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The official Android port of the Atari800 open source emulator has returned to Google play (Android market) with a new name: Colleen. https://play.google....e=search_result
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I needed a project for learning advanced JavaScript for my work, so here is my proof of concept for a TI-99/4A emulator written in pure JavaScript: http://js99er.net You can run it from the web link or download and expand the zip to your local machine and open the index.html file. All that's required is an up-to-date browser (Google, Firefox, IE 10+). Currently only the CPU, VDP, PSG, RAM and a bit of the keyboard is emulated. There 's no system ROM, GROM, DSRs, disks, i.e. none of the console's 'operating system' (the opening screen is just a VDP dump). So the programs are limited to machine code that doesn't require any console routines. Luckily I had a few of those available If you want to attempt to load other programs than the bundled examples, take at the software folder and software.js to see how it works, but beware that it will probably not work. The programs are currently provided as JavaScript arrays. I have attached a small Java program (bin2js.jar) to turn binary files into JavaScript arrays. I have put this together in few weeks. This would not be possible without taking advantage other peoples' work. I'm in eternal debt to Tursi, from whom I have borrowed much of the CPU emulation (plus a little from MESS), the sound emulation is using components from TSS Chiptune Sound Library and JavaGear, and the VDP emulation was based on MSX.js but has been substantively rewritten. If anyone is interested in contributing to js99'er I'm thinking about turning it into a GitHub open source project. [EDIT] Joystick 1 is mapped to arrow keys + Tab like in Classic99. Enjoy! ----------------------------------------------------------------------------------------------------------------------------------------- Note: This is now a fully working emulator capable of running most programs. Low levels disk access is only partially supported, and speech support is a hack. Apart from that it works, and it's the only emulator that supports most of the functionality of the F18A. rpk2json.zip js99er-2.5.zip
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Hi guys. Once upon a time (well, it was 2015) I was stuck with the flu and only a MacBook laptop, and unable to test Mecha-9 and other games sent to me because the available emulators just don't handle VDP nuisances, Megacart, and even less Super Game Module. So I ported my private emulator with support for Megacart and Super Game Module. It has a pretty simple user interface but it works like a charm on my Mac, and you can play any game from the original ones till Pac-Man Collection Later it has been greatly improved, and I've included some of my games that have been released freely, and also some games contributed graciously by Team Pixelboy. The package includes binaries for Mac OS X, Linux, Windows, and Raspberry Pi 3 (this one in the _all marked ZIPs), and also the usage instructions. For people having Retroarch running on Mac OS X, or Pi 4 running Retropie, I've uploaded an alpha version containing a .dylib file (for Mac OS X), and a .so file (for Pi 4). It is really amazing being able to use the CRT filters and the rewind feature. Because of my lack of knowledge about Retroarch, it handles the keypad like in FreeIntv, pressing one of the action buttons to make a tiny keypad appear, selecting the key you want, and then using another action button to enter that key. Some people have experienced interrupted or glitched audio output using Windows 10/11, the current solution is to install the DirectX9 libraries. Edit: Jan/17/2022 uploaded a alpha version for Retroarch, compiled only for Mac OS X and Pi 4. For Retroarch is enough to add the dylib to the cores, for Retropie are included instructions on how to install it. Also because of my lack of knowledge about Retroarch, it handles the keypad like FreeIntv where you select keys by using a tiny keypad. Edit: Sep/02/2020 v0.6.9, now allows to take screenshots while in pause. Also added my game Zombie Near to the pack of included ROMs. Edit: Jun/16/2020 v0.6.8, now allows to reverse joystick interpretation for up/down and left/right, useful with some controllers reported. I hope to not have broken anything in this release. Edit: Jun/13/2020 v0.6.7, now support for random number generation on games like Word Feud (using RAND_GEN from Coleco BIOS). Paused windows doesn't show trash if minimized/maximized or something passes over. Pause shows a message. Added Mecha-9 to the game collection included. Now finally includes libsdl to avoid installing it. Edit: Nov/30/2017 v0.6.6, now Raspberry Pi version included, also added Ctrl+Fn+F4 to save a memory snapshot and Ctrl+Fn+F9 to log PSG values in each frame. (although keys are configurable, Ctrl for these isn't) Edit: May/25/2017 v0.6.5, joysticks are now configurable, support shortcuts for full screen and saves state of it for next time (Mac Cmd+Ctrl+f and Windows Alt+Enter), enhancement of VDP emulation and undocumented modes, correction of execution time for some Z80 instructions, and solved bug where Sammy Lightfoot would crash. Raspberry version not available yet. Edit: Feb/15/2016 v0.6.4, now ADAM keyboard can be fully configured (very useful for users with non-US keyboards), and finally Raspberry version compiled. Edit: Jan/11/2016 v0.6.3, better emulation for Z80 solves pitch problem in speech in Sewer Sam and Squish'Em Sam, keys F4 and F7 are now configurable, Expertype and ADAM Bomb 2 are now working, fixed some ADAM keys for Windows, added 64K RAM expansion for ADAM, fixed bug in joystick support (not tested), added code to show joystick movement when using F7 (show codes). Raspberry not updated in this version because I didn't found my external keyboard Edit: Nov/27/2015 v0.6.2, solves small bugs in Z80 and VDP emulation. Ctrl+Fn+F4 creates debugging snapshots. Allows to use two keys to activate one button (both pressed at same time). Allows for two keys to activate same button (for example two controllers). Raspberry now shows status messages (important for F7 key codes). More keys are configurable: video recording, audio recording, screenshots, enable/disable roller controller. When using Roller Controller the sensitivity has been adjusted (was too fast). Edit: Nov/05/2015 v0.6.1, small bugs fixed. Pause and Reset key couldn't use joystick. Better compression for AVI and safeguard if 2GB limit is reached. PAL switching didn't update BIOS European byte. Able to exit using # and * key at same time (only Raspberry) Edit: Nov/04/2015 v0.6.0, all platforms updated! Added fast startup of Colecovision BIOS, Roller Controller enabled/disabled with only Fn-F5, VIDEO RECORDING!!! using Fn-F6 (AVI with ZMBV codec, playable with VLC Player), support for Right Shift + Enter to exit in Raspberry PI (useful for Retropie). BTW, several people has donated to CoolCV for the Mac version and also for the Raspberry version, including a Raspberry PI (still stuck in snail mail) but I've got another one for the development using the donations Thanks for contributing!!! Edit: Sep/23/2015 v0.5.4, Mac only, allows controller mapping to be changed (creates Documents/coolcv_mapping.txt), changed Fn+F7 to show instead key codes and joystick button codes, support for Super Action Controllers (you need to activate buttons in mapping file). Edit: Sep/01/2015 v0.5.3, Mac only, added Fn+F10 to save PNG screenshots, now also checks for file numbers previously used and doesn't rewrite them. Now also accepts dropping ZIP files, the first ROM/COL/BIN file inside will be used as game ROM Edit: Aug/31/2015 v0.5.2, Mac only, documented Fn+F8 feature to accelerate disk/tape read in ADAM mode. Added new feature to record audio files using Fn+F9, it saves files in your Music folder. Note it reuses numbers if re-run, so copy any files you like. Now you can use Q*Bert sounds for your cellphone calls, for example Edit: Aug/25/2015 v0.5.1, highly experimental Raspberry PI version now available in post #91 http://atariage.com/forums/topic/240800-coolcv-emulator-for-mac-os-x-linux-and-windows/page-4?do=findComment&comment=3307835 Edit: Aug/08/2015 v0.5.1, controllers should feel smoother now. Solves a bug in VDP collision register (failed in Carnival) and also allows to run Super Donkey Kong prototype (1983) deactivating SGM support (it crashed because the game wrote to port 7FH) (now ZIP file includes all platforms) Edit: Jul/31/2015 v0.5 Added keypad support for controller 2 in keyboard and experimental Coleco ADAM support for DSK and DDP (check Read Me file for details) I've tested only SmartBASIC, Dragon's Lair and Donkey Kong Jr. (Aug/01/2015 added Linux and Windows versions) Edit: Jul/29/2015 v0.4 Now supports for controller 2 in keyboard. Higher audio volume. Also implemented support for two joysticks (tested by grips03) with Fn+F7 to switch buttons and now it can launch ROM files (use context menu in your ROM file, select get info, change application to CoolCV, change for all) though not sure why there is a small delay in launching. Jul/30/2015 just added Windows and Linux versions. Edit: Jul/26/2015 Now also compiled for Linux, 32 bits and 64 bits be sure to run the right version. Also you need to drop your ROM file into the window. If it's running slow, make smaller the window. Edit: Jul/25/2015 I compiled this for Windows (very early). Same as Mac version, but you need to drop your ROM file INTO the window. If it's running slow, make smaller the window. Edit: Jul/24/2015 v0.3 I've made this an integrated app for Mac. Now download it, open it, then drag&drop your ROM file over the icon appearing in task bar (bottom of screen). In fact you can put the app in the Launchpad for running it easily (no more command line!!) Edit: Jul/23/2015 v0.2 ok, I didn't resisted the temptation to add window resizing and full screen mode. Snapshot saving/restoring. -pal option. And improved aspect ratio. coolcv_v0.1.zip coolcv_v0.2.zip coolcv_v0.3.zip coolcv_v0.3_win.zip coolcv_v0.3_linux.zip coolcv_v0.4.zip coolcv_v0.4_win.zip coolcv_v0.4_linux.zip coolcv_v0.5.zip coolcv_v0.5_win.zip coolcv_v0.5_linux.zip coolcv_v0.5.1_all.zip coolcv_v0.5.2_mac.zip coolcv_v0.5.3_mac.zip coolcv_v0.5.4_mac.zip coolcv_v0.6.0_all.zip coolcv_v0.6.1_all.zip coolcv_v0.6.2_all.zip coolcv_v0.6.3_almost_all.zip coolcv_v0.6.4_all.zip coolcv_v0.6.5_almost_all.zip coolcv_v0.6.6_all.zip coolcv_v0.6.6_all_extra_games.zip coolcv_v0.6.7_almost_all.zip coolcv_v0.6.8_almost_all.zip coolcv_v0.6.9_almost_all.zip coolcv_retroarch_mac_pi.zip
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on edit: Development of Gopher2600 is continuing on Github. I will no longer be posting updates on AtariAge for this project. 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.
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Hi all I have recently finished my Atari Flashback Raspberry Pi conversion. I have based it on the look of the Atari 2600 Vader edition. This is an Atari Flashback 6 with a Raspberry Pi 3b+ inside with Retropie. I removed the Flashback buttons and replaced them with arcade style buttons. I used black snakeskin style vinyl wrap to cover the brown wood effect front panel. I removed the old Joystick ports and added USB ports. I cut a hole in the back to add an HDMI port. Another hole was cut to add a Micro SD card reader so I can easily remove the SD card without opening up the whole case. I wired the Pi board to the power button and a white power LED. Hot glue, super glue and lots of filing was used for the project. The Pi board is currently sitting loose in the case as not a lot of room to bolt it in, but it is very secure as it is. I have converted an Atari Flashback 7800 joystick to work via USB by using a convertor. Also connected, an 8Bitdo wireless controller. Just for effect......I messed around with a couple of "free" retro wallpaper backgrounds and stuck my Flashback in the middle, which came out well.
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Want a surprise? How about a new game from the legendary creator of Activision's H.E.R.O., John Van Ryzin? Wish granted! Welcome Alien Abduction, a new 2600 game exclusive to the Atari VCS! 20 Levels, 140 Play Screens, 16 Obstacle Types.
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Hi, I'm pleased to release the first version of Magnavody, an emulator/simulator for the Magnavox Odyssey. Odyssey was the very first home video game console. It languishes in obscurity but it deserves a big re-evaluation imo. Why? 1. Kooky dial devices for a unique gaming experience 2. Weirdly contemporary game design philosophy combing table top gaming with electronic mini games 3. Fabulous internal design (the "cartridge" system is bonkers cool) 28 games were made for it between 1972-75 and there are a smattering of homebrew games made since 2009 It's hard to use physically and takes a different mindset. However once you "get it", it is very rewarding. The aims of this emulator (and simulator): Accuracy, authenticity, accessibility and fun At the moment it only imperfectly plays "Table Tennis" (the first game) but I have special plans for overlays and homebrew. If you know anything about the pin connections on Odyssey let me know! Thanks!
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Heads up- available from 1st November 2016- The TI-99/4a emulator pc99 from CaDD is making the big jump to Windows (XP up to 10 excluding the rarities) on 1st November. Now issued on USB stick or DVD it is being sold COMPLETE with a full set of files from The Cyc - a huge encyclopedia of TI magazines and programs. Price on dvd of US$49, with discounts for existing owners of the dos version, which is also on the supply media. So- on one dvd, pc99w, pc99dos and The Cyc. And some utilities. Check out www.cadd99.com for information and ordering. TI programs work at a very satisfying speed. regards Stephen (who has been supplying magazine and documentation scans to The Cyc)
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Hi there, I´m looking for the equivalent of the "inverse video" key in any of the Atari 8-bit computer emulators. Hope you can give me a hand with this. - Y -
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Announcing Bobbin v0.4, an Apple Emulator. Why Yet Another Emulator? What does Bobbin do that Nintendon’t? Bobbin: Runs entirely in your terminal, using either standard input/output, or a curses screen display Can be used in shell scripts to accept typed text from standard input, and emit program output to standard output Can watch a program binary file for changes, and reload itself with the new program binary when it does, greatly accelerating development cycles for software on the 8-bit Apple Get it at https://github.com/micahcowan/bobbin/releases/tag/v0.4 Bobbin is distributed in source form only; you must be comfortable building software via ./configure && make && make install. I will not make myself available to help you build and install (unless it’s due to a bug). You also really want to have ncurses installed, unless you only want to use the standard input/output interface (no screen representation). Bobbin is written in C for modern, standards-conformant Unix OSes. It is tested on MacOS Ventura, and on Ubuntu Linux running under Windows WSL. Here are a couple of videos (of older versions) in action, demonstrating some key features:
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I posted a scan of a photocopy of the SDS Programmers Guide in the Development Resources sticky, but it was suggested I start a new thread, so here it is. I have some other stuff, SDSMAC source listings, additional documentation, etc. to put here, too. Coming soon. Anyone else have anything relevant, please post away. The SDS consists of a GPL assembler, linker, simulator, and debugger running under DX10 on a TI 990 mini, typically a /10. TI BASIC programs can be converted to GROM format to run on the simulator. [edit] Anyone has a copy of the SDS software or even a running system, or knows where such might be, please post here, message me, or email jbdigriz@dragonsweb.org. Thanks! jbdigriz HCM_SDS.pdf
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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.
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After spending sometime with the gang over at the Atari VCS discord server, I thought I will let the fine people at Atari Age know about it too. I was inspired, and created a way to run Retropie on the Atari VCS. So I created a USB Key both 32GB and 64GB that runs independent, no installing or configuring the system. Once you tell the VCS to boot of the USB key it runs Linux Mint and retropie. Also, because the VCS is a computer, my keys work with almost every computer. If you want more information, I will post some links. First blog post about it. https://dadisajoke.com/blog/f/play-retro-games-on-any-pc My second blog post including a video on how it works. https://dadisajoke.com/blog/f/dadisajoke-retro-power-usb-ready-to-buy Here is the 32GB version on our store. https://dadisajoke.com/store/ols/products/dadisajoke-retro-power-lite-usb-32gb-thumb-drive Now here is the 64GB version. https://dadisajoke.com/store/ols/products/dadisajoke-retro-power-pro-usb-64gb-thumb-drive Please let me know if you have any questions.
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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.
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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.
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I don't know if I should post this here or in the Emulation section..but anyway.. I am trying to figure out the FS-UAE emulator on my old MacBook Pro. (OS X 10.9) The emulator itself comes with a generic kickstart rom, and I have been able to get a few games to work, but they don't have sound. The emulator itself has sound, because I can hear the disk drive sounds when it is loading games. The games run fine, no lag at all, just no sound. But, when I load a Workbench disk, it takes like 5 minutes to load, and the emulator is super laggy, like it won't do anything when I click on the virtual desktop to get into BASIC and stuff.. My question is, if I spend the $$ for the KS Roms from Amiga Forever, will that help the Emulator run at it's full potential? Is it slow because of the generic KS ROM? And, if I did spend the cash for the KS Roms, and workbench disks and stuff, from Amiga Forever, how would I install them to FS-UAE? What file/folder to put them in? I do have VICE running the Commodore 64 with no problems at all on my MacBook, I also have Retroarch that runs perfect on that machine playing SNES games and crap like that with zero issues. Also, using WINE, Classic99 runs at full speed, zero issues...so I think the MacBook itself can do it...will the KS ROMS make the difference? Advise, please? And as always, Thank you for any and all advise..
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Greetings all i have a rasberry pi system i love it i just have a problem pausing games on Atari 5200 and Colecovision any help will be appreciated
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New update for Kimiko !, this project has evolved into a series , The first adventure will intoduce you to Kimiko's universe , her friends and some foe's !. With a growing selection of wingmen to choose from , you will be given a fighter ship to blast you way thru space , defeating enemies and navigating uncharted space ! Feel free to support this project and get your copy of this 8 bit playable on windows game . This second run on kickstarter ends in the end of feb 2020 . The game will be playable in English and French .
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I'm using ErgodoxEZ keyboard connected via usb and every time when I try typing something in the emulator (basic), my characters are getting lost in terms of that I need to press key multiple times to get a character on the screen. Is this a known issue or it's just my emulator config which is not tuned well enough to handle usb keyboards ? I'd appreciate if someone would post config here which is actually working to emulate 800xl. thanks !
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My last update to jzIntv was over 7 months ago. That doesn't mean I haven't touched jzIntv. Au contraire! I've added support for ECS cassette and printer, I've extended the debugger, I've added "raw input" mode for controllers such as the Retronic USB, and so on. See below for full details. Find it here: http://spatula-city.org/~im14u2c/intv/ ________ Release notes for 2018-12-25. Updates since 2018-05-09. --------------- New features: --------------- * Added Carl Mueller's IDIV, JDIV, ISQRT. This was an oversight from long ago, and now these are added under jzintv/examples/library/. * Raw-bits mode for controller adaptors such as Retronic that can provide raw input bits from native controllers. See PDxx_BIT_x in jzintv/doc/jzintv/kbdhackfile.txt & jzintv/doc/jzintv/retronic-usb-raw.kbd. * Debugger features: (see jzintv/doc/debugger.txt for updated docs) b? lists active breakpoints t? lists active tracepoints w? lists active write-watches @? lists active read-watches ?? outputs the debugger's current status * Add "button" mode to support analog joysticks that have analog buttons that report themselves as analog axes. * Add support for saving/loading ECS cassettes and printing to the ECS printer. ---------- Changes: ---------- * Updated the NTSC and PAL palettes based on experiments with TV capture cards and eyeballing several games. (Congo Bongo is a tough one to nail.) Also, NTSC and PAL now have different palettes. * macOS builds are now 64-bit only, driven by recent changes in macOS. jzIntv should still run with OSX 10.7.x or later. * A raw semicolon ';' in a kbdhackfile now introduces a comment. To bind the semicolon event, use the word SEMICOLON. ------------------------- Cleanups and bug fixes: ------------------------- * Fix "voice_compat" in internal ROM database. It accidentally requested ECS rather than Intellivoice for known voice games. * Myriad fixes to allow compiling with MSVC, along with an MSVC Makefile. * Myriad fixes to allow compiling with Clang from Xcode. * Many waves of 'const' correctness, and occasional 'restrict' qualifiers. * Many 'sanitizer' directed fixes. * Many minor memory leaks cleaned up. * Fix event scanning to actually allow <5ms granularity. Deepened the event queue as well. * Fix JSx_BTN_28, which has been b0rken for almost 20 years. * Fix the spelling of ecs_compat, version, publisher in metadata code. * Improve handling of build/release dates in metadata. * Fix HH:MM parsing for UTC offsets in metadata. * Remove C++14-isms; restrict to C++11 as baseline. * Use modern C++ style casts and 'nullptr' rather than 0/NULL in C++ code. * Fix include guards to not use _CAPS, but rather CAPS_. * Fall back to ECS-disabled if game sets ecs_compat to "enhanced" but no ecs.bin is available. * Fix documentation for -J flag in --help info. * Only print "diagonal bias" for 4diag mode in joystick status output. ------- Misc: ------- * Experimental Emscripten build. * Experimental Termux build.
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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?
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Hello, I have a question regarding sprite layers in the Kega Fusion emulator. I believe you can toggle layers in a different emulator, znes or something like that, which means you could possibly turn off the HUD of some games... I am wondering if it's possible to do the same in Kega Fusion? I'm trying to achieve this, mainly turning off the HUD, as to gather some background footage of game play for a video. If not possible, or there any other methods of achieving this goal? Sorry if I didn't post in the right category, never been on a forum.
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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
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Hi I just played around with Emscripten and was able to port my A8E Atari 800 XL emulator to JavaScript. So you can check out some old games within your browser. Controls are as follows: F1 = HELP, F2 = OPTION, F3 = SELECT, F4 = START, F5 = RESET, ARROWS = joystick directions, ALT = fire. You may try the following links with Firefox or Chrome: Atari 800 XL self test, Archon, Archon 2, Asteroids, Bandits, Behind Jaggi Lines, Davids Midnight Magic, Donkey Kong, Drol, Encounter, Dropzone, Goonies, Gyruss, Hero, Karateka, Keystone Capers, Koronis Rift, Landscape, Montezumas Revenge, Moon Patrol, M.U.L.E., Pitfall, River Raid, Raid over Moscow, Pooyan, Spelunker, Silent Service, Starquake, Summer Games, Track and Field, Vanguard, Zorro. Have fun Sascha
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MAME 0.239 Did you think we’d let 2021 finish without a parting MAME release? MAME 0.239 is here, just in time for the new year. This release includes a fix for many subtle and not-so-subtle sound and music timing issues in games using Yamaha FM synthesis chips. The frame rate for Gaelco games has been adjusted to satisfy some wily protection checks, fixing crashes when continuing in Thunder Hoop and graphical issues in Squash. A big update for Philips CD-i emulation just made it in for this release, greatly improving the experience in a lot of games. Nintendo Famicom Disk System emulation has also seen some improvements this month. This release is packed with even more Soviet re-skins of the Game & Watch Egg program, the latest Apple II dumps and cracks, another batch of Commodore 64 cassettes, and more exotic NES and Famicom cartridges. Milan Galcik, who’s been busy with the Elektronika hand-held games, has also completed a Slovak UI translation and updated the neglected Czech translation. Both genuine and cloned Apple II systems have had emulation updates this month, with a number of unique VTech Laser and Franklin ACE features now supported, and performance improvements for the Apple IIgs. Of course, there’s lots more than we have time to talk about here, and you can read all about it in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page. Read the rest of this entry »