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  1. OK, it's finally here, the "Corona" edition of Stella, to keep you all busy during your extended isolation First of all, this release was over 1 year in the making, and I want to single out the other members of the team that have put in more work than me: @DirtyHairy and @Thomas Jentzsch. Due to some personal, real-life issues, I wasn't able to dedicate as much time to this release as I'd have liked, and that's partly the reason why it's so late. Hopefully this can improve for the future. Now, where to begin? There are major improvements all across the board here, with some subsystems being completely rewritten. So here's the changelog: * IMPORTANT NOTES: - Because of major event remapping changes, all remappings will be reset to defaults; if you had custom mappings, they will need to be re-entered again. - Because of major internal changes, all state files are now invalid. - Support for Windows XP has been discontinued as of this version. WinXP is now completely out of support from Microsoft, so we are doing the same. * Major improvements to display mode handling in NTSC vs. PAL. The window is now the same size for both modes, and scaling is applied to simulate the height of scanlines (in PAL mode, there are more scanlines and hence each is narrower). This more properly emulates how the display would look on a real TV. * Removed the 'Display_Height' property, changing it to 'Display_VCenter'. This new feature, along with the display mode changes above, almost completely eliminate having to manually tweak each ROM so that it will not have part of the image cut off. * Removed the 'Display_YStart' property and all automatic detection of ystart. It caused problems on some ROMs, and was not the way a real console would work anyway. Related to this, ROMs now load much faster. * Major improvements to event remapping: - Allow mapping of modifier-key and button-direction combinations - Physical controllers can map the same action to different events on different virtual controllers - Many more events can be remapped - Events can be filtered by type in UI * Paths have been simplified: - The following file/directory locations are no longer configurable (statedir, nvramdir, cheatfile, palettefile, propsfile); they are now all under the base directory - Removed cfgdir; Distella config files are now placed with their associated ROMs - Added 'basedir' commandline argument, which allows to change the base directory where almost all config-related items are stored; related to this, discontinued the 'basedir.txt' functionality - Added 'baseinappdir' commandline argument, which sets the base directory to the application folder (Windows only for now); this replaces the functionality of 'basedir.txt' * Added automatic controller detection. * Controllers can be changed during emulation (no ROM reload required anymore). * Added support for Light Gun controller. * Added limited KidVid support (8, 9 and 0 start the games). * Removed superfluous controller option 'PADDLES_IDIR'. * Added configurable paddle dejittering. * Key-repeat mode improved; entering Time Machine by holding down a key combo continues to send events (previously, you had to release and then press the combo again). * Certain buttons in the UI can now be activated repeatedly by holding down the mouse button (Time Machine, debugger step/trace/frame advance, etc.) * Added option to configure mouse double click speed. * Added option to configure controller input repeat speed. * Added high quality scaling. * Made scanlines better aligned to scaling. * Added 'HiDPI' mode, which scales the UI by 2x when enabled. This is meant for 4k and above monitors, but can actually be used at any lower resolution that is large enough to display the scaled UI. * Fixed TIA 'Center' option, Stella now remembers the last windowed position. * Added fractional (25% increments) TIA zooms. * Removed 'tia.fsfill' option, replacing it with 'tia.fs_stretch'. This new option allows to preserve TIA image aspect ratio in fullscreen mode, or stretch to fill the entire screen. * Added configurable 'Overscan' option for fullscreen modes. * Fullscreen TIA modes no longer assume that desktop taskbars, etc are present, hence they are scaled to the proper fullscreen size. * Added option to display dialogs in screen corners. * Added hotkey for sound on/off. * Enhanced 'Command' menu to display current state and more commands. * Added option to save and load all TimeMachine states at once. * Added option to automatically load/save states when entering/exiting emulation. * Added option to change pitch of Pitfall II music. * ROM Info Viewer size is not limited to fixed zoom steps anymore. * ROM Info Viewer can now display multiple lines per property and the bank switching type. * In file listings, you can now select directories by holding 'Shift' on the first character entered. Entering characters in lowercase still selects files, as before. * Fixed bug when starting ROMs via MacOS finder. * Added various developer options for oddball TIAs: - stuffed player, missiles and ball move - delayed playfield bits and color - delayed players and ball VDEL swap * Disabled some developer options for 'Player settings'. * Writes to RAM read ports are ignored now. * Added Developer setting, which breaks on writes to read ports. * Improved breakpoints to now consider the banks. * Improved debugger's TIA display and zoom windows. * Improved hotkeys, now many emulation keys work in debugger too. * Fixed display of negative values in debugger; sometimes they were shown as positive. * Reworked ROM properties database, making it load faster in certain cases. * Updated internal ROM properties database to ROM-Hunter version 16 (thanks go to RomHunter for his tireless research in this area). Related to this, updated the snapshot collection. * Fixed 'Dancing Plate (Unknown) (PAL)' to use joystick. * Fixed cheatcode handling in 2K and 4K ROMs. * Fixed bug where ROMs smaller than 64 bytes were not recognized. * Fixed bug where frying one ROM was continued with the next ROM. * Fixed not working 7800 pause key. * Enhanced UA bankswitching to support certain Brazilian carts. * Fixed WD bankswitching. * Added FC bankswitching for Amiga's Power Play Arcade Video Game Album. * Added auto-detection of display format based on filename. * Auto-detection of bankswitch scheme by file extension now includes more human-readable formats (not restricted to DOS 3-char length). See the documentation for the new names. * Fixed bug in DPC+ scheme; 'fast fetch mode' was enabled at startup, when it should be disabled by default. * Some more work on DPC+ playfield 'jitter' effect for certain older DPC+ driver versions; more ROMs are now detected properly. Special thanks to SpiceWare for his research in this area. * Added proper Retron77 port. * Added proper libretro port, and fixed display for OpenGLES renderers. * PNG/ZIP image support is now conditionally compiled into Stella. All major ports (Linux/macOS/Windows) have it enabled by default. * SDL/GUI support is now conditionally compiled into Stella. All major ports (Linux/macOS/Windows) have it enabled by default. This is currently needed by the libretro port. * Updated included PNG library to latest stable version. * Updated UNIX configure script to work with the gcc version 10 and above. As usual, Stella is available to download at https://stella-emu.github.io, and donations are accepted at https://stella-emu.github.io/donations.html. Feel free to respond here with any issues you find. You can also PM, but feedback here is better, so everyone can see it (and to eliminate duplicate reports). Enjoy
  2. In this one, we are taking an indepth review of the MP5 X7, a sort of love child of the Nintendo Switch and PS Vita. What is it and is it any good? Find out here! If you enjoy, please drop us a like and consider subscribing Social Media : Facebook : https://www.facebook.com/groups/33011... Twitter : http://twitter.com/RetroGamerVX Channel Support: Paypal donations : https://streamlabs.com/stephentwigg Patreon : https://www.patreon.com/RetroGamerVX Mine Exploration Channel : https://www.youtube.com/channel/UCsW2E1LQ7EETG9NQgij2dWA/
  3. Hello, All! I've published ColEm 4.4, the ColecoVision emulator for Windows and Linux, as well as the source code for porting ColEm to other platforms: http://fms.komkon.org/ColEm/-- homepage http://fms.komkon.org/ColEm/ColEm44-Windows-bin.zip-- free Windows version http://fms.komkon.org/ColEm/ColEm44-Ubuntu-x86-bin.tgz -- free Linux version http://fms.komkon.org/ColEm/ColEm44-Source.zip -- sources This release adds support for more modern MegaCart cartridges, such as Buckrogers, Subroc, Zaxxon, and Dragon's Lair. The SGM emulation state is now saved to .STA files. I have also added support for 24c08 and 24c256 EEPROM chips, so both Black Onyx and Boxxle fully work now, saving EEPROM contents to .SAV files. ColEm will determine the need for EEPROM automatically, by ROM's CRC, or you can force EEPROM emulation with -24c08 and -24c256 options in Linux. The Windows version offers menu items for switching EEPROM type, as well as links to AtariAge ColecoVision forum, Coleco software publishers, and other sites. Finally, I have fixed a bug restoring background screen color from .STA files. See below for all the changes. ALL CHANGES: * Added ROM page switch specific for carts with EEPROM. * Added 24c08 EEPROM support (Black Onyx saves now). * Added 24c256 EEPROM support (Boxxle works). * Now saving EEPROM state into .SAV files. * Now saving SGM state into .STA files. * Now accepting both AA55h and 55AAh MegaCarts. * SGM games Buckrogers, Subroc, Zaxxon, Dragon's Lair work. * Fixed restoring background screen color from .STA files. * Added EEPROM menu selections to ColEm-Windows. * Added links to CV Addict and AtariAge forums to ColEm-Windows. * Added -24c08, -24c256, and -noeeprom command line options. * Compiled ColEm-Unix with -Wall and eliminated warnings. * Replaced -DNO_WAVE_INTERPOLATION with -DWAVE_INTERPOLATION, off by default. * Removed old LoadSTA() and SaveSTA() code. * Finally deprecated -DNEW_STATES. Have fun! PS: I will use this thread to post ColEm release news and answer questions about ColEm. If you have a question or suggestion, please, feel free to ask it here.
  4. edit: graphical debugger added (21/03/20) Hello AtariAge, I've been working a Atari 2600 emulator for the last year or so and thought AtariAge would like to see what I've been up to. I originally started it as a fun way to learn the Go language but it's turned out to be quite usable so I've decided to release it. It's not a complete emulator yet but it runs at full speed on modest machines (although not as efficiently as a C or C++ implementation), has audio (based on Ron Fries' original code), accurate video output, and a fairly useful debugger. The GitHub repository is here: https://github.com/JetSetIlly/Gopher2600 I appreciate that the implementation language is a little unusual so I've also prepared a binary. Linux only I'm afraid because I don't have access to any other type of machine. Binary is here: https://github.com/JetSetIlly/Gopher2600/releases As I say, the project is not yet complete but I would love it if some of you could have a play and see if you can break it. I'm sure you can. Not all CPU opcodes are implemented - I've taken the view that I should only add undocumented 6507 opcodes when I encounter them. Similarly, not all cartridge formats are supported. Currently, it supports: the atari formats; parker bros; mnetwork; cbs; and tigervision (including 32k tigervision). However, I don't know if they work in all cases. Also, I can only apologise for the debugger. It currently does not have a GUI interface, aside from the TV screen output. But if you can stand using a line terminal, it works quite well. I've listed the resources I've used in the GitHub readme. It may not be clear from that however, just how useful the AtariAge discussion boards have been. In particular, the test roms that are often posted here, have proved invaluable. For example, NUSIZtest.bin, from this page: And many other such examples. I've used these ROMs, and some of my own, during regression testing. The emulator has a nice feature which automates regression tests and it would be nice to release the regression database alongside the binary. I've not done this yet however, because I don't want to distribute other people's work without the correct licencing. What would the AtariAge position be on this? Finally, for a bit of fun, this is a screen recording I made of an earlier version of the emulator running the demo, Chiphead by KK of Altair. I made a mistake when recording it, and it is running in NTSC with NTSC colors but even so, it shows off the emulator quite well I think.
  5. Hi guys! This is Paulo, I'm the author of https://javatari.org, some of you already know the project. It is an online Atari 2600 emulator, that runs on the browser. I would like to hear your opinions/thoughts/ideas about this: Recently, I've been thinking of contacting Atari or maybe Activision (or some others) directly, to kind of present/offer Javatari to them. I imagine that being capable of easily putting content on line would be of great value for them... They still own much of the games! They could be offering the games to be played online on their websites, or use this as part of a marketing thing, even monetize on the games somehow... They could be surfing this "retro" wave using Javatari, engaging the community, etc... I guess that a lot of people that are not techy enough to find roms and run emulators by themselves would love to simply go to Atari's website and play their old loved games. I made the emulator, but I don't know very much about this whole community, and I don't participate in it very much, not even close to many of you guys around here! What you guys think about this? Any ideas or considerations? Thank you very much! Paulo
  6. After an extremely long time since the last release, we now have a new release candidate for what will become Stella 6.1! I'm not going to go into the entire (huge) changelog here; that will come when we do the final release. For now, I will stress the most important new additions that need some testing. That's the main goal of this release: test, test test. So what do we need tested? Here are the highlights: Video mode handling in NTSC and PAL modes has been completely reworked, 'ystart' setting has been removed, etc. The window is now the same size in both NTSC and PAL modes (simulating a real TV), and in PAL mode the scanlines are vertically shorter, since there are more of them. What we need tested here is to play as many games as possible and make sure the image is correctly displayed. If possible, confirm it on real hardware too. The event remapping subsystem has been completely reworked. You can now map the same action on a controller/keyboard/etc to different virtual controllers. So for example, joystick button 0 could mean 'Fire' when using a virtual joystick, but mean something completely different when using another type of virtual controller. So play a bunch of different games (using different controller types), remap them, and make sure it all works. There is now a 'first-class' port for the Retron77. That means that going forward, when we do a new release, it will (hopefully) included a build for the R77 as well. Please test this if you have an R77. There is now a 'first-class' port for libretro. This one still needs some extra work, but it's already working quite well. If you use RetroArch, please download the latest core and try it out. Note that since we don't control when RetroArch does a release, there may be some lag in when we release and when they pick it up. Of course there are many other changes (dozens), and you should try everything out and report any problems. But the stuff above contains the major changes and has had the least testing, so that's where we want feedback the most. The release candidates aren't on the Stella main webpage, but on Github. The addresses are https://github.com/stella-emu/stella/releases/tag/6.1.0-rc1 and https://github.com/DirtyHairy/r77-firmware-ng/releases/tag/stella-6.1.0-rc1. As usual, feel free to respond here. You can also PM, but feedback here is better, so everyone can see it (and to eliminate duplicate reports). So go forth and test Just a reminder that state files, event remapping and many other settings are not compatible with Stella 6.0, so when you do testing here, it will overwrite your old settings, and you won't be able to go back (unless you backup your settings first).
  7. Hello, All! Going to use this thread for news, support, and feature requests for iNES, my NES and Famicom emulator. The free Windows and Linux versions of iNES can be found here: http://fms.komkon.org/iNES/ The Android version is available from the Google Play Store: https://play.google.com/store/apps/details?id=com.fms.ines If you have any questions about NES hardware or the .NES file format, general information can be found here: http://fms.komkon.org/EMUL8/NES.html If you have not used iNES in the past, do give it a try. If you are an iNES user and have questions or suggestions, please, post them to this thread. Marat
  8. Hi. I'm writing a 2600 emulator and I'm looking for rgb values for the palettes the machine used. I know I should probably work them out with luminance and value etc. but I just want some quick rgb values to throw in for now so that I can see if my TIA emulation is working sensibly. Thanks.
  9. Here's a new DIY video on making a Tron arcade stick with Spinner and Trackball. At the end is gameplay showing it in action playing Centipede, Millipede, Battlezone, Tempest, and Typhoon 2001. Turned out to be a really fun project... and the results are really nice to look at.
  10. Hello, guys! I finished work on the Atari Lynx emulator for Android. aLynx - Atari Lynx emulator for Android OS 2.1 and higher. aLynx supports on-screen keyboard, sound output, OpenGL rendering, load/save games states. Link on a Google play: https://play.google.com/store/apps/details?id=com.blogspot.rock88dev.alynx_free https://play.google.com/store/apps/details?id=com.rock88dev.alynx Also, it will be interesting to hear do you think of emulator that could be improved, etc.
  11. Hi, I am happy to have this console, but wanna know if anybody tested hack that was present from 2017-2018. I not speak Japanese and not wanna brick console or sth. Just wanna know if there is possibility to reflash stock fw. Saw some videos on Twitch where Mupen64 was used, there is also possibility to use other emulators/cores. Link to GitHub page of project https://github.com/hissorii/retrofd Link to some blog posts http://blog.livedoor.jp/akira2005/ Nintendo 64 on Retro Freak https://www.twitch.tv/videos/169903803?filter=highlights&sort=time
  12. 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.
  13. Both with and without GUI available here in 32 and 64-bit flavors: http://messui.the-chronicles.org/ Necessary BIOS files - leaved zipped - do not unzip - and create a ROMS folder in the root MESS folder (I.E. C:\MESS\ROMS): NTSC: a7800.zip PAL: a7800p.zip For those interested in utilizing all the fancy HLSL video options you need these files: hlsl.zip The hlsl.zip file you need to unzip and place the folder in the MESS root folder (I.E. C:\MESS\HLSL) Here are some additional support folders - to be handled similarly to the HLSL folder: Artwork (Provides additional screen/monitor effects and overlays): artwork.zip [C:\MESS\ARTWORK] Controller Mappings (X-Arcade, HotRodSE, etc.): ctrlr.zip [C:\MESS\CTRL] Emulator Documents (Command line options, explanation of settings, etc.): docs.zip [C:\MESS\DOCS] Donkey Kong XM and Bentley Bear - Crystal Quest are now playable with full POKEY support. Of course Commando, Ballblazer, Beef Drop, Froggie, Pac-Man Collection XM/POKEY edition still work beautifully as well. Any game images you have can be zipped or unzipped, but must have a header (*.a78 files) and placed in a folder called software (I.E. C:\MESS\SOFTWARE). Of course, you may place you game images anywhere, but need to configure MESS accordingly.
  14. Would there be any possible way to save files in cassette format on any Atari 8-bit computer emulator? I looked at many various emulators such as Altirra, A8E, Atari800win plus, etc, and I can't seem to find any option on any of those for what I'm trying to do.
  15. Trebor

    Stella 4.0

    Go get it folks Don't forget to thank Stephena - A donation would be an ideal way.
  16. 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.
  17. Does anyone use Cubase on an ST emulator? I created a disk image from my old Cubase floppy disk, so I could use it with NoSTalgia, and whenever I try to run it, I get this error message: "MROS not found!" I thought maybe it was because the data had not been properly extracted from my disk, so I downloaded a Cubase disk image I found online. But still, same error message: "MROS not found!" I even tried several different versions of Cubase, and still no love. Any ideas why this is happening? I never had this problem on my ST, and it's the same Cubase!
  18. Does anyone know of an emulator that lets you disable/enable the visibility of the 5 sprite objects (Sprite 1/2, Missile 1/2, Ball object) on the fly? I know that in games like Pitfall, the game uses the Pong ball sprite adjusted every line to draw the swinging vines. I'd be curious to see what other odd little hacks like that are in games. Thanks,
  19. What I am looking for is something to plug into an Interton VC4000 type console that will emulate the ROM and RAM in a game cartridge. It would need to connect to a PC via cable, Bluetooth or Wi-Fi and would be used for the purpose of game development. Does such a thing already exist? It seems to me that something like this would be quite possible using something like an Arduino or Raspberry Pi, but don't want to re-invent the wheel if there is already something out there that will do the job.
  20. Hello everyone, I have a question regarding Atari800MacX emulator. There are games like Draconus and Blinky's Scary School that just work when changed the configuration to 130XE; but seems it's no use with others like Dropzone and Alleycat. Any idea on what to do in order to have all (or most) games working in this program? Regards, - Y -
  21. Recently we’ve had requests from users for both an API (an interface for controlling our microM8 Apple II emulator externally) and a GUI (a graphical user-interface native to the host operating system). The lack of a native GUI has always been an issue for users: microM8 is designed using a cross-platform OpenGL framework called GLFW, but GLFW offers little in the way of UI controls. Also, an API would allow people to automate emulation functions, for example to test .WOZ-format disks created with Applesauce. We realised that we could kill two birds with one stone – we could build a GUI “frontend” application, and then have it control microM8. For efficiency, we used a cross-platform GUI development kit called Lazarus, which is based on FreePascal. Now the GUI is not perfect: because the GUI and microM8 are two separate applications, there can be the occasional issue keeping them synchronised, especially if you swap between multiple applications. But if you’re using microM8+GUI alone or on its own screen then they seem to generally behave themselves. Also, while the Lazarus framework is very cool, it’s not perfect either. But we felt we had got it to a point where it would be usable for most users, and give those who are less comfortable using microM8 ‘s keyboard-based interface another option. And the GUI serves as a great example of what you can do with the API! The code for the GUI is open source, and can be browsed on Github. You can download it for Windows, macOS or Linux at https://github.com/paleotronic/microm8-gui/releases Cheers!
  22. Back in the late 1990s after Intellivision emulation was perfected, we set our sights on Keyboard Component emulation. I sourced a keyboard but of course the tape drive was non functional and it suffered from a faulty CRT chip (Mystery chip) that would overheat and garble the display. I took the Keyboard to Detroit, MI to the home of Frank Palazzolo. Roms were dumped, reverse engineering was done, keyboards were repaired and data on tapes dumped..... Fast forward to 2016.....Frank is back on the project trying to complete the emulation of the Keyboard Component! A number of years ago, Frank gave a talk about how the emulation came about. He knew it had been recorded, but it has only recently (finally!) been uploaded to YouTube. Check it out! I've included a few pictures of Frank, Myself (William Moeller) and Carl Mueller posing with my Keyboard and the Apple II monitor working on the Keyboard as well as a couple of other pictures.
  23. Getting a bit annoyed by the bad situation with lynx emulators I started to patch and back port things to the handy original code. Bad situation in the sense that it is nearly impossible to get bug-fixes or additional features into (mostly closed source) emulator code. Nevertheless, all emulator code is derived from the original handy code, but in some emulators a lot of code changes have been applied. But the original code is abandoned. And this is what I would like to change! Now I have the hope that, IF we have a central place for the base code, we can advertise it and patches from there find their way to the respective emulators. The following things are planned or already done: * Full stereo 16 bit support (10 bit significant) * Attenuation support (Lynx 2) * Using second strobe as read on second bank (messed up completely in emulation) * Use of AUDIN to switch banks (like in Alpine Games) * lnx format extension to support AUDIN banking * Using AUDIN + second strobe for read/write to EEPROM (save game) * TWI EEPROMs (BLL save features) * Everon bug-fix * Split code base into "core" and "gui", remove windows dependencies from core * Compile an up-to-date windows handy version Repository will most likely be placed at github. Comments and suggestions?
  24. Hello, AtariAge! I decided to get into bAtari BASIC programming after sprybug's wonderful Zippy the Porcupine, although I did have a small bit of experience with the language after watching Tinkernut's video on it. My first full game with it is called "Wal-Rush!" This is actually my port of my other original game, Wal-Rush! on Scratch (written for a contest over at CodeWalrus. I am still waiting for the results, if anyone wants to ask. The controls in this one are LEFT and RIGHT to move, and FIRE to fly! You get 1 point every so often as you fly, and you can eat the fish for 10 points. Don't crash into the spikey mines, or else you EXPLODE! (I am planning to add an invincibility powerup like my original game, and that is coming up!) I used the amazing Titlescreen Kernel to make the titlescreen, but other than that, this game is written in pure bAtari BASIC (perhaps inefficiently at times; please, tell me if I'm coding inefficiently.) All of the code is REMed, so if you want to modify it, I think you could understand the code. What I would really like is a sound engine so I can put in sound effects, and maybe a jingle that plays throughout the game. If anyone can tell me how to do that, that would be swell! Here is a video of the gameplay, as this game stands. Tell me what you think so far! Wal Rush A2600.zip
  25. 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.
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