AmiArcadia/WinArcadia

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                        #*=====================*#
                        #| A M I A R C A D I A |#
                        #|         and         |#
                        #| W I N A R C A D I A |#
                        #|    Version 15.31    |#
                        #|      2 Jan 2011     |#
                        #|                     |#
                        #|   by James Jacobs   |#
                        #|  of Amigan Software |#
                        #*=====================*#

                      For all users:
                           Overview            
                           Requirements        
                           Usage               
                           Credits and Licence 
                           History             
                           Other Releases      

                      For retrogamers:
                           Toolbar             
                           Menu                
                           Controllers         
                           Other Keys          
                           Guest Machines      
                           Compatibility       
                           Troubleshooting     

                      For retroprogrammers:
                           Labels              
                           ARexx Commands      
                           Debugger CLI        
                           File Formats        
                           Miscellaneous       

Overview

Contents | < Browse | Browse >



OVERVIEW------------------------------------------------------------------

AmiArcadia and WinArcadia are multi-emulators of these Signetics-based
machines:

    * the Emerson Arcadia 2001 console family (Bandai, Emerson,
      Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu,
      Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix,
      etc.) (1982);
    * the Interton VC 4000 console family (Acetronic, Fountain, Interton,
      Prinztronic, Radofin, Rowtron, Voltmace, Waddington, etc.) (c.
      1978);
    * the Elektor TV Games Computer (1979);
    * PIPBUG-based machines (EA 77up2, EA 78up5, Signetics Adaptable Board
      Computer, Eurocard 2650, etc.) (c. 1977-1978);
    * the Signetics Instructor 50 trainer (1978);
    * the Central Data 2650 computer (1977);
    * the Astro Wars and Galaxia coin-ops by Zaccaria (1979-1980);
    * the Malzak 1 and 2 coin-ops by Kitronix (c. 1980);
    * the Chaos 2 computer (1983);
    * the Dolphin computer (1979); and
    * the PHUNSY computer (c. 1980).

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 support, autofire, turbo mode, gameplay
recording/playback, PAL/NTSC modes, sprite demultiplexing, help windows,
source code, debugger, frame skipping, redefinable keys, save screenshots
(4 supported formats), ARexx port, network play, real-time monitor, locale
support, game selection sidebar, text-to-speech, printer output,
undithering, support for ZIPped games, clipboard support, palette editor,
tone retuning, high score management, force feedback, sprite editor.

The supported languages are currently English, Dutch, French, German,
Italian, Russian and Spanish.

These WinArcadia features are not present in AmiArcadia:

    * the "Options|Input|Rearrange gamepad buttons..." command.
    * the "Options|Graphics|Full screen?" setting.
    * the "Options|Graphics|Stretch to fit?" setting.
    * the "Options|Graphics|Enhance starfields?" setting.
    * the "Options|Sound|Use IBM-PC speaker?" setting.
    * the "View|Menubar?" setting.
    * the graphical paddle axes representation in the "Tools|Monitor..."
      subwindow.
    * runtime priority adjustment.

These AmiArcadia features are not present in WinArcadia:

    * the "Settings|Sound|Filtered?" setting.
    * these CLI arguments: PRI, PORTNAME, PUBSCREEN, STARTUP.
    * ARexx support.

System Requirements

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SYSTEM REQUIREMENTS-------------------------------------------------------

These are for the AmigaOS 3.x version of AmiArcadia:

Hardware        Required           MC68EC020+
                                   about 8Mb free RAM
                Recommended        Digital joysticks and/or CD³² gamepads
                                   Analog joystick and/or gamepads
                                   Mouse/trackball (preferably with wheel)
                                   Graphics card
Firmware        Required           Kickstart 3.1+
Software        Required           AmigaOS 3.5+
                Recommended        AmigaOS 3.9+BB4/AmigaOS 4.x/MorphOS
                                    (for speed)
                                   MorphOS (for force feedback)
                                   AmiUpdate (for OS4 version)
                                   SPEAK: handler
                                   OpenURL.library
                                   TCP/IP stack (ie. Internet connection)
                                   Web browser

WinArcadia:

Hardware        Required           80386+
                Recommended        Pentium 3 or better
                                   up to 2 analog joysticks/gamepads/
                                    paddles (preferably "rumble" pads, ie.
                                    with force feedback)
                                   Mouse/trackball (preferably with wheel)
                                   Sound card (eg. SoundBlaster)
                                   Graphics card:
                                    800*600 or higher resolution
                                    16-bit or higher colour depth
Software        Required           Windows 95 or later
                                   SAPI.DLL (eg. V5.1) (included)
                Recommended        Windows ME or earlier
                                   DirectX 5.0+
                                    (specifically, DirectInput)
                                   SpriteMakerEA 6
                                   TCP/IP stack (ie. Internet connection)
                                   TextMakerEA 1
                                   Web browser

AmiArcadia for AmigaOS 3.x:

The sound emulation uses audio.device rather than banging the hardware
directly (unless you #define BANGAUDIO and recompile). 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 32 pens were not able to be exclusively allocated by
AmiArcadia, you will not be able to use the "Tools|Palette editor..."
command.
  Amiga Forever 6, and various other versions, are based on OS3.5 rather
than OS3.9 and are therefore somewhat crap. Even with the newer
radiobutton.gadget, the rendering of the slider gadgets in the "Tools|
Palette editor..." window is corrupt, and programmatically changing the
position of those gadgets is having no effect. If you are using an older
version of window.class (earlier than 45.11), you won't get tooltips; we
suggest upgrading your window.class to a more recent one.
  The emulator has been tested under WinUAE. Older versions have also been
tested on a real Amiga 1200/060.
  The emulator is intended to be run from a hard disk. In particular, if
your games are stored on a floppy disk, you will get better performance by
turning off the sidebar, as this will avoid auditing which can be slow for
slow media.
  You will need a very fast Amiga/IBM-PC to achieve adequate performance
(which is 50/60 FPS for PAL/NTSC, respectively).
  AmiArcadia for OS3: You 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 network play and 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 "View|Controls..." window may not complement
correctly.

AmiArcadia for AmigaOS 4.x:

Note that support for analog joysticks is disabled in this release.
AmiUpdate is supported.

AmiArcadia for MorphOS:

You need the appropriate ClassAct/ReAction classes (eg. window.class,
speedbar.gadget, etc.) installed. Since MorphOS doesn't support OS3.5/3.9
properly, you might need to use obsolete classes, such as those found at
the misleadingly named
ftp://ftp.thule.no/pub/classact/Current_Classes.lha , or at
http://aminet.net/dev/gui/classact33.lha . However, it also requires
texteditor.gadget (eg. 15.8), and texteditor.gadget and layout.gadget
require the OS3.5/3.9 version of bevel.image (eg. V45.7). Email us if you
need these. If you get a "Need layout gadget!" error at startup, this is
probably the cause.
  Sound under MorphOS 1.x needs eaudio.device
(http://aminet.net/driver/audio/eaudio.device.lha) because MorphOS lacks
an audio.device. Also, the Poseidon USB stack seemed to be incompatible
with AmiArcadia's keyboard input subsystem (this might work now).
  Force feedback is only supported when running under MorphOS, when
"1st/2nd analog gamepad" is selected as the controller.
  It fails to run on freshly installed MorphOS 2.4. There are two reasons:
  1. It requires OS3.5 ReAction classes. ClassAct 3.3 classes from Aminet
are not enough. A MorphOS user who wants to run AmiArcadia has to own/buy/
pirate some OS3.5/3.9 files.
  A. If AmiArcadia has high requirements then AmiArcadiaMOS has the same
requirements. That is it.
  2. It still requires too high version of icon.library (MorphOS has V41).
  A. If you use an old window.class the MorphOS icon.library works.

WinArcadia:

The supported operating systems are Windows 95, 98 (both FE and SE), ME,
NT, 2000, XP, Vista and 7. Windows 1.0-3.11 are not supported.
  We suggest use of a third-party console enhancement. If using the
default Windows XP console, for example, redirection via the > operator
will not be possible. (We suggest using the "Log|Log console to file?"
option.)
  If you want force feedback, you need DirectX 5.0+ installed. DirectX is
not included in the WinArcadia package but is widely available. V9.0c was
used for testing.

AISS

AmiArcadia: If you have AISS (the Amiga Image Storage System, available at
http://www.masonicons.info/aiss/arc/aiss4.lha) installed, you can delete
the Images/AISS/ directory.

For both AmiArcadia and WinArcadia: you can, of course, delete any
catalogs (ie. translations) (Dutch, French, German, Italian, Russian and/
or Spanish) you don't need. English is built into the emulators. And if
you don't need the source code, you can delete the source/ directory.
Deleting the icons/ directory will not cause any problems either, if you
don't want to generate icons.

Usage

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USAGE---------------------------------------------------------------------

CLI Arguments

                                 AmiArcadia

Format:    AmiArcadia
           [[FILE]          <file>]
           [AUTOSAVE        ON|OFF]
           [COLLISIONS      ON|OFF]
           [FRAMESKIP       1|2|3|4|5|6|7|8|9|10]
           [FULLSCREEN      ON|OFF]   (WinArcadia only)
           [MACHINE         ARCADIA|INTERTON|ELEKTOR|PIPBUG|INSTRUCTOR|
                            CD2650|ASTROWARS|GALAXIA|MALZAK|CHAOS|DOLPHIN|
                            PHUNSY]
           [PAUSED          ON|OFF]
           [PORTNAME        <name>]   (AmiArcadia only)
           [PRI             <pri>]    (AmiArcadia only)
           [PUBSCREEN       <screen>] (AmiArcadia only)
           [SIZE            1|2|3|4]
           [SOUND           ON|OFF]
           [SETTINGS        <file>]
           [STARTUP         <file>]   (AmiArcadia only)
           [STRETCH         ON|OFF]   (WinArcadia only)
           [TITLEBAR        ON|OFF]
           [TOOLBAR         ON|OFF]   (WinArcadia only)
           [TURBO           ON|OFF]
           [UPGRADE]

Template:  FILE,
           AUTOSAVE/K,
           COLLISIONS/K,
           FRAMESKIP/K/N,
           FULLSCREEN/K, (WinArcadia only)
           MACHINE/K,
           PAUSED/K,
           PRI/K/N,      (AmiArcadia only)
           PORTNAME/K,   (AmiArcadia only)
           PUBSCREEN/K,  (AmiArcadia only)
           SIZE/K/N,
           SOUND/K,
           SETTINGS/K,
           STARTUP/K,    (AmiArcadia only)
           STRETCH/K,    (WinArcadia only)
           TITLEBAR/K,
           TOOLBAR/K,    (WinArcadia only)
           TURBO/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-based machines, the Signetics
           Instructor 50 trainer, the Central Data 2650 computer, the
           Astro Wars, Galaxia, and Malzak 1 and 2 coin-ops, and the Chaos
           2, Dolphin and PHUNSY computers).

Specification:

    FILE=<file>:
           a file to load at startup; this can be in any supported format.

    FRAMESKIP=1|2|3|4|5|6|7|8|9|10:
           frame skipping. 1 (the default) shows every frame, 2 shows
           every 2nd frame, 3 shows every 3rd frame, etc.

    MACHINE=ARCADIA|INTERTON|ELEKTOR|PIPBUG|INSTRUCTOR|CD2650|ASTROWARS|
            GALAXIA|MALZAK|CHAOS|DOLPHIN|PHUNSY]
           Emerson ARCADIA 2001 (3 memory maps), INTERTON VC 4000 (4
           memory maps), ELEKTOR TV Games Computer (2 memory maps),
           PIPBUG-based machine (5 memory maps), Signetics INSTRUCTOR 50
           (2 memory maps), MALZAK (2 memory maps), Central Data 2650,
           ASTROWARS, GALAXIA, CHAOS 2, DOLPHIN or PHUNSY (1 memory map
           each) emulation.
             Memory maps are not user-selectable; they are selected
           automagically as necessary by the emulator according to what is
           being loaded. (See the relevant Coding Guides for more
           information about the various memory maps.)

    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 AA.CFG (for AmiArcadia) or WA.CFG (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 .CFG 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.

    SIZE=1|2|3|4:
           graphics scaling factor (only affects windowed mode).

    STARTUP=<file>: (AmiArcadia only)
           an ARexx script to run at startup. ".rexx" extension is
           assumed.

    UPGRADE:
           this will automatically upgrade all .CFG 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.
             Eg. WinArcadia 8.41 uses the V38 configuration format, but it
           can read/upgrade the V37 format (used by WinArcadia 8.32-8.4).
           The V36 and earlier formats (used by WinArcadia 1.21-8.31) are
           unsupported.
             Note that V15.24 configuration files cannot be upgraded to
           V15.25 format due to the extensive overhaul of the file
           format for this release.
             The example configuration files provided with the emulator
           are always the current versions (ie. already "upgraded").

    AUTOSAVE,
    COLLISIONS,
    FULLSCREEN (WinArcadia only),
    LOOP,
    PAUSED,
    POINTER,
    SOUND,
    STRETCH    (WinArcadia only),
    TITLEBAR,
    TURBO: These can be specified as ON or OFF. See Menus for details.

Typing:

    AmiArcadia ?

or

    WA ?

as appropriate, will display the available CLI parameters.
  For WinArcadia, you should ensure that the current directory is the
one in which the executable (WA.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.

Credits and Licence

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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 networking subsystem, ARexx support and ZIP support are based on
code by Marat Fayzullin, Michael Sinz and Gilles Volant 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 alternative drawer and program icon images
(icons/contrib/drawer.info and icons/contrib/program.info) were drawn by
Martin `Mason' Merz. The "Scale2x/3x/4x" algorithm is by Andrea Mazzoleni.
  The French, German, Italian, Russian and Spanish translations were done
by Alexandre Balaban, Stefan Haubenthal, Samir Hawamdeh, ALLiGaToR and
Dámaso Domínguez, respectively. The English and Dutch translations were
done by James Jacobs. If you would like to maintain the eg. Dutch
translation, please contact us.
  The MorphOS port is maintained by Stefan Haubenthal. The AmigaOS 4 port
was originally maintained by Alexandre Balaban but is now maintained by
James Jacobs and Samir Hawamdeh.
  Special thanks to Charles Eurich (Arcadia) and Richard Rogers (CD2650)
for compatibility testing and bug reports, to Stefan Haubenthal for code
contributions and bug reports, to Luca Longone (Arcadia), Peter
Henderson (PIPBUG), Samir Hawamdeh and Dámaso Domínguez for bug reports,
to Lucien Kleigkers for code contributions, and to Peter Marschat
(Elektor), Lionel Theunissen (PIPBUG), Tyler Whitney (Instructor 50) and
Frank Philipse (PHUNSY) for dumping.

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 claim you wrote this software, or 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 the source code;

    * software into which code or algorithms are copied must be open
      source, and appropriate credit must be given;

    * you are not allowed to modify the software to deliberately insert
      logic bombs, spyware, digital restrictions management, copy
      protection, online activation, virii or other malware;

    * any package or compilation of which this software forms a part must
      be entirely free of logic bombs, spyware, digital restrictions
      management, copy protection, online activation and other malware;
      and

    * there is no warranty on this software.

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 us. 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 also tested successfully
(except for the non-fatal WinUAE interactions with patches mentioned
elsewhere) under various versions of WinUAE.
  You should check the Compatibility 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; this is most unlikely. Also, we do not possess
any guest hardware whatsoever, and we do not possess the full range of
supported host hardware and software (eg. MorphOS, OS4, Windows 95/ME/2K/
Vista/7), so user-based testing and feedback is essential. We always
investigate and (attempt to) 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, eg. the
MIKIT 2650, 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 ibm1.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.
The above notes are primarily to help you to get started with the
translation while awaiting a reply from us :-) .

Source code

SAS/C and Visual C/C++ source code is provided. The source code of Ami/
WinArcadia 12.4 was linted with PC-Lint 8.00m.
  AmiArcadia can be compiled under StormC if desired. However, currently
the sidebar/auditing functionality (except for the built-in games) and
UPGRADE CLI command will be disabled, due to StormC not having some
functions which are present in SAS/C and Visual C/C++. Also, the generated
executable is larger and slower than when compiled with SAS/C.
  The release binary of AmiArcadia was compiled (and assembled and linked)
with SAS/C 6.58.
  The release binary of WinArcadia was compiled (and assembled and linked)
with Microfilth Visual C/C++ 5.0. However, you can also build it with
later (or earlier?) versions.
  The emulators are written in ANSI C, except that there is MC680x0
assembly language used in the AmiArcadia analog joystick routines, and
x86 assembly language used in the WinArcadia IBM-PC speaker output
routines (unavoidably in both cases).

History

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HISTORY-------------------------------------------------------------------

15.31  [OS3.5+][Windows][MOS?   ][OS4?  ]: Sun  2 Jan 2011.
    Summary:
        . Improved Dolphin emulation.
        . Miscellaneous improvements and bug fixes.
    Details:
 dolphin: fixed: "settings|graphics|shadows?" was ghosted.
 calm notation now supports alternate register bank.
 dolphin: added knowledge of REFLEXES labels.
 dolphin: added support for "View|Screen contents" command, and knowledge
  about dolphin character set.
 dolphin: slowed down CPU to match speed of REFLEXES game.
 now supports octal numbers (@ prefix).
 dolphin: now we mask out the high two bits when doing I/O port accesses.
 fixed: when reading a watchpoint, and "watch reads?" was off, it was
  "logging" nothing (and pausing if "pause after logging?" was on).
 fixed: "reset to defaults" button in palette editor wasn't ghosting and
  operating correctly in amber and green modes.
 now it only calls audit() once at startup.
 wa: fixed: some cosmetic issues when running in fullscreen mode with no
  titlebar.
 wa: now toggling fullscreen also toggles titlebar, toolbar, menu, pointer
  and sidebar.
 added support for loading Dolphin BINs.
 dolphin: added knowledge of REFLEXES game.
 now "tools|monitor..." shows clock cycles and frame count with commas
  separating the thousands.
 wa: fixed: it wasn't ensuring the selected sidebar item was visible when
  eg. changing machines.
 cd2650: fixed: sometimes it was crashing when changing to cd2650 mode.

15.3   [OS3.5+][Windows][MOS?   ][OS4?  ]: Thu 30 Dec 2010. 245th release.
15.25  [OS3.5+][Windows][MorphOS][OS4.0+]: Tue 21 Dec 2010.
15.24  [OS3.5+][Windows][MorphOS][OS4.0+]: Thu 16 Dec 2010.
15.23  [OS3.5+][Windows]         [OS4.0+]: Sat 11 Dec 2010.
15.22  [OS3.5+][Windows][MorphOS][OS4.0+]: Fri  3 Dec 2010.
15.21  [OS3.5+][Windows][MorphOS][OS4.0+]: Wed 24 Nov 2010.
15.2   [OS3.5+][Windows][MorphOS][OS4.0+]: Thu 11 Nov 2010.
15.1   [OS3.5+][Windows][MorphOS][OS4.0+]: Wed  3 Nov 2010.
15.0   [OS3.5+][Windows][MorphOS][OS4.0+]: Tue 26 Oct 2010. PHUNSY emulation.

14.51  [OS3.5+][Windows][MorphOS][OS4.0+]: Tue 19 Oct 2010.
14.5   [OS3.5+][Windows][MorphOS][OS4.0+]: Mon 27 Sep 2010.
14.41a         [Windows]:                  Sat 18 Sep 2010.
14.41  [OS3.5+][Windows][MorphOS][OS4.0+]: Fri 17 Sep 2010.
14.4   [OS3.5+][Windows][MorphOS][OS4.0+]: Thu 16 Sep 2010.
14.3   [OS3.5+][Windows][MorphOS][OS4.0+]: Thu  9 Sep 2010.
14.27  [OS3.5+][Windows][MorphOS][OS4.0+]: Wed  1 Sep 2010.
14.26  [OS3.5+][Windows][MorphOS][OS4.0+]: Tue 10 Aug 2010.
14.25  [OS3.5+][Windows][MorphOS][OS4.0+]: Sat  7 Aug 2010.
14.24  [OS3.5+][Windows][MorphOS]:         Sun  1 Aug 2010.
14.23  [OS3.5+][Windows][MorphOS]:         Sun 25 Jul 2010.
14.22  [OS3.5+][Windows][MorphOS][OS4.0+]: Tue 20 Jul 2010.
14.21  [OS3.5+][Windows][MorphOS]:         Wed 14 Jul 2010.
14.2   [OS3.5+][Windows][MorphOS][OS4.0+]: Mon 12 Jul 2010.
14.1   [OS3.5+][Windows][MorphOS][OS4.0+]: Sat  3 Jul 2010.
14.09  [OS3.5+][Windows][MorphOS][OS4.0+]: Wed 16 Jun 2010.
14.08  [OS3.5+][Windows]:                  Thu 10 Jun 2010.
14.07  [OS3.5+][Windows][MorphOS]:         Mon  7 Jun 2010.
14.06  [OS3.5+][Windows][MorphOS]:         Wed  2 Jun 2010.
14.05  [OS3.5+][Windows][MorphOS]:         Wed 26 May 2010.
14.04  [OS3.5+][Windows][MorphOS]:         Sun 23 May 2010.
14.03  [OS3.5+][Windows][MorphOS]:         Wed  5 May 2010.
14.02  [OS3.5+][Windows]:                  Thu 22 Apr 2010.
14.01  [OS3.5+][Windows][MorphOS]:         Tue 13 Apr 2010.
14.0   [OS3.5+][Windows][MorphOS]:         Wed  7 Apr 2010. Dolphin emulation.

13.1   [OS3.5+][Windows]:                  Sun 28 Mar 2010.
13.06  [OS3.5+][Windows][MorphOS]:         Mon 22 Mar 2010.
13.05  [OS3.5+][Windows][MorphOS]:         Mon  1 Mar 2010.
13.04  [OS3.5+][Windows]:                  Fri 26 Feb 2010.
13.03  [OS3.5+][Windows][MorphOS]:         Thu 18 Feb 2010.
13.02  [OS3.5+][Windows][MorphOS]:         Sun  7 Feb 2010.
13.01  [OS3.5+][Windows]:                  Tue  2 Feb 2010.
13.0   [OS3.5+][Windows]:                  Mon  1 Feb 2010. Chaos emulation.

12.68  [OS3.5+][Windows]:                  Mon 18 Jan 2010.
12.67  [OS3.5+][Windows]:                  Mon 11 Jan 2010.
12.66  [OS3.5+][Windows]:                  Sun 27 Dec 2009.
12.65  [OS3.5+][Windows]:                  Fri 18 Dec 2009.
12.64  [OS3.5+][Windows]:                  Mon  7 Dec 2009.
12.63  [OS3.5+][Windows]:                  Mon 23 Nov 2009.
12.62  [OS3.5+][Windows]:                  Thu 12 Nov 2009.
12.61          [Windows]:                  Mon  2 Nov 2009.
12.6   [OS3.5+][Windows]:                  Mon 26 Oct 2009.
12.54  [OS3.5+][Windows]:                  Wed 14 Oct 2009.
12.53  [OS3.5+][Windows]:                  Tue  6 Oct 2009.
12.52  [OS3.5+][Windows]:                  Fri 25 Sep 2009.
12.51  [OS3.5+][Windows]:                  Mon 14 Sep 2009.
12.5   [OS3.5+][Windows]:                  Tue  8 Sep 2009.
12.4   [OS3.5+][Windows]:                  Fri  4 Sep 2009.
12.3   [OS3.5+][Windows]:                  Mon 31 Aug 2009.
12.21  [OS3.5+][Windows]:                  Tue 25 Aug 2009.
12.2   [OS3.5+][Windows]:                  Sat 22 Aug 2009.
12.1   [OS3.5+][Windows]:                  Wed 19 Aug 2009.
12.0   [OS3.5+][Windows]:                  Thu  6 Aug 2009.

11.92  [OS3.5+][Windows]:                  Sat  1 Aug 2009.
11.91          [Windows]:                  Tue 28 Jul 2009.
11.9   [OS3.5+][Windows]:                  Tue 21 Jul 2009.
11.81  [OS3.5+][Windows]:                  Tue 14 Jul 2009.
11.8   [OS3.5+][Windows]:                  Mon  6 Jul 2009.
11.72  [OS3.5+][Windows]:                  Wed  1 Jul 2009.
11.71  [OS3.5+][Windows]:                  Thu 18 Jun 2009.
11.7   [OS3.5+][Windows]:                  Fri 12 Jun 2009.
11.62  [OS3.5+][Windows]:                  Tue  9 Jun 2009.
11.61  [OS3.5+][Windows]:                  Fri  5 Jun 2009.
11.6   [OS3.5+][Windows]:                  Mon  1 Jun 2009.
11.5   [OS3.5+][Windows]:                  Mon 25 May 2009.
11.42  [OS3.5+][Windows]:                  Wed 20 May 2009.
11.41  [OS3.5+][Windows]:                  Thu 14 May 2009.
11.4   [OS3.5+][Windows]:                  Mon 11 May 2009.
11.3   [OS3.5+][Windows]:                  Mon  4 May 2009.
11.21  [OS3.5+][Windows]:                  Tue 28 Apr 2009.
11.2   [OS3.5+][Windows]:                  Fri 24 Apr 2009.
11.1   [OS3.5+][Windows]:                  Mon 20 Apr 2009.
11.0   [OS3.5+][Windows]:                  Thu 16 Apr 2009. Zaccaria emulation.

10.0   [OS3.5+][Windows]:                  Mon  6 Apr 2009. Malzak emulation.

 9.33  [OS3.5+][Windows]:                  Mon 23 Mar 2009.
 9.32  [OS3.5+][Windows]:                  Mon 16 Mar 2009.
 9.31  [OS3.5+][Windows]:                  Tue 10 Mar 2009.
 9.3   [OS3.5+][Windows]:                  Fri  6 Mar 2009.
 9.21  [OS3.5+][Windows]:                  Thu 26 Feb 2009.
 9.2   [OS3.5+][Windows]:                  Mon 23 Feb 2009.
 9.11  [OS3.5+][Windows]:                  Fri 20 Feb 2009.
 9.1   [OS3.5+][Windows]:                  Mon 16 Feb 2009.
 9.06  [OS3.5+][Windows]         [OS4.0+]: Thu 12 Feb 2009.
 9.05  [OS3.5+][Windows]:                  Thu 29 Jan 2009.
 9.04  [OS3.5+][Windows]:                  Fri 23 Jan 2009.
 9.03  [OS3.5+][Windows]:                  Tue 13 Jan 2009.
 9.02  [OS3.5+][Windows]:                  Wed  7 Jan 2009.
 9.01  [OS3.5+][Windows]:                  Mon  5 Jan 2009.
 9.0a  [OS3.5+][Windows]:                  Fri  2 Jan 2009.
 9.0   [OS3.5+][Windows]:                  Tue 30 Dec 2008. CD2650 emulation.

 8.7   [OS3.5+][Windows]:                  Mon 15 Dec 2008.
 8.6   [OS3.5+][Windows]:                  Wed 10 Dec 2008.
 8.5   [OS3.5+][Windows]:                  Mon  8 Dec 2008.
 8.41  [OS3.5+][Windows]:                  Sun 23 Nov 2008.
 8.4   [OS3.5+][Windows]:                  Thu 20 Nov 2008.
 8.33  [OS3.5+][Windows]:                  Sat 15 Nov 2008.
 8.32  [OS3.5+][Windows]:                  Mon 10 Nov 2008.
 8.31a         [Windows]:                  Mon  3 Nov 2008.
 8.31  [OS3.5+][Windows]:                  Fri 31 Oct 2008.
 8.3   [OS3.5+][Windows]         [OS4.0+]: Sun 26 Oct 2008.
 8.22  [OS3.5+][Windows]:                  Wed 22 Oct 2008.
 8.21  [OS3.5+][Windows]:                  Fri 17 Oct 2008.
 8.2   [OS3.5+][Windows]:                  Mon 13 Oct 2008.
 8.14  [OS3.5+][Windows]:                  Fri 10 Oct 2008.
 8.13  [OS3.5+][Windows]:                  Wed  8 Oct 2008.
 8.12  [OS3.5+][Windows]:                  Thu  2 Oct 2008.
 8.11  [OS3.5+][Windows]:                  Mon 29 Sep 2008.
 8.1   [OS3.5+][Windows]         [OS4.0+]: Tue 23 Sep 2008.
 8.01  [OS3.5+][Windows]:                  Mon 15 Sep 2008.
 8.0   [OS3.5+][Windows]:                  Wed 10 Sep 2008. Instructor emulation.

 7.62  [OS3.5+][Windows]:                  Fri  5 Sep 2008.
 7.61  [OS3.5+][Windows]:                  Fri 29 Aug 2008.
 7.6   [OS3.5+][Windows]:                  Fri 22 Aug 2008.
 7.54  [OS3.5+][Windows]:                  Fri 15 Aug 2008.
 7.53  [OS3.5+][Windows]:                  Wed 13 Aug 2008.
 7.52  [OS3.5+][Windows]:                  Mon 11 Aug 2008.
 7.51  [OS3.5+][Windows]:                  Thu  7 Aug 2008.
 7.5a  [OS3.5+]                  [OS4.0+]: Fri  1 Aug 2008.
 7.5   [OS3.5+][Windows]:                  Thu 31 Jul 2008.
 7.41  [OS3.5+][Windows]:                  Sun 27 Jul 2008.
 7.4   [OS3.5+][Windows]:                  Thu 24 Jul 2008.
 7.3   [OS3.5+][Windows]:                  Sat 19 Jul 2008.
 7.2   [OS3.5+][Windows]:                  Wed 16 Jul 2008.
 7.11  [OS3.5+][Windows]:                  Fri 11 Jul 2008.
 7.1   [OS3.5+][Windows]:                  Wed  2 Jul 2008.
 7.03  [OS3.5+][Windows]:                  Tue  1 Jul 2008.
 7.02  [OS3.5+][Windows]:                  Thu 26 Jun 2008.
 7.01  [OS3.5+][Windows]:                  Mon 23 Jun 2008.
 7.0b  [OS3.5+][Windows]         [OS4.0+]: Fri 13 Jun 2008.
 7.0a  [OS3.5+][Windows]:                  Thu 12 Jun 2008.
 7.0   [OS3.5+][Windows]:                  Wed 11 Jun 2008. PIPBUG emulation.

 6.12  [OS3.5+][Windows]         [OS4.0+]: Fri 30 May 2008.
 6.11  [OS3.5+][Windows]         [OS4.0+]: Tue 27 May 2008.
 6.1   [OS3.5+][Windows]         [OS4.0+]: Mon  5 May 2008.
 6.01  [OS3.5+][Windows]:                  Fri 25 Apr 2008.
 6.0   [OS3.5+][Windows]:                  Fri 11 Apr 2008.

 5.82  [OS3.5+][Windows]:                  Sat  5 Apr 2008.
 5.81  [OS3.5+][Windows]:                  Mon 31 Mar 2008.
 5.8   [OS3.5+][Windows]:                  Fri 21 Mar 2008.
 5.7   [OS3.5+][Windows]:                  Thu  6 Mar 2008.
 5.62  [OS3.5+][Windows]:                  Wed 27 Feb 2008.
 5.61  [OS3.5+][Windows]:                  Wed 20 Feb 2008.
 5.6   [OS3.5+][Windows]:                  Mon 18 Feb 2008.
 5.53  [OS3.5+][Windows]:                  Wed 13 Feb 2008.
 5.52  [OS3.5+][Windows]:                  Mon 11 Feb 2008.
 5.51  [OS3.5+][Windows]:                  Wed  6 Feb 2008.
 5.5   [OS3.5+][Windows]:                  Mon  4 Feb 2008.
 5.4   [OS3.5+][Windows]:                  Fri 25 Jan 2008.
 5.3   [OS3.5+][Windows]:                  Fri 18 Jan 2008.
 5.2   [OS3.5+][Windows]:                  Fri 11 Jan 2008.
 5.1   [OS3.5+][Windows]:                  Sun 30 Dec 2007.
 5.0   [OS3.5+][Windows]:                  Fri 21 Dec 2007.

 4.83  [OS3.5+][Windows]:                  Sun 16 Dec 2007.
 4.82  [OS3.5+][Windows]:                  Tue 11 Dec 2007.
 4.81  [OS3.5+][Windows][MorphOS]:         Thu  6 Dec 2007.
 4.8   [OS3.5+][Windows]:                  Wed 28 Nov 2007.
 4.75  [OS3.5+][Windows]:                  Mon 19 Nov 2007.
 4.74  [OS3.5+][Windows]:                  Mon 12 Nov 2007.
 4.73  [OS3.5+][Windows]:                  Mon  5 Nov 2007.
 4.72  [OS3.5+][Windows]:                  Mon 29 Oct 2007.
 4.71  [OS3.5+][Windows]:                  Sun 21 Oct 2007.
 4.7   [OS3.5+][Windows]:                  Thu 18 Oct 2007.
 4.62b [OS3.5+][Windows]:                  Mon 15 Oct 2007.
 4.62a [OS3.5+][Windows]:                  Sun 14 Oct 2007.
 4.62  [OS3.5+][Windows]:                  Sat 13 Oct 2007.
 4.61  [OS3.5+][Windows]:                  Sun  7 Oct 2007.
 4.6   [OS3.5+][Windows]:                  Sat 29 Sep 2007.
 4.57  [OS3.5+][Windows]:                  Thu 27 Sep 2007.
 4.56a         [Windows]:                  Wed 19 Sep 2007.
 4.56  [OS3.5+][Windows]:                  Sat 15 Sep 2007.
 4.55  [OS3.5+][Windows]:                  Thu 13 Sep 2007.
 4.54  [OS3.5+][Windows]:                  Fri  7 Sep 2007.
 4.53  [OS3.5+][Windows]:                  Mon  3 Sep 2007.
 4.52  [OS3.5+][Windows]:                  Tue 28 Aug 2007.
 4.51  [OS3.5+][Windows]:                  Fri 24 Aug 2007.
 4.5   [OS3.5+][Windows]:                  Mon 20 Aug 2007.
 4.4   [OS3.5+][Windows]:                  Thu 16 Aug 2007.
 4.32  [OS3.5+][Windows]:                  Thu  2 Aug 2007.
 4.31  [OS3.5+][Windows]:                  Sat 21 Jul 2007.
 4.3   [OS3.5+][Windows]:                  Mon 16 Jul 2007.
 4.27  [OS3.5+][Windows]:                  Tue  3 Jul 2007.
 4.26a [OS3.5+][Windows]:                  Mon 25 Jun 2007.
 4.26  [OS3.5+][Windows]:                  Thu 14 Jun 2007.
 4.25  [OS3.5+][Windows]:                  Fri  1 Jun 2007.
 4.24  [OS3.5+][Windows]:                  Fri 25 May 2007.
 4.23  [OS3.5+][Windows]:                  Sat 19 May 2007.
 4.22  [OS3.5+][Windows]:                  Thu 17 May 2007.
 4.21  [OS3.5+][Windows]:                  Fri  4 May 2007.
 4.2   [OS3.5+][Windows]:                  Mon 30 Apr 2007.
 4.11  [OS3.5+][Windows]:                  Thu 19 Apr 2007.
 4.1   [OS3.5+][Windows]:                  Mon  9 Apr 2007.
 4.02  [OS3.5+][Windows]:                  Mon  2 Apr 2007.
 4.01  [OS3.5+][Windows]:                  Mon 26 Mar 2007.
 4.0   [OS3.5+][Windows]:                  Sun 11 Mar 2007. Elektor emulation.

 3.1   [OS3.5+][Windows]:                  Wed 28 Feb 2007.
 3.02  [OS3.5+][Windows]:                  Wed 21 Feb 2007.
 3.01  [OS3.5+][Windows]:                  Mon 12 Feb 2007.
 3.0   [OS3.5+][Windows]:                  Wed  7 Feb 2007. Interton emulation.

 2.31  [OS3.5+][Windows]:                  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]:                  Mon 18 Dec 2006.
 2.2a  [OS3.5+][Windows]:                  Tue  5 Dec 2006.
 2.2   [OS3.5+][Windows]:                  Thu 30 Nov 2006.
 2.14a [OS3.5+]:                           Thu 23 Nov 2006.
 2.14  [OS3.5+][Windows]:                  Fri 10 Nov 2006.
 2.13  [OS3.5+][Windows]:                  Tue  7 Nov 2006.
 2.12  [OS3.5+][Windows]:                  Mon 23 Oct 2006.
 2.11a [OS3.5+][Windows]:                  Wed 18 Oct 2006.
 2.11  [OS3.5+][Windows]:                  Mon 16 Oct 2006.
 2.1   [OS3.5+][Windows]:                  Thu 12 Oct 2006.
 2.01  [OS3.5+][Windows]:                  Sun  1 Oct 2006.
 2.0   [OS3.5+][Windows]:                  Tue 26 Sep 2006.

 1.63  [OS3.5+][Windows]:                  Mon 11 Sep 2006.
 1.62a [OS3.5+][Windows]:                  Mon  4 Sep 2006.
 1.62  [OS3.5+][Windows]:                  Sun  3 Sep 2006.
 1.61a [OS3.5+][Windows]:                  Fri  1 Sep 2006.
 1.61  [OS3.5+][Windows]:                  Thu 31 Aug 2006.
 1.6   [OS3.5+][Windows]:                  Tue 22 Aug 2006.
 1.51a         [Windows]:                  Tue 15 Aug 2006.
 1.51  [OS3.5+][Windows]:                  Sun 13 Aug 2006.
 1.5   [OS3.5+][Windows]:                  Mon 31 Jul 2006.
 1.4a  [OS3.5+][Windows]:                  Mon 24 Jul 2006.
 1.4   [OS3.5+][Windows]:                  Wed  5 Jul 2006.
 1.321         [Windows]:                  Mon  3 Jul 2006.
 1.32a [OS3.5+]:                           Fri 30 Jun 2006.
 1.32  [OS3.5+][Windows]:                  Wed 28 Jun 2006.
 1.311         [Windows]:                  Thu 22 Jun 2006.
 1.31  [OS3.5+][Windows]:                  Thu 15 Jun 2006.
 1.3a          [Windows]:                  Fri  9 Jun 2006.
 1.3   [OS3.5+][Windows]:                  Thu  8 Jun 2006.
 1.21  [OS3.5+][Windows]:                  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.

Beta releases are not listed above.
  Super Bug Advance, although based on Ami/WinArcadia 11.71, uses a
separate version numbering scheme and release schedule and thus is not
listed above.
  OSx.x+ is an abbreviation for AmigaOS x.x.

Detailed change logs going back to V4.6 can be found in:

    http://amigan.1emu.net/releases/notes.rar

Other Releases

Contents | < Browse | Browse >



OTHER RELEASES------------------------------------------------------------

Super Bug Advance (GBA)

This is a port of a subset of the Ami/WinArcadia 11.71 emulator to the
Nintendo Game Boy Advance platform, for the purpose of emulating the
Super Bug 1 and 2 and Capture games.

Worm Wars (Windows, Amiga, MorphOS, AROS, GBA)

Worm Wars is an advanced Tron/Snake-style arcade game for up to 4 players.

There are 34 types of creature and 32 types of power-up objects.
The integral level editor allows you to load, edit and save user
levelsets, for greater lasting attraction. There is support for
playing MED and IFF 8SVX files as music and sound effects respectively.

It is enjoyable either for one player, or for competitive multiplayer
games, 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.

Report+ (Amiga)

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 check your OS3.9 installation (or any other path) for missing,
    surplus and/or outdated files.
 4. It can perform batch processing on icons.
 5. It can access the official manufacturer and product ID registries.
 6. It can view IFF FORMs and their component chunks.
 7. It can convert between various ASCII formats.
 8. It can show directory byte usage for any path, optionally also fixing
    protection bits.
 9. It can edit A3000/A4000-type battery-backed memory.

Saga (Amiga, MorphOS)

This is a conversion of the 1981 TSR boardgame "Saga: Age of Heroes", for
up to 6 players. Players can be controlled by human or Amiga.
  In Saga: Age of Heroes, players defeat evil monsters, win fabulous
treasures and rule great kingdoms in their quest to gain glory and be the
one hero whose memory will live on forever in the songs and stories of the
age.
  It is currently available in English, German and Italian. SAS/C and
StormC source code is included.

Africa (AmigaOS 3, AmigaOS 4, MorphOS)

This is a conversion of the 1977 3W boardgame "Africa", for up to 5
players. Players can be controlled by human or Amiga. SAS/C and StormC
source code is included.

In this game each player takes the role of one of the powers attempting to
establish or maintain a sphere of influence in the southern half of the
African continent. By interfering in the economic stability and political
alliance of nations, and by subsidising them, the players attempt to
extend their political control of Africa, while diminishing the control
of their opponents.

There is the opportunity to set up governments in favour of the players,
encourage revolutions, start wars between the African nations and even
introduce armies of the player-powers into the continent.

Handy (Amiga, MorphOS)

This is the Amiga port of Handy 0.95. It emulates the Atari Lynx console
(1989).

Features: save screenshots, optional AHI sound, keyboard, joystick and
CD³² joypad support, source code, support for ZIPped games, load/save
snapshots, gameplay recording/playback, turbo on/off, autofire on/off.

Koules (Windows, AmigaOS 3, AmigaOS 4, AROS)

These are the Amiga and Windows port of Koules 1.4, a popular arcade game
for Linux and OS/2.

Features: 1-5 players simultaneously, sound effects, triple keyboard and
quadruple joystick support, source code.

CodeWar (Windows)

This is the long-awaited Windows port (from Linux) of the famous CodeWar
simulator, a game for programmers.

CodeWar is essentially a simulation engine which allows multiple processes
to execute simultaneously within the same virtual environment. This
in turn provides programmers with the facilities to compete against one
another by seeing who can write the program which exists the longest
within this environment. Unlike other simulators such as CRobots, the
competing robots are real native programs and may thus be written in any
language.

Less formally, CodeWar allows programmers to create programs (robots)
which can compete against one another using a variety of
armaments (cannons, missiles, etc.) by executing them at the same time
within the CodeWar simulator. Robots have the ability to detect these
other robots and make up their own strategies to outsmart other
programmers' code.

Other Releases (Amiga, Windows)

We have also released, for example, popular character editors for these
games:

    * Bard's Tale 1-3 & Construction Set
    * Demon's Winter
    * Faery Tale Adventure
    * Hillsfar
    * Phantasie 1 & 3
    * Questron 2
    * Times of Lore

Toolbar

Contents | < Browse | Browse >



TOOLBAR-------------------------------------------------------------------

    Amiga      Windows

    F5         F5           RESET to game
    Amiga-O    Ctrl+O       Open (load) a game.
    Amiga-S    Ctrl+S       Save snapshot...
    Amiga-_    Ctrl+_       Save screenshot as IFF ILBM...
    Amiga-C    Ctrl+C       Copy screenshot to clipboard
    Amiga-.    (none)       Run ARexx script... (AmiArcadia only)
    Amiga-(    Ctrl+(       Quickload snapshot
    Amiga-)    Ctrl+)       Quicksave snapshot

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.
(For PIPBUG, Instructor 50 and CD2650, the guest screen is only redrawn if
the emulator detects that it has actually been changed by the guest.)
  If 10,000 or more frames have been emulated in the last second, "9999"
(AmiArcadia) or "####" (WinArcadia) is shown.

Graphics gadget (purple):

    Amiga-P    Ctrl+P       Flag line emulation?

Input gadgets (orange):

    Amiga-B    Ctrl+B       Autofire?
    F7         F7           Swapped?

Speed gadgets (cyan):

    P          Pause        Paused?
    F8         F8, Alt+W    Turbo?

Sprites gadget (green):

    Amiga-L    Ctrl+L       Collisions?

Sound gadget (yellow):

    Amiga-U    Ctrl+U       Sound enabled?

Console gadgets (black):

                            Arcadia Interton Elektor Instructor Coin-ops
                            --------------------------------------------
    F1         F1           START   START    START   SENS       P1
    F2         F2           A       SELECT   UC      INT        P2
    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 shift-drag (left and) right over the toolbar to scroll
the other buttons into view.

Macro gadget(s): The normal mode is "stop". There is one macro gadget for
AmiArcadia and two for WinArcadia, but they provide equivalent
functionality.

For AmiArcadia, this button can be:

"stop" mode (blue square):
  Neither recording nor playing back.
  Clicking it will start making a recording;
"play" mode (red triangle):
  Playing back a recording.
  Clicking it will stop playback.
"record" mode (red circle):
  Making (generating) a recording.
  Clicking it will stop making the recording.

For WinArcadia, these buttons can be:

"stop" mode (raised red circle):
  Neither recording nor playing back.
  Clicking it will start making a recording.
"play" mode (depressed blue triangle):
  Playing back a recording.
  Clicking it will stop playback; or
"record" mode (depressed red circle):
  Making (generating) a recording.
  Clicking it will stop making the recording (ie. end it).

Menu

Contents | < Browse | Browse >



MENU----------------------------------------------------------------------

     Project/File     
     Edit             
     View             
     Macro            
     Debug            
     Log              
     Tools            
     Settings/Options 
     Help             

In the menu item descriptions, "Remembered?" is whether the setting is
automatically loaded at startup and saved at exit.

Project Menu

Contents | < Browse | Browse >



PROJECT MENU--------------------------------------------------------------

Project|Reset to game                         F5, Alt+R
Project|Jump to BIOS                          Amiga-,
Project|Open...                               Amiga-O
Project|Revert                                Amiga-`
Project|Quickload snapshot                    Amiga-(, Alt+L
Project|Save BIN/PGM...                       Amiga-A
Project|Save snapshot...                      Amiga-S
Project|Save TVC...                           (none)
Project|Save as SpriteMakerEA project|Sprites (none)
Project|Save as SpriteMakerEA project|UDCs    (none)
Project|Save as TextMakerEA project...        (none)
Project|Quicksave snapshot                    Amiga-), Alt+S
Project|Save screenshot as|IFF ACBM...        (none)
Project|Save screenshot as|IFF ILBM...        Amiga-_
Project|Save screenshot as|BMP...             (none)
Project|Save screenshot as|PCX...             (none)
Project|Audit games...                        Amiga-J
Project|Register filetypes...                 (none)
Project|Act as server                         (none)
Project|Connect as client...                  (none)
Project|Iconify                               (none)
Project|Quit                                  Amiga-Q, Esc, Shift-Esc

Menu:         Project|Open...
Shortcut:     Amiga-O (Amiga), Ctrl+O or Alt,F,O (IBM-PC)
CLI Argument: [FILE] <filename>
Debugger CLI: (none)
ARexx:        OPEN [<filename>]
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

.BIN 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/PGM/
TVC/AOF/snapshot/recording 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 snapshots 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.
  You can load AOF (Signetics Absolute Object Format) files via this
command. However, there is no autosensing on these files. You need to set
Options|Machine" appropriately first. This 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 file contains a start address (most do), the guest machine
will be reset to that address.
  When loading BIN/PGM/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 or less    type "G"
    BIN is 8193 bytes or more    type "I"
Interton:
    BIN is 2048 bytes or less    2K       ROM + 0K cartridge RAM
                                  (type "A")
    BIN is 2049-4096 bytes       4K       ROM + 1K cartridge RAM
                                  (type "C")
    BIN is 4097 bytes or more    6K (5½K) ROM + 1K cartridge RAM
                                  (type "D")
Elektor:
    Always                       type "F" (ie. expanded)
PIPBUG:
    PGM is 1280 bytes or less    256-byte machine (type "J")
                                  (eg. EA 77up2)
    PGM is 1281-1536 bytes       512-byte machine (type "K")
                                  (eg. Signetics ABC)
    PGM is 1537-2048 bytes       1024-byte machine (type "L")
                                  (eg. basic EA 78up5)
    PGM is 2049 bytes-8K         7K machine (type "M")
                                  (eg. EA 78up5+78up10)
    PGM is 8193 bytes-12K        11K machine (type "P")
                                  (eg. 11K Mini Computer with EPROM)
Instructor:
    PGM is 512 bytes or less     basic Signetics Instructor 50 (type "N")
    PGM is 513 bytes-32K         expanded Signetics Instructor 50 (type
                                  "O")

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. BIN/PGM/TVC/AOF/snapshot/recording) file found inside the archive.
ZIPs containing directories (folders) are unsupported.
  The above paragraph also applies to auditing (except that auditing of
snapshots and recordings is unsupported).

Menu:         Project|Quickload snapshot
Shortcut:     Amiga-( (Amiga), Ctrl+Shift+9 or Alt+L or Alt,F,Q (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

This will load the QUICKSAV.COS snapshot, if it exists.

Menu:         Project|Quicksave snapshot
Shortcut:     Amiga-) (Amiga), Ctrl+Shift+0 or Alt+S or Alt,F,U (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

This will save a snapshot as QUICKSAV.COS.

Menu:         Project|Save BIN/PGM...
Shortcut:     Amiga-A (Amiga), Ctrl+A or Alt,F,B (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All except coin-ops, Chaos, Dolphin and PHUNSY
Remembered?   No

Menu:         Project|Save snapshot...
Shortcut:     Amiga-S (Amiga), Ctrl+S or Alt,F,S (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        SAVEAS [<filename>]
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

You can save a 'snapshot' (aka 'savestate') of the current state of the
emulator whenever desired, and then load it back as desired. 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 snapshot
files, load them at startup, etc.
  The formats used for these files are 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 BIN/PGM/TVC
file is no longer required.

Menu:         Project|Save TVC...
Shortcut:     Alt,F,T (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       Elektor only
Remembered?   No

Note that some games (eg. ESS-010-9: Rocket Hunting) - specifically,
those that begin and/or end with one or more $00 bytes - do not save
correctly as TVC files, due to the way PGM files are converted to TVC
files.

Menu:         Project|Save as SpriteMakerEA project »
Shortcut:     Alt,F,M (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       Arcadia only
Remembered?   No

This "rips" (saves) the current set of four sprites or UDCs as a project
file (.EAP file) for the SpriteMakerEA V5/V6 sprite editor (for Windows)
by Charles Eurich, which is available at the website.

Menu:         Project|Save as TextMakerEA project...
Shortcut:     Alt,F,V (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       Arcadia only
Remembered?   No

This "rips" (saves) the current screen text as a project file (.EAL file)
for the TextMakerEA V1 sprite editor (for Windows) by Charles Eurich,
which is available at the website.

Menu:         Project|Audit games...
Shortcut:     Amiga-J (Amiga), Ctrl+J or Alt,F,A (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
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. Subdirectories are
not supported. Only BIN/PGM/TVC files (and ZIPped versions of them) are
supported. Unknown games, and dumps which are suspect or bad, are not
supported.

Menu:         Project|Register filetypes...
Shortcut:     Alt,F,Y
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
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.
  If you move the emulator to a different directory (or drive), or rename
it, you should invoke this command again to update the registry.

Menu:         Project|Act as server
Shortcut:     Alt,F,E (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       Arcadia, Interton and Elektor
Remembered?   No

Menu:         Project|Connect as client...
Shortcut:     Alt,F,Z (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       Arcadia, Interton and Elektor
Remembered?   No

Unfortunately network play this does not seem to work properly for remote
play (ie. Internet), only for local play (ie. server and client both
running on the same host computer). It is intended to be 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 of the left player.)
    * "Listening..." subwindow appears to left player. (Left player
      can stop listening by closing the subwindow or pressing any
      key. The main window will ignore all input during this time.)
    * right player chooses "Connect as client...".
    * right player enters the IP address of the left player.
    * 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 port used by
Ami/WinArcadia is 6666. Both players have access to the "console" keys
(START, A, B, soft RESET keys), and to their own controllers (left for
server, right for client). Editing memory while networked is not
recommended and will cause inconsistent results. Both players should have
the same options set (especially speed, collision detection, autosense and
"Use compatibility hacks?").
  AmiArcadia and WinArcadia are of course cross-compatible for this, so
one player could use AmiArcadia and the other player could use WinArcadia,
if desired.

Menu:         Project|Iconify
Shortcut:     Ctrl+F12 or Alt,F,I (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        DEACTIVATE
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.

Edit Menu

Contents | < Browse | Browse >



EDIT MENU-----------------------------------------------------------------

Edit|Copy screenshot                      Amiga-C
Edit|Copy text                            (none)
Edit|Paste text                           Amiga-V

Menu:         Edit|Copy screenshot
Shortcut:     Amiga-C (Amiga), Ctrl+C or Alt,E,C (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        COPY
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 text
Shortcut:     Alt,E,T (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        COPYTEXT
Default:      n/a
Hosts:        Both
Guests:       All except Interton and coin-ops
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
Shortcut:     Amiga-V (Amiga), Ctrl+V or Alt,E,P (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        PASTETEXT
Default:      n/a
Hosts:        Both
Guests:       PIPBUG, CD2650, Chaos and PHUNSY
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 1280 characters
may be transferred at a time.

View Menu

Contents | < Browse | Browse >



VIEW MENU-----------------------------------------------------------------

View|High score table...                  (none)
View|All memory                           (none)
View|BIOS RAM contents                    (none)
View|Cartridge RAM contents               (none)
View|Colour RAM contents                  (none)
View|Motherboard RAM contents             (none)
View|Playfield contents                   (none)
View|Screen contents                      (none)
View|UDC/sprite imagery                   (none)
View|ROM as imagery                       (none)
View|CPU status                           (none)
View|PSGs status                          (none)
View|UVI/PVI status                       (none)
View|Menubar?                             Ctrl+M
View|Pointer?                             Amiga-X
View|Titlebar?                            (none)
View|Toolbar?                             (none)
View|Sidebar?                             Amiga-I
View|Sort sidebar by|Game name            (none)
View|Sort sidebar by|Machine              (none)

These commands send their output to stdout, thus you can redirect the
output when starting from CLI, eg.:

1> AmiArcadia >logfile

Or you can use the "Log|Log console to file?" option.

Menu:         View|High score table...
Shortcut:     Alt,V,H (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       Arcadia and coin-ops
Remembered?   Yes

    This will show the high score table.
      For a high score to be registered:
    * You need to be playing a supported game (most Arcadia games are
      supported).
    * Autosensing will need to have been enabled at the time the game was
      loaded.
    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.

Menu:         View|All memory
Shortcut:     Alt,V,A (IBM-PC)
Debugger CLI: ALL
ARexx:        VIEW ALL
CLI Argument: n/a
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    Shows the contents of the entire usable address space. This obeys
    mirroring rules.

Menu:         View|BIOS RAM contents
Shortcut:     Alt,V,N (IBM-PC)
CLI Argument: n/a
Debugger CLI: BRAM
ARexx:        VIEW BRAM
Default:      n/a
Hosts:        Both
Guests:       Elektor, PIPBUG, Instructor and CD2650
Remembered?   n/a

    Shows the contents of the area of RAM used by the monitor (ie. the
    BIOS). The contents are interpreted.
      TVGC: For MONOB, '#' indicates that the relevant on-screen
    "character" does not match any ROM "character", and 'À' 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.

Menu:         View|Cartridge RAM contents
Shortcut:     Alt,V,E (IBM-PC)
CLI Argument: n/a
Debugger CLI: CRAM
ARexx:        VIEW CRAM
Default:      n/a
Hosts:        Both
Guests:       Interton, types "C" and "D" only
Remembered?   n/a

    Shows the contents of the cartridge RAM (ie. RAM that is onboard the
    game cartridge). This is only available for modes "C" and "D" of the
    Interton VC 4000.

Menu:         View|Colour RAM contents
Shortcut:     Alt,V,O (IBM-PC)
CLI Argument: n/a
Debugger CLI: COLOURS
ARexx:        DEBUGGER COLOURS
Default:      n/a
Hosts:        Both
Guests:       Astro Wars and Zaccaria
Remembered?   n/a

    Shows the contents of the colour RAM bank.

Menu:         View|Motherboard RAM contents
Shortcut:     Alt,V,B (IBM-PC)
CLI Argument: n/a
Debugger CLI: MRAM
ARexx:        VIEW MRAM
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    Shows the contents of the motherboard RAM (ie. RAM that is built into
    the console/computer/trainer/coin-op).

Menu:         View|NVRAM contents
Shortcut:     Alt,V,Z (IBM-PC)
CLI Argument: n/a
Debugger CLI: NVRAM
ARexx:        VIEW NVRAM
Default:      n/a
Hosts:        Both
Guests:       Malzak 2 only
Remembered?   n/a

    Shows the contents of the non-volatile RAM area.

Menu:         View|Playfield contents
Shortcut:     Alt,V,F (IBM-PC)
CLI Argument: n/a
Debugger CLI: PLAYFIELD
ARexx:        VIEW PLAYFIELD
Default:      n/a
Hosts:        Both
Guests:       Malzak only
Remembered?   n/a

    Shows the playfield (ie. terrain, or tilemap) contents.

Menu:         View|Screen contents
Shortcut:     Alt,V,S (IBM-PC)
CLI Argument: n/a
Debugger CLI: SCRN
ARexx:        VIEW SCRN
Default:      n/a
Hosts:        Both
Guests:       All except PIPBUG and Chaos
Remembered?   n/a

    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 the following table:

    $0123456789ABCDEF
     ----------------
$00:  /\#bc_efghijklm    $00          : space
$10: 0123456789ABCDEF    $01-$0F (/-m): graphics characters
$20: GHIJKLMNOPQRSTUV    $38-$3B (n-q): sprites 0-3
$30: WXYZ.,+$nopqrstu    $3C-$3F (r-u): user defined characters 0-3

$00 ( ): ........ $01 (/)  .......# $02 (\): #....... $03 (#): ########
         ........          ......#.          .#......          ########
         ........          .....#..          ..#.....          ########
         ........          ....#...          ...#....          ########
         ........          ...#....          ....#...          ########
         ........          ..#.....          .....#..          ########
         ........          .#......          ......#.          ########
         ........          #.......          .......#          ########

$04 (b): ######## $05 (c): ......## $06 (_): ........ $07 (e): ##......
         ########          ......##          ........          ##......
         ........          ......##          ........          ##......
         ........          ......##          ........          ##......
         ........          ......##          ........          ##......
         ........          ......##          ........          ##......
         ........          ......##          ########          ##......
         ........          ......##          ########          ##......

$08 (f): ######## $09 (g): ######## $0A (h): ##...... $0B (i): ......##
         ########          ########          ##......          ......##
         ......##          ##......          ##......          ......##
         ......##          ##......          ##......          ......##
         ......##          ##......          ##......          ......##
         ......##          ##......          ##......          ......##
         ......##          ##......          ########          ########
         ......##          ##......          ########          ########

$0C (j): .......# $0D (k): #....... $0E (l): ######## $0F (m): ########
         ......##          ##......          #######.          .#######
         .....###          ###.....          ######..          ..######
         ....####          ####....          #####...          ...#####
         ...#####          #####...          ####....          ....####
         ..######          ######..          ###.....          .....###
         .#######          #######.          ##......          ......##
         ########          ########          #.......          .......#

    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".

Menu:         View|UDC/sprite imagery
Shortcut:     Alt,V,Y (IBM-PC)
CLI Argument: n/a
Debugger CLI: UDC
ARexx:        VIEW UDC
Default:      n/a
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   n/a

    Shows the graphics data for the 4 sprites (or 8 sprites for Malzak,
    or 12 sprites for Galaxia) (and the 4 user-defined characters, for the
    Emerson Arcadia 2001 only). '#' is a set pixel (binary 1), '.' is a
    clear pixel (binary 0).

Menu:         View|ROM as imagery
Shortcut:     Alt,V,R (IBM-PC)
CLI Argument: n/a
Default:      n/a
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, coin-ops and PHUNSY
Remembered?   n/a

    Shows the entire game (and BIOS ROM, in Elektor mode) or all memory
    (for PHUNSY) in bitfield format. This assists in game disassembly. 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.

Menu:         View|CPU status
Shortcut:     Alt,V,U (IBM-PC)
CLI Argument: n/a
Debugger CLI: CPU
ARexx:        VIEW CPU
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    Shows the status of the 2650 CPU processor.
      These bits in the PSU are shown individually:

    S   S     Sense
    F   F     Flag
    I   II    Interrupt Inhibit

    The Stack Pointer (SP) is also part of the PSU but is
    shown separately.
      Note also that interrupts are (apparently) not generated by the
    Arcadia, only by the Interton and Elektor.

    These bits in the PSL are shown individually:

    D   IDC   Inter Digit Carry
    R   RS    Register Select
    W   WC    With Carry
    O   OVF   OVerFlow
    M   COM   COMpare
    C   C     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.

Menu:         View|PSGs status
Shortcut:     Alt,V,G (IBM-PC)
CLI Argument: n/a
Debugger CLI: PSG
ARexx:        VIEW PSG
Default:      n/a
Hosts:        Both
Guests:       Expanded Elektor only
Remembered?   n/a

    Shows the status of both the PSGs (Programmable Sound Generators).
      In verbose mode, you will get additional information.

Menu:         View|UVI/PVI status
Shortcut:     Alt,V,V (IBM-PC)
CLI Argument: n/a
Debugger CLI: UVI or PVI as appropriate
ARexx:        VIEW UVI or VIEW PVI as appropriate
Default:      n/a
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   n/a

    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.
      "Clock" is the number of "short" CPU "cycles" (ie. clock periods)
    executed since reset.
      "Raster" is the number of the rastline 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.
      The colours shown assume that the flag line is off.
      The pitch values shown assume that tone retuning is off.

Menu:         View|Menu bar?
Shortcut:     Ctrl+M or Alt,V,M
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        IBM-PC only
Guests:       All
Remembered?   Yes

Menu:         View|Pointer?
Shortcut:     Amiga-X (Amiga), Ctrl+X or Alt,V,P (IBM-PC)
CLI Argument: POINTER=ON|OFF
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    Show mouse pointer on/off.

Menu:         View|Titlebar?
Shortcut:     Alt,V,T (IBM-PC)
CLI Argument: TITLEBAR=ON|OFF
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    Show window titlebar (and therefore drag bar, depth arrangement
    gadgets, etc.) on/off.

Menu:         View|Toolbar?
Shortcut:     Alt,V,L (IBM-PC)
CLI Argument: TOOLBAR=ON|OFF (IBM-PC only)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

Menu:         View|Sidebar?
Shortcut:     Amiga-I (Amiga), Ctrl+I or Alt,V,I (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
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|Sort sidebar by
Shortcut:     Alt,V,D (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Game name
Hosts:        Both
Guests:       All
Remembered?   n/a

Controls the order of items displayed in the sidebar. You can sort by game
name or by (guest) machine.

Macro Menu

Contents | < Browse | Browse >



MACRO MENU----------------------------------------------------------------

Macro|Start recording...                Amiga-R
Macro|Restart playback                  Rewind
Macro|Stop recording/playback           Amiga-T, Stop
Macro|Generate IFF ANIMs/AVIs?          (none)
Macro|Loop playback?                    Amiga-Y
Macro|Run ARexx script...               Amiga-.

Menu:         Macro|Start recording...
Shortcut:     Amiga-R (Amiga), Ctrl+R or Alt,M,R (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
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, etc. These files consist of a snapshot (and therefore also
an embedded game image) followed by the input data.
  To start recording, either click the "stop" button or choose the "Macro|
Start Recording..." menu item. Opening another file, resetting, quitting,
saving, clicking the "record" button or choosing the "Macro|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.

Menu:         Macro|Restart playback
Shortcut:     Rewind (Amiga), Alt,M,P (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

Menu:         Macro|Stop recording/playback
Shortcut:     Amiga-T (Amiga), Ctrl+T or Alt,M,T (IBM-PC), Stop (both)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

Menu:         Macro|Generate IFF ANIMs? (Amiga),
              Macro|Generate RIFF AVIs? (IBM-PC)
Shortcut:     Alt,M,A (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    If you enable this, then whenever you make a COR recording, an IFF
    ("Interchange File Format") ANIM5 (for AmiArcadia) or RIFF ("Rip-off
    of IFF") AVI (for WinArcadia) recording will also be concurrently
    generated.
      As realtime compression is performed (for AmiArcadia), this will
    slow down the emulation considerably.
      These are video-only files; ie. silent. Note that the generated AVI
    files are uncompressed and therefore huge (approx. 495K per second);
    we recommend use of an AVI compression utility on these files.
      Note that changing the graphics scaling, narrow, greyscale or
    full-screen settings is not allowed whilst generating these.

Menu:         Macro|Loop playback?
Shortcut:     Amiga-Y (Amiga), Ctrl+Y or Alt,M,L (IBM-PC)
CLI Argument: LOOP=ON|OFF
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    When on, playback of macro recordings (ie. EAR/INR/TVR/PBR/SIR/CDR/COR
    files) will loop to the beginning (and thus continue to play) when the
    end of the input is reached. When off, playback of macro recordings
    will stop when the end of the input is reached.

Debug Menu

Contents | < Browse | Browse >



DEBUG MENU----------------------------------------------------------------

Debug|CLI...                              Amiga-0
Debug|Edit register/memory...             Amiga-K
Debug|Break/Continue                      P
Debug|Step                                Amiga-Z
Debug|Step over subroutine                (none)
Debug|Ignore next instruction             (none)
Debug|Run to|Next raster line             Amiga-!
Debug|Run to|Raster line <n>...           Amiga-@
Debug|Run to|Next DMA                     Amiga-#
Debug|Run to|Next interrupt               Amiga-$
Debug|Run to|Next frame                   Amiga-%
Debug|Run to|End of subroutine            (none)
Debug|Run to|End of loop                  (none)
Debug|Run to|Use guide pixel?             (none)
Debug|Generate an interrupt               (none)
Debug|Add code breakpoint...              Amiga-G
Debug|Clear code breakpoint...            (none)
Debug|Clear all code breakpoints          Amiga-H
Debug|Add data watchpoint...              Amiga-W
Debug|Clear data watchpoint...            (none)
Debug|Clear all data watchpoints          Amiga-E
Debug|Watch reads?                        (none)

These commands send their output to stdout, thus you can redirect the
output when starting from CLI, eg.:

    1> AmiArcadia >logfile

Or you can use the "Log|Log console to file?" option.

Menu:         Debug|CLI...
Shortcut:     Amiga-/ (Amiga), Ctrl+/ or Alt,D,C (IBM-PC)
CLI Argument: (none)
Debugger CLI: Q (to turn off)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   No

    Enables the CLI (command line interface) to the debugger. See
    Debugger CLI for more information.

Menu:         Debug|Edit register/memory...
Shortcut:     Amiga-K (Amiga), Ctrl+K or Alt,D,E (IBM-PC)
CLI Argument: (none)
Debugger CLI: E [<address> <value>]
ARexx:        POKE [ADDRESS] <address> [VALUE] <value>
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    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.
      Giving PSL, PSU, IAR, RAS0..RAS7
    or R0..R6 as the address will allow modification of those CPU
    registers. (SP and CC are modified by changes to PSU and the PSL,
    respectively.) 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 maximum address is of course 32767 ($7FFF); the maximum desired
    new contents is 255, except for IAR and RASn where the maximum desired
    new contents is 32767. (Therefore, by adjusting the IAR, you can jump
    to another area of the code.) The minimum desired new contents is of
    course 0 in all cases.
      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. Files are
    always saved with the same starting address and size as they were
    loaded with (eg. if you "extend" a 2K ROM by adding more code/data to
    the end of it, extending it beyond 2K, only the first 2K is saved),
    except for PGM files (which are always saved as 8K) and TVC files (for
    which the emulator attempts an automagical detection of the start and
    end of the game, unsuccessfully in some situations).

Menu:         Debug|Jump to address...
Shortcut:     Alt,D,J (IBM-PC)
CLI Argument: (none)
Debugger CLI: E IAR [<value>]
ARexx:        POKE IAR <value>
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    Jumps (changes the Instruction Address Register aka Program Counter)
    to the specified address.
      This is the same thing as using the "Debug|Edit register/memory..."
    command to change the IAR.

Menu:         Debug|Break/Continue

Same as pause/unpause.

Menu:         Debug|Step
Shortcut:     Amiga-Z (Amiga), Ctrl+Z or Alt,D,S (IBM-PC)
CLI Argument: (none)
Debugger CLI: [S]
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    Step forwards one CPU instruction. Note that some functions are
    disabled whilst stepping, as they are only designed for use between,
    not during, frames. Also note that CPU tracing is not automatically
    enabled.

Menu:         Debug|Step over subroutine
Shortcut:     Alt,D,O (IBM-PC)
CLI Argument: (none)
Debugger CLI: O
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    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 Debug|Step command.

Menu:         Debug|Ignore next instruction
Shortcut:     Alt,D,X (IBM-PC)
CLI Argument: (none)
Debugger CLI: I
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    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.

Menu:         Debug|Run to|Next raster line
Shortcut:     Amiga-! (Amiga), Ctrl+Shift+1 or Alt,D,R,I (IBM-PC)
CLI Argument: (none)
Debugger CLI: R R
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All except PIPBUG, Instructor and CD2650
Remembered?   No

    Runs until the start of the next raster line.
      Note that some functions are disabled whilst using this feature, as
    they are only designed for use between frames.

Menu:         Debug|Run to|Raster line <n>...
Shortcut:     Amiga-@ (Amiga), Ctrl+Shift+2 or Alt,D,R,N (IBM-PC)
CLI Argument: (none)
Debugger CLI: R [<number>]
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All except PIPBUG, Instructor and CD2650
Remembered?   No

    Runs until the start of the raster line you specify.
      Note that some functions are disabled whilst using this feature, as
    they are only designed for use between frames.

Menu:         Debug|Run to|Next DMA
Shortcut:     Amiga-# (Amiga), Ctrl+Shift+3 or Alt,D,R,D (IBM-PC)
CLI Argument: (none)
Debugger CLI: R D
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       Arcadia only
Remembered?   No

    Runs until the next change of DMA (ie. the next change of the CHARLINE
    register).
      Note that some functions are disabled whilst using this feature, as
    they are only designed for use between frames.

Menu:         Debug|Run to|Next interrupt
Shortcut:     Amiga-$ (Amiga), Ctrl+Shift+4 or Alt,D,R,P (IBM-PC)
CLI Argument: (none)
Debugger CLI: R I
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       Elektor, Interton and coin-ops
Remembered?   No

    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.
      Note that some functions are disabled whilst using this feature, as
    they are only designed for use between frames.

Menu:         Debug|Run to|Next frame
Shortcut:     Amiga-% (Amiga), Ctrl+Shift+5 or Alt,D,R,F (IBM-PC)
CLI Argument: (none)
Debugger CLI: R F
ARexx:        WAITFRAME
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    Runs until the start of the next frame. Of course, the concept of
    frames is fairly meaningless for some guests (eg. Instructor).

Menu:         Debug|Run to|End of subroutine
Shortcut:     Alt,D,R,U (IBM-PC)
CLI Argument: (none)
Debugger CLI: R S
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    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.

Menu:         Debug|Run to|End of loop
Shortcut:     Alt,D,R,L (IBM-PC)
CLI Argument: (none)
Debugger CLI: R L
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    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.

Menu:         Debug|Run to|Use guide pixel?
Shortcut:     Alt,D,R,G (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   No

    If on, when the emulator breaks for the "Run to" commands, and for
    breakpoints/watchpoints, the rightmost pixel of the current rastline
    is complemented, as a visual aid. Eg. if you do "Run to raster line
    50", the rightmost pixel on rastline 50 will be complemented when the
    emulator breaks. If off, this is not done.
      Toggling this setting will not affect the current guide pixel (if
    any), only future guide pixels.
      Astro Wars/Galaxia: Due to the sideways orientation of these
    machines, the raster beam travels from right to left rather than from
    top to bottom. Therefore, the guide pixel will be at the bottom of the
    guest screen.

Menu:         Debug|Generate an interrupt
Shortcut:     Alt,D,G (IBM-PC)
CLI Argument: (none)
Debugger CLI: GI
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       Interton, Elektor, Instructor and coin-ops
Remembered?   No

    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.

Menu:         Debug|Add code breakpoint...
Shortcut:     Amiga-G (Amiga), Ctrl+G or Alt,D,A (IBM-PC)
CLI Argument: (none)
Debugger CLI: BP [<address>]
ARexx:        (none)
Default:      None
Hosts:        Both
Guests:       All
Remembered?   No

    Allows you to interactively add a code breakpoint.
      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.

Menu:         Debug|Clear all code breakpoints
Shortcut:     Amiga-H (Amiga), Ctrl+H or Alt,D,L (IBM-PC)
CLI Argument: (none)
Debugger CLI: BC
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

Menu:         Debug|Add data watchpoint...
Shortcut:     Amiga-W (Amiga), Ctrl+W or Alt,D,P (IBM-PC)
CLI Argument: (none)
Debugger CLI: WP [<address>]
ARexx:        (none)
Default:      None
Hosts:        Both
Guests:       All
Remembered?   No

    Allows you to interactively add a data watchpoint.
      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:

       * Writes to the location which do not alter its value (ie.
          rewriting the same value as was already there).
       * The UVI/PVI's writing (resetting) of read-once locations
          after they have been accessed.
       * Reads of the address by the UVI/PVI (in the course of
          rendering the display).
       * Astro Wars and Galaxia: 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.

Menu:         Debug|Clear all data watchpoints
Shortcut:     Amiga-E (Amiga), Ctrl+E or Alt,D,H (IBM-PC)
CLI Argument: (none)
Debugger CLI: WC
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

Menu:         Debug|Watch reads?
Shortcut:     Alt,D,W (IBM-PC)
CLI Argument: (none)
Debugger CLI: WR
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   No

    If on, reads by the CPU (only) of the data watchpoint trigger the
    watchpoint.

You can use the debugger commands either via the menus or via a keyboard-
based command line interface (CLI) (ie. a console).

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.

The emulator is also able to generate "profile" reports, which indicate
the number of times each different type of opcode has been executed
since reset, and the cycles used therein. Such reports are not generally
very useful. If you want to generate this report, you must recompile with
PROFILE #defined, as it does slow down the emulation slightly. See
the source code for more information.

Log Menu

Contents | < Browse | Browse >



LOG MENU------------------------------------------------------------------

Log|Trace CPU?                          Backspace
Log|Notation|CALM                       (none)
Log|Notation|Signetics                  (none)
Log|Echo I/O to console?                (none)
Log|Echo I/O to printer?                (none)
Log|EPROM accesses?                     (none)
Log|Illegal instructions?               (none)
Log|Illegal reads/writes?               (none)
Log|BIOS calls?                         (none)
Log|I/O port accesses?                  (none)
Log|Subroutine calls/returns?           (none)
Log|Colourful?                          (none)
Log|Log console to file?                (none)
Log|Pause after logging?                (none)
Log|Verbose?                            (none)

These commands send their output to stdout, thus you can redirect the
output when starting from CLI, eg.:

    1> AmiArcadia >logfile

None of these options change the actual behaviour of the emulator, only
what is printed to stdout.

Menu:         Log|Trace CPU?
Shortcut:     Backspace (Amiga, except in PIPBUG/CD2650/Chaos/PHUNSY
               modes), Ctrl+Backspace or Alt,G,U (IBM-PC)
CLI Argument: (none)
Debugger CLI: T
ARexx:        TRACE ON|OFF
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   No

    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.

Menu:         Log|Notation|CALM
              Log|Notation|Signetics
Shortcut:     Alt,G,T,C (CALM) (IBM-PC)
              Alt,G,T,S (Signetics) (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Signetics
Hosts:        Both
Guests:       All
Remembered?   Yes

    When doing tracing and disassemblies, normally the output is in the
    official Signetics assembler format (as used by eg. the VACS
    cross-assembler and the DASMx cross-disassembler). But you can instead
    use the CALM (Common Assembly Language for Microprocessors) notation,
    if desired.
      In CALM mode, # means an immediate value, $ means an access to an
    I/O port, and A..D correspond to r0..r4. The main register bank is
    always assumed in this mode. All values are shown in hexadecimal.
    Addresses are currently shown in Signetics format, not CALM format.
      For more details about this notation, see eg.
    http://calm.baillifard.com/.

Menu:         Log|Echo I/O to console?
Shortcut:     Alt,G,H (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       PIPBUG and CD2650
Remembered?   Yes

    If on, PIPBUG and CD2650 output is sent not only to the the guest
    screen (and possibly printer) (and possibly SPEAK: for AmiArcadia) but
    also to the console window.
      If you want a log of I/O as a file, you should enable this option
    and run the emulator with redirection, eg.:

        WA >logfile

Menu:         Log|Echo I/O to printer?
Shortcut:     Alt,G,O (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       PIPBUG and CD2650
Remembered?   Yes

    If on, PIPBUG and CD2650 output is sent not only to the the guest
    screen (and possibly console) (and possibly SPEAK: for AmiArcadia) but
    also to the printer (PRT: for AmiArcadia, LPT1: for WinArcadia) as
    text.
      WinArcadia: There needs to be a text-capable printer attached to the
    Centronics-style parallel port, otherwise the emulator will hang when
    output occurs. USB printers are unsupported.

Menu:         Log|BIOS calls?
Shortcut:     Alt,G,B (IBM-PC)
CLI Argument: (none)
Debugger CLI: L M
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       Elektor, PIPBUG, Instructor, CD2650 and PHUNSY
Remembered?   Yes

    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.

Menu:         Log|EPROM accesses?
Shortcut:     Alt,G,E (IBM-PC)
CLI Argument: (none)
Debugger CLI: L E
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       Expanded Elektor (memmap "F"),
              11K Mini Computer with EPROM (memmap "P"),
              PHUNSY
Remembered?   Yes

    When enabled, each read from or (attempted) write to an EPROM area
    will cause a message to be printed.
      Note that EPROM areas are read-only.
      PHUNSY: the BIOS is not considered to be an EPROM area for the
    purposes of this command.

Menu:         Log|Illegal instructions?
Shortcut:     Alt,G,L (IBM-PC)
CLI Argument: (none)
Debugger CLI: L I
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    When enabled, execution of opcodes that are undefined ($10, $11, $90,
    $91, $B6, $B7, $C4..$C7), indeterminate (LODZ r0), or strange (RETE on
    Arcadia) will cause a message to be printed.
      Additionally, overflows and underflows of the Return Address Stack
    (RAS) will cause a message to be printed.
      (If you want to be told about uses of REDC/REDD/REDE/WRTC/WRTD/WRTE,
    you need to use the "Log|I/O port accesses?" option.)

Menu:         Log|Illegal reads/writes?
Shortcut:     Alt,G,G (IBM-PC)
CLI Argument: (none)
Debugger CLI: L A
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    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.

Menu:         Log|I/O port accesses?
Shortcut:     Alt,G,I (IBM-PC)
CLI Argument: (none)
Debugger CLI: L P
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    When enabled, each I/O port access (ie. REDC/REDD/REDE/WRTC/WRTD/WRTE
    instruction) will cause a message to be printed.

Menu:         Log|Subroutine calls/returns?
Shortcut:     Alt,G,S (IBM-PC)
CLI Argument: (none)
Debugger CLI: L S
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    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.

Menu:         Log|Colourful?
Shortcut:     Alt,G,C (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    This affects output to (and input from) the console. If on, different
    kinds of messages (eg. trace, network, log, debugger CLI, PIPBUG) are
    displayed in different colours. If off, this does not occur.

Menu:         Log|Log console to file?
Shortcut:     Alt,G,N (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    When this is enabled, all host console output is also written to a
    logfile (RAM:AmiArcadia.log for AmiArcadia, WA.LOG for WinArcadia).
    This is useful for eg. Windows XP users, where DOS-style redirection
    will not work.
      The logfile is always opened in append mode (ie. the old log, if
    any, is not erased).
      ANSI colour codes are never put in the logfile (it is always vanilla
    ASCII).
      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:         Log|Pause after logging?
Shortcut:     Alt,G,P (IBM-PC)
CLI Argument: (none)
Debugger CLI: PL
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    If this is enabled, then the emulator will pause each time it
    generates logging output (eg. for illegal instructions, etc.).

Menu:         Log|Verbose?
Shortcut:     Alt,G,V (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    If this is enabled:

    * the pseudo-C equivalent (similar to but not as good as that
      generated with the 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 CPU state will be shown whenever you enter the debugger CLI; and

    * the "View|UVI/PVI status" and "View|PSGs status" commands will show
      additional information.

Tools Menu

Contents | < Browse | Browse >



TOOLS MENU----------------------------------------------------------------

Tools|Controls...                         Amiga-|
Tools|DIP switch editor...                Amiga-~
Tools|Memory viewer...                    (none)
Tools|Monitor...                          Amiga-M
Tools|Palette editor...                   (none)
Tools|Sprite editor...                    (none)
Tools|SpriteMakerEA                       (none)
Tools|TextMakerEA                         (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|Controls...
Shortcut:     Amiga-< (Amiga), F12 or Alt,T,C (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        OPENCONTROLS
Default:      Off
Hosts:        Both
Guests:       All except PIPBUG, CD2650, Chaos and 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. Note that many
    games may not bother reading certain axes or paddles; this will
    result in the relevant paddle directions staying unlit, and is
    normal. For analog controllers, the relevant paddle directions are
    lit when the paddle position is extreme, not when the paddle is
    being "moved".
      Also, you can click with the left mouse button on the keypad/
    console buttons (but not the paddle directions or RESET button) as
    another method of input to the emulator.
      The Palladium x1-x4 keys are not included in the MPT-03 and are
    thus unsupported by the View|Controls... command.

Menu:         Tools|DIP switch editor...
Shortcut:     Amiga-~ (Amiga), Ctrl+Shift+` or Alt,T,D (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Instructor and coin-ops
Guests:       All
Remembered?   Yes

    You can view and alter the various toggle switches with this command.

Menu:         Tools|Memory viewer...
Shortcut:     Alt,T,V (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   No

    You can observe the contents (and properties) of a 128-byte
    (WinArcadia) or 256-byte (AmiArcadia) 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:

        Orange    breakpoint/watchpoint
        Purple    mirror (ie. undecoded address)
        Red       unmapped
        Yellow    write-only
        Blue      read-only (eg. ROM)
        Green     read/write (eg. RAM)

    For mirrors, the contents shown are garbage values. You should look
    at the notional (ie. resolved) address instead of at the mirrored
    address.

Menu:         Tools|Monitor...
Shortcut:     Amiga-M (Amiga), F11 or Alt,T,O (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        OPENMONITOR
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   No

    You can see the real-time CPU/UVI/PVI/PSG/RAM monitor. Note that
    this is updated only once per frame or when pausing or after editing;
    this can give misleading results eg. when watching PnPADDLE for the
    Arcadia (in this case, the register is always $FF at the end of the
    frame).
      For WinArcadia, when emulating the Arcadia, Interton or Elektor,
    this also displays a graphical representation of the current positions
    of the paddle axes. Red is the left player, blue is the right player.
    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 (cf. "Tools|Controls..." command).

Menu:         Tools|Palette editor...
Shortcut:     Alt,T,P (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

You can change the colours used by the emulator. If you are in greyscale
mode, the greyscale shades are edited; otherwise, the colourful colours
are edited. 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.

Menu:         Tools|Sprite editor...
Shortcut:     Alt,T,R (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   No

You can view and/or edit the imagery of a sprite or user-defined character
(UDC) in in real time. Grey is used to represent transparent areas of the
sprite or UDC. 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). The SpriteMakerEA
application is more extensive than the built-in Ami/WinArcadia sprite
editor.

Menu:         Tools|SpriteMakerEA
              Tools|TextMakerEA
Shortcut:     Alt,T,S (for SpriteMakerEA) or Alt,T,T (for TextMakerEA)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        IBM-PC only
Guests:       Arcadia only
Remembered?   No

    These will launch the SpriteMakerEA 6 or TextMakerEA 1 applications.
    You need to download these separately; they are not included with
    WinArcadia. They are available from the EA2001 Central site. (These
    programs were written by Charles Eurich.) Install them into the same
    directory as the WA.EXE file, with their original filenames
    (SpriteMakerEA6.exe and TextMaker1.exe). You will need to restart
    WinArcadia for it to detect the presence of these files.
      You can use the "File|Save as SpriteMakerEA project >>" and "File|
    Save as TextMakerEA project" commands, before or after launching these
    programs, to create files suitable for importing into those programs.

Settings Menu

Contents | < Browse | Browse >



SETTINGS MENU-------------------------------------------------------------

Settings|Left controller|Mouse/trackball               (none)
Settings|Left controller|1st digital joystick          (none)
Settings|Left controller|1st digital gamepad           (none)
Settings|Left controller|1st analog gamepad            (none)
Settings|Left controller|Analog joystick               (none)
Settings|Left controller|2nd digital joystick          (none)
Settings|Left controller|2nd digital gamepad           (none)
Settings|Left controller|2nd analog gamepad            (none)
Settings|Left controller|None (keyboard only)          (none)
Settings|Right controller|Mouse/trackball               (none)
Settings|Right controller|1st digital joystick          (none)
Settings|Right controller|1st digital gamepad           (none)
Settings|Right controller|1st analog gamepad            (none)
Settings|Right controller|Analog joystick               (none)
Settings|Right controller|2nd digital joystick          (none)
Settings|Right controller|2nd digital gamepad           (none)
Settings|Right controller|2nd analog gamepad            (none)
Settings|Right controller|None (keyboard only)          (none)
Settings|Graphics|1x size?                             Amiga-1
Settings|Graphics|2x size?                             Amiga-2
Settings|Graphics|3x size?                             Amiga-3
Settings|Graphics|4x size?                             Amiga-4
Settings|Graphics|Full screen?                         F9, Alt+Enter
Settings|Graphics|Narrow?                              Amiga-N
Settings|Graphics|Stretch to fit?                      Ctrl+F
Settings|Graphics|Draw unlit LEDs?                     (none)
Settings|Graphics|Enhance starfields?                  (none)
Settings|Graphics|Fill LED intersections?              (none)
Settings|Graphics|Flag line emulation?                 Amiga-P
Settings|Graphics|Greyscale?                           (none)
Settings|Graphics|High-resolution VDU?                 Amiga-^
Settings|Graphics|Inverse video?                       (none)
Settings|Graphics|Rotate screen?                       (none)
Settings|Graphics|Scanlines?                           (none)
Settings|Graphics|"Scale2x/3x/4x" effect?              (none)
Settings|Graphics|Shadows?                             (none)
Settings|Graphics|Show spaces as dots?                 (none)
Settings|Graphics|Undither?                            (none)
Settings|Graphics|Frame skipping...                    Amiga-F
Settings|Graphics|Amber on black                       (none)
Settings|Graphics|Green on black                       (none)
Settings|Graphics|White on black                       (none)
Settings|Input|Analog for guest?                       F6
Settings|Input|Calibrate...                            (none)
Settings|Input|Sensitivity...                          (none)
Settings|Input|Autofire?                               Amiga-B
Settings|Input|Autofire requires firebutton?           (none)
Settings|Input|Allow lowercase input?                  (none)
Settings|Input|Confine pointer?                        (none)
Settings|Input|Force feedback?                         (none)
Settings|Input|Swapped?                                F7, Alt+J
Settings|Input|Rearrange gamepad buttons...            (none)
Settings|Input|Redefine keys...                        Amiga-*
Settings|Machine|Emerson Arcadia 2001                  Amiga-6
Settings|Machine|Interton VC 4000                      Amiga-7
Settings|Machine|Elektor TV Games Computer             Amiga-8
Settings|Machine|PIPBUG-based machine                  Amiga-9
Settings|Machine|Signetics Instructor 50               Amiga-0
Settings|Machine|Central Data 2650                     Amiga--
Settings|Machine|Astro Wars                            Amiga-=
Settings|Machine|Galaxia                               Amiga-+
Settings|Machine|Malzak 1                              Amiga-\
Settings|Machine|Malzak 2                              Amiga-|
Settings|Machine|Chaos 2                               (none)
Settings|Machine|Dolphin                               (none)
Settings|Machine|PHUNSY                                (none)
Settings|Machine|Sense game?                           (none)
Settings|Machine|Use compatibility hacks?              (none)
Settings|Machine|2650/2650A CPU                        (none)
Settings|Machine|2650B CPU                             (none)
Settings|Speed|Paused?                                 P
Settings|Speed|Autopause when inactive?                (none)
Settings|Speed|NTSC                                    Amiga-[
Settings|Speed|PAL                                     Amiga-]
Settings|Speed|Turbo?                                  F8,
                                                       Alt+W, FFwd
Settings|Speed|High priority                           (none)
Settings|Speed|Normal priority                         (none)
Settings|Speed|Low priority                            (none)
Settings|Speed|1.18MHz crystal                         (none)
Settings|Speed|4.73MHz crystal                         (none)
Settings|Sprites|Collisions?                           Amiga-L
Settings|Sprites|Demultiplex?                          Amiga-M
Settings|Sprites|Visible?                              (none)
Settings|Sound|Enabled?                                Amiga-U
Settings|Sound|Filtered?                               (none)
Settings|Sound|Retune tones?                           (none)
Settings|Sound|Speech?                                 (none)
Settings|Sound|Use IBM-PC speaker?                     (none)
Settings|Sound|Volume...                               (none)
Settings|Autosave game?                                (none)
Settings|Confirm on quit?                              (none)
Settings|Create icons?                                 (none)
Settings|Sense game?                                   (none)
Settings|Language|English                              (none)
Settings|Language|Dutch                                (none)
Settings|Language|French                               (none)
Settings|Language|German                               (none)
Settings|Language|Italian                              (none)
Settings|Language|Russian                              (none)
Settings|Language|Spanish                              (none)

Menu:         Settings|Left controller|Mouse/trackball
Shortcut:     Alt,O,L,M (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      None (keyboard only)
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
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.
      The mouse/trackball must be in the 1st port (ie. the usual mouse
    port).

Menu:         Options|Left controller|1st/2nd gamepad
Shortcut:     Alt,O,L,1 (1st gamepad)
              Alt,O,L,2 (2nd gamepad)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      1st or 2nd gamepad (if detected) or otherwise
              None (keyboard only)
Hosts:        IBM-PC only
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   Yes

    If DirectX is available, 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.).

Menu:         Settings|Left controller|1st/2nd digital joystick
Shortcut:     (none)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      2nd digital joystick
Hosts:        Amiga only
Guests:       Arcadia, Interton, Elektor and coin-ops
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:         Settings|Left controller|1st/2nd digital gamepad
Shortcut:     (none)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      2nd digital joystick
Hosts:        Amiga only
Guests:       Arcadia, Interton, Elektor and coin-ops
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:         Settings|Left controller|1st/2nd analog gamepad
Shortcut:     (none)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      2nd digital joystick
Hosts:        MorphOS only
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   Yes

    If you are running under MorphOS, you can use an analog gamepad,
    with optional force feedback, via USB with this option.

Menu:         Settings|Left controller|Analog joystick
Shortcut:     (none)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      2nd digital joystick (AmiArcadia),
              1st gamepad (WinArcadia), if one is detected
Hosts:        Amiga only
Guests:       Arcadia, Interton, Elektor and coin-ops
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:         Settings|Left controller|None (keyboard only)
Shortcut:     Alt,O,L,K (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      2nd digital joystick (AmiArcadia),
              1st gamepad (WinArcadia), if one is detected
Hosts:        Both
Guests:       All except PIPBUG, CD2650, Chaos and PHUNSY
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).

Menu:         Settings|Graphics|1x size?
              Settings|Graphics|2x size?
              Settings|Graphics|3x size?
              Settings|Graphics|4x size?
Shortcut:     Amiga-1|2|3|4 (Amiga), Ctrl+1|2|3|4 or Ctrl+F1|F2|F3|F4 or
               Alt,O,G,1|2|3|4 (IBM-PC)
CLI Argument: SIZE=1|2|3|4
Debugger CLI: (none)
ARexx:        (none)
Default:      Depends on host resolution
Hosts:        Both
Guests:       All
Remembered?   Yes

    1x-4x graphic scaling to enlarge the display. This only affects
    windowed mode.

Menu:         Settings|Graphics|Full screen?
Shortcut:     F9 or Alt+Enter or Alt,O,G,F
CLI Argument: FULLSCREEN=ON|OFF
Debugger CLI: (none)
ARexx:        (none)
Default:      Off (windowed)
Hosts:        IBM-PC only
Guests:       All
Remembered?   Yes

    Toggles between windowed and full-screen modes.

Menu:         Settings|Graphics|Narrow?
Shortcut:     Amiga-N (Amiga), Ctrl+N or Alt,O,G,N (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
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|Stretch to fit?
Shortcut:     Ctrl+F or Alt,O,G,S
CLI Argument: STRETCH=ON|OFF
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        IBM-PC only
Guests:       All
Remembered?   Yes

    This setting only affects full-screen mode. When off, the guest
    screen is centred on the host screen and there is a grey border around
    it. When on, the guest screen is stretched to fill the host screen.
    This may slow down the emulator significantly.
      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 benefits from widescreen,
    however.

Menu:         Settings|Graphics|Draw unlit LEDs?
Shortcut:     Alt,O,G,T (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       PIPBUG and Instructor
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|Enhance starfields?
Shortcut:     Alt,O,G,E
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        IBM-PC only
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   Yes

    For games which have a space or sky background, this will generate
    stars, and perhaps a moon, nebula and/or comet, to improve the
    appearance of the game. Having it turned off is more authentic.
      Note that such enhanced starfields are not saved/copied as part of
    screenshots.

Menu:         Settings|Graphics|Fill segment intersections?
Shortcut:     Alt,O,G,I (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       PIPBUG and Instructor
Remembered?   Yes

    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|Flag line emulation?
Shortcut:     Amiga-P (Amiga), Ctrl+P or Alt,O,G,L (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and CD2650
Remembered?   Yes

    The meaning of this setting is different for each guest. Only on the
    Arcadia does it actually have anything to do with the flag line.
      For Arcadia, this toggles whether or not the Flag pin in 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.)
      For Interton/Elektor, this toggles whether or not the background and
    grid are drawn in halfbrite colours (on), or fullbrite colours (off).
    (Some Interton console family members, such as the Interton itself,
    use halfbrite mode, but others, such as the Fountain, use fullbrite
    mode.)
      For CD2650, this toggles whether characters $50..$5F are chessmen
    (on) or lowercase glyphs "@".."o" (off).
      This setting is automagically adjusted when loading a known ROM.

Menu:         Settings|Graphics|Greyscale?
Shortcut:     Alt,O,G,Y (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off (colourful)
Hosts:        Both
Guests:       All
Remembered?   Yes

    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.

Menu:         Settings|Graphics|High-resolution VDU?
Shortcut:     Amiga-^ (Amiga), Ctrl+Shift+6 or Alt,O,G,H (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off (low-resolution)
Hosts:        Both
Guests:       PIPBUG and Chaos only
Remembered?   Yes

    There are two supported resolutions for the Visual Display Unit
    (screen):

        * low-resolution  (32*16 characters, ie. 192* 96); or
        * high-resolution (32*32 characters, ie. 192*192).

    In other words, you can halve the apparent height of each character
    and thus fit 32 rows on the screen. You will probably want to also
    use narrow mode if you do this, otherwise the characters will look
    "squashed".
      Figures quoted are for PIPBUG. Horizontal resolution is double this
    for Chaos (ie. 64*16 or 64*32 characters).

Menu:         Settings|Graphics|Inverse video?
Shortcut:     Alt,O,G,V (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       CD2650 and PHUNSY
Remembered?   Yes

Menu:         Settings|Graphics|Rotate screen?
Shortcut:     Alt,O,G,R (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       Astro Wars and Galaxia
Remembered?   Yes

    The monitors (ie. screens) 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|Scanlines?
Shortcut:     Alt,O,G,A (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
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 on the genuine machines, you will get
    vertical instead of horizontal scanlines.
      It has no effect at 1x scaling, nor in stretched full-screen mode
    (WinArcadia). It only has an effect at 2x, 3x and 4x scalings.
    Arguably, having it turned on is more authentic.
      This setting is ignored by the screenshot generator.

Menu:         Settings|Graphics|"Scale2x/3x/4x" effect?
Shortcut:     Alt,O,G,C (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    This applies a graphical enhancement to smooth the display without
    blurring. Eg. corners become rounded. Unfortunately it is rather slow.
      It has no effect at 1x scaling, nor in stretched full-screen mode
    (WinArcadia). It only has an effect at 2x, 3x and 4x scalings. 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|
    Graphics|Scanlines?", the look of the result can be somewhat odd.

Menu:         Settings|Graphics|Shadows?
Shortcut:     Alt,O,G,W (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       All except coin-ops and Dolphin
Remembered?   Yes

    For Interton and Elektor, this will apply a "drop shadow" effect to
    the background "grid" (but not digits nor sprites).
      For Arcadia, PIPBUG, CD2650, Chaos and Dolphin, this will apply a
    "drop shadow" effect to the character set (including UDCs but not
    sprites).
      For Instructor, this will apply a "drop shadow" effect to the
    round LEDs.
      Having this turned off is more authentic.

Menu:         Settings|Graphics|Show spaces as dots?
Shortcut:     Alt,O,G,D (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       PIPBUG, CD2650, Chaos and PHUNSY
Remembered?   Yes

    If enabled, this replaces the normal (empty) space character with one
    containing a dot, which can be useful in some circumstances.
      Having this turned off is more authentic.

Menu:         Settings|Graphics|Undither?
Shortcut:     Alt,O,G,U (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       Arcadia only
Remembered?   Yes

    Certain games (specifically, ESCAPE and ROBOTKIL) use dithered (eg.
    crosshatched) UDCs to simulate other colours on a blurry television
    (specifically, yellow+black to simulate brown).
      Viewing this on a sharp monitor does not necessarily give the
    original effect.
      Therefore, you can turn this option on. It will "undither" the UDCs
    in those games so that instead of dithered yellow+black you will get
    solid brown, which is closer to the original intended effect.
      Note that you must have had autosensing turned on when you loaded
    the game, otherwise the game won't have been detected and undithering
    won't happen.

Menu:         Settings|Graphics|Frame skipping...
Shortcut:     Amiga-F (Amiga), Alt,O,G,M (IBM-PC)
CLI Argument: FRAMESKIP=1|2|3|4|5|6|7|8|9|10
Debugger CLI: (none)
ARexx:        (none)
Default:      1
Hosts:        Both
Guests:       All
Remembered?   Yes

    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. Enabling demultiplexing
    can sometimes help with this problem.

Menu:         Settings|Graphics|Amber on black
              Settings|Graphics|Green on black
              Settings|Graphics|White on black
Shortcut:     Alt,O,G,B (IBM-PC) (amber)
              Alt,O,G,G (IBM-PC) (green)
              Alt,O,G,K (IBM-PC) (white)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      White on black
Hosts:        Both
Guests:       CD2650 and PHUNSY
Remembered?   Yes

   You can simulate an amber or green monitor instead of the usual
   "black and white" monitor.
     You can combine this with the "Settings|Graphics|Inverse video?"
   option if you want black on amber/green/white.
     This has no effect in greyscale mode, only in colourful mode.

Menu:         Settings|Input|Analog for guest?
Shortcut:     Amiga-} (Amiga), Ctrl+Shift+[ or Alt,O,I,G (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off (ie. digital)
Hosts:        Both
Guests:       Arcadia, Interton and Elektor
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.

Menu:         Settings|Input|Calibrate...
Shortcut:     Alt,O,I,B (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        IBM-PC only
Guests:       All except PIPBUG, Instructor, CD2650, Chaos and Dolphin
Remembered?   n/a

   This launches Control Panel so that you can calibrate your host
   gamepads/joysticks. DirectX is required for this command; however,
   you can still launch Control Panel in the normal way without
   DirectX.

Menu:         Settings|Input|Sensitivity...
Shortcut:     Alt,O,I,E (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Medium
Hosts:        Both
Guests:       Arcadia, Interton and Elektor
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|Autofire?
Shortcut:     Amiga-B (Amiga), Ctrl+B or Alt,O,I,U (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   Yes

    Autofire on the primary firebuttons of both players. If "sense
    game?" is yes and the game is known, the primary firebutton and
    autofire rate are automagically adjusted upon loading.

Menu:         Settings|Input|Autofire requires firebutton?
Shortcut:     Alt,O,I,F (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   Yes

   If on, the autofire is only engaged whilst the primary firebutton is
   held down. If off, the autofire is always engaged. Of course, this
   setting is meaningless when autofire is off.

Menu:         Settings|Input|Allow lowercase input?
Shortcut:     Alt,O,I,P (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       PIPBUG, CD2650, Chaos and PHUNSY
Remembered?   Yes

    PIPBUG and CD2650, and all known software for them, 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.
      Chaos, in particular, dislikes lowercase input.

Menu:         Settings|Input|Confine pointer?
Shortcut:     Alt,O,I,C (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   Yes

    When using a mouse/trackball as a game controller, you can restrict
    the pointer to the guest screen.

Menu:         Settings|Input|Force feedback?
Shortcut:     Alt,O,I,O
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        MorphOS and IBM-PC
Guests:       Arcadia, Interton, Elektor and Malzak
Remembered?   Yes

    For some games, WinArcadia can use force feedback on your host
    gamepad(s) to "rumble" the gamepad when appropriate collisions occur.
    For AmiArcadia, this feature requires MorphOS. For WinArcadia, this
    feature requires that you have DirectX 5.0+ installed. It also
    requires of course that the gamepad(s) support force feedback. Like
    many features of this emulator, 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.

Menu:         Settings|Input|Swapped?
Shortcut:     F7 (both), Alt+J or Alt,O,I,S (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
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|Rearrange gamepad buttons...
Shortcut:     Alt,O,I,A
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      "1, 2, 3, 4, 5, 6, 7, 8" for each host gamepad
Hosts:        IBM-PC
Guests:       Arcadia, Interton, Elektor and coin-ops
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...
Shortcut:     Amiga-* (Amiga), Ctrl+Shift+8 or Alt,O,I,R (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      See Controllers
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, Instructor, coin-ops and Dolphin
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. Some keys cannot be used for
    redefinitions (for AmiArcadia, these are Esc, F5..F10, Right Amiga, ;,
    ', P, Caps Lock; for WinArcadia, these are Esc, F5..F10, F12, Alt
    keys, Windows keys, Menu key).
      Note that only the host keyboard controls can be remapped; host
    joysticks/gamepads are not remappable.
      There are some supplied example configuration files, which you can
    use with the SETTINGS CLI argument (eg. SETTINGS=2PLAYERS.CFG):
      These configuration files have altered controls:

    Dictionary.cfg:
      allows standard QWERTY keyboard mappings for the Arcadia Dictionary
      (Video-Lexikon) application.
    ChangeWordsForHangman.cfg:
      allows standard QWERTY keyboard mappings for the Elektor
      ESS-010-1x: Change Words for Hangman application.
    Elektor.cfg:
      allows standard QWERTY keyboard mappings for the built-in Elektor
      BIOS ROM. Numerals are entered with the numeric keypad.
    Instructor.cfg:
      allows standard QWERTY keyboard mappings for the built-in Instructor
      50 BIOS ROM. Numerals are entered with the numeric keypad.
    2Players.cfg:
      The paddle of the left player is mapped to I/J/K/L, and the paddle
      of the right player is mapped to the cu''rsor keys (ie. the opposite
      of the usual configuration). Keypads are as normal. This is more
      ergonomic when two humans are playing on the same host keyboard.
    X-Arcade.cfg:
      mappings for use of an X-Arcade "joystick" (basically MAME/MESS
      keys).

    These configuration files have altered colours:

    OceanBattle.cfg:
      "bright cyan" is darker (improves Arcadia OCEANBAT).
    Tennis.cfg:
      "bright green" is darker (improves Arcadia TENNIS).

Menu:         Settings|Machine|Sense game? (aka Autosense)
Shortcut:     Alt,O,M,G (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Yes
Hosts:        Both
Guests:       All
Remembered?   Yes

   If yes, known games are detected (by means of their size and CRC32
   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 over 150 games)
       * analog/digital guest controllers
       * analog paddle sensitivity (1..5)
       * sprite demultiplexing on/off
       * the number of previous frames to retain when demultiplexing
       * which sprites are to be demultiplexed
       * flag line on/off
       * 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 starfields (WinArcadia only)
       * sprites for force feedback effects
       * labels (known for some PIPBUG and CD2650 games)
       * offset into the appropriate Gaming Guide, for the "Help|Gaming
          Guide..." command
       * these four Interton/Elektor compatibility hacks:
          * force interrupts on/off
          * latest sprite start raster
          * CPU cycles per raster
          * vertical blank raster

   There are also some special Arcadia/PIPBUG/PHUNSY files which are
   detected by the emulator:

   * Arcadia GOLF: The RAM at $2000..$2FFF will be copied to $4000..$4FFF.

   * Arcadia ROBOTKIL and ESCAPE: Undithering support (if "Settings|
      Graphics|Undither?" 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 BIN/PGM/TVC/COS/COR files (almost 900
   files are known), and of course for ZIPped versions of these. Bad and
   suspect dumps will be mentioned.
     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 (compatibility hacks, 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|Machine|Use compatibility hacks?
Shortcut:     Alt,O,M,U (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       Interton, Elektor, Galaxia and Malzak
Remembered?   Yes

    Interton and Elektor:
      If on, the emulator adjusts its behaviour for certain known games;
    this improves the apparent compatibility. (Although conceivably the
    unhacked behaviour could be more correct, as we are unable to test
    these games on the real hardware.) "Sense game?" must be yes. Changing
    this setting only affects games loaded in the future, not the game
    currently in memory.
      Galaxia:
      If on, the emulator patches this game, to improve the apparent
    compatibility. This setting is only checked, and the patch is only
    applied, when changing to the game (ie. if you are already running the
    game and then change this setting, you will need to change to another
    machine and then back to Galaxia for the change to be effective. A
    reset is not sufficient).
      Malzak:
      If on, the emulator changes its behaviour, to improve the apparent
    compatibility. This setting is checked every frame, and therefore any
    changes to it take effect immediately.

Menu:         Settings|Machine|2650/2650-A CPU
              Settings|Machine|2650-B CPU
Shortcut:     (none)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      2650/2650A CPU
Hosts:        Both
Guests:       All
Remembered?   Yes

    You can emulate the Signetics 2650-B CPU. This CPU has a couple of
    additional instructions, and faster timings for certain instructions,
    and is otherwise identical to the 2650/2650-A. The 2650-B was never
    actually manufacturered, only designed, so this option is not very
    useful. For maximum games compatibility, you should leave it always
    in 2650/2650-A mode.

Menu:         Settings|Speed|Paused?
              Debug|Break/Continue
Shortcut:     P (Amiga, except in PIPBUG mode),
              Pause or Alt,O,S,D (IBM-PC),
              Play/Pause (both)
CLI Argument: PAUSED=ON|OFF
Debugger CLI: G (to unpause)
ARexx:        PAUSE and UNPAUSE
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    If the debugger CLI is enabled, control goes to it; otherwise control
    goes to the menus/toolbars.
      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?
Shortcut:     Alt,O,S,A (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
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|NTSC
              Settings|Speed|PAL
Shortcut:     Amiga-[|] (Amiga), Ctrl+[|] or Alt,O,S,N (NTSC) or
               Alt,O,S,P (PAL) (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      NTSC for Arcadia, CD2650, Astro Wars and Galaxia,
              PAL  for Interton, Elektor, Instructor, PIPBUG and Malzak
Hosts:        Both
Guests:       All
Remembered?   Yes

    NTSC (60 FPS) (Amiga-[) or PAL (50 FPS) (Amiga-]) mode. Note that this
    merely changes the real speed at which the emulator runs; it does not
    change the emulation timings or graphics modes in any way (ie. there
    is no difference that is detectable to games running in the emulator).
      Of course, this setting has no effect in turbo mode.

Menu:         Settings|Speed|Turbo?
Shortcut:     F8 (both),
              Fast Forward (Amiga),
              Alt+W or Forwards or Alt,O,S,T (IBM-PC)
CLI Argument: TURBO=ON|OFF
Debugger CLI: (none)
ARexx:        TURBO ON|OFF
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.
      We suggest turning this on for PIPBUG and CD2650.

Menu:         Settings|Speed|1.18MHz crystal
              Settings|Speed|4.73MHz crystal
Shortcut:     Alt,O,S,1 (1.18MHz) (IBM-PC)
              Alt,O,S,4 (4.73MHz) (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      1.18MHz
Hosts:        Both
Guests:       CD2650 only
Remembered?   Yes

    The original CD2650 was clocked at approximately 1.18MHz. However,
    later CD2650s with an upgraded 2650 CPU were clocked at approximately
    4.73MHz. You can change the clock speed of the CPU of the guest CD2650
    by using this option. Eg. running at 4.73MHz will speed up the
    computer's thinking in Alpha Chess.

Menu:         Settings|Sprites|Collisions?
Shortcut:     Amiga-L (Amiga), Ctrl+F8 or Alt,O,P,C (IBM-PC)
CLI Argument: COLLISIONS=ON|OFF
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and Malzak
Remembered?   Yes

    Enables sprite-sprite and sprite-background collision detection. Note
    that some games use other methods to detect collisions.
      Note that although the Astro Wars and Galaxia emulations allow you
    to alter this setting, it is ignored by them and considered to be
    always turned off, as a speed optimization (because these games don't
    utilize hardware collision detection).

Menu:         Settings|Sprites|Demultiplex?
Shortcut:     Amiga-D (Amiga), Ctrl+D or Alt,O,P,D (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       Arcadia only
Remembered?   Yes

    Retains the sprite images from one or more previous frames to prevent
    flickering. The number of previous frames to retain (the default for
    unknown games is 1) and which sprites are to be demultiplexed (the
    default for unknown games is all four sprites) is game-dependent and
    not user-adjustable.
      This setting (demultiplexing on/off, the number of previous frames
    to retain, and which sprites are to be demultiplexed) is automagically
    adjusted when loading a known ROM.

Menu:         Settings|Sprites|Visible?
Shortcut:
Alt,O,P,V (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       All except PIPBUG, Instructor and CD2650
Remembered?   Yes

    If you turn this off, the sprites become invisible. This can be useful
    when making game maps. Or you could use it to make the games more
    challenging ;-) !
      As with eg. shadowing, it doesn't have any immediate effect when
    paused.

Menu:         Settings|Sound|Enabled?
Shortcut:     Amiga-U (Amiga), Ctrl+U or Mute or Alt,O,U,E (IBM-PC)
CLI Argument: SOUND=ON|OFF
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    Sound output on/off.

Menu:         Settings|Sound|Filtered?
Shortcut:     (none)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
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?
Shortcut:     Alt,O,U,R (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All except PIPBUG, Instructor and CD2650
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.
      Elektor: This option does not affect PSG tones (they generally don't
    require adjustment anyway).

Menu:         Settings|Sound|Speech?
Shortcut:     Alt,O,U,S
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       PIPBUG and Chaos
Remembered?   Yes

    This echoes output to the SPEAK: handler (for AmiArcadia) or to the
    SAPI text-to-speech engine (for WinArcadia).
      WinArcadia: If running Windows 9x/ME, you might need to download and
    install the SAPI package to enable this. SAPI 5.1 is expected but
    other versions may also work.
      Note that the volume of this is always constant and is not
    adjustable. You need to have sound enabled and a non-silent volume
    selected.

Menu:         Settings|Sound|Use IBM-PC speaker?
Shortcut:     Alt,O,U,I
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        IBM-PC only (Windows 95/98/ME only)
Guests:       All
Remembered?   Yes

    When enabled, this will use the original IBM-PC internal speaker (aka
    the "beeper", "squeaker" or "tweeter"), instead of a sound card, to
    emulate the UVI and PVI tone channels. Other channels (ie. noise and
    PSG sound) are always played via the sound card.
      Windows NT/2000/XP/Vista/7 are lame and don't support this: "These
    instructions cause the NT kernel to terminate the process." Please
    flame Microfilth about this.
      Note that the volume of this is always constant and is not
    adjustable.

Menu:         Settings|Sound|Volume...
Shortcut:     Alt,O,U,V (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Medium
Hosts:        Both
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.
      This does not affect the volume of speech (except that 0 will
    silence it).
      WinArcadia: This does not affect the volume of internal IBM-PC
    speaker sound (except that 0 will silence it).

Menu:         Settings|Autosave game?
Shortcut:     Alt,O,C (IBM-PC)
CLI Argument: AUTOSAVE=ON|OFF
Debugger CLI: (none)
ARexx:        (none)
Default:      On
Hosts:        Both
Guests:       All except PIPBUG and Instructor
Remembered?   Yes

    This causes the emulator to automatically save a snapshot (PROGDIR:
    Games/AUTOSAVE.COS) of the current game when quitting (unless you quit
    during a frame), and to automatically load the snapshot at startup.

Menu:         Settings|Confirm on quit?
Shortcut:     Alt,O,C (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

Menu:         Settings|Create icons?
Shortcut:     (none)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
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.
      Note that you can drag and drop icons onto the Ami/WinArcadia
    window to load them.
      Icons are never created for EAP/EAL files (since SpriteMakerEA and
    TextMakerEA are Windows applications).

Menu:         Settings|Language|English
              Settings|Language|Dutch
              Settings|Language|French
              Settings|Language|German
              Settings|Language|Italian
              Settings|Language|Russian
              Settings|Language|Spanish
Shortcut:     Alt,O,N
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
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. (Thus, there is
    no need for this menu.)
      For WinArcadia, you need to set your preferred language from within
    the emulator, by using this menu.
      Not all text is localized (yet). Also, the user's manual (ie. what
    you are reading now) is currently only available in English.
      AmiArcadia is able to support any arbitrary language (Dutch, French,
    German, Italian, Russian and Spanish catalogs are supplied but others
    could be created and used).
      WinArcadia currently only supports English, Dutch, French, German,
    Italian, Russian and Spanish. If the appropriate catalog file (eg.
    Catalogs/Deutsch.iff) cannot be loaded, most text will be
    untranslated.
      Note that, for Russian, use of the appropriate code page(s) (ie.
    font(s)) on the host platform is expected. For AmiArcadia, this is
    Amiga-1251. For WinArcadia, this is Windows-1251 (Windows) and 866
    (MS-DOS, used for host console output). Unicode is not supported nor
    required, thank fuck. ;-) For more help running the emulator in
    Russian, click here.

Help Menu

Contents | < Browse | Browse >



HELP MENU-----------------------------------------------------------------

Help|Game information...                  Amiga-&
Help|Coding Guide...                      (none)
Help|Gaming Guide...                      (none)
Help|Manual...                            (none)
Help|About Ami/WinArcadia...              (none)

Menu:         Help|Game information...
Shortcut:     Amiga-& (Amiga), Ctrl+Shift+7 or Alt,H,I (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All except Chaos and Dolphin
Remembered?   n/a

    This will show the "Game Information" window for the currently loaded
    game. The game must have been loaded with autosense enabled, or must
    be a PGM file containing embedded documentation.
      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.
      Some PGM files contain embedded documentation. This will be shown at
    the centre of the window, if it is present (except in AmiArcadia full-
    screen mode).
      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.

Menu:         Help|Coding Guide...
Shortcut:     Alt,H,C (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        All
Guests:       All
Remembered?   n/a

    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...
Shortcut:     Alt,H,G (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        All
Guests:       All
Remembered?   n/a

    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.

Menu:         Help|Manual...
Shortcut:     Alt,H,M (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    Opens the AmiArcadia.guide or WA.HTM file. For WinArcadia, you will
    obviously need an installed web browser for this.

Menu:         Help|About Ami/WinArcadia...
Shortcut:     Alt,H,A (IBM-PC)
CLI Argument: (none)
Debugger CLI: (none)
ARexx:        (none)
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    The "public screen name" is the name of the public screen upon which
    AmiArcadia is currently running.
      Version.library of BB3 1.0 is broken. If you have installed
    OS3.9+BB3 and AmiArcadia is reporting OS3.9+BB2, you should get the
    fixed version.library from BB3 1.0a or later.

Controllers

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.

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 the following 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..

PIPBUG-based machines, Central Data 2650:

The emulator passes most keyboard input to the guest. Only keyboard is
supported. Remapping is not possible.
  AmiArcadia only: You cannot use "P" as a shortcut for pause/unpause,
nor Backspace as a shortcut for CPU tracing on/off, for these machines.
(Access to these via the menu and toolbar is still possible.)

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 "View|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 "Tools|DIP switch editor..." command.

Malzak:

          \|/
          -+-                     ..1P.. ..2P..
          /|\           .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.    ..1P.. ..2P..

                               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.

Dolphin

In this emulator, the hexadecimal keypad is laid out the same as for the
Instructor 50. Also, there are two additional keys.

    ------Left Keypad------    ---------Right Keypad----------
    ....... .WCAS.. .BKPT..    ...C... ...D... ...E... ...F...
    ....... ....... .......    ...8... ...9... ...A... ...B...
    ....... ....... .......    ...4... ...5... ...6... ...7...
    ....... ....... .......    ...0... ...1... ...2... ...3...

By default, these are mapped to the following host keys:

    ....... ...a1.. ...a2..    ...a3.. .NumLk. ...n/.. ...n*..
    ....... ....... .......    ...E... ...n7.. ...n8.. ...n9..
    ....... ....... .......    ...D... ...n4.. ...n5.. ...n6..
    ....... ....... .......    ...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 'P1'     (coin-ops)
               F2: 'A'      (Emerson Arcadia 2001)
                or 'SELECT' (Interton VC 4000)
                or 'UC'     (Elektor TV Games Computer)
                or 'INT'    (Instructor 50)
                or 'P2'     (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' (Astro Wars/Galaxia)
        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 View|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:

              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             START
            4             ?
            5             ?
            6             ?
            7             ?
            8             ?
            9             ?
           10             ?
           11             ?
           12             ?
      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:

       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.

Other Keys

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             F5, Alt+R             RESET to game
F7             F7, Alt+J             swapped controllers on/off
F8, FFwd       F8, Alt+W, Forward    turbo speed on/off
(none)         F9, Alt+Enter         windowed/full-screen mode
Amiga-`        Ctrl+`                revert
Amiga-1        Ctrl+1, Ctrl+F1       1x size
Amiga-2        Ctrl+2, Ctrl+F2       2x size
Amiga-3        Ctrl+3, Ctrl+F3       3x size
Amiga-4        Ctrl+4, Ctrl+F4       4x size
Amiga-(        Ctrl+Shift+9, Alt+L   quickload snapshot
Amiga-)        Ctrl+Shift+0, Alt+S   quicksave snapshot
Amiga-6        Ctrl+6                Emerson Arcadia 2001 emulation
Amiga-7        Ctrl+7                Interton VC 4000 emulation
Amiga-8        Ctrl+8                Elektor TV Games Computer emulation
Amiga-9        Ctrl+9                PIPBUG-based machine emulation
Amiga-0        Ctrl+0                Signetics Instructor 50 emulation
Amiga--        Ctrl+Hyphen           Central Data 2650 emulation
Amiga-!        Ctrl+Shift+1          run to next raster line
Amiga-@        Ctrl+Shift+2          run to raster line <n>
Amiga-#        Ctrl+Shift+3          run to next DMA (Arcadia only)
Amiga-$        Ctrl+Shift+4          run to next frame
Amiga-%        Ctrl+Shift+5          run to next interrupt
                                      (Interton and Elektor only)
Amiga-^        Ctrl+Shift+6          high-resolution VDU on/off
                                      (PIPBUG and Chaos only)
Amiga-&        Ctrl+Shift+7          game information
Amiga-*        Ctrl+Shift+8          redefine keys
Amiga-<        F12                   view controls on/off
Amiga-_        Ctrl+Shift+Hyphen     save screenshot as IFF ILBM
Amiga-[        Ctrl+[                NTSC region
Amiga-]        Ctrl+]                PAL region
Amiga-{        Ctrl+Shift+[          digital/analog input for guest
Amiga-B        Ctrl+B                autofire on/off
Amiga-C        Ctrl+C                copy screenshot
Amiga-D        Ctrl+D                demultiplexing on/off
Amiga-E        Ctrl+E                clear all data watchpoints
Amiga-F        (none)                (adjust) frame skipping
(none)         Ctrl+F                stretch to fit on/off
Amiga-G        Ctrl+G                set code breakpoint
Amiga-H        Ctrl+H                clear all code breakpoints
Amiga-I        Ctrl+I                view sidebar on/off
Amiga-J        Ctrl+J                audit games
Amiga-K        Ctrl+K                edit register/memory
Amiga-L        Ctrl+F8               collisions on/off
(none)         Ctrl+L                view toolbar on/off
Amiga-M        F11, Calculator       view 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                flag line connected toggle on/off
                                      (Arcadia), or halfbrite backgrounds
                                      on/off (Interton, Elektor), or
                                      chessmen on/off (CD2650)
Amiga-Q, Esc,  Esc, Alt+F4,          quit
 Shift-Esc      Shift+Esc
Amiga-R        Ctrl+R                start recording
Amiga-S        Ctrl+S                save snapshot
Amiga-T        Ctrl+T, Stop          stop recording/playback
Amiga-U        Ctrl+U, Mute          sound on/off
Amiga-V        Ctrl+V                paste text
Amiga-W        Ctrl+W                set data watchpoint
Amiga-X        Ctrl+X                show pointer on/off
Amiga-Y        Ctrl+Y                loop playback on/off
Amiga-Z        Ctrl+Z                step
Amiga-,        Ctrl+Comma, Shift+F5  jump to BIOS
Amiga-.        (none)                run ARexx script (AmiArcadia only)
Amiga-/        Ctrl+/                debugger CLI
Backspace      Ctrl+Backspace        trace CPU on/off
;              Ctrl+;                ¼ speed whilst held down
'              Ctrl+'                1 FPS whilst held down
(none)         Ctrl+Tab              move console window to front and
                                      activate it
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 whilst in "slower" or "slowest" modes, 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.

Debugger CLI

Contents | < Browse | Browse >



DEBUGGER CLI--------------------------------------------------------------

    This provides a debugger interface via the keyboard. You use the
    Debug|CLI... command to activate it.
      The prompt which indicates the debugger is ready to accept a command
    is ">". "H" will show a list of some of the available commands.
      Most of the commands available from this CLI are equivalent to their
    menu-based equivalents from the View, Debug and Log menus. The
    exceptions are the "=", "BASE", "COVER", "D", "DIS", "F", "FIND",
    "G" (with arguments), "HELP", "LOAD" (raw), "Q", "SAVE" (raw) and
    "TRAIN" commands, which are only available via the
    debugger CLI interface. For those commands which are the same as their
    menu-based equivalents, see the documentation for the appropriate
    menu. The others are documented below.
      Note that the emulator GUI (eg. menus, toolbars) is disabled while
    the prompt is displayed. Executing this command automatically pauses
    the emulation (this interface is only usable whilst the emulation is
    paused). The CLI interface can be disabled either by reselecting (ie.
    unchecking) the "Debug|CLI..." command, or by issuing the "Q" (Quit)
    command via the debugger CLI. (However, the emulator is still paused
    until you unpause it.)
      Here is the complete list of currently supported commands:

=                               list all known labels
= <address>                     view address as label and hexadecimal
ALL                             view all memory
BASE [!|$|%]                    set default input base
BL|WL                           list all breakpoints/watchpoints
BP|BC|WP|WC [<addr1> [<addr2>]] add/clear bp/wp from addr1 to addr2
BRAM                            view BIOS RAM
COLOURS                         view colour attribute RAM
COVER                           view coverage report
CPU                             view CPU status
CRAM                            view cartridge RAM
D|PEEK <address1> [<address2>]  display address1 to address2 as data
DIS [<address1> [<address2>]]   disassemble address1 to address2 as code
E|POKE [<address> <value>]      change address to value
FILL <addr1> <addr2> <value>    fill addr1 to addr2 with value
FIND [<addr1> <addr2>] <value>  find value in address1 to address2
G [<address>]                   set breakpoint to address and go
GI                              generate an interrupt
H|HELP|? [1|2|3]                view help page # (default is 1)
I                               ignore next instruction
L A                             log illegal memory accesses on/off
L E                             log EPROM accesses on/off
L I                             log illegal instructions on/off
L M                             log BIOS calls on/off
L P                             log I/O port accesses on/off
L S                             log subroutine calls on/off
LOADER                          insert loader EPROM
LOAD <address> <filename>       load from address from filename
MRAM                            view motherboard RAM
NVRAM                           view non-volatile RAM
PL                              pause after logging on/off
PLAYFIELD                       view playfield tiles
PSG                             view PSGs status
PVI                             view PVI status
O                               step over subroutine
Q|QUIT                          quit debugger CLI
R [D|F|I|L|R|S|<number>]        run to next Dma/next Frame/next Interrupt/
                                 end of Loop/next Rastline/end of
                                 Subroutine/rasterline number
RAM                             view motherboard and cartridge RAM
READPORT <port>|C|D             read from I/O port
ROM                             view ROM as imagery
[S]                             step next instruction
SAVE <addr1> <addr2> <filename> save address1 to address2 as filename
SAVEAOF <address1> <address2> <filename> [<startaddress>]
                                save address1 to address2 as filename
SAVER                           insert saver EPROM
SCRN                            view screen contents
SYS|SYSTEM                      quit emulator
T                               trace on/off
TRAIN [<value>]                 make trainer
UDC                             view user-defined characters
UVI                             view UVI status
V                               verbose tracing on/off
WR                              watch reads on/off
WRITEPORT <port>|C|D <value>    write to I/O port

= [<address>]

    The "=" command, with no arguments, will show all known labels for
    the current machine and game. If you give it an address, it will tell
    you whether it is a mirror, and, if so, what it resolves to.

BASE [!|$|%]

    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 ! 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 prefixes of ! for decimal numbers, $ for hexadecimal numbers, and
    % for binary numbers. The current BASE setting is remembered as part
    of the configuration file.

COVER

    Generates a coverage report, which shows which bytes have been
    executed/read/written/etc. since reset. This is useful for
    detecting self-modifying code, and also the functions of various parts 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.)
      You can understand it as follows:

    "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 and also for any operand bytes, for
    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.

    "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 the following coverage report:

    -E--: $1000
    AE--: $1001..$1002
    -E--: $1003..$1006
    --RW: $1234

    Note that, like breakpoints and watchpoints, coverage information is
    never remembered (ie. saved/loaded); eg. it is not part of the
    snapshot nor recording formats. Coverage information is cleared when
    resetting or loading. You do not need to turn on coverage tracking; it
    is always active.

DIS [<address1> [<address2>]]

    Generates a disassembly of the range you specify.
      Addresses are fully resolved. Note that this is according to the
    state of the machine at the time the DIS command is given; ie. it
    doesn't emulate or evaluate the execution flow in any way. Eg. if r1
    is $12, then you will get this disassembly:

    lodi,r1 $56
    loda,r0 $1234,r1 [$1246]

    rather than:

    lodi,r1 $56
    loda,r0 $1234,r1 [$128A]

    The same applies for switching register banks. Eg. if using the
    alternate register bank, you will get:

    cpsl    $10
    lodi,r4 $12

    rather than:

    cpsl    $10
    lodi,r1 $12

    You don't have to be concerned about these issues when doing CPU
    tracing, only when using the DIS command.
      If you don't specify address1, the current IAR (Instruction Address
    Register, aka program counter) is used.
      If you don't specify address2, 11 (in verbose mode) or 23 bytes (in
    terse mode) are disassembled.

LOADER
SAVER

    This command is only for the expanded TVGC.
      The Rapid Loading Games (RLG) "loading" (ie. EPROM to RAM) and
    "saving" (ie. RAM to EPROM) routines occupy the same address ranges
    in memory. One EPROM chip contains the "loading" routine, and another
    contains the "saving" routine. There is only one appropriate socket
    for these two chips; therefore the desired chip must be "plugged into"
    the socket.
      This command "removes" the current chip and "plugs in" the other
    one. Eg. if the loader is plugged in, the loader will be removed and
    the saver will be plugged in instead.
      This is not really very useful for any practical purpose.

READPORT <port>|C|D
WRITEPORT <port>|C|D <value>

    <port> can be:
      0..255 (extended I/O port #)
      C      (control port)
      D      (data port)
    <value> is 0..255.

SAVEAOF <address1> <address2> <filename> [<startaddress>]

    This saves a region of memory as a Signetics Absolute Object Format
    (AOF) file.
      <startaddress> is the address at which the game should
    begin execution. If you don't give a <startaddress>, 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 <startaddress>.

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 value-1, and lists all such occurrences. 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. Choose "Debug|CLI..." from the menu to pause and enter the debugger
        CLI.
    3. 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.
    4. Give the command:
        G
    5. Lose a man.
    6. Pause.
    7. Give the command:
        TRAIN
       Now the emulator will find everything from step 3 which now
       contains the value $02. There is one of these: $1AF5.
    8. Give the command:
        WP $1AF5
    9. Give the command:
        G
    10. Lose a man. This should automatically trigger the watchpoint.
        (If it doesn't, you didn't find the correct RAM location.)
    11. The instruction which triggered the watchpoint is at $1A9.
        Give the command:
         DIS $1A9
    12. We will NOP out the relevant instruction by giving the commands:
         E $1A9 $C0
         E $1AA $C0
         E $1AB $C0
    13. Now give these commands:
         WC
         E IAR 0
         G
    14. Now you are invincible. You can of course now save a
        snapshot 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.

File Formats

Contents | < Browse | Browse >



FILE FORMATS--------------------------------------------------------------

The following formats can be loaded by the emulators:

   AOF, BIN, CFG, COR, COS, HST, IFF 8SVX, IFF CTLG, NVR, PGM,
   RAW, RIFF WAV (WinArcadia only), TVC, ZIP.

The following formats can be saved by the emulators:

   ANSI, AOF, ASCII, BIN, BMP, CFG, COR, COS, EAL, EAP, HST, IFF
   ACBM, IFF ANIM (AmiArcadia only), IFF ILBM, .info (AmiArcadia only),
   NVR, PCX, PGM, RAW, RIFF AVI (WinArcadia only), TVC.

The TVC (TVGC Cassette) format is as follows:

       $0           must be $02
       $1..   $2    load address (where to start loading the program)
       $3..   $4    loaded into $8BE.. $8BF (program start vector)
       $5+          loaded into load address and onwards

See the source code for descriptions of the other formats.

Labels

Contents | < Browse | Browse >



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.
  In the debugger CLI, you can use the "=" command, without arguments, to
show all the understood labels for the current machine and game.
  Additionally, the following CPU registers are understood by the
"Edit memory/register..." command: PSL, PSU, IAR, RAS0..RAS7, R0..R6.
(SP and CC are modified by changes to PSU and the PSL, respectively.)
  In the debugger CLI, you can use the "=" command, with arguments, to
convert numbers or labels or characters from decimal or binary or
characters to hexadecimal. Eg. for Arcadia, any of the following input
lines:

    = P1LEFTKEYS
    = $1900
    = !6400
    = %1100100000000
    = %##..#........

will give the response:

    P1LEFTKEYS ($1900)

Use ! for decimal numbers.
Use $ for hexadecimal numbers.
Use % for binary numbers (0/1 style or ./# style).
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/CD2650/Malzak/Chaos/Dolphin), $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).
  You can still use labels to refer to addresses for other memory maps
(eg. in PIPBUG memory map "J", OK still resolves to $3CF8, even though no
EPROM is being emulated for that memory map), as long as it is the same
machine.

ARexx Commands

Contents | < Browse | Browse >



AREXX COMMANDS------------------------------------------------------------

AmiArcadia has a built-in ARexx port (normally called AMIARCADIA.1), since
V5.3. The supported commands, and the version in which they were
introduced, are:

  . ACTIVATE                                                         5.4
  . ACTIVATEWINDOW                                                   5.3
  . CLEAR                                                            5.3
  * CLIENT            [<hostname>]                                  12.1
  . CLOSECONTROLS                                                    5.6
  . CLOSEGAMEINFO                                                   14.27
  . CLOSEMONITOR                                                     5.6
  . CMDSHELL          OPEN|CLOSE                                     5.4
  . COPY                                                             8.2
  . COPYTEXT                                                         9.3
  . DEACTIVATE                                                       5.4
  . DEBUGGER          [QUIET] <command> [<arguments>]               12.52
  * GETCREDITS                                                       8.6
  * GETHOSTNAME                                                     12.1
  * GETMACHINE                                                       5.52
  * GETMEMMAP                                                        7.0
  * GETNAME                                                          8.6
  * GETREFERENCE                                                    14.02
  * GETSCREEN                                                        5.51
  * GETVERSION                                                       5.3
  * HELP              [<filename>]                                  11.9
  . JUMPTOMONITOR                                                    8.31
  . LOCKGUI                                                          5.4
  . MOVEWINDOW        [LEFTEDGE] <leftedge> [TOPEDGE] <topedge>      5.4
  . OPEN              [<filename>]                                   5.3
  . OPENGAMEINFO                                                    14.27
  . OPENCONTROLS                                                     5.6
  . OPENMONITOR                                                      5.6
  . PASTE                                                            9.3
  . PAUSE                                                            5.4
  * PEEK              <address>                                      5.3
  . POKE              [ADDRESS] <address> [VALUE] <value>            5.3
  . QUIT                                                             5.3
  . RELOAD|REVERT                                                   11.9
  * REQUESTFILE       [TITLE <title>] [PATH <path>]                  5.5
                      [FILE <filename>] [PATTERN <pattern>]
  . REQUESTNOTIFY     [TITLE <title>] [PROMPT] <prompt>              5.5
  * REQUESTRESPONSE   [TITLE <title>] [PROMPT] <prompt>              5.5
  . SAVEAS            [<filename>]                                   5.3
  . SAVEACBM          [<filename>]                                   5.5
  . SAVEBMP           [<filename>]                                   5.5
  . SAVEILBM          [<filename>]                                   5.5
  . SAVEPCX           [<filename>]                                   8.1
  * SERVER                                                          12.1
  . SETMACHINE        ARCADIA|INTERTON|ELEKTOR|PIPBUG|INSTRUCTOR|    9.31
                      CD2650|ASTROWARS|GALAXIA|MALZAK|CHAOS|DOLPHIN
  . TRACE             ON|OFF                                         5.51
  . TURBO             ON|OFF                                         9.05
  . UNLOCKGUI                                                        5.4
  . UNPAUSE                                                          5.4
  . UPDATEHIGHSCORES                                                12.0
  . VIEW              ALL|BRAM|CPU|CRAM|MRAM|NVRAM|PLAYFIELD|PSG|    5.52
                      PVI|RAM|ROM|SCRN|UDC|UVI
  . VIEWHIGHSCORES                                                  12.0
  . WAITFRAME                                                        7.03
  . WAITFRAMES        <frames>                                      12.52
  . WINDOWTOBACK                                                     5.3
  . WINDOWTOFRONT                                                    5.3

Commands marked with '.' do not return anything.
Commands marked with '*' write their return code to the RESULT variable.

Usage of these commands is generally either self-explanatory, or the same
as the GUI or debugger CLI equivalent.

Eventually more commands may be supported; suggestions are welcomed.

DEBUGGER: This command allows you to access all the functionality of the
debugger CLI. The command and arguments given are passed to the debugger
CLI for execution. Eg.

    DEBUGGER F $100 $200 $30

Be aware that output from debugger CLI 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

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
ARexx commands understood by AmiArcadia.

VIEW: Many of these commands require later versions of AmiArcadia than
V5.52.

WAITFRAMES: The <frames> argument is always interpreted as a decimal
number. WAITFRAMES 1 is synonymous with WAITFRAME.

Guest Machines

Contents | < Browse | Browse >



GUEST MACHINES------------------------------------------------------------

Elektor TV Games Computer

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).

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.

Signetics Instructor 50

The 2K USE monitor ROM BIOS is built into this emulator.

Central Data 2650

The 1K "supervisor" monitor ROM BIOS is built into this emulator.

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).

Chaos 2

The Chaos 2 emulation is preliminary. Loading and saving of games is not
possible (and none have been dumped anyway). You can load and save AOF
files, load and save COS and COR files, and use the LOAD/SAVE (raw)
commands of the debugger CLI.
  Note that this is apparently a custom-built computer; ie. only one of
these machines has ever existed (!). See
http://koo.corpus.cam.ac.uk/chaos/ for information.
  The emulation is not yet useful for much. Further details of the
hardware and dumps of the software are required.
  Note that this machine has a real-time clock (which is emulated), but
that this clock lacks a year field (and is obviously not Y2K compliant).

Dolphin

The Chaos 2 emulation is preliminary. Loading and saving of games is not
possible (and none have been dumped anyway). You can load and save AOF
files, load and save COS and COR files, and use the LOAD/SAVE (raw)
commands of the debugger CLI.
  The emulation is not yet useful for much. Further details of the
hardware and dumps of the software are required.

Compatibility

Contents | < Browse | Browse >



COMPATIBILITY-------------------------------------------------------------

Some games may work better (or worse) than indicated, as they have not
been comprehensively retested for this release.

Note that the compatibility listings are very rough, as we do not know
what the correct behaviour of the most of the games should be. Your
assistance would be appreciated.

If you have any software not in the lists below, please send them to us,
to help improve the emulator.

General incompatibilities (all):
 Horizon jittering affects the entire rastline rather than just a portion
  of it.
 Bus emulation (eg. RAM contention) is not implemented.
 PAL/NTSC toggling doesn't change the number of cycles per frame, nor the
  sound output, as it presumably should.
 The emulator multiplexes the CPU and UVI/PVI emulation on a per-rastline
  basis for more speed.
 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).
 Some opcodes which are unused in any known or conceivable Arcadia/
  Interton/Elektor program (eg. REDC) may not function in exactly the same
  way as they would on a real machine.
 Interrupts are late.
 Some hardware registers which perhaps should be cached (ie. read
  occasionally by the UVI/PVI, and then using that value for a while), are
  being reread as necessary by the emulator, and vice versa.
 Timing is somewhat inexact.
 Aliasing of high-pitched tones (but this maybe plagues the real machines
  too?).
 Console keys (eg. START) should be latched?
 Emulation of the I/O busses is probably not completely accurate.

General incompatibilities (Emerson Arcadia 2001):
 Some behaviours and timings of the UVI registers are not reproduced?
 Sprites are drawn at a different point in the frame (ie. the end) than
  they would be on a real Arcadia (during main drawing).
 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.

General incompatibilities (Interton VC 4000):
 Unknown "4K ROM + 0K RAM" cartridges are actually emulated as "4K ROM +
  1K RAM" cartridges, due to the impossibility of distinguishing between
  the two.
 The NOISE register is probably not accurately emulated, due to lack of
  documentation.

General incompatibilities (Elektor TV Games Computer):
 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.
 Cassette I/O is not emulated.
 Some characteristics of EPROM memory (ie. "difficulty" of writing,
  slowness of reading of repeatedly overwritten EPROMs) are not emulated.
 Loading/saving of the $2000..$7FFF region is not supported (except via
  the debugger CLI raw LOAD and SAVE commands).
 The NOISE register (of the expanded TVGC) is probably not accurately
  emulated, due to lack of documentation.

General incompatibilities (PIPBUG-based machines):
 Papertape/cassette I/O is not emulated.
 Most features of the VT50/VT52/VT100/etc. are not emulated.
 The Flag and Sense pins of the CPU are not emulated accurately.
 Sound generation (via the Flag pin) is only emulated for Music.pgm (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).
 The VDU (Visual Display Unit) (ie. guest screen) emulated is loosely
  based on the Electronics Australia Low Cost VDU, with these primary
  differences:

    * more colourful;
    * lowercase support (ASCII 96-127);
    * bell support;
    * true descenders; and
    * optional high-res mode (32*32 characters instead of 32*16)

General incompatibilities (Signetics Instructor 50):
 Papertape/cassette 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).

General incompatibilities (Central Data 2650):
 Papertape/cassette 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).

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.
 When you push-scroll, this changes the terrain colour; this is unlikely
  to be 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.

Galaxia incompatibilities:
 Sound might not be fully nor accurately emulated.
 The CPU speed may be incorrect.
 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.

Astro Wars incompatibilities:
 Sound might not be fully nor accurately emulated.
 The CPU speed may be incorrect.
 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 (1P/2P).

Chaos 2 incompatibilities:
 Mass storage devices (cassette, floppy disks, hard disks) are not
  emulated.
 Serial I/O is not emulated.
 The real machine is probably monochrome and probably uses a different
  character set.
 The prompt ("$ ") is not displayed.

Dolphin incompatibilities:
 Most peripherals (eg. cassette interface, parallel port, VDU, speaker)
  are not emulated.
 Most ROM chips have not yet been dumped.

PHUNSY incompatibilities:
 The extended I/O ports are not emulated.
 The real machine is greyscale.
 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).

These may seem to be emulator bugs but in fact are faithfully emulated
(ie. non-problems) (all):
 Tones are off-key (when "Settings|Audio|Retune tones?" is not in use).
 Flickering horizon lines (although this happens somewhat differently
  under AmiArcadia than on a real machine).

These may seem to be emulator bugs but in fact are faithfully emulated
(ie. non-problems) (Emerson Arcadia 2001):
 Many games have flickering sprites and/or backgrounds (due to the use of
  multiplexing techniques).
 Some games (HOBO, JUMPBUG?, THE-END, TURTLES) have garbage lines of
  colour at the bottom of the screen (these are generally offscreen on a
  typical television setup).

Specific Emerson Arcadia 2001 game incompatibilities:

100% OK  99% OK   Problem

3DSOCCE?
ALIENINV
ASTROINV
AUTORACE
         BASEBALL Graphics/collision problems?
BASKETBA
BATTLE
BLACKJAC
BOWLING
BOXING
BRAINQUI
BREAKAWA
CAPTURE
CATTRAX
CIRCUS
COMBAT
CRAZYCLI
CRAZYGOB
         DORAEMON Blank line between head and body when moving down
                  (timing or variable caching problem?)
DR-SLUMP
ESCAPE
FOOTBALL
FUNKFISH
GOLF              If you are using the unpatched version, you must ensure
                  autosense is on
GUNDAM
HOBO
HORSERAC
JUMPBUG?
JUNGLER
         MACROSS  Graphics glitches (timing or variable caching problem?)
                  Also, in and after 2nd room, the bottom few rows of
                  guest screen are corrupt. This is probably authentic
                  (would not be visible on the real machine).
MISSILEW
MONACO
NIBBLE
OCEANBAT
         PARASHOO Graphics glitches when losing a life (timing problem?)
PLEIADES
R2DTANK
         REDCLASH On title screen, whenever a star hits the top of the
                  title box, not only the hit segment but also another
                  (unhit) segment of the top of the title box
                  disappear momentarily. This may be authentic.
ROBOTKIL
ROUTE16
SATTACK?
SMISSION
SOCCER
SPIDERS
SRAIDERS
SSQUADRO
STARCHES
SUPERBUG
SUPERGOB
         SVULTURE Graphics glitches (timing or variable caching problem?)?
TANKSALO
TENNIS
THE-END
TURTLES
VIDLEX#?

(As per the AmigaDOS standard, ? is a wildcard representing one character,
and #? is a wildcard representing zero or more characters.)

See the Emerson Arcadia 2001 Gaming Guide for information about specific
EA2001 game non-problems. Please report any other incompatibilities you
believe to be present.

Specific Interton VC 4000 game incompatibilities:

Playable Broken   Problem

4INAROW
AIRSEAAT          Suspect dump
AIRSEABA
BACKGAMM          Major graphics problems
BLACKJAC
         BOWLING  Doesn't work properly
BOXING            Minor graphics problems
CAPTURE
         CARRACES Doesn't work properly
CASINO
CHESS1
CHESS2
CIRCUS
COCKPIT           Minor graphics problems
CODEBREA          Minor graphics problems
COMBATA           Minor graphics problems
COMBATB           Minor graphics problems
DRAUGHTS
GOLF
         GRNDPRIX Doesn't work properly
HEADON
HIPPODRO
         HORSERAC Suspect dump
HUNTING
HYPERSPA          Minor graphics problems
INVADERA
INVADERB
LABYRINT
LASERATT
MATHEMA1          Minor graphics problems
MATH2
MASTERMI
METROPOL          Major graphics problems
MONSTERM
         MOTOCROS Doesn't work properly
MUSICALG
OLYMPICS
PINBALLA
PINBALLB
PLANETDE          Minor graphics problems
SOCCERA
SOCCERB
SOLITAIR          Minor graphics problems
SPACEWAR
SHOOTGAL
SHOOTOUT
SUPERINV
         SUPERSPA Minor graphics problems, collision detection problems
TREASURE
         WINTERSP Major graphics problems

Note that the list above is for when "use compatibility hacks?" is
enabled.

"Codebreaker: bottom row of pixels of text input is offset to the
right. Invaders and Monster Man seem great. 4 in a Row, Math 1, Olympics,
Planet Defender, Shooting Gallery and Soccer are the other games I played
and they seem fine, although I've hardly tested them." - David Elvin.

Specific Elektor TV Games Computer incompatibilities:

See the Elektor TV Games Computer Gaming Guide
(http://amigan.1emu.net/egg/).

"IIII" indicates that the BIOS ("monitor") ROM is initialized and ready to
accept commands. (The emulator saves you the trouble of pressing the START
button.) For more details about the monitor software, see the "TV Games
Computer" book (available from the site).

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.

Specific PIPBUG-based machines incompatibilities:

See the PIPBUG Coding/Gaming Guide
(http://amigan.1emu.net/releases/p-coding.txt).

Specific Signetics Instructor 50 incompatibilities:

See the Signetics Instructor 50 Coding/Gaming Guide
(http://amigan.1emu.net/releases/s-coding.txt).

Specific Central Data 2650 incompatibilities:

See the Central Data 2650 Coding/Gaming Guide
(http://amigan.1emu.net/releases/c-coding.txt).

Miscellaneous

Contents | < Browse | Browse >



MISCELLANEOUS-------------------------------------------------------------

Terminology

"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".
  "Chaos" refers to the Chaos 2.
  "Coin-ops" refers to Astro Wars, Galaxia, Malzak 1 and Malzak 2.
  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.
  The term "guest" refers to the Signetics-based machine being
emulated, and "host" is the Amiga or IBM-PC which is emulating it.
  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" to refer to a
host joystick (analog or digital).
  "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.
  1K (one kilobyte) is 1024 bytes, of course.
  "CLI" can refer to the normal AmigaDOS/Windows command line interface
(AmigaShell or "command prompt", respectively) (eg. "CLI arguments"). It
is also used to refer to the console-based debugger interface (eg.
"debugger CLI").
  "Macro" can refer to gameplay recordings (ie. EAR/INR/TVR/PBR/SIR/CDR/
COS files), or to ARexx scripts.
  "Break" is synonymous with "pause". "Continue" is synonymous with
"unpause".
  A "watchpoint" is a data breakpoint (it breaks on writes and optionally
on reads, instead of on execution).
  AmiInterton, WinElektor, etc. are just alternative names for AmiArcadia/
WinArcadia.
  Expansion RAM is considered as "motherboard RAM" by the emulator (for
the purposes of eg. "View|Motherboard RAM contents"). Cartridge RAM is
not.
  "Pointer" means the mouse pointer. "Cursor" means the text cursor.
  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.
  "2650" includes variants such as the Signetics 2650A.
  "Sounds" are of two types: "tones" are square waves and "noises" are
white noise.
  A "rastline" is the same as a "scanline".
  "DIP switches" can refer to jumpers, toggles, potentiometers, etc.
  "UDC" means "User-Defined Character". These are the four character
glyphs (tiles) which are redefinable by (Arcadia) games.
  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.
  "Joystick", "gamepad" and "joypad" are used interchangeably.

Configuration file

Most settings are loaded automatically from the configuration file at
startup, and likewise are saved to there automatically at exit.

The priority of configuration sources at startup are as follows:

    1. Autosense settings for the relevant game
    2. Configuration file specified by the SETTINGS CLI argument
    3. Other CLI arguments
    4. PROGDIR:AA.CFG (AmiArcadia) or WA.CFG (WinArcadia)
    5. Built-in defaults

Lower numbers indicate higher priority; eg. autosense overrides everything
else.

Note that the "autosave" option refers to automatically saving a snapshot
of the current game (AUTOSAVE.COS) at exit; it has nothing to do with the
configuration file(s), (.CFG files) which store your preferred emulator
settings. And "autosense" refers to the subsystem which detects known
games and configures the emulator accordingly.

AOF/BIN/CFG/PGM/TVC/COS/COR files are cross-compatible between concurrent
versions of AmiArcadia and WinArcadia. Some host-specific information (eg.
key mappings) will be ignored when reading a CFG file which was generated
by the other emulator.

Troubleshooting

Contents | < Browse | Browse >



TROUBLESHOOTING-----------------------------------------------------------

     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!                                  
     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!                                             
     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!                           
     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!                                            
     The debugger CLI 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 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?                                                     
     EAS/EAR/INS/INR/TVS/TVR/PBS/PBR/SIS/SIR/CDS/CDR/SNP/REA files are  
      not recognized!                                                   
     The analog stick (`hat') buttons don't work!                       
     Input is not always recognized!                                    

Arcadia:
     On the default Arcadia (ie. stub) screen, when `Settings|          
      Graphics|Shadows?' is enabled, the blue bar lacks a shadow!       
     Funky Fish and Macross don't have starfields! (WinArcadia only)    
     Can't open audio.device!                                           

PIPBUG and CD2650:
     PIPBUG/CD2650 keyboard input isn't working!                        
     The emulator GUI shortcuts don't work for PIPBUG and CD2650!       
     The emulator is hanging in PIPBUG and CD2650 modes!                

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!          

Dolphin:
     Dolphin just shows a blank screen!                                 

PHUNSY:
     How do I load and run a PHUNSY game?                               

AmiArcadia only:
     I can't get speech to work!                                        
     The colours of the text in the console window are illegible!       
     I'm confused about the various supported host input devices!       

WinArcadia only:
     I can't hear any sampled sounds!                                   
     WinArcadia crashes at exit!                                        
     I can't find the Project and Settings menus!                       
     SpriteMakerEA and/or TextMakerEA are reporting errors about        
      incorrect OCX file versions!                                      

Troubleshooting

Contents | < Browse | Browse >



PIPBUG/CD2650 keyboard input isn't working!

PIPBUG and CD2650 (and games for these) generally expect use of uppercase
(ie. capitals) input. So ensure that "Settings|Machine|Allow lowercase
input?" is disabled.

Troubleshooting

Contents | < Browse | Browse >



Where can I get more games for this emulator?

http://amigan.yatho.com/games.zip
http://amigan.yatho.com/enhance.zip

Troubleshooting

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 adjusting the frame skipping value, 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 (enabling verbose
autosensing will warn you about suspect and known bad dumps). Ensure that
"use compatibility hacks" (and autosensing) is enabled. Especially, check
the "Settings|Left controller" menu item to ensure it is correct for the
device you want to use.

Troubleshooting

Contents | < Browse | Browse >



When I load a game, the screen does not update accordingly!

Ensure that the emulator is not paused.

Troubleshooting

Contents | < Browse | Browse >



The colours in my game are wrong!

Toggle the flag line emulation. Check and/or adjust the palette using the
"Tools|Palette editor..." command. Ensure that "Settings|Graphics|
Greyscale?" is unticked. AmiArcadia: try running in on a deeper (ie. more
colours) screen.

Troubleshooting

Contents | < Browse | Browse >



Players are drifting when there no keyboard input!

Ensure that "use analog on host" is disabled.

Troubleshooting

Contents | < Browse | Browse >



Horizon lines are jittering!

The genuine consoles also exhibits such jittering, though over a narrower
area.

Troubleshooting

Contents | < Browse | Browse >



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,
Instructor, CD2650, coin-ops, Chaos and Dolphin (MO PROM only) are built
into the emulator.

Troubleshooting

Contents | < Browse | Browse >



The sprites or background in my game are flickering!

In the case of sprites, this is a technique used in many EA2001 programs
to display more than the normal limit of 4 sprites by rapidly
multiplexing them; ie. displaying only 4 sprites at a time but quickly
switching between the sprite sets. You can use the sprite demultiplexing
feature to fix this, but this does not "work" for all games (eg. Space
Squadron) because it only affects sprites, not character tiles.
  Note that some games deliberately "twinkle" their starfields.

Troubleshooting

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.

Troubleshooting

Contents | < Browse | Browse >



The emulation is slow!

Indeed it is, unfortunately. Here are some suggestions to increase the
speed of 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 2x, 3x or 4x
    scaling; 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) "View|Controls...", "View|Monitor..." and "Settings|Graphics|
    Scanlines?" each slow down the emulation somewhat.

(l) "Settings|Graphics|"Scale 2x/3x/4x" effect?" slows down the emulation
    considerably.

For WinArcadia, full-screen mode with "stretch to fit?" enabled is very
slow; so is "scale 2x/3x/4x"; so are "scanlines".

Troubleshooting

Contents | < Browse | Browse >



Recordings are not playing back correctly!

Check the sprite collisions, autosense, "use compatibility hacks?", and
(for CD2650) clock speed (1.18/4.73MHz) settings: they must be the same as
what was used when the recording was made.

Troubleshooting

Contents | < Browse | Browse >



My games are not appearing in the sidebar!

Use the "Project|Audit games..." (AmiArcadia) or "File|Audit games..."
(WinArcadia) command.
  Remember that suspect, bad and unknown games are not shown in the
sidebar. Neither are AOF files.

Troubleshooting

Contents | < Browse | Browse >



The host joysticks/gamepads are not working!

Check "Settings|1st host controller" and "Settings|2nd host controller".
  If the host joysticks/gamepads are not being "seen" by the emulator,
try quitting and restarting the emulator, because the connection status of
these devices is only checked at emulator startup.
  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.

Troubleshooting

Contents | < Browse | Browse >



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.

Troubleshooting

Contents | < Browse | Browse >



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
WA directory before launching WinArcadia.

    WA\WA

won't work properly, you would need instead:

    CD WA
    WA

Troubleshooting

Contents | < Browse | Browse >



The emulator seems frozen!

If you are using the debugger CLI or the networking subsystem, the menus,
toolbars, etc. are disabled. You need to quit out of the debugger CLI
(type "Q" and hit ENTER in its window), or close the "Listening..."
window. When you quit out of the debugger CLI, the machine is still
paused; you can then of course unpause it.
  Or, you probably typed something into the console window by mistake: try
deleting it.
  Or, of course, the emulator might be paused.
  Remember that you type into the CLI window when you are giving commands
to the CLI debugger, and into the main window otherwise.

Troubleshooting

Contents | < Browse | Browse >



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.

Troubleshooting

Contents | < Browse | Browse >



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.

Troubleshooting

Contents | < Browse | Browse >



The colours of the text in the console window are illegible!
(AmiArcadia only)

This will depend on your public screen palette. You can turn off
"Log|Colourful?" to get normal (ie. black) text.

Troubleshooting

Contents | < Browse | Browse >



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.

Troubleshooting

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.

Troubleshooting

Contents | < Browse | Browse >



The emulator GUI shortcuts do not work for PIPBUG and CD2650!

For these guests, when unpaused, most input (eg. alphabetic Ctrl-key
combinations, Esc key) is passed directly to the guest. Mouse control of
the emulator GUI, or pausing while using the emulator GUI, is suggested.

Troubleshooting

Contents | < Browse | Browse >



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.

Troubleshooting

Contents | < Browse | Browse >



The emulator is hanging in PIPBUG and CD2650 modes!

Ensure that "Log|Echo output to printer?" is disabled. Or, insert paper
into the printer.

Troubleshooting

Contents | < Browse | Browse >



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.)

Troubleshooting

Contents | < Browse | Browse >



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.

Troubleshooting

Contents | < Browse | Browse >



On the default Arcadia (ie. stub) screen, when "Settings|Graphics|
Shadows?" is enabled, the blue bar lacks a shadow!

The blue bar is achieved by using sprites. Shadows are not applied to
sprites.

Troubleshooting

Contents | < Browse | Browse >



The emulator isn't using Russian glyphs!

AmiArcadia: You need to be using an appropriate font (ie. one which is
designed for code page 1251). There are several such fonts available on
Aminet (search for "russian"), eg. RUS_fonts.lha . Copy into FONTS: and
then use AmigaOS Preferences to choose an appropriate font.

WinArcadia: These instructions apply for Windows 98SE.
Probably something similar applies for other versions of Windows.
You need to install the "multilanguage support" component from the
Windows CD; this will provide the necessary fonts. Then, you need to
use the Appearance tab of the Display component of Control Panel to
choose appropriate Cyrillic fonts for Active Title Bar (this will set
Inactive Title Bar automatically), Message Box and Menu. "Tahoma
(Cyrillic)" at 8 point size works well. Then click OK to save changes.
Now start WinArcadia and choose Russian and it should work fine, except
for the console.
  Note that Windows 98SE, and probably some other versions of Windows,
when the system boots up, seem to perform a check of the regional
settings, and may change your chosen fonts. Eg. if Australia is detected,
the fonts chosen as "Tahoma (Cyrillic)" will change to "Tahoma
(Western)". So it might help to also use the Regional Settings
component of Control Panel to choose Russia as your country.
  Unfortunately, there doesn't seem to be proper support in Windows 9x/ME
for setting the console code page. On Windows NT/2K/XP/Vista/7, the
emulator sets the console input and output code pages to Russian (866) if
you are running in Russian at the time when the console is first opened.
If this doesn't work, please send a bug report.
  You might find this site to be useful:

    http://winrus.com/

Troubleshooting

Contents | < Browse | Browse >



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).

Troubleshooting

Contents | < Browse | Browse >



The debugger CLI 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.

Troubleshooting

Contents | < Browse | Browse >



WinArcadia crashes at exit!

This is a known issue when running under Windows Vista/7. It definitely
does not happen under Windows 98/XP, and probably not under Windows 95/ME/
NT/2K either. Suggested fix for now is not to use such a crap OS :-( . We
do not currently have access to a Vista/7 machine to confirm, isolate and
resolve this issue. Probably it is a bug in Vista/7 rather than
WinArcadia, you might want to tell Microfilth to fix their lame OS :-) .

Troubleshooting

Contents | < Browse | Browse >



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.
  Having said that, the provided X-Arcade.cfg file can be used if
you want the MAME/MESS keys, or you can define your own via the "Settings|
Input|Redefine keys..." command.

Troubleshooting

Contents | < Browse | Browse >



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|None (keyboard only)" 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).

Troubleshooting

Contents | < Browse | Browse >



The sprites have disappeared!

Maybe you accidentally turned them off; ensure that "Settings|Sprites|
Visible?" is ticked.

Troubleshooting

Contents | < Browse | Browse >



I can't find the Project and Settings menus!

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.

Troubleshooting

Contents | < Browse | Browse >



SpriteMakerEA and/or TextMakerEA are reporting errors about incorrect
OCX file versions! (WinArcadia only)

You should delete the relevant OCX files from your \WINDOWS\SYSTEM32
directory, and ensure that the OCX files which are included with
SpriteMakerEA and TextMakerEA are in the same directory as WA.EXE.

Troubleshooting

Contents | < Browse | Browse >



Dolphin just shows a blank screen!

It is running as intended and is waiting for input from you. See here
for the layout of the controls.

Troubleshooting

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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).

Troubleshooting

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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).

Troubleshooting

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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/AA.CFG (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/WA.CFG (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

Troubleshooting

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EAS/EAR/INS/INR/TVS/TVR/PBS/PBR/SIS/SIR/CDS/CDR/SNP/REA files are not
recognized!

These formats are obsolete and are no longer supported. COS (COmmon
Snapshot) and COR (COmmon Recording) files are now used instead.

Troubleshooting

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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.

Troubleshooting

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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.

Troubleshooting

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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).

Troubleshooting

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Can't open audio.device! (AmiArcadia only)

Ensure that there are no other programs running which have allocated any
channels of the audio.device.
  OS4: You need audio.device (included as part of OS4).
  MorphOS 1.x: You need eaudio.device
(http://aminet.net/driver/audio/eaudio.device.lha).

How do I load and run a PHUNSY game?

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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.

Converted using GuideML 3.10