Within an X Window system window, MAE functions as As I wanted to gather different feedback from potential users, I've decided to build and release a quick and dirty packaging for the emulator. Using MAE 3.0, the only Macintosh emulator produced by Apple Computer, Unix users can get the best of both worlds - the ease and practicality of Macintosh plus the power and reliability of Unix - on one machine. Since ChasM's can simulate and help troubleshoot spam, security tools, routers, modems, networking, games, Mac OS. Its advantages come from the amazing ease of use, stellar attention to detail and incredible value. ChasM's is a tool that has been available for the past 20 years and which helped thousands upon thousands of IT professionals.A descent to a chasm while hanging from a rope, an underwater level populated.You can download the emulator here : ParaJVE 0.18All that it needs to work properly is an installed Java Runtime Environment 5.0 (yes, a 1.5 JRE no, it won't work with a 1.4 JRE), and a windows platform (because of JOGL, a native OpenGL library I use atm).If some of you want to try it on a mac, though, I think I can find the mac native libs, but I never tested them (ask me if you're willing to try that). The following emulators are available for this game: NeptunJS (JavaScript). In the beginning, you can only control the main. Now, you have to try to escape from this dangerous chasm and avoid the enemies that are trying to kill you. The Chasm is a role-playing game with a turn-based combat system in which you control a young man who has fallen over a waterfall.
Chasm Emulator Code Is NotThe best algorithm so far is removing a dot from the display list if it corresponds to one end of the previous or next line to be drawn. The only game that doesn't work as expected now is clean-sweep : it crashes the VM when executing the instruction at $002B : "CMPX ", with D=$CAB5 and X=$C9EA, wich refers to an invalid address ($989f).I guess I'll have to trace from where the D / X values come from to locate the error.I played a bit with the vectoring/rendering part.Tested some heuristics to remove the parasite dots from the vector lists. It turned out to be a bug in the 6522 emulation code :The bit 7 of PortB was not always controlled by the CIA Timer1 when the Timer was running in "One shot mode" (as specified in the ACR register). Fixed the never ending loop bug in Spike at $0721. Still, nearly all original games seem to work, only clean-sweep is crashing at startup (working on that).Of course, comments and ideas from everybody are most than welcome!Here is a short description of the emulator's developement history so far : edit "vectrex.properties" to set the various ROM paths, and also the keymapping (the file is self-commented)As you will see, the project is far from completion, a lot of stuff is not implemented (sound,overlays) or not working properly (vectors alignment & drifts, frame limiter code, SAVE and LOAD won't work in this build).Don't worry if it seems too slow on your machine as the code is not optimized at all (there will be huge room for speed improvement when I will come to profiling/optimisation).Also, don't be disapointed by the awful GUI, as it's only a temporary one for this fast release.This gives nice result but slows the emulation quite a bit on slower machines.2. By keeping the lines/dots in N history buffers (N=20) and drawing the oldest first, with a brilliance factor going from 0 (oldest) to 1 (new frame). Made a few tests to implement Screen Persistence .1. There will be a problem with the non-moving dot in the cosmic-chasm caves plan, though (as it will be removed since it's on a segment end). Standalone dots are still displayed (the inactive mines in Minestorm, for instance).The ultimate algorithm would be to remove any dot that matches any segment ends coordinate. For instance, the segments that draw the montain in pole position).The problem is that when the main loop* gains control, a T2 timeout already occured, and the next IRQ* is pending (and handled since CC now has the I bit reset).* Thus the main loop code is NEVER executed because the CPU is* Maybe the problem is not in the CPU emul code, but in the VIA* T2 handling and IRQ handling instead.* TODO - When things have settled down, investigate for this bug When this routine is done, it ends with an* RTI (at $0C1D) that will return the control to the main loop,* just after the CWAI. This routine is the rendering code, as it seems to* draw everything. Before the* program is resumed at $00FF, the IRQ routine at $09B9 is* called. Outlook 2016 for mac total attachment size exceeds:)Finally located the bug in MineStorm that drew garbage vectors for a few seconds when a fireball mine was shot before it became active.It was in fact an error in the original code of minestorm, not in the emulator : In the mines rendering code, drawing an inactive fireball mine that was destroyed ended up in rendering a list that was located in the cartridge rom space (which is empty, since Minestorm is running)!Once the bug was identified, the cure was extremely easy : initialising the cartridge rom space with $01, so that every location in this space is an empty Vector List.Here is the comment added to the removeCartridge() method in VectrexMemory.java:* We fill with $01 to bypass a bug in MineStorm (invalid* reference to the ROM area, when a fireball mine is hit by* a bullet while it is not yet moving). Fixed a bug in Web Wars : the joystick, when centered, was acting as if it was in the top-right corner.Was due to an error in the 16 bits read access to the VIA address space :"LDD
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