometime with the gang over at the Atari VCS discord server, I thought I will let the fine people at Atari Age know about it too. I was inspired, and created a way to run Retropie on the Atari VCS. So I created a USB Key both 32GB and 64GB that runs independent, no installing or configuring the system. Once you tell the VCS to boot of the USB key it runs Linux Mint and retropie. Also, because the VCS is a computer, my keys work with almost every computer. If you want more information, I will post some links. First blog post about it. https://dadisajoke.com/blog/f/play-retro-games-on-any-pc My second blog post including a video on how it works. https://dadisajoke.com/blog/f/dadisajoke-retro-power-usb-ready-to-buy Here is the 32GB version on our store. https://dadisajoke.com/store/ols/products/dadisajoke-retro-power-lite-usb-32gb-thumb-drive Now here is the 64GB version. https://dadisajoke.com/store/ols/products/dadisajoke-retro-power-pro-usb-64gb-thumb-drive Please let me know if you have any questions.
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Here's a video to kick-off the thread about emulators. ? The good news is that the machine is happy doing this...
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Hi all.. new here! Thanks for having me! I am wondering which is the best budget handheld? Ideally I would love a Steam Deck, but I can't justify that much on a handheld atm. So based on my own research it feels like its between : Anbernic 353M Anbernic RG505 Retroid Pocket 3+ Ayn Odin Pro (what is the difference between base and pro?) I love the look of the 353M, love the dpad swap on the odin, but I just wish the 353M had more RAM and was capable of PS2/GC. Can't figure out why its almost the same price as the much superior (on paper) RG505 either. Anyone know why? Just wish the 505 had the look of the 353. It looks boring IMO and the colour choices are crap. So I think the 353M is only on my list because of high ratings and it looks great, but also the linux option was attractive. But I suppose I need to look at one of the other 3 if I want PS2/GC games but came here for advice. Or maybe you know of a better handheld for that price range? My budget is upto £200/$250 (GBP/USD) require ps2/gc emulation screen larger than 4" would be nice Suggestions welcome! Cheers!
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Since there is a firmware upgrade available for RetroN 77, I'm also wondering if there'll be any "baremetal" emulators for any Raspberry Pi model? Like, for instance, I have a Raspberry Pi 3B+ that could probably replace my RetroN 77 if there is something like what I already mentioned. I don't think it'll matter if it'll use Stella or even Gopher2600, but it would be nice to have and stuff. NOTE: By bare-metal, I mean an emulator that is literally the operating system on a Raspberry Pi.
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Hey all. I am struggling with the right Keyboard Hackfile needed to run with jzIntv on Windows 10. I pulled a working controller and Nurmix converter cable from my Intellivision II and connected to a Vision-Daptor. Windows does detect it, but it does not like the NE direction for some reason. When I launch jzIntv, the side buttons map to East and West direction, no keys register properly. I tried Swords and Serpents, Cloudy Mountain,Star Strike, Stunt Cycle. The keys are all jacked up. So I think that part of my problem is a bad key hackfile... Can anyone share a working version? I did try to get something from https://retropie.org.uk/forum/topic/5035/jzintv-intellivision-hackfile-not-working/14and http://www.intellivision.us/intvgames/interface/hackfile.cfg Thanks.
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Version 3.90 of my emulator Altirra is out: http://www.virtualdub.org/altirra.html Thanks for everyone's continuing support, whether it be bug reports, feature requests, discussion, trying out the helper programs on real hardware, etc. 3.90 final is essentially the same as 3.90-test34, except for release changes. Although previous versions tended to be about six months apart, it's almost been a year since 3.20, so I figured I'd better hurry up. Highlights of the 3.90 release: Accuracy: 800 System Reset timing fixed, undocumented RMW and WSYNC timing fixes, several fixes to 65C816 direct page wrapping and Veronica, many fixes to FDC/RIOT/6809 for full disk drive emulation, improved POKEY two-tone mode emulation, more accurate power-up hardware state. Debugger: Improved disassembly window with automatic block separation and inline call target preview, more disassembly options, better loop detection in the history window, Alt+Shift+click to jump to history for a pixel. Disk drives: 810 Turbo, Amdek, and Percom AT-88 full emulation; easier file import/export in the Disk Explorer. Display: Improved PAL artifacting and color defaults, gamma-corrected frame blending, color setting import/export, PERITEL and monochrome monitor emulation, fixes to color correction logic (esp. with VBXE). Firmware: Updated AltirraOS 3.26 for improved compatibility with hardware addons and software, improved autodetection for custom OS ROMs. Tape: Faster emulation especially in warp mode, audio filter compensation for better turbo decoding, and enhanced debugging for tape issues. Video recording: Aspect ratio correction, scaling, and direct H.264/WMV compression support through Media Foundation. UI: Dark theme, improved audio monitor/scope, improved timing for slightly reduced latency. With 3.90 done, it's now time to start the 4.00 test series: http://www.virtualdub.org/beta/Altirra-4.00-test1.zip http://www.virtualdub.org/beta/Altirra-4.00-test1-src.zip First, there are a couple of breaking changes in 4.00: End of support for Windows XP SP3 and Vista. The new minimum operating system requirement is Windows 7 SP1. End of support for DirectDraw, which has not been native since Vista, and OpenGL, of which only old versions were used anyway (and was not enabled by default). New features and fixes: Palette solver: Matching color palettes in Altirra has been a long-standing issue, since it is unable to take .pal/.act files due to needing the generation parameters for the palette rather than the final colors for various features, and matching colors from real hardware is a difficult task. Pretty much everyone has their opinion on what "true colors" should be. Well, in 4.00-test1 there is now a solver to guess the parameters for you: You can either give it a PAL/ACT file, or you can give it a picture -- and although the picture needs to be a good one, it doesn't have to be perfectly straight as you can align it to compensate for projection by dragging the corner dots. It's compatible with any show-palette tool for the Atari that does 16 lumas across and 16 hues down. Click Match, and it'll start grinding on the parameters to try to get as close as possible, and tell you how good the match is. Or, you can have it overlay the current palette as dots over the picture to check the palette while manually tuning it. Debugger: On-screen watches now update continuously while stepping and the 'wx' command has options for hex formatting, bank-sensitive debugging is now supported for SpartaDOS X cartridges, improved handling of subdirectories when looking for source files, and the console output window is faster when flooded with output. Oh, and the Memory window has been improved with scrolling and more display options: Display: Added pure white monochrome mode, and fixed a bug in the high artifacting engine where chroma artifacts moved in the wrong direction for ascending hues. XEP-80: Fixed an emulation bug in the way that scrolling occurs, and added a couple of new toys to the Additions disk: an XEPVHOLD.COM tool to reprogram the XEP80's timing chain for a shorter display that's less likely to roll on modern displays, and a new ultra-speed ALTXEP8U.SYS driver that runs at symmetric 31.5Kbaud instead of 15.7K or 31.5K send / 15.7K receive. Tape: Added support for KSO Turbo 2000. Disks: Added emulation for the Percom AT88-SPD, and added 1791/1795 FDC selection for the AT-88. Fixed support for virtual SpartaDOS disks with directories and files whose names start with periods. Added a polling workaround option for virtual disks for environments where file change notifications don't work (some Wine environments). Audio: More accurate emulation of uneven volume bits, and rewrote cycle-level filtering emulation for improved high frequency aliasing rejection during downsampling. UI: Dark mode now has reskinned buttons. Added support for auto-hiding the menu bar. Fixed mouse wheel scrolling when the OS page-at-a-time option is on. H: device: Lifted 16MB limit for binary (untranslated) access, and fixed errors not being returned properly during burst I/O accesses. AltirraOS 3.27: Fixes to the printer handler for EOL handling, particularly for the Atari 1025, and improved compatibility of variable usage to work with Monkey Wrench II. Custom Devices: More scripting language constructs like break, while/do-while loops, and forward declaration of functions, better threading support, and more scripting methods for manipulating memory. Custom devices can now raise Parallel Bus Interface IRQs. Custom video outputs can now be created with either text or graphical output, and even support text select/copy like the emulator's built in ANTIC and XEP-80 video outputs. New sample custom devices: Bit-3 80 column, 1090 80-column, and a PBI-based metronome.
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It was suggested to open a new thread, so here I go. Simply put, I'm trying to run Diamond GOS 3.0 with the utilities disk in Altirra 4.01. After some struggle I've gotten Altirra seemingly working, GOS boots, but when I install the utilities disk I only get this error. Current Altirra setup: Base system NTSC 130XE Additional Devices None OS Firmware Atari XL/XE OS ver.3 [29F133F7] Mounted Images Disk: Diamond GOS3 Utilities.ATR [93FCA643] Cartridge: DIAMGOS3.ROM [3671BDC5] I am brand new to this, so I don't know enough to know whether I'm making an Altirra mistake, a Diamond GOS mistake, or a general Atari computing mistake. The extent of my Atari computing experience is being fascinated by Basic Programming for the 2600 as a kid, and trying for the last few weeks to get this emulator working. I have never experienced the real hardware. I don't know whether the GOS manual left out a step that was too obvious to need explaining at the time, or if I've broken something that normally just works. Has anyone gotten this working in Altirra? Or if you've gotten it working on real hardware, is there something to the procedure that might not be obvious to a newbie who has only tried emulation? Thanks to anyone who can help. And thanks to this forum for saving GOS 3.0 from becoming lost.
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What do you think is better? Emulation or original hardware on the atari 7800. I'm also going to be using an atari 7800 to play 2600 games so the same for the 2600.
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Great news for all fans of POKEY sound chip! The Atari SAP Music Archive has been updated with 273 new songs, bringing the total to whooping 5281 POKEY tunes. The update includes lots of added information and bugfixes. Download the archive at the official ASMA homepage.
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Hi! So I'm writing this up because I just don't know what to do anymore. I would appreciate any help. I'm having some problems with weird controls on Stella, but only on some specific games. The majority of them works just fine (it's a very rare issue), but there's a few games who are completely irresponsible and for some reason I can't find anything on the internet about this issue so far. These ones simply ignore inputs or change it with other buttons, making it impossible to play at all. Here's the cases I noticed so far: Spike's Peak: Arrow keys doesn't work. You have to press Fire to make the player move forward. He can't go backwards, he can't jump or hide on the safe spots. It's impossible to play or pass the first eagle. Turbo (prototype): Arrow keys doesn't work. Fire move the player to the right and then the car is stuck. You can't go left or do anything else. Wizard of Wor Arcade (homebrew): The player can't go left, but everything else works fine: he can shoot with the fire button, go up, down and right. Grizzards (homebrew): I can't put my name right on the beginning (the initials). Moving up or down doesn't work and the game is stuck on that screen. All those problems seems to be related somehow. --------------------------- Not sure if it's useful, but here's some of my PC specs (it's an old machine): --------------------------- So, that's it. It's very weird, since all the other games work just fine. I also tried different ROMs. Any idea why this happens?
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The Game Modem PlusCart exclusive Fluid City B Side Throttle Control is an interactive Atari 2600 game that runs at up to 60 FPS of full screen animation. Game Loader the Atari 2600 Emulator for the Commodore 64 I am working on is running the game at full speed and my camera cannot keep up with the CRT Television image at 60 FPS of animation: This is true Atari 2600 emulation on the C64 I haven't changed any code in the game from the link above, Game Loader dynamically recompiles the source to add Commodore Graphics to Atari 2600 games and loads them on the C64 as standalone binary. VICE jammed for some reason but not the real hardware this time, sometimes it's the other way around.
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Wondering if anyone else has had a similar problem with their Atarimax SIO2PC USB adapter. Mine works with the ProSystem software (i.e. I can create virtual disks on my PC from Atari 1050 drive floppies and create Atari floppies from virtual disks on the PC. But, I haven't been able to get the adapter to work with the APE for Windows software. The APE software seems to recognize when I first turn on my 800XL, because messages are displayed in the APE log file, but the computer acts like there is no disk drive attached. Tried posting my problem in the Atarimax SIO2PC forum, but not much activity seen there. I also have a self-made SIO2PC USB cable, and have been able to boot my Atari 800XL computer from a virtual disk on my Windows 10 PC hard drive using the RespQt software with this cable. I'm using a registered copy of the APE for Windows software (latest release), and I tested the setup using two different Windows 10 computers. Both work with ProSystem, but not with APE for Windows. Doesn't appear to be a driver issue, because my PC is able to communicate with the adapter, and ProSystem works. Haven't tried APE for Windows with the self-made SIO2PC cable, because I thought that the APE for Windows software would only work with the Atarimax adapter. I'm beginning to think that there is probably something wrong with my Atarimax adapter. Still waiting for Steve at Atarimax to reply to my request for help. So, thought someone here might have an idea about my problem, while I'm waiting for a response.
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Hi! As the ATGames Flashback Portable cannot play most (all....) of the new Creations of the 2600-Scene, I would be interested to buy a new Handheld-Device for Atari 2600-Games "on the Go" (and only for that). Has someone made experiences with the Powkiddy V90 concerning Atari-Emulation? I like the Clamshell-Design that saves the Display from possible Scratches... There is a custom Firmware that should make Retroarch available for this Device. But: Does ist use a good Version of Stella (meaning >=6.x) so that Galagon and Co. are playable (at full Speed)? Or are there are Handhelds that are better for what I want?
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This post will be updated, with new releases. Games Now Released! (List updated.) Week 1... October 2021. 2021-10-15 -- Desert Falcon - $2.99 2021-10-15 -- Basketbrawl - $2.99 2021-10-22 -- Ninja Golf - $2.99 2021-10-22 -- Scrapyard Dog - $2.99 2021-10-29 -- Dark Chambers - $2.99 2021-11-05 - Motor Psycho - $2.99 2021-11-12 - Planet Smashers - $2.99 2021-11-17 - Food Fight - $2.99 2021-12-03 - Super Huey - $2.99 2021-12-10 - Alien Brigade - $2.99 2021-12-17 - Asteroids - $2.99 ...and in 2022... 2022-01-07 - Fatal Run - $2.99 2022-01-14 - Centipede - $2.99 The first release, week 1, was Desert Falcon, as below.
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Hi, It's very easy for access to DosBox. I can mount create folder but after i'm blocked for access to other folders or USB storage. I can share here how do ?
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I just recently became aware of this newer device. A more powerful system, supposedly. Does anyone here have one yet? Any thoughts of advantages of one over the other? I can think of one -- MIST can be purchased off-the-shelf, while MISTER may need DIY daughter boards, (which I don't really understand.) I've watched Nir's nice video on the MISTER, but still leaves questions about the boards. I did find this thread here: http://atariage.com/forums/topic/260994-mist-experience-with-atari-8-bit/?hl=+mister -Larry
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MAME 0.239 Did you think we’d let 2021 finish without a parting MAME release? MAME 0.239 is here, just in time for the new year. This release includes a fix for many subtle and not-so-subtle sound and music timing issues in games using Yamaha FM synthesis chips. The frame rate for Gaelco games has been adjusted to satisfy some wily protection checks, fixing crashes when continuing in Thunder Hoop and graphical issues in Squash. A big update for Philips CD-i emulation just made it in for this release, greatly improving the experience in a lot of games. Nintendo Famicom Disk System emulation has also seen some improvements this month. This release is packed with even more Soviet re-skins of the Game & Watch Egg program, the latest Apple II dumps and cracks, another batch of Commodore 64 cassettes, and more exotic NES and Famicom cartridges. Milan Galcik, who’s been busy with the Elektronika hand-held games, has also completed a Slovak UI translation and updated the neglected Czech translation. Both genuine and cloned Apple II systems have had emulation updates this month, with a number of unique VTech Laser and Franklin ACE features now supported, and performance improvements for the Apple IIgs. Of course, there’s lots more than we have time to talk about here, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. Read the rest of this entry »
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#FujiNet is a complex beast, for sure. It has tons of firmware, and would need a full ESP32 emulation, or high level equivalents of everything in the firmware. This is infeasible, and @phaeron has admitted as much. But I was talking to @48kRAM tonight, and he posed a question: What if there could be a simple UDP bridge that bridged over SIO to a real FujiNet? This is possible, because the FujiNet can run entirely stand-alone, not connected to an Atari, only needing power. It could be placed into a mode where it would reflect the SIO traffic to UDP packets to the FujiNet and back. So while you would need a FujiNet device, they're only $65, and you wouldn't need a physical Atari to run it on. It would allow for software development to take place, very easily, and within the confines of emulation, where you have _EXCELLENT_ debugging facilities. @phaeron is the python device server stuff documented? Could it be used to prototype something for this? Thoughts? -Thom
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We switched to Stella in Gdansk this year instead of real Atari hardware and my 4-in 1 demo began break dancing in Stella which was very interesting, but more Stella's "machine art" frying my programs. Perhaps the code triggered the feature to fry the ROM's Because of uneven performance in Stella with steep hardware requirements on machines that could otherwise run the older Z26 emulator written in Assembly at full speed it may be better to use the older emu, we had tested on real hardware with a Harmony cart like we used last time but there was a change to emulation this year. Here's Stella falling apart rendering because it cannot keep up with the display; this demo uses a classic Television threading model to saturate a classic Television with code. Z26 and Javatari can run it at full speed along with my older version of Stella. I saw similar performance issues on older machines running Gopher emulation previously but have not tested with the latest version of Gopher which is faster: Silly Venture 2021 4-in 1 MBR Demo Party in Gdansk! - Atari 2600 - AtariAge Forums Idea for Stella Development: With all the new enhancements to Stella adding extra overhead, one idea may be to do a performance check on the system and transparently switch in the Z26 core if it is too slow for Stella since they share the same codebase and Z26 is lightning fast. The perf checker would keep the emulator from suddenly breaking like this from uneven performance on a subset of machines; since enhancements are continually added to the codebase and users download the latest versions the perf checker might be the only way to avoid this.
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MAME 0.238 You know what time it is? It’s time for MAME 0.238, our November release! After many years of waiting, the rare space shooter Monster Zero from Nihon Game is now playable. Despite the title, this game does not feature a three-headed space dragon. This release adds support for Fowling and Monkey Goalkeeper, two more Elektronika hand-held games built around the Egg/Mickey Mouse Game & Watch program. There are a few changes to MAME’s UI and the debugger this month. Firstly, MAME is now less eager to reset your input configuration if you run it without connecting a game controller. Analog inputs support a few more configuration options, and we’ve added some (long overdue) documentation for the input configuration process. The timecode logging feature (used by people making gameplay videos) has been moved to a plugin, and debugger memory views now support octal data display, and octal or decimal address display. Support for several Famicom controllers has been added or fixed this month, including the IGS Tap-tap Mat, Bandai Family Trainer, Bandai Power Pad, Bandai Hyper Shot, Konami Doremikko Piano Keyboard, and Konami Exciting Boxing air bag. Also involving peripheral support, the Acorn Archimedes drivers now support podule expansions, the Econet module slot, serial/parallel ports, and extension ROM sockets. You can read about all the development activity this month in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. Read the rest of this entry »
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I've been writing a 2600 emulator from scratch and using Stella's debugger mode to help track down some timing issues, and I noticed something odd with how Stella handles the RIOT timer after it is initialized. In the game Dolphin, TIM64T is initialized to $30, and after the next instruction (LDY SWCHA, 4 cycles), the timer immediately decrements to $2f instead of holding the value $30 for 64 cycles. After that the timer is decremented every 64 cycles as expected. This I identified as the reason my emulator started drawing the first non-garbage frame of Dolphin one scan line later than Stella. I tend to trust that Stella is doing everything correctly, but is this actually the right behavior? To add more background, here is the relevant segment of code from Dolphin: f647 LDA #$30 ;2 cycles f649 STA WSYNC ;3 cycles f64b STA TIM64T ;4 cycles f64e LDY SWCHA ;4 cycles Immediately after STA TIM64T (scan cycle = 4), Stella sets TIM64T and INTIM to $30 and resets TIMINT and Total Clks to 0. INTIM Clks is unchanged from its previous value of 1. Immediately after LDY SWCHA (scan cycle = 8), Stella decrements INTIM to $2f. TIMINT remains at 0. Total Clks is now 4, and INTIM Clks in $3d. I checked another game (Adventure) and observed the same behavior. So who's right, me or Stella? (Okay obviously Stella's right, but why?)