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Found 78 results

  1. Version 3.20 of my emulator Altirra is out: http://www.virtualdub.org/altirra.html As usual, thanks for everyone who helped with testing, suggestions, criticism, analysis, and witty banter during 3.10's development. 3.20 is almost the same as the last 3.20-test release, except for a small bug fix (broken BASIC profiling option). Highlights since 3.10 (https://atariage.com/forums/topic/281825-altirra-310-released ) : Accuracy: Fixes to several cartridge types, VBXE, Black Box, raw Shift key handling. Disk: Fixes to address and data CRC error handling, non-standard sector size encoding support, ATX physical sector size chunk support, rotate disk now works with full disk drives. Debugger: Additional disk debugging features, bank-sensitive breakpoints and symbol lookup for AtariMax carts, deferred auto-loading of symbols, more Turbo-Basic XL debugging support, minor fixes to various commands. Devices: APE Warp+ OS 32-in-1 is now emulated, Ultimate1MB can soft-control stereo and Covox, fixes to some broken modem and CIO acceleration options. Display: Hardware accelerated effects support including distortion and bloom, new color preset for the NTSC 800 model, new overscan preset to match modern widescreen displays. Firmware: Updated to Altirra BASIC 1.56 with minor startup fix, AltirraOS 3.17 with fixes to the math pack, SIO, boot screen, and keyboard handler. Software: The ColorMap tool on the Additions disk now supports CTIA systems. UI: Easier enabling/disabling of portable mode, enhanced drag-and-drop support, system overview/recommendations, escaped text paste, Alt+click to decode BASIC PEEK/POKE addresses, mounted tapes and non-internal BASIC carts now persist, fixes to input state and console controllers in 5200 mode, bogus DOS/Windows executable detection, automatic BASIC/binary switching for tape boot. And per tradition, now that there's been a release, new test release: http://www.virtualdub.org/beta/Altirra-3.90-test1.zip http://www.virtualdub.org/beta/Altirra-3.90-test1-src.zip Experimental support for dark theme. This is hidden behind a /dark command line switch because it is incomplete due to a ton of really annoying restrictions in the OS (basically a total lack of actual dark support in the Win32 API), so I'm not sure if it's feasible to get it to a polished state, but it works well enough that I've left it on for my own development. Some UI elements like buttons and menus are not reskinned due to insufficient OS support (short of going ham on owner draw). Improvements to the debugger's Disassembly window. As seen above, it now has an option to infer and visually separate procedures, as well as hyperlinking and previewing JSR/JMP targets. This makes it possible to peek at the called procedure without losing your place. There are also go back/forward buttons. The history loop detector has been updated to more tightly identify loops, reducing the number of loose instructions in the trace. Disassembly options in the disassembly and history windows are now saved. Several debugger commands that take paths now accept "?" as the path, which causes the debugger to open a file dialog to browse to the desired file: .loadsym ? Accuracy improvements based on research into power-up state on actual hardware. Several registers have been tweaked to have more representative values, and the reset NMI on 400/800 models is now properly synchronized to vertical blank. WIP on new save state system. The format has been changed to a zip file with mixed JSON and named memory block files, which makes it much easier to pull out data with tools. The internals have been rewritten as well to better support in-memory saves and extensibility, the CPU save code can now save in the middle of an instruction, and standard disk drives can now save and restore a pending disk read operation. The plan is to gradually increase the amount of state saved, including device state that previously hasn't been saved. Note that saving to the v1 *.altstate format is no longer supported, although loading it still is, and this is still very new so I really don't recommend keeping your valuables in save states. Tape decoding and emulation code has been partially rewritten. The emulation-side of the tape decoder has been rewritten to be edge-based with much less host CPU load during tape operations, especially with acceleration on. There is also a prefilter option now to reduce phase shifts from high-frequency attenuation, which improves the reliability of turbo decoding of tapes archived using non-Atari tape recorders. The Add Firmware UI now has heuristics to detect 10K and 16K OS ROMs other than the specific Atari ROMs in the signature list, including custom OS ROMs. This helps detect when a ROM image appears to be another 16K ROM type is actually an OS ROM. AltirraOS updated to 3.20: XL/XE mode boot screen now continues boot instead of restarting when a disk is inserted for faster boot and preserving Option suppress-BASIC state, POKEY configuration changed to give more familiar sound during tape loads, QUICKED.SYS and SIDE Loader compatibility fixes, fixed background color in GR.11, fixed combined disk+rightcart and disk+tape boots. This ROM export package is attached for people testing this outside of the emulator. Also, deprecation notice: 3.20 will be the last major version of the emulator to support Windows XP/Vista. The plan is to release the next version as 4.00 with Windows 7 as the minimum OS. 3.90-test1 still currently builds with XP targeting but I will be changing over to the newer non-XP toolchain in the future. AltirraOS-3.20.zip
  2. Hello I was looking very forward to the PDP Mars gun. Sadly they stated recently that they won’t release Mars for PC. As of now MARS seems Xbox 360 exclusive and even worse: exclusive to North America... This disappointment made me looking again for alternatives and now finally I found a laser shot to mouse translator which is suited for gaming! I made a short video in which I show which emulators I got working! So far it’s NES, SNES, Saturn, Master System, Atari 8 bit computers family and 2600 console and the C64. https://youtu.be/NeVIKz9p4zY Please let me know what you think! Can you see yourself playing on a projector?
  3. Long time, no blog. Let's start at the beginning. In 2009 I wrote my first version of a SID Emulator, running directly on the Atari 8-bit hardware. The emulation loop ran in the main loop and synchronisation was done with STA WSYNC. I had created a raw register dump of a .sid file with a modified version of TinySid and every frame I left the main loop a few times for a few cycles to stuff the SID emulation engine with new values. I didn't take long to realize I didn't have quite enough time to do much else. I wanted to ditch the idea of playing a register dump. Even RLE compressed it took way too much memory to store a decently sized song. I wanted to run the original C64 player routine. That led me to the source code of siddasm and a rewrite with more features, which I called siddasm2 (really original). I moved the emulation code to page zero to save some cycles, but that did not really help enough. At the same time, I stumbled upon a bug in Atasm and instead of fixing that, I ended up writing my own assembler. I had always wanted to do that. I won't go into details here. See my previous blog entries on shasm65 and siddasm2. After that, I kind of lost interrest, but a few weeks ago I continued this project. I completely rewrote my SID emulator in shasm65. Now the emulation engine was running of a timer interrupt, leaving the main loop free to periodically call a C64 player routine. This routine had to be patched though to write to shadow SID registers instead of the C64 hardware registers. This is where siddasm2 came in again. Early in the process of disassembling Laxity's song "Freeze" I noticed that the resulting assembly code couldn't be assembled again by atasm AT ALL. Which shouldn't be the case. I fixed a few bugs in siddasm2 and shortly after that I was able to recreate the .sid file from source code with the help of atasm -r and unix dd (for the header). So far, so good. Now I was able to patch the source code of 'Freeze' and run it alongside my sid emulation code. I added code that converted the shadow sid registers to values my engine could work with, added ADSR envelope handling, everything I used to do in my modified TinySid. A few debugging sessions later, I had it all working! After that, I disassembled and patched the International Karate tune. This triggered a new bug in my emulation, which is now fixed. I sent out an example to Freddy (F#Ready on AA), which he turned into a youtube video and posted a link on AA to see what all of you would think about it. And now I figured it's time to release the source code and a few binaries to play with Attached you'll find version 2.1 of siddasm2. A slightly modified shasm65 which is now verbose in hex instead of decimal (but the original shasm65 is still fine to assemble the code, too. The assembler itself did not change). .xex binaries for Laxity's Freeze, Rob Hubbard's International Karate and Jeroen Tel's JT42. The source code for everything. Regards and have fun! binaries.zip shasm65.zip siddasm2-2.1.zip sid-songs.zip atarisid2.zip
  4. Hi all. First post on cool forum I have been reading for some time. I have a(possible) technical retro gaming related issue to bring before the board. I bought a Retrobit Super Retro-Cade some time ago primarily for casual play and occasionally rough treatment at parties (where I wouldn't bring any of my precious vintage consoles :-) But I have been trying to figure out something that has been driving me crazy for some time, and I hope that someone else on here might have faced the same issue and found a solution. How do one remove a previously added game from the Favorites list? I kinda hope its an obvious oversight on my part and just a case of me being thick, but in case it might be a bug... Anyone run into the same issue?
  5. I do most of my emulation gaming on a Windows XP computer. I had to re-install Windows XP a few days ago and now I get absolutely no sound on the Altirra Atari computer emulator. All my other emulators (at least the ones I've re-installed) have sound. Any one know what might be happening here? Do I need to install something else to get the sound working? I know some emulators require you to have things like Visual C ++ or NET Framework installed. I've got those. I'm obviously missing something, but I have no idea what.
  6. Starting a thread to centralize FPGA discussion; let's see whether it catches on. At time of writing there are the following major systems built around FPGA and dedicated cores. Capacity of FPGAs is measured in LEs which allows cramming more or less logic inside. about 9K LE: - RetroUSB AVS, NES/Famicom only, commercial core - ZxUno, Spectrum + about 10 cores, open source cores about 25K LE: - Analogue NT mini, NES/FC + more with jailbroken firmware, commercial cores - MiST FPGA, 40+ cores, open source - Turbo Chameleon 64, open source except c64 core - FPGA Arcade Replay, open source (note: some open cores are the same project ported over to different hardware) Only commerical offerings provide HDMI. The rest has VGA out which can also be configured to run at 15khz RGB (240p). Theae need an upscaler to run on modern LCDs. FPGA Arcade Replay has DVI. FPGAs are good at solving latency/lag issues of software emulation, and use much less power than CPU solutions. But they are not problem free, many cores are not yet 100% perfect (although some seem to be e.g. Atari800 by foft). Also they retain some constraints of original hardware (e.g. save states are hard or impossible to do)
  7. Omnivore 2 is still in heavy development, but finally warrants a public alpha. There are some features that are missing compared to Omnivore 1; my priority here was emulation and debugging with an eye on creating Jumpman levels with custom code. The ATasm MAC/65-compatible assembler is embedded, and Omnivore will notice file changes and automatically assemble your source code when you save it in your favorite editor. The atari800 emulator core is also embedded, and currently you can step through the code and go back and forward in time (by frame) to compare the state of emulation. You can step by instruction and step to the start of the VBI or start of a frame, but that's about it for now. This week I am going to start dogfooding and creating some new Jumpman levels, and will be adding new debugging features as I go. I hope to eventually be able to step backward by instruction. I don't have binaries available yet; for the moment you'll have to install from a command line. I realize this is a large barrier to entry, but it is only temporary. On the plus side, linux users do not any special prerequisite libraries or anything. You just have to have a working C compiler. On Linux, Windows and MacOS the instructions are the same: you'll need python 3.6 or 3.7 (a Framework build on Mac, or use brew), then: pip install numpy pathlib2 wxpython pip install "omnivore==2.0a8"
  8. Hi, If I put this in RXB in Classic99, I would expect it check for Keyboard L Line and Joystick Left Input. I am interested in Joystick Input in this test case. 100 CALL IO(2,16,8,A,B) 110 CALL HPUT(2,1," ",2,1,A,4,1," ",4,1,B) 120 GOTO 100 I have connected an actual Gamepad to the USB Port and have configured it in Classic99 for Joystick #1. According to Tech Data Manuals, the TMS 9901 has Address: >0008 CruBit: 4 9901: INT4 Pin: 8 Function: Keyboard L Line, Joystick Left. For me the result is that the Joystick movement and the Button has no impact on A and B values. They keep showing 226 and 255. So I wonder what am I doing wrong? Or is it a limitation of the Emulation in Classic99 or a bug in CALL IO? There are so many things to consider: Alpha Lock Bug, 99/4 vs 99/4A Keyboard, 5 Keyboard Modes, Infrared Analog Joysticks in the System Software and Documentation, Wired Joysticks. There is a SCAN Routine in GPL and one in Assembler, there are certain locations in Ram that store the XPOS and YPOS from the Joystick. ... Can anyone give me some hints here?
  9. Hi, I recently bought RF and have few questions. Cheats I've read on some thread that it could use Retron5 cheat files, before my vacations was searching Cyber Gadget's site and found usefull cheat editor made by them, but 1. it is only in Japanese and second it crashes when I am trying to open Retron5 xml. Talked with CG and they're not plan to release it translated to English (shame as fuck). Any one know similar app that handles this XML files? And last question is it possible to add other cores from RetroArch to this console? Thanks, Have nice day.
  10. Version 3.10 of my emulator Altirra is now out: http://www.virtualdub.org/altirra.html Thanks to everyone who provided feedback and support (or just put up with the huge thread ). 3.10 final is the same as the last test release 3.10-test36 except for version changes. Highlights since 3.00 (http://atariage.com/forums/topic/273633-altirra-300-released/): Accuracy: Improved POKEY high-pass filter and PAL high artifacting, fixes to serial emulation, U1MB, VBXE, Rapidus, Axlon, and The!Cart. Debugger: Extended memory breakpoints and memory access, additional Verifier modes to detect more programming errors, additional 65C816 support, profiling within performance analyzer traces. Devices: Modem dial/handshaking sound simulation, power-cycle computer without turning off emulated devices, loopback serial device, new modes for booting executables, UI indication when a device has missing firmware. Disk: Improved support for realistic sector interleave patterns, one-click conversion of disk images between DOS/MyDos/SpartaDOS filesystems, I.S. Plate emulation support, quick revert for virtual R/W disks, automatic filename rename-on-write in Disk Explorer, disk drives dialog is now modeless. Platform: XAudio2 and WASAPI now supported for lower sound latency on Vista and above; native ARM64 build for better performance on Windows 10 on ARM (Snapdragon 835). UI: New unified System Configuration dialog with emulation settings collected and context sensitive help, new confirmation dialogs, options for what is unmounted or if auto-reboots occur on confirmation changes, improved command-line help, window caption customization, default profile for launch-with-image. Starting the new test releases: http://www.virtualdub.org/beta/Altirra-3.20-test1.zip http://www.virtualdub.org/beta/Altirra-3.20-test1-src.zip There is now a command in Options to switch between Registry and portable mode for settings. Portable mode has been supported for a while, but this automatically moves the settings over as well. Address CRC errors are now reported correctly for full disk drive emulators, and fixed error reporting issues specific to XF551 full emulation.
  11. MAME TI 99-8 & TI 99-2 full usable download I have put together a workable MAME TI 99-2 & TI 99-8 packages. Just download and execute the batch file in the MAME directory. The 99-2 & the 99-8 never made it market for TI but they got fairly far along to the point of workable prototypes and even manuals (download manuals from http://ftp.whtech.com/datasheets%20and%20manuals/ ). The 99-2 works fine as is. It only has 4k of memory, no sound and B/W. Bo sure to use only the disk in the DISK directory. The sectors are different than the standard TI .DSK files. To access the disk use: OLD HEXBUS.101.SOMEFILE to save files use SAVE HEXBUS.101.SOMEFILE (somefile is your file name). there is a small file on the DISK BASIC-proj.DSK (the batch auto loads this disk) named HELLO. To load type OLD HEXBUS.101.HELLO In the batch file I kick off a text file that pops up next to the MAME screen with the 99-2 function keys and a vbs script that turns on the upper-case when the 99-2 starts and turns it of when the 99-2 ends. All this pertains to the 99-8. What is different about the 99-8 is the requirements from the PC. A i5 or i7 is required to work fast enough. I have set the 99-8 to work with my i3 in the batch file by skipping 1/2 the frames with -frameskip 30. If you have a i5 or i7 you can reduce this or eliminate it. Also, to keep the sound from stuttering I have set -audio_latency 34. If you have a faster machine, again, this can be changed of eliminated. I you have a PC slower than a i3, forget about it. Download the latest MAME at https://www.mamedev.org/release.html then add the data from the .ZIP files to the MAME directory. Here are the files: TI99-2.zip TI99-8.zip Have fun, HLO
  12. 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
  13. The only working one that I know of as of now is MESS. List others for any Platform/OS, be it Android, Mac, PSP, Or Linux.
  14. So its been awhile since Ive posted on here but I got a question only you smart people can answer. Why won't the EZ flash 4 work on the Super Retro Advance Adapter by Retro Bit? See it will get past the first white screen and something working cause a box will pop up and say "can not find disk" yet we can't get it passed that. I have read speculation that it it eats to much current for the SNES but that doesn't make any sense when you consider it does load at least a bit of the flash carts software. I wonder if this isn't something we could fix with a firmware update? If so it really needs to be done cause everybody has been lead to believe the EZ Flash 4 is the best and oddly it is in a normal gba. Hell it even works fine in the gba player for the gamecube so what the @#$% is going on? If we can't figure this out it looks like I bought another piece of hardware I can't use. *facepalm*
  15. I've been looking for a newer version of Stella for the PSP and haven't had any luck finding one. I don't know anything about what's involved in porting Stella to the PSP and doubt I'd be able to do it on my own. I know Stella for the PC is still being updated, but does anyone know if there is someone still working on porting it to the PSP or if there is someone with the skills and the free time to do so? If there's any documentation on how to do it, I'd be willing to give it a shot myself. The reason I'm so interested, is because I carry my PSP and use it as my main portable system, since it's able to emulate so many different consoles. I play 2600 games more than anything else, but some of my favorite games won't work on the latest PSP version of Stella which seems to be from 2009. Also, if you guys think I might have more luck on a dedicated PSP forum, I'd be willing to give that a shot, if anyone can recommend a good PSP site.
  16. At this point in time, what's the best utility to bulk covert .dsk files into TIFILES/FIAD files? For example, I give it TIInvaders.dsk, I get individual LOAD, GAME,GAMF, and CATALOG files out of it, each with a proper header, since that's the files that are on that disk. I have a bunch of .dsk files I'd like to process, hence my looking for a bulk solution. The goal is to be able to use them with Classic99. (I know Classic99 can use .dsk files, but I want to be able to easily mix and match what files are on the "disk".)
  17. RevEng and I have worked together in bringing better emulation accuracy to MESS for the 7800 system. Both NTSC and PAL regions have benefited which has been publicly made available in the recently released MESS 0.153. For more technical details please see this post by RevEng, the mastermind behind many of the great improvements to 7800 emulation. Some game highlights...One-On-One Basketball, Commando, Double Dragon, Planet Smashers, Midnight Mutants, Hat Trick, Xevious, Dig Dug, Centipede, Kung-Fu Master, even protos like Plutos look, run, and play excellently. Homebrews seen improvements as well with previously graphical issues with Crazy Brix's 'Brix' are fixed containing proper gradual color shift. Movement of characters under Beef Drop emulates the real hw - not slower or faster. Worm! starts and plays without issue. Extra RAM demos/carts such as "Soft Cell - Tainted Love" and "Multi-Lock On" work perfectly. Other ROMs that no 7800 emulator could run before - such as the 7800 Diagnostic Test cart, runs under MESS now. Here are the needed ROM files with proper headers: Diagnostic Test Cartridge (19xx) (Atari) !.zip Multilockon.zip Softcell.zip Attached is a sampling of the aforementioned games. They are captured from MESS 0.153 with a few CRT simulation effects turned on inside a window.
  18. I am currently living in a small apartment, and my girlfriend will be moving in soon. In the interests of maximizing space, I am considering putting my numberous systems into storage and getting a nice emulation setup hooked up to my new TV. How anyone here ever done this, and did it work out for you? Now, what kind of a computer is needed for good emulation? I know next to nothing about hardware, and won't be building a machine. I'll just go to Best Buy when my tax refund comes back and buy a PC. Ideally, I would like to run stuff up to the Dreamcast era smoothly, if that can be done. If not, I'll settle for a machine that runs the classics. Any recommendations on an out-of-the-box machine that does the job? Also, any suggestions for controllers? Also, has anyone here had experience with a first-gen hacked Xbox? Thanks!
  19. Aight so please excuse the ignorant question, but I've been trying to get a game I played as a kid on my PC. I have Windows7 (possibly 10 soon) and have tried STEEM (including the SSE version), Hatari, and one other emulator (name escapes me). When I run Mousetrap, it runs through the preview sequence of a few seconds of each level, but I can never seem to assume control of the game to start playing. I can play at least another game (Lotus racing) on STEEM, but can't get Mousetrap to respond to any key commands (despite messing with the joystick setup multiple times). I KNOW this worked at some point because I emulated the game on an old Pentium circa 2005 - I can't figure out why I can't get this to work now. Anyone have any ideas? Is it the ROM, is there some config setting I'm screwing up...what's the deal? Any help would be VERY much appreciated.
  20. I wish there would be a patch for the Megaman homebrew on the Atari 2600. The boss is indestructible. The game is unfinished. I wish somebody could patch the Atari 2600 Megaman so that the boss can be destroyed and the game could be finished.
  21. Hello all, I am modding a Wii for my kids for Christmas. We have an Atari 2600 set up in the play room and it has been a hit. One just turned 5 and the other 3 and I think we can safely broaden the exposure to NES games, so... If anyone can direct me a to a good set of NES ROMs it would be much appreciated. Not interested in hacks, mods, homebrew or obscure famicom-type stuff. A solid compilation of officially released US games would be rad. I can curate from there. Thanks!
  22. Hi guys, a new year with a new project. This time it's a Neo Geo emulator on the Atari Falcon 030. As a first proof of concept please take a look at the following video showing an early test version running "Metal Slug". Actually it's more likely a target for accelerated machines. Cheers Sascha
  23. Hi all, I'm soon going to buy a Raspberry Pi 3 and turn it into an Atari 2600 emulation system. I already have a pair of joystick controllers, but I'll need adapters t use them on my system. I already know about the 2600-daptor and 2600-daptor II, I know they work great, and I'm going to get me some of those in the future, once I acquire paddles and driving controllers. But for the time being, I thought two of these might be enough for the time being: http://www.retrousb.com/product_info.php?cPath=21&products_id=70&osCsid=ebbd334c24342ad9ccbbab011d5b7ad1 These are the RetroUSB adapters, they only work with Joysticks, but that's also all I have right now, and over 90% of the VCS games used Joystick controllers, so I don't think I'll be getting bored anytime soon. Does anyone own one of these? Have you tried them? How good are they (say, compared to other adapters), have you had any issues with them? Do they work fine with Stella?
  24. Hi everyone! After reading Racing the Beam a few months ago, the VCS started to captivate me and I got more and more interested in its hardware and its emulation, which eventually led me here. The fact that the VCS games run so close to the metal essentially means that the emulator has to be cycle accurate, what some would call low level emulation. Yet despite its cycle accuracy, even the most accurate emulators such as Stella simulate the expected results and not the actual physical/electrical behavior of the circuits, like a SPICE engine or the DICE emulator do for old TTL arcade games. This means the emulator has to be programmed to mimic all corner cases and catch up as they are found. It couldn’t expose a hardware bug by itself, or help discover a hardware trick like the HMOVE strobe (I suppose). It can only be programmed to mimic these artifacts once discovered on the real thing. While emulating at transistor level is completely out of question for more complex hardware such as the NES - yet it has been attempted and there are working prototypes - I suspect this could be done in real time for the VCS. The 6502/7 is only made of 3500 transistors, the TIA has 6193, the RIOT probably in between. That’s a likely total somewhere south of 15000 transistors, intimidating but for comparison, the NES PPU alone has more than 16K transistors, disregarding all its other chips. Plus the schematics are available and documented for each of the VCS chips so there's little to no reverse engineering required. If horsepower would really happen to be an issue, then maybe : - we could discard the real time approach and only emulate at the hardware level as a slow-motion debugging mode - a hybrid approach with a traditional high level 6507 emulation and low level TIA emulation could be used (maybe as an optional engine in Stella) - the emulation could happen a bit higher, at the logic gates level, so there's less circuit to model Granted, a circuit level emulation wouldn’t be useful for perfect accuracy for a 3rd gen console like the NES since the hardware is much more abstracted and you get a framebuffer, so even the cycle accuracy isn’t vital. But for a VCS, I suspect it could help finding, debugging and testing new hardware tricks right on his laptop without the need for a Harmony cart on the real thing, something even a real VCS couldn’t do unless there were logic probes on the chips and the ability to set breakpoints. What do the pros here think? Could this be a worthy? I’m not a developer and wouldn’t be able to help much on the code if it happened, but I wanted to discuss this in case it could be an idea. Further reading, including some transistor level 6502 and NES PPU emulation: http://www.visual6502.org/JSSim/ https://github.com/trebonian/visual6502 https://github.com/SourMesen/VisualNes http://www.qmtpro.com/~nes/chipimages/visual2c02/ https://hackaday.com/2014/12/18/counting-transistors-in-the-playstation/
  25. I'm playing Lunar Lander and running low on fuel. Supossedly i can insert a coin to refuel. But there is no insert coin option anywhere. How do i do this? Is it even possible?
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