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Found 16 results

  1. I posted a scan of a photocopy of the SDS Programmers Guide in the Development Resources sticky, but it was suggested I start a new thread, so here it is. I have some other stuff, SDSMAC source listings, additional documentation, etc. to put here, too. Coming soon. Anyone else have anything relevant, please post away. The SDS consists of a GPL assembler, linker, simulator, and debugger running under DX10 on a TI 990 mini, typically a /10. TI BASIC programs can be converted to GROM format to run on the simulator. [edit] Anyone has a copy of the SDS software or even a running system, or knows where such might be, please post here, message me, or email jbdigriz@dragonsweb.org. Thanks! jbdigriz HCM_SDS.pdf
  2. Let me introduce myself: I am the original creator and Copyright owner of ULTIMON! I have decided to make this old version (along with its new PDF Manual) available for anyone to download and use completely free of charge. Although it will still remain subject to my Copyright. You may download the original ROM and the new Manual from: https://www.box.com/...jd2zs8pce0saeae The ROM should work for: 600XL (64K), 800XL, 800XLE, 130XE & 65XE. Enjoy! In the near future a MyBIOS compatible version of ULTIMON will be released.
  3. MAME 0.248 It must be that time of month again – time for MAME 0.248! The Hartung Game Master was one of several hand-held game consoles positioned as low-cost alternatives to the Nintendo Game Boy. It was notable for its somewhat unconventional choice of an NEC µPD78C11 CPU, its low screen resolution, and the poor quality of its software library. And now, for the first time, you can relive the disappointment of all eighteen games released for the system in emulation! Speaking of hand-held consoles, MAME now supports more Game Boy cartridges, including the Pocket Camera, the EEPROM and two-axis accelerometer used by Kirby Tilt ’n’ Tumble and Command Master, and several memory controllers used for unlicensed games and compilations. Still on the topic of Nintendo, MAME now emulates the earliest version of the RP2A03 audio processing unit, used on arcade boards as well as early production runs of the Famicom console. Several games play sounds incorrectly with the later RP2A03G used in the NES and the majority of Famicom consoles. Several issues with Famicom peripherals have been fixed, too. MAME’s Win32 debugger can now save your window arrangement, and there’s an option to use light text on a dark background. On recent versions of macOS, MAME’s Cocoa debugger now follows the system colour scheme. You can read about all the exciting development this month in the whatsnew_0248.txt, or download the source and 64-bit Windows binary packages from the download page. Read the rest of this entry
  4. So, it's that time of year again. And for a special gift, there is a new release of Stella! This one has been almost 6 months in the making, and is obviously a jump to a new major version. There are huge changes all across the board, but the major new feature is cycle-exact TIA audio emulation. For the first time, cycle-exact audio emulation allows several ROMs to work correctly that have never worked before. E.T. and Ms. PacMan are the most obvious; they now sound exactly like they do on a real console. Most other emulators (and Stella too, previous to 6.0) use an idealized emulation of sound, which in some cases results in better sounding, but incorrect, output. The new code is based on FPGA work by Chris Brenner (crispy), and as a result AFAICT, this is the first time that E.T. has sounded correct in an emulator. And for the first time in a long time, Stella gets a new coat of paint! The themes have been modernized a little, which new schemes, titlebars on windows, etc. Definitely makes the app look a little more modern. We don't want to look too modern, though. After all, we are emulating a 40+ year old system There are many other sound changes too, and bugfixes/improvements/new features all over the place. Complete changelog as follows: Note: because of major TIA sound changes, the state file format has changed, and old state files will not work with this release. New cycle exact audio core based on work by Chris Brenner (crispy); greatly improved audio emulation accuracy (i.e. E.T., Ms. Pacman). Full rewrite of the audio subsystem; resample TIA output to target sample rate directly in Stella. Added option to force stereo sound for all ROMs, or to use the setting on a per-ROM basis. Threading: decouple emulation from frame rendering. Main loop rewritten; emulating speed and timing is now much more faithful (i.e. speed in Pick'n'Pile). Added preliminary support for 'CTY' bankswitching scheme and recently released 'Chetiry' ROMs. Special thanks to SpiceWare for adding music support to this scheme. UI modernization (new widget look, dialog titles added, dialogs refactored). The bankswitch scheme can now be forced by naming the ROM with a specific extension (ie: .f8s for F8SC, .fe for FE, etc). The supported extensions are the same as the ones from HarmonyCart and UnoCart. Audio settings replaced with new 'audio.xxx' settings. FPS setting replaced with speed setting for adjusting emulation speed. Extra functionality for Time Machine dialog (start/stop recording; minor fixes). When logging messages to the System Logger, condense similar messages that arrive in batches into fewer messages (including timestamps). Fixes for collision corner cases (during HBlank). Fixed excessive CPU usage while in UI modes (ROM launcher, debugger, etc). The 'launcherexts' option has been replaced by a true/false option named 'launcherroms', which specifies to show only ROMs or all files in the ROM launcher. Changes in 'Game Properties' dialog - 'Default' button now affects only current tab like in all other dialogs. - 'Display' and 'Console' tab changes are now immediate. - Fixed bug when selecting 'Auto-detect' format for 50Hz ROMs Fixed bug in autodetecting Genesis controllers. Fixed bug with 'thumb.trapfatal' commandline argument; sometimes Stella would lock up when encountering a fatal error instead of entering the debugger and displaying a message. Fixed bug in reading from settings file with entries that were empty; the parsing was failing. This affected the 'cpurandom' argument; when all options in it were turned off, they were all turned on again during the next program run. Fixed bug with 'hold' events; they are now released a short time after starting a ROM. When starting Stella for the first time, the first ROM selected will determine which path to use by default for subsequent runs. Fixed emulator crash when starting SaveKey ROMs from commandline with SaveKey messages enabled. Fixed missing TV format update in frame stats dialog when switching display type. Fixed missing debug color update when switching display type. 'Fill to scanline' now works for scanlines above current scanline too. The debugger 'uhex' command is now honoured in CDF and BUS schemes. When switching screenmodes, the sound is now paused and later resumed. This fixes popping and cracking sounds apparent on some systems, notably macOS when toggling windowed/fullscreen mode. State file format has been optimized to be smaller, and faster loading and saving. This affects both the files saved to your computer as well as Time Machine functionality. The ROM name saved in a PNG tEXt chunk now honours the 'snapname' setting. Improved snapshots when phosphor is enabled. Updated PAL palette. Added 'Cartridge.StartBank' ROM property, to force a ROM to use a specific bank for its reset vector. Added Developer setting, which breaks on reads from write ports. It now detects such conditions in many more cases. This new way of detecting RWP errors obsoletes the old '_rwport' debugger command, which has now been removed. Added recently released 'Arkyology' prototype ROM to the database. Added 'Amoeba Jump' and 'Flappy' ROMs (from the Retron77) to the database. Fixed 'Street Racer' and 'Video Olympics' ROMs to use paddles in both ports. If using SDL 2.0.5 or above, the calculated desktop size now takes the taskbar/dock into account (so windows should no longer overlap those areas). For UNIX systems: in the ROM launcher, when using symlinks use the symlink pathname instead of the underlying filesystem pathname. The UNIX builds now use the system-installed PNG and ZLIB libraries by default. The Macintosh builds are now named 'macOS' throughout the codebase to reflect the new naming from Apple. For better compatibility, the Windows 32-bit version does not require SSE2 anymore. Updated included PNG library to latest stable version. As always, Stella can be downloaded from the usual place. And as a shameless plug, please consider a donation if you like; I plan to build a new development workstation in 2019 Special thanks to Christian Speckner and Thomas Jentzsch for work on this release; their work formed a large part of what became version 6.0. Bug reports can be posted here, or by creating an issue on the Github page. Merry Christmas, and enjoy this latest release of Stella
  5. When in the Stella debugger how do you make joystick movements? When I try the arrow keys the player doesn't move. I don't have a numeric keypad on my laptop. Thanks
  6. Hi, I wanted to share a new version of my Virtual Jaguar modifications to include a debugger. Except the screenshot feature, the new features are programming oriented. https://github.com/djipi/Virtual-Jaguar-Rx/releases I do changes and add features for my needs/requirements so it may be not relevant to you at all. The "Allow writes to cartridge ROM" option on and off has been fixed.
  7. @santosp Current Turbo Freezer 2011 Production - Declare Interest Thread @HiassofT Turbo Freezer 2011 - Original Production Thread @HiassofT Turbo Freezer 2005 / 2011 - Files @ndary Turbo Freezer 2011 - Demonstration Video I finally had a chance this last weekend to test out my new Turbo Freezer 2011 from @santosp. Great device and great implementation. The YouTube video by @ndary was a good starting point for understanding how to use a lot of features in the device. But after I started delving into the manual and seeing some of the other features, I had a few questions about how some of the features worked together and what would be some of the best ways to utilize some of the features. After going through the manual and testing a few things out, I decided to make up a memory layout overview, to help visualize what I was working with a little better. Turbo Freezer 2011 - Memory Layout Flash ROM (1 MB - 128 x 8 KB Banks - 16 x 64 KB Blocks) ------------------------------------------------------- Banks 000 - 119 (960 KB) Cartridge Emulation Banks 120 - 127 (64 KB) Freezer Software (+ Cart Emu Menu & Oldrunner OS) Battery-Backed RAM #1 (512 KB - 64 x 8 KB Banks - 8 x 64 KB Blocks) ------------------------------------------------------------------- Banks 000 - 047 (384 KB) Cartridge Emulation Banks 048 - 055 (64 KB) Snapshots (Optionally: Cartridge Emulation) Banks 056 - 063 (64 KB) Freezer Software Battery-Backed RAM #2 (512 KB - 64 x 8 KB Banks - 8 x 64 KB Blocks) ------------------------------------------------------------------- Banks 000 - 063 (512 KB) Extended RAM / RAMDisk In terms of usage, what I decided to do for the cartridge emulation portions was to make a 960 KB AtariMax ROM filled with games and put that in the flash ROM area; and then put SpartaDOS X + several OSS carts in the Battery-Backed RAM cart emulation area. This provides a nice setup of games and development/DOS. Using an Atarimax ROM for filling the cartridge emulation ROM with games works out nice, because you only need to flash a single ROM to add all the games you want; and you can put both ROM's and XEX files into the Atarimax ROM; plus you get the easy to use Atarimax menu (which can use joystick or keyboard) for selecting from your games (or whatever else you might want to have loaded into the ROM). A nice feature for SpartaDOS X is that the Turbo Freezer can simulate having a second cart piggybacked, giving simultaneous access to SpartaDOS X and Mac/65 (for instance). One thing to note here for those just starting out using the Freezer, is that the extended RAM / RAMDisk area is both of those at the same time and neither has any regard for the other. This means you could overwrite some snapshots in the RAMDisk area by loading a program that uses the extend RAM or, visa versa, you could overwrite something in extended RAM by storing a snapshot in that area of extended RAM being used. One thing to consider in this regard is that not all (not many) programs use 512 KB of extended memory. So, saving snapshots to higher RAM can allow you to preserve both without having any conflict.
  8. Well, it's finally here. After 8 months of work, 10 pre-releases and feedback from dozens of people, Stella 5.0 is finally available. While we’ve had big point-0 releases before, this is the first time that we’ve had pre-releases, and the bug-fixing and valuable feedback that happened really shows. The major highlight of this new release is a completely rewritten TIA core, ported from the 6502.ts project by Christian Speckner. There are also quite a few debugger improvements, as well as improved emulation of the RIOT and also some CPU stuff too. So really, some quite major changes right across the board. There are several ROMs that now work in Stella that have never worked in any other emulator. Almost all corner cases in TIA and RIOT behaviour are now correctly emulated. We even have a new TV phosphor emulation mode which is much more accurate than the old method. So without further ado, here’s the considerable changelog: Note: because of major TIA/6502/RIOT changes, the state file format has changed, and old state files will not work with this release. Stella has moved from Sourceforge to Github. Completely new TIA core is now available, ported from 6502ts by Christian Speckner (DirtyHairy). This new core is extremely accurate, and matches real hardware in almost every test we've performed. New features include: Meltdown emulates correct The lap number in Pole Positions displays correctly Artifacts in the mountains on Snoopy and the Red baron are gone Line artifacts in Title Match Pro Wrestling and Realsports Boxing are fixed The spurious line at the left border of Video Chess now displays correctly All 32 char text demos from AtariAge now work perfectly (Stella 4 shows artifacts on several of these) Stella is now the only emulator to display the "Mega Bitmap Demo" (atext.bin) from AtariAge correctly Improved starfield effect for missiles (still TODO for ball and players) RSYNC emulation has improved, all testcases now match real hardware Several other ROMs that have never worked in any emulator are now emulated correctly RDY behavior with respect to write cycles is accurate Optional YStart autodetect and more robust frame handling NUSIZ during player draw matches hardware RESMx during missile draw matches hardware Paddle emulation is slightly more accurate. As a consequence, the "paddle feel" may be slightly different from Stella 4 Fixed debug colors can now be set for each graphical object, from a choice of 'red', 'orange', 'yellow', 'green', 'blue' and 'purple'. This is accessible through the new 'tia.dbgcolors' commandline argument and within the UI. Implemented new phosphor emulation mode, which is much closer to real TV output. Related to this, added ability to change the default phosphor blend level in the UI and through the new 'tv.phosblend' commandline argument. Special thanks to Thomas Jentzsch for the idea and implementation. TV phosphor effect can now be force-enabled for all ROMs, instead of manually setting ROM properties for each ROM. This is accessible in the UI and through the 'tv.phosphor' commandline argument, and defaults to being off (or enabled per-ROM). PAL color-loss and Blargg TV effects can now be enabled at the same time. Previously, when Blargg effects were enabled, PAL color-loss couldn't be shown. Related to this, the Blargg effects now use much less memory and in some cases run faster than before. Much improved RIOT timer emulation never before seen in any emulator. Special thanks to Christian Speckner (DirtyHairy) for the implementation, and alex_79 for finding documentation that finally describes in more detail how the M6532 chip actually works. Added BUS (experimental) and CDF bankswitching schemes, and also ARM Timer 1 support; special thanks to SpiceWare for the code. Fixed bug with SaveKey and AtariVox not properly closing their memory files before starting another instance of the same ROM, when the ROM was opened in the ROM launcher. Various improvements to the debugger and command prompt: The 'cls' command now only clears the screen, not the history The 'help' command now accepts other commands, and gives extra information about the command (ie, 'help breakif' prints extended information about the breakif command) Added 'palette' command, which shows a color swatch of the currently active TIA palette Added 'debugcolors' command, which shows a legend for 'fixed debug colors' mode The previous trap'm' commands now work when setting TIA read addresses; previously they only worked for write addresses The previous trap'm' commands are now renamed 'trap', 'trapread' and 'trapwrite' The TIA tab now shows 'old' contents of player and ball registers Various UI items are crossed out when disabled, to more clearly indicate their current state Various UI items that previously required a double-click to toggle (pixel and bit widgets) now require only a single-click. Command completion now works with internal functions and pseudo-ops (basically, anything starting with the '_' character) System labels (aka, register names, etc) can now be typed in lowercase. Previously, these labels always had to be uppercase. In general, input error checking is much more strictly enforced Read-only UI items now have a different background color, to clearly indicate if an item can be modified. Debugger '.lst' and '.sym' files are now searched based on the name of the ROM file, and not on the internal properties name. Snapshots can now be saved by pressing the F12 key (the various other ways to save snapshots still exist). Mouse grabbing is now enabled in windowed mode only when the ROM is using a virtual analog controller (paddles, trakball, etc). Renamed various trakball-like controllers more accurately: AmigaMouse, AtariMouse (previously CX80) and Trakball (previously CX22). Related to this, reduced the resolution of the Trakball by half, to properly match real hardware. The stack pointer (SP) is now initialized to $FD instead of $FF, to match research done in other 6502 projects. Fixed bug in debugger tracing and displaying the partial TIA image; the first time entering the debugger and starting to trace, the image was blanked out (black) instead of being drawn in greyscale. Also, the image is now synchronized, instead of being two frames behind. Fixed crash with zipped ROMs that are less than 4K in size; so far this bug has only ever occurred in Windows XP, but it's been there since Stella 4.1. Fixed bug in 'Rom Audit' functionality; sometimes ROMs without a valid properties entry were being renamed as "Untitled.bin". For the entire UI, removed colons and generally made the UI items easier to read. When in 'ROM launcher mode', Stella now uses slightly less CPU time. More work is required in this area, though. Added ROM properties for D.K. VCS homebrew ROM, thanks to Andreas Dietrich. Added slight improvement for auto-detecting Superchip bankswitching; the new implementation now works for the NTSC 'Dig Dug' ROM. Special thanks for SpiceWare for the idea and modified implementation. Fixed long-standing bug in 3-voice music in DPC+ bankswitching scheme; the music now sounds much more like the real thing. For the Linux/UNIX port: The settings directory now uses the XDG Base Directory Specification. In most cases, this means that your files will now be stored in '~/.config/stella' instead of '~/.stella'. To keep your old settings, run the following commands from the terminal: cd ~ mv .stella .config/stella You will probably need to edit '~/.config/stella/stellarc' and change some paths accordingly. For the OSX port: Always use the built-in png and zlib libraries instead of the system versions. The preferences file has changed from 'net.sourceforge.Stella.plist' to 'Stella-emu.plist'. To keep your old settings, run the following commands from the terminal: cd ~/Library/Preferences mv net.sourceforge.Stella.plist Stella-emu.plist Updated internal ROM properties database to ROM-Hunter version 13 (thanks go to RomHunter for his tireless research in this area). Related to this, updated the snapshot collection. Updated included PNG and ZLIB libraries to latest stable version. Also, both libraries are now compiled into the app whenever one is selected. This fixes issues with a newer ZLIB not working with an older PNG, etc. Updated build scripts for Visual Studio 2017 (Windows) and MacOS Sierra (latest version of Xcode), and make these the minimum supported versions for building Stella. Updated UNIX configure script to work with the clang 5+ and gcc 7+ compiler versions, and fixed compile issues on AArch64 and ppc64le architectures. As usual, Stella can be downloaded at https://stella-emu.github.io/downloads.html, and donations are always welcome at https://stella-emu.github.io/donations.html. Feedback can be given in this thread, by PM or by creating an issue on Github (preferred). Good luck, and have fun with this release; we are very proud of it.
  9. Hi, Just wanted to share my debugger integration in Virtual Jaguar. Screenshot shows an example about how it looks like. Nothing can replace the real hardware but I wanted to give a try and modify the emulator. I have added the support of ELF/DWARF format because my toolchain is based on it, and such format can operate at source code level. If someone knows about QT and OpenGL integration, it can be helpful to me. Because, if I build the emulator under msys2 environement, I have a correct video output but if I build it with Visual Studio 2015, the output video remains black/empty.
  10. Hi All, I have heard about a Jagulator version with an integrated debugger. I've looked for it and was out of luck so far. Do you know if such version exists and where it can be downloaded? Also, I wanted to thank you for all the valuable informations you have put in this site over the years.
  11. Stella 4.1 is now available; it contains a few nice improvements over the last release. Unfortunately, I'm still trying to track down the 'joystick not found' issues, so that hasn't been addressed in this release. Changes are as follows: As usual, Stella can be downloaded from the Stella webpage, and donations are always welcome.
  12. After approximately 6 months, it's time for a new release of Stella (and on Canada Day, no less ). This one has been a long time coming, and finally completes the porting of Stella to SDL2. I think you'll find many improvements here, particularly for Windows users where Direct3D/hardware-accelerated video/vsync will be used by default. This means that most people won't have to download new drivers, and Stella will work well out-of-the-box. There are also a few other nice improvements too. Changelog is as follows: Since the SDL2 conversion was a big job involving changing a lot of code, there may be some bugs yet present (although I've went over it quite a bit and didn't notice anything). As such, bug reports are welcome. Remember, Stella can be downloaded here, and donations are welcome here.
  13. It's time for a new release of Stella. First of all, I apologize for being away so long. I've been dealing with an illness for the past 3 months, and am only now starting to get back into the swing of things. This is a quick bugfix release based on the old 3.9 code (I'm currently working on what will become Stella 4.0). It includes new bankswitch schemes and a few bugfixes, thanks to several members here on AtariAge. Changes are as follows: As usual, Stella can be downloaded from the Stella homepage. Donations are of course welcome, as is feedback in this thread or by PM.
  14. It's time for another release of Stella. This one, like the last few, concentrates mostly on debugger improvements. However, as always, there are a few extras thrown in from different areas. Changelog is as follows: Barring any major issues, the next release will concentrate on controller improvements (particularly mouse/paddle stuff, and a new device like 2600-daptor). Then I'll be concentrated on porting Stella to SDL2, which was just released a few weeks ago. As usual, you can download Stella here, and please consider a donation if you find the project useful. Bug reports, etc can be reported here or by PM.
  15. It's time for a new release of Stella! This one concentrates on debugger/disassembly improvements, but there are also several bugfixes and improvements for other parts of the application. The standout feature for this release is DASM-compatible disassembly output (currently for 4K ROMs only); Stella can now replace external Distella. Eventually this will be extended to multi-bank ROMs in a future release. Anyway, here are the changes: As usual, Stella can be downloaded here. If you find Stella useful, please consider a donation. Bug reports can be done here or by PM.
  16. OK, first a little context. For the next major release of Stella, I'm planning to add support for generating DASM-compatible assembly source code which can be output to a file. The ideal end result would be producing assembly code that, when re-compiled, is byte-exact to the original ROM. I have this pretty much working 100% for 4K and smaller ROMs. In the process, I also improved the the actual in-debugger disassembly, since it wasn't always absolutely correct (and it was impossible to tell that until a recompile of the actual output was attempted). The main impetus for this is that Distella isn't really maintained, is simply a static analysis, and doesn't work with multi-bank ROMs without manual intervention. The first two of these issues are addressed in Stella, since (a) it is maintained, and (b) it augments the static disassembly with runtime analysis. The third issue is what I'm addressing here. So, I'm looking for advice on how to disassemble multi-bank ROMs. For now I'm considering the simple cases, so F8/F6/F4 schemes only (8K/16K/32K, respectively). Eventually, if I can get the previous ones working, I'll consider the Superchip variants, and then possibly the more esoteric schemes. But that will probably take several releases to get right. My first question is how to accurately determine the ORG/RORG addresses to use? My first guess was to look at the reset vector in each bank, and use that directly. Many ROMs, such as Battle Zone and Moon Patrol, do set this up correctly, and use $D000 for bank 0, and $F000 for bank 1. To me, the disassembly there seems straightforward. Others, however, seem to use $F000 for all banks. So how would such a file be disassembled? How would you differentiate between banks?? I guess I'd like some feedback from people that have done manual Distella disassembly for F8/F6/F4 ROMs, and suggestions on how to automate the procedure. Also, some very simple test ROMs with source would be extremely useful, since I could use them as test cases to verify that my code is doing an accurate disassembly. Ideally, I'd need test ROMs for both the normal case (each bank has a clearly differentiated reset vector/ORG address), and the other case (all banks seem to use the same ORG address). Thanks in advance for any help you can provide. This feature has been requested for years, and if it comes to fruition, will make disassembly of ROMs much easier.
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