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Found 70 results

  1. Hi all, I've been recently working on updating the Atari 2600 emulation of Z64K and I'm now looking for a comprehensive test suite of programs to test all aspects of the emulation, especially the TIA. Any suggestions on games that are good test cases would be welcome as well. note: Z64K checking of cartridge type is still a WIP so some non-standard cartridges types won't be detected properly. Ideally it would be nice to have a cartridge format similar to what VICE uses for the c64 but that can be another topic. To date I've been using the following programs for testing beyond the officially documented TIA behaviour. Tricks and demos from minidig. Rsync Test by Omegamatrix Hmove Tes by Bradford W.Mott Extra Terrestrials (to test RSYNC) Bang demo and Cosmic ark (to test star field) Thanks in advance for any help in updating the above list.
  2. 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.
  3. 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
  4. 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
  5. 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!
  6. Hi everyone, I am new here, and this is my first post, but I was wondering what you guys would consider the best console emulator for playing NES, SNES, Sega, and maybe PlayStation? I got an atGames Legends Flashback console from a friend for Christmas and have been enjoying NES and Sega Genesis games, but it doesn't have SNES support which is what I want mostly. I was thinking of upgrading to an all around retro game console emulator if such a thin exists. Any suggestions are welcome! Thank you, -J&C
  7. CIAO, i have win 95 installed on an old portable TI, which emulator do you recommend?
  8. 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.
  9. 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)
  10. hi everyone! (first of all, sorry if this thread looks offtopic - it’s not directly related with ColecoVision development, but it is about Colecovision and development related to Colecovision) since some time ago, i got amazed on lots of features from WebMSX emulator (from Paulo Peccin, the same author from Javatari) besides it’s surprisingly good performance, i got amazed with its quite neat feature of opening rom files host on other webservers (as from Javatari, from example, we can open Atari2600 rom files host here in the atariage server, and the emulator is host on javatari server, and having everything written in the browser’s url field, nothing else needed ) so, since msx1 and colecovision has so much in common, i guess wouldn’t be that hard to help Peccin forking WebMSX to a similarly amazing html5+js based ColecoVision emulator? are here html5+js skilled people that could help us there? would be really really amazing!!!! in advance, thanks a lot!
  11. 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.
  12. 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 -
  13. 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.
  14. For no reason other than fun, I am jumping on the Atari 2600 emulator bandwagon. It looks like you've had only one other this year (kudos, Zarek) so maybe it's a lean period? A couple of screenshots are attached. Issues that jump right out: Enduro shows that I'm probably doing something wrong with vertical sync — those four bright lines at the top are the machine starting to output data again while the vertical sync is still ongoing; ... though it appears as though horizontal sync is largely correct since the double scanned lines only slowly leave the correct horizontal area (and then if you look closely at the top, the emulated CRT gets back into phase with only a very slight roll; does the 2600 continue to output horizontal syncs while vertical sync is enabled, e.g. by pulsing blank appropriately?); both Enduro's score line and the exact position of the invaders in the interlace gif show that I'm probably getting the stuff behind CPU/TIA sync strobe at least slightly wrong. I had a check while I was writing this and have immediately spotted at least one of the problems: I've implemented RDY as though it were like e.g. the z80's HALT, when it should pause read cycles only. This probably isn't the only error there though since the Enduro score is quite a bit too far to the left. The 6502 itself has passed a bunch of test suites; can anybody advise on good test cases for specific video features?
  15. Trebor

    Stella 4.0

    Go get it folks Don't forget to thank Stephena - A donation would be an ideal way.
  16. 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.
  17. RevEng and I have worked together in bringing better emulation accuracy to MESS for the 7800 system. Both NTSC and PAL regions have benefited which has been publicly made available in the recently released MESS 0.153. For more technical details please see this post by RevEng, the mastermind behind many of the great improvements to 7800 emulation. Some game highlights...One-On-One Basketball, Commando, Double Dragon, Planet Smashers, Midnight Mutants, Hat Trick, Xevious, Dig Dug, Centipede, Kung-Fu Master, even protos like Plutos look, run, and play excellently. Homebrews seen improvements as well with previously graphical issues with Crazy Brix's 'Brix' are fixed containing proper gradual color shift. Movement of characters under Beef Drop emulates the real hw - not slower or faster. Worm! starts and plays without issue. Extra RAM demos/carts such as "Soft Cell - Tainted Love" and "Multi-Lock On" work perfectly. Other ROMs that no 7800 emulator could run before - such as the 7800 Diagnostic Test cart, runs under MESS now. Here are the needed ROM files with proper headers: Diagnostic Test Cartridge (19xx) (Atari) !.zip Multilockon.zip Softcell.zip Attached is a sampling of the aforementioned games. They are captured from MESS 0.153 with a few CRT simulation effects turned on inside a window.
  18. 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.
  19. 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?
  20. 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
  21. 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.
  22. 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!
  23. Hi all, New features for version 2.2: - improvements to video timing - Bennet tables implemented for DMA timing - mid-scanline timing fix (e.g. Fast Eddie, Silly Things demo, Master of the Lamps) - 6502 store timing fix - VSCROL fixed - VDELAY fixed - player & missile colours fixed for GTIA modes - "Share Joystick fpr Player 2" menu item added (share a single joystick for 2 players, playing alternately) - PIA memory repeat added - PIA fixes for DCRs and data registers - menu option to turn on/off console speaker - SIO disk fixes - sound restored when window gets focus - more trace info for CPU, SIO, PIA and display options - scanline ruler added - CONSOL read fixed for 5200 (Xari Arena ok now) - 20% faster than v2.1 http://www.chrislam.co.uk/rainbow-atari-8bit-emulator.htm Regards, Chris.
  24. 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,
  25. Hi ! Just got my flashcard today, and gave it a try, really happy with it, it works great. Sadly it gave me more things to worry about, I can not get my homebrew to work properly (more than 2 seconds ...) on real hardware. I tested successfully my .lnx file on handy and mednafen. Is there any obvious known difference between handy/mednafen and real hardware which I have to be careful of ? Thanks in advance.
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