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  1. edit: graphical debugger added (21/03/20) edit: v0.2.1 (11/06/20) edit: v0.3 and v0.3.1 (23/07/20) edit: v0.3.2 (29/07/20) and v0.3.3 (03/08/20) edit: v0.4 (24/08/20) MP3 and WAV file loading edit v0.5 (14/09/20) SaveKey support edit v0.6 (22/09/20) PlusROM 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.
  2. Hi guys. I've been stuck for several days with a flu with only a MacBook laptop, and unable to test Mecha-9 and other games sent to me because the available emulators just doesn'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, you'll need to download also libSDL 2 from http://www.libsdl.org (there is a chance you should download it, because OS X v10.11.5 somehow doesn't recognize the integrated SDL library) It's pretty simple but it works like a charm at least in my Mac, and you can play any game from the original ones till Pac-Man Collection You need to boot into Terminal for using it, also you must download the BIOS coleco.rom I don't intend to update it in a looong time, so enjoy it! 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
  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. So, it's time for a new release of Stella. This time we're trying to do smaller releases a little more often, rather than having a 6 month - 1 year gap between them. So the changelog will be shorter. There are changes all across the board. Some new bankswitching schemes, some debugger/developer improvements, UI improvements/re-arrangements, etc. Also now implemented is the ability to change the phase shifts for generating the TIA palettes, and the ability for PAL games to use 50Hz fullscreen mode (when supported), to reduce judder. Anyway, here's the full changelog: Added interactive palette to Video & Audio settings. Added 'Custom' palette, generated from user controlled phase shifts. Added that adjustable audio & video settings are displayed as gauge bars. Added four global hotkeys which allow selecting and changing numerous audio & video settings without having to remember the dedicated hotkeys. Added 'Turbo' mode, runs the game as fast as the computer allows. Added that paddle centering (per ROM) and sensitivity can be adjusted. Added that mouse sensitivity for Driving controller can be adjusted. Added paddle filtering in UI to avoid unwanted navigation events. Added selectable dialog fonts. Added separate positioning of launcher, emulator and debugger. Added optional display to game refresh rate adaption in fullscreen mode. Added option which lets default ROM path follow launcher navigation. Added debugger 'saveaccess' function, which saves memory access counts to a CSV file. Added displaying last write address in the debugger. Added debugger pseudo-register '_scanend', which gives the number of scanlines at the end of the last frame. Added detection of color and audio data in DiStella. Restored 'cfg' directory for Distella config files. Added TV Boy and 3EX bank switching types. Removed unused CV+ and DASH bank switching types. Added support for loading grayscale PNG images in the ROM launcher. As usual, Stella can be downloaded from https://stella-emu.github.io/downloads.html, and donations are appreciated at https://stella-emu.github.io/donations.html. Please report any bugs directly to Github (https://github.com/stella-emu/stella/issues) or here.
  5. 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.
  6. 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
  7. 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! 🙂
  8. Hello, All! The free VGB 5.7 for Windows and Linux, my GameBoy Color, GameBoy Classic, and Super GameBoy emulator, is now available for download: http://fms.komkon.org/VGB/ -- homepage http://fms.komkon.org/VGB/VGB57-Windows-bin.zip --Windows binary http://fms.komkon.org/VGB/VGB57-Ubuntu-x86-bin.tgz -- Linux binary The new version fixes several bugs with moving and resizing the application window and saves the choice of physical gamepad in VGB-Windows. The sound chip time is now measured in microseconds rather than milliseconds, for better precision. Finally, VGB-Windows comes with a menu option for clearing all current settings, in case they get messed up. ALL CHANGES: * Sound chip time is now measured in microseconds. * Fixed high-frequency sound limit (GBC Frogger). * Added "File | Clear Settings and Quit" option to VGB-Windows. * Fixed small windows behavior in VGB-Windows. * Fixed window position behavior in VGB-Windows. * Saving physical joystick/gamepad selection in VGB-Windows. Have fun! PS: AlmostTI, my Texas Instruments graphing calc emulator, is on $2.99 sale at Google Play this week: https://play.google.com/store/apps/details?id=com.fms.ati
  9. 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 [email protected] Thanks! jbdigriz HCM_SDS.pdf
  10. Let me preface this by saying that this is my first time on AtariAge and frankly, I'm a kid who has no idea what he's doing- But that's why I'm here! Also apologies if this isn't the right place for this post. Let me know if I should repost in another place. It's my Dad's birthday soon and he's always dreamed of being able to play Robotron 2084 with arcade joysticks again. I'm trying to find the easiest and cheapest way to get him that experience again. I have Midway Arcade Treasures on Gamecube, but the Gamecube controller joysticks don't do the trick for him. I also am in no position to spend thousands of dollars on a cabinet or buy parts and learn to make one. I wish there were a console/emulator(?) I could buy that I could connect via HDMI into a TV, and a dual joystick setup that I could plug into it. What's the easiest way to play Robotron 2084 with classic arcade joysticks? Thank you all in advance. Apologies again for my ignorance of any of this. I've tried doing some research on my own, but it's been more complicated than I expected.
  11. 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
  12. I just added AUDIn bank switching to my slideshow creator and all utilites. To test it, I used a patched version of mednafen. Thus I can claim it works nicely on soft and hardware. But now the questions: handy (and all other emulators) use the lnx file format which has support for two "banks". But this switching is done by "cart strobes". Now, if you look at the PIN layout, ther is only one read and one write strobe. So... Is there any usage of this feature in the emulators? Is there any ROM (I am not aware of) which is using this feature? If not, its only a two line modification of the emulators to use audin for switching the banks. If not, what would a be a good way to save the AUDIN switch in the lnx header? There are still few bytes free. adding two more banks? not really. adding a flag?
  13. 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/
  14. 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
  15. 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).
  16. 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.
  17. 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.
  18. Trebor

    Stella 4.0

    Go get it folks Don't forget to thank Stephena - A donation would be an ideal way.
  19. 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.
  20. 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!
  21. 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,
  22. 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.
  23. 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 -
  24. 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!
  25. 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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