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Found 96 results

  1. 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.
  2. In case you missed MAMEdev's presentation at FOSDEM ’21 (FOSDEM - Free and Open source Software Developers' European Meeting) on Saturday, February 6, 2021, last week MAMEdev uploaded the presentation that MAME's development and release manager Vas Crabb ("cuavas") contributed to MAMEdev's very own YouTube channel! (Don't worry, it’s not all that technical - Vas created the presentation to be approachable no matter the skill level or whether the viewer is new to MAME or not.) Thanks go to FOSDEM's organizers for a great weekend's worth of presentations embracing and supporting the open source community. Due to technical issues early on Saturday, the live Q&A was not recorded. Slides are available on FOSDEM's website. We've now also added a playlist where you can view most past presentations (CAX 2008, Summer Assembly 2009, Revision 2012, BalCCon2k15, CppCon 2016, Ekoparty 13 (2017), Ekoparty 14 (2018), FOSDEM '21) to our YouTube channel: https://www.youtube.com/playlist?list=PLMof4txXwGz3g_WJOtsX3FlGq_KT7WCeg
  3. 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
  4. Recently got a 2TB retro gaming package from a third party vendor that has Sega Dreamcast games on it. Downloaded ReDream to run the games, and I gotta say it has performed brilliantly. Definitely something to look into if one is wanting to a great way to play Dreamcast games along with many other systems.
  5. Hello! I recently configured Hatari to have some work done with a software that is part of a larger package to produce text adventures. Hard disk emulation was a must because of speed and so I went the GEMDOS HD route because it made very easy to modify files with the tool and then grab them from the host machine and test the results. But the software seems to be incompatible with GEMDOS HD emulation, it complains that the file can not be read nor written, so I needed to emulate another type of HDD, retaining if possible the ability to easily exchange files with the host via a folder. I configured then a HD image as C and selected the option to assign letters to GEMDOS drive after the others... I realized then that the software COULD access to the GEMDOS drive as D but it does not appear on the desktop. Another thing I tried was disabling such check and force GEMDOS drive to be D by creating a folder named D inside the folder for the GEMDOS HD, same result. To be honest I have no experience with real hard disks on real STs, mine never had one and I am at a loss, I don't make sense of the Hatari docs because I don't understand when or how to use drivers for the HDs... I'm also surprised that the software I use can see the GEMDOS drive but the desktop does not show it... seeing the drive however, does not make it work (same problem reading and writing files I mentioned previously). I hope to have explained myself... though I apologize in advance if not. Any hint would be greatly appreciated. Thanks in advance!
  6. #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
  7. Created a little package for MAME/MESS that enables MyArcXBII and P-Card in one pre-made package. Just add latest MAME/MESS and go. It's on my project page that accesses my https://ti99resources.wordpress.com/:
  8. I have put a together MAME/MESS emulation package that emulates the MyArc Extended BASIC II & TI P-Card for the Ti99. MyarcXBII: MyArc was a company that made peripherals for the TI-99 line. There most famous peripheral (if you want to call it that) was the Geneve. The Geneve was a complete TMS 9995 computer that fit in the TI-99 PEB as a card. Another peripheral that was lesser known, but just as revolutionary, was the MyArc Extended BASIC II. The MyXBII consisted of the 128k or 512k Memory card, a set of disk and a cartridge. When running the MYXBII had 3 times the memory of TIXB, was up to twice as fast as TIXB and was able to access all the graphic capability of the TI graphics card including the hi-rez. If a MyArc HD disk card was added the software could even boot from the MyArc hard drive. It turned the TI99 into a real power house. Unfortunately because of it's expense and the fact that you needed a PEB to run it, the MyArcXBII never really caught on. Now, though, with emulation it cost nothing so through the power of MAME/MESS the power is being released. Start the MyArcXBII at the TI99 main menu by choosing 3-128k BASIC and this will boot the MyArcXBII from the hard drive. P-Card: The P-Card was a card for the PEB that was, more or less, a complete operating system apart from the TI99. It's a virtual machine processor on a card that ran P-Code. It was written totally in software and was based on Pascal and was able to run on other computers that also conformed to the P-Code specifications. It is nothing like a standard TI-99 and when booted takes over the TI-99 and even has a specially formatted disk it uses. There is a complete suite of software and if you can figure it out, kinda nice. To run the P-Card in MAME/MESS click under OPTIONS-DIP SWITCHES then turn on the P-CARD. Hard reboot the machine and the TI-99 will start in the P-Card mode (after a few seconds of beeping and blank pages). To go back to MyArcXBII just turn the P-CARd switch OFF then hard reset the machine. The MAME/MESS package works with any versions of MAME/MESS past version 222. Just merge your version of MAME/MESS into the MESSxxx directory and point the already created batch file in the root to that directory. Package includes manuals, software, batch files and everything you need except MAME/MESS itself. Enjoy. Download from my https://ti99resources.wordpress.com/software/ At the bottom of the page is MAME package, click on MyArc Extended BASIC II to show download files. I have both a package with and without the P-Card. (a truly nice tripped out Ti-99 from mainbyte.com)
  9. This is a neat device that emulates 1-2 ST506/ST412 or other MFM hard disks for reading and or writing. Can be used to pull data off disks or to emulate disks for that old computer you don't have drives for. I think I read somewhere it can be passed thru to a VM. Possibly this could work for MAME/MESS emulated systems? TI-99 has been tested with the system and works for reading WDS-100 disks. Emulation works for reading, but writing fails this point. Probably have to be patched for the TI/Myarc sector layouts, directory structure, bitmaps, etc. (not enough info yet to correct, it says), but the actual writing appears to work. Works with a wide variety of other systems. List here: http://www.pdp8online.com/mfm/status.shtml There is a group buy under way right now if you want to check it out. Pricing seems reasonable. http://www.pdp8online.com/mfm/ Emulator uses a BeagleBone Black/BeagleBone Green Wireless for the actual processing. Interesting. Go team, TI! 🙂
  10. Are there are keyboard stickers available for the TI-99/4a to make emulation with MAME easier? I'm referring to stickers like this for the Atari: https://www.4keyboard.com/commodore-keyboard-stickers/591-commodore-atari-non-transparent-keyboard-stickers.html I also have a thread about it here (for the Atari stickers): https://atariage.com/forums/topic/225142-atari-8-bit-sticker-for-sale/ TI emulation in MAME works great, but the keyboard layout isn't great. I know I can change the default layout, but stickers like this would be very useful. Adam
  11. 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.
  12. I'm trying to use MAME 0.224 to create a disk image. I have my PEB setup with 32K and disk drives. My options to create a disk image are: TI99 sector dump TI99 track dump among other (see this screenshot): Which one should I use? I would like to be able to share these disk images with the NanoPEB and other TI-99/4a emulators, if possible. Adam
  13. 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
  14. 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
  15. Hey all, I try to avoid cross-promotion here, except when it's dead-on related, and this is as close as you can get. I got to talk to Frank Cifaldi about game preservation, and I was surprised to find that the coolest idea we got to play with was the role that being a direct sale product had in preserving the materials from ages ago. Compared to movies or TV, where the audience's money gets funneled through intermediaries, games became unique from the very beginning. What do you all think? I'll link the video, but if you prefer your podcasts in audio form, click here.
  16. Hi. I'm writing my own 2600 emulator and I'm using the tutorials on 8BitWorkshop.com as test cases so I can see if my emulation is matching Javatari. I have an issue with the tutorial in chapter 8, color sprites. In this code the horizontal position of P0 is never set, yet in the emulator it appears half way across the screen. In my emulator, since the horizontal P0 position is never set, P0 is currently off-screen. So my question is... what is the default horizontal position of the hardware sprites if you don't actually set them ? Is this documented anywhere ? Thanks.
  17. Hi, I am currently with Ciro in his place, we did dump his original cartridge TI Logo II - Deutsch. We did use the GramKracker device and also verified our finding by reading the grom memory when the module was in and all GramKracker functionality was off. The cartridge uses - 8K Rom - Grom 6000 (bank 3) - Grom 8000 (bank 4) - Grom A000 (bank 5) - Grom E000 (bank 7) The oddity is the Bank 6 is unused but nevertheless its memory space is reserved, as we see the last grom starts at E000 It is matching the "information" from the PC99 dump from Mike Wright, but it appears the rpk dump on whtech is using the content of bank 7 at bank6 if you examine the .bin file. Both dumps allow you to start the cartridge, but I can imagine that once the content of the last grom is required only one will work. So the question is, can the Grom Bank be modified without breaking functionality? Br Klaus
  18. 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?
  19. 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.
  20. The focus here would be getting input about a Front End for an Emulation Box. I've opted to do a small PC rather than a RaspPi 3. I managed to find one pretty cheap and plan to do either Windows (if working on it) or installing Lakka (RetroArch OS basically). That being said... I wouldn't mind some input on possible Front Ends to use. I have only used RetroArch, and it does pretty well and gets the job done. However it's not always my favorite and sometimes controllers can be a fit if you want to change up which controller you use. I've heard of EmulationStation and used it briefly with the RaspPi 3. It looks pretty nice on the outside, but I ran into issues getting some covers and the controller setup for it didn't always feel great. Granted the main problem I had with my RaspPi was getting the controller to work right. I heard about LaunchBox from MetalJesusRocks, and that one looks pretty great overall. Seems to have a wide variety of support... but it also costs if you want the full feature set. It's free to use , so I'll try it but wondered if anyone here had direct experience with it. https://www.launchbox-app.com/ I'll also probably give EmulationStation another try and see if it works better on top of Windows. http://emulationstation.org/ I also found a couple of random ones (top results when I searched). They all vary in type and quality, but I'm gonna link them with short descriptions of what they look like. I'll definitely be trying them when I get my setup in though. Will post up what I think of some of them. So far I've found... https://www.gameex.com/ - (GameEx)This one looks... kinda plain. It almost makes me think of Kodi but for games? Granted Kodi works great, so this could be a winner in an unflattering dress. http://www.mgalaxy.com/ - (MGalaxy) Looks pretty close to LaunchBox but a bit less detailed. They offer a lot of the same features and is free unless you want their databases. Premium is yearly or forever. http://quickplay.sourceforge.net/ - (QuickPlay)This reminds me of MAME a lot. Not quite what I'm looking for a Front End. This one does have quite a bit of details though, so might be good if you aren't looking for fluff. http://lusspace.free.fr/modules/news/ - (LusSpace) looks to be even more like MAME. I'm assuming this is where someone informs me it's one of the same people working on it. This has more details than and fancy screenshots than QuickPlay does. http://scottrice.github.io/Ice/ - (ICE) Okay I actually recognize this one. I have a friend who uses it. It looks pretty nice overall, but it looks like it's going to piggyback on Steam. I got mixed feeling about that. http://www.hyperspin-fe.com/ - (HyperSpin) This one is very colorful and just almost feels like too much. It also costs money which I was hoping to avoid... so gonna hard pass this one. http://feelfrontend.altervista.org/ - (FEEL) This looks to be another big contender. It doesn't look too over the top but just enough to work as a nice frontend. Might come down to what my emulator box (nothing fancy) can handle. http://emuloader.mameworld.info/emucon/ - (Emucon) This uses a weird, simplistic database that seems to feature more picture than details. I can't describe it any better. http://attractmode.org/index.html - Another one focused for more of a media/game center look. Probably another one that I'll be more interested in since that's my focus. At the end of the day, they all seem to do the same thing, so I'll just have to run through them all and find what works best. I'll be sure to post up after I try things out. My main focus is a front end that displays well on a TV and interface that allows for multiple, different controllers. Ease of use as well as games supported will play decent parts as well. Again, if anybody has any inputs on any of these, please let me know!
  21. 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.
  22. I've just released version 2.60 final of my emulator, Altirra: http://virtualdub.org/altirra.html This is nearly identical to the last 2.60-test release and supercedes all such test releases. Those who have been following the test releases already know what's in it, but highlights since 2.50: UI: New full-screen UI (double click on the left side), new device tree UI, new firmware image UI, and improved high DPI support. Support for rotating disk images between drives and quick-cycling input maps from the keyboard. Display: Vertical overscan can now be controlled independently, full screen mode is saved, improved quality of NTSC antialiasing modes, and improved vsync lock when running in windowed mode. Firmware: Many bug fixes to built-in OS and BASIC. Devices: New device infrastructure allowing for much better device extensibility internally. Added emulation support for BlackBox, MIO, SX212 modem, MidiMate, clock devices, and 820 printer. Enhanced 1030 modem emulation support with full software T: handler and bootstrap support. Added new Additions disk containing supporting software. Extended write support to more disk image formats. Emulation: NTSC-50/PAL-60 support, more realistic power-on DRAM patterns, CPU/ANTIC/POKEY/GTIA emulation fixes, HLE acceleration fixes. HLE devices like H: can now be hot-added or removed without requiring a system reset. Debugger: Added one-shot breakpoints, return tracepoints, temporary variables, new memory randomization modes to detect uninitialized memory access bugs, and new BASIC commands. Now that 2.60 final is out, I can also start the 2.70 test release line: http://www.virtualdub.org/beta/Altirra-2.70-test1.zip http://www.virtualdub.org/beta/Altirra-2.70-test1-src.zip Rewritten SIO burst I/O implementation. Burst writes are now supported, and there is no longer a need for separate interrupt-driven and polled burst modes. Display optimizations. Fixed a rather dumb unnecessary framebuffer clearing bug, and optimized the NTSC artifacting routine. NTSC artifacting should now have minimal CPU cost. Veronica cartridge emulation. Note that debugger support for this is pretty minimal -- you will need to use the ~0s and ~1s commands to switch CPUs and most commands do not support the alternate CPU yet. Disassembly and register dumping works, but there is no support for breakpoints, execution control, or history yet. As usual, thanks to everyone for the testing, suggestions, bug reports, and support.
  23. 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".)
  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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