Hi,
I've just uploaded the new ElectrEm beta, a small MakeUEF fix (the Windows
version hopefully won't crash on exit any more), a new tool : Dsk2UEF for
SSDs, DSDs, ADLs, ADFs and IMGs and the example UEF source code to make
adoption of the file format a tiny bit easier for other developers.
That is, I've uploaded them to the new web site. EmuUnlim now host the
ElectrEm site, so the URL has become http://electrem.emuunlim.com .
Hopefully this will be the last move. I've also redesigned the web page
entirely, to try and fit in more with the EmuUnlim mood, so tell me what you
think. I am just trying out colour schemes at the minute, so please don't be
too scathing.
Changes since the last beta are (give or take a few) :
-speed compensation fix in Windows, for correct Electron speed. I hope.
-virtual DFS for loading (but not saving or *cat'ing) of DFS images
-better emulation of the Electron speed issues, including memory contention
and correct tape baud rate
-page up and page down in 'load uef'. Horay!
-optional new sound engine, which doesn't quite work, but is really close!
I hope it works for everyone. I've been quite lucky with the betas so far,
but please remember it is only a beta. And strictly speaking I suppose it
isn't a beta, because those are meant to be feature complete, but . . .
Tell me how it goes?
-Thomas
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First of all, hi, I'm new to this list (though I've been subscribed to the
bbc-micro list for ages) I think electrem's cool etc. (hopefully I might
steal^H^H^H^Hborrow some ideas from it for my emulator, and I'd be glad to
allow vice versa :)
On Sat, Jul 29, 2000 at 05:00:36AM -0700, Thomas Harte wrote:
> While I'm here, on a slight aside, I've changed the display logic very
> slightly in the new release so that 'blank' lines (on modes with 8 pixel
> lines, then 2 empty lines, such as modes 6 and 3) are drawn in pen colour 0
> rather than previously when they were always black. Is that correct? I
> really should get my real Electron out of its multitude of boxes again and
> try some of this stuff for myself, I know, but . . . . .
I remember this one... they're always black. Very annoying it was too :) Not
sure whether it was different on the beeb.
--
Tom Lees <tal26@...> <tom@...> <tom@...>
> You'd have to define "CPU cycles", as the ULA stretches cycles, but as 16
> colour games mean more memory for the ULA to process then it means more
CPU
> cycle stretches.
>
> Unless you're actually referring to emulator cycles.
I was just thinking of the CPU sitting there, counting one cycle every time
the line goes high/low, clearly if it takes the ULA 40ns or 1500us or even
just the 500us to do as such, the CPU still thinks 'one cycle'.
Of course, with respect to games that usually run in 160x256 or 320x256, the
emulator takes more draw cycles in the 16 colour mode than 4 colour modes,
as these are 80 byte spans, compared to 40 byte spans. The drawing loop is
set up to just read the bytes, and use a lookup table to get the colours
out, for the obvious reasons that it is much easier to implement multiple
modes (just swap the table pointer), and I can get the 640 -> 320 squash in
low resolution for free. It also explains why games that change palette many
times a frame run slightly slower on the emulator than those that never
change palette - although the frame cap code should (were it working on all
platforms) make up the difference so that both examples run at 'Electron'
speed.
While I'm here, on a slight aside, I've changed the display logic very
slightly in the new release so that 'blank' lines (on modes with 8 pixel
lines, then 2 empty lines, such as modes 6 and 3) are drawn in pen colour 0
rather than previously when they were always black. Is that correct? I
really should get my real Electron out of its multitude of boxes again and
try some of this stuff for myself, I know, but . . . . .
-Thomas
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In message <2577817.964817827261.JavaMail.imail@prickles>,
t.harte@... (Thomas Harte) wrote:
> Incidentally, both Hopper and Snapper happen to be 16 colour games, in which
> the Electron should be doing fewer CPU cycles than in a 4 colour mode.
You'd have to define "CPU cycles", as the ULA stretches cycles, but as 16
colour games mean more memory for the ULA to process then it means more CPU
cycle stretches.
Unless you're actually referring to emulator cycles.
Andy Welburn in 'idea for new version' (the 'speed' answer comes after this
one):
> what resolutions did the elk run at anyhow? i remember using loads
> of different 'mode's when i was younger in amongst my appauling
> attempt at basic :)
Resolutions are all 256 lines high, and can be any of 160, 320 or 640 pixels
wide. However, when displayed on an 800x600 screen, all resolutions can be
displayed cleanly at close to the correct aspect ratio. The 'high
resolution' mode nearly uses an internal display buffer of 640x512, doubling
the size itself because it is much faster here than later on, the 'low
resolution' option offered by the emulator does some stuff with the internal
lookup tables such that 640 pixels are scaled to 320 and uses an internal
buffer of 320x256, and on the higher scaling modes, in high resolution, it
should swap to a 640x256 internal buffer.
The logic then displayed by the graphics display selection is to find the
first mode that is large enough. Therefore, if your card supports the
average run of resolutions, it'll be selecting 640x400 rather than 640x480.
Perhaps it is the display frequency that is incompatible with your monitor?
Older ones don't seem to like much above 60Hz, whereas newer super-swish
ones tend to handle at least double that.
You can actually try and select different frequency modes in DirectX, but
not in any of the other modes, and this will often fail anyway. But many
graphics cards offer you the option to change the frequencies in their own
control panel somewhere, so that may be worth looking into.
And yes, I know it is a very bad practice to run around demanding people
change their system just to run my software. I'm only suggesting it as a
temporary solution.
> a low resolution version might help not just me (i HAVE to get my
> taxan 17" fixed) but might be useful to others too :)
I'll add it to the long term intentions list! It'll be terribly easy when
compared to some of the other stuff I need to do. I actually intend to
restructure much of the code after the next release, the class relations are
all messed up.
Meanwhile, Gareth Jeffries in 'Electrem speed' :
> Is there anyway of slowing down electrem as I have a
> Pentium III 600MHz and some games like hopper &
> snapper are becoming unplayable.
In theory the emulator should be slowing itself down to Electron speed.
However, in the current Windows version I have messed up greatly and it is
either not doing this, or else it is jumping between fast and slow. This
will be fixed in the next version (hopefully due out on Sunday), when I will
switch to using a more accurate timer.
Incidentally, both Hopper and Snapper happen to be 16 colour games, in which
the Electron should be doing fewer CPU cycles than in a 4 colour mode.
Therefore, as the frame cap doesn't function, your PC is able to emulator
more Electron frames per second than in a 4 colour mode, hence them running
relatively faster than other games. Of course, CPU speed actually depends
what memory regions the CPU happens to access, and at what time, but for
playing a game loaded from tape, it'll be doing at least one RAM access per
instructions so the 'slower' argument holds.
-Thomas
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Is there anyway of slowing down electrem as I have a
Pentium III 600MHz and some games like hopper &
snapper are becoming unplayable.
Thanks
Gareth.
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> The GUI is kind of fixed at 640x512 (look, I'm not a very good programmer,
> okay?), but I'm fairly sure that if you switch the scaling level up a bit
> (to worst case or always) it will eventually select 640x480 and rescale
the
> display every frame. It certainly does on the SVGALib (Linux) and Allegro
> (DOS) versions, although I forget if the logic is exactly duplicated in
> DirectX (Windows). There'll be a performance hit though.
doesn't appear to solve thre problem, the actual display is still usinf some
goofy resolution this monitor can't handle :) i just assumed it was running
in 8x6 because of the way it runs when it is in 8x6 normally.. :) my
mistake..
> Otherwise, I suppose for some point in the future, I'll endeavour to make
a
> low resolution version of the GUI. It originally ran within a 320x256 area
> as well as the 640x512 one, but everything looked horrible.
what resolutions did the elk run at anyhow? i remember using loads of
different 'mode's when i was younger in amongst my appauling attempt at
basic :)
a low resolution version might help not just me (i HAVE to get my taxan 17"
fixed) but might be useful to others too :)
> -Thomas
'sup to you, i think you've done a terrific job of the emulator anyhow,
anything is a bonus!!
seeya!
> So, what i ask is a 640x480 screen resolution both for the GUI and the
> emulator itself, too much to ask? :)
The GUI is kind of fixed at 640x512 (look, I'm not a very good programmer,
okay?), but I'm fairly sure that if you switch the scaling level up a bit
(to worst case or always) it will eventually select 640x480 and rescale the
display every frame. It certainly does on the SVGALib (Linux) and Allegro
(DOS) versions, although I forget if the logic is exactly duplicated in
DirectX (Windows). There'll be a performance hit though.
I'll try and add a 'load=' option to the electrem.cfg before the next beta
(it is actually now complete, except for the new Windows speed/timing code)
so you can use a text editor and load things without going into the GUI at
all. It'll be a slow and annoying way of selecting files (quit emulator,
re-edit file, restart emulator), but if the tapes work with fast load, it
won't be slower than a real Electron at least. And even if they don't, that
I have the cassette baud rate correct in the new release shouldn't make it a
slower process than beta 2.
Otherwise, I suppose for some point in the future, I'll endeavour to make a
low resolution version of the GUI. It originally ran within a 320x256 area
as well as the 640x512 one, but everything looked horrible.
-Thomas
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In message <19600675.964649808588.JavaMail.imail@prickles>,
t.harte@... (Thomas Harte) wrote:
> I'll admit only having a scanned copy of the AUG means I might have missed
The EAUG doesn't really cover the Plus 1, except in passing.
> certain parts, but it doesn't even tell me the chip name / part number as
> far as I can see.
Bog standard NatSem ADC0844.
http://www.national.com/pf/AD/ADC0844.html
> Or is it just the same as in the BBC? I'm sure somewhere said it had less
Not even remotely, the 7002 is quite a different beast.
> channels, so I'd assumed it was some other chip. I've actually almost not
No, same number of channels.
> Do you know which channels the joysticks occupy?
Erm, whatever the joystick in question uses - usually 0,1 for the first
joystick and 2,3 for the second.
> What do you want to know about it ?
I'll admit only having a scanned copy of the AUG means I might have missed
certain parts, but it doesn't even tell me the chip name / part number as
far as I can see.
Or is it just the same as in the BBC? I'm sure somewhere said it had less
channels, so I'd assumed it was some other chip. I've actually almost not
payed any attention at all.
> Bit 6 of &FC72 is ~EOC status and &FC70 read for the conversion value and
> write &FC70 to select channel.
Do you know which channels the joysticks occupy?
-Thomas
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hi all..
A major bummer occured today, long story, but my 17" TAXAN monitor decided
to die on me. I replaced it with a shitty old monitor i had kicking around,
unfortunatley, the monitor refuses to work properly in 800x600, its max is
640x480.
Now electrem runs at 800x600 all the time, its a real pain, because now i
can't play my electron! :)
Strangely though, occasionally the screen does merge in just about ok in
order to play, but it is extremely dark..
So, what i ask is a 640x480 screen resolution both for the GUI and the
emulator itself, too much to ask? :)
I'm poor, and cannot afford a new monitor, i can't even get the schematics
for the taxan, or i'd fix it myself! i might have to end up paying money to
get it fixed, no major hassle, but my thirst for electron is growing, even
more so now i have got someway through 'Woodbury End'! which NEVER loaded on
my electron back in the day :)
ok, back to try some more new games if this monitor feels like working,
THRUST! wow! not played that for years!
seeya!
In message <12119676.964634049462.JavaMail.imail@prickles>,
t.harte@... (Thomas Harte) wrote:
> Gauntlet (a defender clone by Micro Power) is the only game I've found that
There's another one which does that, but I can't remember it at the moment.
> Similarly, the real time clock interrupt is used by nearly every game that
> uses only the bottom portion of the screen - from my investigations it
> occurs at something like scanline 102 (I forget the exact value, but at the
That's the point, when combined with the start of screen IRQ a 100hz irq
source can be derived.
Evenin' all
85 more elly games just added to http://www.stairwaytohell.com ... they're
gooduns too!
Hey Bryan :) Long time no speak.
Can't remember whether I sent you a return address for the AUG but in case I
did, ignore it as I've moved. I'll mail you my new address in a minute.
Thomas: did you get the DFS rom ok? suggestion for MAKEUEF - that you add
text-file logging, so whilst a tape is transferring I can bugger off, come back
when done and check to make sure there weren't any errors.
> In terms of BBC Emulation is PC BBC better than BeebEm and worth forking out
for? Does anyone have an opinion!!????
Well worth a tenner IMHO. It runs in DOS so nice and fast (full screen too) ...
and none of the slow down or choppy sound that you get with BeebEm.
cyas,
Dave.
> Mid screen graphics changes - I didn't actually know the ULA could do
> that - how does it sync up without any raster interrupts or anything?
> What games use it? I assumed it couldn't be done and just done a simple
> screen redraw at the end of every frame in my emulator, very very fast
> but not so accurate I guess :)
Gauntlet (a defender clone by Micro Power) is the only game I've found that
does that - it leaves the game scanner at the top of the screen, in one of
the 160 width resolutions, but switches to a 320 for the title screen text.
In game it sticks with the one resolution.
It times it to the end of frame interrupt (which under my current timing
scheme seems to function best about 12 lines after the end of frame, but . .
.), once that occurs it enters some well timed loop for exactly as many
cycles as it should take for the screen to reach the end of the scanner, and
swaps there.
Similarly, the real time clock interrupt is used by nearly every game that
uses only the bottom portion of the screen - from my investigations it
occurs at something like scanline 102 (I forget the exact value, but at the
same line the 'Sphere of Destiny' and 'Psycastria' score panels happen to
end, and whereever the display for games such as Predator, Spycat and
Ballistix happens to start) - they change pallette once at the RTC
interrupt, to the game palette, then back to all black at the end of frame,
to hide whatever code or graphics they are storing on the top portion of the
frame. Some games even use it as a double buffer - the black top part of the
screen is used to prepare the next frame, and then it appears at the bottom
by a 'start of screen' address change. If you run Ballistix on a BBC
emulator (which has a different interrupt setup, so such things don't work),
you'll see this in action.
I intend to write all this stuff down when I am more sure of the specifics
to help other emulator authors. It is this stuff that stops most of the
games working properly on a BBC.
Notice that emulation of timing, and exactly when these interrupts occur is
much better in the soon to be beta 3 than the current release, so don't
think what it does with some of these games (particularly Sphere of Destiny
and its sequel, which now play perfectly) is a permanent fixture.
-Thomas
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Thomas Harte <t.harte@...> wrote:
> > (ie, they are mirrored every 16 bytes, you just mask the
> address to 0xf)
> - but once I checked on
> > the electron - they don't! They just mirror the rom underneath.
Are you sure about that ?
You have to rememeber a pile of the registers are write only, and probably
do only mirror the ROM underneath for reads.
> else anything decent on the cut-down analogue port on the plus 1.
What do you want to know about it ?
Bit 6 of &FC72 is ~EOC status and &FC70 read for the conversion value and
write &FC70 to select channel.
It's pretty dumb and doesn't use IRQs, but if you want conversion timings
etc. the datasheet for the chip used shouldn't be that hard to find.
Hi there!
Thomas - first of all congratulations on a fab piece of work in
electrem - keep it up!
In terms of BBC Emulation is PC BBC better than BeebEm and worth
forking out for? Does anyone have an opinion!!
Electron users do it better anyway........!
----- Original Message -----
from: Thomas Harte <t.harte@...>
date: Tuesday, July 25, 2000 11:37 pm
subject: Re: [electrem] Hello
> > Just the AUG and my working Electron. In fact the AUG was
> loaned to me
> by Dave M and I've
> > seen bought one of my own (5 quid on Ebay), so I really ought
> to return
> it soon! I found at least
> > one error in the AUG though - I'm sure it says the 16 bytes of
> 'Fred'repeat throughout that page
> > (ie, they are mirrored every 16 bytes, you just mask the
> address to 0xf)
> - but once I checked on
> > the electron - they don't! They just mirror the rom underneath.
>
> Also, the section on the tape interface claims bits roll in from
> bit 0 to
> bit 7. Which may be true, but is highly unlikely as they are in
> the opposite
> order on cassettes! Not so much an error, probably just them
> rounding up,
> but it claims 2ns elapse before a new bit arrives. But that gives
> 1000 baud
> cassettes, not 1200.
>
> It completely fails to properly explain the timing issues (do two RAM
> accesses in a row in non-wide pitch modes negate the need to sync
> with the
> 1Mhz clock twice, or is the ULA not that smart?), and although its
> outsideof the scope of that book anyway, I haven't found anywhere
> else anything
> decent on the cut-down analogue port on the plus 1.
>
> > Citadel never worked on my emulator either - it ran through
> attract mode
> but keys didn't work to
> > start the game :/ I remember all the other games being ok though..
>
> Oh, thats strange. The problems I'm having now are mostly timing
> related(Jet Set Willy changes palette 8 lines too late, but it
> isn't that the end
> of display interrupt is wrong, because if it were 8 lines earlier,
> Gauntletwould do its mid-screen graphics mode change too early.
> And many games
> flicker when they shouldn't, etc, etc). And my WD1770 emulation is
> utterlyappaling - the ADFS works, but the 1770 DFS does not.
>
> For those of you who haven't noticed, the current beta even loads
> tapes at
> the wrong speed (about 609 baud, fact fans), although that is
> fixed in the
> next release.
>
> Anyway, I suppose I'll keep guessing until something works. Thats
> what I've
> been doing so far!
>
> -Thomas
>
>
>
>
>
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>
> It completely fails to properly explain the timing issues (do two RAM
> accesses in a row in non-wide pitch modes negate the need to sync with the
> 1Mhz clock twice, or is the ULA not that smart?), and although its outside
> of the scope of that book anyway, I haven't found anywhere else anything
> decent on the cut-down analogue port on the plus 1.
No idea :)
> Oh, thats strange. The problems I'm having now are mostly timing related
> (Jet Set Willy changes palette 8 lines too late, but it isn't that the end
> of display interrupt is wrong, because if it were 8 lines earlier, Gauntlet
> would do its mid-screen graphics mode change too early. And many games
> flicker when they shouldn't, etc, etc). And my WD1770 emulation is utterly
> appaling - the ADFS works, but the 1770 DFS does not.
Mid screen graphics changes - I didn't actually know the ULA could do
that - how does it sync up without any raster interrupts or anything?
What games use it? I assumed it couldn't be done and just done a simple
screen redraw at the end of every frame in my emulator, very very fast
but not so accurate I guess :)
Bryan
> > just joined the list..
> Wotcha Andy, small (mailing list) world! ;)
>
> Bryan
>
> --
> Bryan McPhail: mish@...
> http://www.tendril.co.uk
hehe.. hiya mish :)
ok for everyone else, here's my page!!! took longer than expected to dump
them, and encountered a few minor probs, but please read the page, download
the ROMs and see if you can work any of the problems out.
thanks!
http://www.willowsp.u-net.com/andy/elk/
Seeya!
> Just the AUG and my working Electron. In fact the AUG was loaned to me
by Dave M and I've
> seen bought one of my own (5 quid on Ebay), so I really ought to return
it soon! I found at least
> one error in the AUG though - I'm sure it says the 16 bytes of 'Fred'
repeat throughout that page
> (ie, they are mirrored every 16 bytes, you just mask the address to 0xf)
- but once I checked on
> the electron - they don't! They just mirror the rom underneath.
Also, the section on the tape interface claims bits roll in from bit 0 to
bit 7. Which may be true, but is highly unlikely as they are in the opposite
order on cassettes! Not so much an error, probably just them rounding up,
but it claims 2ns elapse before a new bit arrives. But that gives 1000 baud
cassettes, not 1200.
It completely fails to properly explain the timing issues (do two RAM
accesses in a row in non-wide pitch modes negate the need to sync with the
1Mhz clock twice, or is the ULA not that smart?), and although its outside
of the scope of that book anyway, I haven't found anywhere else anything
decent on the cut-down analogue port on the plus 1.
> Citadel never worked on my emulator either - it ran through attract mode
but keys didn't work to
> start the game :/ I remember all the other games being ok though..
Oh, thats strange. The problems I'm having now are mostly timing related
(Jet Set Willy changes palette 8 lines too late, but it isn't that the end
of display interrupt is wrong, because if it were 8 lines earlier, Gauntlet
would do its mid-screen graphics mode change too early. And many games
flicker when they shouldn't, etc, etc). And my WD1770 emulation is utterly
appaling - the ADFS works, but the 1770 DFS does not.
For those of you who haven't noticed, the current beta even loads tapes at
the wrong speed (about 609 baud, fact fans), although that is fixed in the
next release.
Anyway, I suppose I'll keep guessing until something works. Thats what I've
been doing so far!
-Thomas
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> I actually saw your site about two days after I started work on my emulator
> (when the 6502 didn't even work), but decided to work on anyway. I can't
> really remember why. I perhaps even e-mailed you about the UEF format?
Don't think you did, but when I get back to mine I'll add the UEF format, I was
using disk images
and the 'BBC archive format' to load files but it didn't deal with the same
filenames on the one
cassette as often cropped up.
> Just out of interest, what sources did you have for technical information?
> I've relied entirely upon the scan of the AUG available from the
> documentation project and experimentation (since the AUG is fairly vague on
> most matters), but that has the unfortunate effect of most of the emulator
> being guess work! For example, my emulator assumes that RAM may be accessed
> at 2Mhz regardless of graphics mode when pixels are not being drawn, but I
> can't find any written information on that matter.
Just the AUG and my working Electron. In fact the AUG was loaned to me by Dave
M and I've
seen bought one of my own (5 quid on Ebay), so I really ought to return it soon!
I found at least
one error in the AUG though - I'm sure it says the 16 bytes of 'Fred' repeat
throughout that page
(ie, they are mirrored every 16 bytes, you just mask the address to 0xf) - but
once I checked on
the electron - they don't! They just mirror the rom underneath.
Citadel never worked on my emulator either - it ran through attract mode but
keys didn't work to
start the game :/ I remember all the other games being ok though..
Bryan
--
Bryan McPhail: mish@...http://www.tendril.co.uk
nah, star wars stinks :)
single colour only, but fastloads ok.
my page for downloading the roms for now is at:
http://www.willowsp.u-net.com/andy/elk/
i still own my original electron, and all my original games, but as you
probably understand, it was ALWAYS a bitch to load anything up on it, mine
got so bad virtually nothing but the simplest game would load up, that's why
the emulator has been great in enabling me to actually play my old games!
Coupled with the fact i can't be arsed to set it all up everytime i want to
play chuckie egg :)
the site isn't active right now (9:33pm GMT) but will be in about an hours
time, enough time for me to finish off the games, not a great load, but some
nice ones, most of the others i have have already been done :)
seeya!
----- Original Message -----
From: Thomas Harte <t.harte@...>
To: <electrem@egroups.com>
Sent: Tuesday, July 25, 2000 8:57 PM
Subject: Re: [electrem] Hello
> > superb new emulator, most impressed..
>
> Thanks! I hope its only going to get better.
>
> > etc.. etc.. email me if you want 'em, or if anybody will put 'em on
their
> > site, even better :)
>
> Dave M of The Stairway to Hell (on this list, or with an e-mail address on
> www.stairwaytohell.com somewhere) is always happy to accept newly
converted
> BBC or Electron games to add to his page.
>
> Is Star Wars any good?
>
> -Thomas
>
>
>
>
>
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>
>
>
> superb new emulator, most impressed..
Thanks! I hope its only going to get better.
> etc.. etc.. email me if you want 'em, or if anybody will put 'em on their
> site, even better :)
Dave M of The Stairway to Hell (on this list, or with an e-mail address on
www.stairwaytohell.com somewhere) is always happy to accept newly converted
BBC or Electron games to add to his page.
Is Star Wars any good?
-Thomas
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just joined the list..
superb new emulator, most impressed..
I thought it only fair to dump my games which nobody seems to have done up
to now..
star wars
predator
the last ninja
etc.. etc.. email me if you want 'em, or if anybody will put 'em on their
site, even better :)
seeya!
On Tue, 25 Jul 2000 11:45:16 +0100, electrem@egroups.com wrote:
> Hey guys, I just found about the new emulator thru Retrogames. Well
> done on creating the emulator! I started an Electron emulator at the
> start of the year and never quite found the time to finish it.. Mmm,
> maybe I'll get back to it in a month or two.
Hi!
I actually saw your site about two days after I started work on my emulator
(when the 6502 didn't even work), but decided to work on anyway. I can't
really remember why. I perhaps even e-mailed you about the UEF format?
Just out of interest, what sources did you have for technical information?
I've relied entirely upon the scan of the AUG available from the
documentation project and experimentation (since the AUG is fairly vague on
most matters), but that has the unfortunate effect of most of the emulator
being guess work! For example, my emulator assumes that RAM may be accessed
at 2Mhz regardless of graphics mode when pixels are not being drawn, but I
can't find any written information on that matter.
Anyway, welcome to the (small) list, and if you get started again, do say.
-Thomas
_______________________________________________________
Say Bye to Slow Internet!
http://www.home.com/xinbox/signup.html
Hey guys, I just found about the new emulator thru Retrogames. Well
done on creating the emulator! I started an Electron emulator at the
start of the year and never quite found the time to finish it.. Mmm,
maybe I'll get back to it in a month or two.
Just thought I'd say hi :)
Bryan
> Or removed the PLUS3.ROM from the \roms directory.
Well, its actually 'adfs.rom', but no matter!
More importantly, if any of you are not on the BBC Micro mailing list (which
I acknowledge is more than likely), you'll probably have missed that there
are now 150 games in UEF format on the Stairway to Hell
(http://www.stairwaytohell.com). And apparently many even work well!
-Thomas
_______________________________________________________
Say Bye to Slow Internet!
http://www.home.com/xinbox/signup.html
Try typing *TAPE
before CHAIN"" / *RUN
Or removed the PLUS3.ROM from the \roms directory.
Dave
On Mon, 24 Jul 2000 15:35:58 -0000 m_fishy@... wrote:
> Okay, I give up already. How do you actually run anything? None of
> the CHAIN, LOAD or RUN commands appear to do anything ("No
> directory", is the usual error). I've selected a UEF tape image from
> the Windows menu, but that doesn't seem to help any, and the menu
> doesn't offer any "load tape" options. I've still got an Electron up
> in the loft, but I don't remember it being this complicated. Anyone
> help?
>
> Cheers,
> Martin.
>
>
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>
Okay, I give up already. How do you actually run anything? None of
the CHAIN, LOAD or RUN commands appear to do anything ("No
directory", is the usual error). I've selected a UEF tape image from
the Windows menu, but that doesn't seem to help any, and the menu
doesn't offer any "load tape" options. I've still got an Electron up
in the loft, but I don't remember it being this complicated. Anyone
help?
Cheers,
Martin.