#*=====================*# #| 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
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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.
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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.
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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.
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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).
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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
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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
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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).
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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.
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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!
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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.
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Where can I get more games for this emulator? http://amigan.yatho.com/games.zip http://amigan.yatho.com/enhance.zip
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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.
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When I load a game, the screen does not update accordingly! Ensure that the emulator is not paused.
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The colours in my game are wrong! 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.
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Players are drifting when there no keyboard input! Ensure that "use analog on host" is disabled.
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Horizon lines are jittering! The genuine consoles also exhibits such jittering, though over a narrower area.
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I can't find a BIOS file! The Arcadia and Interton do not possess a BIOS; thus a BIOS file is not necessary or possible. Stub "demo" programs for these machines are built into the emulator. The BIOSes (ie. ROMs) of the Elektor, PIPBUG, Instructor, CD2650, coin-ops, Chaos and Dolphin (MO PROM only) are built into the emulator.
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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.
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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.
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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".
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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.
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My games are not appearing in the sidebar! Use the "Project|Audit games..." (AmiArcadia) or "File|Audit games..." (WinArcadia) command. Remember that suspect, bad and unknown games are not shown in the sidebar. Neither are AOF files.
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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.
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I can't get speech to work! There are good articles at: http://www.intuitionbase.com/static.php?section=en_OS4-speaks http://metacomco.com/articles/speech.htm about installing SPEAK: support. They are also applicable to OS3.x.
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I can't hear any sampled sounds! (WinArcadia only) The emulator probably can't find the RIFF WAV files it requires. If you are running it from a command prompt, you need to change directory to the WA directory before launching WinArcadia. WA\WA won't work properly, you would need instead: CD WA WA
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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.
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Various menu items are not available! You probably have the emulator paused during a frame; try clearing any breakpoints/watchpoints and then unpausing. Or, the menu item you are interested in is not relevant to (or not implemented for) the current guest machine.
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The "next instruction" is shown wrongly! This function only looks at the opcode, not the operand. Eg. $0E is LODA,r2, so that is what will be output. But $0E $78 $00 means "LODA,r0 $1800,r2" because of the operand (bit 14 of the address selects indexed mode). The trace and disassembly functions analyze both the opcode and the operand.
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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.
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Where is the installer? It doesn't need an installer; just run the emulator. You can use the "File|Register filetypes..." command to associate WinArcadia with relevant filetypes.
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Monitor-good.bin, Monitor-bad.bin, PIPBUG.bin, UtilityEPROM.bin, USE.bin, Supervisor.bin, Malzak.zip, Malzak2.zip, Galaxia.zip, AstroWar.zip, etc. don't work! Yes, the emulator is not designed to allow loading of these. These ROMs are built into the emulator and thus you don't need to load them.
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The emulator GUI shortcuts do not work for 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.
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Funky Fish and Macross don't have starfields! (WinArcadia only) Funky Fish: The coin-op doesn't have a starfield either. It is presumably supposed to be underwater. Macross: The second level occurs onboard the ship; therefore, there are no starfields.
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The emulator is hanging in PIPBUG and CD2650 modes! Ensure that "Log|Echo output to printer?" is disabled. Or, insert paper into the printer.
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Malzak 2 freezes after saying "Return test switch to position 1!"! Press F4, then F5, then F3, then F1. (This moves the test switch, resets the machine, inserts a coin, and starts a game.)
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All the games are crap! No, they are not. You are maybe just crap at playing them... ;-) Try reading the game help, Gaming Guide, manuals, etc.
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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.
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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/
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How do I play a game on a coin-op? 1. Click on the game in the sidebar. Or... Use the "Settings|Machine >>" submenu to choose the game to play. 2. Insert coin(s) with the F3 key. 3. Press F1 to start a game. 4. Cursor keys to move, space bar to fire (if using keyboard control).
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The debugger 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.
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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 :-) .
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The default keys are different from those used in MAME/MESS! This multi-emulator is not MAME/MESS and is not intended to be. The default keys used by MAME/MESS have changed in the past and may change again in the future. Most Signetics-based machines (in fact, all the home (non-coin-op) systems) have dozens of keys; it doesn't make a lot of sense to rearrange everything to accommodate MAME/MESS. You could just as easily say that the default MAME/MESS keys should be the same as those used by Ami/WinArcadia. 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.
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The "Settings|Input|Redefine keys..." subwindow ignores my gamepad/ joystick! This is intended for redefining the host keyboard keys, not gamepad/ joystick buttons. If your gamepad/joystick appears as a keyboard to AmigaOS/Windows (eg. an X-Arcade), you can use this (and you could use the "Options|Left/right controller|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).
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The sprites have disappeared! Maybe you accidentally turned them off; ensure that "Settings|Sprites| Visible?" is ticked.
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I can't find the Project and Settings menus! These are just alternative names for the File and Options menus. You can find these on your menu bar :-) . If you have turned off the menus, try clicking the right mouse button.
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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.
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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.
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I'm confused about the various supported host input devices! (AmiArcadia only This applies to the OS3 version. Mouse/trackball: any standard pointing device supported by Intuition. Note that mice/trackballs are only supported in the 1st port, not the 2nd. Digital joystick: a standard Atari/Commodore-style digital joystick, as supported by practically all Amiga games. Digital gamepad: a standard CD32 gamepad (or compatible). Analog joystick: an analog joystick (eg. one compatible with the Microprose "Formula One Grand Prix" game) or a circular spinner ("paddle"). Analog gamepad: a modern USB gamepad, possibly with force feedback support (MorphOS only). OS4 version: if you use the AmigaInput preferences as described here, to emulate a CD32 gamepad, use "digital gamepad" in AmiArcadia. "1st" means gameport '1' (ie. the usual mouse port). "2nd" means gameport '2' (ie. the usual joystick port). Note that the menu items on the Controller submenus are grouped by classic Amiga gameport number (ie. all for "1st" host gameport grouped together, then all "2nd" host gameport grouped together).
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The `A' and `B' toolbar buttons don't always work! This is authentic. Some games require a certain delay between presses of these buttons, so try doing it more slowly (or accelerate the emulation with the F8 key).
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How do I reset/delete the configuration/high scores/non-volatile RAM/autosave? Quit the emulator, delete the relevant file, and restart the emulator; the emulator will use its factory defaults. These files, and their usual locations, are: For AmiArcadia: Configs/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
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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.
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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.
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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.
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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).
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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? 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.