#*=====================*#
#| A M I A R C A D I A |#
#| and |#
#| W I N A R C A D I A |#
#| Version 36.52 |#
#| 18 Jul 2026 |#
#| |#
#| by James Jacobs |#
#| of Amigan Software |#
#*=====================*#
Overview
Requirements
Usage
Credits and Licence
History
Other Releases
Toolbar
Menu
Controllers
Other Keys
Guest Machines
Glossary
Troubleshooting/FAQ
Tips
REXX Commands
Debugger
Assembler
Disassembler
Labels
Contents | < Browse | Browse >
OVERVIEW------------------------------------------------------------------
AmiArcadia and WinArcadia are multi-emulators/assemblers/disassemblers of
these machines:
* Emerson Arcadia 2001 console family (Bandai, Emerson,
Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu,
Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix,
etc.) (c. 1982);
* Interton VC 4000 console family (Acetronic, Cabel, Fountain,
Hanimex, Interton, Prinztronic, Radofin, Rowtron, Voltmace,
Waddingtons, etc.) (c. 1978);
* Elektor TV Games Computer (1979);
* PIPBUG- and BINBUG-based machines (EA 77up2, EA 78up5, Signetics
Adaptable Board Computer, Eurocard 2650, etc.) (1977-1978);
* Signetics Instructor 50 trainer (1978);
* Signetics TWIN minicomputer (1976);
* Central Data 2650 microcomputer (1977);
* PHUNSY microcomputer (c. 1980);
* Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer
(1984);
* Hofacker MIKIT 2650 trainer (1978);
* Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria
(1979-1981);
* Malzak 1 and 2 coin-ops by Kitronix (c. 1981);
* AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen
TVG-201, etc.) (1976-1977); and
* VTech Type-right machine (1985).
Features include: ReAction GUI, load/save snapshots, windowed and full-
screen modes, CPU tracing, trainer, drag and drop support, graphics
scaling, automatic load/save of configuration/game, keyboard/joystick/
gamepad/paddle/mouse/trackball/Vision-dapter support, autofire, turbo
mode, gameplay recording/playback, sprite demultiplexing, help windows,
source code, debugger, frame skipping, redefinable keys, save screenshots
(9 supported formats), REXX port, network play (IPv4 and IPv6), real-time
monitor, locale support, game selection sidebar, text-to-speech,
artefacting, support for ZIPped games, clipboard support, palette editor,
memory editor, tone retuning, high score management, force feedback,
sprite editor, 3D, assembler, CALM & IEEE-694 support, Scale2x/3x/4x and
HQx filters, animation recording (4 supported formats), sound recording (8
supported formats), horizon dejittering, tape decks (4 supported formats),
RetroAchievements support, printer emulation, floppy disk drive emulation,
screen editor, papertape emulation, bezel display, industrial/scientific
peripherals, magnifier.
The supported languages are currently English, Dutch, French, German,
Greek, Italian, Polish, Russian and Spanish.
These WinArcadia features are not present in AmiArcadia:
* "View|Menu bar?".
* "Options|Filters|3D".
* "Options|Filters|HQx".
* stretching options on "Options|Filters" submenu.
* "Options|Graphics|Enhance skies?".
* support for user-supplied backgrounds.
* the sprite preview in the sprite editor.
* IPv6 support.
* the output window (the CLI is used instead).
* 16-bit and 44100 Hz options in the "Settings|Sound|Adjust..."
subwindow.
* IFF 16SV recording.
* RetroAchievements support.
* "Options|VDU|Bezel?".
* MPT-03 overlay imagery in the "Help|Game information..." subwindow.
* Gamepad imagery in the "Help|Host gamepads/mouse..." subwindow.
* "Options|Sprites|Transparent" option.
* interpretation of current values in tooltips in the real-time
monitors.
* Interton and Elektor game-specific glyphs.
* redefining keys in the "Peripherals|Controls..." subwindow using the
right mouse button. (You can still redefine them in "Settings|Input|
Redefine keys...").
These AmiArcadia features are not present in WinArcadia:
* the "Settings|Sound|Filtered?" setting.
* the "Settings|Sound|AHI V4+" and "Settings|Sound|audio.device"
settings.
* the clock gadget in the CPU(s) monitor.
* these CLI arguments: CLIPUNIT, NOLOWLEVEL, PRI, PORTNAME, PUBSCREEN.
* the mouth on the status bar while speaking.
* per-game tooltips on the sidebar.
Contents | < Browse | Browse >
SYSTEM REQUIREMENTS-------------------------------------------------------
AmiArcadia for OS3/OS4:
Hardware
Required MC68EC020+
about 24Mb free RAM
Recommended Digital joysticks and/or CD³² gamepads
Analog joystick and/or gamepads
Mouse/trackball (preferably with wheel
and 3 or more buttons)
Graphics card
1024*768 or higher Workbench size
Modem
Firmware
Required Kickstart 3.1+
Software
Required AmigaOS 3.9+BB2 or later (for OS3 version)
PNG datatype (for OS3 version)
AmigaOS 4.0 or later (for OS4 version)
Recommended AmigaOS 3.2+BB2 or later (for OS3 version)
AmigaOS 4.1FEu1 or later (for OS4 version)
AHI 4+ (for sound)
http://aminet.net/util/sys/LightPen.lha
(if you need host lightpen/lightgun support)
narrator.device V37 (from AmigaOS 2.04)
ReAction (see note below)
SPEAK: handler
OpenURL.library (if OS < 4.1.1)
screennotify.library
TCP/IP stack (ie. Internet connection)
translator.library
Web browser
clock.gadget
(OS3 version is in http://amigan.1emu.net/aw/Clock.lha)
(OS4 version is in AmigaOS Enhancer Software Core)
WinArcadia:
Hardware
Recommended Pentium 3 or better
up to 2 analog joysticks/gamepads/paddles (preferably
"rumble" pads, ie. with force feedback)
Mouse/trackball (preferably with wheel and 3 buttons)
Sound card
Graphics card:
1024*900 or higher resolution
16-bit or higher colour depth
3D capability
Intellivision controller(s) with Vision-dapter
Modem
Software
Required Windows XP or later
SAPI.DLL (eg. V5.1) (included)
DirectX 9.0+
Recommended TCP/IP stack (ie. Internet connection)
Web browser
AmiArcadia for AmigaOS 3.x:
A PNG datatype is necessary for parsing of the included AISS imagery.
BB3&4 for OS3.9 includes such a datatype, as does OS3.2. If you are only
running OS3.9+BB2, you will need to obtain and install a PNG datatype.
The audio filter (LED) control and analog joystick (on host) support
bang the hardware directly. All other code is system-friendly.
If any of the 24 pens were not able to be exclusively allocated by
AmiArcadia, you will not be able to use the "Edit|Palette..." command.
This can happen even on a deep (eg. 16- or 32-bit) screen, as there are
still only 256 pens available in the system, and programs such as AmiDock
can use up most of these. A suggested solution is to create a new public
screen (eg. with StormScreenManager) for AmiArcadia to run on.
The emulator is intended to be run from a hard disk. In particular, if
your games are stored on a floppy disk, you should copy them to RAM: or
hard disk first.
You will need a fast Amiga to achieve adequate performance
(which is 50/60 FPS for PAL/NTSC, respectively). OS3.9 users should
download and install the BlazeWCP and FBlit patches for improved
performance. See here for more tips for increasing the emulation
speed, and for information about the text-to-speech feature.
Note that we have been unable to test the printer support code, and
therefore cannot guarantee that it works correctly. If you could confirm
for us whether this works, that would be appreciated.
If you run AmiArcadia in a palettized screenmode (256 colours or less),
the controls in the "Peripherals|Controls..." window are unlikely to
complement correctly.
misc.resource 37.2 (as included in eg. Boing Bag #4 V0.8q) can cause
problems with AHI. We recommend use of misc.resource 37.1 instead.
Generally, images are not loaded into memory until they are needed;
however, once loaded they are retained in memory until the program quits
(for speed, in case they are needed again).
AmiArcadia for AmigaOS 4.x:
Note that support for analog joysticks is disabled in this release.
There is a known issue with a recent version(s) of intuition.library
(eg. V53.42); the graphics compositing engine can cause cosmetic problems
with the AmiArcadia menus. This appears to be a bug in intuition.library.
The workaround is to disable compositing in Preferences.
OS4.1FE is recommended so that you get BOOPSI menus (with imagery). The
BOOPSI menu subsystem assumes you have AISS installed (it is part of a
standard OS4.1FE install). The emulator uses the MenuImageSize environment
variable when starting up to determine what size to make the menu imagery.
If this variable is is not present, the default is 16 pixels square. If
this variable is 0, menu imagery is not loaded nor shown.
AmiArcadia for MorphOS:
For MorphOS users:
You need the appropriate ReAction classes installed. You can get these
classes from OS3.9 BB2 or (preferably) OS3.2.
You should have button.gadget 45.6 or later. Old versions of
button.gadget have bugs which can cause eg. the IAR gadget in the monitor
subwindow to be too small.
Under MorphOS, force feedback is supported. You need to be using (on the
Peripherals|Left controller" and/or "Peripherals|Right controller"
submenus) an analog gamepad for this. (It does not work on our Gameware
USB Rumble Control gamepad (under MorphOS 2.7), but this may be a driver
issue.)
MorphOS 3.3 is used for development and testing; compatibility with
other versions of MorphOS is assumed but not tested. If the emulator hangs
at startup, see here.
If your keyboard has only one Windows key, you will not be able to
access the Amiga-key shortcuts. In this case, we recommend using the
ComKeyRemapper program (http://aminet.net/util/cli/ComKeyRemapper.lha).
WinArcadia:
The supported operating systems are Windows XP, Vista, 7, 8 (including
8.1), 10 and 11.
If you are running Windows 1.0-3.11, there is no version of WinArcadia
that will run on your machine. Perhaps you should upgrade ;-) .
If you are running Windows 95, you must use V17.61 (or earlier).
If you are running Windows 98, ME, NT or 2000, you must use V21.51 (or
earlier).
Force feedback uses DirectInput 5.0+. 3D graphics uses Direct3D 9.0+.
DirectX is not included in the WinArcadia package but is widely available
(eg. from Microsoft). V9.0c was used for testing.
The Regina REXX 3.9.4 interpreter is effectively built into the emulator
and thus you do not need to install a separate REXX environment.
If the SAPI.DLL file is missing from your system for some reason, you
may have to download it and copy it into the same directory as the
WinArcadia.exe file.
Optional files
AmiArcadia: If you have AISS (the Amiga Image Storage System, available at
http://www.masonicons.info/aiss/arc/aiss4.lha), you can delete
the Images/AISS/ directory.
Deleting the icons/ directory will not cause any problems either, if you
don't want to generate icons.
Both: You can, of course, delete any catalogs (ie. translations) you don't
need. English is built into the emulators. If you don't need the source
code, you can delete the source/ directory.
Contents | < Browse | Browse >
USAGE---------------------------------------------------------------------
CLI Arguments
AmiArcadia
Format: AmiArcadia
[[FILE] <file>]
[CLIPUNIT <unit>] (AmiArcadia only)
[FULLSCREEN=ON|OFF]
[LOCKCONFIG|UPGRADE]
[NOLOWLEVEL] (AmiArcadia only)
[PORT <port>]
[PORTNAME <name>] (AmiArcadia only)
[PRI <pri>] (AmiArcadia only)
[PUBSCREEN <screen>] (AmiArcadia only)
[SETTINGS <file>]
[STARTUP <file>]
[ASM <file>]
[DISGAME <file>]
[SYM <file>]
Template: FILE,
ASM/K,
CLIPUNIT/K/N, (AmiArcadia only)
DISGAME/K,
FULLSCREEN/K,
LOCKCONFIG/S,
NOLOWLEVEL/S, (AmiArcadia only)
PORT/K/N,
PORTNAME/K, (AmiArcadia only)
PRI/K/N, (AmiArcadia only)
PUBSCREEN/K, (AmiArcadia only)
SETTINGS/K,
STARTUP/K,
SYM/K,
UPGRADE/S
Purpose: To emulate Signetics-based machines (specifically, the
Emerson Arcadia 2001 and Interton VC 4000 console families, the
Elektor TV Games Computer, PIPBUG- and BINBUG-based machines,
the Signetics Instructor 50 trainer, the Central Data 2650
computer, various coin-ops, the PHUNSY computer, the
Selbstbaucomputer trainer, and the MIKIT 2650 trainer) and to
simulate AY-3-8500/8550/8600-based Pong systems and the VTech
Type-right machine.
Specification:
FILE=<file>:
a file to load at startup; this can be in any supported format.
ASM=<file>:
assembly source code to assemble directly from the CLI and quit
without launching the emulator GUI.
CLIPUNIT=<unit>: (AmiArcadia only)
which clipboard unit number to use for copy/paste operations
(0 to 255, default is 0).
DISGAME=<file>:
game to disassemble directly from the CLI and quit without
launching the emulator GUI. The full 32K is always disassembled
in this case.
FULLSCREEN=ON|OFF:
whether to start in fullscreen mode or not.
LOCKCONFIG:
this prevents the configuration file from being saved at exit.
NOLOWLEVEL:
Use of Poseidon USB and lowlevel.library under MorphOS can
cause hangs, at least under MorphOS V2.7-3.3. If it hangs while
starting up, try running it with this argument.
This prevents the emulator from using lowlevel.library. The
host digital joysticks/joypads will not work in this case, but
at least you can run the emulator.
See here for more information.
PORT=<port>:
TCP/IP port number to use for network play (0 to 65535,
default is 6666).
PORTNAME=<name>: (AmiArcadia only)
ARexx port name to use (default is AMIARCADIA.1, AMIARCADIA.2,
etc.).
PRI=<pri>: (AmiArcadia only)
priority for AmiArcadia to run at (-128 to 5, default is 0).
PUBSCREEN=<screen>: (AmiArcadia only)
the name of a public screen to open on (otherwise the default
public screen is used).
SETTINGS=<file>:
the configuration file to use, for both loading and saving. The
default is AmiArcadia.ini (for AmiArcadia) or WinArcadia.ini
(for WinArcadia). The emulator always looks in the
PROGDIR:Configs/ (for AmiArcadia) or .\CONFIGS\ (for
WinArcadia) directory for settings, so you should supply a
filename only, rather than a complete pathname. You must
include the .INI extension.
Note that if you give a SETTINGS argument, the settings
stored in the file override any other settings you might
specify on the command line.
STARTUP=<file>:
a REXX script to run at startup. The path for this is relative
to the emulator's main directory (ie. PROGDIR:). Eg:
WinArcadia STARTUP=Scripts/showhelp.rexx
SYM=<file>:
a symbol file (.SYM) to load at startup, similar to using the
debugger LOADSYM command. This is most useful when using the
ASM or DISGAME CLI arguments.
UPGRADE:
this will automatically upgrade all .INI files in your Configs/
directory to the latest version and then quit. You should do
this whenever you have upgraded to a new version of the
emulator, because generally only the most recent "obsolete"
format can be read/upgraded; more obsolete formats are
completely unsupported.
The example configuration files provided with the emulator
are always the current versions (ie. already "upgraded").
Typing:
AmiArcadia ?
or
WinArcadia ?
as appropriate, will display the available CLI parameters.
For WinArcadia, you should ensure that the current directory is the
one in which the executable (WinArcadia.exe) resides, when you launch the
emulator (since Windows doesn't appear to have any equivalent to
PROGDIR:). This will ensure that all features which rely on external
files (eg. "Help|Manual...") work correctly.
Most settings are loaded automatically from the configuration file (eg.
WinArcadia.ini) at startup, and likewise are saved to there automatically
at exit. INI files are text-based (ASCII), and therefore can be viewed
and edited in a text editor. We advise caution when doing this, as the
parsing of INI files is not very robust. Invalid or malformed INI files
will cause the emulator to crash. See the source code for details on the
expected format. It is recommended to use the menus, etc. of the emulator
itself to create and alter INI files, rather than doing so in a text
editor, as this will avoid the possibility of inconsistent or otherwise
incorrect data.
Contents | < Browse | Browse >
CREDITS AND LICENCE-------------------------------------------------------
Credits
AmiArcadia and WinArcadia were written by James Jacobs of Amigan Software.
The Interton VC 4000 and Elektor TV Games Computer emulation is based on
work by Peter Trauner and Manfred Schneider. The Malzak emulation is based
on work by Barry Rodewald. The Laser Battle and Lazarian emulation is
based on work by Pierpaolo Prazzoli.
The networking subsystem, ZIP support, GIF support and PNG support are
based on code by Marat Fayzullin, Gilles Volant, Gershon Elber and Rich
Geldreich respectively. The IFF ANIM support is based on code by Olaf
Barthel and Jim Kent. The upper row of button gadgets (for AmiArcadia) are
from the AISS package, by Martin 'Mason' Merz. The "HQx" algorithm is by
Maxim Stepin. The "Scale2x/3x/4x" algorithm is by Andrea Mazzoleni. PHUNSY
MDCR support is based on code by Frank Philipse.
The built-in 2650 code (ROMs, DOSes, etc.) was written by Signetics,
Zaccaria, Kitronix, Central Data, et al.
The German, Greek, Italian and Russian translations are maintained by
Stefan Haubenthal, Anthony Iliakis, Samir Hawamdeh and Mikhail Malyshev,
respectively. The French and Spanish translations were formerly maintained
by Benjamin Siskoo and Damaso Dominguez, respectively. The Dutch, French,
Polish and Spanish translations are (currently) (un)maintained by James
Jacobs. I am not fluent in any of these languages, so if you would like to
maintain any of these translations, or translate to other languages,
please contact me. Also needed are translations of this user manual, which
is currently only available in English.
The inclusion of various catalogs should not be construed as support of
the actions or policies of any particular government (eg. the deplorable
Russian wars of aggression in Ukraine, Georgia, Moldova, etc.).
The MorphOS port is compiled by Stefan Haubenthal.
Special thanks to Charles Eurich (Arcadia) for compatibility testing and
bug reports, to Stefan Haubenthal for code contributions and bug reports,
to Luca Longone (Arcadia), Peter Henderson and Gert Gremmen (PIPBUG),
Andrew Dunn (BINBUG), Miguel Cardoso (Pong), Samir Hawamdeh, Leonis,
Johannes Maibaum and Mikhail Malyshev for bug reports, to Lucien Kleigkers
for code contributions, to Peter Marschat, Frank Whitlock, Jens Brinkmann
and Manfred Saliger (Elektor), Lionel Theunissen, Alan Laughton and Ian
Binnie (PIPBUG/BINBUG), Tyler Whitney (Instructor 50), Eelco Vriezekolk
(TWIN/CD2650) and Frank Philipse (PHUNSY) for dumping, and to Martin
'Mason' Merz and Thomas 'TommySammy' Blatt for icons.
EMail: amigansoftware@gmail.com
Amiga Developer Number: AD874
Websites: http://amigan.1emu.net/releases/
http://amigan.yatho.com/
Licence
AmiArcadia and WinArcadia are open source freeware. These are the licence
conditions:
* you are not allowed to sell it, or modified versions of it, without
consent (however, magazine covermounting is permitted);
* any modified versions must be clearly marked as such, and not be
misrepresented as being the original software;
* you are not allowed to remove or alter the existing credits (though
you may append to them as appropriate);
* you may distribute this unmodified executable either with or without
the source code, at your discretion. (The official release packages
will always include source code.) However, modified versions
(including ports) must include both the executable and source code;
* any accessory files (eg. catalog files) must be accompanied by
source code (eg. the corresponding .ct file);
* software into which code or algorithms are copied must be open
source, without additional licence restrictions to those listed
here, and appropriate credit must be given;
* you must allow us the right to backport improvements you make to
this software or algorithms;
* contributions cannot later be arbitrarily rescinded; and
* you are not allowed to modify the software to insert logic bombs,
spyware, digital restrictions management, copy protection, online
activation, virii, adware, nagware or other malware, nor may you
knowingly include it in any package, compilation or download
containing these.
We seek to provide the most rights and freedoms possible to users,
modifiers and distributors of this software. We believe that the above
licence meets these needs and is superior to other licences, eg. the GPL
(which permits selling of free software, non-inclusion of source code,
etc.).
If you would like to become an official co-developer of this emulator,
please contact me. Ports of this emulator to other platforms (eg. MacOS,
Linux, handhelds...?) would be welcomed. The emulator is designed so that
it should be possible to produce a useful port without having to port all
of the many features of the Amiga or Windows versions. For an example,
look at the Super Bug Advance (aka "GBAArcadia") port of the emulator.
Bugs
Amiga development and style guidelines have been adhered to, using the
official Amiga Technical Reference Series as authoritive reference.
Older versions of AmiArcadia have been tested successfully on a real
Amiga 1200 with MC68060 running OS3.9, and all versions have also been
tested successfully under WinUAE.
You should check the Guest Machines and Troubleshooting
sections, the Gaming Guides, the game key help, and the manual of your
game (if available) to check whether a suspected bug in the emulator is
genuine.
Unlike Microfilth, we do have an email address for bug reports ;-)
Please contact us immediately if any bugs are found or suspected. We
suggest using Report+ to generate bug reports (though this is optional);
it is the easiest method. Do not assume that the bug has already been
reported by another user; if it had been, it would probably have been
fixed already.
Also, we do not possess the full range of supported guest and host
hardware, so user-based testing and feedback is essential. We always
investigate and fix any and all bugs reported, and will keep you appraised
of the status of the bug report.
Future
Support for emulation of other Signetics-based machines, and improved
compatibility, speed, features and interface for the currently supported
machines, is desirable. In particular, compatibility (especially as
regards the Interton, Elektor and coin-op emulation) and speed are
considered to be suboptimal.
However, there is a current lack of available documentation and software
for these machines. Please contact us immediately if you have any such
documentation or software.
Contact us to suggest new features, or if you have information that can
help us to improve the emulation accuracy, or if you have ROM dumps/
manuals/photos, etc. to contribute, or for bug reports, comments,
suggestions and requests.
Localization
To localize AmiArcadia, you only need to make a .ct file for your language
(eg. based on aa.ct) and then generate the appropriate IFF CTLG file using
CatComp or similar. There are some scripts provided in the source/
directory which may assist with this. The Amiga Translators Organization
at http://ato.vapor.com/ato/ might also be helpful.
To localize WinArcadia, you need to do the above (and thus will need to
download AmiArcadia, as the .ct files are not distributed with
WinArcadia), but must also localize the tooltips in ibm.c and the menu
strings in wa.rc. Also, WinArcadia itself will need to be modified to
explicitly support the language, so you should get in contact with us to
arrange this.
Source code
Source code is provided.
The release binary of AmiArcadia (OS3 version) was compiled (and
assembled and linked) with SAS/C 6.59. The OS3, OS4 and MOS versions all
have identical source code files.
The release binary of WinArcadia was compiled (and linked) with
Microfilth Visual C/C++ 6.0+SP6. However, you can also build it with
later versions. You will need the DirectX 9 SDK.
The emulators are written in ANSI C (aka "C89"), except that there is
unavoidably MC680x0 assembly language used in the AmiArcadia analog
joystick routines (only for AmigaOS 3.x), and some of the
RetroAchievements code is in C++ (for WinArcadia).
To regenerate the greek.ct file, get the CTLG2CT program (eg. from our
site, or from Aminet), and then:
CTLG2CT AmiArcadia/Catalogs/greek/AmiArcadia.catalog AmiArcadia/source/aa.cd >AmiArcadia/source/greek.ct
Contents | < Browse | Browse >
HISTORY-------------------------------------------------------------------
36.52 [OS3.9+][Windows XP+][MOS? ][OS4.0+]: Sat 18 Jul 2026.
Summary:
* Debugger: added LIST command.
* Miscellaneous improvements and bug fixes.
Details:
wa: controls subwin: revised and corrected gadget layouts.
aa: palette subwin: brightness slider is now more responsive.
pipbug,binbug,cd2650,phunsy: debugger: added LIST command.
fixed a off-by-one error when checking viewed memory range in .ini
files.
wa: binbug,phunsy: fixed: enhanced skies were not being drawn.
various code-level improvements.
removed some redundant strings from catalogs.
wa: binbug: fixed: controls subwin was allowing key redefinition but
those are not mapped to any keys.
binbug: improved graphics emulation (improves chess).
wa: fixed: memory editor: it was always showing $00xx region on first
invocation.
fixed: disassembly/tracing of indirect absolute instructions in
signetics notation was incorrect.
binbug: improved parallel keyboard emulation (improves poker).
wa: now no longer reopens empty output subwindow.
debugger: added more stringent range checking for eg. DIS command.
fixed: loading a game from recent files list didn't move the game to the
top of the list.
qwerty-based machines: game info subwin no longer includes inapplicable
gadgets.
36.51 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 6 Jul 2026.
36.5 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 28 Jun 2026.
36.4 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 16 Jun 2026. DA 4.6
36.32 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 9 Jun 2026. DA 4.56. 640th release.
36.31 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 2 Jun 2026. DA 4.55
36.3 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 27 May 2026. DA 4.54
36.2 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 19 May 2026. DA 4.53
36.11 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 29 Apr 2026. DA 4.52
36.1 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 29 Mar 2026.
36.04 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Thu 12 Mar 2026. DA 4.51
36.03 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 2 Mar 2026.
36.02 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 15 Feb 2026.
36.01 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Thu 5 Feb 2026.
36.0 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 26 Jan 2026. DA 4.5
35.9 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 14 Jan 2026.
35.81 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 4 Jan 2026.
35.8 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 27 Dec 2025.
35.7 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 20 Dec 2025.
35.6 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 13 Dec 2025. DA 4.41
35.5 [OS3.9+][Windows XP+] [OS4.0+]: Sat 6 Dec 2025.
35.4 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 29 Nov 2025.
35.33 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 21 Nov 2025.
35.32 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 11 Nov 2025. DA 4.4
35.31 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 15 Oct 2025.
35.3 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 8 Oct 2025.
35.24 [Windows XP+] : Tue 30 Sep 2025.
35.23 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 29 Sep 2025.
35.22 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 21 Sep 2025.
35.21 [OS3.9+][Windows XP+] [OS4.0+]: Sat 20 Sep 2025.
35.2 [Windows XP+] : Mon 15 Sep 2025.
35.1 [OS3.9+][Windows XP+] [OS4.0+]: Sat 13 Sep 2025.
35.0 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 5 Sep 2025. DA 4.31
34.9 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Thu 28 Aug 2025. DA 4.3
34.8 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 18 Aug 2025. DA 4.21, SBA 1.31.
34.73 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 9 Aug 2025.
34.72 [OS3.9+] [MorphOS][OS4.0+]: Sat 2 Aug 2025.
34.71 [OS3.9+][Windows XP+] [OS4.0+]: Thu 31 Jul 2025.
34.7 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 23 Jul 2025.
34.6 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 16 Jul 2025.
34.51 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 5 Jul 2025.
34.5 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 21 Jun 2025. DA 4.2
34.4 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 13 Jun 2025. DA 4.1
34.34 [Windows XP+] : Tue 3 Jun 2025.
34.33 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 2 Jun 2025.
34.32 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 25 May 2025.
34.31 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 18 May 2025. DA 4.04
34.3 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 29 Apr 2025.
34.2 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 22 Apr 2025.
34.12 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 15 Apr 2025.
34.11 [OS3.9+][Windows XP+] [OS4.0+]: Tue 8 Apr 2025. DA 4.03
34.1 [OS3.9+][Windows XP+] [OS4.0+]: Mon 31 Mar 2025. DA 4.02
34.02 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 21 Mar 2025. DA 4.0
34.01 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 11 Mar 2025.
34.0 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 15 Feb 2025. DA 3.31
33.9 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 26 Jan 2025. DA 3.3
33.8 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 12 Jan 2025. DA 3.24
33.72 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 29 Dec 2024. DA 3.23
33.71 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 13 Dec 2024. DA 3.22
33.7 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 2 Dec 2024. DA 3.21
33.6 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 20 Nov 2024. DA 3.2
33.5 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 4 Nov 2024.
33.42 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 28 Oct 2024.
33.41 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 18 Oct 2024.
33.4 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 8 Oct 2024.
33.3 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 17 Sep 2024.
33.22 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 8 Sep 2024.
33.21 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Thu 5 Sep 2024.
33.2 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 26 Aug 2024.
33.1 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 12 Aug 2024.
33.0 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 3 Aug 2024. DA 3.1
32.9 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 19 Jul 2024.
32.81 [Windows XP+] : Sun 7 Jul 2024.
32.8 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 5 Jul 2024.
32.71 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 25 Jun 2024.
32.7 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 18 Jun 2024.
32.6 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 11 Jun 2024.
32.52 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 2 Jun 2024. DA 3.0
32.51 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 22 May 2024. DA 2.6
32.5 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 15 May 2024. DA 2.52
32.41 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 5 May 2024. DA 2.51
32.4 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 28 Apr 2024. DA 2.5
32.3 [OS3.9+][Windows XP+] [OS4.0+]: Fri 19 Apr 2024.
32.2 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 12 Apr 2024.
32.1 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 5 Apr 2024.
32.0 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Thu 28 Mar 2024. TWIN emulation.
31.0 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 12 Mar 2024.
30.9 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 5 Mar 2024.
30.81 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 16 Feb 2024.
30.8 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 19 Jan 2024. DA 2.44
30.72 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 26 Dec 2023. DA 2.43
30.71 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 15 Dec 2023. DA 2.42
30.7 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 2 Dec 2023.
30.6 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 25 Nov 2023.
30.5 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Thu 16 Nov 2023. DA 2.41
30.4 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 31 Oct 2023.
30.31 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 15 Oct 2023. DA 2.4
30.3 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 24 Sep 2023.
30.2 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 10 Sep 2023. DA 2.35
30.1 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 27 Aug 2023. DA 2.34
30.02 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Thu 17 Aug 2023.
30.01 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 12 Aug 2023. DA 2.33
30.0 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 30 Jul 2023.
29.51 [Windows XP+] : Sat 8 Jul 2023. DA 2.32
29.5 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sat 1 Jul 2023. DA 2.31
29.41 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 18 Jun 2023. DA 2.3
29.4 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 24 May 2023. DA 2.1
29.39 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 26 Apr 2023. DA 1.8
29.38 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 9 Apr 2023. DA 1.7
29.37 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 26 Mar 2023. DA 1.5
29.36 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 19 Feb 2023. DroidArcadia released.
29.35 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Wed 28 Dec 2022.
29.34 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Fri 16 Dec 2022.
29.33 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 6 Dec 2022.
29.32 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 28 Nov 2022.
29.31 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 20 Nov 2022.
29.3 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 13 Nov 2022.
29.2 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 6 Nov 2022.
29.12 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 16 Oct 2022.
29.11 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 4 Sep 2022.
29.1 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 15 Aug 2022.
29.04 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 7 Aug 2022.
29.03 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 31 Jul 2022.
29.02 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 24 Jul 2022.
29.01 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 17 Jul 2022.
29.0 [OS3.9+][Windows XP+] [OS4.0+]: Sat 16 Jul 2022.
28.93 [OS3.9+][Windows XP+] [OS4.0+]: Wed 6 Jul 2022.
28.92 [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue 5 Jul 2022.
28.91 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 28 Jun 2022.
28.9 [OS3.5+][Windows XP+] [OS4.0+]: Mon 20 Jun 2022.
28.8 [OS3.5+][Windows XP+] [OS4.0+]: Mon 13 Jun 2022.
28.73 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 6 Jun 2022.
28.72 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 30 May 2022.
28.71 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 25 May 2022.
28.7 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 18 May 2022.
28.6 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 9 May 2022.
28.51 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 24 Apr 2022.
28.5 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 3 Apr 2022.
28.4 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 25 Mar 2022.
28.35 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 6 Mar 2022.
28.34 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 20 Feb 2022.
28.33 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 24 Jan 2022.
28.32 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 12 Jan 2022.
28.31 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 5 Dec 2021.
28.3 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 25 Nov 2021.
28.22 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 15 Nov 2021.
28.21 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 25 Sep 2021.
28.2 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 16 Sep 2021.
28.1 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 9 Sep 2021.
28.02 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 2 Sep 2021.
28.01 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 20 Aug 2021.
28.0 [OS3.5+][Windows XP+] [OS4.0+]: Thu 19 Aug 2021.
27.9 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 12 Aug 2021.
27.81 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 5 Aug 2021.
27.8 [OS3.5+][Windows XP+] [OS4.0+]: Tue 3 Aug 2021.
27.72 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 24 Jul 2021.
27.71 [OS3.5+][Windows XP+] [OS4.0+]: Thu 22 Jul 2021.
27.7 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 9 Jul 2021. AY-3-8500 simulation.
27.6 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 30 Jun 2021.
27.5 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 22 Jun 2021.
27.4 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 15 Jun 2021.
27.3 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 2 Jun 2021.
27.2 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 23 May 2021.
27.1 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 15 May 2021.
27.02 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 18 Apr 2021.
27.01 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 30 Mar 2021.
27.0 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 24 Mar 2021.
26.91 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 4 Mar 2021.
26.9 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 14 Feb 2021.
26.83 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 5 Jan 2021.
26.82 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 17 Dec 2020.
26.81 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 22 Oct 2020.
26.8 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 22 Sep 2020.
26.71 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 11 Sep 2020.
26.7 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 4 Sep 2020.
26.61 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 28 Jul 2020.
26.6 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 19 Jul 2020.
26.5 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 23 Jun 2020.
26.45 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 3 Jun 2020.
26.44 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 24 May 2020.
26.43 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 9 May 2020.
26.42 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 26 Apr 2020.
26.41 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 14 Apr 2020.
26.4 [OS3.5+][Windows XP+] [OS4.0+]: Mon 13 Apr 2020.
26.33 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 6 Apr 2020.
26.32 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 25 Mar 2020.
26.31 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 2 Mar 2020.
26.3 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 14 Feb 2020.
26.2 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 4 Feb 2020.
26.1 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 12 Jan 2020.
26.02 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 1 Jan 2020.
26.01 [Windows XP+] : Wed 18 Dec 2019.
26.0 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 15 Dec 2019.
25.9 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 1 Dec 2019.
25.83 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 14 Oct 2019.
25.82 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 26 Sep 2019.
25.81 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 18 Sep 2019.
25.8 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 9 Sep 2019.
25.71 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 30 Aug 2019.
25.7 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 20 Aug 2019.
25.61 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 23 Jul 2019.
25.6 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 20 Jul 2019.
25.51 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 6 Jul 2019.
25.5 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 18 Jun 2019.
25.42 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 11 Jun 2019.
25.41 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 1 Jun 2019.
25.4 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 11 May 2019.
25.3 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 30 Apr 2019.
25.2 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 7 Apr 2019.
25.12 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 13 Mar 2019.
25.11 [Windows XP+] : Thu 28 Feb 2019.
25.1 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 21 Feb 2019.
25.0 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 26 Jan 2019.
24.93 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 14 Dec 2018.
24.92 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 7 Nov 2018.
24.91 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 6 Oct 2018.
24.9 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 24 Sep 2018.
24.82 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 16 Sep 2018.
24.81 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 22 Aug 2018.
24.8 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 30 Jul 2018.
24.74 [OS3.5+][Windows XP+] [OS4.0+]: Tue 24 Jul 2018.
24.73 [OS3.5+][Windows XP+] [OS4.0+]: Thu 12 Jul 2018.
24.72 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 1 Jun 2018.
24.71 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 23 May 2018.
24.7 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 16 May 2018.
24.68 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 15 Feb 2018.
24.67 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 25 Jan 2018.
24.66 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 17 Dec 2017.
24.65 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 30 Nov 2017.
24.64 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 14 Nov 2017.
24.63 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 5 Nov 2017.
24.62 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 20 Oct 2017.
24.61 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 18 Sep 2017.
24.6 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 20 Aug 2017.
24.59 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 10 Jul 2017.
24.58 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 9 Jun 2017.
24.57 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 8 May 2017.
24.56 [Windows XP+] : Tue 25 Apr 2017.
24.55 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 9 Apr 2017.
24.54 [Windows XP+] : Sun 19 Feb 2017.
24.53 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 18 Feb 2017.
24.52 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 27 Dec 2016.
24.51 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 7 Dec 2016.
24.5 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 27 Oct 2016.
24.42 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 8 Sep 2016.
24.41 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 15 Aug 2016.
24.4 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 4 Aug 2016.
24.35 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 9 Jul 2016.
24.34 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 6 Jun 2016.
24.33 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 18 Apr 2016.
24.32 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 27 Feb 2016.
24.31 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 18 Jan 2016.
24.3 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 24 Oct 2015.
24.22 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 13 Oct 2015.
24.21 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 20 Sep 2015.
24.2 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 16 Aug 2015.
24.12 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 10 Aug 2015.
24.11 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 22 Jul 2015.
24.1 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 31 May 2015.
24.0 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 23 May 2015. Type-right simulation.
23.07 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 30 Apr 2015.
23.06 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 26 Apr 2015.
23.05 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 7 Apr 2015.
23.04 [Windows XP+] : Fri 20 Mar 2015.
23.03 [OS3.5+][Windows XP+] [OS4.0+]: Tue 10 Mar 2015.
23.02 [OS3.5+][Windows XP+] [OS4.0+]: Tue 10 Feb 2015.
23.01 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 7 Feb 2015.
23.0 [OS3.5+][Windows XP+] [OS4.0+]: Fri 30 Jan 2015. Lazarian emulation.
22.75 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 12 Jan 2015.
22.74 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 27 Dec 2014.
22.73 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 4 Dec 2014.
22.72 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 17 Nov 2014.
22.71 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 7 Oct 2014.
22.7 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 28 Sep 2014.
22.64 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 14 Sep 2014.
22.63 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 8 Aug 2014.
22.62 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 24 Jul 2014.
22.61 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 10 Jul 2014.
22.6 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 1 Jul 2014.
22.51 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 20 Jun 2014.
22.5 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 28 May 2014.
22.4 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 18 May 2014.
22.33 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 2 Apr 2014.
22.32 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 26 Mar 2014.
22.31 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 20 Feb 2014.
22.3 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 14 Feb 2014.
22.26 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 4 Feb 2014.
22.25 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 26 Jan 2014.
22.24 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 11 Jan 2014.
22.23 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 27 Dec 2013.
22.22 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 9 Dec 2013.
22.21 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 5 Dec 2013.
22.2 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 26 Nov 2013.
22.11 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 12 Nov 2013.
22.1 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 4 Nov 2013.
22.0 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 1 Nov 2013. MIKIT emulation.
21.63 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 29 Oct 2013.
21.62 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 19 Oct 2013.
21.61 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 12 Oct 2013.
21.6 [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 1 Oct 2013.
21.51 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 14 Sep 2013.
21.5 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 1 Sep 2013.
21.4 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Mon 26 Aug 2013.
21.3 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu 1 Aug 2013.
21.2 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 19 Jul 2013.
21.12 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu 27 Jun 2013.
21.11 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Wed 29 May 2013.
21.1 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Tue 21 May 2013.
21.0 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 17 May 2013. AY-3-8600 simulation.
20.21 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu 2 May 2013.
20.2 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 20 Apr 2013.
20.1 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 12 Apr 2013.
20.0 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Mon 1 Apr 2013. Selbstbaucomputer emulation.
19.22 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 24 Mar 2013.
19.21 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Tue 12 Mar 2013.
19.2 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 27 Jan 2013.
19.15 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 18 Jan 2013.
19.14 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 6 Jan 2013.
19.13 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 28 Dec 2012.
19.12 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 30 Nov 2012.
19.11 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu 15 Nov 2012.
19.1 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu 8 Nov 2012.
19.0 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 26 Oct 2012.
18.7 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 16 Sep 2012.
18.62 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 8 Sep 2012.
18.61 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 1 Sep 2012.
18.6 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 25 Aug 2012. BINBUG emulation.
18.5 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Mon 20 Aug 2012.
18.43 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 17 Aug 2012.
18.42 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Wed 1 Aug 2012.
18.41 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 22 Jul 2012.
18.4 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 15 Jul 2012.
18.33 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 8 Jul 2012.
18.32 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 1 Jul 2012.
18.31 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 29 Jun 2012.
18.3 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 23 Jun 2012.
18.21 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Mon 18 Jun 2012.
18.2 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 16 Jun 2012.
18.11 [OS3.5+][Windows 98+][MorphOS]: Thu 14 Jun 2012.
18.1 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Wed 6 Jun 2012.
18.04 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Mon 28 May 2012.
18.03 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 13 May 2012.
18.02 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu 26 Apr 2012.
18.01 [Windows 98+]: Tue 17 Apr 2012.
18.0 [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 15 Apr 2012.
17.61 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 11 Apr 2012.
17.6 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 30 Mar 2012.
17.51 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 22 Mar 2012.
17.5 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 15 Mar 2012.
17.45 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 2 Mar 2012.
17.44 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 18 Feb 2012.
17.43 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 6 Feb 2012.
17.42 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 27 Jan 2012.
17.41 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 12 Jan 2012.
17.4 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 31 Dec 2011.
17.3 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 24 Dec 2011.
17.21 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 15 Dec 2011.
17.2 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 8 Dec 2011.
17.13 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sun 4 Dec 2011.
17.12 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 24 Nov 2011.
17.11 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 7 Nov 2011.
17.1 [OS3.5+][Windows 95+] [OS4.0+]: Wed 2 Nov 2011.
17.0 [OS3.5+][Windows 95+] [OS4.0+]: Sat 29 Oct 2011. Laser Battle emulation.
16.42 [OS3.5+][Windows 95+] [OS4.0+]: Sun 23 Oct 2011.
16.41 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 13 Oct 2011.
16.4 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 5 Oct 2011.
16.33 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 27 Sep 2011.
16.32 [OS3.5+][Windows 95+] [OS4.0+]: Wed 14 Sep 2011.
16.31 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 19 Aug 2011.
16.3 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 6 Aug 2011.
16.24 [OS3.5+][Windows 95+] [OS4.0+]: Mon 1 Aug 2011.
16.23 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 26 Jul 2011.
16.22a [Windows 95+]: Tue 19 Jul 2011.
16.22 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 18 Jul 2011.
16.21 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 8 Jul 2011.
16.2 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 27 Jun 2011.
16.11 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 22 Jun 2011.
16.1 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 13 Jun 2011.
16.02 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 9 Jun 2011.
16.01 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 30 May 2011.
16.0 [OS3.5+][Windows 95+][MorphOS]: Thu 26 May 2011. AY-3-8550 simulation.
15.8 [OS3.5+][Windows 95+]: Sat 21 May 2011.
15.72 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 13 May 2011.
15.71 [Windows 95+]: Sun 8 May 2011.
15.7 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 29 Apr 2011.
15.61 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 23 Apr 2011.
15.6 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sun 17 Apr 2011.
15.5 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 13 Apr 2011.
15.43 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sun 3 Apr 2011.
15.42 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 26 Mar 2011.
15.41 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 16 Mar 2011.
15.4 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 11 Mar 2011.
15.37 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 28 Feb 2011.
15.36 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sun 13 Feb 2011.
15.35 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 7 Feb 2011.
15.34 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 2 Feb 2011.
15.33 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 27 Jan 2011.
15.32 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 19 Jan 2011.
15.31 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sun 2 Jan 2011.
15.3 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 30 Dec 2010.
15.25 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 21 Dec 2010.
15.24 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 16 Dec 2010.
15.23 [OS3.5+][Windows 95+] [OS4.0+]: Sat 11 Dec 2010.
15.22 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 3 Dec 2010.
15.21 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 24 Nov 2010.
15.2 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 11 Nov 2010.
15.1 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 3 Nov 2010.
15.0 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 26 Oct 2010. PHUNSY emulation.
14.51 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 19 Oct 2010.
14.5 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 27 Sep 2010.
14.41a [Windows 95+]: Sat 18 Sep 2010.
14.41 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 17 Sep 2010.
14.4 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 16 Sep 2010.
14.3 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 9 Sep 2010.
14.27 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 1 Sep 2010.
14.26 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 10 Aug 2010.
14.25 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 7 Aug 2010.
14.24 [OS3.5+][Windows 95+][MorphOS]: Sun 1 Aug 2010.
14.23 [OS3.5+][Windows 95+][MorphOS]: Sun 25 Jul 2010.
14.22 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 20 Jul 2010.
14.21 [OS3.5+][Windows 95+][MorphOS]: Wed 14 Jul 2010.
14.2 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 12 Jul 2010.
14.1 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 3 Jul 2010.
14.09 [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 16 Jun 2010.
14.08 [OS3.5+][Windows 95+]: Thu 10 Jun 2010.
14.07 [OS3.5+][Windows 95+][MorphOS]: Mon 7 Jun 2010.
14.06 [OS3.5+][Windows 95+][MorphOS]: Wed 2 Jun 2010.
14.05 [OS3.5+][Windows 95+][MorphOS]: Wed 26 May 2010.
14.04 [OS3.5+][Windows 95+][MorphOS]: Sun 23 May 2010.
14.03 [OS3.5+][Windows 95+][MorphOS]: Wed 5 May 2010.
14.02 [OS3.5+][Windows 95+]: Thu 22 Apr 2010.
14.01 [OS3.5+][Windows 95+][MorphOS]: Tue 13 Apr 2010.
14.0 [OS3.5+][Windows 95+][MorphOS]: Wed 7 Apr 2010.
13.1 [OS3.5+][Windows 95+]: Sun 28 Mar 2010.
13.06 [OS3.5+][Windows 95+][MorphOS]: Mon 22 Mar 2010.
13.05 [OS3.5+][Windows 95+][MorphOS]: Mon 1 Mar 2010.
13.04 [OS3.5+][Windows 95+]: Fri 26 Feb 2010.
13.03 [OS3.5+][Windows 95+][MorphOS]: Thu 18 Feb 2010.
13.02 [OS3.5+][Windows 95+][MorphOS]: Sun 7 Feb 2010.
13.01 [OS3.5+][Windows 95+]: Tue 2 Feb 2010.
13.0 [OS3.5+][Windows 95+]: Mon 1 Feb 2010.
12.68 [OS3.5+][Windows 95+]: Mon 18 Jan 2010.
12.67 [OS3.5+][Windows 95+]: Mon 11 Jan 2010.
12.66 [OS3.5+][Windows 95+]: Sun 27 Dec 2009.
12.65 [OS3.5+][Windows 95+]: Fri 18 Dec 2009.
12.64 [OS3.5+][Windows 95+]: Mon 7 Dec 2009.
12.63 [OS3.5+][Windows 95+]: Mon 23 Nov 2009.
12.62 [OS3.5+][Windows 95+]: Thu 12 Nov 2009.
12.61 [Windows 95+]: Mon 2 Nov 2009.
12.6 [OS3.5+][Windows 95+]: Mon 26 Oct 2009.
12.54 [OS3.5+][Windows 95+]: Wed 14 Oct 2009.
12.53 [OS3.5+][Windows 95+]: Tue 6 Oct 2009.
12.52 [OS3.5+][Windows 95+]: Fri 25 Sep 2009.
12.51 [OS3.5+][Windows 95+]: Mon 14 Sep 2009. SBA 1.3
12.5 [OS3.5+][Windows 95+]: Tue 8 Sep 2009.
12.4 [OS3.5+][Windows 95+]: Fri 4 Sep 2009.
12.3 [OS3.5+][Windows 95+]: Mon 31 Aug 2009.
12.21 [OS3.5+][Windows 95+]: Tue 25 Aug 2009.
12.2 [OS3.5+][Windows 95+]: Sat 22 Aug 2009.
12.1 [OS3.5+][Windows 95+]: Wed 19 Aug 2009.
12.0 [OS3.5+][Windows 95+]: Thu 6 Aug 2009.
11.92 [OS3.5+][Windows 95+]: Sat 1 Aug 2009.
11.91 [Windows 95+]: Tue 28 Jul 2009.
11.9 [OS3.5+][Windows 95+]: Tue 21 Jul 2009.
11.81 [OS3.5+][Windows 95+]: Tue 14 Jul 2009. SBA 1.2
11.8 [OS3.5+][Windows 95+]: Mon 6 Jul 2009. SBA 1.1a
11.72 [OS3.5+][Windows 95+]: Wed 1 Jul 2009. SBA 1.1
11.71 [OS3.5+][Windows 95+]: Thu 18 Jun 2009. Super Bug Advance released.
11.7 [OS3.5+][Windows 95+]: Fri 12 Jun 2009.
11.62 [OS3.5+][Windows 95+]: Tue 9 Jun 2009.
11.61 [OS3.5+][Windows 95+]: Fri 5 Jun 2009.
11.6 [OS3.5+][Windows 95+]: Mon 1 Jun 2009.
11.5 [OS3.5+][Windows 95+]: Mon 25 May 2009.
11.42 [OS3.5+][Windows 95+]: Wed 20 May 2009.
11.41 [OS3.5+][Windows 95+]: Thu 14 May 2009.
11.4 [OS3.5+][Windows 95+]: Mon 11 May 2009.
11.3 [OS3.5+][Windows 95+]: Mon 4 May 2009.
11.21 [OS3.5+][Windows 95+]: Tue 28 Apr 2009.
11.2 [OS3.5+][Windows 95+]: Fri 24 Apr 2009.
11.1 [OS3.5+][Windows 95+]: Mon 20 Apr 2009.
11.0 [OS3.5+][Windows 95+]: Thu 16 Apr 2009. Astro Wars/Galaxia emulation.
10.0 [OS3.5+][Windows 95+]: Mon 6 Apr 2009. Malzak emulation.
9.33 [OS3.5+][Windows 95+]: Mon 23 Mar 2009.
9.32 [OS3.5+][Windows 95+]: Mon 16 Mar 2009.
9.31 [OS3.5+][Windows 95+]: Tue 10 Mar 2009.
9.3 [OS3.5+][Windows 95+]: Fri 6 Mar 2009.
9.21 [OS3.5+][Windows 95+]: Thu 26 Feb 2009.
9.2 [OS3.5+][Windows 95+]: Mon 23 Feb 2009.
9.11 [OS3.5+][Windows 95+]: Fri 20 Feb 2009.
9.1 [OS3.5+][Windows 95+]: Mon 16 Feb 2009.
9.06 [OS3.5+][Windows 95+] [OS4.0+]: Thu 12 Feb 2009.
9.05 [OS3.5+][Windows 95+]: Thu 29 Jan 2009.
9.04 [OS3.5+][Windows 95+]: Fri 23 Jan 2009.
9.03 [OS3.5+][Windows 95+]: Tue 13 Jan 2009.
9.02 [OS3.5+][Windows 95+]: Wed 7 Jan 2009.
9.01 [OS3.5+][Windows 95+]: Mon 5 Jan 2009.
9.0a [OS3.5+][Windows 95+]: Fri 2 Jan 2009.
9.0 [OS3.5+][Windows 95+]: Tue 30 Dec 2008. CD2650 emulation.
8.7 [OS3.5+][Windows 95+]: Mon 15 Dec 2008.
8.6 [OS3.5+][Windows 95+]: Wed 10 Dec 2008.
8.5 [OS3.5+][Windows 95+]: Mon 8 Dec 2008.
8.41 [OS3.5+][Windows 95+]: Sun 23 Nov 2008.
8.4 [OS3.5+][Windows 95+]: Thu 20 Nov 2008.
8.33 [OS3.5+][Windows 95+]: Sat 15 Nov 2008.
8.32 [OS3.5+][Windows 95+]: Mon 10 Nov 2008.
8.31a [Windows 95+]: Mon 3 Nov 2008.
8.31 [OS3.5+][Windows 95+]: Fri 31 Oct 2008.
8.3 [OS3.5+][Windows 95+] [OS4.0+]: Sun 26 Oct 2008.
8.22 [OS3.5+][Windows 95+]: Wed 22 Oct 2008.
8.21 [OS3.5+][Windows 95+]: Fri 17 Oct 2008.
8.2 [OS3.5+][Windows 95+]: Mon 13 Oct 2008.
8.14 [OS3.5+][Windows 95+]: Fri 10 Oct 2008.
8.13 [OS3.5+][Windows 95+]: Wed 8 Oct 2008.
8.12 [OS3.5+][Windows 95+]: Thu 2 Oct 2008.
8.11 [OS3.5+][Windows 95+]: Mon 29 Sep 2008.
8.1 [OS3.5+][Windows 95+] [OS4.0+]: Tue 23 Sep 2008.
8.01 [OS3.5+][Windows 95+]: Mon 15 Sep 2008.
8.0 [OS3.5+][Windows 95+]: Wed 10 Sep 2008. Instructor emulation.
7.62 [OS3.5+][Windows 95+]: Fri 5 Sep 2008.
7.61 [OS3.5+][Windows 95+]: Fri 29 Aug 2008.
7.6 [OS3.5+][Windows 95+]: Fri 22 Aug 2008.
7.54 [OS3.5+][Windows 95+]: Fri 15 Aug 2008.
7.53 [OS3.5+][Windows 95+]: Wed 13 Aug 2008.
7.52 [OS3.5+][Windows 95+]: Mon 11 Aug 2008.
7.51 [OS3.5+][Windows 95+]: Thu 7 Aug 2008.
7.5a [OS3.5+] [OS4.0+]: Fri 1 Aug 2008.
7.5 [OS3.5+][Windows 95+]: Thu 31 Jul 2008.
7.41 [OS3.5+][Windows 95+]: Sun 27 Jul 2008.
7.4 [OS3.5+][Windows 95+]: Thu 24 Jul 2008.
7.3 [OS3.5+][Windows 95+]: Sat 19 Jul 2008.
7.2 [OS3.5+][Windows 95+]: Wed 16 Jul 2008.
7.11 [OS3.5+][Windows 95+]: Fri 11 Jul 2008.
7.1 [OS3.5+][Windows 95+]: Wed 2 Jul 2008.
7.03 [OS3.5+][Windows 95+]: Tue 1 Jul 2008.
7.02 [OS3.5+][Windows 95+]: Thu 26 Jun 2008.
7.01 [OS3.5+][Windows 95+]: Mon 23 Jun 2008.
7.0b [OS3.5+][Windows 95+] [OS4.0+]: Fri 13 Jun 2008.
7.0a [OS3.5+][Windows 95+]: Thu 12 Jun 2008.
7.0 [OS3.5+][Windows 95+]: Wed 11 Jun 2008. PIPBUG emulation.
6.12 [OS3.5+][Windows 95+] [OS4.0+]: Fri 30 May 2008.
6.11 [OS3.5+][Windows 95+] [OS4.0+]: Tue 27 May 2008.
6.1 [OS3.5+][Windows 95+] [OS4.0+]: Mon 5 May 2008.
6.01 [OS3.5+][Windows 95+]: Fri 25 Apr 2008.
6.0 [OS3.5+][Windows 95+]: Fri 11 Apr 2008.
5.82 [OS3.5+][Windows 95+]: Sat 5 Apr 2008.
5.81 [OS3.5+][Windows 95+]: Mon 31 Mar 2008.
5.8 [OS3.5+][Windows 95+]: Fri 21 Mar 2008.
5.7 [OS3.5+][Windows 95+]: Thu 6 Mar 2008.
5.62 [OS3.5+][Windows 95+]: Wed 27 Feb 2008.
5.61 [OS3.5+][Windows 95+]: Wed 20 Feb 2008.
5.6 [OS3.5+][Windows 95+]: Mon 18 Feb 2008.
5.53 [OS3.5+][Windows 95+]: Wed 13 Feb 2008.
5.52 [OS3.5+][Windows 95+]: Mon 11 Feb 2008.
5.51 [OS3.5+][Windows 95+]: Wed 6 Feb 2008.
5.5 [OS3.5+][Windows 95+]: Mon 4 Feb 2008.
5.4 [OS3.5+][Windows 95+]: Fri 25 Jan 2008.
5.3 [OS3.5+][Windows 95+]: Fri 18 Jan 2008.
5.2 [OS3.5+][Windows 95+]: Fri 11 Jan 2008.
5.1 [OS3.5+][Windows 95+]: Sun 30 Dec 2007.
5.0 [OS3.5+][Windows 95+]: Fri 21 Dec 2007.
4.83 [OS3.5+][Windows 95+]: Sun 16 Dec 2007.
4.82 [OS3.5+][Windows 95+]: Tue 11 Dec 2007.
4.81 [OS3.5+][Windows 95+][MorphOS]: Thu 6 Dec 2007.
4.8 [OS3.5+][Windows 95+]: Wed 28 Nov 2007.
4.75 [OS3.5+][Windows 95+]: Mon 19 Nov 2007.
4.74 [OS3.5+][Windows 95+]: Mon 12 Nov 2007.
4.73 [OS3.5+][Windows 95+]: Mon 5 Nov 2007.
4.72 [OS3.5+][Windows 95+]: Mon 29 Oct 2007.
4.71 [OS3.5+][Windows 95+]: Sun 21 Oct 2007.
4.7 [OS3.5+][Windows 95+]: Thu 18 Oct 2007.
4.62b [OS3.5+][Windows 95+]: Mon 15 Oct 2007.
4.62a [OS3.5+][Windows 95+]: Sun 14 Oct 2007.
4.62 [OS3.5+][Windows 95+]: Sat 13 Oct 2007.
4.61 [OS3.5+][Windows 95+]: Sun 7 Oct 2007.
4.6 [OS3.5+][Windows 95+]: Sat 29 Sep 2007.
4.57 [OS3.5+][Windows 95+]: Thu 27 Sep 2007.
4.56a [Windows 95+]: Wed 19 Sep 2007.
4.56 [OS3.5+][Windows 95+]: Sat 15 Sep 2007.
4.55 [OS3.5+][Windows 95+]: Thu 13 Sep 2007.
4.54 [OS3.5+][Windows 95+]: Fri 7 Sep 2007.
4.53 [OS3.5+][Windows 95+]: Mon 3 Sep 2007.
4.52 [OS3.5+][Windows 95+]: Tue 28 Aug 2007.
4.51 [OS3.5+][Windows 95+]: Fri 24 Aug 2007.
4.5 [OS3.5+][Windows 95+]: Mon 20 Aug 2007.
4.4 [OS3.5+][Windows 95+]: Thu 16 Aug 2007.
4.32 [OS3.5+][Windows 95+]: Thu 2 Aug 2007.
4.31 [OS3.5+][Windows 95+]: Sat 21 Jul 2007.
4.3 [OS3.5+][Windows 95+]: Mon 16 Jul 2007.
4.27 [OS3.5+][Windows 95+]: Tue 3 Jul 2007.
4.26a [OS3.5+][Windows 95+]: Mon 25 Jun 2007.
4.26 [OS3.5+][Windows 95+]: Thu 14 Jun 2007.
4.25 [OS3.5+][Windows 95+]: Fri 1 Jun 2007.
4.24 [OS3.5+][Windows 95+]: Fri 25 May 2007.
4.23 [OS3.5+][Windows 95+]: Sat 19 May 2007.
4.22 [OS3.5+][Windows 95+]: Thu 17 May 2007.
4.21 [OS3.5+][Windows 95+]: Fri 4 May 2007.
4.2 [OS3.5+][Windows 95+]: Mon 30 Apr 2007.
4.11 [OS3.5+][Windows 95+]: Thu 19 Apr 2007.
4.1 [OS3.5+][Windows 95+]: Mon 9 Apr 2007.
4.02 [OS3.5+][Windows 95+]: Mon 2 Apr 2007.
4.01 [OS3.5+][Windows 95+]: Mon 26 Mar 2007.
4.0 [OS3.5+][Windows 95+]: Sun 11 Mar 2007. Elektor emulation.
3.1 [OS3.5+][Windows 95+]: Wed 28 Feb 2007.
3.02 [OS3.5+][Windows 95+]: Wed 21 Feb 2007.
3.01 [OS3.5+][Windows 95+]: Mon 12 Feb 2007.
3.0 [OS3.5+][Windows 95+]: Wed 7 Feb 2007. Interton emulation.
2.31 [OS3.5+][Windows 95+]: Wed 10 Jan 2007.
2.3 [OS3.5+]: Tue 26 Dec 2006.
2.22 [OS3.5+]: Fri 22 Dec 2006.
2.21 [OS3.5+][Windows 95+]: Mon 18 Dec 2006.
2.2a [OS3.5+][Windows 95+]: Tue 5 Dec 2006.
2.2 [OS3.5+][Windows 95+]: Thu 30 Nov 2006.
2.14a [OS3.5+]: Thu 23 Nov 2006.
2.14 [OS3.5+][Windows 95+]: Fri 10 Nov 2006.
2.13 [OS3.5+][Windows 95+]: Tue 7 Nov 2006.
2.12 [OS3.5+][Windows 95+]: Mon 23 Oct 2006.
2.11a [OS3.5+][Windows 95+]: Wed 18 Oct 2006.
2.11 [OS3.5+][Windows 95+]: Mon 16 Oct 2006.
2.1 [OS3.5+][Windows 95+]: Thu 12 Oct 2006.
2.01 [OS3.5+][Windows 95+]: Sun 1 Oct 2006.
2.0 [OS3.5+][Windows 95+]: Tue 26 Sep 2006.
1.63 [OS3.5+][Windows 95+]: Mon 11 Sep 2006.
1.62a [OS3.5+][Windows 95+]: Mon 4 Sep 2006.
1.62 [OS3.5+][Windows 95+]: Sun 3 Sep 2006.
1.61a [OS3.5+][Windows 95+]: Fri 1 Sep 2006.
1.61 [OS3.5+][Windows 95+]: Thu 31 Aug 2006.
1.6 [OS3.5+][Windows 95+]: Tue 22 Aug 2006.
1.51a [Windows 95+]: Tue 15 Aug 2006.
1.51 [OS3.5+][Windows 95+]: Sun 13 Aug 2006.
1.5 [OS3.5+][Windows 95+]: Mon 31 Jul 2006.
1.4a [OS3.5+][Windows 95+]: Mon 24 Jul 2006.
1.4 [OS3.5+][Windows 95+]: Wed 5 Jul 2006.
1.321 [Windows 95+]: Mon 3 Jul 2006.
1.32a [OS3.5+]: Fri 30 Jun 2006.
1.32 [OS3.5+][Windows 95+]: Wed 28 Jun 2006.
1.311 [Windows 95+]: Thu 22 Jun 2006.
1.31 [OS3.5+][Windows 95+]: Thu 15 Jun 2006.
1.3a [Windows 95+]: Fri 9 Jun 2006.
1.3 [OS3.5+][Windows 95+]: Thu 8 Jun 2006.
1.21 [OS3.5+][Windows 95+]: Fri 7 Apr 2006.
1.2 [OS3.5+]: Sun 2 Apr 2006.
1.11 [OS3.5+]: Sun 19 Feb 2006.
1.1 [OS3.5+]: Fri 17 Feb 2006.
1.0 [OS3.5+]: Thu 16 Feb 2006. Arcadia emulation.
DroidArcadia and Super Bug Advance, although based on Ami/WinArcadia
V29.36+ and V11.71+ respectively, use separate version numbering schemes
and release schedules and thus are not listed above.
Beta releases, etc. are not listed above.
Detailed changelogs going back to V30.0 can be found in:
http://amigan.1emu.net/releases/notes.rar
Contents | < Browse | Browse >
OTHER RELEASES------------------------------------------------------------
DroidArcadia (Android)
This is the Android port of the AmiArcadia/WinArcadia emulator. The
following machines are emulated:
* Eme006.
1.62 [OS3.5+][Windows 95+]: Sun 3 Sep 2006.
1.61a [OS3.5+][Windows 95+]: Fri 1 Sep 2006.
1.61 [OS3.5+][Windows 95+]: Thu 31 Aug 2006.
1.6 [OS3.5+][Windows 95+]: Tue 22 Aug 20etronic, Cabel, [Windows 95+]: Tue 15 Aug 2006.
1.51 [OS3.5+][Windows 95+]: Sun 13 Aug 2006.
1.5 [OS3.5+][Windows 95+]: Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria
(1979-1981); and
* Malzak 1 and 2 coin-ops by Kitronix (c. 1981).
Features include: artefacting, autofire, force feedback, frame skipping,
game help, gamepad support, high score management, horizon dejittering,
locale support, save screenshots, saved states, sprite demultiplexing,
tone retuning, trainers, artefacting, support for ZIPped games, DIP switch
editor, RetroAchievements support.
The supported languages are currently English, Dutch, French, German,
Greek, Italian, Polish and Spanish.
Super Bug Advance (GBA)
This is a port of a subset of the Ami/WinArcadia emulator to the
Nintendo Game Boy Advance platform, for the purpose of emulating the
Super Bug 1 and 2 and Capture games.
Tunnels & Trolls (Windows, AmigaOS 2-4)
Amiga: http://aminet.net/game/role/TunnelsAndTrolls.lha
Windows: https://archive.org/download/tunnelsandtrolls
This is an implementation of the Tunnels & Trolls game (5th Edition), in
its solitaire form, consisting of the game engine and 32 adventures. It
allows you to play the adventures without pen, paper, dice, cards, nor the
adventures themselves. The complete T&T rulebook will prove handy but is
not essential.
The included adventures are:
* Abyss (1980)
* Amulet of the Salkti (1984)
* Arena of Khazan (1979)
* Beyond the Silvered Pane (1978)
* Beyond the Wall of Tears (1984)
* Blue Frog Tavern (1981)
* Buffalo Castle (1976)
* Captif d'Yvoire (1984)
* Caravan to Tiern (1989)
* Circle of Ice (1980)
* City of Terrors (1978)
* Dargon's Dungeon (1977)
* Dark Temple (1991)
* Deathtrap Equalizer (1977)
* Elven Lords (1987)
* Gamesmen of Kasar (1982)
* Goblin Lake (1979)
* Hela's House of Dark Delights (1982)
* Labyrinth (1977)
* Mistywood (1981)
* Naked Doom (1977)
* New Sorcerer Solitaire (1993)
* Old Sorcerer Solitaire (1979)
* Overkill (1977)
* Red Circle (1987)
* Sea of Mystery (1981)
* Sewers of Oblivion (1980)
* Solo for the Intellectually Challenged (1993)
* Sword for Hire (1979)
* Trollstone Caverns (1979)
* Weirdworld (1977)
* When the Cat's Away (1993)
The basis for this conversion is the Corgi edition of the T&T 5th
Edition rules, although the Flying Buffalo editions have also been
consulted. Some special combats, item powers, abilities, and spells are
not currently implemented.
Amiga: The game provides a ReAction GUI for OS3.5+ users and
illustrations for OS3.0+ users. It can also be run as a console
application instead (eg. for use as a BBS door game, or for OS2.0-3.1
users).
Worm Wars (Windows, Android, AmigaOS 3, AmigaOS 4, MorphOS,
GBA, AROS)
Worm Wars is an advanced Tron/Snake-style arcade game for up to 4
simultaneous players.
There are 37 types of creature, 37 types of object, and 13 types of bonus
level. The integral level editor allows you to load, edit and save user
levelsets. There is support for playing MED and IFF 8SVX files as music
and sound effects respectively.
It is can be played by one player, or as a competitive multiplayer
game, and demo mode is available. Amiga or human control can be specified
for any worm. Two keyboard players, four joystick players, and/or four
CD32 gamepad players are supported. It is system-friendly, style
compliant and screenmode-sensitive.
The supported languages are currently English, German, Greek, Italian,
Polish, Russian and Spanish.
Multi-game Character Editor (AmigaOS 3, AmigaOS 4, MorphOS)
MCE (Multi-game Character Editor) is a user-friendly open source editor
of character files, saved games, levels, graphics and high score tables
for these 126 games:
* Arazok's Tomb (1987) S
* Barbarian 2 (Psygnosis) & Obliterator (1988-1991) S
* Bard's Tale 1-3 & Construction Set (1987-1992) C+S
* BattleTech (1989) S
* Bloodwych & Extended Levels (1989) S
* Bomb Jack 1 (1988) G+L
* Buck Rogers (1990) C
* California 1 & 2/Winter/World Games (1987-1992) H
* Cannon Fodder 1 & 2 (1993-1994) S
* Chambers of Shaolin (1989) C
* Champions of Krynn 1-3 (1990-1992) C
* Citadel of Vras (1989) S
* Computer Scrabble Deluxe (1988) S
* Conflict Europe (1989) S
* Dark Castle 1 & 2 (1988-1989) H+S
* Deja Vu 1 & 2/Shadowgate/Uninvited (1986-1989) S
* Demon's Winter (1989) S
* Dragon Wars (1990) S
* Druid 2: Enlightenment (1988) H+L
* Dungeon Master 1-2 & Chaos Strikes Back (1989-1995) L+S
* Eye of the Beholder 1 & 2 (1990-1992) S
* F/A-18 Interceptor (1988) C
* Faery Tale Adventure (1986) S
* Firepower & Turbo (1987-1989) G+L
* Garrison 1 & 2 (1987-1988) H+L
* Goal! (1993) C
* Grand Monster Slam (1989) H
* Great Giana Sisters/Hard 'n' Heavy (1988-1989) H
* GridStart 1-3 (1987-1988) H
* HackLite/Larn/Moria/Rogue (1986-1993) H+S
* Heroes of the Lance & Dragons of Flame (1988-1989) S
* Hillsfar (1989) C
* Impossible Mission 2 (1988) H+S
* Insanity Fight (1987) G+L
* It Came from the Desert 1 & 2 (1989-1990) S
* Keef the Thief (1989) S
* King's Quest 1-3 & Space Quest 1 (1987) S
* Last Ninja Remix (1990) S
* Legend of Faerghail (1990) S
* Legend of Lothian (1991) S
* Mercenary: Escape from Targ & 2nd City (1986) S
* Might & Magic 2 & 3 (1990-1992) S
* Mindshadow/Borrowed Time/Tass Times in Tonetown (1985-1986) S
* Neuromancer (1989) S
* Nitro (1990) H
* Oo-Topos & Transylvania 1 & 2 (1986) S
* Panza Kickboxing 1 & 2 (1990-1992) C
* Phantasie 1 & 3 (1987) S
* Pinball Dreams/Fantasies/Illusions (1992-1995) H
* Pirates! & Pirates! Gold (1990-1994) S
* Pool of Radiance 1-4 (1990-1992) C
* Quadralien (1988) L+S
* Questron 2 (1988) S
* Ragnarok (1993) S
* Return of the Jedi (1988) H
* Robin Hood & Rome: AD92 (1991-1992) L+S
* Rockford (1988) G+H+L
* Rorke's Drift (1990) C
* Shadowlands & Shadoworlds (1992) S
* SideWinder 1 & 2 (1988-1989) G+L
* Sinbad and the Throne of the Falcon (1987) S
* Slaygon (1987) S
* Speedball 1 & 2 (1988-1991) S
* Syndicate (1993) S
* Temple of Apshai (1986) C+S
* Times of Lore (1988) S
* TV Sports Baseball/Basketball/Boxing/Football (1988-1992) C
* Ultima 3-6 (1986-1992) S
* War in Middle Earth (1988) S
* Wizardry 6 (1990) S
* Zerg (1989) S
C = Characters
G = Graphics
H = High score tables
L = Levels
S = Saved games
Report+ (AmigaOS 3, AmigaOS 4, MorphOS)
Report+ is a freeware ReAction-based utility with nine functions:
1. It is an enhanced, reverse-engineered, 100% byte-compatible
replacement for the official Commodore bug reporting tool (40.2),
optionally sending emails automatically.
2. It can generate/edit Aminet-style readmes.
3. It can view/edit A3000/A4000/CDTV/CD³²-type battery-backed memory.
4. It can view/edit IFF/RIFF files and their component chunks.
5. It can view information about attached boards.
6. It can perform batch processing on icons.
7. It can convert between various ASCII formats.
8. It can show directory byte usage for any path, optionally also
changing protection bits and/or deleting specified files.
9. It can compare two paths, showing added, missing and changed files.
Other Releases (Windows, AmigaOS 3, AmigaOS 4, MorphOS, AROS)
See http://amigan.1emu.net/releases/#others
Contents | < Browse | Browse >
TOOLBAR-------------------------------------------------------------------
Amiga Windows
F5, Alt-R F5, Alt+R Reset to game
Amiga-O Ctrl+O Open (load) a game.
Amiga-S Ctrl+S Save state...
Amiga-_ Ctrl+_ Save screenshot as IFF ILBM
(AmiArcadia) or BMP (WinArcadia)
Amiga-C Ctrl+C Copy screenshot to clipboard
Amiga-. Ctrl+. Run REXX script...
Amiga-(, Alt-L Ctrl+(, Alt+L Quickload state
Amiga-), Alt-S Ctrl+), Alt+S Quicksave state
FPS: current frames per second. Strictly speaking, the number of frames
that were executed (not necessarily drawn) during the last second. For
Arcadia, Interton and Elektor, the number of frames emulated will be the
same as the number of frames drawn except when frame skipping is used.
If 10,000 or more frames have been emulated in the last second, "9999"
(AmiArcadia) or "####" (WinArcadia) is shown.
Input gadgets (orange):
Amiga-B Ctrl+B Left autofire?
(none) (none) Right autofire?
Amiga-J, Alt-J Ctrl+J, Alt+J Swapped?
Sound gadget (yellow):
Amiga-U Ctrl+U Sound enabled?
Speed gadgets (cyan):
P Pause Paused?
Amiga-T, Alt-W Ctrl+T, Alt+W Turbo?
Sprites gadget (green):
Amiga-L Ctrl+L Collisions?
Console gadgets (black):
Arcadia Interton Elektor Instructor Coin-ops
--------------------------------------------
F1 F1 START START START SENS 1UP
F2 F2 A SELECT UC INT 2UP
F3 F3 B n/a LC MON Coin A
F4 F4 n/a n/a RESET RST Coin B
Malzak 1 and 2 have no Coin B slot. For Malzak 2, F4 can be used to
control the DIP switch.
In some circumstances, not all of these buttons will be visible. For
AmiArcadia, you can drag (left and) right over the toolbar while
holding down the Shift key and the left mouse button, to scroll the other
buttons into view.
Macro gadgets: These correspond to the relevant items on the Macros menu.
Contents | < Browse | Browse >
MENU----------------------------------------------------------------------
Project/File
Edit
View
Macro
Debug
Tools
Peripherals
Settings/Options
Help
RetroAchievements
Additionally, there are various REXX commands, not all of
which have menu/debugger equivalents.
In the menu item descriptions, "Remembered?" is whether the setting is
automatically loaded at startup and saved at exit.
The keyboard shortcuts shown in the menu item lists are for AmiArcadia
only, and the Amiga-Shift shortcuts (for OS3.2 only) are not shown. See
the "Shortcut:" field of the relevant menu item description for full
shortcut information.
Pressing the Help key while browsing the menu will open this user manual
on the appropriate page.
Contents | < Browse | Browse >
PROJECT/FILE MENU---------------------------------------------------------
Project|Reset to game F5, Alt-R
Project|Jump to BIOS Amiga-,
Project|Reinitialize machine Amiga-Shift-A
-------
Project|Open... Amiga-O
Project|Revert Amiga-R
Project|Quickload state Amiga-(, Alt-L
-------
Project|Save state as... Amiga-S
Project|Save screenshot as|BMP... Amiga-Y
Project|Save screenshot as|GIF... Amiga-Shift-B
Project|Save screenshot as|IFF ACBM... Amiga-Shift-C
Project|Save screenshot as|IFF ILBM... Amiga-_
Project|Save screenshot as|PCX... Amiga-Shift-E
Project|Save screenshot as|PNG... Amiga-Shift-F
Project|Save screenshot as|TIFF... Amiga-Shift-G
Project|------------------
Project|Save screenshot as|ASCII text... (none)
Project|Save screenshot as|ASM... (none)
Project|Quicksave state Amiga-), Alt-S
-------
Project|Audit games... Amiga-Shift-H
Project|Register filetypes... (none)
-------
Project|Iconify Amiga-Shift-K
Project|Quit Amiga-Q, Esc, Shift-Esc
Menu: Project|Reset to game
Type: Command
Shortcut: F5 or Alt-R (both), Amiga-Shift-A (OS3.2), Alt,F,R (IBM PC)
CLI Argument: (none)
Debugger: E IAR 0
REXX: MENU PROJECT.RESETTOGAME
Default: n/a
Hosts: Both
Guests: All
Remembered? No
Menu: Project|Jump to BIOS
Type: Command
Shortcut: Amiga-Comma (Amiga), Ctrl+Comma or Shift-F5 or Alt,F,J
(IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PROJECT.JUMPTOBIOS
Default: n/a
Hosts: Both
Guests: Elektor, PIPBUG, BINBUG, Instructor, CD2650, PHUNSY,
Selbstbaucomputer and MIKIT
Remembered? No
Menu: Project|Reinitialize machine
Type: Command
Shortcut: Amiga-Shift-B (OS3.2), Alt,F,T (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PROJECT.REINITIALIZE
Default: n/a
Hosts: Both
Guests: All
Remembered? No
This completely reinitializes the emulation of the current guest
(ie. the same as switching to another guest and then back again).
Menu: Project|Open...
Type: Modal subwindow
Shortcut: Amiga-O (Amiga), Ctrl+O or Alt,F,O (IBM PC)
CLI Argument: [FILE] <filename>
Debugger: (none)
REXX: OPEN [<filename>] or MENU PROJECT.OPEN
Default: n/a
Hosts: Both
Guests: All
Remembered? No
.BIN/.ROM files are raw ROM dumps of cartridges (for Arcadia or
Interton) or of memory regions (for PHUNSY). You can of course load or
save these as desired. The machine is automatically reset when loading
these.
The emulator is able to look inside ZIP archives. You can put BIN/
ROM/AOF/COS/COR/EAP/EOF/HEX files inside archives and the emulator is
able to load them. ZIPped files are also able to be audited as normal.
For known ROMs, and for all states and recordings, the emulator will
configure itself automagically as the correct machine (if autosense is
enabled).
For unknown ROMs, there is no reliable way to determine what machine
it it is intended for; therefore you should set "Options|Machine"
appropriately first.
The emulators expect files to have the appropriate filename
extension and may not recognize/load files correctly in some
situations if this is not the case.
You can also load AOF (Signetics Absolute Object Format), EOF
(Elektor Object Format) and HEX (Intel Hex Format) files via this
command. However, there is no autosensing on these files. Also, the
first byte of the file must be ':' (AOF/HEX) or 'L' (EOF) for it to be
detected as AOF/EOF/HEX by the emulator (ie. any leading whitespace
must be removed from the file first). You should set
"Settings|Machine" appropriately first, before loading an AOF/HEX.
Also note that the emulator relies on the filename extension to
distinguish between AOF and HEX files; therefore HEX files must always
have a ".HEX" extension. Similarly, CMD files must always have a
".CMD" extension.
The AOF file format is documented in Signetics Application Memo SS51.
This is the native format for several platforms, eg. PIPBUG, so if you
make dumps of cassettes the decoded byte stream will probably be in
this format. Needless to say, if you dump any software, please send us
a copy or at least upload it somewhere!
If the AOF/EOF file contains a start address (most do), the guest
machine will be reset to that address.
You can also insert tapes (in IFF 8SVX, IFF AIFF or WAV format) via
this command, which is equivalent to inserting a tape via the tape
deck subwindow. Note that this just inserts the tape; it does not load
the game.
When loading BIN/ROM/AOF/TVC files (or ZIPped versions of these),
the emulator will automagically reconfigure its memory (and various
other settings) as appropriate if a known game is detected and "sense
game?" is yes. If an unknown game is loaded, or "sense game?" is no,
it configures its memory map as follows:
Arcadia:
BIN is <= 8192 bytes type "G"
BIN is >= 8193 bytes type "I"
Interton:
BIN is <= 2048 bytes 2K ROM + 0K cartridge RAM
(type "A")
BIN is 2049-4096 bytes 4K ROM + 1K cartridge RAM
(type "C")
BIN is >= 4097 bytes 6K (5½K) ROM + 1K cartridge RAM
(type "D")
Elektor:
Always type "F" (ie. expanded)
PIPBUG/BINBUG:
Always according to current "Settings|BIOS »"
Instructor:
BIN is <= 512 bytes basic Signetics Instructor 50 (type "N")
BIN is >= 513 bytes expanded Signetics Instructor 50 (type
"O")
(The other guests only have a single memory map each.)
Note that ZIPped games are still expected to be individual files; if
you have multiple files in an archive, the emulator uses the first
suitable (ie. AOF/BIN/COS/COR/EOF/HEX/TVC) file found inside the
archive. ZIPs containing directories (folders) are unsupported.
The above paragraph also applies to auditing.
For WinArcadia, you can use this command (or drag and drop) to load
uncompressed 24-bit BMP files for use as backgrounds (similar to using
"Options|Emulator|Paths..." to do it). This will also automatically
turn on the "Options|Graphics|Enhance skies?" toggle.
Menu: Project|Revert
Type: Command
Shortcut: Amiga-R (Amiga), Ctrl+R or Alt,F,R (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PROJECT.REVERT
Default: n/a
Hosts: Both
Guests: All
Remembered? No
Reloads the current game from disk.
Menu: Project|Quickload state
Type: Command
Shortcut: Alt-L (both), Amiga-( (Amiga), Ctrl+Shift+9 or Alt,F,Q (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PROJECT.QUICKLOAD
Default: n/a
Hosts: Both
Guests: All
Remembered? No
This will load the QUICKSAV.COS file, if it exists.
Menu: Project|Save state as...
Type: Modal subwindow
Shortcut: Amiga-S (Amiga), Ctrl+S or Alt,F,S,S (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: SAVEAS [<filename>] or MENU PROJECT.SAVECOS
Default: n/a
Hosts: Both
Guests: All
Remembered? No
You can save a 'saved state' (aka 'snapshot') of the current state of
the emulator whenever desired (except during a frame), and then load
it back as desired (except during a frame). This gives a 'load/save
game' feature. (This is not to be confused with 'screenshots', which
are of course raster bitmap files.) You can drag and drop COS files,
load them at startup, etc.
The format (COS) used for these files is the same for both
AmiArcadia and WinArcadia; thus the files are interchangeable between
platforms. The game itself is stored inside the snapshot file so that
the original AOF/BIN/ROM/TVC file is no longer required.
Menu: Project|Save screenshot as|BMP...
Project|Save screenshot as|GIF...
Project|Save screenshot as|IFF ACBM...
Project|Save screenshot as|IFF ILBM...
Project|Save screenshot as|PCX...
Project|Save screenshot as|PNG...
Project|Save screenshot as|TIFF...
Project|Save screenshot as|ASCII text...
Type: Command
Shortcuts: For WinArcadia:
BMP: Alt,F,N,B or Ctrl+Y
GIF: Alt,F,N,G
IFF ACBM: Alt,F,N,A
IFF ILBM: Alt,F,N,I or Ctrl+Shift+Minus
PCX: Alt,F,N,X
PNG: Alt,F,N,P
TIFF: Alt,F,N,T
ASCII text: Alt,F,N,S
For AmiArcadia:
BMP: Amiga-Y
GIF: Amiga-Shift-C (OS3.2)
IFF ACBM: Amiga-Shift-D (OS3.2)
IFF ILBM: Amiga-_
PCX: Amiga-Shift-E (OS3.2)
PNG: Amiga-Shift-F (OS3.2)
TIFF: Amiga-Shift-G (OS3.2)
ASCII text: (none)
CLI Argument: (none)
Debugger: (none)
REXX: SAVEBMP or MENU PROJECT.SAVESCRN.BMP
SAVEGIF or MENU PROJECT.SAVESCRN.GIF
SAVEACBM or MENU PROJECT.SAVESCRN.ACBM
SAVEILBM or MENU PROJECT.SAVESCRN.ILBM
SAVEPCX or MENU PROJECT.SAVESCRN.PCX
SAVEPNG or MENU PROJECT.SAVESCRN.PNG
SAVETIFF or MENU PROJECT.SAVESCRN.TIFF
MENU.PROJECT.SAVESCRN.ASCII
Default: n/a
Hosts: Both
Guests: All
Remembered? No
You can save screenshots in various formats. For AmiArcadia, if
"Settings|Emulator|Create icons?" is ticked, and the appropriately
named icon_#?.info file is in the Icons/ directory, an icon will also
be generated for the screenshot.
Note that currently TIFF files are limited to 16 colours (colour 0
will be used instead for colours 16..23).
Menu: Project|Save screenshot as|ASM...
Type: Command
Shortcuts: Alt,F,N,M (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU.PROJECT.SAVESCRN.ASM
Default: n/a
Hosts: Both
Guests: Arcadia, Interton and Elektor
Remembered? No
This will create a short assembly language program to replicate the
current display. It is useful when making homebrews; eg. you can use
the screen editor to design a title screen for your game (on Arcadia),
and then save this title screen as an assembly language program to use
as a base for further development of your game.
Effects that depend on mid-frame register manipulation, eg. per-row
horizontal scrolling, are not supported. Note that the Interton stub
uses such mid-frame techniques and therefore using this command on it
will not result in an equivalent display (you will get "INTERTON IN
4000 IN" instead). Similarly, the Elektor text display (as used by eg.
the BIOS routines) also uses mid-frame techniques.
Only the UVI/PVI hardware registers are replicated. CPU registers
(R0..R6, PSU, PSL, etc.) and user RAM are not replicated nor
initialized; it is suggested that you should add code to do this
yourself according to which flags you prefer.
Note that the emitted code is always in non-extended Signetics
notation.
Menu: Project|Quicksave state
Type: Command
Shortcut: Alt-S (both), Amiga-) (Amiga), Ctrl+Shift+0 or Alt,F,U (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PROJECT.QUICKSAVE
Default: n/a
Hosts: Both
Guests: All
Remembered? No
This will save the state as QUICKSAV.COS.
Menu: Project|Audit games...
Type: Modal subwindow
Shortcut: Amiga-Shift-H (OS3.2), Alt,F,A (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PROJECT.AUDIT
Default: n/a
Hosts: Both
Guests: All
Remembered? n/a
This will refresh the emulator's audit list, which is displayed in the
sidebar. The user's preferred games directory is used.
Filenames which do not have the expected extension will not be
audited correctly. IFF and RIFF files are expected to have the
appropriate extension for their type (ie. .8SVX/.16SV/.ACBM/.ANIM/
.ILBM/.SMUS for IFFs and .WAV for RIFFs).
Menu: Project|Register filetypes...
Type: Modal subwindow
Shortcut: Alt,F,Y
CLI Argument: (none)
Debugger: (none)
REXX: MENU PROJECT.REGISTER
Default: n/a
Hosts: IBM PC only
Guests: All
Remembered? Yes
This will allow you to create file associations in the Windows
registry for all loadable files; thus, you will be able to launch
games easily by just clicking on their icon.
Note that, under Windows XP and Windows 7 at least, Windows will not
change the icon(s) imagery until the next reboot of the host.
If you move the emulator to a different directory (or drive), or
rename it, you should invoke this command again to update the
registry.
Note that, under Windows Vista and later, you need to run WinArcadia
as an administrator (right-click the WinArcadia icon on the desktop
and choose "Run as administrator") for it to be able to register the
filetypes.
Menu: Project|Iconify
Type: Command
Shortcut: Amiga-Shift-K (OS3.2), Ctrl+F12 or Alt,F,I (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: DEACTIVATE or MENU PROJECT.ICONIFY
Default: No
Hosts: Both
Guests: All
Remembered? No
This will iconify the emulator to the Workbench desktop (for
AmiArcadia) or the system tray (for WinArcadia). Output to (and input
from) the console window, if any, is unaffected.
For AmiArcadia, the emulator is always frozen while iconified.
For WinArcadia, the emulator will be paused while iconified if
autopause is on, otherwise it can continue to run.
Menu: Project|Quit (Amiga),
File|Exit (IBM PC)
Type: Command
Shortcut: Shift-Esc or Esc (Amiga and IBM PC), Alt,F,X (IBM PC)
CLI Argument: (none)
Debugger: SYS|SYSTEM
REXX: QUIT or MENU PROJECT.QUIT
Default: No
Hosts: Both
Guests: All
Remembered? No
WinArcadia: You should not quit the program by closing its console
window, as this will not give the emulator any opportunity to
create an autosave, save the configuration, close the logfile, etc.
Contents | < Browse | Browse >
EDIT MENU-----------------------------------------------------------------
Edit|Memory... Amiga-#
Edit|Palette... Amiga-$
Edit|Screen (none)
Edit|Sprites/characters... Amiga-%
----
Edit|Copy screenshot Amiga-C
Edit|Copy all text Amiga-Shift-L
Edit|Paste text Amiga-V
----
Edit|Empty clipboard (none)
Menu: Edit|Memory...
Type: Modeless subwindow
Shortcut: Amiga-# (Amiga), Ctrl+Shift+3 or Alt,E,M (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: OPENMEMORY or MENU.EDIT.MEMORY
Default: Off
Hosts: Both
Guests: All except Pong and Type-right
Remembered? No
You can observe the properties and observe and edit the contents
of a 256-byte region of memory in real time.
You use the "Region" listbox/slider to choose which region you are
interested in.
Note that this is updated only once per frame or when pausing or
after editing (which should not normally cause any problems).
Each byte is colour-coded according to its properties, as follows:
Cyan code breakpoint
Orange data watchpoint
Purple mirror (ie. undecoded address)
Red unmapped
Yellow write-only
Blue read-only (eg. ROM) (darker blue for $00 bytes)
Green read/write (eg. RAM) (darker green for $00 bytes)
For mirrors, the contents shown are garbage values. You should look
at the notional (ie. resolved) address instead of at the mirrored
address.
You can click on a button with the left mouse button to edit its
value, or with the middle mouse button to set or clear a watchpoint
(but note that the memory editor must be the active window for this to
work).
Additionally, you can hover over any button to see any known source
code data comments for that address.
You can view as hexadecimal values, or as characters. Viewing as
characters is useless for Interton, as it lacks a character set.
The graphical memory map representation shows the entire 32K address
space, appropriately colour coded. Each pixel represents one byte.
In "contents" view, the brightness of each pixel is
shown according to the contents of that byte. For WinArcadia, the
brightness colour is an accurate representation of the value ($00..
$FF). For AmiArcadia, it is only an approximation ($00 = black,
$01..$7F = dark colour, $80..$FF = bright colour).
In "memory map" view, each pixel has full brightness.
In "coverage report" view, colours are as follows (see also here):
Green has been read and written ("R" and "W")
Blue has been read ("R" without "W")
Yellow has been written ("W" without "R")
Cyan has been executed ("E" and/or "O")
Purple has been addressed ("A")
Black none of the above
You can click on the memory map to change the main view to the
appropriate memory region.
Menu: Edit|Palette...
Type: Modeless subwindow
Shortcut: Amiga-$ (Amiga), Ctrl+Shift+4 or Alt,E,P (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU EDIT.PALETTE
Default: Off
Hosts: Both
Guests: All
Remembered? Yes
You can change the colours used by the emulator. If you are in
greyscale mode, you are restricted to using greyscale shades, of
course. Not all colours are used by all guest machines.
AmiArcadia: The rightmost slider shows the colour being edited. Note
that the colour wheel shows only the hue and saturation of the colour,
not its brightness (eg. black will appear as white on the colour
wheel). This is normal colour wheel behaviour.
AmiArcadia: If you don't have at least 48 pens free (for the 24 pens
plus darkened versions of them), this menu item will be ghosted.
Menu: Edit|Screen
Type: Toggle
Shortcut: Alt,E,S (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU EDIT.SCREEN
Default: Off
Hosts: All
Guests: Arcadia, Interton, Elektor, BINBUG, CD2650, PHUNSY, Zaccaria
Remembered? No
This will enter screen editing mode.
Unlike most of the editing tools, this one does not have a
subwindow; instead, the guest screen is used. The machine needs to be
running (ie. unpaused) for it to work. Therefore, in some situations
the game might overwrite your changes.
Input that is not acted on by the screen editor will be passed onto
the guest or emulator GUI, as appropriate.
The current cursor position is indicated by a hollow square.
You can move the cursor by clicking with the mouse, or by using the
cursor keys.
Using a special/unusual screen editing command will cause a brief
explanation of it to be shown in the status bar.
Arcadia:
Drawing keys are:
A..Z letters
0..9 numbers
$ / \ _ + . , punctuation
Shift-Q/W/A/S boxes
Shift-R/T/F/G diamonds
Shift-I/J/K/L lines
Shift-Z/X/C/V sprites
Shift-B/N/M/H/, UDGs
Shift-1 turn on block mode locally
Shift-2 turn off block mode locally
Shift-3 or Shift-Space solid (assuming non-block mode)
Shift-4 dollar sign ($)
Shift-5 character $80 (useful in board mode)
Shift-6 change (outer) background colour
Shift-7 toggle block mode globally
Shift-8 toggle board mode (globally)
Shift-9 change 1st foreground colour (board mode)
Shift-0 change inner background colour (board mode)
[ change (2nd) foreground colour backwards
] change (2nd) foreground colour forwards
Shift-[ toggle 13/26 character rows
Shift-] toggle low/high resolution
Shift-Del clear screen
Up/Down/Left/Right move cursor
Shift-Up move to top of screen
Shift-Down move to bottom of screen
Shift-Left or Home move to start of line
Shift-Right or End move to end of line
Shift-Home (IBM PC only) move to top left corner of screen
Shift-End (IBM PC only) move to bottom right corner of screen
PgUp (IBM PC) or Help (Amiga)
increment character value by 1
PgDn (IBM PC) or Shift-Help (Amiga)
decrement character value by 1
Esc exit screen editor
The character codes to toggle block mode on ($C0) and off ($40) are
shown as "On" and "Off", respectively, but only when the cursor is
actually over them.
In 13-row mode, the cursor will have a grey outline when it is
beyond the 13th row.
Interton, Elektor:
Due to the complex way the display grid works on these machines,
there are three boxes (cursors) of different shapes and sizes;
different commands will affects different boxes. The keys are:
Q and W turns an area (a "cell") off or on, respectively (grey box).
A, S, D changes the width of an area to 1, 2 or 4 pixels,
respectively (pink box).
Z and X turns off or on, respectively, the 8-pixel width flag for
an area (orange box).
Spacebar turns on the cell (grey box) and sets the 8-pixel width
flag for the orange box.
Backspace or Delete, with Shift, will clear the screen, otherwise
they turn off the cell (grey box).
Shift-Spacebar will fill the screen.
0, 1, 2, 4 and 8 keys will change the contents of the pink box to
vertical lines of the corresponding thickness.
The rules the machine uses for deciding what to draw are:
If the cell (grey box) is off, nothing is drawn.
Otherwise, if the 8-pixel width flag is set for the orange box,
the line is 8 pixels wide.
Otherwise, the line is 1, 2 or 4 pixels wide depending on the
setting of the pink box.
The numbers in orange and pink indicate the current width of the
lit ("on") lines in that box. The orange number is the important one
that shows what the actual width of the lines will be; the pink number
just shows what width the lines in the pink box would default to
(1, 2 or 4 pixels) when the 8-pixel width flag is off.
See the 2636 PVI manual for more information about the screen
layout. Also remember you can use Ctrl-Left Shift to view the help
grid.
BINBUG, CD2650, PHUNSY:
Host keyboard layout (not any guest keyboard layout) is always used
for screen editing.
The cursor (hollow square) is shown in red, purely for better
visibility.
Zaccaria:
Several rows and columns of the display are actually off-screen; you
can edit these but will not see the result on the screen.
For Astro Wars and Galaxia, [ and ] will decrement or increment,
respectively, the colour of the character under the cursor.
For Astro Wars, grey is used to show "invisible" things (ie. those
that are the same as the background colour, ie. black), but only when
the cursor is actually over them.
Menu: Edit|Sprites/characters...
Type: Modeless subwindow
Shortcut: Amiga-% (Amiga), Ctrl+Shift+5 or Alt,E,I (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: OPENSPRITES or MENU EDIT.SPRITES
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG, CD2650, PHUNSY, coin-ops
Remembered? No
You can view and/or edit the imagery of a sprite or user-defined
graphic (UDG) in in real time. Grey is used to represent transparent
areas of the sprite or UDG. Note that this command normally updates
once per frame and thus you can get misleading results when eg. the
game changes the colour of the sprite mid-frame. Ie. What is shown in
this subwindow does not necessarily correlate with what is showing on
the guest screen.
You can edit the sprite pixels; however, such changes only last
until the game next writes to the relevant memory location(s) (which
might be many times per second or never, depending on the game).
For Arcadia, you can also view the PDGs (Pre-Defined Graphics),
but these are not editable as they are built into the system.
You can also change the colours of the sprites if you wish. As with
changing the imagery, such changes only last until the game next
writes to the relevant memory location(s). You cannot change the
colours of UDGs or PDGs.
PHUNSY: the (transparent) background is shown in blue instead of
grey; this is to provide proper contrast against the foreground
colours (which include various shades of grey).
Double-clicking on a colour in the palette gadget will open the
palette editor.
Menu: Edit|Copy screenshot
Type: Command
Shortcut: Amiga-C (Amiga), Ctrl+C or Alt,E,C (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: COPY or MENU EDIT.COPYSCREEN
Default: n/a
Hosts: Both
Guests: All
Remembered? n/a
This will write a screenshot of the current display to (unit 0 of) the
clipboard, in IFF ILBM (AmiArcadia) or BMP (WinArcadia) format.
Menu: Edit|Copy all text
Type: Command
Shortcut: Amiga-Shift-L (OS3.2), Alt,E,T (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: COPYTEXT or MENU EDIT.COPYTEXT
Default: n/a
Hosts: Both
Guests: All except Interton
Remembered? n/a
This will copy the contents of the current display to (unit 0 of) the
clipboard, in IFF FTXT (AmiArcadia) or ASCII (WinArcadia) format.
Menu: Edit|Paste text
Type: Command
Shortcut: Amiga-V (Amiga), Ctrl+V or Alt,E,P (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: PASTETEXT or MENU EDIT.PASTETEXT
Default: n/a
Hosts: Both
Guests: PIPBUG, BINBUG, TWIN, CD2650, PHUNSY, Selbstbaucomputer,
Type-right
Remembered? n/a
This will paste the contents of the clipboard, in IFF FTXT
(AmiArcadia) or ASCII (WinArcadia) format, into the keyboard buffer.
Up to 1,280 characters may be transferred at a time.
Doing this on any machine except Type-right will turn on the
"Settings|Input|Queue keystrokes?" toggle.
Menu: Edit|Empty clipboard
Type: Command
Shortcut: Alt,E,E (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU EDIT.EMPTYCLIPBOARD
Default: n/a
Hosts: Both
Guests: All
Remembered? n/a
Empties (clears) the contents of the clipboard.
Contents | < Browse | Browse >
VIEW MENU-----------------------------------------------------------------
View|High score table... Amiga-!
----
View|Debugger? Amiga-/
View|Menu bar? Ctrl+M
View|Pointer? Amiga-X
View|Sidebar? Amiga-I
View|Status bar? (none)
View|Titlebar? Amiga-E
View|Toolbar? Amiga-H
----
View|Built-in games? (none)
View|Sort sidebar by|Game name (none)
View|Sort sidebar by|Machine (none)
----
View|View speed as|Frames per second (none)
View|View speed as|KHz (none)
View|View speed as|Percentage (none)
Menu: View|High score table...
Type: Modal subwindow
Shortcut: Amiga-! (Amiga), Ctrl+Shift+1 or Alt,V,H (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU VIEW.HIGHSCORES
Default: n/a
Hosts: Both
Guests: Arcadia, coin-ops, Pong and Type-right
Remembered? Yes
This will show the high score table.
For a high score to be registered:
* You need to be playing a supported game (eg. most Arcadia games are
supported).
* Autosensing must be enabled before loading the game (for Arcadia).
* You cannot have collision detection disabled (except for
Type-right).
* You cannot have the game slowed down (sped up is allowed).
* You cannot be using any trainer(s). (This applies even if there is
actually no trainer for the game you are playing.)
They are stored in the AmiArcadia.hgh or WA.HGH file (in the Configs/
subdirectory). The files are identical between the two hosts, you
would just need to rename it to use an Amiga high score file with
WinArcadia, or vice versa.
We are intending to set up a worldwide high score "leaderboard" at
the website. You can send this file to us if desired for inclusion in
such a leaderboard.
For Type-right, the high score table is only updated when the score
is displayed (ie. at game/class over and between game levels).
Clicking the "Clear high scores" button will clear all high scores
and play time for the current guest, but will not affect the other
guests.
Additionally, the total play time for each supported game is shown.
This is from the guest's point of view, not the host's. It includes
all time on that game, including time spent on the title screen, time
spent using trainers, etc.
AmiArcadia: The username is taken from the UserName environment
variable.
Menu: View|Debugger?
Type: Toggle
Shortcut: Amiga-/ (Amiga), Ctrl+/ or Alt,V,G (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: CMDSHELL OPEN|CLOSE or MENU VIEW.DEBUGGER
Default: On
Hosts: Both
Guests: All
Remembered? No
Shows or hides the debugger (above the status bar).
Menu: View|Menu bar?
Type: Toggle
Shortcut: Ctrl+M or Alt,V,M
CLI Argument: (none)
Debugger: (none)
REXX: MENU VIEW.MENUBAR
Default: On
Hosts: IBM PC only
Guests: All
Remembered? Yes
Menu: View|Pointer?
Type: Toggle
Shortcut: Amiga-X (Amiga), Ctrl+X or Alt,V,P (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU VIEW.POINTER
Default: On
Hosts: Both
Guests: All
Remembered? Yes
Show mouse pointer on/off.
Menu: View|Sidebar?
Type: Toggle
Shortcut: Amiga-I (Amiga), Ctrl+I or Alt,V,I (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU VIEW.SIDEBAR
Default: n/a
Hosts: Both
Guests: All
Remembered? Yes
Whether the game selection sidebar is shown or not. You can use Ctrl-
Up/Down/Left/Right, and Ctrl-Shift-Up/Down/Left/Right, to change the
currently selected game in the sidebar. You can also use the wheel on
a wheel mouse to do this, while holding down the Ctrl key.
Menu: View|Status bar?
Type: Toggle
Shortcut: Amiga-D (Amiga), Ctrl+D or Alt,V,W (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU VIEW.STATUSBAR
Default: On
Hosts: Both
Guests: All
Remembered? Yes
The status bar shows, from left to right:
* Machine glyph (according to the current guest machine), or (for
AmiArcadia for OS3 only) an animated mouth while speaking.
* Game name (while holding the Ctrl key down, this shows the pointer
coordinates (in guest pixels) instead)
* Current actual speed
* Current target (ie. desired) speed
* Current track for drive 0
* Current track for drive 1
* Current track for drive 2
* Current track for drive 3
* Caps lock indicator
For AmiArcadia, the current track indicators are coloured according to
the current drive mode, ie.:
blue idle
green read
yellow write
Note that all drives share the same colour; this is because there is
only a single drive mode register on the real machine.
The caps lock indicator is from the guest's point of view; the state
of the host caps lock (eg. for debugger) may be different.
Menu: View|Titlebar?
Type: Toggle
Shortcut: Amiga-E (Amiga), Ctrl+E or Alt,V,T (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU VIEW.TITLEBAR
Default: On
Hosts: Both
Guests: All
Remembered? Yes
Show window titlebar (and therefore drag bar, depth arrangement
gadgets, etc.) on/off.
Menu: View|Toolbar?
Type: Toggle
Shortcut: Amiga-H (Amiga), Ctrl+H or Alt,V,L (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU VIEW.TOOLBAR
Default: On
Hosts: Both
Guests: All
Remembered? Yes
Menu: View|Built-in games?
Type: Toggle
Shortcut: Alt,V,B (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU VIEW.BUILTINGAMES
Default: On
Hosts: Both
Guests: Coin-ops and Pong
Remembered? Yes
Normally, the built-in games (ie. the coin-ops and Pong) are always
listed in the sidebar. If you turn this option off, they are not
listed there (but you can of course still access them as normal via
eg. the "Options|Machines" submenu).
Menu: View|Sort sidebar by|Game/directory name
View|Sort sidebar by|Machine
Type: Option
Shortcut: Alt,V,D,N (name) (IBM PC)
Alt,V,D,M (machine) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU VIEW.SORTBY.NAME
MENU VIEW.SORTBY.MACHINE
Default: Game/directory name
Hosts: Both
Guests: All
Remembered? Yes
Controls the order of items displayed in the sidebar.
Menu: View|View speed as
Type: Option
Shortcut: Alt,V,X (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU VIEW.INDICATOR.FPS
MENU VIEW.INDICATOR.KHZ
MENU VIEW.INDICATOR.PERCENTAGE
Default: Percentage
Hosts: Both
Guests: All
Remembered? Yes
You can view the emulation speed as any of: frames per second, a
percentage, and kilohertz (kHz).
In percentage mode, the speed shown is dependant on which region
(NTSC or PAL) is in use. 100% is 50 FPS for PAL and 60 FPS for NTSC.
AmiArcadia only: you can cycle through these by clicking the
"Speed:" button on the status bar.
Contents | < Browse | Browse >
MACROS MENU---------------------------------------------------------------
Macros|Start recording... Amiga-{
Macros|Restart playback Rewind, Amiga-Shift-M
Macros|Stop recording/playback Amiga-}, Stop
------
Macros|Loop playback? (none)
------
Macros|Generate animations|GIF (none)
Macros|Generate animations|IFF ANIM (none)
Macros|Generate animations|MNG (none)
Macros|Generate animations|PNG (none)
Macros|Generate sounds|IFF 8SVX/16SV (none)
Macros|Generate sounds|IFF AIFF (none)
Macros|Generate sounds|IFF SMUS (none)
Macros|Generate sounds|MIDI (none)
Macros|Generate sounds|PSG (none)
Macros|Generate sounds|WAV (none)
Macros|Generate sounds|YM (none)
Macros|Generate during playback? (none)
------
Macros|Run REXX script... Amiga-.
Macros|Repeat last script Amiga->
Menu: Macros|Start recording...
Type: Modal subwindow
Shortcut: Amiga-{ (Amiga), Ctrl+Shift+[ or Alt,M,R (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.STARTRECORDING
Default: n/a
Hosts: Both
Guests: All
Remembered? No
Menu: Macros|Restart playback
Type: Command
Shortcut: Rewind (Amiga), Amiga-Shift-M (OS3.2), Alt,M,P (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.RESTARTPLAYBACK
Default: n/a
Hosts: Both
Guests: All
Remembered? No
Menu: Macros|Stop recording/playback
Type: Command
Shortcut: Amiga-} (Amiga),
Ctrl+Shift+] or Alt,M,T (IBM PC),
Stop (both)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.STOP
Default: n/a
Hosts: Both
Guests: All
Remembered? No
You can save a 'recording' (aka 'history') of a gameplay session. This
can be played back (viewed) later. It is useful for high score
attempts, game demonstrations, speedruns, etc. These files consist of
a saved state (and therefore also an embedded game image) followed by
the input data.
To start recording, either click the "stop" button or choose the
"Macros|Start Recording..." menu item. Opening another file,
resetting, quitting, saving, clicking the "record" button or choosing
the "Macros|Stop Recording" menu item will terminate the recording.
To play back a recording, simply open the file as normal; you can
even drag and drop, etc.
If you start recording during playback, the first part of the
recording will remain intact and the second part will be recorded
(ie. the remainder of the old recording is discarded and the new
recording is appended). This is useful when making tool-assisted
speedruns, for example.
Note that tape operations are not incorporated into COR (nor
COS) files. Eg. if you play back a tape while recording a COR, and
then play back the COR, the replayed COR will not play back the tape.
For PIPBUG and PIPBUG, Break key operations are not supported for
recordings. This key will be ignored while generating a recording.
For BINBUG, joystick operations (buttons and paddles) are not
currently incorporated into COR (nor COS) files.
Menu: Macros|Loop playback?
Type: Toggle
Shortcut: Alt,M,L (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.LOOP
Default: On
Hosts: Both
Guests: All
Remembered? Yes
This controls the looping behaviour when playing back recordings (COR
files), and when generating animations in the IFF ANIM, GIF, APNG, and
MNG formats).
For COR playback: when on, playback will loop to the beginning (and
thus continue to play) when the end of the input is reached. When off,
playback will stop when the end of the input is reached.
For animation generation: when on, the emulator will encode the
animation as being intended for looping. When off, the emulator will
encode the animation as being intended for viewing once only.
Menu: Macros|Generate animations|GIF
Macros|Generate animations|IFF ANIM
Macros|Generate animations|MNG
Macros|Generate animations|PNG
Type: Toggle
Shortcut: Alt,M,A,G (IBM PC)
Alt,M,A,I (IBM PC)
Alt,M,A,M (IBM PC)
Alt,M,A,P (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.ANIMS.GIF
MENU MACRO.ANIMS.ANIM
MENU MACRO.ANIMS.MNG
MENU MACRO.ANIMS.PNG
Default: Off
Hosts: Both
Guests: All
Remembered? Yes
If you enable these, then whenever you make a COR recording, a video
file will be generated. You can have several of these toggles enabled
and generate multiple video files simultaneously if desired.
As realtime compression is performed, this will slow down the
emulation considerably.
GIFs/MNGs/PNGs are video-only (ie. silent), as these formats do not
support sound. For IFF ANIMs, if you also have "Macros|Generate IFF
8SVX files?" turned on, and are generating 8-bit sound (in "Options|
Sound|Adjust..."), the generated IFF ANIM will also have embedded 8SVX
and SCTL data (so that it can be played back with sound on players
which support this). Note that you need to have "Settings|Sound|
Enabled?" on while recording, otherwise only silence will be
generated.
AmiArcadia: GIF animations can be played back with MultiView if
you have a suitable datatype instealled, eg.
http://aminet.net/util/dtype/gifanimdtc203 . Note that on current
Classic (at least) AmigaOS versions, GIFs do not play back at
the correct speed in MultiView. This is a bug in animation.datatype
(and/or the GIF datatype) rather than in AmiArcadia. You are better to
use a dedicated GIF player (or a browser) for playback.
PNG animations are also known as "APNG" files.
MNG animations can be played back with a program such as "PNG MNG
Construction Set" (for Windows). OS4 users, see here.
Note that on current Classic (at least) AmigaOS versions, IFF ANIMs
do not play back at the correct speed in MultiView. This is a bug in
animation.datatype and the IFF ANIM rather than in AmiArcadia (and is
fixed in OS3.2). You are better to use a dedicated IFF ANIM player for
playback.
Menu: Macros|Generate sounds|IFF 8SVX/16SV
Type: Toggle
Shortcut: Alt,M,S,8 (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.SOUNDS.8SVX
Default: Off
Hosts: Both
Guests: All guests that can emit sound
Remembered? Yes
If you enable this, then whenever you make a COR recording, an IFF
8SVX file of the corresponding sound output will also be
concurrently generated. This will always be at the correct (ie.
normal) speed regardless of the speed the emulator was running at
the time.
Note that sound output must be enabled. If you don't want to hear
the sound, you can adjust the "Options|Sound|Host volume..." setting;
this won't affect the generated recording.
Ambient sounds will only be recorded (or emitted, for that matter)
if "Settings|Sound|Ambient sounds?" is on. Speech is not currently
recorded.
If 16-bit sound generation is in use (in "Options|Sound|Adjust..."),
an IFF 16SV file will be generated instead of an IFF 8SVX file.
Menu: Macros|Generate sounds|IFF AIFF
Type: Toggle
Shortcut: Alt,M,S,A (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.SOUNDS.AIFF
Default: Off
Hosts: Both
Guests: All guests that can emit sound
Remembered? Yes
If you enable this, then whenever you make a COR recording, an IFF
AIFF ("Audio Interchange File Format" aka "Audio IFF") file of the
corresponding sound output will also be concurrently generated. This
will always be at the correct (ie. normal) speed regardless of the
speed the emulator was running at the time.
Note that sound output must be enabled. If you don't want to hear
the sound, you can adjust the "Options|Sound|Host volume..." setting;
this won't affect the generated recording.
Ambient sounds will only be recorded (or emitted, for that matter)
if "Settings|Sound|Ambient sounds?" is on. Speech is not currently
recorded.
Menu: Macros|Generate sounds|IFF SMUS
Type: Toggle
Shortcut: Alt,M,S,S (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.SOUNDS.SMUS
Default: Off
Hosts: Both
Guests: All guests that can emit sound
Remembered? Yes
If you enable this, then whenever you make a COR recording, an IFF
SMUS ("Simple Musical Score") file of the corresponding sound output
will also be concurrently generated. This will always be at the
correct (ie. normal) speed regardless of the speed the emulator was
running at the time.
Note that sound output must be enabled. If you don't want to hear
the sound, you can adjust the "Options|Sound|Host volume..." setting;
this won't affect the generated recording.
Ambient sounds and speech will not be recorded in the IFF SMUS file.
Note that some SMUS players/editors do not support all note
durations that are legally permissible in an IFF SMUS file. Eg. Aegis
Sonix can't handle any note briefer than a semiquaver (a "1/16th
note"). Also, it seems not to handle tied notes correctly (they are
played as separate consecutive notes). Deluxe Music Construction Set
2.0 (at least) can play back these files correctly (although you will
have to choose a suitable instrument first in DMCS or you will not
hear anything).
Menu: Macros|Generate sounds|MIDI
Type: Toggle
Shortcut: Alt,M,S,M (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.MIDI
Default: Off
Hosts: Both
Guests: All guests that can emit sound
Remembered? Yes
If you enable this, then whenever you make a COR recording, a Standard
MIDI File ("SMF") of the corresponding sound output will also be
concurrently generated. This will always be at the correct (ie.
normal) speed regardless of the speed the emulator was running at
the time.
Note that sound output must be enabled. If you don't want to hear
the sound, you can adjust the "Options|Sound|Host volume..." setting;
this won't affect the generated recording.
Ambient sounds and speech will not be recorded in the MIDI file.
Menu: Macros|Generate sounds|PSG
Type: Toggle
Shortcut: Alt,M,S,P (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.PSG
Default: Off
Hosts: Both
Guests: Expanded Elektor only
Remembered? Yes
If you enable this, then whenever you make a COR recording, two PSG
("Programmable Sound Generator") files (one for each of the two PSGs)
will also be concurrently generated.
These files can be played by eg. the AYEmul program (Windows).
You would have to play both files simultaneously to recreate all
twelve channels of the two PSGs (six channels per PSG).
There are also various utilities available to convert them to other
formats such as MIDI or VTX. Eg. PSG2MID will convert them from PSG to
MIDI format.
Menu: Macros|Generate sounds|WAV
Type: Toggle
Shortcut: Alt,M,S,W (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.WAV
Default: Off
Hosts: Both
Guests: All guests that can emit sound
Remembered? Yes
If you enable this, then whenever you make a COR recording, a RIFF
WAVE (ie. WAV) file of the corresponding sound output will also be
concurrently generated. This will always be at the correct (ie.
normal) speed regardless of the speed the emulator was running at
the time.
Note that sound output must be enabled. If you don't want to hear
the sound, you can adjust the "Options|Sound|Host volume..." setting;
this won't affect the generated recording.
Ambient sounds will only be recorded (or emitted, for that matter)
if "Settings|Sound|Ambient sounds?" is on. Speech is not currently
recorded.
Menu: Macros|Generate sounds|YM
Type: Toggle
Shortcut: Alt,M,S,Y (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.YM
Default: Off
Hosts: Both
Guests: Expanded Elektor only
Remembered? Yes
If you enable this, then whenever you make a COR recording, two YM
("Yamaha Music") files (one for each of the two PSGs) will also be
concurrently generated.
These files can be played by eg. the AYEmul (Windows) or PlayOGG
(Amiga) programs. You would have to play both files simultaneously
to recreate all twelve channels of the two PSGs (six channels per
PSG). See here for more about AYEmul.
There are also various utilities available to convert them to other
formats.
The YM files created by Ami/WinArcadia are uncompressed. You can
compress them with LhA (you must use the -H0 option) and they can
still be handled by most if not all programs that handle YM files.
Menu: Macros|Generate during playback?
Type: Toggle
Shortcut: Alt,M,G (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.GENERATE
Default: Off
Hosts: Both
Guests: All
Remembered? Yes
Normally (ie. when this toggle is off), generation of animation and
sound files only occurs while recording a COR files. However, if this
toggle is on, these files will also be generated during playback of
COR files. This is useful if eg. you decide later that you want a
particular media file but did not choose to generate the file at the
time of making the recording.
Menu: Macros|Run REXX script...
Type: Command
Shortcut: Amiga-. (Amiga) or Ctrl+. (IBM PC)
CLI Argument: (none)
Debugger: *RX
REXX: MENU MACRO.RUNREXX
Default: n/a
Hosts: Both
Guests: All
Remembered? No
See here for the list of REXX commands supported by
Ami/WinArcadia.
Menu: Macros|Repeat last script
Type: Command
Shortcut: Amiga-> or Ctrl+Shift+. (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU MACRO.REPEATREXX
Default: n/a
Hosts: Both
Guests: All
Remembered? No
Runs the same REXX script as you already ran before.
Contents | < Browse | Browse >
DEBUG MENU----------------------------------------------------------------
Debug|General
Debug|File
Debug|Edit
Debug|View
Debug|Log
Debug|Run
Debug|Breakpoints
Debug|Symbols
Debug|Tools
Debug|Options
Debug|Graphics
-----
Debug|Debugger Shift-Tab
This is another interface to the debugger. See there for a list of
all supported commands.
WinArcadia: When browing this menu, the status bar will show a brief
description of the command.
AmiArcadia: When browing this menu, you can press the Help key for the
status bar to show a brief description of the command.
Commands which do not take any arguments are executed immediately.
For commands which can take arguments, the debugger will be activated
(if necessary) and a partial command line will be typed for you to complete.
AmiArcadia for OS4.1FEu1 and later: | is replaced with / in command
descriptions (used for mutually exclusive options) for technical reasons.
Menu: Debug|Debugger
Type: Command
Shortcut: Shift-Tab (Amiga), Shift+Tab or Alt,D,D (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU DEBUG.DEBUGGER
Default: n/a
Hosts: All
Guests: All
Remembered? No
This will activate (ie. focus) the debugger gadget, if it is visible.
While the debugger gadget is active, it is orange.
For non-QWERTY guests, just Tab is sufficient; the Shift key is not
needed.
See here for more information about the debugger.
If the debugger gadget isn't visible, this menu item will be
ghosted. You need to make it visible with the View|Debugger? option.
Contents | < Browse | Browse >
TOOLS MENU----------------------------------------------------------------
Tools|CPU(s) monitor... Amiga-M
Tools|PSGs monitor... Amiga-^
Tools|UVI/PVI(s) monitor... Amiga-`
-----
Tools|Musical keyboard... Amiga-Shift-N
-----
Tools|Act as server Amiga-Shift-I
Tools|Connect as client... Amiga-Shift-J
-----
Tools|RetroAchievements (none)
Any or all the tools can be running simultaneously without pausing the
emulation. They will automatically track changes to the guest as the guest
is running.
Menu: Tools|CPU(s) monitor...
Type: Modeless subwindow
Shortcut: Amiga-M (Amiga), Shift+F12 or Alt,T,O (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: OPENMONITOR or MENU TOOLS.CPU
Default: Off
Hosts: Both
Guests: All except Pong
Remembered? No
You can see the real-time CPU/RAM monitor. Note that this is updated
only once per frame or when pausing or after editing; this can give
misleading results eg. when looking at PnPADDLE for the Arcadia (in
this case, the register is always $FF at the end of the frame).
Generally, these values are displayed as hexadecimal numbers. The
exceptions are the frame counter, cycle counter, etc.
You can click on most of the gadgets to change the relevant register
or address.
The "Opcode:" field shows the opcode at the current IAR; ie. this
is next instruction that will be executed, not the last executed
instruction.
AmiArcadia for OS3 and OS4: If you have the Enhancer Software Core
installed (specifically, clock.gadget) there will be an on-screen
clock which is equivalent to the "Time:" field.
The current return address (ie. the RAS0..7 element corresponding to
the current stack pointer) will be highlighted in white.
For guests with 7-segment LED displays (ie. PIPBUG, Instructor,
Selbstbaucomputer and MIKIT), if you have led.image installed, a small
copy of that display will be present in the CPU monitor.
For Type-right, this command brings up the Type-right monitor, which
shows useful information while playing a game or undertaking a class.
(It is not really a CPU monitor as such.) A paragraph symbol (¶) in
the "Expected:" field means the ENTER key.
For TWIN, both CPUs are shown, but only one is ever active (ie.
running) at any time (the same as on the real machine). The glowing
glyph indicates the active CPU. Note that attempts to edit the
registers, etc. of the inactive CPU are ignored.
Menu: Tools|PSGs monitor...
Type: Modeless subwindow
Shortcut: Amiga-^ (Amiga), Ctrl+Shift+6 or Alt,T,G (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU TOOLS.PSG
Default: Off
Hosts: Both
Guests: Expanded Elektor only
Remembered? No
Menu: Tools|UVI/PVI(s) monitor...
Type: Modeless subwindow
Shortcut: Amiga-` (Amiga), Ctrl+` or Alt,T,U (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU TOOLS.XVI
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG, coin-ops, Pong
Remembered? No
The buttons are coloured in the same way as in the "Tools|Memory
editor..." subwindow. Additionally, you can click on a
button with the middle mouse button to set or clear a watchpoint
(but note that the monitor must be the active window for this to
work).
When emulating the Arcadia, Interton, Elektor, BINBUG or Pong, this
also displays a graphical representation of the current positions of
the paddle axes. Red is the left player, blue is the right player
(black means two or more players). The white area represents the full
range of possibilities. If the game only reads one axis (eg. X-axis),
the other axis (eg. Y-axis) will never be updated.
For WinArcadia, at the bottom of most tooltips you will also be
given an interpretation of the current contents of that address,
similarly to the = or VIEW XVI commands. Eg. if you hover over the
GFXMODE gadget, you will be told about whether you are in board mode,
the number of character rows, etc.
Menu: Tools|Musical keyboard...
Type: Modeless subwindow
Shortcut: Amiga-Shift-N (OS3.2), Alt,T,K (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU TOOLS.MUSIC
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, coin-ops, Pong and Type-right
Remembered? No
This will show a musical keyboard, on which musicians can observe the
game's use of the sound hardware, and manipulate the sound hardware
themselves in real time. Note that none of the emulated machines had
a musical keyboard peripheral; this subwindow is just another way of
viewing and affecting the activity of the usual sound hardware of the
guest.
Green indicates the UVI/PVI tone generator.
Red indicates the UVI/PVI noise generator.
Purple indicates the tone and noise generators together.
If the UVI/PVI and PSGs/TMSes are playing the same note at the same
time, the UVI/PVI will be shown.
Grey indicates notes that cannot be played by the TMSes (for
Lazarian and Laser Battle), the UVI (for Arcadia), or the PVI(s) (all
other machines). However, they can be played by the PSGs, if any are
present (ie. expanded Elektor), and by the PVI(s) (for Lazarian and
Laser Battle).
Cyan and orange indicate the 1st and 2nd units, respectively, of the
PSG (for expanded Elektor) or TMS (for Lazarian and Laser Battle).
Note that some special sound effects, eg. the Interton "bang" sound,
are produced by other methods and have no particular pitch, and thus
are not shown in this subwindow.
For Arcadia, Interton, Elektor and coin-ops, you can control the
UVI/PVI sound hardware by clicking on notes to "play" the keyboard.
The left mouse button controls the tone generator and the right mouse
button controls the noise generator. Of course, if the game is also
frequently outputting to the sound hardware, your changes may not last
long enough to be audible/visible before being overwritten by the
game.
You will also be shown a musical grand stave. Each "bar" of music
corresponds to a sound channel. Seven bars are always shown; channels
that are not used by the guest are shown in grey. PSG noise channels
are not shown.
If there is anything playing on a channel, the corresponding musical
note will be shown on the stave. The colours used are the same as for
the musical keyboard. Very high or very low notes will be shown
transposed to fit within the bounds of the grand stave.
Menu: Tools|Act as server
Type: Modal subwindow
Shortcut: Amiga-Shift-I (OS3.2), Alt,T,E (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU TOOLS.SERVER
Default: n/a
Hosts: Both
Guests: Arcadia, Interton and Elektor
Remembered? No
Menu: Tools|Connect as client...
Type: Modal subwindow
Shortcut: Amiga-Shift-J (OS3.2), Alt,T,Z (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU TOOLS.CLIENT
Default: n/a
Hosts: Both
Guests: Arcadia, Interton and Elektor
Remembered? No
This can be used for 2-player gaming in configurations such as these:
* 2 instances of the emulator running on the same machine (a TCP/IP
stack must nevertheless be running, however) (use 127.0.0.1 as the
IPv4 address, or (WinArcadia only) ::1 as the IPv6 address, in
this case);
* 2 instances of the emulator running on different machines connected
directly together by an Ethernet crossover cable (typically both
machines will have 192.168.x.y IP addresses in this case);
* 2 instances of the emulator on a local area network (typically both
machines will have 192.168.x.y IP addresses in this case);
* 2 instances of the emulator running on different machines over the
Internet (if your latency is low enough).
Regardless, it is used as follows:
* both players load the emulator and load the desired game.
* left player chooses "Act as server". (This also reveals the
IP address(es) of the left player.)
* "Listening..." subwindow appears to left player. (Left player
can stop listening by closing the subwindow. The main window will
ignore all input during this time.)
* left player tells the right player at least one of their IP
addresses by some means (eg. IRC or email).
* right player chooses "Connect as client...".
* right player enters the IP address of the left player. (If there
are multiple addresses, you can use any of them.)
* connection is established, both games reset automatically.
* play!
Resetting (except when this is done by the networking subsystem as the
connection is established) will drop the connection. The factory
default port used by Ami/WinArcadia is 6666, but this can be changed
by using the PORT CLI argument. The left player has exclusive access
to the "console" keys (START, A, B, soft RESET keys). Each player has
exclusive access to their own controller (left for server, right for
client). Editing memory and so forth while networked is not
recommended and will cause inconsistent results. Both players should
have the same options set (especially speed, collision detection and
autosense), and the same version of Ami/WinArcadia.
AmiArcadia and WinArcadia are of course cross-compatible for this,
so one player can use AmiArcadia and the other player can use
WinArcadia, if desired. (You must use IPv4 in this case.)
WinArcadia transparently supports both IPv4 and IPv6. AmiArcadia
only supports IPv4.
Once the link is established, the players can communicate with each
other via the debugger.
Menu: Tools|RetroAchievements
Type: Toggle
Shortcut: Alt,T,R
CLI Argument: (none)
Debugger: (none)
REXX: MENU TOOLS.RETROACHIEVEMENTS
Default: Off
Hosts: IBM PC only
Guests: Arcadia, Interton and Elektor
Remembered? Yes
This menu is only ever unghosted for Arcadia, Interton and Elektor (as
they are the only guests supported by RetroAchievements). Accessing
this menu will automatically turn on the RetroAchievements subsystem
(the same as ticking the "Tools|RetroAchievements?" menu item) if
necessary.
You can enable or disable the RetroAchievements subsystem with this
menu item. (Clicking the RetroAchievements menu is another way to
enable the RetroAchievements subsystem.)
RetroAchievements is an online leaderboard system currently
supported by about a dozen emulators.
You can use the RetroAchievements menu to the right of the Help menu
to invoke and adjust the RetroAchievements command and options.
Note that WinArcadia's own built-in high score management system
(ie. "View|High score table...") is completely separate to, and
independent of, the high score leaderboards, etc. of
RetroAchievements.
Changing to an unsupported guest will turn off RetroAchievements
(and will untick and ghost this menu item). You will need to change
back to a supported guest and retick this menu item.
For more information, see https://retroachievements.org .
See here for the troubleshooter if you are
experiencing any problems with RetroAchievements.
Note that RetroAchievements has recently begun removing all
achievements for games they don't like for ideological reasons. This
was not their policy at the time that RetroAchievements support was
added to WinArcadia (and DroidArcadia), nor is it something we
endorse. Fortunately, no Arcadia/Interton/Elektor games have been
impacted yet by this.
Contents | < Browse | Browse >
PERIPHERALS MENU----------------------------------------------------------
Peripherals|Controls... Amiga-W
Peripherals|DIP switch editor... Amiga-@
-----------
Peripherals|Left/right controller »
-----------
Peripherals|Cassette tape deck(s)... Amiga-Shift-P
Peripherals|Floppy disk drive(s)... (none)
Peripherals|Industrial/scientific... (none)
Peripherals|Papertape unit... (none)
Peripherals|Printer(s)... Amiga-Shift-O
Menu: Peripherals|Controls...
Type: Modeless subwindow
Shortcut: Amiga-W (Amiga), Ctrl+W or Alt,H,E (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: OPENCONTROLS or MENU PERIPHERALS.CONTROLS
Default: Off
Hosts: Both
Guests: All except CD2650, PHUNSY
Remembered? No
You can see the relevant machine with the guest keys labelled.
This is a real-time controls display: it shows all input as
perceived by the guest machine. When paused, the controls display will
not change as the machine is not perceiving any input.
Also, for most guests, you can click with the left mouse button on
the keypad/console buttons and paddle directions as another method of
input to the emulator. In WinArcadia, you can click with the right
mouse button to redefine which host key is mapped to this button.
For Arcadia, you can choose whether to view an Emerson Arcadia 2001,
an MPT-03 or a Palladium VCG. The Palladium x1-x4 keys do not exist on
the Emerson and MPT-03.
For Arcadia, Interton and Elektor, you can hover over a button for
more information. The host keys, host gamepad buttons and host mouse
buttons shown are only available under the appropriate conditions (eg.
"Settings|Left/right controller »" submenus are set appropriately,
"Settings|Input|Pass right mouse button to guest?" is on, etc.).
For PIPBUG, a diagram of part of the Signetics 2650DS2000 unit is
shown at the top. (Note that the PAUSE/RUN and STEP buttons are not
currently implemented.) At the bottom is either an Elekterminal
keyboard (if "Settings|VDU »" is Elekterminal or Low Cost VDU) or a
VT100 keyboard (if "Settings|VDU »" is VT100).
For Instructor 50, you can choose whether to view a small (low-res)
or large (high-res) image.
For AY-3-8500/8550, you can choose whether to view an Interton Video
3000 or a Sheen TVG-201. (Both of these are AY-3-8500-based systems.)
For AY-3-8600, you can choose whether to view a Coleco Telstar
Galaxy or a Philco Telejogo ][.
Menu: Peripherals|DIP switch editor...
Type: Modeless subwindow
Shortcut: Amiga-@ (Amiga), Ctrl+Shift+2 or Alt,P,D (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: OPENDIPS or MENU PERIPHERALS.DIPSWITCHES
Default: n/a
Hosts: All
Guests: Instructor, coin-ops and Pong
Remembered? Yes
You can view and alter the various toggle switches with this command.
Some of these can also be altered by other means (eg. function keys,
toolbar and/or "Peripherals|Controls..." subwindow).
AY-3-8500/8550: Random speed, random angle and player identification
are optional but official hardware modifications documented in the
General Instrument TV Games Circuits databook. The player
identification only affects greyscale mode ("Settings|Colours|
Greyscale"). (It changes the background from black to grey and the
right bat(s) from white to black.) The number of players is a maximum;
Practice, Rifle #1 and Rifle #2 have less players. Robot mode provides
a straightforward computer opponent; the speed is specified in pixels
per frame, except that the maximum is infinitely fast (ie.
unbeatable). The 1976 and 1977 versions of the AY-3-8500 have
different sizes and positions of some elements.
Menu: Peripherals|Cassette tape deck(s)...
Type: Modeless subwindow
Shortcut: Amiga-Shift-P (OS3.2), Alt,P,T (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.TAPEDECK
Default: Off
Hosts: Both
Guests: Elektor, PIPBUG, BINBUG, Instructor, CD2650, PHUNSY,
Selbstbaucomputer
Remembered? No
This opens up a virtual cassette tape deck. It is initially empty
but you can insert a tape using the "Create tape..." or "Insert
tape..." button. You can close and reopen the tape deck without
affecting tape operations.
You may have problems if you try to use these features while using
the "Macros|Generate IFF 8SVX files?", "Macros|Generate IFF AIFF
files?" or "Macros|Generate WAV files?" features.
The current tape position is represented by the horizontal slider.
While the tape is stopped, you can adjust the position of the tape
using the slider (eg. drag left to rewind, drag right to fast
forward). You can also click on the waveform display to set the tape
position accordingly.
The waveform display is a graphical representation of the contents
of the entire tape. The colours used are:
white empty (ejected)
green stopped
blue playing
red recording without write protect
yellow recording with write protect
Attempting to record while write protected will obviously have no
effect. This flag is implemented via the emulator's internal logic
rather than host filesystem protection bits.
The black bars on the waveform display represent the current tape
position (for the vertical bar) and the skewing level, ie. zero-
crossing point (for the horizontal bar).
Created tapes are always zero-length. When you record to them
their size will be extended automatically as required. (Note that the
waveform display will not be extended until you actually stop the
tape.)
Below the "Skewing" gadget, you can see the current value of what is
under the tape read/write head. This is the raw value of the relevant
hardware register; it does not directly correspond to the actual
decoded data, nor necessarily with the current amplitude of the
waveform.
Ticking the "Invert waveform?" option will flip the sign of the
waveform. This is because some sound cards, for example, will record
waveforms in such an inverted manner, so you can use this option
to "de-invert" these recordings when loading. Most of the time tapes
will still load correctly even with the incorrect inversion, but if
you are having trouble loading a tape it may help.
Ticking the "Verbose output?" option will cause certain information
about what the BIOS is doing to be printed to the output window, for
Elektor, PIPBUG 1, BINBUG 6.1, Instructor 50 and CD2650.
Playback:
Tapes must be 8-bit uncompressed monophonic samples, without
extraneous chunks. IFF 8SVX, IFF AIFF and WAV are supported. Tapes
with low sample rates (eg. 11025Hz), although supported, may not be
accurate enough for reliable loading.
This command is helpful for dumping real cassette tapes. (Because it
occurs in real-time at a slow baud rate, doesn't support autosense,
requires several steps from the user, and the files are large, it is
not recommended for everyday loading.)
For Elektor and CD2650, it may be helpful to adjust the "cycles per
line" setting in the "Settings|Speed|Adjust..." subwindow, if you are
having trouble loading a tape dump into the emulator, or if tapes
generated by the emulator do not load successfully into a real
machine.
Of course, you can turn on turbo mode to speed up the loading.
After loading, you can then save the game in a more convenient
format. We recommend using the COS, AOF/TVC, EOF/HEX or BIN/ROM
formats (in decreasing order of preference).Then, you should please
send it to us so that autosense support, etc. for the game can be
added to the next version of the emulators.
In most cases, data recorded 40+ years ago will have demagnetized to
the extent of not being loadable with this command, even with
adjustment of the skewing, etc. Please get in contact if this is the
case, as the data can usually still be recovered by other means.
For Elektor:
From the initial BIOS screen ("IIII"):
* Press RCAS (host alphanumeric '1').
* Enter the appropriate file number (in the range 1..F).
* Press guest '+' (host 'X').
* Insert the tape.
* Play the tape.
* The game will now load. You can watch the progress in the console
window.
* The tape will stop automatically when the end of the tape is
reached, or can be stopped early by clicking "Stop" on the tape
deck.
* If the load was successful, PC=xxxx (where x is the execution start
address) will appear onscreen, and you can press guest '+' (host
'X') to start the game.
* If the load was unsuccessful, Ad=xxxx (where x is the start address
of the erroneous block) will appear onscreen. See here for help
with loading bad or marginal cassette dumps.
For PIPBUG 1:
From the PIPBUG command prompt ("*"):
* Press L and press ENTER.
* Insert the tape.
* Play the tape.
* The game will now load. You can watch the progress in the real-time
monitor (the Sense bit of the PSU).
* The tape will stop automatically when the end of the tape is
reached, or can be stopped early by clicking "Stop" on the tape
deck.
* If the load was successful, the guest screen perhaps shows some
junk, and you will (normally) be back at the PIPBUG command prompt
("*"). Once the "*** Finished loading file" message has appeared in
the console window, any junk that appears on the guest screen is
harmless.
You can now press G and then type the (hexadecimal) starting address
and then press ENTER. Eg. G440 and then ENTER if the game starts at
$440. (It's also possible to have "autoload" games which start
themselves at the conclusion of loading).
* If the load was unsuccessful, crap will start spewing onto the guest
screen, from the point where the bad read occurred onwards.
For BINBUG 6.1:
From the BINBUG 6.1 command prompt ("*"):
* Type LE and press ENTER.
* Insert the tape.
* Play the tape.
* The game will now load. You can watch the progress in the real-time
monitor and the output window.
* The tape will stop automatically when the end of the tape is
reached, or can be stopped early by clicking "Stop" on the tape
deck.
* If the load was successful, you will be back at the BINBUG command
prompt ("*").
For CD2650:
From the CD2650 command prompt ("."):
* Insert the tape.
* Press 'L'.
* The tape will begin to play automatically.
* The game will now load. You can watch the progress on the screen.
* The tape will stop automatically when the game is loaded
(ie. when a zero-length block is found).
* If the load was successful, you will be back at the supervisor
command prompt (".").
You can now press G and then type the (hexadecimal) starting address
and then press ENTER. Eg. G1600 and then ENTER if the game starts at
$1600.
For Instructor 50:
From the Instructor 50 command prompt ("HELLO"):
* Press RCAS (this is normally mapped to the host Q key).
* The display will change to ". F=" .
* Enter the file number.
* Press ENT/NXT (this is normally mapped to the host X key).
* Insert the tape.
* Play the tape.
For Selbstbaucomputer monitor 2.0:
From the Selbstbaucomputer command prompt (">"):
* Type L and press ENTER.
* Insert the tape.
* Play the tape.
Saving ROM areas to tape will work but of course loading them back
will not. You can look at the memory map in the "Tools|Memory
editor..." subwindow.
Note that the BINBUG, CD2650 and Selbstbaucomputer tape support has
not been tested with recordings of tapes from the real machines
(please send us such tapes, WAVs, etc. for testing if you have any!).
Therefore tapes made by the real machine might not be loadable into
the emulator and WAVs/8SVXes/AIFFs generated by the emulator might not
be loadable into the real machine.
Additionally, note that only actual sound files (IFF 8SVX, IFF AIFF
and RIFF WAV files) are considered to be "tapes" (eg. AOF/EOF/HEX/TVC
files are not).
Recording:
You can save recordings of real cassette tapes, in 44100Hz 8-bit mono
format (IFF 8SVX, IFF AIFF or WAV). This command is helpful for
generating real cassette tapes for use with a real machine. For most
other purposes it is better to use other formats such as COS.
Of course, you can turn on turbo mode to speed up the saving.
While recording, the length of the tape is extended automatically as
required.
Note that saving of read-only memory (ROM) areas will work; however,
loading them back in will not work (because it can't write to ROM).
For Elektor:
* Load the game into memory, via whatever method you like.
* Choose "Project|Jump to BIOS" from the menu.
* Press guest 'WCAS' (host alphanumeric '2').
* Enter the start address for loading/saving of the game, eg. $0900
(which is host 'C', numeric 7, 'C', 'C').
* Press guest '+' (host 'X').
* Enter the end address for loading/saving of the game, eg. $1BFF
(which is host numeric 1, numeric 9, numeric *, numeric * on
WinArcadia).
* Press guest '+' (host 'X').
* Enter the start address for execution of the game, eg. $0900.
* Press guest '+' (host 'X').
* Choose and enter a file number in the range $1..$F.
* Open the tape deck (via "Peripherals|Tape deck...").
* Click the "Create IFF 8SVX tape", "Create IFF AIFF tape" or "Create
WAV tape" button on the tape deck.
* Enter the filename to be saved to (and press ENTER or click OK).
* Click the "Record" button on the tape deck.
* Press guest '+' (host 'X').
* The game will now be saved. You can watch the progress in the
console window.
* When finished saving, press the "Eject" button.
For PIPBUG 1:
* Load the game into memory, via whatever method you like.
* Choose "Project|Jump to BIOS" from the menu.
* Type 'D'.
* Enter the 4-digit start address.
* Type a space.
* Enter the 4-digit end address.
* Open the tape deck (via "Peripherals|Tape deck...").
* Click the "Create IFF 8SVX tape", "Create IFF AIFF tape" or "Create
WAV tape" button on the tape deck.
* Enter the filename to be saved to (and press ENTER or click OK).
* Click the "Record" button on the tape deck.
* Press ENTER.
* The game will now be saved. You can watch the progress via the
output window.
* When finished saving, press the "Eject" button.
For BINBUG 6.1:
* Load the game into memory, via whatever method you like.
* Choose "Project|Jump to BIOS" from the menu.
* Type DE <address> <filename> and press ENTER, where:
<address> is the start address for program execution; and
<filename> is up to 8 characters.
* D will appear on the screen. Now type <start-address> <end-address>
(where the addresses are for the boundaries of the memory region to
save) but do not press ENTER yet.
* Open the tape deck (via "Peripherals|Tape deck...").
* Click the "Create IFF 8SVX tape", "Create IFF AIFF tape" or "Create
WAV tape" button on the tape deck.
* Enter the filename to be saved to (and press ENTER or click OK).
* Click the "Record" button on the tape deck.
* Press ENTER.
* The game will now be saved. You can watch the progress via the
output window.
* When finished saving, press the "Eject" button.
For CD2650:
* Load the game into memory, via whatever method you like.
* Choose "Project|Jump to BIOS" from the menu.
* Create or insert the tape.
* Press 'D' (meaning "dump"). The machine will echo the 'D' and emit
an 'A' (meaning "address").
* Enter the start address for loading/saving of the game, eg. $1600,
as 4 digits (eg. '1', '6', '0', '0'). The machine will echo that and
then emit an 'L' (meaning "length").
* Enter the length of the block minus 1, as 2 digits. Eg. for 256
bytes (the maximum for a block), use $FF (ie. 'F', 'F').
* The block will now be saved. You can watch the progress on the
screen.
* The tape motor will be stopped automatically after each block is
saved.
* If the game is larger than 256 bytes, you should save the other
block(s) now.
* To signify the end of the game, type 'D', '0', '0', '0', '0', '0',
'0'.
* When finished saving, press the "Eject" button. Or if you want to
verify first:
* Rewind the tape.
* Press 'V'.
* Enter the start address for loading/saving of the game, eg. $1600,
as 4 digits (eg. '1', '6', '0', '0'). The machine will echo that.
* The blocks will now be verified. The operation concludes when the
zero-length block has been read.
For Instructor 50:
* Load the game into memory, via whatever method you like.
* Choose "Project|Jump to BIOS" from the menu.
* Press guest 'WCAS' (host alphanumeric '1').
* Enter the start address for loading/saving of the game, eg. $0900
(which is host 'C', numeric 7, 'C', 'C').
* Press guest 'ENT/NXT' (host 'X').
* Enter the end address for loading/saving of the game, eg. $0FFF
(which is host numeric 1, numeric *, numeric *, numeric * on
WinArcadia).
* Press guest 'ENT/NXT' (host 'X').
* Enter the start address for execution of the game, eg. $0900.
* Press guest 'ENT/NXT' (host 'X').
* Choose and enter a file number in the range $0..$FF.
* Open the tape deck (via "Peripherals|Tape deck...").
* Click the "Create IFF 8SVX tape", "Create IFF AIFF tape" or "Create
WAV tape" button on the tape deck.
* Enter the filename to be saved to (and press ENTER or click OK).
* Click the "Record" button on the tape deck.
* Press guest 'ENT/NXT' (host 'X').
* The game will now be saved. You can watch the progress via the
eight round LEDs, if you set the Parallel I/O DIP switch to
"Extended I/O port $07". When finished saving, HELLO is displayed.
* When finished saving, press the "Eject" button.
For Selbstbaucomputer monitor 2.0:
* Load the game into memory, via whatever method you like.
* Choose "Project|Jump to BIOS" from the menu.
* Type D. B will appear.
* Enter the high byte of the start address for loading/saving of the
game, eg. 09 for $0900. E will appear.
* Enter the high byte of the end address + 1 for loading/saving of the
game, eg. 0A for $09FF.
* Open the tape deck (via "Peripherals|Tape deck...").
* Click the "Create IFF 8SVX tape", "Create IFF AIFF tape" or "Create
WAV tape" button on the tape deck.
* Enter the filename to be saved to (and press ENTER or click OK).
* Click the "Record" button on the tape deck.
* Press ENTER.
* The game will now be saved.
* When finished saving, press the "Eject" button.
Skewing:
It is possible for tapes to be skewed, ie. for the signal not to be
"centred" correctly at the zero crossing point. If you are having
difficulty loading an IFF 8SVX, IFF AIFF or WAV, you can try adjusting
the skewing (slightly) and retrying. Extreme values are unlikely to be
helpful.
Note that this only affects playback of tapes; they are always
recorded skewlessly.
PHUNSY:
Two separate tape decks are simultaneously emulated for PHUNSY: an
ordinary tape deck, and a Philips Mini Digital Cassette Recorder
(MDCR). The MDCR is fully controlled by software (specifically, the
MDCR routines of the PHUNSY BIOS). Commands such as TREW, TCAT, TLOAD,
etc. can be invoked by the user; see the PHUNSY manual for more
information.
"Create MDCR tape..." will create and insert a new blank 128-block
(32 kilobyte) MDCR tape. "Insert MDCR tape..." will insert an existing
MDCR tape. "Update MDCR tape" will write any changes that have been
made to the MDCR file (the MDCR file is not updated unless and until
this is done). Note that this is slightly different to how ordinary
tapes are handled.
Menu: Peripherals|Floppy disk drive(s)...
Type: Modeless subwindow
Shortcut: Alt,P,F (IBM PC)
Amiga-Shift-Z (OS3.2)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.FLOPPYDRIVE
Default: Off
Hosts: Both
Guests: BINBUG, TWIN and CD2650
Remembered? No
This opens up a virtual 5¼" floppy disk drive (BINBUG/CD2650) or a
pair of 8" floppy disk drives (TWIN). Both drives are visible
simultaneously for TWIN; the other guests only show a single drive at
a time, but you can use the "Drive" gadget to change which is shown.
It is initially empty but you can insert a disk using the "Create
disk" or "Insert disk..." button. You can close and reopen the
subwindow without affecting disk operations.
If "Verbose output?" is ticked, the output window will show a list
of files on the disk upon insertion, and information about what the
floppy drive is doing afterwards.
You can use the "Settings|DOS »" submenu to choose which Disk
Operating System (DOS) to use. You can use various debugger commands
to list, extract, rename, etc. files; see here.
Note that the floppy disk emulation is only preliminary and not all
operations are supported yet. Timing is not emulated (all operations
complete instantly).
Note also that this subwindow does not show the rotation of the
disk, ie. it will not visibly spin.
Attempting to write while write protected will obviously have no
effect. These flags are implemented via the emulator's internal logic
rather than host filesystem protection bits. Note that a write
protected disk can still be affected by the emulator's debugger
commands (eg. DELETE, RENAME, etc.). But no changes to the disk image
in host memory are ever committed to the disk image file on the host
hard disk until and unless the "Update disk" button is used.
These colours are used for the head position gadgets:
green: read
yellow: write
blue: idle
The contents of the current block are shown in grid format. Note that
the first two bytes of each block (next track and next sector,
respectively) are special and thus are always shown as hexadecimal.
These colours are used in the grid:
green: byte at head position (when reading)
red: byte at head position (when writing)
blue: byte at head position (when idle)
yellow: first two bytes of the block (next track and next sector)
(BINBUG only)
orange: floppy disk watchpoint
cyan: empty (free) space
grey: lost or bad block
pink: file contents
purple: directory or OS block
You can also click on a button in the "Block contents" grid to set or
clear a floppy watchpoint. As floppy watchpoints are triggered after
the operation has been performed, the head position (indicated by the
green/yellow/blue colour) will be one byte beyond the watchpoint.
These colours are used for the platter (WinArcadia) and disk blocks
overview (AmiArcadia):
green: head position (when reading)
red: head position (when writing)
cyan: empty (free) space
black: lost or bad block
pink: file contents
purple: directory or OS block
grey/white: not inserted
For AmiArcadia, you can click on the disk blocks overview to change
which block is being viewed in "Block contents" view (or insert a disk
when the drive is empty).
For TWIN, the sectors on track zero are not arranged into clusters;
therefore "-" will be displayed for the cluster number when the head
is on track zero.
The "Drive" gadget and the "Block contents" grid will follow the
guest's activity, ie. it will show the drive and block that are
actually being accessed by the guest. However, while the floppy disk
hardware is idle or the emulator is paused, you can change which drive
and block are shown; it will be forced back to showing the actual in-
use drive and block the next time the guest accesses the floppy disk
hardware.
CD2650: Four drive units, numbered 0..3, are emulated. (On the real
machine, these would normally be two double-sided disk drives, with
"drives" 0 and 1 being the two sides of the 1st physical drive and
"drives" 2 and 3 being the two sides of the 2nd physical drive.) In
Central Data DOS, the DUNIT command can be given to change which drive
DOS uses. Eg. DUNIT 3 to use drive 3. P1 DOS seems to have a buggy
DUNIT implementation, but you can still use eg. FOO/1 to access FOO on
drive 1.
Menu: Peripherals|Industrial/scientific...
Type: Modeless subwindow
Shortcut: Alt,P,I (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.INDUSTRIAL
Default: Off
Hosts: Both
Guests: PIPBUG only
Remembered? No
This allows you to view and adjust some special-purpose hardware.
Note that the peripheral shown in the top gadget is not just what is
being shown but also what is being emulated. Because these devices all
use conflicting I/O ports, only one at a time can be emulated.
Note that the emulation of the actual physics of these peripherals
is very preliminary and approximate at best.
All derived values are calculated independently by the emulator and
by the "game".
EA printer:
The Electronics Australia printer ports conflict with some of the
other peripherals. The Electronics Today International (ETI) printer
ports do not conflict with any other peripherals and thus are always
usable.
Linearization (Linearisatie):
This is a tetra-lateral Position Sensing Detector, ie. a flat square
lying flat into which a light beam is shone from above. The X,Y
coordinates of the beam can be sensed but need a linearization
algorithm applied to the result to give accurate values (called U and
V). U corresponds to X and V corresponds to Y.
The entire square is only 1 square centimetre. The spot of light must
be at least 1 square millimetre but can be considered as 0-dimensional.
The light beam is stationary and the square is actually the moving
component.
Values increase towards the top right. The diagram shows the X,Y
coordinate in red and the U,V coordinate in blue. If you issue the
JUMP $6D00 command in the debugger, you can jump to the linearization
routine, where U and V are the linearized values of X and Y,
respectively.
Vector Magnetometer:
A vector magnetometer is strapped to a plane; the intensities of the
three magnetometer axes and the plane's pitch and roll sensors can be
used to derive the plane's yaw, Earth-based magnetometer readings
and a rough latitude.
The "4-digit LED display for your 2650" (Electronics Australia, June
1979, p. 94-95) is shown at the bottom left. The vector magnetometer
uses the other LED groups, which are, left to right, the heading (0..
359°), plane pitch (-99..+99°) and plane roll (-99..+99°). It seems
the real machine has a single 3-digit LED display, multiplexed among
the heading, pitch and roll displays, but the emulator currently shows
these separately and simultaneously.
The user provides the raw sensor data (the 5 sliders) and the
emulator (and the guest program, separately) calculates the other
values based on this. You need to give realistic values for realistic
results. Eg. merely adjusting plane pitch or roll without careful
adjustment of the (plane-mounted) magnetometer values will play havoc
with the Earth-based magnetometer values. As another example, if you
want to simulate being near the poles then not only must Hz be extreme
but Hx and Hy must not be, and the opposite is the case near the
equator.
If Hx, Hy and Hz are all zero, changing pitch and roll can make the
yaw suddenly flip by 180°; this is not a bug but just the way the
algorithm works in such situations.
The diagram is actual five separate diagrams. The top two show
magnetomer data translated into heading and inclination data. The
bottom three show views of the plane from various angles. Background
colours for the bottom three diagrams are blue for the sky and orange
for the ground.
1. The top left diagram shows the raw magnetomer X, Y and Z heading
data as read from the vector magnetometer. As it is strapped to the
plane, the readings obtained are dependent (in the real world) on the
plane's orientation. The X and Y heading and intensity is shown as a
yellow arrow on an overhead "bird's eye" view, with north being at the
top. Separately, the magnetometer Z direction and intensity is shown
as a blue line for positive values (ie. up) or a red line for negative
values (ie. down), with its length indicating the intensity.
2. The top right diagram (white arrow) shows the same magnetometer
data but corrected (by the emulator) to account for the plane's
orientation so that this data is relative to Earth. The white arrow is
like a compass heading on an overhead "bird's eye" view, like a map,
with north being at the top. Separately, the magnetometer Z direction
and intensity is shown as a blue line for positive values (ie. up
towards the sky) or a red line for negative values (ie. down into the
Earth), with its length indicating the intensity.
The declination option enables a correction of 9.6° as a rough
compensatation for the fact that the geographical and magnetic axes of
the Earth are not aligned. (Note that this will also change the
plane's yaw as there is no yaw sensor and it is calculated based on
other data instead.) If this is unticked, geographic and magnetic
north are considered to be coincident.
3. The bottom left diagram shows a side-on view from the left side of
the plane.
This is mainly for viewing the pitch angle. The yaw is not shown at
all in this diagram (ie. it is assumed that when the pitch changes
the "camera" automatically yaws to compensate).
4. The bottom diagram shows an overhead "bird's eye" (top) view from
above the plane. The front half of the fuselage is yellow and the
back half is blue. The left (port) wing is shown in red and the right
(starboard) is shown in green. The wings are ¾ the length of the
fuselage.
This is mainly for viewing the yaw angle. The pitch is not shown at
all in this diagram (ie. it is assumed that when the pitch changes
the "camera" automatically pitches to compensate).
The drawn background assumes the default plane position, not the
actual plane position. Eg. when the plane is flying upside down
(roll of 180°), the background of should be sky, not ground.
5. The bottom right diagram shows a view from the back of the plane
(ie. behind it).
This is mainly for viewing the roll angle. The yaw is not shown at
all in this diagram (ie. it is assumed that when the pitch changes
the "camera" automatically yaws to compensate).
The drawn background assumes the default plane position, not the
actual plane position. Eg. when the plane is diving straight down
towards the ground (pitch of -90°), the background of the back view
should be ground, not half sky and half ground.
Wind Furnace Controller (WF-1):
This was an experimental wind-powered heating system intended for
cold and moderately windy conditions. See
https://www.umass.edu/windenergy/about/history/windturbinewf1/
for more information.
You need to load the (fixed version of the) Wind Furnace Controller
program for this to work. You can adjust the the wind speed, etc. and
see how the system reacts.
The top group are the controls (ie. outputs). The middle group are
the sensors (ie. inputs). The bottom group is the power obtained.
For a wind turbine, yaw is swinging the whole hub left or right (to
face the wind), and pitch is whether the blades have their wide side
(0°) or their narrow side (90°) facing outwards. 0° is maximally
efficient.
Rotor speed is not adjustable by the user nor by the system.
Its value is determined automatically by the emulator based on the
wind speed, etc.
The blade pitch can be slowly adjusted (up to 3°/sec) by the system
via the blade pitch motor.
The hub yaw angle can be slowly adjusted
(up to approx. 0.7°/sec) by the system via the hub yaw motor.
Wind speed and direction are adjustable by the user but obviously
not by the system (being external physical variables).
It expects a data table at 6000..6255 ($1770..$186F), which is not
present; therefore it writes incorrect generator field current values
(always zero), hence the electrical power is always zero.
Each kilowatt (kW) generates 1 kilojoule of heating per second,
ie. enough to heat 1L of air by approx. 0.8125°C.
Additionally, the real WF-1 has a low battery voltage feather
circuit, which will generate an interrupt to address -63, which is
8129 ($1FC1) in a low power situation. The code for this
interrupt is not available and this circuit is therefore not emulated.
The diagram shows an overhead "bird's eye" view of the turbine.
The hub is shown as a white line; its angle represents the facing
direction (ie. the hub yaw angle).
There are purple lines at each end of the hub, figuratively
representing the blades. At 0° blade pitch angle, the lines are
aligned (parallel) with the hub. At 90° blade pitch angle, the lines
are perpendicular to the hub and facing forward (indicating the
"feathered" position).
The hub yaw motor is shown as a yellow arrow pushing against the
hub from behind. (Thus, you can always tell which side of the hub is
the front and which is the back). It is shown behind the appropriate
end of the hub for the current direction of motion (clockwise or
anticlockwise). The length of the arrow indicates the hub yaw motor
speed. If the hub yaw motor is damped, you will see a yellow triangle
instead.
The blade pitch motor is shown as a cyan arrow pushing against the
hub. It is shown at whichever end of the hub is not being used to show
the hub yaw motor. The length of the arrow indicates the blade pitch
motor speed. For feathering (increasing the blade pitch angle), the
arrow will be shown in front of the hub. For unfeathering (decreasing
the blade pitch angle), the arrow will be shown behind the hub.
If the rotor is spinning, you will see a green line pointing
forwards from the middle of the hub. The length of the line indicates
the rotor speed.
The blue or red arrow near the edge of the diagram shows the wind
speed and direction. Low winds are shown by a blue arrow with its
length indicating the strength. High winds are shown by a red arrow.
Generator field current and generated power are not currently shown
on the diagram.
See also the relevant notes in the Coding/Gaming Guide.
Menu: Peripherals|Papertape unit...
Type: Modeless subwindow
Shortcut: Alt,P,A (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.PAPERTAPE
Default: Off
Hosts: Both
Guests: PIPBUG, BINBUG, TWIN
Remembered? No
This opens up a virtual papertape unit. This is a combined papertape
reader and puncher device, although typically on real machines they
would be separate devices.
It is initially empty but you can insert a papertape using the
"Create papertape..." or "Insert papertape..." button. You can close
and reopen the papertape unit without affecting papertape operations.
The papertape is shown from the perspective of standing behind the
machine (ie. the most significant bits are on the left, the paper
scrolls down rather than up, the papertape can be read from top to
bottom, etc.).
The arrow represents the position of the actual reader/puncher.
The ASCII glyph corresponding to each byte is shown on the right.
The start and (current) end of the papertape are indicated by dotted
lines. These are all emulator-only features.
The current papertape position is represented by the vertical
slider. While the papertape is stopped, you can adjust the position of
the papertape using the slider (eg. drag up to rewind, drag down to
fast forward).
The roll display is a graphical representation of the contents of a
short segment (0.9") of tape. The colours used are:
black empty (ejected)
green stopped
blue playing
red recording without write protect
yellow recording with write protect
The papertape changing colour is obviously an emulator-only feature.
Attecher.
The ASCII glyph corresponding to each byte is shown on the right.
The start and (current) end of the papertape are indicated by dotted
lines. These are all emulator-only Created papertapes are always zero-length. When you record to them
their size will be extended automatically as required.
You can also see the most recently read/written value in the
byte gadget.
Papertape files are nominally "PAP" format, but are really just raw
binaries; you can use any file extension in the "Insert papertape"
requester. Eg. you can load AOF files into PIPBUG by inserting them as
papertapes and using the PIPBUG "L" command. If you are loading
papertape with the "Project|Open..." command or via drag and drop,
they will need to have a .PAP extension for the emulator to
recognize them correctly.
Note that even though the unit may be in play mode, the unit will
only feed data to the guest (and advance the papertape) if the guest
has actually enabled the papertape unit (which is the case most of the
time for PIPBUG 1, at least).
While recording (punching), the tape only advances as each key is
received (ie. it will be idle while waiting for input). The length of
the tape is extended automatically as required. The emulator will
allow overwriting of existing data on sections of papertape as desired
(while the papertape is write enabled), which is not possible on a
real papertape punch (due to the impossibility of "unpunching" a
physical hole in the papertape).
Note that saving of read-only memory (ROM) areas will work; however,
loading them back in will not work (because it can't write to ROM).
The maximum size (length) supported by the emulator is 32K
(corresponding to almost 55 minutes in playback time or about 273 feet
in physical length).
Note that the papertape reader and puncher will be disabled by the
teletype on emission of the DC2 (Ctrl-R) and DC4 (Ctrl-T) ASCII codes
respectively, and reenabled on emission of the DC1 (Ctrl-Q) and DC3
(Ctrl-S) ASCII codes respectively. (They are enabled by default.)
TWIN: The high speed papertape (HSPT) reader is a read-only device;
you cannot use it to punch a tape, only to read one. This is
authentic.
Menu: Peripherals|Printer(s)...
Type: Modeless subwindow
Shortcut: Amiga-Shift-O (OS3.2), Alt,P,P (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.PRINTER
Default: Off
Hosts: Both
Guests: PIPBUG, BINBUG, TWIN and CD2650
Remembered? No
The output "paper" will scroll automatically as necessary.
If "Automatically save each page?" is ticked, then whenever a full
page has been generated it will be automatically saved as a BMP
(WinArcadia) or IFF ILBM (AmiArcadia), and as ASCII text. Partial
pages will also be saved when eg. quitting the emulator, or changing
machines, or turning off this option.
The colour of the "paper", "ink", etc. can be changed in the
Edit|Palette editor... subwindow.
PIPBUG, BINBUG, CD2650:
You can emulate an attached Matsushita/Philips EUY-10E023LE printer
printer and EUY-PUD024C I/O controller, as featured in the EA 2/CC/34
and ETI-641 projects.
The real printer uses a very long roll of (thermal) paper; the
divisions into pages made by the emulator (32 rows of text per page)
are arbitrary.
TWIN:
You can emulate two attached Centronics Model 306C printers. Note
that currently all output goes to the visible printer; the only way
to switch printers is via the "Unit" gadget in this subwindow. There
is no way for the guest to sense or change the active unit (no
distinction is currently made between LPT1 and LPT2). Also, with the
real machine it was typical to use a Printronix P300 rather than a
Centronics Model 306C on LPT2, but the emulator emulates a Centronics
Model 306C on both LPT1 and LPT2.
For WinArcadia, the emulated paper width is 8", plus a 0.25" margin
on each side. For AmiArcadia, the emulated paper with is 4.84'", plus
a 0.25" margin on each side. For both guests, the emulated paper
height is 4". On the real machine, users would presumably usually use
an 8" (or wider) (plus 0.25" margin on each side) * 11" page.
Contents | < Browse | Browse >
LEFT/RIGHT CONTROLLER SUBMENUS--------------------------------------------
Peripherals|Left controller|Mouse/trackball (none)
Peripherals|Left controller|1st digital joystick (none)
Peripherals|Left controller|1st digital gamepad (none)
Peripherals|Left controller|1st analog gamepad (none)
Peripherals|Left controller|Analog joystick (none)
Peripherals|Left controller|2nd digital joystick (none)
Peripherals|Left controller|2nd digital gamepad (none)
Peripherals|Left controller|2nd analog gamepad (none)
Peripherals|Left controller|Keyboard (none)
-------------------------
Peripherals|Left controller|Autofire? Amiga-B
Peripherals|Left controller|Autofire requires firebutton? (none)
Peripherals|Left controller|Force feedback? (none)
Peripherals|Right controller|Mouse/trackball (none)
Peripherals|Right controller|1st digital joystick (none)
Peripherals|Right controller|1st digital gamepad (none)
Peripherals|Right controller|1st analog gamepad (none)
Peripherals|Right controller|Analog joystick (none)
Peripherals|Right controller|2nd digital joystick (none)
Peripherals|Right controller|2nd digital gamepad (none)
Peripherals|Right controller|2nd analog gamepad (none)
Peripherals|Right controller|Keyboard (none)
-------------------------
Peripherals|Right controller|Autofire? (none)
Peripherals|Right controller|Autofire requires firebutton? (none)
Peripherals|Right controller|Force feedback? (none)
Menu: Peripherals|Left/right controller|Mouse/trackball
Type: Option
Shortcut: Alt,O,L,M (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.LEFT.MOUSE
MENU PERIPHERALS.RIGHT.MOUSE
Default: Keyboard
Hosts: Both
Guests: Arcadia, Interton, Elektor, coin-ops and Pong
Remembered? Yes
The position of the guest paddle axes are calculated based on the
position of the host mouse/trackball relative to the borders of the
guest screen; therefore, the apparent sensitivity of the mouse will
be less at larger graphics scaling factors.
The left mousebutton is equivalent to the primary firebutton.
The middle mousebutton is equivalent to the secondary firebutton.
The pointer (if visible) will change to a cross while in this mode,
while it is within the guest screen. The cross will be red, blue or
purple depending on which player(s) is/are using the mouse/trackball
(except on MorphOS).
The mouse/trackball must be in the 1st port (ie. the usual mouse
port). The 2nd port is not currently supported for mouse/trackball.
Menu: Options|Left/right controller|1st/2nd gamepad
Type: Option
Shortcut: Alt,O,L,1 (1st gamepad)
Alt,O,L,2 (2nd gamepad)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.LEFT.1STDPAD
MENU PERIPHERALS.LEFT.2NDDPAD
MENU PERIPHERALS.RIGHT.1STDPAD
MENU PERIPHERALS.RIGHT.2NDDPAD
Default: 1st or 2nd gamepad (if detected), or otherwise keyboard
Hosts: IBM PC only
Guests: Arcadia, Interton, Elektor, coin-ops and Pong
Remembered? Yes
These menu items will actually be the names of the 1st and 2nd
gamepads found (eg. "Logitech Dual Action USB" (Logitech), "USB Game
Pad" (Gameware), etc.).
If you have a real Intellivision controller connected to the
IBM PC via a 2600-dapter/Vision-dapter (see
http://2600-daptor.com/Vision-daptor.htm ), this will be detected by
the emulator. Instead of using the usual system of having 4 assigned
buttons on the controller, the Intellivision keypad will be treated as
an Arcadia/Interton/Elektor keypad, and all buttons will be directly
usable in their original positions. "Options|Input|Reassign gamepad
buttons..." and suchlike will have no effect in this case.
If user activity is detected on an unassigned gamepad, it will
automatically be assigned to the default player (left for most games).
Menu: Peripherals|Left/right controller|1st/2nd digital joystick
Type: Option
Shortcut: (none)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.LEFT.1STDJOY
MENU PERIPHERALS.LEFT.2NDDJOY
MENU PERIPHERALS.RIGHT.1STDJOY
MENU PERIPHERALS.RIGHT.2NDDJOY
Default: 2nd digital joystick
Hosts: Amiga only
Guests: Arcadia, Interton, Elektor, coin-ops and Pong
Remembered? Yes
The 1st port is the usual mouse port on a classic Amiga.
The 2nd port is the usual joystick port on a classic Amiga.
Menu: Peripherals|Left/right controller|1st/2nd digital gamepad
Type: Option
Shortcut: (none)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.LEFT.1STDPAD
MENU PERIPHERALS.LEFT.2NDDPAD
MENU PERIPHERALS.RIGHT.1STDPAD
MENU PERIPHERALS.RIGHT.2NDDPAD
Default: 2nd digital joystick
Hosts: Amiga only
Guests: Arcadia, Interton, Elektor, coin-ops and Pong
Remembered? Yes
The 1st port is the usual mouse port on a classic Amiga.
The 2nd port is the usual joystick port on a classic Amiga.
Menu: Peripherals|Left/right controller|1st/2nd analog gamepad
Type: Option
Shortcut: (none)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.LEFT.1STAPAD
MENU PERIPHERALS.LEFT.2NDAPAD
MENU PERIPHERALS.RIGHT.1STAPAD
MENU PERIPHERALS.RIGHT.2NDAPAD
Default: 2nd digital joystick
Hosts: MorphOS only
Guests: Arcadia, Interton, Elektor, coin-ops and Pong
Remembered? Yes
If you are running under MorphOS, you can use an analog gamepad,
with optional force feedback, via USB with this option.
Menu: Peripherals|Left/right controller|Analog joystick
Type: Option
Shortcut: (none)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.LEFT.1STAJOY
MENU PERIPHERALS.LEFT.2NDAJOY
MENU PERIPHERALS.RIGHT.1STAJOY
MENU PERIPHERALS.RIGHT.2NDAJOY
Default: 2nd digital joystick (AmiArcadia),
1st gamepad (WinArcadia), if one is detected
Hosts: Amiga only
Guests: Arcadia, Interton, Elektor, coin-ops and Pong
Remembered? Yes
If you have a spinner-type paddle or an analog joystick (eg. one
suitable for use with the Microprose "Formula One Grand Prix" game for
classic Amiga), choose this option. This option is unavailable on the
OS4 version.
The analog joystick must be in the 2nd port (ie. the usual joystick
port).
Menu: Peripherals|Left/right controller|Keyboard
Type: Option
Shortcut: Alt,O,L,K (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.LEFT.KEYBOARD
MENU PERIPHERALS.RIGHT.KEYBOARD
Default: 2nd digital joystick (AmiArcadia),
1st gamepad (WinArcadia), if one is detected
Hosts: Both
Guests: Arcadia, Interton, Elektor, coin-ops and Pong
Remembered? Yes
Keyboard movements for the relevant player are actually always allowed
even in the other modes. That is, you don't usually have to use this
option, unless you want to use "Analog for guest?" in which case you
will need to select keyboard control explicitly (eg. when playing
Arcadia Circus, or Pong).
Menu: Peripherals|Left/right controller|Autofire?
Type: Toggle
Shortcut: Amiga-B (Amiga), Ctrl+B or Alt,O,L,A (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.LEFT.AUTOFIRE
MENU PERIPHERALS.RIGHT.AUTOFIRE
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG, coin-ops and AY-3-8600
Remembered? Yes
Autofire on the primary firebutton of the left player. If "sense
game?" is yes and the game is known, the primary firebutton and
autofire rate are automagically adjusted upon loading.
Using autofire still allows high score attempts, since it is
merely an ergonomic feature.
Menu: Peripherals|Left/right controller|Autofire requires firebutton?
Type: Toggle
Shortcut: Alt,O,L,R (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.LEFT.REQUIREBUTTON
MENU PERIPHERALS.RIGHT.REQUIREBUTTON
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG, coin-ops and AY-3-8600
Remembered? Yes
If on, the left player's autofire is only engaged while his primary
firebutton is held down. If off, his autofire is always engaged. Of
course, this setting is meaningless when autofire is off.
Menu: Peripherals|Left/right controller|Force feedback?
Type: Toggle
Shortcut: Alt,O,L,F (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU PERIPHERALS.LEFT.FORCEFEEDBACK
MENU PERIPHERALS.RIGHT.FORCEFEEDBACK
Default: On
Hosts: MorphOS and IBM PC
Guests: Arcadia, Interton, Elektor, Malzak and Pong
Remembered? Yes
For some games, Ami/WinArcadia can use force feedback on your host
gamepad(s) to "rumble" the gamepad when appropriate collisions occur.
For AmiArcadia, this feature requires MorphOS. It also requires of
course that the gamepad(s) hardware supports force feedback. Like
many features of these emulators, it requires that autosensing was
enabled at the time the game was loaded. Additionally, collision
detection must be enabled.
If you don't like the rumbling you can suppress it by using this
menu item.
Not all games are supported for force feedback.
Contents | < Browse | Browse >
SETTINGS/OPTIONS MENU-----------------------------------------------------
BIOS
Colours
DOS
Emulator
Filters
Graphics
Input
Language
Machine
Sound
Speed
Sprites
Trainers
VDU
Contents | < Browse | Browse >
BIOS SUBMENU--------------------------------------------------------------
Settings|BIOS|Philips (Elektor TVGC) (none)
Settings|BIOS|Hobby Module (none)
-------------
Settings|BIOS|Artemis (PIP4K 3.93) (none)
Settings|BIOS|HYBUG (none)
Settings|BIOS|PIPBUG 1 (none)
Settings|BIOS|PIPBUG 2 + PIPLA (none)
-------------
Settings|BIOS|BINBUG 3.5 (none)
Settings|BIOS|BINBUG 3.6 (none)
Settings|BIOS|BINBUG 6.1 (none)
Settings|BIOS|GBUG + EDIT5800 (none)
Settings|BIOS|MIKEBUG 3 (none)
Settings|BIOS|MYBUG (none)
-------------
Settings|BIOS|IPL 1.1 (none)
Settings|BIOS|POPMON (none)
Settings|BIOS|Supervisor (none)
-------------
Settings|BIOS|Mini-Monitor (none)
Settings|BIOS|PHUNSY (none)
-------------
Settings|BIOS|None (none)
Settings|BIOS|Selbstbaucomputer monitor 0.9 (none)
Settings|BIOS|Selbstbaucomputer monitor 1.0 (none)
Settings|BIOS|Selbstbaucomputer monitor 2.0 (none)
Menu: Settings|BIOS|Philips (Elektor TVGC)
Settings|BIOS|Hobby Module
Type: Option
Shortcut: Alt,O,B,E (Philips) (Elektor TVGC) (IBM PC)
Alt,O,B,H (Hobby Module) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.BIOS.PHILIPS
MENU SETTINGS.BIOS.HOBBYMODULE
Default: Philips (Elektor TVGC)
Hosts: Both
Guests: Elektor only
Remembered? Yes
You can run the Elektor emulation with either the Philips BIOS (ie.
the usual BIOS) or with a Hobby Module BIOS.
Menu: Settings|BIOS|ARTEMIS (PIP4K 3.93)
Settings|BIOS|HYBUG
Settings|BIOS|PIPBUG 1
Settings|BIOS|PIPBUG 2 + PIPLA
Type: Option
Shortcut: Alt,O,B,A (Artemis) (IBM PC)
Alt,O,B,U (HYBUG) (IBM PC)
Alt,O,B,P (PIPBUG 1) (IBM PC)
Alt,O,B,L (PIPBUG 2 + PIPLA) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.BIOS.ARTEMIS
MENU SETTINGS.BIOS.HYBUG
MENU SETTINGS.BIOS.PIPBUG1
MENU SETTINGS.BIOS.PIPBUG2
Default: PIPBUG 1
Hosts: Both
Guests: PIPBUG only
Remembered? Yes
For PIPBUG 2, the emulator handles rubbing out deleted characters
automagically. On the real machine, the deleted character is instead
echoed to the screen.
Menu: Settings|BIOS|BINBUG 3.5
Settings|BIOS|BINBUG 3.6
Settings|BIOS|BINBUG 6.1
Settings|BIOS|GBUG + EDIT5800
Settings|BIOS|MIKEBUG 3
Settings|BIOS|MYBUG
Type: Option
Shortcut: Alt,O,B,5 (BINBUG 3.5) (IBM PC)
Alt,O,B,6 (BINBUG 3.6) (IBM PC)
Alt,O,B,B (BINBUG 6.1) (IBM PC)
Alt,O,B,G (GBUG + EDIT5800) (IBM PC)
Alt,O,B,K (MIKEBUG 3) (IBM PC)
Alt,O,B,M (MYBUG) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.BIOS.BINBUG35
MENU SETTINGS.BIOS.BINBUG36
MENU SETTINGS.BIOS.BINBUG61
MENU SETTINGS.BIOS.GBUG
MENU SETTINGS.BIOS.MIKEBUG
MENU SETTINGS.BIOS.MYBUG
Default: BINBUG 3.6
Hosts: Both
Guests: BINBUG only
Remembered? Yes
This allows you to change which BIOS you are using. Using BINBUG 3.6
is generally recommended.
Resetting or reinitializing the guest will generally be necessary
after doing this.
Note that the emulator does not know many labels for MIKEBUG 3 nor
MYBUG, nor any comments for BIOSes other than BINBUG 3.6, BINBUG 6.1
and GBUG.
The 1 MHz version of the ACOS 3.E cassette operating system is
always in memory at $6000..$63FF. It is intended for use in
conjunction with BINBUG 6.1, and may not work with other BIOSes.
Menu: Settings|BIOS|IPL 1.1
Settings|BIOS|POPMON
Settings|BIOS|Supervisor
Type: Option
Shortcut: Alt,O,B,I (IPL 1.1) (IBM PC)
Alt,O,B,N (POPMON) (IBM PC)
Alt,O,B,V (Supervisor) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.BIOS.IPL
MENU SETTINGS.BIOS.POPMON
MENU SETTINGS.BIOS.SUPERVISOR
Default: Supervisor
Hosts: Both
Guests: CD2650 only
Remembered? Yes
You can run the CD2650 with the Supervisor BIOS (ie. the usual
BIOS), a POPMON BIOS, or the Initial Program Loader (which boots DOS
from tracks 2..4 of a floppy disk).
For IPL, the default "blank" disk created and inserted by the
emulator has a user named USER on it.
Changing to IPL will also change the character set to ASCII (like
"Settings|VDU|ASCII" option).
Menu: Settings|BIOS|Mini-Monitor,
Settings|BIOS|PHUNSY
Type: Option
Shortcut: Alt,O,B,M (Mini-Monitor) (IBM PC),
Alt,O,B,Y (PHUNSY ) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.BIOS.MINIMONITOR
MENU SETTINGS.BIOS.PHUNSY
Default: PHUNSY
Hosts: Both
Guests: PHUNSY only
Remembered? Yes
You can emulate either of these two systems via this:
* A system based on the Mini-Monitor BIOS, with a 24-key hex keyboard
for input and 6 LED digits for output, supporting tapes; or
* A system based on the PHUNSY BIOS, with a QWERTY keyboard for input
and a greyscale VDU for output, supporting tapes and MCDR.
All currently dumped software is for the PHUNSY system, not the
Mini-Monitor.
Menu: Settings|BIOS|None,
Settings|BIOS|Selbstbaucomputer monitor V0.9,
Settings|BIOS|Selbstbaucomputer monitor V1.0,
Settings|BIOS|Selbstbaucomputer monitor V2.0
Type: Option
Shortcut: Alt,O,B,N (None) (IBM PC),
Alt,O,B,0 (V0.9) (IBM PC),
Alt,O,B,1 (V1.0) (IBM PC),
Alt,O,B,2 (V2.0) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.BIOS.SELBSTNONE
MENU SETTINGS.BIOS.SELBST09
MENU SETTINGS.BIOS.SELBST10
MENU SETTINGS.BIOS.SELBST20
Default: Selbstbaucomputer monitor V2.0
Hosts: Both
Guests: Selbstbaucomputer only
Remembered? Yes
You can use either V0.9, V1.0 or V2.0 of the Selbstbaucomputer
monitor. Or not use any monitor (in which case that memory area is RAM
available for user programs).
V0.9 and V1.0 use the 6 7-segment LEDs for output, and use the hex
keypad for input.
V2.0 uses the EF9364 64*16 character VDU for output, and uses an
ASCII keyboard for input.
Most programs require a particular BIOS, so if a game doesn't work,
try changing to another BIOS.
The emulator's key mappings are automagically changed according to
the BIOS in use; ie. hex keypad for the V0.9 and V1.0 BIOSes, and
QWERTY keyboard for the V2.0 BIOS. All the output hardware is always
available to the guest.
The emulator automatically adjusts its known labels (eg. as shown
by the "=" command in the debugger), BIOS routine table, etc. to
correspond to the BIOS in use.
The guest memory is cleared when changing BIOSes. Therefore, you
should change to the correct BIOS before loading your game, not after.
Contents | < Browse | Browse >
COLOURS SUBMENU-----------------------------------------------------------
Settings|Colours|Artefacts? (none)
Settings|Colours|Darken backgrounds? (none)
Settings|Colours|Flag line emulation? (none)
Settings|Colours|Inverse video? (none)
----------------
Settings|Colours|Amber screen (none)
Settings|Colours|Green screen (none)
Settings|Colours|Greyscale (none)
Settings|Colours|Pure colours (none)
Settings|Colours|PVI colours (none)
Settings|Colours|UVI colours (none)
Menu: Settings|Colours|Artefacts?
Type: Toggle
Shortcut: Alt,O,C,A (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.COLOURS.ARTEFACTS
Default: Off
Hosts: Both
Guests: Arcadia and Interton
Remembered? Yes
Certain games (eg. Escape and Robot Killer) use dithered (eg.
crosshatched) UDGs (eg. for walls). These (and indeed solid areas of
colour) can produce cross-colour artefacts due to signal bleeding. Eg.
see here:
www.glennchan.info/articles/technical/composite/composite-video.htm
If you enable this option, some of these artefacts are reproduced.
It will colourize the UDSs in those games to approximate the original
intended effect. The patterns used are taken from an authentic
machine. However, the exact patterns are dependent on the particular
TV used (in this case, a PAL Akai CTV CT-2119).
Note that you must have had autosensing turned on when you loaded
the game, otherwise the game won't have been detected and artefacting
won't happen.
This is currently supported for these Arcadia games:
* Escape (walls)
* Robot Killer (walls)
and this Interton game:
* Super-Space (enemy ships)
Menu: Settings|Colours|Darken backgrounds?
Type: Toggle
Shortcut: Alt,O,C,D (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.COLOURS.DARKENBG
Default: On
Hosts: Both
Guests: Interton and Elektor
Remembered? Yes
This toggles whether or not the background and grid are drawn in
half intensity colours (on), or full intensity colours (off). (Some
Interton console family members, such as the Interton VC 4000 itself,
use halfbrite mode, but others, such as the Fountain, use fullbrite
mode.)
Menu: Settings|Colours|Flag line emulation?
Type: Toggle
Shortcut: Alt,O,C,F (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.COLOURS.FLAGLINE
Default: On
Hosts: Both
Guests: Arcadia only
Remembered? Yes
This toggles whether or not the Flag pin of the PSU inverts the output
colours. (Some Arcadia console family members, such as the Emerson, do
not have this pin connected, whereas others, such as the MPT-03 and
Palladium VCG, do.)
Menu: Settings|Colours|Inverse video?
Type: Toggle
Shortcut: Alt,O,C,V (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.COLOURS.INVERSE
Default: Off
Hosts: Both
Guests: PIPBUG, BINBUG, TWIN, CD2650, PHUNSY, Selbstbaucomputer,
Type-right
Remembered? Yes
Swaps the foreground and background colours.
Menu: Settings|Colours|Amber screen
Settings|Colours|Green screen
Settings|Colours|Greyscale
Settings|Colours|Pure colours
Settings|Colours|PVI colours
Settings|Colours|UVI colours
Type: Option
Shortcut: Alt,O,C,B (IBM PC) (amber screen)
Alt,O,C,G (IBM PC) (green screen)
Alt,O,C,Y (IBM PC) (greyscale)
Alt,O,C,C (IBM PC) (pure colours)
Alt,O,C,P (IBM PC) (PVI colours)
Alt,O,C,U (IBM PC) (UVI colours)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.COLOURS.AMBER
MENU SETTINGS.COLOURS.GREEN
MENU SETTINGS.COLOURS.GREY
MENU SETTINGS.COLOURS.PURE
MENU SETTINGS.COLOURS.PVI
MENU SETTINGS.COLOURS.UVI
Default: Pure colours
Hosts: Both
Guests: All
Remembered? Yes
Regarding greyscale:
You can turn off the colour and thereby simulate the effect of a
black and white ("monochrome") television, if desired.
For PHUNSY, this will also cause all characters to be displayed
as white.
For Pong, this will turn off emulation of the AY-3-8515 chip (ie.
the colourization chip) and therefore you will get a pure black and
white display.
Although you can toggle this setting for a Type-right, it will have
no real effect (if the default palette is used), as the real machine
is greyscale anyway.
Regarding pure/PVI/UVI colours:
The set of pure colours are an ideal theoretical output, generally
fully saturated (eg. $FF0000 for red, etc.).
The set of PVI colours were measured from the output of a real
Interton (ie. a real 2636 PVI chip). Thus, using them is more
authentic, when emulating an Interton or Elektor.
The set of UVI colours were measured from the output of a real
Arcadia (ie. a real 2637 UVI chip). Thus, using them isW more
authentic, when emulating an Arcadia.
Contents | < Browse | Browse >
DOS SUBMENU---------------------------------------------------------------
Settings|DOS|MicroDOS 4.5a (none)
Settings|DOS|VHS DOS 2.6a (none)
Settings|DOS|None (none)
------------
Settings|DOS|EXOS (none)
Settings|DOS|SDOS 2.0 (none)
Settings|DOS|SDOS 4.0 (none)
Settings|DOS|SDOS 4.2 (none)
Settings|DOS|TOS 1.0 (none)
Settings|DOS|UDOS 1.6 (none)
Settings|DOS|None (none)
------------
Settings|DOS|Central Data DOS (none)
Settings|DOS|P1 DOS 1.1 (none)
Settings|DOS|None (none)
Menu: Settings|DOS|MicroDOS 4.5a
Settings|DOS|VHS DOS 2.6a
Settings|DOS|None
Type: Option
Shortcut: Alt,O,D,M (MicroDOS) (IBM PC)
Alt,O,D,V (VHS DOS) (IBM PC)
Alt,O,D,N (None) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.DOS.MICRODOS
MENU SETTINGS.DOS.VHSDOS
MENU SETTINGS.DOS.NOBINBUGDOS
Default: VHS DOS 2.6a
Hosts: Both
Guests: BINBUG only
Remembered? Yes
You can choose which DOS (Disk Operating System) is located in
the $6800..$6FFF area.
Menu: Settings|DOS|EXOS
Settings|DOS|SDOS 2.0
Settings|DOS|SDOS 4.0
Settings|DOS|SDOS 4.2
Settings|DOS|TOS 1.0
Settings|DOS|UDOS 1.6
Settings|DOS|None
Type: Option
Shortcut: Alt,O,D,X (EXOS ) (IBM PC)
Alt,O,D,S (SDOS 2.0) (IBM PC)
Alt,O,D,0 (SDOS 4.0) (IBM PC)
Alt,O,D,4 (SDOS 4.2) (IBM PC)
Alt,O,D,T (TOS 1.0) (IBM PC)
Alt,O,D,U (UDOS 1.6) (IBM PC)
Alt,O,D,O (None ) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.DOS.EXOS
MENU SETTINGS.DOS.SDOS20
MENU SETTINGS.DOS.SDOS40
MENU SETTINGS.DOS.SDOS42
MENU SETTINGS.DOS.TOS
MENU SETTINGS.DOS.UDOS
Default: SDOS 2.0
Hosts: Both
Guests: TWIN only
Remembered? Yes
This changes the DOS that is used when switching to the TWIN emulator,
doing a "Project|Reinitialize machine" while already using the TWIN
emulator, or creating a disk (the created disks are not entirely blank
as they have DOS on them).
Additionally, if "Settings|Emulation|Power-on self-test?" is off,
this DOS will be copied into RAM at the reinitialization time (and the
bootstrap will be skipped).
Note that reinitializating and resetting are not the same thing, and
choosing a DOS and performing a reset (F5 key) is not sufficient.
Note also that the UDOS 1.6 boot message will state that it is
TEKDOS; this is normal.
If you choose "None" you will have to provide your own DOS or the
system will not work, of course ;-( .
Menu: Settings|DOS|Central Data DOS
Settings|DOS|P1 DOS 1.1
Settings|DOS|None
Type: Option
Shortcut: Alt,O,D,C (Central Data DOS) (IBM PC)
Alt,O,D,P (P1 DOS 1.1) (IBM PC)
Alt,O,D,E (None) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.DOS.CDDOS
MENU SETTINGS.DOS.P1DOS
MENU SETTINGS.DOS.NOCD2650DOS
Default: Central Data DOS
Hosts: Both
Guests: CD2650 only
Remembered? Yes
You can choose which DOS (Disk Operating System) is located in
the $6000..$7AFF area.
Choosing an option other than "None" will also automatically change
the BIOS to IPL.
Remember that Shift-Del will insert the current date; this shortcut
can be used to speed up logging in to P1 DOS.
Contents | < Browse | Browse >
EMULATOR SUBMENU----------------------------------------------------------
Settings|Emulator|Autosave game? (none)
Settings|Emulator|Check for updates at startup? (none)
Settings|Emulator|Confirm on quit? (none)
Settings|Emulator|Create icons? (none)
Settings|Emulator|Echo I/O to console? (none)
Settings|Emulator|Frame/line-based emulation? (none)
Settings|Emulator|Identify emulator? (none)
Settings|Emulator|Power-on self-test? (none)
Settings|Emulator|Randomize memory? (none)
Settings|Emulator|Sense game? (none)
Settings|Emulator|Show tips at startup? (none)
Settings|Emulator|Use stub programs? (none)
-----------------
Settings|Emulator|Append to logfile (none)
Settings|Emulator|Ignore logfile (none)
Settings|Emulator|Replace logfile (none)
-----------------
Settings|Emulator|Paths... Amiga-Shift-R
Menu: Settings|Emulator|Autosave game?
Type: Toggle
Shortcut: Alt,O,E,A (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.AUTOSAVE
Default: On
Hosts: Both
Guests: All
Remembered? Yes
This causes the emulator to automatically save the state (PROGDIR:
Games/AUTOSAVE.COS) of the current game when quitting (unless you quit
during a frame), and to automatically load the state at startup.
Note that this option has nothing to do with the configuration
file(s) (ie. .INI files) which store your preferred emulator settings;
those will automatically be loaded/saved regardless of the state of
this toggle.
Menu: Settings|Emulator|Check for updates at startup?
Type: Toggle
Shortcut: Alt,O,E,H (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.UPDATES
Default: Off
Hosts: Both
Guests: All
Remembered? Yes
If this is enabled, the emulator will automatically check if an
updated version of itself is available (like the "Help|Check for
updates" command does, but without saying anything if you are up to
date) whenever the emulator is started.
Menu: Settings|Emulator|Confirm on quit?
Type: Toggle
Shortcut: Alt,O,E,C (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.CONFIRMQUIT
Default: On
Hosts: Both
Guests: All
Remembered? Yes
Whether to ask you for confirmation before quitting the emulator. You
can also change this setting from the confirmation requester itself.
Menu: Settings|Emulator|Create icons?
Type: Toggle
Shortcut: (none)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.ICONS
Default: On
Hosts: Amiga only
Guests: All
Remembered? Yes
Whether to create icons when saving files.
Sample icons for most file types are provided in the icons/
directory. The appropriate icons/icon_#?.info file is copied to create
an icon for the file. You can replace these icons with different ones
if you don't like them.
Note that you can drag and drop icons onto the Ami/WinArcadia
window to load them.
Icons are never created for AOF/EOF/HEX/PSG/YM files.
Menu: Settings|Emulator|Echo I/O to console?
Type: Toggle
Shortcut: Alt,O,E,E (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.CONSOLE
Default: Off
Hosts: Both
Guests: PIPBUG, BINBUG, Selbstbaucomputer (with V2.0 BIOS only)
Remembered? Yes
If on, output is sent not only to the the guest screen (and possibly
the tape deck) (and possibly spoken aloud) but also to the output
("console" or "log") window.
Menu: Settings|Emulator|Frame/line-based emulation?
Type: Toggle
Shortcut: Alt,O,E,F (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.FRAMEBASED
Default: On (WinArcadia) or off (AmiArcadia)
Hosts: Both
Guests: Arcadia, BINBUG, CD2650, PHUNSY
Remembered? Yes
If off, pixel-based emulation is used, ie. the CPU emulation and
graphics emulation are interleaved. This is the most accurate and
authentic method.
If on, frame/line-based emulation is used, eg. the CPU is run for a
frame and then the graphics are run for a frame. This is less work for
the host to handle and therefore results in faster performance in eg.
turbo mode, at some cost in accuracy and compatibility.
This setting only affects certain guests. Although game
compatibility will be theoretically lower with it on, in practice
none of the known games for these guestss require it to be off.
Arcadia emulation can be pixel- or line-based.
Interton and Elektor emulation is always pixel-based.
PIPBUG, Instructor 50, TWIN, Selbstbaucomputer and MIKIT emulation
is always frame-based.
BINBUG, CD2650 and PHUNSY emulation can be pixel- or frame-based.
Coin-op emulation is always line-based.
Pong and Type-right simulation is always frame-based.
Menu: Settings|Emulator|Identify emulator?
Type: Toggle
Shortcut: Alt,O,E,Y (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.IDENTIFY
Default: On
Hosts: Both
Guests: All except Pong and Type-right
Remembered? Yes
When this is enabled, it is possible for guest games to identify the
emulator they are running on. This feature is used by the Arcadia
stub.
It is more authentic for this feature to be turned off.
Extended I/O ports 111..115 are used for this feature. You use the
REDE opcode to read them, as follows:
Port 111 ($6F):
magic byte. Always returns 85 ($55) when emulator ID is turned on.
Port 112 ($70):
emulator and platform. Currently defined values are:
$01: WinArcadia
$02: AmiArcadia for OS3.x
$03: AmiArcadia for OS4.x
$04: AmiArcadia for MorphOS
Port 113 ($71):
major revision (ie. before decimal point), in BCD format.
High nybble is tens digit, low nybble is ones digit.
Eg. V18.6 of the emulator would return $18.
Port 114 ($72):
minor revision (ie. after decimal point), in BCD format.
High nybble is tenths digit, low nybble is hundredths digit.
Eg. V18.6 of the emulator would return $60.
Port 115 ($73):
low byte (ie. modulo 256) of the cycle counter, for eg.
randomization purposes. Requires Ami/WinArcadia 22.26+.
Currently, the only emulators supporting this feature are Ami/
WinArcadia 18.6+.
Menu: Settings|Emulator|Power-on self-test?
Type: Toggle
Shortcut: Alt,O,E,P (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.POST
Default: Yes
Hosts: Both
Guests: PIPBUG 2, TWIN and coin-ops
Remembered? Yes
TWIN:
If no, DOS is preloaded into RAM ($100..$3FFF) and the
bootstrap is skipped, so the machine only takes about 2½ seconds to
bring up the SDOS prompt.
If yes, the authentic bootstrap is run which loads (any) DOS from
the inserted disk, so the machine takes about 4¼ seconds to bring up
the SDOS prompt.
Coin-ops:
If no, the coin-op's usual power-on self-test (POST) routine (which
is not necessary under emulation) is skipped, saving time.
It is more authentic for this feature to be turned on.
Menu: Settings|Emulator|Randomize memory?
Type: Toggle
Shortcut: Alt,O,E,Z (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.RANDOMIZE
Default: No
Hosts: Both
Guests: Arcadia, Interton and Instructor 50
Remembered? Yes
When this is on (the default), the contents of the RAM will be set to
random values when setting up the guest, like on the real machine.
Games will then normally initialize the RAM to known values.
You might want it turned off for better or at least more consistent
results with badly-written homebrew games/examples that assume that
RAM will contain particular values.
Menu: Settings|Emulator|Sense game? (aka "autosense")
Type: Toggle
Shortcut: Alt,O,E,G (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATORS.SENSEGAME
Default: Yes
Hosts: Both
Guests: All
Remembered? Yes
If yes, known games are detected (by means of their size and CRC32/64
cyclic redundancy checksum, not by filename) and the emulator
configures itself accordingly whenever loading them. Here is the list
of what is configured:
* machine
* memory map
* byte size
* dump status
* paddle swapping
* autofire ratio (up:down) (ie. autofire rate)
* 1st..4th firebuttons
* direction-to-key mapping
* game key help (known for about 200 games)
* analog/digital guest controllers
* analog paddle sensitivity (1..5)
* flag line emulation on/off (for Arcadia)
* background darkening on/off (for Interton/Elektor)
* high score lengths, positions and orientations (for the high
score management subsystem)
* "Interrupts", "Interrupt Selector" and "Parallel I/O" toggles
(for Instructor)
* game name
* credits and year
* space/sky colour for enhanced skies (WinArcadia only)
* sprites for force feedback effects
* labels
* code and data comments
* offset into the appropriate Gaming Guide, for the "Help|Gaming
Guide..." command
* demultiplexing settings
* VDU for BINBUG and CD2650
There are also some special files which are detected by the emulator:
* Arcadia GOLF: The RAM at $2000..$2FFF will be copied to $4000..$4FFF.
* Arcadia ROBOTKIL and ESCAPE: Artefacting support (if "Settings|
Colours|Artefacts?" is on).
* PIPBUG Music-YankeeDoodle and Music-Bach: Musical tone output support.
* PIPBUG PrinterRoutines: Printer output support (via console).
* PIPBUG RandomMorse: Morse tone output support.
* PIPBUG Life! (patched version): LIFECOUT (COUT replacement) emulation
support. Note that the unpatched version won't work; you need to use
one of the patched versions (from the Enhancements Pack) (in
conjunction with autosense, of course).
* etc.
You cannot edit the autosense settings. The only way to do so is to
edit the source code and recompile the emulator.
Autosense works for AOF/BIN/ROM/COS/COR/TVC files (about 800 files
are known), and of course for ZIPped versions of these.
Generally, obsolete, suspect or bad dumps are not recognized by the
emulator. Eg. some bad dumps that were formerly spread online, where a
good dump is now available. All dumps now available from Emerson
Arcadia 2001 Central are recognized; we recommend that you redownload
these.
None of the configuration and special casing described above is
performed if you turn "Settings|Sense game?" off, so we strongly
recommend leaving it on at all times.
If it is off, the emulator will attempt to configure the machine and
memory map according to the contents and size of the file being
loaded, but in general you will have to do all configuration yourself,
and many features (special casing, force feedback, etc.) cannot be
done by the user, only by the autosense subsystem.
Changing this setting only affects games loaded in the future, not
the game currently in memory.
Although the emulator's internal autosense knowledge base is also
used for generating the sidebar, you do not need to have autosensing
enabled to generate or use the sidebar.
Menu: Settings|Emulator|Show tips at startup?
Type: Toggle
Shortcut: Alt,O,E,S (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.SHOWTIPS
Default: On
Hosts: Both
Guests: All
Remembered? Yes
If this is enabled, a tip of the day will be shown whenever the
emulator is started (unless it has been passed a REXX script to run at
startup).
Menu: Settings|Emulator|Use stub programs?
Type: Toggle
Shortcut: Alt,O,E,U (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.STUBS
Default: Yes
Hosts: Both
Guests: Arcadia and Interton
Remembered? Yes
When enabled, the emulator uses short built-in "stub" programs when
nothing else is loaded, which display "EMERSON ARCADIA 2001" or
"INTERTON VC 4000" as appropriate.
When disabled, you will just get empty memory instead.
Menu: Settings|Emulator|Append to RAM:AmiArcadia.log (Amiga),
Settings|Emulator|Ignore RAM:AmiArcadia.log (Amiga),
Settings|Emulator|Replace RAM:AmiArcadia.log (Amiga),
Options|Emlator|Append to WinArcadia.log? (IBM PC),
Options|Emlator|Ignore WinArcadia.log (IBM PC),
Options|Emlator|Replace WinArcadia.log (IBM PC)
Type: Toggle
Shortcut: Alt,O,E,D (append) (IBM PC),
Alt,O,E,I (ignore) (IBM PC),
Alt,O,E,W (replace) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.APPENDLOG
MENU SETTINGS.EMULATOR.IGNORELOG
MENU SETTINGS.EMULATOR.REPLACELOG
Default: On
Hosts: Both
Guests: All
Remembered? Yes
Output to the CLI (AmiArcadia) or the output window (WinArcadia) can
also be written to a logfile (RAM:AmiArcadia.log for AmiArcadia,
WinArcadia.log for WinArcadia).
Note that the logfile is not actually opened until the emulator
needs to write something to the console (this way, if the emulator
never writes to the console, the logfile is not touched).
Menu: Settings|Emulator|Paths...
Type: Toggle
Shortcut: Amiga-Shift-R (OS3.2), Alt,O,E,T (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.EMULATOR.PATHS
Default: See below
Hosts: Both
Guests: All
Remembered? Yes
You can change the default paths (directories) that the emulator uses
when loading or saving various files. The defaults are:
AmiArcadia WinArcadia
Games PROGDIR:Games Games
Projects PROGDIR:Projects Projects
Screenshots PROGDIR:Screenshots Screenshots
Scripts PROGDIR:ARexx n/a
Tapes PROGDIR:Tapes Tapes
Games is used for loading AOF/BIN/ROM/EOF/HEX/TVC files (via
"Project|Open..."), loading/saving COS/COR files, and making
animations and sound recordings.
Projects is used for EG. saving AOF/EOF/HEX files, loading/saving
BIN/ROM files (via the debugger LOADBIN/SAVEBIN commands), loading/
saving SYM files, loading ASM files, etc.
The other three are self-explanatory.
Note that loading/saving via an ASL requester (AmiArcadia) or
common dialog box (WinArcadia) will automatically update the
appropriate path, without the need to use this command.
PROGDIR:Configs (AmiArcadia) or Configs (WinArcadia) is always used
for .ini, .hgh and .nvr files.
For WinArcadia, you can also use this subwindow to choose a
background image. This must be an uncompressed 24-bit BMP image. It
will be used as the background of the guest screen when "Settings|
Graphics|Enhance skies?" is enabled, tiled as necessary to fill the
guest screen. If this is blank, the emulator will generate a random
space scene to use for this purpose instead.
Contents | < Browse | Browse >
FILTERS SUBMENU-----------------------------------------------------------
Settings|Filters|3D (none)
Settings|Filters|HQx (none)
Settings|Filters|Scale2x/3x/4x (none)
Settings|Filters|None (none)
----------------
Settings|Filters|Scanlines? (none)
Settings|Filters|Stretch 4:3? (none)
----------------
Settings|Filters|No stretching (none)
Settings|Filters|Stretch 4:3 (none)
Settings|Filters|Stretch to fit (none)
Menu: Settings|Filters|3D,
Settings|Filters|HQx,
Settings|Filters|Scale2x/3x/4x,
Settings|Filters|None
Type: Toggle
Shortcut: Alt,O,F,3 (3D) (IBM PC),
Alt,O,F,H (HQx) (IBM PC),
Alt,O,F,C (Scale2x/3x/4x) (IBM PC),
Alt,O,F,N (None) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.FILTERS.3D
MENU SETTINGS.FILTERS.HQX
MENU SETTINGS.FILTERS.SCALE2X
MENU SETTINGS.FILTERS.NONE
Default: Off
Hosts: IBM PC only (3D),
IBM PC only (HQx),
Both (Scale2/3x/4x),
Both (None)
Guests: All
Remembered? Yes
You can view the guest screen at an angle, giving a 3D effect.
Scanlines and Scale2x/3x/4x effects are not rendered in 3D mode.
While in 3D mode, for most guests, you can change the camera angle
with the Ctrl+PgUp/PgDn keys, and zoom in/out with the Ctrl+Home/End
keys.
Note that 3D mode has been reported not to work on some (at least)
Windows 10 systems, for some reason.
HQx and Scale2x/3x/4x are smoothing algorithms to improve the
appearance of the graphics.
They have no effect at 1x, 5x or 6x scaling, nor in stretched full-
screen mode (WinArcadia). It only has an effect at 2x, 3x or 4x
scaling. Having it turned off is more authentic.
This setting is ignored by the screenshot generator.
Although this setting can be used in conjunction with "Settings|
Filters|Scanlines?", the look of the result can be somewhat odd.
Menu: Settings|Filters|Scanlines?
Type: Toggle
Shortcut: Alt,O,F,S (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.FILTERS.SCANLINES
Default: Off
Hosts: Both
Guests: All except Instructor and MIKIT
Remembered? Yes
This simulates the look of visible scanlines (ie. dark horizontal
bands across the screen). For Astro Wars and Galaxia, since the
monitor is mounted on its side in the genuine machines, you will get
vertical scanlines instead of horizontal ones (assuming
"Settings|Graphics|Rotate screen?" is on). For Type-right, what is
shown is not scanlines as such but rather the small gaps between the
pixels (as its screen is an LCD rather than a CRT).
It has no effect at 1x scaling, only at 2x/3x/4x/5x/6x scalings.
For WinArcadia, it has no effect in any stretched mode, nor in 3D
mode.
Arguably, having it turned on is more authentic.
This setting is ignored by the screenshot generator.
Menu: Settings|Filters|Stretch 4:3 (windowed)?
Type: Toggle
Shortcut: Alt,O,F,T (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.FILTERS.STRETCHWINDOWED
Default: Off
Hosts: IBM PC only
Guests: Arcadia, Interton, Elektor, PIPBUG, BINBUG, TWIN, CD2650,
Selbstbaucomputer, coin-ops
Remembered? Yes
This only affects windowed mode, not full-screen mode. (See later for
the full-screen stretching options). When it is on, the guest screen
is stretched horizontally or vertically (but never squashed) to
maintain a 4:3 aspect ratio as you would have on the guest TV or CRT.
Having it turned on is more authentic.
For coin-ops, the ratio is instead 5:4 (portrait mode) or 4:5
(landscape mode).
This setting is ignored by the screenshot generator.
Menu: Settings|Filters|No stretching
Settings|Filters|Stretch 4:3 (full screen)
Settings|Filters|Stretch to fit
Type: Option
Shortcut: Alt,O,F,O (no stretching)
Alt,O,F,4 (stretch 4:3)
Alt,O,F,S (stretch to fit)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.FILTERS.UNSTRETCHED
MENU SETTINGS.FILTERS.STRETCH43
MENU SETTINGS.FILTERS.STRETCHTOFIT
Default: Stretch to fit
Hosts: IBM PC only
Guests: All
Remembered? Yes
This setting only affects full-screen mode (but for convenience you
are allowed to adjust it in windowed mode).
For "no stretching", the guest screen is centred on the host screen
and there is a black border around it.
For "stretch 4:3", the guest screen is stretched to fill the entire
screen, except that a margin is left on the left and right sides of
the screen (normally 1/8th per side). This is so that 4:3 machines
like the Arcadia are not overstretched horizontally when shown on a
16:9 monitor. For coin-ops, the ratio is instead 5:4 (portrait mode)
or 4:5 (landscape mode).
For "stretch to fit", the guest screen is stretched to fill the
entire screen. The exact aspect ratio you get will obviously depend on
whether you have the sidebar, titlebar, menubar, toolbar, etc. enabled.
Also, most guests look better on normal 4:3 monitors rather than 16:9
"widescreen" monitors, which are a vertically compromised technology.
The Instructor 50 and Central Data 2650 benefit from widescreen,
however.
Contents | < Browse | Browse >
GRAPHICS SUBMENU----------------------------------------------------------
Settings|Graphics|1× size? Ctrl-F1
Settings|Graphics|2× size? Ctrl-F2
Settings|Graphics|3× size? Ctrl-F3
Settings|Graphics|4× size? Ctrl-F4
Settings|Graphics|5× size? Ctrl-F5
Settings|Graphics|6× size? Ctrl-F6
-----------------
Settings|Graphics|Bezel? (none)
Settings|Graphics|Blanking areas? (none)
Settings|Graphics|Blinking cursor? (none)
Settings|Graphics|Dejitter horizons (none)
Settings|Graphics|Enhance skies? (none)
Settings|Graphics|Fill intersections? (none)
Settings|Graphics|Full screen? Ctrl-F
Settings|Graphics|Invert flashed characters? (none)
Settings|Graphics|Narrow? Amiga-N
Settings|Graphics|Rotate screen? (none)
-----------------
Settings|Graphics|Draw unlit LEDs? (none)
Settings|Graphics|Show LEDs? (none)
Menu: Settings|Graphics|1× size?
Settings|Graphics|2× size?
Settings|Graphics|3× size?
Settings|Graphics|4× size?
Settings|Graphics|5× size?
Settings|Graphics|6× size?
Type: Option
Shortcut: Ctrl-F1|F2|F3|F4|F5|F6 or Alt,O,G,1|2|3|4|5|6 (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.1XSIZE
MENU SETTINGS.GRAPHICS.2XSIZE
MENU SETTINGS.GRAPHICS.3XSIZE
MENU SETTINGS.GRAPHICS.4XSIZE
MENU SETTINGS.GRAPHICS.5XSIZE
MENU SETTINGS.GRAPHICS.6XSIZE
Default: Depends on host resolution
Hosts: Both
Guests: All
Remembered? Yes
1x-6x graphics scaling to enlarge the display. This only affects
windowed mode.
Holding Ctrl+Left Shift will show a magnified view under the mouse
pointer; the magnification is always double the scaling.
AmiArcadia: Note that the larger the display, the more memory is
required (one byte per host pixel), and the slower the emulation will
be.
Menu: Settings|Graphics|Bezel?
Type: Toggle
Shortcut: Alt,O,V,Z
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.BEZEL
Default: Off
Hosts: IBM-PC only
Guests: PIPBUG (with VT100 VDU), TWIN, Zaccaria
Remembered? Yes
When this is enabled, the actual bezel (ie. the surrounding frame
around the VDU) of the VDU is also shown, not just the actual display
area of the VDU. It is only ever in effect in windowed mode, not
full-screen mode. The "Options|Filters|Stretch 4:3 (windowed)?" option
is ignored while the bezel is shown (as it uses a different scaling
algorithm).
It can be used in conjunction with the "Options|Graphics|Show LEDs?"
and "Options|VDU|Blanking areas?" options but in those cases the LEDs
and/or blanking areas will overlap the bezel imagery, which may look
strange.
Menu: Settings|Graphics|Blanking areas?
Type: Toggle
Shortcut: Alt,O,V,B
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.BLANKING
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG, TWIN, CD2650, PHUNSY,
Pong
Remembered? Yes
You can choose to view the entire raster display signal as it would
be generated by the sync generator, including horizontal and vertical
blanking signals. Normally (ie. when this option is turned off), the
blanking areas are not shown, and neither is a certain amount of non-
blanking area which would be off-screen on most TVs.
Having this option turned on is useful when eg. writing homebrew
games as it gives a better idea of the CPU/PVI/USG timings involved.
Having it turned off is more authentic in terms of what you would see
on a real TV, and is better (and faster) for actually playing games.
The various components of the signal (porch, retrace, etc.) are
shown in different colours, but aren't important. See here
for an explanation of the colours used. Also remember that holding
the Ctrl key down will show information about the pixel under the
cursor in the status bar.
Note that the arrangement of the screen is in accordance with the
2621 USG datasheet (or equivalent reference). But on a real TV, for
example, the horizontal front porch would be at (in fact, beyond) the
right edge of the screen, rather than at the left as depicted. And
similarly, the vertical front porch would be beyond the bottom edge of
the screen, rather than at the top. The horizontal and vertical
retrace represent time when the raster is actually moving left or up,
respectively.
To convert from PVI coordinates (eg. as shown when holding the Ctrl
key, or in the PVI datasheet) to USG coordinates (eg. as seen in the
USG datasheet):
PVIX = USGX + 49
PVIY = USGY + 43
Menu: Settings|Graphics|Blinking cursor?
Type: Toggle
Shortcut: Alt,O,V,U (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.BLINK
Default: ON
Hosts: Both
Guests: PIPBUG, TWIN and Selbstbaucomputer
Remembered? Yes
PIPBUG:
For Elekterminal, Low Cost VDU and Radio Bulletin VDU, this toggles
whether characters $80..$FF are blinking (on) or half intensity (off)
version of characters $00..$7F. Note that the real Radio Bulletin VDU
does not have this option (its authentic behaviour is equivalent to
having this option off).
For VT100, this toggles whether the cursor is a blinking square (on)
or an unblinking underline (off).
TWIN and Selbst:
This merely toggles whether the cursor blinks (flashes) or not.
Having it turned on is more authentic.
Menu: Settings|Graphics|Dejitter horizons?
Type: Toggle
Shortcut: Alt,O,G,J (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.DEJITTER
Default: Off
Hosts: Both
Guests: Arcadia, Interton and Elektor
Remembered? Yes
On the real machine, changes to the background colour are difficult
for the game to synchronize exactly. The end result is that horizon
lines may jitter (shift position horizontally) between frames.
If you enable this, the emulator prevents this horizontal jitter.
Vertical jitter may still occur in some games.
Having this turned off is more authentic.
Menu: Settings|Graphics|Enhance skies?
Type: Toggle
Shortcut: Alt,O,G,E
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.SKIES
Default: Off
Hosts: IBM PC only
Guests: All
Remembered? Yes
If this is enabled, the ordinary background colour is replaced with
an image. By default, this is a randomly generated space scene, but
you can use the "Settings|Emulator|Paths..." subwindow to choose an
image file (in uncompressed 24-bit BMP format) to be tiled onto the
guest screen instead. Note that it does not work when using the 3D
or HQx filters.
Having this turned off is of course more authentic.
Note that such enhanced skies are not saved/copied as part of
screenshots.
Menu: Settings|Graphics|Fill intersections?
Type: Toggle
Shortcut: Alt,O,G,I (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.INTERSECTIONS
Default: Off
Hosts: Both
Guests: Interton, Elektor, PIPBUG, Instructor, PHUNSY,
Selbstbaucomputer and MIKIT
Remembered? Yes
For Interton and Elektor, this fills the gaps between the individual
screen grid segments, improving the appearance of many games.
For all other guests, this toggles whether the gaps between the
individual LED segments (from which each digit of the display is
composed) are filled or not.
Off is more authentic to the real machine; on is arguably more
legible.
Menu: Settings|Graphics|Full screen?
Type: Toggle
Shortcut: Alt+Enter or Ctrl-F or Alt,O,G,F (IBM PC)
Amiga-F or F11 (Amiga)
CLI Argument: FULLSCREEN=ON|OFF
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.FULLSCREEN
Default: Off (windowed)
Hosts: Both
Guests: All
Remembered? Yes
Toggles between windowed and full-screen modes.
Note that the status of the View options (eg. "View|Pointer?") is
tracked separately for windowed and full-screen modes (ie. each
mode has its own settings). By default, the titlebar, menu bar,
toolbar, sidebar, status bar and pointer are turned off in full-
screen mode, but they can be turned back on.
Menu: Settings|Graphics|Invert flashed characters?
Type: Toggle
Shortcut: Alt,O,V,U (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.INVERTFLASHED
Default: ON
Hosts: Both
Guests: BINBUG only
Remembered? Yes
This is the hardware modification described in ETI Australia, Dec 1982,
p. 73, by B.N. Coomer. It changes the 'flashing' mode so that it
flashes between normal and inverse, instead of between normal and
blank.
Menu: Settings|Graphics|Narrow?
Type: Toggle
Shortcut: Amiga-N (Amiga), Ctrl+N or Alt,O,G,N (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.NARROW
Default: Off
Hosts: Both
Guests: All
Remembered? Yes
When off, graphics are wider horizontally (2:1 pixel ratio). When on,
graphics are narrower horizontally (1:1 pixel ratio).
Switching machines will automagically change between wide and narrow
modes.
Menu: Settings|Graphics|Rotate screen?
Type: Toggle
Shortcut: Alt,O,G,R (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.ROTATE
Default: On
Hosts: Both
Guests: Astro Wars and Galaxia
Remembered? Yes
The monitors (ie. screens, VDUs, etc.) of the real Astro Wars and
Galaxia coin-ops are mounted sideways in the cabinet.
When this option is on (the default), the emulator will
automatically rotate the guest screen for these games so that they
appear as intended.
If you turn this option off, this rotation is not done.
This option only affects the graphics; the controls are not
affected.
Menu: Settings|Graphics|Draw unlit LEDs?
Type: Toggle
Shortcut: Alt,O,G,T (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.UNLIT
Default: Off
Hosts: Both
Guests: PIPBUG, BINBUG, Instructor, PHUNSY, Selbstbaucomputer and
MIKIT
Remembered? Yes
When on, LED segments which are turned off (unlit) are shown in dark
blue. When off, they are shown in black (ie. effectively not shown at
all).
Off is more authentic to the real machine (very dark red would be
the most authentic).
Menu: Settings|Graphics|Show LEDs?
Type: Toggle
Shortcut: Alt,O,G,L (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.GRAPHICS.SHOWLEDS
Default: On
Hosts: Both
Guests: PIPBUG, BINBUG, PHUNSY, Selbstbaucomputer
Remembered? Yes
This option controls whether you will see only the main VDU, or also
the LEDs (eg. 7-segment digits and LED bulbs).
Instructor 50 and MIKIT only have LEDs with no main VDU, and
therefore they ignore this setting.
Contents | < Browse | Browse >
INPUT SUBMENU-------------------------------------------------------------
Settings|Input|Analog for guest? (none)
Settings|Input|Show controller positions? (none)
Settings|Input|Spring-loaded paddles? (none)
Settings|Input|Swapped? Amiga-J, Alt-J
--------------
Settings|Input|Calibrate... (none)
Settings|Input|Rearrange gamepad buttons... Amiga-Shift-Z
Settings|Input|Redefine keys... Amiga-*
Settings|Input|Sensitivity... Amiga-Shift-S
--------------
Settings|Input|Allow lowercase input? (none)
Settings|Input|Confine pointer? (none)
Settings|Input|Erase deleted characters? (none)
Settings|Input|Insert coins automatically? (none)
Settings|Input|Pass right mouse button to guest? (none)
Settings|Input|Queue keystrokes? (none)
--------------
Settings|Input|Host keyboard layout (none)
Settings|Input|EA 78ut4 keyboard layout (none)
Settings|Input|Teletype keyboard layout (none)
Menu: Settings|Input|Analog for guest?
Type: Toggle
Shortcut: Alt,O,I,G (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.ANALOG
Default: Off (ie. digital)
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG and Pong
Remembered? Yes
Analog control for guest (ie. for the EA2001/VC4000/TVGC, not for the
Amiga/IBM PC). Off is digital, on is analog.
Note that this only matters when using a digital joystick/gamepad or
keyboard on the host.
This setting is automagically adjusted when loading a known ROM.
Alt+C can be used whenever desired to centre the paddles.
Menu: Settings|Input|Show controller positions?
Type: Toggle
Shortcut: Alt,O,I,H (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.POSITIONS
Default: Off
Hosts: Both
Guests: Pong only
Remembered? Yes
When enabled, this shows the position of the host controllers,
superimposed onto the guest screen. This is somewhat similar to the
paddle axes display in the eg. the real-time monitor, or the
crosshair display when using a host mouse/trackball as the guest
input device.
It only has effect for Pong; for Arcadia/Interton/Elektor,
you can use the "Tools|Monitor..." subwindow instead.
It is particularly useful when eg. playing the rifle games via your
host keyboard/gamepad/joystick.
Menu: Settings|Input|Spring-loaded paddles?
Type: Toggle
Shortcut: Alt,O,I,N (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.SPRINGS
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG and Pong
Remembered? Yes
This is only relevant when using analog controls for guest with digital
controls (digital joystick/gamepad or keyboard) on host. If it is on,
releasing a "paddle" (by not moving it) will cause it to automatically
move back to the centre. As far as the real machines are concerned,
the Emerson Arcadia 2001 and Interton VC 4000 have spring-loaded
paddles, whereas the MPT-03 does not.
When this is off, you can manually centre the paddles by pressing
Alt-C.
Note that "centred" positions vary somewhat among guests and are not
necessarily in the dead centre of the axes. This is intentional, as
different guests expect different paddle calibrations, which the
emulator takes care of automatically for you.
Menu: Settings|Input|Swapped?
Type: Toggle
Shortcut: Alt-J (both), Amiga-J (Amiga), Ctrl+J or Alt,O,I,S (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.SWAPPED
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG, coin-ops and Pong
Remembered? Yes
Swaps the left and right controls (for keyboards and real joysticks/
gamepads), so that you could play with the other set of keys for
example. Essentially this is the same thing as swapping the selected
devices in the "Left controller" and "Right controller" submenus.
Eg. if you had left player as 2nd joystick, and right player as
(right) keyboard, enabling this would have left player as (left)
keyboard and right player as 2nd joystick.
This setting is automagically adjusted when loading a known ROM, so
that the "only" or "first" player always uses the left controller.
(Because some games require use of the left controller and other games
require use of the right controller.)
Menu: Settings|Input|Calibrate...
Type: Modeless subwindow
Shortcut: Alt,O,I,B (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.CALIBRATE
Default: n/a
Hosts: IBM PC only
Guests: Arcadia, Interton, Elektor, BINBUG, coin-ops, PONG
Remembered? n/a
This launches Control Panel so that you can calibrate your host
gamepads/joysticks.
Menu: Settings|Input|Rearrange gamepad buttons...
Type: Modal subwindow
Shortcut: Amiga-Shift-Z (OS3.2), Alt,O,I,A (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.REARRANGE
Default: "1, 2, 3, 4, 5, 6, 7, 8" for each host gamepad
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG, coin-ops and Pong
Remembered? Yes
Different host gamepads can have the buttons laid out differently.
For instance, the Logitech Dual Action gamepad is arranged like
this:
4 and the Gameware USB Rumble Control gamepad is: 2
1 3 1 4
2 3
You can rearrange these buttons using this command.
The 1st..4th firebuttons, which are assigned automagically by the
emulator according to the sensed game, have been devised for the
Logitech layout. So, if you use a Gameware USB Rumble Control gamepad,
you might want to choose "1, 4, 2, 3" and "5, 7, 6, 8" to make the
layout the same as for the Logitech.
You can set it independently for each host gamepad. So, if you have
a Logitech as the 1st host gamepad and a Gameware as the 2nd host
pad, you would use "1, 2, 3, 4, 5, 6, 7, 8" and "1, 4, 2, 3, 5, 7, 6,
8", for the 1st and 2nd host gamepads, respectively, to arrange them
both like the Logitech.
This doesn't affect the host keyboard at all, only the host
gamepads.
Menu: Settings|Input|Redefine keys...
Type: Modal subwindow
Shortcut: Amiga-* (Amiga), Ctrl+Shift+8 or Alt,O,I,R (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.REDEFINE
Default: See Controllers
Hosts: Both
Guests: All except PIPBUG, BINBUG, CD2650, PHUNSY
Remembered? Yes
You can redefine the keyboard. (Keys which are present on both the
alphanumeric keypad and the numeric keypad are distinguished with a
preceding "a" (alphanumeric) or "n" (numeric), respectively. Eg.
alphanumeric 1 is shown as "a1", and numeric 1 is shown as "n1".) Key
redefinitions are loaded and saved as part of the configuration file.
The bottom "keys" are the four "firebuttons", which are mapped to
other arbitrary guest buttons by the autosensing subsystem. The
emulator GUI keys cannot be altered. (These are shown as
"reserved" in the "Help|Host keyboard..." subwindow).
Note that only the host keyboard controls can be remapped; host
joysticks/gamepads are not remappable.
"Show Palladium keys?" is whether you want to see the Palladium-only
keys (x1, x2, x3, x4). These keys only exist on the Palladium variant
of the Arcadia, and not at all on Interton/Elektor/etc. They are used
primarily by the Dictionary application.
Menu: Settings|Input|Sensitivity...
Type: Modal subwindow
Shortcut: Amiga-Shift-S (OS3.2), Alt,O,I,E (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.SENSITIVITY
Default: Medium
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG and Pong
Remembered? Yes
This can be very low, low, medium, high or very high. It is only
relevant when using analog controls for guest with digital controls
(digital joystick/gamepad or keyboard) on host. (It does not, for
example, control the sensitivity of the host analog joysticks/paddles.)
This setting is automagically adjusted when loading a known game.
Menu: Settings|Input|Allow lowercase input?
Type: Toggle
Shortcut: Alt,O,I,P (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.LOWERCASE
Default: Off
Hosts: Both
Guests: PIPBUG, BINBUG, CD2650 (with IPL), PHUNSY and
Selbstbaucomputer
Remembered? Yes
Most games expect uppercase input. The default setting of "off"
converts all user input to uppercase. Changing this setting to "on"
will allow lowercase input to be entered.
Selbstbaucomputer, in particular, dislikes lowercase input.
Menu: Settings|Input|Confine pointer?
Type: Toggle
Shortcut: Alt,O,I,C (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.CONFINE
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG, coin-ops and Pong
Remembered? Yes
When using a mouse/trackball as a game controller, you can restrict
the pointer to the guest screen.
Menu: Settings|Input|Erase deleted characters?
Type: Toggle
Shortcut: Alt,O,I,E (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.ERASEDELETED
Default: On
Hosts: Both
Guests: PIPBUG 2 and TWIN
Remembered? Yes
PIPBUG 2 was/is intended to be usable on systems which lack any method
of backspacing (eg. certain paper teletypes). Therefore, when
Backspace or Delete is pressed, it just echoes the deleted character
rather than actually backspacing the VDU. (PIPBUG 2's internal input
buffer will be correctly updated, it is only the on-screen output that
is affected.) And similarly for most TWIN DOSes.
When this toggle is off, the behaviour described above is faithfully
reproduced. When this toggle is on, the behaviour is overridden so
that the on-screen character is visibly erased rather than echoed.
Having this turned off is more authentic (but less user-friendly).
Menu: Settings|Input|Insert coins automatically?
Type: Toggle
Shortcut: Alt,O,I,I (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.AUTOCOIN
Default: On
Hosts: Both
Guests: Coin-ops only
Remembered? Yes
Enabling this will ensure that you never have to insert coins. A coin
will be inserted into coin slot A whenever the number of available
credits falls below 2.
Menu: Settings|Input|Pass right mouse button to guest?
Type: Toggle
Shortcut: Alt,O,I,M (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.GUESTRMB
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, BINBUG, coin-ops and Pong
Remembered? Yes
When this is off, the right mouse button will always pop up a menu
(for WinArcadia) or allow access to the menu bar (for AmiArcadia).
When this is on, the right mouse button will instead be treated as
another ordinary mouse button, mapped to the 3rd firebutton. (The
left and middle mouse buttons are mapped to the 1st and 2nd
firebuttons respectively).
In any circumstance where it doesn't make sense to pass the input
to the guest (eg. game is paused, no guest controllers are using the
host mouse, guest machine is keyboard-only, or similar), the menu
will open.
Note that OS3.2 and OS3.2.1 have a bug in window.class whereby
applications cannot intercept the right mouse button. This will be
fixed in the next AmigaOS update. window.class 45.16 from OS3.9+BB2
does not have this bug.
Note also that you need to have "Settings|Left/right controller" set
appropriately.
Menu: Settings|Input|Queue keystrokes?
Type: Toggle
Shortcut: Alt,O,I,Q (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.QUEUEKEYSTROKES
Default: On
Hosts: Both
Guests: PIPBUG, BINBUG, TWIN, CD2650, PHUNSY, Selbstbaucomputer
Remembered? Yes
If this is on, the emulator will queue up host keystrokes and pass
them to the guest at a measured rate, so you can type faster.
If this is off, then the keyboard will behave exactly like on the
real machine (eg. keystrokes that the guest is not ready for will be
ignored).
Note that pasting text will automatically change this setting to on.
Menu: Settings|Input|Host keyboard layout
Settings|Input|EA 78ut4 keyboard layout
Settings|Input|Teletype keyboard layout
Type: Option
Shortcut: Alt,O,I,Y (Host keyboard layout) (IBM PC)
Alt,O,I,K (EA 78ut4 keyboard layout) (IBM PC)
Alt,O,I,T (Teletype keyboard layout) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.INPUT.HOST
MENU SETTINGS.INPUT.EA78UT4
MENU SETTINGS.INPUT.TELETYPE
Default: Host keyboard layout
Hosts: Both
Guests: QWERTY-based machines
Remembered? Yes
In host mode, keys behave as you would expect according to the
stickers on your physical IBM PC or Amiga keyboard. Aka "logical
mapping".
The other modes are authentic to the typical keyboards that were/are
typically used with the real machines. Aka "positional" or "physical"
mapping. Therefore, some keys will be different.
EA 78ut4 is the "2650 Terminal" project (from Electronics Australia,
April 1978, p. 48-56).
The emulated teletype layout is for a Model 35 teletype.
Ctrl-key combinations are always mapped the same way, regardless of
this option, as follows:
Ctrl-@ or
Ctrl-Space are ASCII code 0 ($00 ) (NUL).
Ctrl-A..Z are ASCII codes 1..26 ($01..$1A) (SOH..SUB).
Ctrl-[ is ASCII code 27 ($1B ) (ESC).
Ctrl-\ is ASCII code 28 ($1C ) (FS ).
Ctrl-] is ASCII code 29 ($1D ) (GS ).
Ctrl-^ is ASCII code 30 ($1E ) (RS ).
Ctrl-_ is ASCII code 31 ($1F ) (US ).
and similarly for these Shift-key combinations, when "Settings|Input|
Allow lowercase input?" is off:
Shift-K [
Shift-L \
Shift-M ]
Shift-N ^
Shift-O _
Shift-P @
The "Help|Host keyboard..." command is useful to see the layout.
Type-right: You can have host or guest (Type-right) layout. Either
EA 78ut4 or Teletype can be used to get the Type-right layout. Note
that Type-right doesn't have any concept of a caret (^); therefore,
Shift-6 will still produce a hyphen (-) even if using host keyboard
layout.
Contents | < Browse | Browse >
LANGUAGE SUBMENU----------------------------------------------------------
Settings|Language|English (none)
Settings|Language|Dutch (none)
Settings|Language|French (none)
Settings|Language|German (none)
Settings|Language|Greek (none)
Settings|Language|Italian (none)
Settings|Language|Polish (none)
Settings|Language|Russian (none)
Settings|Language|Spanish (none)
Menu: Settings|Language|English
Settings|Language|Dutch
Settings|Language|French
Settings|Language|German
Settings|Language|Greek
Settings|Language|Italian
Settings|Language|Polish
Settings|Language|Russian
Settings|Language|Spanish
Type: Option
Shortcut: Alt,O,N
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.LANGUAGE.ENG
MENU SETTINGS.LANGUAGE.HOL
MENU SETTINGS.LANGUAGE.FRA
MENU SETTINGS.LANGUAGE.GER
MENU SETTINGS.LANGUAGE.GRE
MENU SETTINGS.LANGUAGE.ITA
MENU SETTINGS.LANGUAGE.POL
MENU SETTINGS.LANGUAGE.RUS
MENU SETTINGS.LANGUAGE.SPA
Default: English
Hosts: IBM PC only
Guests: All
Remembered? Yes
For AmiArcadia, your preferred language is determined automagically at
startup according to your Locale preferences settings, as with any
other locale-aware Amiga program. (Thus, this menu doesn't exist in
AmiArcadia.)
For WinArcadia, you need to set your preferred language from within
the emulator, by using this menu.
Not all text is localized; specifically: game help, code and data
comments and BIOS call logs are English-only. Also, this user's manual
is currently only available in English.
AmiArcadia is able to support any arbitrary language (Dutch, French,
German, Greek, Italian, Polish, Russian and Spanish catalogs are
supplied but others could be created and used).
WinArcadia currently only supports English, Dutch, French, German,
Greek, Italian, Polish, Russian and Spanish. If the appropriate
catalog file (eg. Catalogs/Deutsch.iff) cannot be loaded, most text
will be untranslated.
Note that, for Greek, Polish and Russian, use of the appropriate
code page(s) (ie. font(s)) on the host platform is expected. For
AmiArcadia, this is ELOT 928 aka ISO-8859-7 (Greek), ISO-8859-2
(Polish) or Amiga-1251 (Russian). For WinArcadia, this is
Windows-1253 (Greek), Windows-1250 (Polish) or Windows-1251 (Russian).
Unicode is not supported nor required, thank fuck. ;-)
For more help running the emulator in Greek, click here.
For more help running the emulator in Polish, click here.
For more help running the emulator in Russian, click here.
Contents | < Browse | Browse >
MACHINE SUBMENU-----------------------------------------------------------
Settings|Machine|Emerson Arcadia 2001 Amiga-1
Settings|Machine|Interton VC 4000 Amiga-2
Settings|Machine|Elektor TV Games Computer Amiga-3
Settings|Machine|PIPBUG-based machine Amiga-4
Settings|Machine|BINBUG-based machine Amiga-5
Settings|Machine|Signetics Instructor 50 Amiga-6
Settings|Machine|Signetics TWIN Amiga-7
Settings|Machine|Central Data 2650 Amiga-8
Settings|Machine|PHUNSY Amiga-9
Settings|Machine|Selbstbaucomputer Amiga-0
Settings|Machine|MIKIT 2650 Ctrl-Shift-F1
----------------
Settings|Machine|Astro Wars Ctrl-Shift-F2
Settings|Machine|Galaxia Ctrl-Shift-F3
Settings|Machine|Laser Battle Ctrl-Shift-F4
Settings|Machine|Lazarian Ctrl-Shift-F5
Settings|Machine|Malzak 1 Ctrl-Shift-F6
Settings|Machine|Malzak 2 Ctrl-Shift-F7
----------------
Settings|Machine|AY-3-8500/8550 Ctrl-Shift-F8
Settings|Machine|AY-3-8600 Ctrl-Shift-F9
Settings|Machine|VTech Type-right Ctrl-Shift-F10
Menu: Settings|Machine|Emerson Arcadia 2001
Settings|Machine|Interton VC 4000
Settings|Machine|Elektor TV Games Computer
Settings|Machine|PIPBUG-based machine
Settings|Machine|BINBUG-based machine
Settings|Machine|Signetics Instructor 50
Settings|Machine|Signetics TWIN
Settings|Machine|Central Data 2650
Settings|Machine|PHUNSY
Settings|Machine|Selbstbaucomputer
Settings|Machine|MIKIT 2650
Settings|Machine|Astro Wars
Settings|Machine|Galaxia
Settings|Machine|Laser Battle
Settings|Machine|Lazarian
Settings|Machine|Malzak 1
Settings|Machine|Malzak 2
Settings|Machine|Interton VC 4000
Settings|Machine|AY-3-8500/8550
Settings|Machine|AY-3-8600
Settings|Machine|VTech Type-right
Type: Toggle
Shortcut: Amiga-1 (AmiArcadia) or Ctrl+1 or Alt,O,M,E (WinArcadia) (Arcadia)
Amiga-2 (AmiArcadia) or Ctrl+2 or Alt,O,M,I (WinArcadia) (Interton)
Amiga-3 (AmiArcadia) or Ctrl+3 or Alt,O,M,V (WinArcadia) (Elektor)
Amiga-4 (AmiArcadia) or Ctrl+4 or Alt,O,M,P (WinArcadia) (PIPBUG)
Amiga-5 (AmiArcadia) or Ctrl+5 or Alt,O,M,B (WinArcadia) (BINBUG)
Amiga-6 (AmiArcadia) or Ctrl+6 or Alt,O,M,S (WinArcadia) (Instructor)
Amiga-7 (AmiArcadia) or Ctrl+Shift+F11 or Alt,O,M,W (WinArcadia) (TWIN)
Amiga-8 (AmiArcadia) or Ctrl+7 or Alt,O,M,C (WinArcadia) (CD2650)
Amiga-9 (AmiArcadia) or Ctrl+8 or Alt,O,M,Y (WinArcadia) (PHUNSY)
Amiga-0 (AmiArcadia) or Ctrl+9 or Alt,O,M,T (WinArcadia) (Selbstbaucomputer)
Ctrl-Shift-F1 (both) or Alt,O,M,M (WinArcadia) (MIKIT)
Ctrl-Shift-F2 (both) or Alt,O,M,A (WinArcadia) (Astro Wars)
Ctrl-Shift-F3 (both) or Alt,O,M,X (WinArcadia) (Galaxia)
Ctrl-Shift-F4 (both) or Alt,O,M,L (WinArcadia) (Laser Battle)
Ctrl-Shift-F5 (both) or Alt,O,M,Z (WinArcadia) (Lazarian)
Ctrl-Shift-F6 (both) or Alt,O,M,1 (WinArcadia) (Malzak 1)
Ctrl-Shift-F7 (both) or Alt,O,M,2 (WinArcadia) (Malzak 2)
Ctrl-Shift-F8 (both) or Alt,O,M,5 (WinArcadia) (AY-3-8500/8550)
Ctrl-Shift-F9 (both) or Alt,O,M,6 (WinArcadia) (AY-3-8600)
Ctrl-Shift-F10 (AmiArcadia) or
Ctrl+Shift+F11 (WinArcadia) or Alt,O,M,R (WinArcadia) (Type-right)
CLI Argument: (none)
Debugger: (none)
REXX: SETMACHINE <machine> or
MENU SETTINGS.MACHINE.ARCADIA
MENU SETTINGS.MACHINE.INTERTON
MENU SETTINGS.MACHINE.ELEKTOR
MENU SETTINGS.MACHINE.PIPBUG
MENU SETTINGS.MACHINE.BINBUG
MENU SETTINGS.MACHINE.INSTRUCTOR
MENU SETTINGS.MACHINE.TWIN
MENU SETTINGS.MACHINE.CD2650
MENU SETTINGS.MACHINE.PHUNSY
MENU SETTINGS.MACHINE.SELBST
MENU SETTINGS.MACHINE.MIKIT
MENU SETTINGS.MACHINE.ASTROWARS
MENU SETTINGS.MACHINE.GALAXIA
MENU SETTINGS.MACHINE.LASERBATTLE
MENU SETTINGS.MACHINE.LAZARIAN
MENU SETTINGS.MACHINE.MALZAK1
MENU SETTINGS.MACHINE.MALZAK2
MENU SETTINGS.MACHINE.8550
MENU SETTINGS.MACHINE.8600
MENU SETTINGS.MACHINE.TYPERIGHT
Default: On
Hosts: Both
Guests: All
Remembered? Yes
Which machine you want to emulate.
Note that the Signetics TWIN expects a disk with an operating system
to be present at boot time. Therefore, a mostly blank disk with DOS
will be automatically created and inserted when changing to this
machine, so the machine can boot.
Contents | < Browse | Browse >
SOUND SUBMENU-------------------------------------------------------------
Settings|Sound|Enabled? Amiga-U
--------------
Settings|Sound|Adjust... Amiga-:
--------------
Settings|Sound|Ambient sounds? (none)
Settings|Sound|Filtered? (none)
Settings|Sound|Retune tones? (none)
--------------
Settings|Sound|AHI V4+ (none)
Settings|Sound|audio.device (none)
Menu: Settings|Sound|Enabled?
Type: Toggle
Shortcut: Amiga-U (Amiga), Ctrl+U or Mute or Alt,O,U,E (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SOUND.ENABLED
Default: On
Hosts: Both
Guests: All
Remembered? Yes
Sound output on/off.
Menu: Settings|Sound|Adjust...
Type: Modal subwindow
Shortcut: Amiga-:
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SOUND.ADJUST
Default: Disabled speech, 200 wpm, 110Hz pitch, male, natural, 11025
Hz (Amiga)
Disabled speech, medium rate, 8-bit, 11025 Hz (IBM PC)
Hosts: All
Guests: All
Remembered? Yes
You can set the global volume of the emulator, in the range of 0..8.
0 is silence, 4 is half volume, 8 is full volume.
You can also adjust speech parameters here. The speech feature
echoes output to the narrator.device (for AmiArcadia) or to the
SAPI text-to-speech engine (for WinArcadia).
WinArcadia: SAPI 5.1 is expected but other versions may also work.
You can change which voice is used (eg. Hazel or Zira) here. Note that
the voice selection in Windows Settings (for Windows 11, at least) is
for UWP ("Metro") apps, not for SAPI-based apps such as WinArcadia.
AmiArcadia: Most of the speech options require V37 of
narrator.device (from AmigaOS 2.04, or AmigaOS 3.9 BB3&4), and will
therefore be ghosted if you are using an earlier version (such as the
one(s) from AmigaOS 1.x). It is recommended that the voiced and
unvoiced volumes remain at 0 dB or less, to avoid clipping.
You need to have sound enabled and a non-silent volume selected for
speech to work, and of course speech must also be enabled.
You can also change the bit rate (8-bit or 16-bit) (WinArcadia only)
and sample rate here. This affects the actual sound emitted by the
emulator. It also affects generation of IFF 8SVX/16SV/AIFF/ANIM and
WAV files, when recording COR files. However, it does not affect tapes
nor speech. There is not really any perceptible difference from using
a higher bit rate or sample rate.
AmiArcadia: if "View|Status bar?" is ticked, an animated mouth will
be shown on the status bar (instead of the machine glyph) while
speaking.
Menu: Settings|Sound|Ambient sounds?
Type: Toggle
Shortcut: Alt,O,U,A
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SOUND.AMBIENT
Default: On
Hosts: Both
Guests: PIPBUG, BINBUG, TWIN, CD2650, coin-ops
Remembered? Yes
This enables output of ambient (ie. real-world) sound effects (ie.
noises audible to the user that are not emitted by the guest sound
hardware). (Of course, as with any other host sound output, you also
need also to have "Settings|Sound|Enabled?" on.)
This currently means:
* coin drop thuds;
* printer noises; and
* floppy disk drive noises.
Note that TWIN uses 8" floppy drives, which are always spinning
whilever the machine is running (unlike a 5.25" drive, which only
spins some of the time).
Menu: Settings|Sound|Filtered?
Type: Toggle
Shortcut: (none)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SOUND.FILTERED
Default: Use current state
Hosts: Amiga only
Guests: All
Remembered? Yes
You can toggle the Amiga low-pass audio filter from within AmiArcadia.
Generally the best results are obtained from having it enabled. Not
all Amigas are able to disable this filter: eg. A1000 and early A2000
cannot, A500, A1200 and later A2000 ("B2000") can.
Menu: Settings|Sound|Retune tones?
Type: Toggle
Shortcut: Alt,O,U,R (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SOUND.RETUNE
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, coin-ops, Pong and MIKIT
Remembered? Yes
Due to the way tone pitches are calculated, music can sound "off-key"
(out of tune) on the real machine. Enabling this option will slightly
alter the pitch of tones in an attempt to make them more "on-key"
(more melodious). Having this option off is more authentic. Note that
many if not most games actually sound better with this option turned
off.
Elektor: This option does not retune PSG tones (they generally don't
require adjustment anyway, as the desired pitch can be specified more
precisely than is the case with UVI/PVI tones).
Laser Battle and Lazarian: This option does not retune TMS tones. It
will retune PVI tones but the game never actually emits any PVI tones,
only TMS tones.
Menu: Settings|Sound|AHI V4+
Settings|Sound|audio.device
Type: Option
Shortcut: None
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SOUND.AHI
MENU SETTINGS.SOUND.PAULA
Default: audio.device (AmiArcadia for OS3)
AHI V4+ (AmiArcadia for OS4, AmiArcadia for MorphOS)
Hosts: AmiArcadia only
Guests: All
Remembered? Yes
You can use either the Audio Hardware Interface (AHI) V4 or later, or
audio.device, for sound output. audio.device is generally more authentic
(less filtering, etc.).
Contents | < Browse | Browse >
SPEED SUBMENU-------------------------------------------------------------
Settings|Speed|Adjust... Amiga-Shift-T
--------------
Settings|Speed|Paused? P
Settings|Speed|Autopause when inactive? (none)
--------------
Settings|Speed|Exactly 50/60 FPS? (none)
Settings|Speed|Limit refresh rate? (none)
Settings|Speed|Turbo? Amiga-T,
Alt-W, FFwd
--------------
Settings|Speed|NTSC Amiga-[
Settings|Speed|PAL Amiga-]
--------------
Settings|Speed|High priority (none)
Settings|Speed|Normal priority (none)
Settings|Speed|Low priority (none)
Menu: Settings|Speed|Adjust...
Type: Modeless subwindow
Shortcut: Amiga-Shift-T (OS3.2), ALT,O,P,J (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SPEED.ADJUST
Default: 100%
Hosts: Both
Guests: All
Remembered? Yes
Emulation speed:
You can adjust the speed of the overall emulation to any of the
following settings: 25%, 50%, 75%, 100%, 125%, 200%, 400%, 800%. The
current setting is shown on the titlebar. The value of the FPS gadget
is only updated once per second and is also averaged out over the last
second, so it may take a few seconds to reflect the current setting.
The actual change of the setting, however, is immediate.
When turbo mode is on, this is ignored; it only has effect when
turbo mode is off.
You can also increase the speed (by one slider "tick") by holding
Ctrl and pressing numeric plus, and can decrease it by holding Ctrl
and pressing numeric minus. The speed adjustment subwindow does not
need to be open for you to do this. Additionally, the emulation runs
at one frame per second while Ctrl-' is held down.
Obviously, your host machine might be too slow to achieve the
requested speed, but this is the target speed (ie. the speed the
emulator tries to achieve).
This is a host-side setting; ie. it does not overclock or
underclock the guest CPU.
Playing at slower than 100% speed disallows high score attempts.
Frame skipping:
1 shows every frame, 2 shows every 2nd frame, 3 shows every 3rd frame,
etc. Note that frame skipping can have some undesired synchronicity
effects with games which perform multiplexing. Eg. if you are only
showing every second frame and the game is only drawing a particular
enemy every second frame, the enemy might not be drawn at all.
Enabling demultiplexing can sometimes help with this problem. The
default is 1 (ie. show every frame).
"Increase frame skipping automatically as needed?": This option is
off by default. When it is enabled, the emulator will detect
situations where the host is struggling to keep up with the user's
desired speed, and will increase the frame skipping when this occurs.
Only after every 50 consecutive missed frames will the frame skipping
be increased, so in a marginal situation, where some frames are missed
and others are not, the emulator may err on the side of keeping the
frame skipping too low.
The emulator will not decrease the frame skipping under any
circumstances, so if the load on the host system decreases, or your
desired speed decreases, you can and should reduce the frame skipping
yourself.
The rightmost slider value is for infinite frame skipping (shown as
"1/11" in AmiArcadia). Ie. the screen will not be redrawn at all until
eg. you pause, or change the frame skipping to something else. This is
useful eg. for maximum performance while the machine is doing some
lengthy computation or disk access, The "Increase frame skipping
automatically as needed?" option will never increase the frame
skipping beyond 1/10.
Clock speed (PIPBUG/BINBUG/CD2650/Selbstbaucomputer only):
The authentic Selbstbaucomputer can be run in (very) slow motion, at
1 Hz (1 clock period per second). The default is to run at 1 MHz
(1,000,000 cycles per second).
BINBUG-based machines normally run at 1 MHz but the 2 MHz upgrade
was popular. The in-memory copy of ACOS is automagically patched to
the correct version for the CPU speed you are using.
The default is 1 MHz (PIPBUG/BINBUG/Selbstbaucomputer) or 1.18 MHz
(CD2650).
Baud rate (PIPBUG only):
The quoted baud rates assume the clock speed (see above) is set to 1
MHz. If running at 2 MHz, the actual baud rate will be twice as fast
as these.
The default is 110 baud.
Pixels per scanline (Arcadia/Interton/Elektor only):
You can adjust the number of pixels emulated per raster line,
within the range 192..227, by using the slider provided. This is
helpful for emulating bus contention and thus achieving more correct
graphics. Changing games, etc. will reset it to the default value
(which is 227 for most games). All pixels will always be drawn; this
merely affects the amount of work the CPU will do per line (1 CPU
cycle = 3 clock periods = 12 pixels).
Menu: Settings|Speed|Paused?
Debug|Break/Continue
Type: Toggle
Shortcut: P (Amiga, except for QWERTY-based guests),
Pause or ALT,O,P,D (IBM PC),
Play/Pause (both)
CLI Argument: (none)
Debugger: G (to unpause)
REXX: PAUSE and UNPAUSE or MENU SETTINGS.SPEED.PAUSED
Default: Off
Hosts: Both
Guests: All
Remembered? Yes
Changes to graphics options may not be shown until the machine is
unpaused. When CPU tracing is off, you can only pause between frames.
Menu: Settings|Speed|Autopause when inactive?
Type: Toggle
Shortcut: Alt,O,P,A (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SPEED.AUTOPAUSE
Default: Off
Hosts: Both
Guests: All
Remembered? Yes
If this is on, the emulator will pause whenever the main window
becomes inactive (ie. loses the input focus), if the emulator is
between frames.
Menu: Settings|Speed|Exactly 50/60 FPS?
Type: Toggle
Shortcut: Alt,O,P,X (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SPEED.EXACTSPEED
Default: Off
Hosts: Both
Guests: All
Remembered? Yes
When this is off (the default behaviour), the emulator attempts to
match the speed of the original system accurately. The original
systems do not necessarily generate exactly 50/60 frames per second;
thus neither will the emulator (eg. NTSC Arcadia actually runs at
60.1867202475031 FPS).
When this is on, the emulator instead will run at exactly 50 (PAL)
or 60 (NTSC) FPS. This may be helpful eg. to sync a host video card
running at exactly 50/60 FPS (or a multiple thereof) and thus avoid
screen tearing.
It is more authentic to have this setting turned off.
This only affects the real-world speed of the emulator, ie. it is
not detectable to the game.
Menu: Settings|Speed|Limit refresh rate?
Type: Toggle
Shortcut: Alt,O,P,R (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SPEED.LIMITREFRESHES
Default: On
Hosts: Both
Guests: All
Remembered? Yes
When on, the host screen will be refreshed no more than 50 (PAL) or
60 (NTSC) times per (real) second, no matter how fast the guest is
running. Of course, it only has an effect in turbo mode, or if the
speed setting is set to more than 100%.
When off, the host screen will be refreshed every time a guest
frame is emulated (assuming frame skipping is not in use).
You might want this on to get the game running even faster than
would be otherwise possible (because there is less workload for the
host). On the other hand, you might want it off to get the smoothest
possible screen updating. In some situations, when not using
demultiplexing, having "Limit refresh rate?" on might cause some or
all sprites to become invisible.
Menu: Settings|Speed|Turbo?
Type: Toggle
Shortcut: Alt-W (both),
Amiga-T or Fast Forward (Amiga),
Ctrl+T or Forwards or ALT,O,P,T (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: TURBO ON|OFF or SETTINGS.SPEED.TURBO
Default: Off
Hosts: Both
Guests: All
Remembered? Yes
When off, emulation speed is limited to 50 (PAL) or 60 (NTSC)
frames per second. When on, the emulator runs as fast as possible.
Menu: Settings|Speed|NTSC
Settings|Speed|PAL
Type: Option
Shortcut: Amiga-[ (Amiga NTSC)
Amiga-] (Amiga PAL)
Ctrl+[ or ALT,O,P,N (IBM PC NTSC)
Ctrl+] or ALT,O,P,P (IBM PC PAL)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SPEED.NTSC
MENU SETTINGS.SPEED.PAL
Default: NTSC for Arcadia and CD2650
PAL for all others
Hosts: Both
Guests: Arcadia and Pong
Remembered? Yes
NTSC (approx. 60 FPS) or PAL (approx. 50 FPS) mode.
For Arcadia, as well as adjusting the speed, it toggles between
emulation of the Signetics 2621 (PAL) and 2622 (NTSC) USG (Universal
Sync Generator) chips, and changes the pitch of the emitted UVI sound
(NTSC is higher-pitched than PAL by about 0.8%).
For Pong machines, as well as adjusting the speed, it toggles
between emulation of the AY-3-8500 (NTSC) and AY-3-8500-1 (PAL) chips;
therefore it affects the size and positions of some game elements.
Menu: Settings|Speed|High priority
Settings|Speed|Normal priority
Settings|Speed|Low priority
Type: Option
Shortcut: ALT,O,P,H (High)
ALT,O,P,O (nOrmal)
ALT,O,P,L (Low)
CLI Argument: PRI=<pri> (AmiArcadia only)
Debugger: (none)
REXX: MENU SETTINGS.SPEED.HIGH
MENU SETTINGS.SPEED.NORMAL
MENU SETTINGS.SPEED.LOW
Default: Normal priority
Hosts: IBM PC only
Guests: All
Remembered? Yes
For WinArcadia, you can use these menu items to adjust the priority of
the emulator relative to other programs running on the host IBM PC.
For AmiArcadia, these menus items are not present, but you can
adjust the emulator's priority at startup using the PRI keyword as a
CLI argument, and can also adjust it from the "Help|About
AmiArcadia..." subwindow.
Contents | < Browse | Browse >
SPRITES SUBMENU-----------------------------------------------------------
Settings|Sprites|Collisions? Amiga-L
----------------
Settings|Sprites|Multiplex (none)
Settings|Sprites|Transparent (none)
Settings|Sprites|Opaque (none)
Menu: Settings|Sprites|Collisions?
Type: Toggle
Shortcut: Amiga-L (Amiga), Ctrl+L or Alt,O,S,C (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SPRITES.COLLISIONS
Default: On
Hosts: Both
Guests: Arcadia, Interton, Elektor, coin-ops and Pong
Remembered? Yes
Enables sprite-sprite and sprite-background collision detection. Note
that some games use other methods to detect collisions.
Turning off collision detection disallows high score attempts.
Menu: Settings|Sprites|Multiplex
Type: Toggle
Shortcut: Alt,O,S,M (IBM PC)
Alt,O,S,T (IBM PC)
Alt,O,S,O (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.SPRITES.DEMULTIPLEX
Default: Opaque
Hosts: Both (Multiplex)
WinArcadia only (Transparent)
Both (Opaque)
Guests: Arcadia, Interton and Elektor
Remembered? Yes
This enables sprite demultiplexing and PDG/UDG demultiplexing.
Multiplexing is arguably the most authentic; the emulator will not
attempt any demultiplexing of the sprites.
Opaque sprite demultiplexing retains the sprite images from one or
more previous frames to prevent flickering. The number of previous
frames to retain and which sprites are to be demultiplexed is game-
dependent and not user-adjustable.
PDG/UDG demultiplexing works in a similar way but affects the
backgrounds.
Transparent multiplexing is like opaque multiplexing except that the
sprite colour is blended (averaged) with the background colour, giving
a perceived sprite colour the same as what you would get with the
"Settings|Sprites|Multiplex" option but without the flickering.
Contents | < Browse | Browse >
TRAINERS SUBMENU----------------------------------------------------------
Settings|Trainers|Infinite lives? (none)
Settings|Trainers|Infinite time/ammo? (none)
Settings|Trainers|Invincibility? (none)
-----------------
Settings|Trainers|Skip level Amiga-~
Menu: Settings|Trainers|Infinite lives?
Type: Toggle
Shortcut: Alt,O,T,L (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.TRAINERS.CHEATLIVES
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor and coin-ops
Remembered? Yes
This is different to the "Settings|Trainers|Invincibility?" option
because you will still die as normal, but will never run out of
lives.
This is currently supported for these Arcadia games:
* 3D Attack
* Alien Invaders
* Astro Invader
* Breakaway
* Cat Trax
* Circus
* Crazy Climber
* Crazy Gobbler
* Doraemon
* Dr Slump
* Escape
* Frogger
* Funky Fish
* Hobo
* Journey
* Jump Bug
* Jungler
* Kotonoha Tower
* Mobile Soldier Gundam
* Nibblemen
* Parashooter
* Pleiades
* R2D Tank
* Red Clash
* Robot Killer
* Route 16
* Space Attack & Space War
* Space Buster
* Space Raiders
* Space Squadron
* Space Vultures
* Spiders
* Super Bug 1 & 2
* Super Dimension Fortress Macross
* Super Gobbler
* Tanks a Lot
* The End
* Turtles/Turpin
and these Interton games:
* Circus
* Come Come
* Come-Frutas
* Crazy Crab
* Invaders
* Laser Attack
* Leapfrog
* Monster Man
* Munch & Crunch
* Super Knockout
and these Elektor games:
* Breakout
* Bursting Balloons
* Cosmic Adventure
* Pinball
* Submarines & Racing (racing)
and all coin-ops.
Note that it is different to eg. the Laser Battle
"infinite lives" DIP switch (although it has the same effect).
Menu: Settings|Trainers|Infinite time/ammo?
Type: Toggle
Shortcut: Alt,O,T,T (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.TRAINERS.CHEATTIME
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor, PIPBUG, BINBUG and coin-ops
Remembered? Yes
This is used for infinite time, energy, fuel or ammunition.
It is currently supported for these Arcadia games:
* 2D Soccer (time)
* 3D Attack (time)
* 3D Soccer (time)
* Akane's Home Run (swings)
* Alien Invaders (time)
* Basketball (time)
* Boxing (time)
* Dr Slump (energy/fuel)
* Escape (time)
* Frogger (time)
* Funky Fish (energy/fuel)
* Golf (swings)
* Ika Nashi No Tami Muke Toon 3 (time)
* Jump Bug (time)
* Missile War (ammo)
* Monaco Grand Prix (time)
* Robot Killer (time)
* Turtles/Turpin (energy/fuel)
* Space Attack (time)
* Space Mission (time)
* Space Raiders (energy/fuel)
* Super Bug 1 & 2 (time)
* Super Dimension Fortress Macross (time)
and these Interton games:
* Air/Sea Attack (ammo)
* Air/Sea Battle (ammo)
* Boxing aka Prizefight (time)
* Crazy Crab (time)
* Golf (swings)
* Hunting (ammo+time)
* Labyrinth aka Maze aka Super Maze (time)
* Leapfrog (time)
* Mathematics 1 & 2 (time)
* Munch & Crunch (energy)
* Shooting Gallery (ammo+time)
* Space War (time)
* Super Invaders (time)
and these Elektor games:
* Amazone (time/energy)
* Car Races (time)
* Cosmic Adventure (time)
* Enterprise 3 (time)
* Helicopter (time)
* Hunting (Jagen) (ammo+time)
* Mazes (time)
* Mathematics 1 (time)
* Moonlanding for 1 & 2 (time)
* Rocket Shooting (time)
* Space Battle (Raumschlacht) (time)
* Space Shoot-Out (time)
* Submarines & Racing (submarines) (time)
* Tiny Tim (time)
* UFO Shooting (ammo)
and this PIPBUG game:
* Astro Trek (time)
and these BINBUG games:
* Adventure (oil)
* Astro Trek (time)
* Target (time)
and all coin-ops.
Menu: Settings|Trainers|Invincibility?
Type: Toggle
Shortcut: Alt,O,T,I (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.TRAINERS.INVINCIBILITY
Default: Off
Hosts: Both
Guests: Arcadia, Interton, Elektor and coin-ops
Remembered? Yes
This is different to the "Settings|Trainers|Infinite lives?" option
because you will not die in the first place. It is still possible to
run out of time, unless you also use the "Settings|Trainers|Infinite
time/ammo?" option.
This is currently supported for these Arcadia games:
* 3D Attack
* Alien Invaders
* Crazy Gobbler
* Escape
* Frogger
* Funky Fish
* Hobo
* Journey
* Jump Bug
* Pleiades
* Red Clash
* Robot Killer
* Space Attack & Space War
* Space Buster
* Space Raiders
* Space Squadron
* Super Bug 1 & 2
* Tanks a Lot
* Turtles/Turpin
and these Interton games:
* Head On
* Laser Attack
* Munch & Crunch
and these Elektor games:
* Aggressor
* Asteroids
* Attack from Space
* Car Races
* Chicken Crossing the Road
* Circledrive
* Moonlanding for 1 & 2
* Omega Landing
and all coin-ops.
Note that it is different to eg. the "Sprites|Collisions?" option
(although it may have the same effect). So if your game is not on the
list above, try "Sprites|Collisions?".
Menu: Settings|Trainers|Skip level
Type: Command
Shortcut: Amiga-~ (Amiga), Ctrl+Shift+` or Alt,O,T,S (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.TRAINERS.SKIPLEVEL
Default: n/a
Hosts: Both
Guests: Arcadia, Astro Wars and Galaxia only
Remembered? n/a
Skips ahead to the next level of the game. It is only intended to be
used while actually playing the game; ie. using this command while on
the title screen, demo mode, game over screen, etc. will not work
properly and will confuse the game.
Note that this feature will not work correctly with COR files
(gameplay recordings), nor with netplay.
This is currently supported for these Arcadia games:
* 3D Attack
* Breakaway
* Cat Trax
* Crazy Gobbler
* Escape
* Funky Fish
* Hobo
* Jump Bug
* Monaco Grand Prix
* Nibblemen
* Red Clash
* Robot Killer
* Space Attack & Space War
* Spiders
* Super Bug 1 & 2
* Super Gobbler
* Turtles/Turpin
and these coin-ops:
* Astro Wars (only certain levels are skippable)
* Galaxia
Contents | < Browse | Browse >
VDU SUBMENU---------------------------------------------------------------
Settings|VDU|Elekterminal (none)
Settings|VDU|Low Cost VDU (32-column) (none)
Settings|VDU|Low Cost VDU (64-column) (none)
Settings|VDU|Radio Bulletin (none)
Settings|VDU|SVT-100 (none)
Settings|VDU|VT100 (none)
------------
Settings|VDU|ASCII (none)
Settings|VDU|Chessmen (none)
Settings|VDU|Lowercase (none)
Menu: Settings|VDU|Elekterminal
Settings|VDU|Low Cost VDU (32-column)
Settings|VDU|Low Cost VDU (64-column)
Settings|VDU|Radio Bulletin
Settings|VDU|SVT-100
Settings|VDU|VT100
Type: Option
Shortcut: Alt,O,V,E (Elekterminal) (IBM PC)
Alt,O,V,3 (32-column LCVDU) (IBM PC)
Alt,O,V,6 (64-column LCVDU) (IBM PC)
Alt,O,V,R (Radio Bulletin) (IBM PC)
Alt,O,V,S (SVT-100) (IBM PC)
Alt,O,V,V (VT100) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.VDU.ELEKTERMINAL
MENU SETTINGS.VDU.NARROW
MENU SETTINGS.VDU.WIDE
MENU SETTINGS.VDU.RADIOBULLETIN
MENU SETTINGS.VDU.SVT100
MENU SETTINGS.VDU.VT100
Default: Low Cost VDU (64-column)
Hosts: Both
Guests: PIPBUG only
Remembered? Yes
You can choose between the Elektor Elekterminal, the EA/ETI Low Cost
VDU, the Radio Bulletin VDU, the Electronics Australia SVT-100 and the
Digital Equipment Corporation (DEC) VT100.
The Elekterminal emulation includes the expansion to 4 pages (64
rows) of text. You can scroll the viewport by one page (16 rows) at a
time with PgUp and PgDn, or by one row at a time with cursor up and
down. Note that the terminal scrolls when the appropriate character
codes are emitted to the screen, not when they are input (so therefore
scrolling will not work whilever the game is not echoing user input
to the screen).
The real Low Cost VDU is a 64-column, 16-row device. However, since
some games expect a 32-column display, a hypothetical 32-column Low
Cost VDU (still with 16 rows) can also be emulated. In this mode, not
all of the LED digits can be displayed (plane pitch and plane roll
displays are omitted).
For the Radio Bulletin VDU, the National Semiconductor DM8678 CAB
and CAH character sets are both supported, so lowercase is possible.
(The real project only had the CAB character set and was thus
uppercase only.
The VT100 emulation provides 80 columns and 24 rows. Not all
features of the VT100 are emulated, just the character set.
Menu: Settings|VDU|ASCII
Settings|VDU|Chessmen
Settings|VDU|Lowercase
Type: Option
Shortcut: Alt,O,V,A (ASCII) (IBM PC)
Alt,O,V,C (chessmen) (IBM PC)
Alt,O,V,L (lowercase) (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU SETTINGS.VDU.ASCII
MENU SETTINGS.VDU.CHESSMEN
MENU SETTINGS.VDU.LOWERCASE
Default: Lowercase
Hosts: Both
Guests: CD2650 only
Remembered? Yes
This changes the character set in use.
Contents | < Browse | Browse >
HELP MENU-----------------------------------------------------------------
Help|Game information... Amiga-&
Help|Host gamepad(s)/mouse... Amiga-G
Help|Host keyboard... Amiga-K
----
Help|Opcodes... Amiga-Shift-U
Help|Coding Guide... Amiga-Shift-V
Help|Gaming Guide... Amiga-Shift-W
----
Help|Manual... Amiga-Shift-X
----
Help|Check for updates... Amiga-Shift-Y
----
Help|About ReAction... (none)
Help|About Ami/WinArcadia... Amiga-?
Menu: Help|Game information...
Type: Modeless subwindow
Shortcut: Amiga-& (Amiga), Ctrl+Shift+7 or Alt,H,I (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU HELP.GAMEINFO
Default: n/a
Hosts: Both
Guests: All
Remembered? n/a
This will show the "Game Information" window for the currently loaded
game. The game must have been loaded with autosense enabled.
As a general rule, where a game has been patched, the patcher is
credited rather than the original coder. The "machine" shown is from
a technical point of view and thus does not correlate to actual game
releases from specific publishers. The CRC32/64 and size shown
correspond to the original AOF/BIN/ROM/TVC of the game, even for COS/
COR/etc. files.
For some games, the emulator can show the keys used by the game and
the purposes of each.
Always, the 1st..4th firebutton assignments are indicated with the
appropriate colour (according to the relevant CD³² button). Ie. red
for 1st, blue for 2nd, green for 3rd and yellow for 4th firebutton.
If you hover the mouse over a button, extra information about that
button will pop up.
"Show|Gaming Guide... Amiga-Shift-W
----
Help|Manual... Amiga-Shift-X
----
Help|Check for updates... Amiga-Shift-Y
----
Help|About ReAction... (none)
Help|Aboion.
For some games, an Emerson- or Interton-style box scan (sourced from
the LaunchBox project) will be shown. Note that many of the "Emerson"
boxes are fake, eg. no Emerson Arcadia 2001 release of Super Bug ever
occurred. If your view in the "Peripherals|Controls..." subwindow is
MPT-03, and an MPT-03 box exists for the game, the MPT-03 box will be
shown instead of the Emerson box.
Arcadia: For WinArcadia, if "Show Palladium keys?" is off, the
actual MPT-03 overlay imagery for the game will be shown behind the
overlay gadgets. Unfortunately the quality of some of this imagery is
poor due to the poor quality photos/scans they were created from. For
some games, there is no imagery of the MPT-03 overlay currently
available. (If you can help, please get in contact!) Some others (eg.
Funky Fish) were never released for MPT-03.
Menu: Help|Host gamepad(s)/mouse...
Type: Modeless subwindow
Shortcut: Amiga-G (Amiga), Ctrl+G or Alt,H,P (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU HELP.HOSTPADS
Default: n/a
Hosts: Both
Guests: Arcadia, Interton, Elektor, coin-ops and Pong
Remembered? n/a
This will show a diagram of the host gamepads. The gamepad is viewed
from above; therefore the "lower" row of shoulder buttons is shown
above the "upper" row. For AmiArcadia, the gamepads shown are standard
CD32 gamepads. For WinArcadia, the gamepads shown are actual
photographs of the Gameware USB Rumble Control and/or Logitech Dual
Action gamepad. See here for diagrams of these.
The three mouse buttons are also shown.
You can view this in three ways:
"View as guest keys": The ordinary guest names for the keys are
shown.
"View as host keys": The ordinary host names for the keys are
shown.
"View as overlays": The game-specific overlays for the currently
loaded game are shown.
See here for an explanation of the colour coding
scheme used.
This command is only for viewing the layout, not editing it. To
actually change which host buttons are mapped to which guest buttons,
you should use the "Settings|Input|Rearrange gamepad buttons..."
command (WinArcadia only).
Gamepad buttons which are currently pressed are shown in orange.
This is the case even when there is no host gamepad assigned to that
guest controller. Input via other methods (eg. keyboard) will not
be shown.
Note that the upper row of shoulder buttons are shown below the
lower row.
For AmiArcadia, you can choose between viewing a Commodore Amiga
CD³² gamepad or a Sega Megadrive/Genesis gamepad. The Megadrive
assignments shown are the default ones for a six-button gamepad via
the Amega32 (sic) Gamepad Adapter (eg. see
https://www.amiga-shop.net/en/Amiga-Hardware/Amiga-classic-hardware/
Amega-32-Mega-Drive-Gamepad-to-AmigaCD32-adapter::1175.html
).
Mouse/trackball buttons which are currently pressed are shown in
orange, if a host mouse/trackball is assigned to a guest controller.
Input via other methods (eg. keyboard) will not be shown.
If the buttons are greyed out, you need to assign the host
gamepad(s) to a guest controller, using the "Peripherals|Left
controller »" and/or "Peripherals|Right controller »" submenus.
You can control the gamepads and mouse by clicking the appropriate
buttons with the left mouse button.
Menu: Help|Host keyboard...
Type: Modeless subwindow
Shortcut: Amiga-K (Amiga), Ctrl+K or Alt,H,K (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: OPENKEYBOARD or MENU HELP.HOSTKYBD
Default: n/a
Hosts: Both
Guests: All
Remembered? No
This will show a diagram of the host keyboard. You can view this in
three ways:
"View as guest keys": The ordinary guest names for the keys are
shown. If two or more guest keys are mapped to a single host key, "#"
is shown.
"View as host keys": The ordinary host names for the keys are
shown.
"View as overlays": The game-specific overlays for the currently
loaded game are shown. If two or more guest keys are mapped to a
single host key, "#" is shown.
Note that generally only keys that "exist" on the current guest are
shown (eg. for Selbstbaucomputer, the console keys (START, etc.),
paddle directions and x1-x4 keys are not shown).
See here for an explanation of the colour coding
scheme used.
This command is only for viewing the layout, not editing it. To
actually change which host keys are mapped to which guest buttons, you
should use the "Settings|Input|Redefine keys..." command.
For WinArcadia, you can choose whether to view the host keyboard as
an Amiga 600 (A600) keyboard, as an Amiga 1000 (A1000) keyboard, or as
another Amiga (ie. A500/500+/1200/1500/2000/2500/3000/4000) keyboard.
The default is "Other Amiga".
For WinArcadia, you can choose whether to view the host keyboard as
a desktop-style or netbook-style keyboard. The netbook-style keyboard
layout is based on the Acer AspireOne D255E netbook. The default is
desktop-style.
For QWERTY-based machines (PIPBUG, BINBUG, CD2650, PHUNSY,
Type-right), the "guest keyboard" and "overlays" views are always the
same. Hovering over a key will show the guest ASCII code that it
transmits when shifted, etc. Note that if the "Settings|Input|Host
keyboard layout" option is in use, the "guest keyboard" and "overlays"
views will show the host keys (otherwise they show the guest keys).
You can click on a button to "press" the corresponding key. Keys
which are currently pressed are shown in orange. This is the case even
when the host keyboard is not assigned to any guest controller. Input
via other methods (eg. gamepad) will not be shown.
Menu: Help|Opcodes...
Type: Modeless subwindow
Shortcut: Amiga-Shift-U (OS3.2), Alt,H,O (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU HELP.OPCODES
Default: n/a
Hosts: Both
Guests: All except Pong and Type-right
Remembered? No
This opens a subwindow showing all of the opcodes and their associated
mnemonic, for the current notation and CPU. If you hover the pointer
over an opcode, additional information is shown in a tooltip. You can
also click on an opcode to open the corresponding page of the CPU
manual from the website.
The colour scheme used is based on the documentation of Manfred
Saliger's Elektor assembler, and is as follows:
Red arithmetic, transfer
Blue input/output, Program Status Word, mixed
Green branch
Yellow special (shown as red in Saliger assembler docs)
Purple illegal
The "Condition code" field assumes the primary operation of the
instruction has already completed.
In the "Flags read" and "Flags written" fields, RASn and IAR/PC
are not shown, but the rules for them are as follows:
* RASn are read/written by instructions that read/write the SP,
except in the case of PSU-related instructions.
* IAR/PC is written by all branch instructions. It is read by all
relative and subroutine branch instructions.
A number in parenthesis (eg. "12(+6)") in the "duration" field means
that indirect addressing is possible for that instruction. If indirect
addressing is used, and the indirect branch is actually taken, the
instruction will require an extra 6 clocks.
Menu: Help|Coding Guide...
Type: Modeless subwindow
Shortcut: Amiga-Shift-V (OS3.2), Alt,H,C (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU HELP.CODINGGUIDE
Default: n/a
Hosts: All
Guests: All except Pong and Type-right
Remembered? No
Goes to the relevant Coding Guide at the Emerson Arcadia 2001 Central
website.
For AmiArcadia, you need OpenURL.library for this command.
Obviously, you will need a TCP/IP stack and an installed web browser
for this.
Menu: Help|Gaming Guide...
Type: Modeless subwindow
Shortcut: Amiga-Shift-W (OS3.2), Alt,H,G (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU HELP.GAMINGUIDE
Default: n/a
Hosts: All
Guests: All except Pong
Remembered? No
Goes to the relevant Gaming Guide at the Emerson Arcadia 2001 Central
website. If the game was autosensed, and there is game-specific help
available for your game, you will be taken directly to that help
(otherwise just to the top of the page).
For AmiArcadia, you need OpenURL.library for this command.
Obviously, you will need a TCP/IP stack and an installed web browser
for this.
For Type-right, this will take you to the user manual aka course
book.
Menu: Help|Manual...
Type: Modeless subwindow
Shortcut: Amiga-Shift-X (OS3.2), Alt,H,M (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU HELP.MANUAL
Default: n/a
Hosts: Both
Guests: All
Remembered? No
Opens the AmiArcadia.guide or WA.HTM file in your web browser.
Menu: Help|Check for updates...
Type: Modal subwindow
Shortcut: Amiga-Shift-Y (OS3.2), Alt,H,U (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU HELP.UPDATE
Default: n/a
Hosts: Both
Guests: All
Remembered? No
Checks the Amigan Software website to determine whether or not a newer
version of the emulator is available; if so, takes you to the website
so you can download it.
Note that the http://amigan.1emu.net website is having technical
issues at the time of writing. We suggest also visiting
http://amigan.yatho.com to check for updates.
Menu: Help|About ReAction...
Type: Modal subwindow
Shortcut: (none)
CLI Argument: (none)
Debugger: (none)
REXX: MENU HELP.REACTION
Default: n/a
Hosts: Amiga only
Guests: All
Remembered? No
Shows information about the ReAction classes that are currently opened
by AmiArcadia.
Menu: Help|About Ami/WinArcadia...
Type: Modal subwindow
Shortcut: Amiga-? (Amiga), Ctrl+Shift+/ or Alt,H,A (IBM PC)
CLI Argument: (none)
Debugger: (none)
REXX: MENU HELP.ABOUT
Default: n/a
Hosts: Both
Guests: All
Remembered? No
For AmiArcadia, you can change these settings from this window:
* which clipboard unit is used for copy and paste (default is 0);
* the priority of AmiArcadia (default is 0); and
* which screen AmiArcadia is running on (default is the default public
screen, normally Workbench). The "public screen name" is the name of
the public screen upon which AmiArcadia is currently running. You
can choose a different screen for AmiArcadia to jump to. This will
not happen until you close the "About AmiArcadia" window.
Contents | < Browse | Browse >
RETROACHIEVEMENTS MENU---------------------------------------------------- This menu manages various aspects of the RetroAchievements subsystem, via the RAIntegration library. See https://retroachievements.org for more information. This menu is only ever unghosted for Arcadia, Interton and Elektor (as they are the only guests supported by RetroAchievements). Accessing this menu will automatically turn on the RetroAchievements subsystem (the same as ticking the "Tools|RetroAchievements?" menu item) if necessary. See here for the troubleshooter if you are experiencing any problems with RetroAchievements.
Contents | < Browse | Browse >
CONTROLLERS---------------------------------------------------------------
Emerson Arcadia 2001:
The genuine consoles have four buttons on the console itself (START, A, B,
RESET). There are also two semi-detachable "hand controllers". Each of
these controllers has a "paddle" (analog-style joystick) and a "keypad" of
12, 14 or 16 buttons. Only the Dictionary program (and the MUSIC.BIN
homebrew example) make use of the extra buttons of the 16-button
controller.
Note that on some variants the A button is called the SELECT button and
the B button is called the "OPTION" button.
Interton VC 4000:
The genuine consoles have three buttons on the console itself (START,
SELECT, RESET). There are also two semi-detachable "hand controllers".
Each of these controllers has a "paddle" (analog-style joystick) and a
"keypad" of 12 buttons.
The 14-button (MPT-03-style) keypad layout is arranged and named as
follows, the same as an MPT-03:
2 2 You will observe that there are three buttons which all
1 2 3 produce the same "scancode"; ie. they do the same thing;
4 5 6 it is impossible for the guest machine (ie. the game)
7 8 9 to differentiate between them.
Cl 0 En
2: 2/Fire
Cl: Clear
En: Enter
Elektor TV Games Computer:
There are these keys, and 2 paddles:
.UC.. RCAS. WCAS. ..C.. ..D.. ..E.. ..F..
START BP1/2 .REG. ..8.. ..9.. ..A.. ..B..
.LC.. .PC.. .MEM. ..4.. ..5.. ..6.. ..7..
RESET ..-.. ..+.. ..0.. ..1.. ..2.. ..3..
QWERTY-based machines (PIPBUG, BINBUG, CD2650, PHUNSY, Type-right):
The emulator passes most keyboard input to the guest. Only keyboard is
supported. Remapping is not possible.
The keyboards that are/were typically used with these machines are
slightly different from a standard IBM PC/Amiga keyboard:
Host Keystroke(s) Host Guest
Shift-2 @ "
Shift-6 ^ &
Shift-7 & '
Shift-8 * (
Shift-9 ( )
Shift-0 ) *
' ' @
Shift-' " ^
AmiArcadia: You cannot use "P" as a shortcut for pause/unpause for these
machines. (Access to that functionality via the menu or toolbar is still
possible.)
WinArcadia: If you hold down the Menu key (located next to the right
Ctrl key on most keyboards) while typing, you will generate high ASCII
characters. These are displayed by PIPBUG as blinking or half-intensity
characters, depending on the status of the "Settings|Graphics|Blinking
cursor?" toggle.
WinArcadia: When running in French or German you will get AZERTY or
QWERTZ (respectively) layouts instead of QWERTY.
Signetics Instructor 50:
The left side of the machine has these LED indicators and toggle switches:
I7 I6 I5 I4 I3 I2 I1 I0 I8
T7 T6 T5 T4 T3 T2 T1 G0 I9
MEMORY 0FFF DIRECT
EXTENDED T8 I/O PORT 07 T9
NON-EXT DATA PORT INDIRECT
where I0..I9 are LED indicators, and T0..T9 are toggle switches.
I8 is the "RUN" LED indicator.
I9 is the "FLAG" LED indicator.
T8 is the "PARALLEL I/O" toggle switch.
T9 is the "INTERRUPTS" toggle switch.
The right side of the machine has these keys:
------Left Keypad------ ---------Right Keypad----------
.SENS.. .WCAS.. .BKPT.. ...C... ...D... ...E... ...F...
..INT.. .RCAS.. ..REG.. ...8... ...9... ...A... ...B...
..MON.. .STEP.. ..MEM.. ...4... ...5... ...6... ...7...
..RST.. ..RUN.. ENT NXT ...0... ...1... ...2... ...3...
The underside of the machine has this jumper:
A.C. LINE * KEYBOARD
There are no paddles.
To view the row of 8 parallel LEDs, the RUN indicator and the FLAG
indicator (and of course the keys and segmented LED display), you can use
the "Peripherals|Controls..." command.
To view and/or alter the row of 8 parallel toggle switches, the
Interrupts toggle, the Interrupt Selector toggle and the Parallel I/O mode
toggle, you can use the "Peripherals|DIP switch editor..." command.
Malzak:
\|/
-+- ..1UP.. ..2UP..
/|\ .Fire.
Digital joystick
C
o
i
n
Both players use the same joystick and firebutton, in alternating order.
Malzak 2 also has a test switch (presumably inside the cabinet) with 4
positions. These positions are:
1 normal play
2 ?
3 ?
4 change settings ("initials shoot", "Malzak version" and "Continue
option" can be changed).
The test switch is only checked at boot time (at the end of the "O.K."
sequence) (eg. if you change it later to position 4, you need to reset the
game to actually access the "change settings" screen). After changing
settings, you need to wait and then the title screen will be displayed.
Malzak 2 has non-volatile RAM to store the high scores, test switch
position and settings. This is automatically loaded to/from the
MALZAK2.NVR file as necessary.
Malzak 2 is able to be configured (via the "change settings" screen) to
run as "version one", ie. Malzak 1 mode. This is similar to but not
identical to the proper Malzak 1 emulation (eg. "version one" has a blue
status box whereas the proper Malzak 1 has a yellow status box). The
proper Malzak 1 emulation is selected by choosing the "Settings|Machine|
Malzak 1" menu item.
Astro Wars and Galaxia:
..Lt.. ..Rt.. .Fire. ..1UP.. ..2UP..
C C
o o
i i
n n
. .
A B
Apparently there are also another three buttons for p2's left/right/fire?
Coin slot A is always the more generous one.
There are also various DIP switches.
Selbstbaucomputer:
The guest keyboard looks like this:
...C... ...D... ...E... ...F... ..CMD.. .FLAG..
...8... ...9... ...A... ...B... ..RUN.. ..MON..
...4... ...5... ...6... ...7... ..GOTO. ..PC...
...0... ...1... ...2... ...3... ..RST.. ..NXT..
By default, these are mapped to these host keys (on WinArcadia):
...a1.. ...a2.. ...a3.. .NumLk. ...n/.. ...n*..
...Q... ...W... ...E... ...n7.. ...n8.. ...n9..
...A... ...S... ...D... ...n4.. ...n5.. ...n6..
...Z... ...X... ...C... ...n1.. ...n2.. ...n3..
Guest-Host Mapping
This is the default mapping. You can change these key assignments by using
the {"Settings|Input|Redefine keys... command" link Sett}.
F1: 'START' (Arcadia/Interon/Elektor)
or 'SENS' (Instructor 50)
or '1UP' (coin-ops)
F2: 'A' (Emerson Arcadia 2001)
or 'SELECT' (Interton VC 4000)
or 'UC' (Elektor TV Games Computer)
or 'INT' (Instructor 50)
or '2UP' (coin-ops)
F3: 'B' (Emerson Arcadia 2001)
or 'LC' (Elektor TV Games Computer)
or 'MON' (Instructor 50)
or 'Coin A' (coin-ops)
F4: 'RESET' (Elektor TV Games Computer) (RESET key)
or 'RST' (Instructor 50)
or 'Coin B' (Zaccaria)
F5, Alt-R: 'RESET' (reset to game)
Amiga-, Shift+F5: 'RESET' (jump to BIOS)
Elektor and Instructor: The F4 reset merely sets the appropriate bit in
the key matrix corresponding to the RESET button; it is up to the game to
act on this.
The F5 reset ("reset to game") merely causes the IAR (program counter)
to be reset to the start of the game; ie. the game is restarted.
The "jump to BIOS" merely causes the IAR to be reset to the start of
the monitor (ie. BIOS) ROM.
--Player 1-- --Player 2-- --Player 2--
(both) (AmiArcadia) (WinArcadia)
UL UpUR U I O U I O
\|/ \|/ \|/
Lt-+-Rt J-+-L J-+-L
/|\ /|\ /|\
DL DnDR M K a. M K a.
a1 a2 a3 n( n) n/ nL n/ n* Emerson/Elektor-style
Q W E n7 n8 n9 n7 n8 n9
A S D n4 n5 n6 n4 n5 n6
Z X C n1 n2 n3 n1 n2 n3
a2 a2 n) n) n/ n/ MPT-03/Interton-style
a1 a2 a3 n( n) n/ nL n/ n*
Q W E n7 n8 n9 n7 n8 n9
A S D n4 n5 n6 n4 n5 n6
Z X C n1 n2 n3 n1 n2 n3
a2 n) n/ Palladium-style
a4 R F n* n- n+ n- n+ nE
a1 V a3 n( nE n/ nL n. n*
Q W E n7 n8 n9 n7 n8 n9
A S D n4 n5 n6 n4 n5 n6
Z X C n1 n2 n3 n1 n2 n3
a: alphanumeric
n: numeric
NL: NumLock
nE: numeric ENTER
n.: numeric . (dot, full stop)
The Peripherals|Controls... command is useful.
Using joysticks and gamepads
The joystick/gamepad directions are mapped to the paddle directions as
you would expect.
Here are the WinArcadia joystick/gamepad assignments.
This diagram is based on the Logitech Dual Action gamepad:
7 8 5-8 are shoulder buttons
5 6 5-6 are upper
/-----------------------------\ 7-8 are lower
| D 9 10 4 |
/ DDDDD 1 3 \
| D M m 2 |
/ \
| /---\ /---\ |
/ | 11|-------| 12| \
| /\---/ \---/\ |
/ / \ \
| / \ |
+-------+ +-------+
And this diagram is based on the Gameware USB Rumble Control Pad
(this is what is used by the "Help|Host Gamepads/Mouse..." subwindow):
6 8 5-8 are shoulder buttons
5 7 5 and 7 are upper
/-----------------------------\ 6 and 8 are lower
| D T C 2 |
/ DDDDD 9 p 10 1 4 \ 11 and 12 only work when
| D t 3 | ANALOG LED indicator is
/ m \ lit
| /---\ M /---\ |
/ | 11|-------| 12| \
| /\---/ \---/\ |
/ / \ \
| / \ |
+-------+ +-------+
D = D-pad
(for Logitech, at all times)
(for Gameware, only when ANALOG LED indicator is unlit)
M = MODE (Logitech) or ANALOG (Gameware) button
m = MODE (Logitech) or ANALOG (Gameware) LED indicator
p = POWER LED indicator (Gameware only)
T = TURBO (ie. autofire on) button (Gameware only)
t = TURBO (ie. autofire on) LED indicator (Gameware only)
C = CLEAR turbo (ie. autofire off) button (Gameware only)
c = CLEAR turbo (ie. autofire off) LED indicator (Gameware only)
11 = button 11 (for Gameware, only when ANALOG LED indicator is lit)
and left analog stick
12 = button 12 (for Gameware, only when ANALOG LED indicator is lit)
and right analog stick
If your gamepad has an analog mode (ie. thumb stick), we suggest making
use of it, as the real Arcadia/Interton/Elektor have analog joysticks.
Using these gamepads natively under WinArcadia:
Host control Guest control
1 1st firebutton
2 2nd firebutton
3 3rd firebutton
4 4th firebutton
5 A/SELECT/UC
6 B/-/LC
7 Autofire on/off
8 Pause/unpause
9 Hard RESET
10 START
11 1st firebutton
12 1st firebutton
D-pad buttons Paddle directions (when MODE is lit)
Left analog stick Paddle directions (when MODE is unlit)
Right analog stick Same as 1/2/3/4 buttons?
Using these gamepads under AmiArcadia through WinUAE:
Host control Guest control
1 1st firebutton
2 2nd firebutton
3 3rd firebutton
4 4th firebutton
5 B/-/LC
6 A/SELECT/UC
7 START
8 ?
9 ?
10 ?
11 1st firebutton?
12 1st firebutton?
D-pad buttons Paddle directions
(Logitech: when MODE is lit)
(Gameware: when ANALOG is unlit)
Left analog stick Paddle directions
(Logitech: when MODE is unlit)
(Gameware: when ANALOG is lit)
Right analog stick ?
Using a real CD³² gamepad natively under AmiArcadia:
Reverse Forward
/-----------------------------\
| |
| D Yel |
/ DDDDDDD Play Grn Blu \
| D Red |
/ \
/ /---------------\ \
| / \ |
/ / \ \
| / \ |
+-------+ +-------+
Host control Guest control
Red 1st firebutton
Blue 2nd firebutton
Green 3rd firebutton
Yellow 4th firebutton
Reverse A/SELECT/UC
Forward B/-/LC
Play START
D-pad buttons Paddle directions
AmiArcadia: Remember that, on the Amiga, the 2nd gameport is the usual
joystick/gamepad port, and the 1st gameport is the usual mouse port. Also,
if using a gamepad, ensure that a gamepad (not a joystick!) is selected
in the "Input|Left/right controller »" submenu. And, if using WinUAE,
ensure that the drop-down list to the left of the "Remap/Test" button is
set to "CD32 joypad".
Contents | < Browse | Browse >
OTHER KEYS----------------------------------------------------------------
Menu-based shortcuts for WinArcadia (eg. Alt,F,X for "File|Exit") are not
shown in the table below.
CDTV shortcuts (AmiArcadia) and "multimedia" keyboard shortcuts
(WinArcadia) are shown in the tooltips but not the menus.
AmiArcadia WinArcadia Function
F5, Alt-R F5, Alt+R reset to game
Amiga-` Ctrl+` UVI/PVI(s) monitor
Amiga-~ Ctrl+Shift+` skip level
Amiga-1 Ctrl+1 Emerson Arcadia 2001 emulation
Amiga-2 Ctrl+2 Interton VC 4000 emulation
Amiga-3 Ctrl+3 Elektor TV Games Computer emulation
Amiga-4 Ctrl+4 PIPBUG-based machine emulation
Amiga-5 Ctrl+5 BINBUG-based machine emulation
Amiga-6 Ctrl+6 Signetics Instructor 50 emulation
Amiga-7 Ctrl+7 Central Data 2650 emulation
Amiga-! Ctrl+Shift+1 view high scores
Amiga-@ Ctrl+Shift+2 DIP switch editor
Amiga-# Ctrl+Shift+3 memory editor
Amiga-$ Ctrl+Shift+4 palette editor
Amiga-% Ctrl+Shift+5 sprite editor
Amiga-^ Ctrl+Shift+6 PSGs monitor
Amiga-& Ctrl+Shift+7 game information
Amiga-* Ctrl+Shift+8 redefine keys
Amiga-(, Alt-L Ctrl+Shift+9, Alt+L quickload state
Amiga-), Alt-S Ctrl+Shift+0, Alt+S quicksave state
Amiga-_ Ctrl+Shift+Hyphen save screenshot as IFF ILBM
Amiga-[ Ctrl+[ NTSC region
Amiga-] Ctrl+] PAL region
Amiga-B Ctrl+B autofire on/off
Amiga-C Ctrl+C copy screenshot
Amiga-D Ctrl+D demultiplexing on/off
Amiga-E Ctrl+E view titlebar on/off
(none) Ctrl+F, Alt+Enter windowed/full-screen mode (WinArcadia only)
Amiga-G Ctrl+G view host gamepads
Amiga-H Ctrl+H view toolbar on/off
Amiga-I Ctrl+I view sidebar on/off
Amiga-J, Alt-J Ctrl+J, Alt+J swapped controllers on/off
Amiga-K Ctrl+K view host keyboard
Amiga-L Ctrl+L collisions on/off
Amiga-M Shift+F12, Calculator view CPU(s) monitor on/off
(none) Ctrl+M view menubar on/off (WinArcadia only)
Amiga-N Ctrl+N narrow mode on/off
Amiga-O Ctrl+O load game
Amiga-P Ctrl+P guest-specific graphics options
Amiga-Q, Esc, Esc, Alt+F4, quit
Shift-Esc Shift+Esc
Amiga-R Ctrl+R revert
Amiga-S Ctrl+S save state
Amiga-T, FFwd, Ctrl+T, Forward, turbo speed on/off
Alt-W Alt+W
Amiga-U Ctrl+U, Mute sound on/off
Amiga-V Ctrl+V paste text
Amiga-W Ctrl+W view controls
Amiga-X Ctrl+X show pointer on/off
Amiga-Y Ctrl+Y save screenshot as BMP
Amiga-{ Ctrl+Shift+[ start recording
Amiga-} Ctrl+Shift+], Stop stop recording/playback
Amiga-, Ctrl+Comma, Shift+F5 jump to BIOS
Amiga-. Ctrl+. run REXX script
Amiga-/ Ctrl+/ view debugger on/off
Ctrl-' Ctrl+' 1 FPS while held down
Ctrl-F1 Ctrl+F1 1x size
Ctrl-F2 Ctrl+F2 2x size
Ctrl-F3 Ctrl+F3 3x size
Ctrl-F4 Ctrl+F4 4x size
Ctrl-F5 Ctrl+F5 5x size
Ctrl-F6 Ctrl+F6 6x size
Ctrl-NumMinus Ctrl+NumMinus decrease speed by one "tick"
Ctrl-NumPlus Ctrl+NumPlus increase speed by one "tick"
P, Play/Pause Pause, Play/Pause pause on/off (same as break/continue)
Prev Prev Track move up in sidebar
Next Next Track move down in sidebar
Rewind (none) restart playback
(none) Web/Home go to EA2001 Central
(none) Volume - quieter
(none) Volume + louder
WinArcadia: Note that while in "1 FPS" mode, you will not be able to send
any input via keyboard to the guest, due to the need for holding the Ctrl
key down. Input via other devices (ie. joysticks) is unaffected.
Contents | < Browse | Browse >
GUEST MACHINES------------------------------------------------------------
General notes regarding compatibility
Illegal opcodes might have various effects on the real CPU.
These may seem to be emulator bugs but in fact are faithfully emulated
(ie. non-problems):
* Tones are off-key (when "Settings|Audio|Retune tones?" is not in use).
* Flickering horizon lines (although this happens somewhat differently
under Ami/WinArcadia than on a real machine).
* Many games have flickering sprites and/or backgrounds (due to
the use of temporal multiplexing techniques). You can use the
"Settings|Sprites|Demultiplex?" toggle to eliminate the flickering for
most games.
* Some games (eg. Hobo, Jump Bug, The End, Turtles) have garbage lines
of colour at the bottom of the screen (these are generally offscreen on
a typical television setup).
* The aspect ratio and overscan of the emulation may not be identical to
those on the real machines (depends on the magnification and other
settings of the television set anyway).
* See also the Gaming Guides for notes on various behaviours of specific
games which might appear to be emulation bugs but in fact also occur on
the real machines.
Emerson Arcadia 2001
Bus contention is not emulated, but can be user-adjusted via the
Settings|Speed|Adjust... subwindow (and is automatically adjusted
for known games).
Some variants (the Palladium VCG, for example) do not have RAM
mirroring. The emulator emulates an actual Emerson Arcadia 2001 (which
does have RAM mirroring) in this regard.
See also the Emerson Arcadia 2001 Gaming Guide
(http://amigan.1emu.net/agg/).
Interton VC 4000
Bus contention is not emulated, but can be user-adjusted via the
Settings|Speed|Adjust... subwindow (and is automatically adjusted
for known games).
Emulation of the Hobby Module and running its games is achieved by using
the Elektor emulation and setting the BIOS to Hobby Module.
See also the Interton VC 4000 Gaming Guide
(http://amigan.1emu.net/igg/).
Elektor TV Games Computer
Bus contention is not emulated, but can be user-adjusted via the
Settings|Speed|Adjust... subwindow (and is automatically adjusted
for known games).
The (fixed version of the) 2K BIOS ("monitor") ROM is built into this
emulator. In the expanded machine, the RLG 2716 EPROM loader or saver
(loader by default) (at $1C00..$1C7F and $1E00..$1E7F) and the calculation
routine (at $2000..$21FF) are also built in.
The emulator supports both the basic ("base") and expanded ("extended")
versions of the Elektor TV Games Computer (also known by its German name:
"Elektor TV Spielcomputer"). By default, the expanded version is emulated.
However, when the autosensing subsystem detects a game/utility that does
not require, and is not enhanced by, the extra features of the expanded
version, the basic version is emulated.
The expanded version has these improvements compared to the basic
version:
* extra RAM;
* random number generators at $1D20, $1FAF and $1FFF;
* an Interton-style NOISE generator at $1E80;
* two AY-3-8910 Programmable Sound Generators (PSGs) (partially
emulated);
* the Rapid Loading Games enhancement (partially emulated);
* two cartridge slots (not emulated: use Interton machine to run
cartridge games).
It is possible to load and save virtual cassette tapes (ie. audio dumps)
in RIFF WAVe format. This can be useful eg. when you have dumped a
real cassette from a real machine, or when you want to generate a real
cassette for a real machine.
Note that the I/O area, and the input and output lines, of the Elektor
TV Games Computer, are (arbitrarily) considered to be unreadable and
unwritable; thus, such accesses will be reported as illegal reads/writes.
Elektor incompatibilities:
The Programmable Sound Generators are not completely emulated (ie. no
envelopes).
AmiArcadia only: Only 4 sounds can be played simultaneously, rather than
14. This is a limitation of the host hardware.
Note that 07-D-Disassembler has nothing to disassemble at $900, due to
the way programs are loaded (memory is cleared when loading); however,
it does work and can be used to disassemble eg. itself, the BIOS ROM,
the EPROM routines, etc.
See also the Elektor TV Games Computer Gaming Guide
(http://amigan.1emu.net/egg/).
PIPBUG-based Machines
The 1K PIPBUG monitor ROM BIOS is built into this emulator.
The Utility EPROM is also built into the PIPBUG emulator, when
appropriate.
It is possible to load and save virtual cassette tapes (ie. audio dumps)
in RIFF WAVe format. This can be useful eg. when you have dumped a
real cassette from a real machine, or when you want to generate a real
cassette for a real machine.
The emulated VDU is the Electronics Australia Low Cost VDU (based on the
Signetics 2513 character generator).
The "4-digit LED display for your 2650" (Electronics Australia, June
1979, p. 94-95) is shown at the bottom left. The vector magnetometer uses
the other LED groups, which are, left to right, the heading (0..359°),
plane pitch (-99..+99°) and plane roll (-99..+99°). It seems the real
machine has a single 3-digit LED display, multiplexed among the heading,
pitch and roll displays, but the emulator currently shows these separately
and simultaneously.
The 8255 PPI chip of the ETI-685 board (as used by the ETI-686) is not
emulated.
See the {"Settings|Input|Guest keyboard layout" link Inpu} documentation
for information about the keyboard layout.
PIPBUG incompatibilities:
Most features of the VT100, etc. are not emulated.
The Flag and Sense pins of the CPU are not emulated accurately with
regards to keyboard input.
Sound generation (via the Flag pin) is only emulated for Music.aof (and
is done via high-level emulation).
The CHIN (input) and COUT (output) routines in the PIPBUG ROM are
effectively "patched" by the emulator. Input and output by other methods
than via these routines will not work, due to the Flag and Sense pins of
the CPU not being emulated accurately.
Certain hardware which may be present in certain PIPBUG-based machines
(eg. parallel and serial I/O ports, clock) is not emulated.
The optional S-100 bus, and cards for it, are not emulated (except that
extra RAM can be emulated).
See also the PIPBUG Coding/Gaming Guide
(http://amigan.yatho.com/s-coding.html#pipbin).
BINBUG-based Machines
The emulated VDU is the Electronics Today International DG640 (based on
the Motorola MCM6574).
The TCT PCG (aka ETI-681) card is emulated, supporting two joysticks and
128 16*8 UDGs.
One floppy disk drive is emulated. All disk operations are
instantaneous, ie. drive timing is not emulated.
Signetics Instructor 50
The 2K USE monitor ROM BIOS is built into this emulator.
It is possible to load and save virtual cassette tapes (ie. audio dumps)
in RIFF WAVe format. This can be useful eg. when you have dumped a
real cassette from a real machine, or when you want to generate a real
cassette for a real machine.
Instructor 50 incompatibilities:
Paper tape I/O is not emulated.
The circular LEDs on the genuine trainer are red, not white, when lit.
The optional S-100 bus, and cards for it, are not emulated (except that
extra RAM can be emulated).
See also the Signetics Instructor 50 Coding/Gaming Guide
(http://amigan.yatho.com/s-coding.html#si50).
Signetics TWIN
The following hardware (only) is currently emulated:
Master CPU with 16K RAM.
Slave CPU with 32K RAM.
2 8" floppy disk drives.
Signetics 2513-based VDU.
ASCII keyboard.
Most software will not yet run correctly.
Central Data 2650
The 1K "supervisor" monitor ROM BIOS is built into this emulator.
It is possible to load virtual cassette tapes (ie. audio dumps)
in RIFF WAVe format. This can be useful eg. when you have dumped a
real cassette from a real machine, or when you want to generate a real
cassette for a real machine.
Central Data 2650 incompatibilities:
Paper tape I/O is not emulated.
Interrupts are not emulated.
The optional S-100 bus, and cards for it, are not emulated (except that
extra RAM can be emulated).
See also the Central Data 2650 Coding/Gaming Guide
(http://amigan.yatho.com/s-coding.html#cd2650).
Coin-ops
These ROMs are built into this emulator.
Galaxia (as labelled on the printed circuit board) is labelled as Super
Galaxians (marquee). It is a licensed or unlicensed clone of Galaxian (by
Namco).
Astro Wars is a seemingly unlicensed clone of Astro Fighter (by Data
East) (and not of Astro Blaster as is sometimes claimed).
The Malzak games are seemingly unlicensed clones of Scramble (by
Konami).
Astro Wars incompatibilities:
Sound might not be fully nor accurately emulated.
The colours may be incorrect (should we have cyan instead of dark blue?).
Some sprite jittering can be observed.
Some DIP switches are not emulated (eg. cocktail switch?).
Some cabinets apparently have one set of controls shared by the players
(in an alternating manner), whereas other cabinets have separate
controls for each player. Only the latter is currently emulated.
There appear to be more controls on the real control panel than we
emulate. Eg. there is a joystick and left and right buttons. There is a
green button (presumably the firebutton), a red button (unknown purpose)
and two white buttons (1UP/2UP).
Galaxia incompatibilities:
Sound might not be fully nor accurately emulated.
The colours may be incorrect.
Some sprite jittering can be observed.
Some DIP switches are not emulated.
Some cabinets apparently have one set of controls shared by the players
(in an alternating manner), whereas other cabinets have separate
controls for each player. Only the latter is currently emulated.
Laser Battle and Lazarian incompatibilities:
Reset and service lines are not emulated.
There may be additional sound hardware (noise generator?) which is not
emulated.
On the second level of Laser Battle ("tunnel of fear"), it is possible to
die for no apparent reason. The cause of this has yet to be determined.
Presumably it does not happen on the real machine. Lazarian does not
have this issue.
Malzak incompatibilities:
Not all tiles are displayed correctly; this is unlikely to be authentic.
Your bullets can go through terrain in some circumstances; this is
probably authentic.
The dual SN76477 sound chips (if any) are not emulated, only the PVI
sound is.
The colours might be incorrect.
The positioning of the title screen sprites may be incorrect.
On "M A L Z A K II" title screen, text background is not rectangular
(ie. there are extra "background" cells). This is the same under MESS.
This might be authentic.
When you run out of fuel, your exhaust jet stays in position rather than
falling with you. This is the same under MESS. It is probably authentic.
"Continue" prompt lasts only 5 seconds. This is the same under MESS and
is probably authentic.
PHUNSY
PHUNSY incompatibilities:
The extended I/O ports are not emulated (except that the timer chip is
emulated).
Serial (ie. teletype) I/O is not emulated.
Cassette I/O is not emulated.
Sound generation is only emulated for Piano.bin (and is done via high-
level emulation).
MIKIT
MIKIT incompatibilities:
The BIOS ROM ("JUPACK 78") has not been dumped.
The keypad is not properly emulated.
The I/O ports are not properly emulated.
Serial (ie. teletype) I/O is not emulated.
Cassette I/O is not emulated.
Sound generation is only emulated for MusicStueck.aof (and is done via
high-level emulation).
Pong
In the gridball game on a PAL AY-3-8600, the vertical lines and gaps are
of uneven lengths, and one of the gaps is too narrow for the ball to pass
through. This is authentic (ie. not really an incompatibility).
Type-right
The course book (user manual) for this is available from
http://amigan.1emu.net/aw/
When doing a lesson, the applicable text is shown in the output window,
so that you do not need to refer to the course book.
Note these differences, as compared to the real machine:
* No secret code is generated at the end of class 9 lesson 4.
* Caps Lock is turned off by pressing Caps Lock again (real machine
uses Shift to turn off Caps Lock);
* The authentic WPM and accuracy calculation algorithms might be
slightly different from ours.
* The real machine turns itself off after 10 minutes without user
input.
* Some sounds and timings may be slightly different to the real machine.
For classes 8 and 9, anywhere that a single space is accepted, multiple
spaces are also accepted (although pointless, as they just waste time).
This is authentic.
Contents | < Browse | Browse >
GLOSSARY------------------------------------------------------------------
"Emerson Arcadia 2001", "Arcadia" or "EA2001" is generally used in the
emulator and this document to refer to the entire Emerson Arcadia 2001
console family. However, it should be noted that there are sub-groupings
within this family which have differences (eg. extra keys, FLAGLINE
connected or not, etc.).
Likewise, "Interton VC 4000", "Interton" or "VC4000" refers to the
entire Interton VC 4000 console family with its various sub-groupings.
"Elektor TV Games Computer", "Elektor" or "TVGC" refers to the Elektor
TV Games Computer (German name: "Elektor TV Spielcomputer").
"PIPBUG-based machines" refers to any machine which runs the PIPBUG
firmware; for example, the Electronics Australia 77up2 or the Signetics
Adaptable Board Computer.
"Instructor" or "SI50" refers to the Signetics Instructor 50.
"CD2650" refers to the Central Data 2650.
"Malzak" refers to both the Malzak 1 and Malzak 2 games. Where a
specific game is referred to, "Malzak 1" or "Malzak 2" will be used.
"Malzak 1" refers exclusively to the proper Malzak 1 machine. "Malzak 2"
refers to the Malzak 2 machine whether or not it is running as "version
one" or "version two".
"Coin-ops" refers to Astro Wars, Galaxia, Laser Battle, Lazarian, and
Malzak 1 and 2.
"Zaccaria" refers to Astro Wars, Galaxia, Laser Battle, and Lazarian.
The titlebar of the program will vary according to what is being
emulated: "AmiArcadia", "AmiInterton", "AmiElektor", "AmiPIPBUG",
"AmiInstructor", etc. (or the appropriate "Win..." equivalent) as
appropriate. AmiInterton, WinElektor, etc. are just alternative names for
AmiArcadia/WinArcadia.
The term "guest" refers to the Signetics-based machine being
emulated, and "host" is the Amiga or IBM PC which is emulating it.
An "overlay" is a sheet of plastic with holes cut in it and text printed
beneath each holes. On the real machine (Arcadia or Interton), you would
generally place one such overlay over each controller before playing each
game, and then would know which buttons to press to perform various
actions in the game. Each game has its own pair of overlays. There are
scans of most overlays available at the site. The emulator knows the
overlays and can display this information in the "Help|Game
information..." and "Help|Host keyboard..." subwindows.
The terms "controllers", "paddles" and "joysticks" are used
interchangeably to refer to the (guest) game controllers, especially to
the directional joystick-like component of them. "Paddle" is also used
to refer to a host "spinner" controller, and "joystick", "gamepad" or
"joypad" to refer to the host joystick/gamepad/joypad (analog or digital).
In the Settings (aka Options) menu, the "Left" and "Right" controllers
refer to the guest controllers, whereas "1st" and "2nd" refer to the host
gameports.
"Monitor" can refer to the real-time system monitor (as in View|
Monitor...). The guest ROM BIOS (ie. operating system) is also referred to
as the "monitor" in some documentation. It can also refer to the
physical guest or host monitor (ie. Visual Display Unit or "screen").
The term "game" is used for any guest software that is run under
the emulator, even utilities, demos, etc.
"State" is short for "saved state", ie. COS files, formerly known as
"snapshots".
1K (one kilobyte) is 1024 bytes, of course.
"Macro" can refer to gameplay recordings (ie. COR files) or to REXX
scripts.
A "watchpoint" is a data breakpoint (it breaks on writes and optionally
on reads, instead of on execution).
Expansion RAM is considered as "motherboard RAM" by the emulator (for
the purposes of eg. "View|Contents of|RAM"). Cartridge RAM is not.
"Pointer" means the mouse pointer. "Cursor" means the text cursor.
"2650" includes variants such as the Signetics 2650A and 2650B.
"Sounds" are of two types: "tones" are square waves and "noises" are
white noise.
"DIP switches" can refer to jumpers, toggles, potentiometers, etc.
"UDG" means "User-Defined Graphic" (aka UDC (User-Defined Character)),
as generated with a Programmable Character Generator (PCG). These are
character glyphs (tiles) which are redefinable by games.
"PDG" means "Pre-Defined Graphic". These are the character glyphs
(tiles) which are built into the hardware and thus are non-redefinable.
Any version number followed by + means that version or later, at least
up to the current version. Eg. if V14.1 is the latest version, V13.01+
means V13.01-V14.1. All version numbers are decimal.
"USG" is the Signetics SC2621 Universal Sync Generator chip.
"PVI" is the Signetics 2636 Programmable Video Interface chip.
"UVI" is the Signetics 2637 Universal Video Interface chip.
"CPU" is the Signetics 2650/2650A/2650A-1 or 2650B Central Processing
Unit chip.
"VCG" is the Signetics SAA5050 Videotext Character Generator chip.
"PSGs" are AY-3-8910 Programmable Sound Generators.
A "byte" is an 8-bit value. A "word" is considered to be an 16-bit
value, for the purposes of eg. the DOKE command. (Strictly speaking, the
word size of the 2650 CPU is 8 bits.)
A "flag" can refer to fields which are several bits in width (and
which are therefore not strictly flags).
"AY-3-8500/8550" refers to the AY-3-8500 (NTSC), AY-3-8500-1 (PAL),
AY-3-8550 (NTSC), AY-3-8550-1 (PAL) and AY-3-8515 (PAL) chips. These are
not Signetics-based machines, but there is a historical connection
(Interton, Hanimex and various others produced various Pong machines based
on the AY-3-85xx series, eg. the Interton Video 3000). The VTech Type-
right is probably not based on any Signetics technology.
An "opcode" is the first byte of a CPU instruction. An "operand" is any
remaining bytes of the instruction.
A "modal" subwindow is one that (effectively) pauses the emulator while
it is open (eg. the high score table). A "modeless" subwindow is one that
can be open while the emulator continues running as normal (eg. the real-
time monitor).
An emulator runs the same code as the authentic machine. A simulator
replicates the observable behaviour but its internal implementation is
different (eg. a remake). Ami/WinArcadia simulates the Pong and Type-right
machines and emulates the rest.
The term "label" is used interchangably with "symbol".
The term "frame" is used interchangably with "field". For these
machines, both terms are equivalent to a TV "field" (ie. half a frame).
"OSx.x" is an abbreviation for "AmigaOS x.x".
"TMSes" are the TMS3615 tone generators, as found in Laser Battle and
Lazarian.
"Trainer" has two meanings: (1) a class of machines which includes the
Instructor, MIKIT, etc. often characterized by 7-segment LED displays and
hexadecimal keyboards; (2) used as a synonym for "cheat mode".
Animated PNG files are also known as APNG files.
A trainer is a cheat mode (eg. unlimited lives).
The emulator uses the same terminology as the official Signetics 2650
user manual. One "cycle" or "CPU cycle" always equals three "clocks" or
"clock periods":
1 cycle = 3 clocks = 12 pixels (for Arcadia/Interton/Elektor)
1 cycle = 3 clocks = 36 pixels (for CD2650)
"EA" is "Electronics Australia" magazine.
"ETI" is "Electronics Today International" magazine (Australian
edition).
"Obsolete" is meant in the sense that there is no reason to run that
file (eg. it might be a data file, or has been replaced by a better dump).
A "block" is equivalent to a "sector". A "cluster" is a group of
sectors, less than a track.
For TWIN, "DOS" means any of the available DOSes (eg. SDOS, TOS, UDOS).
"SMS" files as supported by this emulator are a PROM burning format and
are nothing to do with the Sega Master System nor the Short Message
Service.
"Feathering" refers to rotating the blades clockwise (towards 90°).
"Unfeathering" is rotating the blades anticlockwise (towards 0°).
Contents | < Browse | Browse >
TROUBLESHOOTING/FAQ-------------------------------------------------------
It won't start (hangs at startup!)
Where can I get more games for this emulator?
My game is not working properly!
When I load a game, the screen does not update accordingly!
The colours in my game are wrong!
The buttons in the host gamepad(s) subwindow are greyed out!
Players are drifting when there no keyboard input!
Horizon lines are jittering!
I can't find a BIOS file!
The sprites or background in my game are flickering!
Certain combinations of keys do not work!
The emulation is slow!
Gameplay recordings are not playing back correctly!
My games are not appearing in the sidebar!
The host joysticks/gamepads are not working!
The emulator seems frozen!
Various menu items are not available!
The 'next instruction' is shown wrongly!
The speed indicator on the status bar is fluctuating!
Where is the installer?
Monitor-good.bin, Monitor-bad.bin, PIPBUG.bin, UtilityEPROM.bin,
USE.bin, Supervisor.bin, Malzak.zip, Malzak2.zip, Galaxia.zip,
AstroWar.zip, etc. don't work!
All the games are crap!
Pausing doesn't immediately stop the machine; output is scrolling
past before I can read it!
The debugger is saying 'Command is unavailable.'
The default keys are different from those used in MAME/MESS!
The 'Settings|Input|Redefine keys...' subwindow ignores my
gamepad/joystick!
The emulator isn't using Greek glyphs!
The emulator isn't using Polish glyphs!
The emulator isn't using Russian glyphs!
The sprites have disappeared!
The 'A' and 'B' toolbar buttons don't always work!
How do I reset/delete the configuration/high scores/non-volatile
RAM/autosave?
The analog stick ('hat') buttons don't work!
Input is not always recognized!
The sprite editor isn't letting me edit the sprites/UDGs!
The memory editor only shows '-' for the tooltips!
What do the colours in the emulator GUI mean?
The emulator says my game is obsolete!
How do I do rerecordings (eg. for making tool-assisted speedruns)?
Where is the configuration stored?
Why wasn't my high score added to the table?
What are the controls? There is no reaction if I press anything on
the keyboard, also there is no reaction to joystick input.
Which file formats can be loaded and/or saved?
Arcadia:
Funky Fish and Macross don't have starfields! (WinArcadia only)
Space Attack player movement is too fast!
Arcadia/Interton/Elektor:
The paddles are not exactly centred!
Interton:
Sometimes my game works, sometimes it doesn't!
The Hobby Module doesn't work!
Elektor/PIPBUG:
I can't get cassette dumps to load!
PIPBUG:
While using the printer emulation, the LED digits are fluctuating!
Solitaire is not designed for 16 rows, is it?
Programs that alter the LED digits are also causing garbage to be
be printed in the 'Peripherals|Printer...' subwindow!
BINBUG:
How do I play the Adventure game?
QWERTY-based machines:
Keyboard input isn't working!
The emulator GUI shortcuts don't work!
The emulator is hanging!
Coin-ops:
How do I play a game on a coin-op?
Malzak 2 freezes after saying 'Return test switch to position 1!'!
In Astro Wars, meteors are not colliding with the player!
PHUNSY:
How do I load and run a PHUNSY game?
PHUNSY/Selbstbaucomputer:
Pressing keys or buttons has no effect!
MIKIT:
Input is shown by the BIOS but has no effect!
Pong:
Can I use a host lightpen/lightgun for the rifle games?
The host keyboard isn't controlling the bat properly!
I can't see any cursor in the rifle games!
If I shoot in the rifle games, a hit increments both counters!
I can't shoot in the rifle games (I always miss)!
Toggling slow/fast in the DIP switch editor is having no effect!
(AY-3-8600 only)
Gridball wall gaps are uneven in PAL mode! (AY-3-8600 only)
Type-right:
Caps Lock is not working properly!
AmiArcadia only:
I can't get speech to work!
I'm confused about the various supported host input devices!
Can't open ahi.device!
I get graphics corruption if I increase the size!
Can't allocate potgo bits!
Why isn't there an AROS x86 port of AmiArcadia?
AmigaOS 3.2/3.2.1 only:
'Settings|Input|Pass right mouse button to guest' does not work!
AmigaOS 4 only:
Breaking (Ctrl-C) in the console window sometimes freezes the emu!
MNG animations are not playing back correctly!
I tried to use a joystick or gamepad with AmiArcadia but it
doesn't work!
MorphOS only:
It quits at startup, complaining about button.gadget!
WinArcadia only:
I can't hear any sampled sounds!
How do I record the emitted sound?
I can't find the Project and Settings menus!
The size and positioning of various elements are wrong!
Clicking the email button in the About window does nothing!
The emulator crashes at startup!
The emulator is warning 'Incorrect code page!'
YM files can't be loaded by AYEmul!
How do I use RetroAchievements?
Contents | < Browse | Browse >
Keyboard input isn't working! Most BIOSes and games generally expect use of uppercase (ie. capitals) input. So ensure that "Settings|Machine|Allow lowercase input?" is disabled.
Contents | < Browse | Browse >
Where can I get more games for this emulator? The Games Pack, Enhancements Pack and Homebrews Pack are at: http://amigan.yatho.com/#packs
Contents | < Browse | Browse >
My game is not working properly! Check your settings, especially the input settings (eg. digital/analog, autofire on/off, paddle swapping) and sprite collisions and visibility settings. Try not skipping frames, as certain synchronicities can occur with games which use multiplexing techniques. Read the game help in the relevant Interton VC 4000 Gaming Guide and in the "Help|Game information..." command. Ensure that you are using a known good dump. Ensure that autosensing is enabled. Especially, check the "Settings|Left controller" menu item to ensure it is correct for the device you want to use.
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When I load a game, the screen does not update accordingly! Ensure that the emulator is not paused.
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The colours in my game are wrong! For Arcadia, toggle "Settings|Colours|Flag line emulation?". For Interton/Elektor, toggle "Settings|Colours|Darken background?". Check and/or adjust the palette using the "Settings|Colours »" submenu. Eg, the UVI palette is intended for Arcadia, the PVI palette is intended for Interton and Elektor, etc. AmiArcadia: try running it on a deeper (ie. more colours) screen with more available pens. Note that these machines are analog(ue) devices not manufactured to exacting specifications and as such did not necessarily have identical colours between different individual machines. Additionally, there is a tendency for these machines, particularly Arcadias, to gradually have some colours become "washed out" over time. It is therefore recommended that if one of the preset coloursets is unsatisfactory you use the "Settings|Colours|Edit palette..." subwindow to adjust the colours to match your real machine. This need only be done once ever.
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Players are drifting when there no keyboard input! Ensure that "use analog on host" is disabled.
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Horizon lines are jittering! This is authentic; ie. the genuine consoles also exhibit such jittering. For Arcadia, you can tick the "Settings|Graphics|Dejitter horizons?" option to suppress the jittering.
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I can't find a BIOS file!
The Arcadia and Interton do not possess a BIOS; thus a BIOS file is not
necessary or possible. Stub "demo" programs for these machines are
built into the emulator. The BIOSes (ie. ROMs) of the Elektor, PIPBUG,
BINBUG, Instructor, CD2650 and coin-ops are built into the emulator.
The MIKIT BIOS ("JUPACK 78") has not been dumped and thus a non-functional
substitute "stub" is used instead.
Contents | < Browse | Browse >
The sprites or background in my game are flickering!
In the case of sprites, this is a technique used in many programs
to display more than the normal number of sprites by rapidly
multiplexing them; ie. quickly switching the sprite positions and imagery
to give the illusion of more sprites.
For Arcadia, the emulator normally automagically demultiplexes the
sprites. So, if this is occurring, you probably have sprite demultiplexing
turned off; try turning it back on ("Settings|Sprites|Demultiplex?").
Note that some games deliberately "twinkle" their starfields.
Contents | < Browse | Browse >
Certain combinations of keys do not work! This is due to the limitations of the host keyboard hardware, and happens when there are several keys held down. This problem is well-documented in eg. the Amiga ROM Kernel Reference Manuals. It affects all software, not just Ami/WinArcadia. The problem is most obvious in games such as Robot Killer. There is not really a workaround for this, other than using joystick(s) instead of keyboard, or you could try remapping the keys. But remember that you can now set up host keys for diagonals. Eg. with the default mappings, the right player only needs to press U to go up-left (northwest) rather than having to press I and J. By this method, games such as Robot Killer can be played successfully via the keyboard, at least for one player.
Contents | < Browse | Browse >
The emulation is slow!
Indeed it is, unfortunately. The Arcadia, Interton and Elektor emulation
is cycle-accurate and there is a speed penalty associated with this.
Here are some suggestions to increase the speed.
For AmiArcadia:
(a) You should patch the graphics subsystem; this gives an astounding
performance improvement for OCS/ECS/AGA under WinUAE (and a
significant improvement on a real Amiga) that affects not only
AmiArcadia but also various other software. See here
for more information.
(b) WinUAE users can make the emulation faster by checking "Immediate
Blitter" (and of course unchecking "Cycle exact CPU and Blitter"), in
Settings|Hardware|Chipset|Misc chipset options.
(c) 1x graphics scaling gives faster redraws than the larger scalings;
you could run in a low-resolution screenmode to enlarge the apparent
size of this.
(d) Narrow mode is faster than wide mode.
(e) RTG modes are generally faster than OCS/ECS/AGA modes.
(f) Shallow modes (fewer colours) are generally faster than deep (more
colours) modes. For example, under MorphOS at least, changing from a
16-bit screenmode to an 8-bit screenmode almost doubles the speed.
(g) Skipping frames will increase the speed marginally.
(h) You could increase AmiArcadia's priority (eg. with the PRI argument
from CLI, the TOOLPRI Workbench ToolType, or the SetTaskPri CLI
command).
(i) You could compile specifically for your CPU if you are using something
better than a 68020 (the provided binary is 68020-optimized).
(j) WinUAE users could use a faster version of WinUAE, such as WinUAE
0.8.8 R9.
(k) AmiArcadia will be slightly faster if "Settings|Filters|Scanlines?"
is *on*. (The reverse is true for WinArcadia.)
(l) When generating a COR file, it is faster to do it on the RAM: disk
(and copy the file later to permanent storage if desired),
especially if GIFs, PNGs, etc. are also being generated.
For both:
(a) The various subwindows each slow down the emulation somewhat.
(b) "Settings|Filters|HQx" or "Settings|Filters|Scale 2x/3x/4x" will slow
down the emulation considerably.
For WinArcadia:
(a) Full-screen mode with stretching enabled is very slow.
(b) WinArcadia will be slightly faster if "Settings|Filters|Scanlines?"
is *off*. (The reverse is true for AmiArcadia.)
Contents | < Browse | Browse >
Gameplay recordings are not playing back correctly! Check the sprite collisions, autosense, NTSC/PAL, (for CD2650 and Selbstbaucomputer) clock speed, BIOS version, etc. settings: they must be the same as what was used when the recording was made.
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My games are not appearing in the sidebar! Use the "Project|Audit games..." (AmiArcadia) or "File|Audit games..." (WinArcadia) command. Remember that AOF/EOF/HEX files are not shown in the sidebar.
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The host joysticks/gamepads are not working! Check "Settings|1st host controller" and "Settings|2nd host controller". For OS4.x: In the Lowlevel tab of the AmigaInput Preferences program, the user is allowed to remap new devices to the ports handled previously by lowlevel.library. (In Preferences, unit "0" is what AmiArcadia refers to as the "1st" port, and unit "1" is what AmiArcadia refers to as the "2nd" port.) The user has to remap their device as a joypad or joystick (or indeed mouse, if you want to use the "Mouse/trackball" option), and then configure it. See also here.
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I can't get speech to work!
There are good articles at:
http://www.intuitionbase.com/static.php?section=en_OS4-speaks
http://metacomco.com/articles/speech.htm
about installing SPEAK: support. They are also applicable to OS3.x.
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I can't hear any sampled sounds! (WinArcadia only)
The emulator probably can't find the RIFF WAV files it requires. If you
are running it from a command prompt, you need to change directory to the
WinArcadia directory before launching WinArcadia.
WinArcadia\WA
won't work properly, you would need instead:
CD WinArcadia
WA
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The emulator seems frozen! Some of the requesters (eg. the frame skipping requester, the "Help| About..." requester, the "Listening..." requester, etc.) used by the emulators are modal and must be dealt with and closed before emulation will continue. Or, you probably typed something into the console window by mistake (it might not even be anything that is visible): try deleting it by clicking in the console window and pressing Backspace a few times. If the debugger is selected, your input is going to the debugger and not to the guest.
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Various menu items are not available! You probably have the emulator paused during a frame; try clearing any breakpoints/watchpoints and then unpausing. Or, the menu item you are interested in is not relevant to (or not implemented for) the current guest machine.
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The "next instruction" is shown wrongly! This function only looks at the opcode, not the operand. Eg. $0E is LODA,r2, so that is what will be output. But $0E $78 $00 means "LODA,r0 $1800,r2" because of the operand (bit 14 of the address selects indexed mode). The trace and disassembly functions analyze both the opcode and the operand.
Contents | < Browse | Browse >
How do I record the emitted sound?
WinArcadia: Turn on the "Macros|Generate IFF 8SVX files?" and/or
"Macros|Generate IFF AIFF files?" and/or "Macros|Generate WAV files?"
options, then make a recording (with the "Macros|Start recording..."
command).
You could also use a 3rd-party sound recording tool, such as TotalRecorder
(V8.2 Professional was tested). In TotalRecorder:
* ensure the "Level" slider is all the way to the right;
* choose 8-bit stereo PCM at 11,025Hz; and
* choose "Software" as the audio recording source.
But there is no need for that anymore (for WinArcadia users), since you
can generate IFF 8SVXes/AIFFs and WAVs directly using WinArcadia, as
explained above.
If you want to generate PSG and YM files, enable these options in the
"Macro" menu and then choose "Macros|Start recording...".
Contents | < Browse | Browse >
The speed indicator on the status bar is fluctuating!
The FPS indicator is only an approximation rather than an exact measure;
the actual emulation is steadier than indicated, for reasons such as:
a) the number for the achieved speed is shown as an integer;
b) the desired speed may not be an integer (eg. Arcadia/Interton/
Elektor actually run at 50.0804105952784 (PAL) or 60.1867202475031
(NTSC) FPS rather than exactly 50 or 60 FPS);
c) the indicator is only updated approximately once per second;
d) the indicator includes historical data from the past second rather
than being purely a measure of the speed at that instant;
e) operations such as resetting or unpausing the machine will cause
the indicator to be momentarily inaccurate; and
f) other programs running on the host will of course leave less
processing power available to the emulator (you can change the
emulator's priority in this case).
Over the long term the guest will be emulated at exactly the correct
speed.
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Where is the installer? It doesn't need an installer; just run the emulator. You can use the "File|Register filetypes..." command to associate WinArcadia with relevant filetypes.
Contents | < Browse | Browse >
Monitor-good.bin, Monitor-bad.bin, PIPBUG.bin, UtilityEPROM.bin, USE.bin, Supervisor.bin, Malzak.zip, Malzak2.zip, Galaxia.zip, AstroWar.zip, etc. don't work! Yes, the emulator is not designed to allow loading of these. These ROMs are built into the emulator and thus you don't need to load them.
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The emulator GUI shortcuts do not work! For these guests, when unpaused, most input (eg. alphabetic Ctrl-key combinations, Esc key, Tab key) is passed directly to the guest. Mouse control of the emulator GUI, or pausing while using the emulator GUI, is suggested.
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The sprite editor isn't letting me edit the sprites/UDGs! Arcadia: You can't edit PDCs (Pre-Defined Characters); they are built into the machine. Some games update their sprite imagery every frame, or in some cases several times per frame. This can occur even when there is no visible change being made to the sprite imagery. In these situations, changes you make to the sprite imagery will only last until the next time the game updates its sprite imagery.
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Funky Fish and Macross don't have starfields! (WinArcadia only) Funky Fish: The coin-op doesn't have a starfield either. It is presumably supposed to be underwater. Macross: The second level occurs onboard the ship; therefore, there are no starfields.
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The emulator is hanging! Some of the subwindows used by the emulator are modal and will need to be closed before you can continue using the emulator.
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Malzak 2 freezes after saying "Return test switch to position 1!"! Press F4, then F5, then F3, then F1. (This moves the test switch, resets the machine, inserts a coin, and starts a game.)
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All the games are crap! No, they are not. You are maybe just crap at playing them... ;-) Try reading the game help, Gaming Guide, manuals, etc. The "Crap Game" refers to the name of the dice game (craps), rather than being an aspersion on its quality ;-) .
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Pausing doesn't immediately stop the machine; output is scrolling past before I can read it! The emulator's pause function waits until the end of the frame before pausing. If you want to pause immediately, you can click in the output window to activate it, and then press the Pause key (WinArcadia) or spacebar (AmiArcadia). To resume, press the backspace key.
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The emulator isn't using Russian glyphs!
AmiArcadia on OS3.9/4.0/4.1: You need to be using an appropriate Russian
font (ie. one which is designed for code page Amiga-1251). There are
several such fonts available on Aminet, eg. in TotalyRusy201.lha or
RUS_fonts.lha . Copy one you like into FONTS: (including its numbered
subdirectory and the contents thereof) and then use AmigaOS Preferences to
choose it as your "screen text" font.
AmiArcadia on OS3.2: AmigaOS 3.2 automatically chose and installed an
appropriate font if you were a Russian user when you installed OS3.2, so
the above steps are not needed on OS3.2.
Windows XP: In Control Panel, go to "Regional and Language Options|
Advanced". In "Language for non-Unicode programs", choose "Russian".
In "Code page conversion tables", ensure that "1251 (ANSI - Cyrillic)" is
ticked.
Windows 7: In Control Panel, go to "Clock, Language and Region|
Region and Language|Administrative|Language for non-Unicode programs|
Change system locale...". Choose "Russian (Russia)".
Windows 8.1: In Control Panel, go to "Region|Administrative|Language for
non-Unicode programs|Current language for non-Unicode programs". Choose
"Russian (Russia)".
Windows users might find this site to be useful:
http://winrus.com/
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How do I play a game on a coin-op?
1. Click on the game in the sidebar. Or...
Use the "Settings|Machine »" submenu to choose the game to play.
2. Insert coin(s) with the F3 key.
3. Press F1 to start a game.
4. Cursor keys to move, space bar to fire (if using keyboard control).
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The debugger is saying 'Command is unavailable.' The command you are trying to use is not applicable to or not supported by the guest machine you are currently emulating.
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Toggling slow/fast in DIP switch editor is having no effect! (AY-3-8600 only) In fast mode, it only speeds up after you have hit the ball seven times in a row without losing a man; it is slow until then. This is authentic.
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The default keys are different from those used in MAME/MESS! This multi-emulator is not MAME/MESS and is not intended to be. The default keys used by MAME/MESS have changed in the past and may change again in the future. Most Signetics-based machines (in fact, all the home (non-coin-op) systems) have dozens of keys; it doesn't make a lot of sense to rearrange everything to accommodate MAME/MESS. You could just as easily say that the default MAME/MESS keys should be the same as those used by Ami/WinArcadia.
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The "Settings|Input|Redefine keys..." subwindow ignores my gamepad/ joystick! This is intended for redefining the host keyboard keys, not gamepad/ joystick buttons. If your gamepad/joystick appears as a keyboard to AmigaOS/Windows (eg. an X-Arcade), you can use this (and you could use the "Options|Left/right controller|Keyboard" option). If, however, it appears as a gamepad to Windows (eg. a Logitech Dual Action), the buttons cannot be redefined (and you would use the "Options| Left/right controller|nth gamepad" option).
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The sprites have disappeared! Maybe you accidentally turned them off; ensure that "Settings|Sprites| Visible" is ticked.
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I can't find the Project and Settings menus! (WinArcadia only) These are just alternative names for the File and Options menus. You can find these on your menu bar :-) . If you have turned off the menus, try clicking the right mouse button.
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How do I play the Adventure game? (BINBUG)
See http://amigan.yatho.com/s-coding.html#pipbin (search for "Adventure") for full
information. But briefly:
1. Choose "Options|Machine|BINBUG" (or press Ctrl+5).
2. Select BINBUG 3.5, 3.6 or 6.1 from the "Options|BIOS »" submenu.
3. Select VHS DOS 2.6a from the "Options|DOS »" submenu.
4. Choose "File|Reinitialize machine".
5. Choose "File|Open...".
6. Select "Adventure.raw".
7 Click OK.
8. Type K and press ENTER.
9. Choose "Peripherals|Floppy disk drives...".
10. Ensure "Drives" gadget is set to 1 (not 2).
11. Type ADVENT and press ENTER.
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Pressing keys or buttons has no effect! (PHUNSY/Selbstbaucomputer)
These machines have a QWERTY keyboard and also a separate 24-key keypad
(eg. as shown in "Peripherals|Controls..." subwindow). You need to be using
the appropriate BIOS ("Options|BIOS »" submenu).
For PHUNSY, the Mini-Monitor responds to input from the guest 24-key
keypad. The full PHUNSY BIOS responds to input from the guest keyboard.
For Selbstbaucomputer, the V2.0 BIOS responds to input from the guest
keyboard. The others respond to input from the guest 24-key keypad.
Also check that the emulator is not paused.
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I'm confused about the various supported host input devices! (AmiArcadia
only
This applies to the OS3 version.
Mouse/trackball: any standard pointing device supported by Intuition.
Note that mice/trackballs are only supported in the 1st port, not
the 2nd.
Digital joystick: a standard Atari/Commodore-style digital joystick,
as supported by practically all Amiga games.
Digital gamepad: a standard CD32 gamepad (or compatible).
Analog joystick: an analog joystick (eg. one compatible with the
Microprose "Formula One Grand Prix" game) or a circular spinner
("paddle").
Analog gamepad: a modern USB gamepad, possibly with force feedback
support (MorphOS only).
OS4 version: if you use the AmigaInput preferences as described here,
to emulate a CD32 gamepad, use "digital gamepad" in AmiArcadia.
"1st" means gameport '1' (ie. the usual mouse port).
"2nd" means gameport '2' (ie. the usual joystick port).
Note that the menu items on the Controller submenus are grouped by classic
Amiga gameport number (ie. all for "1st" host gameport grouped together,
then all "2nd" host gameport grouped together).
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The 'A' and 'B' toolbar buttons don't always work! This is authentic. Some games require a certain delay between presses of these buttons, so try doing it more slowly (or accelerate the emulation with the F8 key).
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How do I reset/delete the configuration/high scores/non-volatile
RAM/autosave?
Quit the emulator, delete the relevant file, and restart the emulator;
the emulator will use its factory defaults. These files, and their usual
locations, are:
For AmiArcadia:
Configs/AmiArcadia.ini (unless you have used the SETTINGS argument)
- emulator configuration
Configs/AmiArcadia.hgh
- high scores
MALZAK2.NVRAM
- Malzak 2 non-volatile RAM
Games/AUTOSAVE.COS
- autosave
An ARexx script is provided that performs these operations.
For WinArcadia:
Configs/WinArcadia.ini (unless you have used the SETTINGS argument)
- emulator configuration
Configs/WA.HGH
- high scores
MALZAK2.NVRAM
- Malzak 2 non-volatile RAM
Games/AUTOSAVE.COS
- autosave
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I can't get cassette dumps to load!
Try using the skewing slider to adjust the skewing slightly. You might
have to adjust the skewing separately for different parts of the same
file.
If you are still having trouble, please email us for assistance; we have
other methods of dumping these tapes which can be more useful where the
signal is very badly degraded.
It is helpful to trim most of the junk from the start and end of the
recording (but, for PIPBUG, the emulator does expect a second or two of
fast pulses ("set" bits) before any data).
Maximizing the amplitude of the recording can also be helpful but is
not normally necessary.
"Warning: Character is out of range!" messages which appear outside of
an AOF/EOF/HEX block (eg. at the very start or end of a recording) are
generally harmless. This, for example, is a good dump:
¶
¶
:0440FFDE3F0689050F0D249E3F09AEE52498763F09CF05FF0D249E3F09AEE5059876060004303F096004313F0960043206013F09601B03C0C0C005050D249E3F09AEE50F9876060004333F096004343F0960043506013F09600400C1C2C31F04FFC0424F524E3F2042494F2D444154453F2042494F52485954484D2043414C43554C41544F52200000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000003F07800500CC089ACC089BCC089C3F074004018C0830CC08300D08310D6820EC08301A1B0C08300D08310E0832EE0835985CED08349857EC083398521F05620495 ¶
:053FFF2B01CC08300C08318401CC0831E40C99540401CC08310C08328401CC08323F07801F0523050ACD08360C089ACC08370C089BCC08380C089CCC08393F07B086010D089A0D6840EC083698050450CE68000D089B0D6858EC083698130E6800E45018070445CE68001B050432CE68000D089C0D6875EC08369C05D60E6800E445180BE432180E0449CE68001B0C0432CE68001B050433CE6800E61D19063F07401F057C3F07000D0836A501CD0836E5F5180CE19C0579045FCC07B31F05790400CC089D3F07803F07B006FE86010C083082CC089B0D089F0D6820EC089B9E0650C10C089BA1CC089BC0C03F06A0C0C0C0E40C99050401CC08311B18045E3F09AE047B ¶
:063EFF37313F09AE04303F09AE86020431C8711F067F0D089BE50A98021B5FE51498080432CC063E1F0638E51E98080433CC063E1F0638E50F98053F07201B0504203F09AEE61E1E06083B031F04433F0980050F3F09CFF97B0400CC089E17000000000000000D089E0C0831E500150501CD089E0C08318401CC08311794A88F3A9FBFAF82DF426DF3D16AF75EF572777FFD5277D6F37767F4F5FF7FD27BFFFB72B777797AFF4EFD92BF1AAF13A546BB42AFCE4F06AD06B502898729A21986BD023346AE6ABF04213F09AE05FF0D28013F09AEE51D987607013F09DA170000000000000000000D083104FD8403F97C0703C10D289F3F09AEFB78860217000000000000DF ¶
:073DFF3300000005018D089AE51898020501CD089A05018D089BE51D98020501CD089B05018D089CE52298020501CD089C17004EABA2B1A2BDAA91B3A96A2B860346BB86A6AABF051CCD08220D08324503E50018021B05051DCD08220D0831CD089F17C6FB5A7FC2AF0615AAAF968BB79D03BA86CFB691051E0420CD6800F97B0C0837CC089A0C0838CC089B0C0839CC089C0420CC07B3060017007EF7F6FD4EFFFFFF66735ADF928F27A293B31FBF06BF57BF378DB3A7A6A5A6126AB70E83FE8B97B108AB1EBD39202020202020202020202020202020202020202020202020202020202020E0001F1C1F1E1F1E1F1F1E1F1E1F000000070A4E07094EF506080D0000BE ¶
:083CFF4F0000000000030608090A0A0908060402FEFCFAF8F7F6F6F7F8FAFD000003040608090A0A0A090806040300FDFCFAF8F7F6F6F6F7F8FAFCFD00000204060708090A0A0A09090807060402FEFCFAF9F8F7F7F6F6F68F8FF9FAFCFE0000000006070D0001094A414E4645424D41524150524D41594A554E4A554C4155475345504F43544E4F5644454300000000000000000000000000B27BB07BB279AA7DB278B039B0F1F804204C20012544A2402401001C000C0470006C002D2420822C026204246C6800050407000626CE09250D691F44CF18058F8924F87B06018E0925CE0925F96A1730303738092A010A640000000000000004300504CD691FF97B05FF95 ¶
:093BA8F53F0980CD29223F09AEE5019873E6011806042F3F09AE173F09CF0600170000000000000000C8093F09303F090003CC0835060017000000002000000000000000000000200077100480B005000608121A7420B03B173B101244805161C1FA763B06457F01751817C004B5F87E04A9F87EC0C01777107640C205083B6B3B6974403B65521A0474401B027640F9733B587640751017040A3F09AE040D3F09AE1704203F09AEFB791750FE ¶
:000000 da?`¶
We have added paragraph marks (¶) at the end of each line to indicate the
CR+LF pairs.
It can help to try loading the game several times, as the CPU will be
synced at a slightly different position in the file each time. For the
same reason, you should save the game (eg. as a COS file) after a
successful load.
It may be necessary to look at the WAVe file using a sample editor (eg.
we use OctaMED for this, after converting to IFF). Look at the portion
where the problem lies (ie. just before the tape offset reported in the
emulator's console window at the point where the load starts to go bad),
and you will usually see a momentary malformation of the waveform (eg. the
signal momentarily skews up or down and is no longer crossing the zero-
crossing point) but generally you can still tell by eye what the intended
data is. Carefully replacing the damaged portion with a nearby undamaged
portion (representing the same data, of course!) should allow the file to
be read successfully.
Contents | < Browse | Browse >
The analog stick ('hat') buttons don't work!
Try pressing the MODE, ANALOG or similar button (depending on your
gamepad) to switch into analog mode.
Contents | < Browse | Browse >
In Astro Wars, meteors are not colliding with the player! You are probably watching the demo mode. Press F3 to insert a coin, then F1 to start playing.
Contents | < Browse | Browse >
Input is not always recognized! Some keys need to be held down momentarily before the game will recognize them. Eg. the F1-F4 keys are often like this. This is game-dependant and not a problem with the emulators (ie. it is authentic behaviour).
Contents | < Browse | Browse >
Can't open ahi.device V4+! (AmiArcadia only) Ensure that there are no other programs running which have allocated any sound channels. You also need AHI installed, obviously :-)
Contents | < Browse | Browse >
How do I load and run a PHUNSY game?
Firstly load the game (eg. using the "File|Open..." command).
For a BASIC game located at $4000 (most are), type these lines, pressing
ENTER after each line:
OLD
RUN
If you are still having problems, check the Gaming Guide.
Contents | < Browse | Browse >
Can I use a host lightgun/lightpen for the rifle games? Only if your lightgun/lightpen can emulate a mouse/trackball. Eg. for Classic Amiga users, http://aminet.net/util/sys/Lightpen.lha will enable you to control the pointer with a lightgun/lightpen. In this case, choose "Settings|Left controller|Mouse/trackball". You also might not want the crosshairs to be displayed; you can use the "View|Pointer?" option to control this. For WinArcadia, you are probably going to want full-screen mode (Ctrl+F).
Contents | < Browse | Browse >
The host keyboard isn't controlling the bat properly! Check your controller settings. You should use "Settings|Left controller| Keyboard only". Also, ensure that "Settings|Input|Analog for guest?" is ticked.
Contents | < Browse | Browse >
The size and positioning of various elements are wrong! (WinArcadia only) This can happen under eg. Windows 7. In Control Panel, go to "Appearance| Display". Choose "Smaller - 100% (default)".
Contents | < Browse | Browse >
I can't see any cursor in the rifle games! You can use the "Settings|Input|Show controller positions?" option to show the current "paddle" position.
Contents | < Browse | Browse >
While using the printer emulation, the LED digits are fluctuating! These digits and the printer are both connected to the data port, therefore this is an unavoidable side effect.
Contents | < Browse | Browse >
Solitaire is not designed for 16 rows, is it? Presumably not. This game was probably written for a teletype. PIPBUG- based machines can use a variety of output devices. You can use the "Settings|Emulator|Echo I/O to console?" so that you can see more than 16 rows.
Contents | < Browse | Browse >
I get graphics corruption if I increase the size! (AmiArcadia only)
If the AmiArcadia window is too large for the host screen, you will get
various ReAction rendering problems. This is a ReAction issue rather than
an AmiArcadia issue.
The suggested fixes are:
* use a smaller size (eg. 1x size); and/or
* increase the size of your Workbench (using ScreenMode Preferences).
Contents | < Browse | Browse >
If I shoot in the rifle games, a hit increments both counters! This is authentic and is by design. The left counter is a shot counter (not a miss counter). The right counter is a hit counter.
Contents | < Browse | Browse >
The memory editor only shows the addresses for the tooltips! This is what it does when there is no data comment pertaining to the address in question. Currently, the only data comments known by the emulators are those for the Elektor, PIPBUG, BINBUG, CD2650 and PHUNSY BIOSes. For example, look at the $08xx (Elektor) and $17xx (CD2650) regions. If you are getting no tooltips at all, the memory editor subwindow is probably not the active one (so click in it to activate it), or (for AmiArcadia) you have a very old version of window.class (earlier than V45.11).
Contents | < Browse | Browse >
What do the colours in the emulator GUI mean?
Colours are used in the emulator GUI as follows:
Opcode colours (eg. as used in opcode helper):
red: arithmetic, transfer
blue: input/output, Program Status Word, mixed
green: branch
yellow: special
purple: illegal
Memory properties colours (eg. as used in real-time monitor):
cyan: breakpoint
orange: watchpoint
purple: mirror
red: unmapped
yellow: write-only
blue: read-only
green: read/write
Options group colours (eg. as used on toolbar):
orange: input
cyan: speed
purple: sprites
yellow: sound
Firebutton colours (eg. as used in key redefiner):
red: 1st firebutton
blue: 2nd firebutton
green: 3rd firebutton
yellow: 4th firebutton
Macro colours (eg. as used on toolbar):
red: record
blue: play
green or grey: stop
Machine glyph colours (eg. as used on sidebar):
green: PIPBUG
orange: BINBUG
cyan: CD2650
yellow: PHUNSY
red: MIKIT
Text colours (eg. as used in console window) (these are for
WinArcadia, AmiArcadia colours will be different):
red: logs, tape
green: network, VERBOSE #define, debug, error, view, labels
yellow: trace
blue: printer, pseudocode
purple: PIPBUG/etc., comments
cyan: CLI output
grey: CLI input, default
Player colours (eg. as used in paddle axes display in UVI/PVI
monitor):
dark red: player 1 (left player)
dark blue: player 2 (right player)
light red: player 3 (left player's teammate)
light blue: player 4 (right player's teammate)
black: multiple players
Directory colours (eg. as used in sidebar):
red: up tree (root/parent)
green: down tree (subdirectory)
Key colours (eg. as used in "Help|Host keyboard..." subwindow):
red: left player (player 1)
blue: right player (player 2)
purple: both players
green: console keys
white: emulator GUI (ie. reserved) keys
grey: unassigned keys
orange: key/button is currently pressed
Clock hand colours (eg. as used in AmiArcadia CPU(s) monitor):
blue: hour hand
black: minute hand
red: seconds hand
Sprite editor colours correspond to the actual guest colours, except:
grey: transparent
white: PDGs and UDGs (ie. unspecified colour)
Colours used by the debugger DRAW command: see here
Signal component colours (eg. as used on Arcadia/Interton/Elektor
screen when "Settings|Graphics|Blanking areas?" is on):
orange: horizontal porch
cyan: horizontal retrace (aka horizontal sync pulse)
white: colour burst (actually part of horizontal back porch)
pink: vertical porch
red: horizontal porch + vertical porch
blue: horizontal retrace + vertical porch
grey: colour burst + vertical porch
purple: vertical retrace
dark red: horizontal porch + vertical retrace
dark blue: horizontal retrace + vertical retrace
black: colour burst + vertical retrace
Sound colours (eg. as used in "Tools|Musical keyboard..." subwindow):
Green indicates the tone generator.
Red indicates the noise generator.
Purple indicates the tone and noise generators together.
Grey indicates notes that cannot be played by the UVI/PVI. However,
they can be played by the PSGs or TMSes, if any are present.
red: MIKIT
Text colours (eg. as used in console window) (these are for
WinArcadia, AmiArcadia colours will be different):
Tape decks (including papertapes):
cyan: playback
red: recording while write enabled
yellow: recording while write protected
green: stopped
white/black: empty (ejected)
Floppy disk drive:
Head position gadgets (incl. on status bar):
green: read
red: write
blue: idle
Block contents grid:
green: byte at head position (when reading)
red: byte at head position (when writing)
blue: byte at head position (when idle)
yellow: first two bytes of the block (next track and next
sector) (BINBUG only)
orange: floppy disk watchpoint
cyan: empty (free) space
grey: lost or bad block
pink: file contents
purple: directory or OS block
Platter (WinArcadia) and disk blocks overview (AmiArcadia):
green: head position (when reading)
yellow: head position (when writing)
cyan: empty (free) space
black: lost or bad block
pink: file contents
purple: directory or OS block
grey/white: not inserted
Label text colours (as used by = command) (WinArcadia only):
blue: machine
green: game
red: user
yellow: ASCII control code
purple: CPU flag
Industrial/scientific peripherals subwindow:
see here
Contents | < Browse | Browse >
The emulator says my game is obsolete! This can happen with old patches, bad dumps where subsequently a good dump has been made, etc. The solution is to make sure you have the latest versions of the Games, Enhancements and Examples Packs from the EA2001 Central site (http://amigan.yatho.com).
Contents | < Browse | Browse >
It quits at startup, complaining about button.gadget! (MorphOS only)
You need the appropriate ReAction cs used in "Tools|Musical keyboard..." subwindow):
Green indicates the tone generator.
Red indicates the noise generator.
Purple indicates the tone and noise generators together.
Grey indicates notes that cannot
Contents | < Browse | Browse >
It won't start (hangs at startup)! WinArcadia: If running Windows 11, right-click WinArcadia.exe and choose Properties|General. If there is an "Unblock" checkbox, ensure it is ticked. Click OK and now run the emulator again. MorphOS: 1. You may be using window.class 45.16. MorphOS is incompatible with it; we recommend using window.class 42.84 instead. You can get this from http://amigan.1emu.net/releases/RA-MOS.lha or from Aminet. 2. There is a bug in the Poseidon USB stack which causes the lowlevel.library SetJoyPortAttrs(SJA_AUTOSENSE) command to sometimes hang (seemingly dependent on what USB devices are attached). This is true even if the lowlevel.library settings of Poseidon (ie. USB Preferences) are all "Don't touch", force feedback is turned off, etc. When MorphOS is booted, Poseidon applies a buggy patch to lowlevel.library. Then, when SetJoyPortAttrs(SJA_AUTOSENSE) is later invoked by any application, the machine (often) hangs. This bug has been observed under MorphOS V2.7-3.3 (V3.4+ have not yet been tested by us). The workaround is to use the NOLOWLEVEL CLI argument when starting AmiArcadia.
Contents | < Browse | Browse >
Breaking (Ctrl-C) in the console window sometimes freezes the emu! (AmigaOS4 only) Indeed. This may be an OS4 bug. We advise against doing this; just quit the emulator in the normal way instead, eg. via the menu. (If you are in the debugger, the quit command is SYS or SYSTEM.)
Contents | < Browse | Browse >
Clicking the email button in the About window does nothing!
(WinArcadia only)
You do not have your default email client program correctly configured in
the Windows system registry.
Using a registry editor such as REGEDIT.EXE, check the value of the
HKEY_CLASSES_ROOT\mailto\shell\open\command key. It might refer to a
program which has been deleted or moved.
You should rerun your preferred email client program and adjust its
settings to configure it to be the default email client. Eg. Outlook
Express will normally ask you this when it starts up. Or you could
directly alter the value of the abovenamed key, eg. to:
"%ProgramFiles%\Outlook Express\msimn.exe" /mailurl:%1
Contents | < Browse | Browse >
The buttons in the host gamepad(s) subwindow are greyed out! You need to assign the host gamepad(s) to a guest controller, using the "Peripherals|Left controller »" and/or "Peripherals|Right controller »" submenus.
Contents | < Browse | Browse >
The emulator isn't using Greek glyphs!
AmiArcadia: You need to be using an appropriate font (ie. one which is
designed for code page ELOT 928 aka ISO-8859-7). There are several such
fonts available, eg. from http://www.hri.org/culture97/fonts/AmiGR.lha .
Copy into FONTS: and then use Font Preferences to choose an appropriate
font. (Also, you will of course need to set Greek as your preferred
language in Locale Preferences. You may need to download the Boing Bag #2
Greek Locale package (http://os.amigaworld.de/download.php?id=14) for eg.
the greek.language files.)
You might find this page to be useful:
http://www.hri.org/culture97/fonts.html#amiga
Windows , when SetJoyPortAttrs(SJA_AUTOSENSE) is later
invoked by any application, the machine (often) hangs. This bug has been
observed under MorphOS VGreek".
In "Code page conversion tables", ensure that "1253 (ANSI - Greek)" is
ticked.
AmiArcadia.
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Contents | < Browse | Browse >
Troubleshooting/FAQ
How do I do rerecordings (eg. for making tool-assisted speedruns)?
Eg. if you have a 1 minute recording, and you want to keep the first
50 seconds of it and rerecord the remainder:
1. Load the COR file as normal.
2. Play back the COR file as normal it reaches 0:50.
3. Choose the "Macros|Start recording..." command.
4. Now record the remainder of the game as normal.
Ensure that you do not stop playback via eg. the "Macros|Stop
recording" command between steps 2 and 3. (Pausing is OK.)
Troubleshooting/FAQ
Where is the configuration stored?
For AmiArcadia, this is AmiArcadia.ini in the Configs/ subdirectory.
For WinArcadia, this is WinArcadia.ini in the Configs/ subdirectory.
Troubleshooting/FAQ
I can't shoot in the rifle games (I always miss)!
Autofire is probably turned on. (You only get one shot, so it has been
wasted by the time the rifle gets near the cursor.)
Troubleshooting/FAQ
Why wasn't my high score added to the table?
You were probably cheating (eg. speed below 100%, collisions turned off,
etc.)... ;-)
Troubleshooting/FAQ
Programs that alter the LED digits are also causing garbage to be
printed in the "Peripherals|Printer..." subwindow!
Theshr>
The emulator isn't using Greek glyphs!
AmiArcadia: You need to be using an appropriate font (ie. one which is
desi73.html">Troubleshooting/FAQ
Contents | < Browse | Browse >
The emulator crashes at startup! (WinArcadia only)
Please try starting WinArcadia with the TRACKENTRY CLI argument, eg.:
WINARCADIA TRACKENTRY
and send us an email telling us the highest (ie. last) number that is
shown in the console window. This will help us to narrow down and fix
the bug for the next version.
Contents | < Browse | Browse >
Caps Lock is not working properly! (Type-right only) Pressing eg. the alphanumeric '1' key while Caps Lock is on will generate a '!', even if the Shift key is not being held down. This is the authentic behaviour of the real machine (it is actually a Shift Lock rather than a Caps Lock). This pecularity is only emulated if you are using the guest keyboard layout. If you use the host keyboard layout instead, the Caps Lock key will behave as expected.
Contents | < Browse | Browse >
Sometimes my game works, sometimes it doesn't! (Interton only) RAM is initialized to random values at startup, which is similar to the real machine. If the game doesn't initialize the RAM properly, it will not reliably run on the emulator nor on the real machine.
Contents | < Browse | Browse >
Can't allocate potgo bits! (AmiArcadia only) That means some other program you are running has already allocated those bits in potgo.resource. That will not cause any issues unless you are wanting to use an analog Amiga joystick (normal Amiga joysticks are digital).
Contents | < Browse | Browse >
What are the controls? There is no reaction if I press anything on
the keyboard, also there is no reaction to joystick input.
The stub program that runs by default is just there to produce a display,
and will not react to any input. You need to load a game before you can
play a game, obviously ;-)
Input can be somewhat complex due to the fact that the emulated consoles
have a dozen buttons or more per player.
But briefly: Make sure you set the "Settings|Left controller" item to
what you want to use on the host (keyboard, joystick etc.)
You can use "Help|Host keyboard..." to show your keyboard with the
current key mappings. Use "View as overlays" mode to get the friendliest
output. "Help|Host gamepads/mouse..." works similarly but for the
joystick/pad/mouse.
"Peripherals|Controls..." will show a photograph or diagram of the guest
machine. You can click on the relevant buttons in the picture, which is
equivalent to pressing that key.
"Help|Game information..." will show the game's keys mapped onto the
guest controller layout.
"Settings|Input|Redefine keys..." can be used to change the keyboard
layout.
The 3x4 grid of buttons for the Arcadia's left player, for example, are
mapped by default to these keys:
123
QWE
ASD
ZXC
(The spacebar, 4, 5 and 6 keys are automatically assigned by the emulator
to duplicate the 4 most heavily used of these 12 buttons, according to the
game being played.)
Cursor keys control the joystick direction as you would expect.
Also some buttons on the main console unit itself:
F1 is the START button.
F2 is the A button.
F3 is the B button.
F5 is the RESET button.
Also ensure that the machine is not paused.
The following applies primarily to Arcadia, Interton and Elektor.
In general, these machines have 4 "console" buttons on the machine
itself. Two players are supported, designated as left (or player 1) and
right (or player 2). Each players has a "controller" consisting of 12
buttons arranged in a 3*4 "keypad" grid, and an analog joystick
("paddle").
By default, the console keys are mapped to F1-F4, the left keypad is
mapped to the left side of the host keyboard (1/2/3/Q/W/E/A/S/D/Z/X/C),
the left paddle is mapped to the cursor keys, the right keypad is mapped
to the numeric keypad, and the right paddle is mapped to I/J/K/L. (These
can be changed with the "Settings|Input|Redefine keys..." subwindow.)
Mapping these 12 buttons per player directly onto the 4 main buttons of
a typical modern gamepad is obviously not possible. Therefore, the
emulator introduces the concept of the "1st", "2nd", "3rd" and "4th
firebuttons". By default, these correspond to the 1/2/3/4 buttons on the
host gamepad. (This can be changed with the "Settings|Input|Rearrange
gamepad buttons..." subwindow.) The 4 most important keypad buttons for
each game are assigned to these by the emulator, on a game-dependent
basis. Eg. for Ocean Battle, the assignments for the 1st/2nd/3rd/4th
firebuttons are 2/Clear/Enter/0 respectively. So:
* the 1 button on the host gamepad will control the 2 button
on the guest keypad, which is the main button used for firing in
combat in this game (and indeed in most games);
* the 2 button on the host will control the Clear button on the guest,
which is the 2nd submarine on the map screen and also moves you left
in combat;
* the 3 button on the host will control the Enter button on the
guest, which is the 2nd destroyer on the map screen and also moves
you right in combat; and
* the 4 button on the host will control the 0 button on the guest,
which is the cruiser on the map screen.
Unfortunately the game also uses the 7 and 9 keys of the guest, which
control the 1st submarine and 1st destroyer respectively on the map
screen. These are not mapped to the host gamepads; therefore the only way
these keys can be pressed is via the host keyboard (or by using a Vision-
dapter).
These 1st..4th firebuttons can also be accessed via the host keyboard;
the left player is space/5/6/7, the right player is n0/Del/End/PgDn (for
WinArcadia) or n0/n./Del/Help (for AmiArcadia).
The Palladium variant has 4 extra keys per player which are designated
x1/x2/x3/x4, and are assigned to 4/R/F/V (left) and n-/n+/nE/n. (right for
WinArcadia) or (n*/n-/n+/nE (right for AmiArcadia).
Handling of the guest paddles is also complicated. Some consoles had
fully analog paddles, whereas others were digital. Likewise some games
expect fully analog paddles, whereas others expect digital paddles. The
emulator takes care of this automatically as much as possible.
The emulator maps digital inputs (from eg. the cursor keys or gamepad D-
pad) into a gradual positional change in the relevant paddle axis
(horizontal or vertical). You can see this in the "Tools|UVI/PVI(s)
monitor..." subwindow. The speed of this change per frame (the
"sensitivity") is automatically set by the emulator according to the game,
but can be adjusted by the user via the "Settings|Input|Sensitivity..."
subwindow.
Contents | < Browse | Browse >
Space Attack player movement is too fast! You are probably playing SpaceAttack-B.bin, which has fast player movement. You would probably be happier with SpaceAttack-A.bin.
Contents | < Browse | Browse >
The emulator is warning "Incorrect code page!" (WinArcadia only)
Windows XP: In Control Panel, go to "Regional and Language Options|
Advanced|Language for non-Unicode programs". Choose the language that
matches what you chose in the emulator.
keypad, which is the main button used for firing in
combat in this game (and indeed in most games);
* the 2 button on the host will control the Clear button on the guesthe language that matches what you chose
in the emulator.
Windows 8.1: In Control Panel, go to "Region|Administrative|Language for
non-Unicode programs|Change system locale...". Choose the language that
matches what you chose in the emulator.
Unfortunately Windows will need to be rebooted afterwards, what a lame
OS! :-(
Contents | < Browse | Browse >
Input is shown by the BIOS but has no effect! (MIKIT) There is no dump available of the MIKIT BIOS. Therefore, the MIKIT BIOS, which would normally listen for and act upon the user's commands, is absent. Instead, there is a stub BIOS which shows the pressed keys, but no attempt is made by the stub to execute commands like the real MIKIT BIOS would. MIKIT games can still be played however.
Contents | < Browse | Browse >
The emulator isn't using Polish glyphs! Not all the Polish strings have diacritics yet. AmiArcadia: You need to be using an appropriate 8-point monospaced Polish font (ie. one which is designed for code page ISO-8859-2). For example, ISOTopazPL, from the in the Boing Bag #2 Polish Locale package ( http://os.amigaworld.de/download.php?id=18 ). Copy ISOTopazPL into FONTS: . You should download and install AntiTopaz.lha (from Aminet) and set it to use a font such as ISOTopazPL.font instead of topaz.font . Also, you will of course need to set Polish as your preferred language in Locale Preferences, and ISOTopazPL.font as your system default font in Font Preferences. WinArcadia: Windows XP: In Control Panel, go to "Regional and Language Options| Advanced". In "Language for non-Unicode programs", choose "Polish". In "Code page conversion tables", ensure that "1250 (ANSI - Polish)" is tica>
The emulator isn't using Polish glyphs! Not all the Polish strings have diacritics yet. AmiArcadia: You need to be using an appropriate 8-point monospaced Polish fonPolish (Poland)". Windows 8.1: In Control Panel, go to "Region|Administrative|Language for non-Unicode programs|Change system locale...". Choose "Polish (Poland)". Windows then needs to restart the computer, how lame is that!? :-(
Troubleshooting/FAQContents | < Browse | Browse >
Why isn't there an AROS x86 port of AmiArcadia? AROS isn't capable because it doesn't support the official Amiga GUI (ReAction). As soon as AROS adds this capability, an AROS port of AmiArcadia will be forthcoming.
Troubleshooting/FAQContents | < Browse | Browse >
Which file formats can be loaded and/or saved? These formats can be loaded by the emulators: AOF (.AOF or .OBJ extension can be used) ASM (.2650 extension is also supported) (.INC extension is typically used for INCLUDEd files) BIN (.ROM extension is also supported) BMP (WinArcadia only) BPNF CMD *COR *COS EAP EOF HEX *HST IFF 8SVX IFF AIFF IFF CTLG IMAG (different to IMG!) IMG (different to IMAG!) INI MDCR MOD NVR PAP (via "Peripherals|Papertape unit..." subwindow) RAW RIFF WAV SMS SYM (via LOADSYM command) *TVC TWIN ZIP These formats can be saved by the emulators: ANSI AOF (via ASM and SAVEAOF commands) ASCII ASM (via DISGAME and "Project|Save screenshot as »|ASM..." cmds) BIN (via ASM and SAVEBIN commands) BMP BPNF (via SAVEBPNF command) (.BPNF or .BNPF extension can be used) CMD (via EXTRACT command) *COR *COS EOF (via SAVEEOF command) GIF (static and animated) HEX *HST IFF 8SVX IFF 16SV (WinArcadia only) IFF ACBM IFF AIFF IFF ANIM IFF ILBM IFF SMUS IMAG (different to IMG!) IMG (different to IMAG!) .info (AmiArcadia only) *INI LST MDCR MID MNG MOD NVR PAP (via "Peripherals|Papertape unit..." subwindow) PCX PNG (static and animated) PSG RAW RIFF WAV SMS (via SAVESMS command) SYM (via SAVESYM command) TIFF *TVC (via ASM and SAVETVC commands) YM * indicates that the file format is a custom format (ie. only used by these emulators). See the "File Formats Overview" in http://amigan.yatho.com/s-coding.html#multi for more information about these formats. There are various methods of loading or generating these files; ie. not all are directly loadable/savable with the "Project|Open..." and "Project|Save as »" commands. Eg. LST files are produced as a byproduct of the ASM command, SYM files are loaded/saved with the LOADSYM and SAVESYM commands, etc.
Troubleshooting/FAQContents | < Browse | Browse >
MNG animations are not playing back correctly! What software are you using to play it back? The MNG playback software currently available for OS4 is buggy: * The MNG datatype does not work properly and can cause a Grim Reaper. (And in any event it is only intended to show the first frame of the animation.) * http://aminet.net/package/gfx/show/mngplay.lha (version 2001-07-08) needs to be used with the undocumented 24 CLI argument, eg.: MNGPlay foo.mng 24 Even then, the program will not show the correct colours (red and blue are swapped). If you enable the #define MNGPLAY in aa.h and rebuild the emulator, it will generate files with swapped colours so that MNGPlay will play them back correctly.
Troubleshooting/FAQContents | < Browse | Browse >
YM files can't be loaded by AYEmul! AYEmul 2.9 beta 26 (at least) has a bug in its path handling and therefore can't open YM files that are not in its own directory. It will show "(FileOpen error)" in such cases. Therefore you should copy or move the YM files into the directory containing the AYEmul program before playing them.
Troubleshooting/FAQContents | < Browse | Browse >
Gridball wall gaps are uneven in PAL mode! (AY-3-8600 only) This is authentic. Presumably PAL was somewhat of an afterthought.
Troubleshooting/FAQContents | < Browse | Browse >
"Settings|Input|Pass right mouse button to guest" does not work! OS3.2 and OS3.2.1 have a bug in window.class whereby applications cannot intercept the right mouse button. This will be fixed in the next AmigaOS update. window.class 45.16 from OS3.9+BB2 does not have this bug. Note also that you need to have "Settings|Left/right controller" set appropriately.
Troubleshooting/FAQContents | < Browse | Browse >
I tried to use a joystick or gamepad with AmiArcadia but it doesn't work! (AmigaOS4 only) The solution is: 1. Plug in the controller. 2. Run AmigaInput Preferences. 3. Select the "Drivers" tab. 4. Choose the interface, the controller and the correct unit. 5. Test and calibrate the unit if you consider it necessary. 6. Select the "Lowlevel" tab. 7. Choose the port and the desired emulation type in the upper cyclic button (in my case "Port 0 - Gamepad"). 8. Choose the controller and the unit in the available lists (in my case "MP-8866 Dual USB Joypad" and "0"). 9. Pressing the "Assign" button, assign it. 10. This will enable the lower cyclic buttons so that you can configure the equivalences between the buttons of your controller (if you do not know what they are, run another copy of AmigaInput and use the option "Test/calibrate the unit" already mentioned in the "Drivers" tab to see the correspondences) and those of the classic controller of the CD³² and the addresses. 11. Press the "Save" button when finished. See also here.
Troubleshooting/FAQContents | < Browse | Browse >
The paddles are not exactly centred! (Arcadia/Interton/Elektor) The centring positions used by the emulator were chosen for maximum game compatibility. Some games have hardcoded calibration which will interpret an exactly centred paddle as being eg. a move to the right in Alien Invaders.
Troubleshooting/FAQContents | < Browse | Browse >
How do I use RetroAchievements? (WinArcadia) The RetroAchievements support is not active until you enable it via the "Tools|RetroAchievements?" toggle, or clicking on the RetroAchievements menu title. This will start the process of logging you into the RetroAchievements server, and will allow the "RetroAchievements" menu to be actually opened. In some situations, the game will not be identified by RetroAchievements when loading a saved state (ie. COS/COR file). Eg. if a trainer was in use when the file was created, the game it will not be identified (as the ROM has been patched). You should also ensure that "Options|Emulator|Randomize memory?" is turned off so that RetroAchievements can recognize the loaded games. Note that you need to "sign in" separately to the website (with the same name and password) if you want to be able to eg. reset (unachieve) achievements, even if you are already "logged in" to RetroAchievements. Items on the RetroAchievements menu such as "Open my User Page" and "Open this Game's Page" will not do this for you." If you have trouble with games not being recognized (eg. this seems to happen in some situations for Elektor games on Windows 10), try running the emulator in Windows 8 compatibility mode.
Troubleshooting/FAQContents | < Browse | Browse >
The Hobby Module doesn't work! (Interton) Instead of loading this like a normal Interton game, you need to choose "Settings|Machines|Elektor TV Games Computer" and then "Settings|BIOS| Hobby Module".
TipsContents | < Browse | Browse >
TIPS---------------------------------------------------------------------- These are the tips of the day that are shown with the "Settings|Emulator|Show tips at startup?" feature. Some are not documented elsewhere. Both hosts: * "Help|Host keyboard..." (for keyboard users) and "Help|Host gamepads..." (for gamepad/mouse users) are the easiest ways to see what keys to use for your game. "Help|Game information..." may also be useful. * You can change the selected game in the sidebar with Ctrl+Up/Down. * In the memory editor and real-time monitor, you can click with the middle mouse button on most buttons to set or clear a data watchpoint. * In the memory editor and real-time monitor, you can click with the left mouse button on most buttons to edit (poke) their contents. * In the controls subwindow, you can control the machine by clicking with the left mouse button on the relevant part of the picture. * In the debugger, typing = will show a list of all known labels. * In the debugger, you can use the Tab key to autocomplete a label that you are typing. * In the memory editor subwindow, you can click on the memory map to change the view to the appropriate memory region. * You can drag the right edge of the window to enlarge the width of the sidebar. * Shift+Tab will activate the debugger gadget. * In the debugger, pressing the cursor up/down keys will allow access to the previous twenty commands entered. * Holding the Ctrl key down shows various information on the status bar about what is under the mouse pointer. * Holding the Ctrl and Left Shift keys down shows a magnified view of what is under the mouse pointer. * You can set a masked watchpoint in the debugger by specifying WP <address>:<mask> , eg. WP $1234:56 . See here. * In the debugger, giving a ? after a command will tell the usage, for most commands. Eg. REL ? to see the usage of the REL command. * You can centre the paddles with Alt+C. * When generating an IFF ANIM, if "Macros|Generate IFF 8SVX files?" is also on, the generated IFF ANIM will also have embedded sound data. * In the sprite editor, double-clicking on a colour will open the palette editor. * Ctrl+' will make the emulator run at 1 FPS while held down. * You can drag and drop a file onto the main window to load it, or drag and drop a directory onto the main window to change the sidebar to that directory. For AmiArcadia, you can also drag and drop onto the iconified icon. * In the "Help|Opodes..." subwindow, you can click on an opcode to open the corresponding page of the CPU manual. * If the mouse is not assigned to any guest player, you can click on the guest screen while holding the Shift key to run to the raster line under the pointer. WinArcadia only: * In 3D mode, you can move the camera with Ctrl+PgUp/PgDn, and zoom in/out with Ctrl+Home/End. * Clicking on the eye candy (ie. legs) will toggle her on or off. * You can use "Options|Graphics|Enhance skies?" and "Options|Emulator| Paths..." to use any uncompressed 24-bit BMP file as the background. AmiArcadia only: * On the status bar, you can click the "Speed:" button to cycle through the FPS/kHz/percentage speed display formats. Holding Shift while doing so will cycle backwards. * On the status bar, an animated mouth will appear instead of the machine glyph (on the far left of the status bar) while speaking. * In some circumstances, not all of the toolbar buttons will be visible. You can drag (left and) right over the toolbar while holding down the Shift key and the left mouse button, to scroll the other buttons into view. * Pressing the Help key while browsing the menu will open this user manual on the appropriate page. * In the floppy drives subwindow, you can click on the disk blocks overview to change which block is shown in the block contents grid.
REXX CommandsContents | < Browse | Browse >
REXX COMMANDS------------------------------------------------------------- AmiArcadia has had a built-in ARexx port (normally called AMIARCADIA.1) since V5.3. WinArcadia has had a built-in REXX port (called WINARCADIA) since V28.5. The supported commands, and the version in which they were introduced, are: . ACTIVATE|SHOW 17.43 . ACTIVATEWINDOW 5.3 . CLEAR 5.3 * CLIENT [<hostname>] 12.1 . CLOSECONTROLS 5.6 . CLOSEDIPS 15.4 . CLOSEDISKDRIVE 32.3 . CLOSEGAMEINFO 14.27 . CLOSEGAMEPADS 18.41 . CLOSEKEYBOARD 18.3 . CLOSEMEMORY 15.4 . CLOSEMONITOR 5.6 . CLOSEMUSIC 26.33 . CLOSEOPCODES 17.42 . CLOSEPALETTE 17.41 . CLOSESPRITES 15.4 . CLOSETAPEDECK 26.71 . CMDSHELL OPEN|CLOSE 5.4 . COPY 8.2 . COPYTEXT 9.3 . DEACTIVATE|HIDE 17.43 . DEBUGGER [QUIET] <command> [<arguments>] 12.52 * GETATTR APPLICATION.SCREEN 22.33 * GETATTR APPLICATION.PORT 24.31 * GETATTR APPLICATION.VERSION 24.31 * GETCREDITS 8.6 * GETHOSTNAME 12.1 * GETMACHINE 5.52 * GETMEMMAP 7.0 * GETNAME 8.6 * GETPORT 18.32 * GETREFERENCE 14.02 A * GETSCREEN 5.51 * GETVERSION [DECIMAL|INTEGER] 5.3 * HELP [<filename>] 11.9 A . JUMPSCREEN <screenname> 18.1 . JUMPTOMONITOR 8.31 A . LOCKGUI 5.4 . MENU <command> 28.51 . MOVEWINDOW [LEFTEDGE] <leftedge> [TOPEDGE] <topedge> 5.4 . OPEN [<filename>] 5.3 . OPENCONTROLS 5.6 . OPENDIPS 15.4 . OPENDISKDRIVE 32.3 . OPENGAMEINFO 14.27 . OPENGAMEPADS 18.41 . OPENKEYBOARD 18.3 . OPENMEMORY 15.4 . OPENMONITOR 5.6 . OPENMUSIC 26.33 . OPENOPCODES 17.42 . OPENPALETTE 17.41 . OPENSPRITES 15.4 . OPENTAPEDECK 26.71 . PASTE 9.3 . PAUSE 5.4 * PEEK <address> 5.3 . QUIT 5.3 . RELOAD|REVERT 11.9 A * REQUESTFILE [TITLE <title>] [PATH <path>] 5.5 [FILE <filename>] [PATTERN <pattern>] A . REQUESTNOTIFY [TITLE <title>] [PROMPT] <prompt> 5.5 A * REQUESTRESPONSE [TITLE <title>] [PROMPT] <prompt> 5.5 . SAVEAS [<filename>] 5.3 . SAVEACBM [<filename>] 5.5 . SAVEBMP [<filename>] 5.5 . SAVEGIF [<filename>] 24.69 . SAVEILBM [<filename>] 5.5 . SAVEPCX [<filename>] 8.1 . SAVEPNG [<filename>] 25.4 . SAVETIFF [<filename>] 25.3 A . SCREENTOBACK 17.43 A . SCREENTOFRONT 17.43 * SERVER 12.1 . SETMACHINE ARCADIA|INTERTON|ELEKTOR|PIPBUG|BINBUG| 9.31q INSTRUCTOR|CD2650|ZACCARIA|MALZAK| PHUNSY|PONG|SELBST|MIKIT|TYPERIGHT . SETPORT <portnum> 18.32 . SETSPEED 25|50|75|100|125|150|200|400|800 18.0 A . STATUS [<string>] ?.? . TURBO ON|OFF 9.05 A . UNLOCKGUI 5.4 . UNPAUSE 5.4 . VIEWHIGHSCORES 12.0 . WINDOWTOBACK 5.3 . WINDOWTOFRONT 5.3 Commands marked with 'A' are AmiArcadia-only. Commands marked with '.' do not return anything. Commands marked with '*' write their return code to the RESULT variable (for AmiArcadia). Usage of these commands is generally either self-explanatory, or the same as the GUI or debugger equivalent. Eventually more commands may be supported; suggestions are welcomed. WinArcadia redirects SAY commands so that they use its output window, and redirects PULL commands so that they use its own dialog box. DEBUGGER: This command allows you to access all the functionality of the debugger. The command and arguments given are passed to the debugger for execution. Eg. DEBUGGER F $100 $200 $30 Be aware that output from debugger commands will go to the normal console, not to the ARexx script output console. Also, a command such as: DEBUGGER PEEK $100 will always set the return code to 0 (success), rather than returning the contents of $100 in the return code. On V14.08+, you can give the optional QUIET switch, to suppress any output from the debugger. Eg. DEBUGGER QUIET WR GETATTR APPLICATION.PORT: Returns the name of the ARexx port AmiArcadia is using. GETATTR APPLICATION.SCREEN: Returns the name of the public screen AmiArcadia is running on. GETATTR APPLICATION.VERSION: This is the same as GETVERSION DECIMAL. GETPORT: This is the same as GETATTR APPLICATION.PORT. GETSCREEN: This is the same as GETATTR APPLICATION.SCREEN. GETVERSION: From V16.21 onwards, you can specify DECIMAL or INTEGER for which style of version string you want. DECIMAL (the default) is the official version number as listed in eg. the documentation, and in the "Help|About..." window. INTEGER is the version number as stored in the embedded version string. In most cases, these will the the same. However, if the decimal version number is a.0b, the integer version number will be a.b, and if the decimal version number is a.b, the integer version number will be a.b0 (where a is any integer number, and b is any single digit). HELP: Under V11.9-14.26, this performed the same action as the OPENGAMEINFO command now does. Under V14.27+, this shows a list of the REXX commands understood by Ami/WinArcadia. MENU: This allows scripts to access the emulator's menus, exactly as if the user had done so. Eg. MENU HELP.ABOUT is the same as the user selecting "Help|About...". See the "REXX:" field in the description of the relevant menu item to know what command to use. The "Type:" field of the menu item is also relevant: * Toggle: these will change state (on to off or vice versa) each time. * Option: this will change the relevant option to the chosen value. * Command: this will execute the given command. * Modal subwindow: this will open the subwindow. * Modeless subwindow: this will close the subwindow if it is already opened, or otherwise will open it. If the menu item does not exist on your host (eg. MENU HELP.REACTION on WinArcadia), nothing will happen. You should not use this command for menu items which are ghosted at the time. OPENMONITOR/CLOSEMONITOR: These affect all three monitors (CPU, UVI/PVIs, PSGs), as of V26.33. STATUS: If no message is specified (eg. STATUS ""), the emulator returns to normal status bar operations. If you want a blank status bar, use STATUS " " .
DebuggerContents | < Browse | Browse >
DEBUGGER------------------------------------------------------------------ Complete list of commands These commands have their own manual pages: * " (click here) = ASM BASE BL|FL|IL|WL BP|WP CLEARCOV COPY|MOVE COVER CPU DEFSYM DEL|DELETE DIR|LD|LDIR DIS DISGAME DOKE DRAW DRIVE E|POKE ERROR EXTRACT FIND FP G GI GR I IM IP L LIST LOADSYM O N PB PL R READPORT|WRITEPORT REL S SAVEAOF|SAVEEOF SAVEBPNF SAVECMD|SAVEIMAG|SAVEMOD SAVEHEX SAVESMS SAVESYM SAVETVC SAY|SPEAK|SPK SPR SWAP T TRAIN TU VB|VERBOSE V|VIEW WR|WW This provides debugging functionality via the keyboard. You can use the "View|Debugger?" command to toggle it on or off. The debugger is fully asynchronous; ie. you can give it commands while the emulation is running. But most of the time you will want to pause it while using the debugger. Note that commands which modify memory, eg. LOADBIN, do not automatically update all subwindows (eg. the memory editor). You should advnace to the next frame or close and reopen these windows if you need to see the updated values. For AmiArcadia, the debugger sends its output to stdout, thus you can redirect the output when starting from CLI, eg.: 1> AmiArcadia >logfile Or you can use the "Settings|Emulator|Append to/replace RAM:AmiArcadia.log" option. "H" will show a list of the available commands. For any command that takes arguments, you can see the command format, in Backus-Naur notation, by giving ? after the command (similarly to AmigaOS for CLI commands). Eg. REL ? will tell you the usage of the REL command. Pressing Shift+Tab in the guest (just Tab is sufficient for non-QWERTY guests) will activate the debugger gadget (if that gadget is actually visible). While the debugger gadget is active, keyboard input will not be passed to the guest. The debugger gadget is orange while it is active. Pressing Tab in the debugger will autocomplete the label you are typing. Pressing the cursor up/down keys will allow access to the previous twenty commands entered. Entering a blank line will return the input focus to the guest. Pressing Help (AmiArcadia) or Esc (WinArcadia) will abort the current line and return the input focus to the guest. Pressing Caps Lock will toggle the host's (ie. debugger's) caps lock, not the guest's caps lock. WinArcadia: If you choose colourful output, different kinds of messages (eg. trace, network, log, debugger) are displayed in different colours.
List of Debugger CommandsContents | < Browse | Browse >
Many of these commands have their own manual pages; see here. *<command> execute host OS command "<message> send message to other player = list all known labels = <address> view address as label and hexadecimal ASM <filename> assemble source code BASE [2|8|10|16|%|@|!|$] set default input base BC|FC|IC|WC [<addr1> [<addr2>]] clear bp/wp from addr1 to addr2 BL|FL|IL|WL list all breakpoints/watchpoints BP|WP <addr1> [<addr2>] [<addr/reg> <condition> <value>] add bp/wp from addr1 to addr2 CLEARCOV clear coverage report CLEARSYM [<label>] clear symbol(s) CLS clear screen (of console window) CO|COMP <1st-start> <1st-end> <2nd-start> compare memory blocks COPY|MOVE <source-start> <source-end> <target-start> copy memory from source to target COVER [<reporttype>] view coverage report CPU 0|1 change CPU (2650/2650A vs. 2650B) D|PEEK <address1> [<address2>] display address1 to address2 as data DEFSYM <label> <address> [C|D|P|U] define symbol DEL|DELETE <filename> delete file from floppy disk DIR|LD|LDIR list files on floppy disk DIS [<address1> [<address2>]] disassemble address1 to address2 as code DISGAME [<start-addr> <end-addr>] [<filename>] disassemble and show address range DOKE <address> [<value>] change word at address to value DRAW 0|1|2|3|4 change drawing mode DRIVE [<drive>] change debugger drive E|POKE [<address> [<value>]] change byte at address to value ED|EDIT <filename> edit source code ERROR <number> show error message EXTRACT [<filename>] extract filename from guest floppy disk FILL <addr1> <addr2> <value> fill addr1 to addr2 with value FIND [[<address1> <address2>] <value>] find value in address1 to address2 FP <addr1> [<addr2>] add disk watchpoint from addr1 to addr2 FPEEK <address1> [<address2>] display address1 to address2 from disk FPOKE <address> <value> change byte on disk to value G|P [<address>] pause/unpause GI generate an interrupt GR use guide ray on/off H|HELP|? [0|G] view general help H|HELP|? 1|F view file help H|HELP|? 2|D view disk help H|HELP|? 3|E view edit help H|HELP|? 4|V view view help H|HELP|? 5|L view log help H|HELP|? 6|R view run help H|HELP|? 7|B view breakpoints help H|HELP|? 8|S view symbols help H|HELP|? 9|U view tools help H|HELP|? 10|O view options help H|HELP|? 11|A view graphics help HISTORY view command history I ignore next instruction IM [<addr1> <addr2>] [<filename>] view addr1 to addr2 as imagery INJECT <filename> inject filename onto guest floppy disk IP [<port1> [<port2>] [<addr/reg> <condition> <value>]] add I/O port wp from port1 to port2 J|JUMP <address> jump to address L A log illegal memory accesses on/off L B log BIOS calls on/off L C log inefficient code on/off L I log illegal instructions on/off L N log interrupts on/off L S log subroutine calls on/off LIST [8KBASIC|FORTH|MB|MWB|TCT] list BASIC/FORTH program LOADBIN <address> <filename> load binary from address from filename LOADSYM [<filename>] load symbol table from filename N 0|1|2|3 change notation O step over subroutine PB pause after breakpoints/watchpoints on/off PL pause after logging /on/off R <number> run to rasterline number R F run to next frame R I run to next interrupt R L run to end of loop R R run to next rasterline R S run to end of subroutine READPORT <port>|CTRL|DATA read from I/O port REL <source-addr> [*]<target-addr> calculate relative offset of target-addr REN|RENAME <oldname> <newname> rename file on floppy disk S step next instruction SAVEAOF|SAVEEOF <start-addr> <end-addr> [<filename> [<game-start> [<block-size>]]] SAVECMD|SAVEIMAG|SAVEMOD|SAVETVC <start-addr> <end-addr> [<filename> [<game-start>]] SAVEBIN|SAVEBPNF|SAVEHEX <start-addr> <end-addr> <filename> save address range as filename SAVESMS <end-addr> <filename> save address $0 to end-addr as filename SAVESYM <filename> save symbol table as filename SAY|SPEAK <message> speak message SPR 0|1|2 change sprite display mode SWAP <1st-start> <1st-end> <2nd-start> swap memory blocks SWAPDISK <1st-drive> <2nd-drive> swap disks SYS|SYSTEM quit emulator T trace on/off TRAIN [<value>] make trainer TU 0|1|2 change time unit V|VIEW BIOS view BIOS RAM V|VIEW CPU view CPU status V|VIEW PSG view PSGs/TMSes status V|VIEW RAM view RAM V|VIEW SCRN view screen contents V|VIEW UDG view user-defined graphics V|VIEW XVI view UVI/PVI status VB|VERBOSE verbose tracing on/off WARN assembler warnings on/off WR watch reads on/off WW NONE|SOME|ALL watch none/some/all writes WRITEPORT <port>|CTRL|DATA <value> write to I/O port These two-letter command names used by SIGBUG (eg. as described in the Signetics Microprocessor Manual 1986) are also supported: SIGBUG Equivalent DI DIS DM D|PEEK PM E|POKE GO G SS T DB BC DT WC LB BL LT WL SB BP ST WP Note that the following commands will default to using the Projects/ directory (you can change this using the "Settings|Emulator|Paths..." subwindow): ASM DISGAME LOAD LOADSYM SAVE SAVEAOF SAVECMD SAVEEOF SAVEHEX SAVEMOD SAVESYM SAVETVC
*Contents | < Browse | Browse >
*<command> This lets you send a command directly to the host operating system (ie. AmigaDOS or the Windows command shell), similar to the "Workbench|Execute command..." functionality of Workbench. For example, on AmiArcadia, *RX can be used to run ARexx scripts. For WinArcadia, if you want access to commands like DIR, you should use *CMD to spawn a command shell.
\"Contents | < Browse | Browse >
"<message> This is only useful in netplay mode. It causes the specified message (of up to 80 characters) to appear in the other player's status bar. Eg.: "All your base are belong to us! The outgoing message will be sent (and any incoming message will be received) the next time the machines exchange player input data (which is once per frame). Obviously, the other player won't see your message if their status bar is hidden.
=Contents | < Browse | Browse >
= [<address>] The "=" command, with no arguments, will show all known labels for the current machine and game (the emulator's built-in knowledge plus any labels you may have loaded from SYM files). These abbreviations are used: C Code D Data P Pointer U Unknown If you give it an address, it will tell you its label, whether it is a mirror (and, if so, what it resolves to), any known data comments for that address, what kind it is (code/data/pointer/ unknown), etc. It also will tell you the hexadecimal, binary, octal and decimal equivalents of that address. Additionally, you will get an interpretation of the contents of that address, for most UVI/PVI/PSG registers. On WinArcadia, the text colour indicates the origin of each label, as follows: Blue machine Green game Red user Yellow ASCII control code Purple CPU flag
ASMContents | < Browse | Browse >
ASM <filename> The assembler can be used via the debugger, or you can use it directly from the CLI without opening the emulator GUI using the ASM CLI argument. You should ensure that you are using the appropriate guest machine before assembling. Eg. if assembling a PIPBUG game, you should be in PIPBUG mode. This will mean the appropriate built-in symbol table is in use. The user-defined symbol table is cleared before assembly begins, and then filled according to the labels and EQUates found in the source code. Note that some of the disassemblies in eg. the Disassembly Pack (http://amigan.yatho.com/disasm.rar) will not assemble without modification because they are intended for the VACS assembler, which has certain bugs. See http://amigan.yatho.com/a-coding.txt for more information about this. The assembler supports four types of syntax aka notation. The expected syntax is determined by the "N" (notation) option of the debugger. Similarly, the expected CPU type (2650/2650A or 2650B) is determined by the "CPU" option of the debugger. When using Signetics syntax, abbreviated mnemonics (eg. HLT for HALT) (as used by the Mini- Disassembler) are also understood. The assembler looks in the Projects/ subdirectory for the source file. You don't need to specify the .ASM part. The assembler assembles directly into memory, and also generates a suitable binary (.BIN file) or equivalent (ie. AOF or TVC file), depending on the guest machine, of the same name (but different extension) as the input file. Eg. assembling FOO.ASM will also generate FOO.BIN on Arcadia, FOO.TVC on Elektor, etc. Warnings are enabled by default, but you can turn them off with the WARN debugger command. Evaluation of arithmetic expressions ordinarily proceeds left-to- right, but you can use parentheses to control the order of evaluation. Eg. you can do code like this: LODI,R0 LO(3*(C+II)*2) ;$04 $C6 Whitespace within arithmetic expressions is not permitted. These operators are supported: ~ bitwise unary NOT (8-bit) + addition - subtraction * or × multiplication / or ÷ division % remainder | bitwise inclusive OR ^ bitwise exclusive OR & bitwise AND << shift left >> shift right ~ ^255 HI(n) high byte of n LO(n) low byte of n For the PSU/PSL bits, when using Signetics notation, you can affect multiple named flags using the '+' operator, eg.: ppsl WC+OVF+C The register will be assumed if it is missing. Eg.: loda,r1 FOO,+ means: loda,r0 FOO,r1+ $ or · or . can be used to denote the address of the current instruction. Label definitions can be terminated with a colon or with whitespace. When using Signetics notation, label definitions can also be terminated with a comma. When using Signetics notation, the assembler is mostly compatible with the syntax of the TWIN, PIPLA, VACS, Microbyte and X2650 assemblers. You can also use the "extended instructions" of the Signetics RASM relocatable assembler (eg. you can use BHR or BPR to mean BCTR,gt). These standard and semi-standard assembler directives are supported: Signetics CALM IEEE-694 Arguments ACON|DW|.DBYTE| .DATA.16|.16 DATAL <16bitval> WORD|FDB .ADDR - - <16bitval> ASCI - - <string> - .ALIGN - <value> STRING|FCC .ASCII - <string> n/a .ASCIZ - <string> n/a .ASCIZE - <string> RES|DS|RESERVE| .BLK.8 RES <count> RMB n/a .BLK.16 - <count> n/a .BLK.32 - <count> DATA|DB|.BYTE| .DATA|.DATA.8|.8 DATA|DATAB <8bitval> BYTE|FCB DBX - - <string> .BIN - BASE 2 - .OCT - BASE 8 - .DECM|DFLT 0|10 - BASE 10 - .HEX|DFLT 1|16 - BASE 16 - END|.END .END END [<address>] - .ENDTEXT - - EQU|SET|.EQU|.SET .EQU EQU <symbol> EQU|SET|.EQU|.SET <addr> - .EVEN - - - .FILL.8 - <count> <8bitval> - .FILL.16 - <count> <16bitval> - .FILL.32 - <count> <32bitval> INCBIN - - <pathname> INCLUDE|INCL .INCLUDE - <pathname> - .ODD - - ORG|.ORG .LOC ORG <address> - .PROC - S2650|S2650A|S2650B - .STRING - <string> - .TEXT - - .ZERO - - <count> .ADDR: this is like ACON or DW, except that it uses little-endian order. Since the 2650 is a big-endian CPU, a warning will also be emitted. ASCI/STRING/FCC: you can use any desired delimiter around the string. You can embed any arbitrary value in the string using \xhh notation (like asm2650 assembler), where h are hex digits, eg.: STRING "Non-breaking\xA0space" The x must be lowercase; the hex digits can be in either case. DBX: this feature is for compatibility with VACS 1.24f and later. You must give an 8-character string delimited by double quotes. Eg.: DBX "###..###" is equivalent to either of these: DB %###..### DB $E7 Full stop (.) or space characters are clear bits (%1). Any other character is a set bit (%0). DFLT: changes the default input base expected by the assembler. DFLT 0 or 10 sets decimal mode (the default); DFLT 1 or 16 sets hexadecimal mode. (This is compatible with the Microbyte and asm2650 assemblers.) .BIN, .OCT, .DECM and .HEX change the default input base expected by the assembler to binary, octal, decimal or hexadecimal, respectively. END/.END: you can optionally supply a start address for the program, eg. END $1234 INCBIN: this will include a binary file, as though the bytes of the file were given as DB directives. You must give a pathname in single or double quotes, or without quotes. INCLUDE/.INCLUDE: you must give a pathname in single or double quotes, or without quotes, eg.: INCLUDE 'C:\FOO\BAR.INC' INCLUDE "C:\FOO\BAR.INC" INCLUDE C:\FOO\BAR.INC The named file will be included exactly as is at the appropriate point. Note that the included file should not be terminated by an END directive as that will cause assembly to stop. Recursive inclusion is possible. If you use the INCLUDE/.INCLUDE or INCBIN directives, the assembler will generate an include tree graph (showing the nesting level of each included file via indentation) in the listing file. .ZERO <count> (Signetics) is equivalent to .FILL.8 <count> 0 (CALM). (FOO)H or (FOO)L will give the high or low byte, respectively, of the symbol address. Similarly with HI(FOO) and LO(FOO). Eg. if FOO is $1234: lodi,r0 (FOO)H lodi,r1 (FOO)L or lodi,r0 HI(FOO) lodi,r1 LO(FOO) are the same as: lodi,r0 $12 lodi,r1 $34 You can also use <FOO for the high byte or >FOO for the low byte, which is compatible with the Microbyte assembler. In Signetics mode, you can also use these, which are compatible with the X2650 cross-assembler: ^D binary number eg. ^B1111 gives $000F ^C 16-bit one's complement eg. ^C$1234 gives $EDCB ^D decimal number eg. ^D1111 gives $0457 ^H hexadecimal number eg. ^H1111 gives $1111 ^M most significant byte eg. ^M$1234 gives $0012 ^O octal number eg. ^O1111 gives $0249 ^L least significant byte eg. ^L$1234 gives $0034 ^C, ^M and ^L can be used with labels or literals. ^B, ^D, ^H and ^O require literals. Strings can be given in these formats: N'<string>' or N"<string>" or '<string>' or "<string>" (native format for the guest) A'<string>' or A"<string>" (ASCII format) E'<string>' or E"<string>" (EBCDIC format) These assembler directives are unique to Ami/WinArcadia: Signetics CALM IEEE-694 Arguments ORGF .LOCF - <address>,<8bitval> START .START - <address> ORGF/.LOCF: this changes the IAR (same as ORG/.LOC), but also fills memory between the old and new IARs (oldiar..newiar-1) with <8bitval>. (Ordinary ORG/.LOC does not change memory between the old and new IARs.) .PROC: you can change between 2650/2650A and 2650B with this, exactly as if you had used "Debug|Options|CPU". This change will remain in effect even after assembly has been completed. START/.START: the desired start address of this program. If you don't specify this, a start address is chosen for you (based on what guest you are using), and it might not be what you want. These standard assembler directives are ignored: Signetics CALM IEEE-694 Arguments - .BASE - - CEJE - - - CSECT .CHAP - - EJE - - - - .ELSE - - - .ENDIF - - - .ENDLIST - - - .ENDMACRO - - ENTRY - - - - .ERROR - - - .EXPORT - - - .IF - - - .IMPORT - - - .INS - - - .LAYOUT - - LIBR - - - .LIST .LIST - - - .LISTIF - - - .LOCALMACRO - - - .MACRO - - - .MESSAGE - - NAME - - - PAG|PAGE|.PAGE .PAGE PAGE - PCH - - - PLEN - - - - .PROCSET - - - .PROCVAL - - PRT - - - - .RANGE - - - .REF - - REPRO - - - - .SYSCALL.<n> - - SPA - - - SPAC - - - SPC - - - TITL|.TITLE .TITLE TITLE - The syntax used for addressing modes and literals matches the official standards; for reference, these are: Signetics Old CALM New CALM IEEE-694 Meaning $ $ I/O port * @ {address} @ Indirection ("contents of") # # # Immediate value .+ R^ $ Relative address U^ / Absolute address 0+ 0+ ! Zero page address $ APC APC * Assembler Program Counter 'B' (or %) 2' (or %) 2' (or %) 'B (or %) Binary literal 'O' (or @) 8' 8' 'Q Octal literal 'D' (or !) 10' (or !) 10' (or !) 'D Decimal literal 'H' (or $) 16' 16' 'H Hex literal Those in parenthesis are emulator-only additions (not part of the official standards). Note that most debugger output uses $ to mean hexadecimal and * to mean indirection, regardless of the current notation.
BASEContents | < Browse | Browse >
BASE [2|8|10|16|%|@|!|$] The BASE command allows you to view or set the current default input base. The factory default for this is hexadecimal. If you, for instance, issue the BASE 10 command, the default changes to decimal. This changes the interpretation of unprefixed numbers you input. Eg. an input of: 10 will be interpreted as decimal 10 (hex $A, binary %1010) or as decimal 16 (hex $10, binary %10000) or as decimal 2 (hex $2, binary %10), depending on the current BASE setting. At all times, you can use the prefixes defined for your notation style to override this (see table at bottom of here). BASE % binary BASE @ octal BASE ! decimal BASE $ hexadecimal The current BASE setting is remembered as part of the configuration file. Note that this setting does not affect the assembler. The assembler always defaults to expecting decimals, until a DFLT 1 directive is encountered in the source code.
BL|FL|WLContents | < Browse | Browse >
BL|FL|WL Breakpoints/watchpoints listed without a "when" part are unconditional.
BP|WPContents | < Browse | Browse >
BP|WP [<addr1> [<addr2>] [<addr/reg> <condition> <value>]] These behave as follows: BP|WP Brings up a requester to allow you to add an unconditional breakpoint/watchpoint. BP|WP <addr1> Adds an unconditional breakpoint/watchpoint at the specified address. BP|WP <addr1> <addr2> Adds unconditional breakpoints/watchpoints at the specified range of addresses. BP|WP <addr1> <addr/reg> <condition> <value> Adds a conditional breakpoint/watchpoint at the specified address. <addr/reg> can be an address or a register (PSU, PSL, SP, CC, RASn, or Rn, and the CALM/IEEE-694 equivalents of these). Valid <condition>s are: < less than <= less than or equal to == equal to != not equal to >= greater than or equal to > greater than <value> is the value to be compared against. It must be a literal constant; ie. giving an address or register is not allowed. A conditional breakpoint/watchpoint will only be triggered if the test is passed, in addition to the normal criteria. The test is done at the time the breakpoint/watchpoint is "hit" (generally just before the instruction is executed). An unconditional breakpoint/ watchpoint has no test (ie. the test is automatically passed). Examples: BP $1234 RAS3 != !190 sets a breakpoint on $1234, which is only triggered when RAS3 is not equal to decimal 190. WP CHARLINE CHARLINE > $F8 sets a watchpoint on CHARLINE, which is only triggered when the contents of the byte at CHARLINE are greater than $F8. BP|WP <addr1> <addr2> <addr/reg> <condition> <value> Adds conditional breakpoints/watchpoints at the specified range of addresses. Example: BP $100 $1FF CC == 0 sets breakpoints on $100..$1FF, which are only triggered when the Condition Code is 0. A code breakpoint is triggered when the Instruction Address Register (ie. program counter) is equal to the breakpoint address, before the instruction at that address is executed. A data watchpoint is triggered before the contents of the specified address are accessed (whether by the CPU or by the UVI/PVI.). These accesses do not trigger the watchpoint: * Reads of the address by the UVI/PVI (in the course of rendering the display). * Coin-ops: accesses to the screen colour RAM. * Fetches of opcodes and operands by the CPU. Reads of the address by the CPU on behalf of a running program (eg. the LODA instruction) only trigger the watchpoint if "Watch reads?" is enabled. When setting single watchpoints only, you can, instead of a conditional, specify a mask on the bits, eg.: WP $1234:F0 where after the colon you give an 8-bit hex value (with no prefix). This will set a breakpoint on address $1234. For reads, this will be a normal unconditional watchpoint, but for writes, it will only be triggered if the masked bits are changed (eg. only for the high nybble, in the example). Eg.: ((old contents of $1234) & $F0) != ((new contents of $1234) & $F0) So, if the game is often changing the low nybble and rarely the high nybble, but you are only interested in changes to the high nybble, you could use a masked watchpoint so that you aren't bothered every time the game changes the high nybble. You can also set watchpoints on any or all of the general-purpose CPU registers (R0..R6), not just memory. For TWIN, note that there is a single set of register watchpoints shared between CPUs. Eg. WP R0 will set a watchpoint on register 0 for both the master and slave CPUs.
FPContents | < Browse | Browse >
FP <addr1> [<addr2>] You can set watchpoints on the floppy disk; these will trigger when the relevant byte of the disk is read and/or written (depending on the current WR and WW settings). They can be listed and cleared with the FL and FC commands, respectively. Write protecting the disk will not prevent watchpoints triggering. Ejecting or replacing the disk will not clear the watchpoints. Conditional floppy watchpoints are not currently supported. For WinArcadia, in the "Peripherals|Floppy disk drive(s)..." subwindow, you can also click (with LMB or MMB) on a button in the "Block contents" grid to set or clear a floppy watchpoint.
COPY|MOVEContents | < Browse | Browse >
COPY|MOVE <source-start> <source-end> <target-start> Copies a block of memory from <source-start>..<source-end> to <target-start>..<target-end>. <target-end> is calculated automatically. Overlapping copies are supported.
COVERContents | < Browse | Browse >
COVER [<reporttype>] Generates a coverage report, which shows which bytes have been executed/read/written/etc. since reset (or since the last time the CLEARCOV command was invoked). This is useful for detecting self-modifying code, and also gaining an overview of the structure of the game. (Eg. if you load a game and then do a coverage report before starting to play it, you will be able to see what areas of the code are used for initialization and drawing of the title screen.) The more the code is exercised (ie. the more areas of code that are run), the more complete the coverage report will be. Note that, like breakpoints and watchpoints, coverage information is never remembered (ie. saved/loaded); eg. it is not part of the INI/COS/COR formats. Coverage information is cleared when resetting or loading. You do not need to turn on coverage tracking; it is always active. The coverage report has up to five sections. COVER 0 or just COVER will show all five sections, or you can specify eg. COVER 3 to see the third section. The five sections are: 1. Byte accesses: This shows every byte that has been accessed (read (whether directly or indirectly), written or executed). "A" (address): This is set for the two relevant address bytes during resolution of indirect addresses. Non-indirect accesses do not set it. Examples: bcta,un *$1234 or bctr,un *$1234 or loda,r0 *$1234 or lodr,r0 *$1234 or stra,r0 *$1234 will set it for bytes $1234 and $1235. bcta,gt *$1234 or bctr,lt *$1234 will set it for bytes $1234 and $1235, if the branch is taken. "E" (execute): This is set for the opcode byte of any instruction that is executed. "O" (operand): This is set for the operand byte(s) of any instruction that is executed. "R" (read): This is set for any byte that is attempted to be read by a game instruction. Examples: loda,r0 $1234 or lodr,r0 $1234 will set it for byte $1234. "W" (write): This is set for any byte that is attempted to be written by a game instruction. Examples: stra,r0 $1234 or strr,r0 $1234 will set it for byte $1234. "E" + "W" = self-modifying code. "E" + "R" = bytes that are used as both code and data (not normally intended by the programmer). "E" + "O" = bytes that are used as both opcodes and operands (not normally intended by the programmer; often indicates a branch to an incorrect address). These situations are also logged by the "Log illegal instructions" option. "A" + "E" = usually an operand which is also accessed from elsewhere with a relative indirect access. Eg. this code, assuming that it is executed: $1000: loda,r0 $1234 $1003: addi,r0 1 $1005: strr,r0 *$1001 [$1234] will give this coverage report: -E---: $1000 (opcode) A-O--: $1001..$1002 (operand of $1000 and accessed by $1005) -E---: $1003 (opcode) --O--: $1004 (operand) -E---: $1005 (opcode) --O--: $1006 (operand) ---RW: $1234 (read by $1000 and written by $1005) 2. I/O port accesses: Shows any I/O port accesses (via the REDC/REDD/REDE/WRTC/WRTD/WRTE instructions). 3. Branches and subroutine calls: "C" (mainline code section): Executed mainline code that was reached by a branch (eg. BCTA,un). "S" (mainline subroutine): Executed mainline code that was reached by a subroutine call (eg. BSTA,un). "c" (interrupt code section): Executed interrupt code that was reached by a branch (eg. BCTA,un). "s" (interrupt subroutine): Executed interrupt code that was reached by a subroutine call (eg. BSTA,un). The level of indentation (ie. the number of spaces) represents the depth of the Stack Pointer the most recent time that the relevant code was executed. 4. Loops: "S": start of a loop. "E": end of a loop. Only BDRR/BDRA/BIRR/BIRA/BRNR/BRNA are considered as loops. Eg. a loop like this: eorz r0 FOO: addi,r0 1 comi,r0 10 bcfr,eq FOO does not count. Only loops where the branch is actually taken are counted (eg. if r0 is 1 at the time of executing a BDRR,r0, the branch will not be taken). 5. UVI/PVI accesses: For Arcadia, Interton, Elektor and coin-ops, you can see all code that has read/written the UVI/PVI registers. An exclamation mark (!) indicates an attempted read from a write-only register or write to a read-only register. For Interton/Elektor, PnLEFTKEYS, PnMIDDLEKEYS and PnRIGHTKEYS are merged: accesses to any of them are reported as PnMIDDLEKEYS. For coin-ops, note that only accesses to the 1st PVI (not the 2nd nor 3rd PVIs) are shown.
CLEARCOVContents | < Browse | Browse >
CLEARCOV Clears the coverage information maintained by the emulator.
CPUContents | < Browse | Browse >
CPU 0|1 CPU 0: 2650/2650A CPU 1: 2650B You can emulate the rare Signetics 2650B CPU. This CPU has additional instructions, additional flags, and faster timings for certain instructions. However, none of the emulated machines used it. For maximum compatibility with existing software (which is all written for the 2650/2650A), you should leave it always in 2650/2650A mode. The default is 2650/2650A. This setting is loaded and saved as part of the configuration (.ini) file.
DEFSYMContents | < Browse | Browse >
DEFSYM <label> <address> [C|D|P|U] Defines a symbol aka label aka equate. The maximum length is currently 40 characters. You can optionally specify the type of symbol as follows: C Code D Data P Pointer U Unknown Eg.: DEFSYM FOO 1234 P The default is U (unknown).
DEL|DELETEContents | < Browse | Browse >
DEL|DELETE <filename> This command is for floppy disk guests only. It will delete a file from a (virtual) floppy disk. Of course, you still need to use the "Update disk" button if you want to actually write that change permanently to the disk. Note that the file is completely erased, ie. the sectors are also cleared.
DIRContents | < Browse | Browse >
DIR|LD|LDIR This command is for floppy disk guests only. It will list the files on a floppy disk. If "Verbose output?" is enabled in the "Peripherals| Floppy disk drive(s)..." subwindow, you will get more information. Various checks of the integrity of the disk image are also performed, and the emulator's block allocation map (used in the floppy drive subwindow) is updated. BINBUG: The "tracks on disk" and "sectors per track" information is taken from the disk header. It appears that various garbage values can be and often are stored there; the DOSes do not rely on this information (and neither does the emulator). TWIN: The "number of files" information is taken from the disk header. If this doesn't accord with the count of files found, a " (!)" is shown after the number of files. The file size shown is the claimed (ie. stored) size. If this is implausible (ie. doesn't accord with its cluster chain), a "!" is shown after its filename. "(Bad)" and "(Used)" are the bad cluster list and the used cluster list, respectively.
DISContents | < Browse | Browse >
DIS [<address1> [<address2>]] Generates a disassembly of the range you specify. The format used is, left to right for each instruction: mnemonics, duration, instruction length, IAR, raw instruction bytes. Ie. the same as when tracing, except there is no cycle counter. The pseudocode is shown beneath this. The active register bank is assumed to be the one that was active when you issued the DIS command. If you don't specify address1, the instruction following the last one you disassembled is used. If you don't specify address2, 11 (in verbose mode) or 23 bytes (in terse mode) are disassembled. The range is assumed to be code and is displayed as such. It is intended for looking at small pieces of code, eg. while debugging. If you want to generate a complete reassemblable disassembly of a game (and/or BIOS), there is a more powerful DISGAME command for this.
DISGAMEContents | < Browse | Browse >
DISGAME [<start-address> <end-address>] [<filename>] Generates a disassembly of the entire memory space and displays the range you specify (or the entire range, if you don't specify a range). The disassembler can be used via the debugger, or you can use it directly from the CLI without opening the emulator GUI using the DISGAME CLI argument (in which case the entire 32K range is always disassembled). If you specify a filename, the generated disassembly is saved to that file. The active register bank is assumed to be the primary register bank. This is a complete threading two-pass disassembler. If you just want to look at small pieces of code, eg. for debugging, you might prefer the DIS command. You can set up the symbol table as desired, eg. via DEFSYM and/or LOADSYM, before invoking DISGAME. The disassembler also adds its own findings to the symbol table, so you may want to save these with the SAVESYM command afterwards. If you are doing multiple disasemblies of different games, you should use CLEARSYM to clear the symbol table between each disassembly.
DOKEContents | < Browse | Browse >
DOKE <address> [<value>] This is the same as POKE except that it affects two consecutive bytes of memory. <value> may range from 0..65535 ($0..$FFFF). Eg. DOKE 1234 5678 is the same as: POKE 1234 56 POKE 1235 78
DRAWContents | < Browse | Browse >
DRAW 0|1|2|3|4 Changes the current drawing mode. The drawing modes are: 0 = Draw normally 1 = Show grid (most machines) or Teletext grid (Malzak) 2 = Show collision table (Arcadia/Interton/Elektor) or playfield grid (Malzak) 3 = Show CHARLINE table (Arcadia) or DMA read table (Interton/Elektor) or both grids (Malzak) 4 = Show DMA write table (Interton/Elektor) 0: Normal drawing. 1: For Arcadia/PIPBUG/BINBUG/TWIN/CD2650/PHUNSY/Selbstbaucomputer/ Zaccaria, shows the grid of character cells superimposed in grey over the screen. For Arcadia, if "Settings|Graphics|Blanking areas?" is ticked, you will also see the off-screen areas (ie. areas that would be outside the visible screen area if "Settings|Graphics|Blanking areas?" was unticked) in dark grey. For Interton and Elector, shows the background grid superimposed in grey over the screen. If "Settings|Graphics|Blanking areas?" is ticked, you will also see the off-screen areas in dark grey. For Malzak, shows the grid of Teletype character cells superimposed in dark grey over the screen. 2: For Arcadia, Interton and Elektor, shows the collision table. For Arcadia, the colours used are based on the sprite numbers involved. For Interton and Elektor, this is: Colour Meaning Black #1 (nothing) Dark green chars/grid Dark blue sprite Cyan: chars/grid + sprite Light blue: sprite + sprite White: chars/grid + sprite + sprite For Malzak, shows the grid of playfield (ie. scrolling) character cells superimposed in light grey over the screen. 3: For Arcadia, shows the CHARLINE table: Colour Value Black #2 $FF White $F0 Yellow $F1 Purple $F2 Red $F3 Cyan $F4 Green $F5 Blue $F6 Black #1 $F7 Grey $F8 Dark yellow $F9 Dark purple $FA Dark red $FB Dark cyan $FC Dark green $FD For Interton and Elektor, shows the DMA read table. This is not very useful as it is unlikely to match the real machine closely, so you should not draw any profound conclusions from it. The colours used are: Colour Meaning Purple sprite imagery/coords/sizes/colours/collisions Pink grid Green score Yellow sound Orange input Grey all others White multiple For Malzak, shows both grids of character cells superimposed in dark and light grey over the screen. 4: For Interton and Elektor, shows the DMA write table (using the same colours are listed above for the DMA read table). This is not very useful as it is unlikely to match the real machine closely, so you should not draw any profound conclusions from it. Note that as these positions are off-screen, you will need to have "Settings|Graphics|Blanking areas?" turned on to see any more than just a black screen.
DRIVEContents | < Browse | Browse >
DRIVE [<drive>] You can use this to change the "debugger drive", which is the drive used by these commands: DELETE DIR EXTRACT FC FL FP FPEEK FPOKE INJECT RENAME The factory default is 0. Changing machines will automatically set the debugger drive to 0. The maximum is dependent on the guest machine (currently 2 for BINBUG, 2 for TWIN and 4 for CD2650). With no arguments, the current debugger drive will be given. For BINBUG and CD2650, if verbose disk output is enabled (the "Verbose output?" checkbox in the "Peripherals|Floppy disk drives..." subwindow), the contents of various FD1771 registers will also be shown.
E|POKEContents | < Browse | Browse >
E|POKE <address> <value> You can edit (ie. poke) the contents of any address. You can use any notation - ie. decimal (!1234 notation), hexadecimal ($1234 notation), binary (%1010 or %#.#. notation) or character ('1 notation) - for the address and the desired new contents of that address. You can modify these 2650 CPU registers: Signetics Old CALM New CALM IEEE-694 Range Notes PSL L PSL .L 0.. 255 PSU U PSU .U 0.. 255 IAR PC PC .PC 0..32767 CC CC CC .CC 0.. 3 Upper 2 bits of PSL SP SP SP .SP 0.. 7 Lower 3 bits of PSU RASn RASn RASn .RASn 0..32767 n is 0..7 R0 A R0 .0 0.. 255 R1 B R1 .1 0.. 255 R2 C R2 .2 0.. 255 R3 D R3 .3 0.. 255 R4 B' R4 .4 0.. 255 R5 C' R5 .5 0.. 255 R6 D' R6 .6 0.. 255 You can also give labels eg. PITCH, VOLUME, etc. as the address; these are translated automagically to the correct address (eg. $18FD, $18FE, etc.). The reads/writes are not directed through the usual memory attribute/mirroring routines. This means, for example, that you can write (edit) the contents of addresses which are normally read-only (eg. ROM), and can read the contents of addresses which are normally write-only (eg. BGCOLOUR) (although such write-only addresses will still appear as $FF or whatever to running programs). Mirroring is not applied, eg. writing to location $1000 will not change the contents of location $1400, etc. Changes made to ROM will survive a reset operation, but not a revert or loop playback operation. Changes made to, for example, unmapped areas, or unused ROM areas, are generally not loaded/saved. If no arguments are given, the memory editor will be opened (or brought to the front, if it is already open). J <address> or JUMP <address> is shorthand for POKE IAR <address>.
ERRORContents | < Browse | Browse >
ERROR <number> This command is only for CD2650 running IPL and P1 DOS, and for TWIN. It will show the explanatory text for the given DOS error number.
EXTRACTContents | < Browse | Browse >
EXTRACT [<filename>] This will read the specified file from the guest floppy disk and save it to the host filesystem, using the same filename (except that, for TWIN, semicolons in the guest filename are changed to full stops in the host filename). If no filename is given, all files on the disk are extracted. Eg.: EXTRACT ADVENT.CMD BINBUG: Note that files are always saved as whole blocks (ie. multiples of 256 bytes) and therefore may require manual trimming. TWIN: If the file's stated exact length is plausible (ie. accords with its cluster chain), the file is saved at its exact size. Otherwise (ie. for files shown with "!" by the DIR command), only whole clusters are saved (ie. multiples of 1024 bytes) and therefore the file may require manual trimming.
FINDContents | < Browse | Browse >
FIND [[<address1> <address2>] <value>] You can search for values, characters or strings. Eg.: FIND $2000 $20FF !30 will search memory $2000..$20FF for the decimal value 30. FIND 'A' or FIND 'A will search the entire memory ($0000..$7FFF) for the character 'A' (without quotes). FIND "FOO" or FIND "FOO will search the entire memory ($0000..$7FFF) for the text "FOO" (without quotes). FIND $1000 $1FFF "foo" will search memory $1000..$1FFF for the text "foo" (without quotes). FIND with no arguments will search the entire memory ($0000..$7FFF) for any text, "text" being considered to be two or more successive occurrences of the letters A..Z. String searching is not supported for MIKIT.
G|PContents | < Browse | Browse >
G|P [<address>] Pauses or unpauses the emulator. When unpausing, you can optionally set a breakpoint. Eg. G $1234 will set a breakpoint at $1234.
GIContents | < Browse | Browse >
GI Generates an interrupt (aka "exception"). If interrupts are currently disabled by the game (ie. the Interrupt Inhibit bit of the PSU is set, and the "force interrupts" compatibility hack is not in use), your interrupt request will be suppressed. Interrupts are only supported on Interton, Elektor, Instructor, coin-ops and PHUNSY.
GRContents | < Browse | Browse >
GR This is for Arcadia, Interton, Elektor, CD2650, PHUNSY and coin-ops. If on, when the emulator pauses on a non-frame boundary, you will see a guide ray (beam) instead; ie. a representation of the actual cathode ray, going from the electron gun positioned centrally behind the tube, to the relevant location on the screen. However, it doesn't act quite like the real beam would, because during the real horizontal or vertical retrace the beam is actually moving left or up, respectively, which is not shown on the emulator (you will just get an ordinary beam going to the retrace area). However, the timings are correct. Note that the beam is shown even during the blanking periods (ie. while it is actually turned off). For coin-ops, since these are emulated on a per-raster basis, instead of a guide ray you will get a guide line, indicating the current raster line.
IContents | < Browse | Browse >
I Ignores the next CPU instruction. This is effectively the same as stepping, except that the instruction is not actually executed. The clock is advanced as if the instruction had in fact been executed.
IMContents | < Browse | Browse >
IM [<address1> <address2>] [<filename>] This shows the memory range you specify, in bitfield format. This assists in game disassembly (eg. to find the locations where sprite imagery is stored). The output is formatted for use with the VACS assembler. Normally you will want to redirect the output to a file. By looking at the output you will be able to recognize the shapes of the sprite imagery (graphics data). '#' is a set pixel, '.' is a clear pixel. If no memory range is specified, memory from zero to the end of the ROM will be shown. If you give a filename, the resulting output will be saved to that file.
LContents | < Browse | Browse >
L A (log illegal reads/writes) (all except Pong and Type-right) When enabled, read and writes of memory locations which are read-only or write-only (as appropriate), mirrored or unmapped will cause a message to be printed. Some accesses can generate two violations. For example (Emerson Arcadia 2001): reading address $1300 will log a mirrored read violation; then, when the access has been translated to $1B00, it will log an unmapped read violation. Additionally, for Arcadia, reads and writes of UVI registers (except reads of CHARLINE) by the game during CHARLINEs $F0..$FC will cause a message to printed (in accordance with the official recommendation on page 9 of the datasheet, "UVI should not be accessed during this period"). Additionally, for Interton and Elektor, reads of PnPADDLE by the game during redraw will cause a message to be printed (in accordance with the official recommendation on page 10 of the datasheet, "The data is valid only during vertical reset"). Additionally, setting the Condition Code to %11 (UN) (via LDPL, LPSU or PPSL opcodes) will cause a message to be printed. L B (log BIOS calls) (Elektor, PIPBUG, BINBUG, Instructor, CD2650 and PHUNSY) When enabled, each transfer of control (ie. branch) to the BIOS ROM (except when caused by an interrupt) will cause a message to be printed. For Elektor, PIPBUG, BINBUG, Instructor and CD2650, calls to most BIOS routines are explained in extra detail (eg. showing, in some cases, how many stack places (levels of stack) are required. This number does not include the one level of stack required to actually call the routine.) L C (log inefficient code) (all except Pong and Type-right) When enabled, you will be told when certain instructions are executed that could be replaced with smaller and/or faster and/or more legal equivalents. This can be helpful when developing your own games. The suggestions offered are of the form "Replace foo with bar at $xxxx", eg. "Replace BCTA,un with BCTR,un at $900". Of course, when implementing the changes you will need to adjust the entire instruction (not only the opcode byte but also the operand) as appropriate. The following situations are detected. The code on the left should be replaced by the code on the right. LODZ r0 -> IORZ r0 LODI,r0 $00 -> EORZ r0 BSTR,un followed by RETC,un -> BCTR,un BSTA,un followed by RETC,un -> BCTA,un PPSU with no writable bits affected -> (omit) PPSL $00 -> (omit) CPSU with no writable bits affected -> (omit) CPSL $00 -> (omit) CPSL $C0 -> COMZ r0 ADDI,rn $01 BCFR,eq -> BIRR,rn ADDI,rn $01 BCFA,eq -> BIRA,rn SUBI,rn $01 BCFR,eq -> BDRR,rn SUBI,rn $01 BCFA,eq -> BDRA,rn NOP -> (omit) BCTA,un with zero-page address -> ZBRR BSTA,un with zero-page address -> ZBSR BCTA,cc with near address -> BCTR,cc BSTA,cc with near address -> BSTR,cc BRNA,rn with near address -> BRNR,rn BSNA,rn with near address -> BSNR,rn BIRA,rn with near address -> BIRR,rn BDRA,rn with near address -> BDRR,rn BCFA,cc with near address -> BCFR,cc BSFA,cc with near address -> BSFR,cc LODA,rn with near address -> LODR,rn EORA,rn with near address -> EORR,rn ANDA,rn with near address -> ANDR,rn IORA,rn with near address -> IORR,rn ADDA,rn with near address -> ADDR,rn SUBA,rn with near address -> SUBR,rn STRA,rn with near address -> STRR,rn COMA,rn with near address -> COMR,rn BCTR,cc to IAR+2 -> (omit) BCFR,cc to IAR+2 -> (omit) ZBRR to IAR+2 -> (omit) BCTA,cc to IAR+3 -> (omit) BCFA,cc to IAR+3 -> (omit) LODI,rn followed by COMI,rn $00 -> LODI,rn EORI,rn followed by COMI,rn $00 -> EORI,rn ANDI,rn followed by COMI,rn $00 -> ANDI,rn IORI,rn followed by COMI,rn $00 -> IORI,rn ADDI,rn followed by COMI,rn $00 -> ADDI,rn SUBI,rn followed by COMI,rn $00 -> SUBI,rn LODA,rn direct non-indexed from ROM address -> LODI,rn LODR,rn direct from ROM address -> LODI,rn BCTA,cc to RETC,cc -> RETC,cc BCTA,cc to RETC,un -> RETC,cc BCTA,cc to RETE,cc -> RETE,cc BCTA,cc to RETE,un -> RETE,cc BCTR,cc to RETC,cc -> RETC,cc BCTR,cc to RETC,un -> RETC,cc BCTR,cc to RETE,cc -> RETE,cc BCTR,cc to RETE,un -> RETE,cc ZBRR to RETC,un -> RETC,un ZBRR to RETE,un -> RETE,un L I (log illegal instructions) (all except Pong and Type-right) When enabled, execution of opcodes that are undefined ($10, $11, $90, $91, $B6, $B7, $C4..$C7), indeterminate (LODZ r0), or strange (RETE/ REDC/REDD/REDE/WRTC/WRTD/WRTE on Arcadia) will cause a message to be printed. Also, overflows and underflows of the Return Address Stack (RAS) will cause a message to be printed. Also, wraparound (overflow) of the Instruction Address Register will cause a message to be printed. Also, execution of an opcode where that address has already been used as an operand, or vice versa, will cause a message to be printed. Also, modifications of the Stack Pointer (SP) by games, except for setting it to zero, will cause a message to be printed. Also, interrupt handlers are checked: if the Program Status Word (PSW) and/or registers (R0..R6) have not been restored by the interrupt handler (to the same values as they were when the interrupt handler was entered) by the time the RETE is executed, a message will be printed. Also, for Arcadia and Interton, reads of bytes that have never been initialized (ie. written to) by the game will cause a message to be printed. Also, use of R0 as an operand and index simultaneously (eg. STRA,r0 $1234,r0) will cause a message to be printed. L S (log subroutine calls/returns) (all except Pong and Type-right) When enabled, each subroutine branch (including interrupts), and each return from a subroutine (or interrupt), will cause a message to be printed. This is useful for ascertaining the calling structure and code organization of a game. The messages are indented by a number of spaces equal to the level of the Return Address Stack (RAS). Additionally, overflows and underflows of the Return Address Stack (RAS) will cause a message to be printed.
LISTContents | < Browse | Browse >
LIST [8KBASIC|FORTH|MB|MWB|TCT] This will output the high-level program source code listing for the currently loaded game. For machine code games, you should use the DISGAME command instead. It is able to automatically detect the language in some situations, but you can always specify the language by using its keyword. Keywords are: Keyword Language Machine(s) 8KBASIC 8K BASIC CD2650 FORTH FORTH CD2650 MB 2650 Micro BASIC PIPBUG MWB MicroWorld BASIC PIPBUG, BINBUG, PHUNSY TCT TCT BASIC PIPBUG
LOADSYMContents | < Browse | Browse >
LOADSYM [<filename>] This will load a DASMx symbol table (.SYM file) (aka "user labels"). These user labels will be added to the built-in labels, and to any user labels which have already been loaded. If you don't specify a filename, all current user labels will be cleared. See the DASMx documentation for a description of the SYM format.
OContents | < Browse | Browse >
O If the next instruction is a subroutine branch (BSTA/BSTR/BSFA/BSFR/ BSXA/ZBSR), this will execute the code as normal but will not step through it. Control will be regained (ie. the machine will be paused) after the subroutine has returned. If the next instruction is not a subroutine branch, this command behaves exactly like an ordinary S command.
NContents | < Browse | Browse >
N 0|1|2|3|4 There are five supported formats for the notation of the assembly language mnemonics. This affects assembly, disassembly, tracing, symbol matching, etc. The options are: N 0: Signetics non-extended: the normal Signetics mnemonics, as specified in eg. the official databook. N 1: Signetics extended: the normal Signetics mnemonics, except that someare replaced with context-dependent or simplified equivalents (as documented on p. 39 of the Signetics TWIN 2650 Relocatable Assembler Manual); and N 2: the older (1978) version of the Common Assembly Language for Microprocessors (CALM). For more details about this notation, see here, http://amigan.yatho.com/CALM.pdf. and the Coding Guide. Note that the supported version of CALM is the older (1978) rather than the newer (1994) one. N 3: the newer (1994) version of the Common Assembly Language for Microprocessors (CALM). For more details about this notation, see here, https://www.didel.com/picg/calm/, and the Coding Guide. N 4: the IEEE-694 standard. For more details about this notation, see here and https://2024.sci-hub.se/5798/a3dd30db1c039789b9a96f4346ee3ad9/6941985-1985.pdf and https://dl.acm.org/doi/pdf/10.1145/800088.802820.
PLContents | < Browse | Browse >
PL If this is enabled, then the emulator will pause each time it generates logging output (eg. for illegal instructions, etc.). Otherwise, you will just get the message in the output window. The factory default is off.
PBContents | < Browse | Browse >
PB If this is enabled, then the emulator will pause each time it hits a breakpoint or watchpoint (including floppy disk and I/O port watchpoints). Otherwise, you will just get the message in the output window. The factory default is on.
IPContents | < Browse | Browse >
IP [<port1> [<port2>] [<addr/reg> <condition> <value>]] This will set watchpoints on one or more I/O ports. The numbers used for <port1> and <port2> are (in decimal): 0..255: extended I/O ports 256: control port 257: data port If no arguments are given, unconditional watchpoints will be set on all bits of all I/O ports. Masked or conditional breakpoints are also supported, eg.: IP A0:F0 to set a breakpoint on the high nybble of extended port $A0, or: IP 100 !257 R3 >= 1 to set breakpoints on the control and data ports when register R3 is greater than or equal to 1. See here for more examples of the format expected. As with any other breakpoints, I/O port breakpoints are affected by the WR and WW commands.
RContents | < Browse | Browse >
Note that some emulator functions are disabled while you are paused, except at the start/end of a frame. R <number> Runs until the start of the raster line you specify. Note that some functions are disabled while using this feature, as they are only designed for use between frames. You should ensure "Settings|Emulator|Frame-based emulation?" is unticked if you want to use this feature. If the mouse is not assigned to any guest player, you can instead click on the guest screen while holding the Shift key to run to the raster line under the pointer. R F Runs until the start of the next frame. R I Runs until the next interrupt is generated. Interrupts which are suppressed (ie. the Interrupt Inhibit bit is set at the time) are of course ignored. R L Runs until after the next BDRR/BDRA/BIRR/BIRA/BRNR/BRNA instruction which does not branch. These instructions are usually (though not always) used by games to implement loops. Loops which use other methods are not detected; for example: LOOP: addi,r0 1 bcfr,eq LOOP is not detected. R R Runs until the start of the next raster line. Note that some functions are disabled while using this feature, as they are only designed for use between frames. You should ensure "Settings|Emulator|Frame-based emulation?" is unticked if you want to use this feature. R S Runs until the end of the current subroutine or interrupt. You might get unexpected results if the stack pointer overflows or underflows in the meantime.
READPORT|WRITEPORTContents | < Browse | Browse >
READPORT <port>|CTRL|DATA WRITEPORT <port>|CTRL|DATA <value> <port> can be: 0..255 (extended I/O port #) CTRL (control port) DATA (data port) <value> is 0..255. Note that it is specified in the default input base (normally hexadecimal).
RELContents | < Browse | Browse >
REL <source-addr> [*]<target-addr> You can calculate relative offsets using this command. This command fully understands page wrapping issues. Relative offset targets must be in the range of -62..+65 bytes (page-wrapped) from the source. You can give * before the target address to calculate an indirect offset. Eg. if you want to write this code: $1000 bctr,un *$9E0 you can give this command: REL $1000 *$9E0 and get the result $DE which is what you would need to put as the operand at address $1001. (And "= BCTR,UN" would tell you to put $1B as the opcode at address $1000.) Note that offsets are actually, as far as the CPU is concerned, relative to the first byte of the following instruction. (Eg. relative to $1002 in the example above.) This command, however, takes care of this automatically for you (by adding 2 to the source address), so you give it the address of the opcode of the relative instruction. (Eg. $1000 in the example above.)
SContents | < Browse | Browse >
S Step forwards one CPU instruction. Note that some functions are disabled while stepping, as they are only designed for use between, not during, frames. Also note that CPU tracing is not automatically enabled (although the instruction being stepped will be traced).
SAVEAOF|SAVEEOFContents | < Browse | Browse >
SAVEAOF|SAVEEOF <start-address> <end-address> [<filename> [<game-start> [<block-size>]]] This saves a region of memory as an Elektor Object Format (EOF) (for Elektor) or Signetics Absolute Object Format (AOF) (for other guests) file. If you are not specifying a <game-start> and you have already loaded a file, you can omit the filename; the current filename will be used, with an .AOF (or .EOF) extension. <game-start> is the address at which the game should begin execution. If you don't give a <game-start>, then the emulator uses the start address of the currently loaded game (eg. as shown in the "Help|Game information..." subwindow), if you omit the <game-start>. <block-size> is the maximum size, in bytes, of each block (1..255). The default is 30 for AOF files and 16 for EOF files. Note that it is specified in the default input base (normally hexadecimal).
SAVEBPNFContents | < Browse | Browse >
SAVEBPNF <start-address> <end-address> <filename> This saves a region of memory as a Begin Plus Negative Finish (BPNF) format file (used back then for PROM burning). It is an extremely inefficient format and there is not really any practical use for this format nowadays, but is included for completeness.
SAVECMDContents | < Browse | Browse >
SAVECMD|SAVEIMAG|SAVEMOD <start-address> <end-address> <filename> [<game-start>] This is only for disk-based machines. It saves a region of memory as a command file, as used by the relevant DOS for on-disk game storage: BINBUG CMD format CD2650 IMAG format TWIN MOD format <game-start> is the address at which the game should begin execution. If you don't give a <game-start>, then the emulator uses the start address of the currently loaded game (eg. as shown in the "Help|Game information..." subwindow). TWIN: Note that this command currently only supports saving a single region of memory, of 8K or less and not crossing page boundaries.
SAVEHEXContents | < Browse | Browse >
SAVEHEX <start-address> <end-address> <filename> This saves a region of memory as an Intel Hex Format file.
SAVESMSContents | < Browse | Browse >
SAVESMS <end-address> <filename> This saves a region of memory as an SMS format file (used back then for PROM burning). It is a very inefficient format and there is not really any practical use for this format nowadays, but is included for completeness. SMS files always begin from address $0.
SAVESYMContents | < Browse | Browse >
SAVESYM <filename> This will save a DASMx symbot; Browse | Browse >
S Step forwards one CPU instruction. Note that some functions are disabled while stepping, as tSee the DASMx documentation for a description of the SYM format.
SAVETVCContents | < Browse | Browse >
SAVETVC <start-address> <end-address> [<filename> [<game-start>]] This is only for Elektor TV Games Computer. It saves a region of memory as a TV Games Computer (TVC) file. If you are not specifying a <game-start> and you have already loaded a file, you can omit the filename; the current filename will be used, with a .TVC extension. <game-start> is the address at which the game should begin execution. If you don't give a <game-start>, then the emulator uses the start address of the currently loaded game (eg. as shown in the "Help|Game information..." subwindow), if you omit the <game-start>.
SAY|SPEAKContents | < Browse | Browse >
SAY|SPEAK <message> Speaks the desired text via voice synthesis. Sound must be enabled, but not necessarily speech nor a speech-enabled guest. Primarily intended for testing speech settings (rate, etc.) after adjusting them.
SPRContents | < Browse | Browse >
SPR 0|1|2 Changes the current sprite mode. The sprite modes are: 0 = Invisible 1 = Visible (normal) 2 = Numbered "Invisible" causes the sprites to become invisible. This can be useful when making game maps. Or you could use it to make the games more challenging ;-) ! "Visible" is the default and just shows the sprites normally, as the real machine would. "Numbered" means that instead of the normal sprite imagery, the sprite numbers are shown instead. This can be interesting for developers, to see how a particular graphic display is generated. For PVI-based machines (Interton/Elektor/coin-ops), solid (filled) blocks are original sprites, and hollow blocks are duplicate sprites. For Pong, the "active" player in the Tennis and Squash games will be striped, and scoring zones and invisible boundaries will be visible. These options have no immediate effect when paused. Note that these options are not only cosmetic; collision detection will also be affected (eg. no sprite collisions will occur while sprites are invisible).
SWAPContents | < Browse | Browse >
SWAP <1st-start> <1st-end> <2nd-start> Swaps two blocks of memory. <1st-start>..<1st-end> is swapped with <2nd-start>..<2nd-end>. <2nd-end> is calculated automatically. Overlapping swaps are not supported.
TContents | < Browse | Browse >
T Toggles on/off real-time tracing (ie. disassembly) of the code being executed. The state of the CPU is also shown between each instruction. Of course enabling this will slow down the emulation severely. The format used is, left to right for each instruction: mnemonics, cycle counter, duration, instruction length, IAR, raw instruction bytes. The pseudocode is shown beneath this. The emulator knows the source code comments for certain BIOSes and games, and will show these comments under the appropriate pseudocode when tracing or disassembling in verbose mode.
TRAINContents | < Browse | Browse >
TRAIN [<value>] This makes it easier to make trainers (ie. cheats) for games. TRAIN <value> searches RAM for all occurrences of the specified value, and "marks" and lists all such occurrences. TRAIN by itself searches all "marked" occurrences, to see whether they now contain a different value, and lists all such occurrences, together with the difference ± from the original value. It is obviously only useful after you have previously used TRAIN <value>. It is best explained by example: 1. Load Space Squadron and press START (F1). 2. Press Pause (IBM PC) or P (Amiga) to pause. 3. Press Tab to activate the debugger. 4. Give the command: TRAIN 3 Now the emulator will find all RAM locations containing the value $03 (which represents three lives). There are two of these: $18F9 and $1AF5. 5. Unpause and deactivate the debugger. 7. Lose a man. 8. Pause and activate the debugger. 9. Give the command: TRAIN Now the emulator will find everything from step 3 which now contains a different value. There are at least one of these: $1AF5. 10. Give the command: WP $1AF5 11. Unpause and deactivate the debugger. 12. Lose a man. This should automatically trigger the watchpoint. (If it doesn't, you didn't find the correct RAM location.) 13. The instruction which triggered the watchpoint is at $1A9. Give the command: DIS $1A9 14. We will NOP out the relevant instruction by giving the commands: E $1A9 NOP E $1AA NOP E $1AB NOP 15. Now give these commands: WC E IAR 0 16. Unpause and deactivate the debugger. 17. Now you have infinite lives. You can of course now save the state of the "cheat version" of the game, for later use. Note that screen RAM is searched just like non-screen RAM. Many games do not keep an "off-screen" record of the number of lives remaining; they actually read the screen RAM to determine this. Also note that there are already built-in trainers for many games, including the one in the example above.
TUContents | < Browse | Browse >
TU 0|1|2 You can change the time unit used for showing durations (eg. when tracing or disassembling) in three different ways. The default is clocks. 0 Cycles 1 Clocks (aka "clock periods") 2 Pixels 1 cycle = 3 clocks = 12 pixels (for Arcadia/Interton/Elektor) 1 cycle = 3 clocks = 36 pixels (for CD2650) Pixels is currently only supported for pixel-based emulations (currently Arcadia/Interton/Elektor/CD2650), and will be 0 for other guests.
VB|VERBOSEContents | < Browse | Browse >
VB|VERBOSE If this is enabled: * the pseudo-C equivalent (similar to that generated with our Annotate tool) of each instruction is shown when tracing, stepping or disassembling; * the CPU state will be shown after each instruction is executed, when tracing or stepping; * the "View|UVI/PVI status" and "View|PSGs status" commands will show additional information.
V|VIEWContents | < Browse | Browse >
V|VIEW BASIC This is only for Central Data 2650 and PIPBUG. For CD2650, It shows the contents of 2650 Micro BASIC's variable table (ie. addresses, names, dimensions and values of all user variables). If you aren't running 2650 Micro BASIC, obviously the results will be meaningless. For CD2650, It shows the contents of 8K BASIC's variable table (ie. addresses, names, dimensions and values of all user variables). If you aren't running 8K BASIC, obviously the results will be meaningless. V|VIEW BIOS This is for Elektor, PIPBUG, Instructor, TWIN, CD2650, PHUNSY and Selbstbaucomputer. It shows the contents of the area of RAM used by the monitor (ie. the BIOS). The contents are interpreted. Elektor: For MONOB, '#' indicates that the relevant on-screen "character" does not match any ROM "character", and '·' indicates that the relevant on-screen "character" matches a meaningless ROM "character". Note that the displayed values for R0..R6, PSU and PSL are for the copies kept in the BIOS RAM; ie. they are not necessarily the current values of the real registers/PSU/PSL (you would use "View|CPU status" to see those). Likewise, MONOB and MLINE do not necessarily reflect what is currently displayed on the guest screen. V|VIEW CPU This is for all guests except Pong and Type-right. It shows the status of the 2650 CPU processor. These bits in the PSU are shown individually: Signetics/IEEE-694 CALM Meaning Signetics/IEEE-694 CALM Meaning S S I INPUT Sense F F O OUTPUT Flag I II F IOF Interrupt Inhibit 1 UF1 1 UF1 User Flag 1 (2650B only) 2 UF2 2 UF2 User Flag 2 (2650B only) The Stack Pointer (SP) is also part of the PSU but is shown separately. These bits in the PSL are shown individually: Signetics/IEEE-694 CALM Meaning D IDC H HALFCARRY Inter Digit Carry R RS B BANK Register Select W WC W WITHCARRY With Carry O OVF V OVERFLOW OVerFlow M COM L LOGICOMP COMpare C C C CARRY Carry The Condition Code (CC) is also part of the PSL but is shown separately. Only one letter is used for each bit. Uppercase means the bit is set, lowercase means it is clear (except for UF1/2, where '.' means clear and '1' or '2' means set). V|VIEW PSG This is for expanded Elektor, Laser Battle and Lazarian. It shows the status of both the PSGs (Programmable Sound Generators) (for expanded Elektor), or both the TMSes (for Laser Battle and Lazarian). In verbose mode (ie. VERBOSE command), you will get additional information about the PSGs. V|VIEW RAM This is for all guests except Pong and Type-right It shows the contents of the motherboard RAM (ie. RAM that is built into the console/computer/trainer/coin-op). Additionally, for Interton VC 4000 (memory maps "C" and "D"), it shows the contents of the cartridge RAM (ie. RAM that is onboard the game cartridge). V|VIEW SCRN This is for all guests except Pong. It shows the contents of the screen in a grid. (For Arcadia, low- resolution games only display the upper half of this (ie. $1800..$18CF) and may use the lower half as additional RAM.) For Arcadia, the screen contents are also shown as text, according to this table: $0123456789ABCDEF ---------------- $00: /\#il_jwqasrtgf $00 : space $10: 0123456789ABCDEF $01-$0F : graphics characters $20: GHIJKLMNOPQRSTUV $38-$3B (zxcv): sprites 0-3 $30: WXYZ.,+$zxcvbnmh $3C-$3F (bnmh): user defined graphics 0-3 $00 ( ): ........ $01 (/) .......# $02 (\): #....... $03 (#): ######## ........ ......#. .#...... ######## ........ .....#.. ..#..... ######## ........ ....#... ...#.... ######## ........ ...#.... ....#... ######## ........ ..#..... .....#.. ######## ........ .#...... ......#. ######## ........ #....... .......# ######## $04 (i): ######## $05 (l): ......## $06 (_): ........ $07 (j): ##...... ######## ......## ........ ##...... ........ ......## ........ ##...... ........ ......## ........ ##...... ........ ......## ........ ##...... ........ ......## ........ ##...... ........ ......## ######## ##...... ........ ......## ######## ##...... $08 (w): ######## $09 (q): ######## $0A (a): ##...... $0B (s): ......## ######## ######## ##...... ......## ......## ##...... ##...... ......## ......## ##...... ##...... ......## ......## ##...... ##...... ......## ......## ##...... ##...... ......## ......## ##...... ######## ######## ......## ##...... ######## ######## $0C (r): .......# $0D (t): #....... $0E (g): ######## $0F (f): ######## ......## ##...... #######. .####### .....### ###..... ######.. ..###### ....#### ####.... #####... ...##### ...##### #####... ####.... ....#### ..###### ######.. ###..... .....### .####### #######. ##...... ......## ######## ######## #....... .......# Note that the Central Data 2650 has an unusual screen layout, whereby the Y axis is the "major" (most significant) axis and the X axis is the "minor" (least significant) axis. Ie. the output is "sideways". Astro Wars and Galaxia also have a sideways screen layout; in this case it is rotated by 90°). For Astro Wars and Zaccaria, the contents of the colour RAM bank are also shown. For Malzak, the playfield (ie. terrain, or tilemap) contents are also shown. V|VIEW UDG This is for Arcadia, Interton, Elektor, BINBUG and coin-ops. It shows the graphics data for the sprites and user-defined graphics (UDGs). '#' is a set pixel (binary 1), '.' is a clear pixel (binary 0). WinArcadia: The sprites will be shown in their correct colours (except that black is shown as white so that you can see it). For Arcadia UDGs, the two (board mode) or four (non-board mode) current choices the game has for foreground colours are listed, and the first choice is used to show the UDGs. V|VIEW XVI This is for Arcadia, Interton, Elektor and coin-ops. It shows the status of the 2637 UVI (Arcadia) or 2636 PVI (Interton, Elektor and coin-ops) coprocessor(s) (aka GPU(s)). Also, some other registers which are not strictly part of these chips are shown for convenience. 1 "cycle" = 3 "clocks" or "clock periods", consistent with the terminology in the official 2650 documentation. "Raster" is the number of the scanline currently being "drawn". If calling this function between frames, this number will be extreme. "Frames" is the number of frames that have been emulated since reset. "Time" is the running time since reset, as viewed from the perspective of the guest machine. This figure is based only on the number of (complete) frames emulated since reset; thus it does not consider the amount of time elapsed since the start of the current frame. Natch, you will get different time figures in NTSC mode as compared with PAL mode, since the duration of a frame is longer in PAL mode. The machine is considered to have been in its current region since reset. In verbose mode, you will get additional information. Note that generally this information is shown according only to the specific hardware register. Other hardware registers may affect the result. Arcadia: The colours shown assume that "Flag line emulation?" is off. Interton/Elektor: The colours shown assume that "Darken backgrounds?" is off. The pitch values shown assume that tone retuning is off.
WR|WWContents | < Browse | Browse >
WR Toggles whether these reads are watched or not: (a) reads by the CPU (only) of data watchpoints (WP command); (b) reads of I/O ports (IP command); and (b) reads of the floppy drive (FP command). The default is on. The selected mode affects all watchpoints that are already set and any that may be set in the future. WW NONE|SOME|ALL There are three modes of watching writes: NONE, SOME and ALL. NONE: no writes will be watched. SOME: writes will be watched only when they actually change the contents of the address (eg. if the byte of memory at the address contains $12 at the time the watchpoint is hit, writes of $12 to it will not trigger the watchpoint, but writes of any other value will do so). ALL: all writes will be watched. Writes by the CPU, PVI or PSG are watched if you have a watchpoint set on the relevant address, subject to the current none/some/all mode and any conditions that you have specified for triggering the watchpoint. The default mode is SOME. N, 0 and OFF are synonyms for NONE. S and 1 are synonyms for SOME. A and 2 are synonyms for ALL. The selected mode affects all watchpoints that are already set and any that may be set in the future.
Labels
LABELS-------------------------------------------------------------------- When setting breakpoints and watchpoints, and editing memory, you can use friendly labels instead of the raw decimal/hexadecimal/binary addresses. These are also used when performing traces and disassemblies. There are labels for various UVI/PVI/PSG/ROM/RAM/EPROM code, data and hardware areas. Some games also have additional labels. These are all built into the emulator; you need autosense enabled, of course. Also, the emulator understands 2650 opcodes; eg. NOP is understood to mean $C0. In the debugger, you can use the "=" command, without arguments, to show all the understood labels for the current machine and game. Additionally, these CPU registers (and their equivalents in the CALM/IEEE-694 notations) are understood by the "Edit register/memory..." command, and by the conditional breakpoint/watchpoint handlers: PSL, PSU, IAR, RAS0..RAS7, R0..R6, CC and SP. In the debugger, you can use the "=" command, with arguments, to convert numbers or labels or characters from decimal, binary, octal or characters to hexadecimal. Eg. for Arcadia, any of these input lines: = P1LEFTKEYS = $1900 = H'1900' = 1900H = !6400 = @14400 = %1100100000000 = %##..#........ will give the response: P1LEFTKEYS ($1900) bits 7..4: unused bit 3: p1 (left) '1' button bit 2: p1 (left) '4' button bit 1: p1 (left) '7' button bit 0: p1 (left) 'C' button (Clear) Use ! for decimal numbers. Use $ for hexadecimal numbers (eg. $1234). You can also use H'1234' or 1234H instead if desired. Use % for binary numbers (0/1 style or ./# style). Eg. %10101010 or %#.#.#.#. Use @ for octal numbers. Eg. @1234. Use ' for a character (eg. 'A). Case is significant. The terminating quote is optional. The conversion from character to number is performed according to the current guest machine. Eg. 'A will resolve to $41 on ASCII-based guests (PIPBUG/BINBUG/CD2650/Malzak), $1A on Arcadia and (coincidentally) Galaxia, $0A on Elektor and (coincidentally) Instructor, and $C1 on Astro Wars. (You can't do this on Interton as it lacks a character set.) This is especially useful with the FIND command. With no prefix, your current "default base" (as set by the BASE command) is used (factory default is hexadecimal). A'<character>' will give an ASCII value. E'<character>' will give an EBCDIC value (or 0 if there is no EBCDIC equivalent). You can still use labels to refer to addresses for other memory maps, as long as it is the same machine. You can use the CLEARSYM, DEFSYM, LOADSYM and SAVESYM commands to manage user-defined labels. Valid characters in labels are A..Z, 0..9 and underscores (_), but they must not start with a digit. Their maximum length is 17 characters.
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