**************************************************************************** ** X128 Spectrum 128 Emulator V0.94 ** ** by James McKay ** **************************************************************************** X128 runs under DOS, but can run under Windows 95 & 98 just fine. A 486DX+ is recommended. For the Sound Blaster version, a 486DX2-66 is (not) recommended. (Actually, just use a Pentium). The SB version will not work under NT, 2000 and XP. The Adlib version will, but you'll have no timing control. One option is to use VDMSound: http://www.ece.mcgill.ca/~vromas/vdmsound/ X128 (SAOM) has been tested and confirmed to work (under Windows 2000 and XP) using VDMSound - it should (probably) work on NT (4.0) as well. The author accepts no responsibility for any damage caused to anything by this software - no software is bug free! Although it's never done my machine any harm so far... NOTE: Please read the warning regarding VESA modes under Windows later in this text file. Troubleshooting and the list of improvements are near the bottom of this text file. NOTE: This version (V0.94) contains some half-finished features, like ZX81 support, D80 disk support, IF1 emulation, some extra joystick types, ... They can be activated by adding the /halffinished option at the command line, or by setting HALFFINISHED=ON in the INI file. * ZX81: Screen timing is off, notably in FAST mode and in hi-res games. .P and .81 files are loaded like TAP files, not like other ZX81 emulators which read a directory's worth of files. The menus are also very off-line in this mode. ROM: ZX81_ORG.ROM (8192 bytes). * D80: If you reset the Spectrum without a disk in, then it can't see the drive (until you reset again with a disk inserted). You also can't use Betadisk and D80 at the same time because they share the FDC in the emulator. But otherwise, very good. ROM: D80.ROM (16384 bytes). * IF1: One microdrive supported, but MDR files just don't work properly. ROM: ZXI1.ROM (16384 bytes). * Extra Joysticks: Incomplete, but working. * Save Movie: An experimental attempt at 'movie' files (a Z80 V3 snapshot with key data at the end - may be loaded with F5). They sort of work, but are incomplete and won't be supported anywhere! * Sinclair Profi+: Implementation is very partial. Overall lack of information prevents me from saying what's missing! ROM: PROFI1K.ROM (65536 bytes). Copyrights: =========== Sinclair 48K, 128K, +2, +2A and +3 roms are owned by Amstrad PLC and are used under their specially permitted circumstances of being part of a freeware emulator (and unmodified). Format Publications are the copyright holders of the DISCiPLE/+D roms. ======== FIRSTLY: ======== See further down the text file for details about the new TZX files! Starting from V0.7, x128 comes in two varieties: 1. Adlib version. This is like the older version of x128, and supports Adlib and internal speaker sound. 2. S.A.O.M. (Special Audio Output Mode) version, this uses the SB to produce excellent quality sound, including the 48k internal speaker and AY speech!! The ZIP file will be called X128V94A.ZIP for the Adlib version, and X128V94S.ZIP for the SAOM version. The SAOM version requires a faster machine than the Adlib version, if your machine isn't fast enough then the output will be fuzzy. Also the SAOM version cannot autodetect the machine speed, basically, if you try to set the SAOM version to go at a speed which makes the sound fuzzy, then you are asking it to go too fast. Do not think that as a result of this, your P266 MMX will run it ridiculously fast, this is not the case, and generally, if you do have a faster machine then SAOM is the version for you. (This was written at a time when a P266 MMX was as fast as you could get). Also note that even though low end 486s cannot use the SAOM version without fuzzy sound, it is worth a go, just to hear the speech! ======================================== EASY GUIDE TO SPECTRUM FILES YOU CAN USE ======================================== file.z80 : Use F5 to load. file.sna : Use F5 to load. ** Including SNA 128 ** file.slt : Use F5 to load. file.voc : Use F7 to select, then type load "" or use tape loader. * file.tap : Use F7 to select, then type load "" or use tape loader. file.tzx : Use F7 to select, then type load "" or use tape loader. * file.dsk : Use F12 to select then use loader (in +3 mode). file.trd : Use F12 to select (in TR-DOS), LIST (the K key) then for a directory, then do RUN "filename" . file.fdi : Use F12 to select (in TR-DOS), LIST (the K key) then for a directory, then do RUN "filename" . file.fdd : Use F12 to select (in TR-DOS), LIST (the K key) then for a directory, then do RUN "filename" . file.scl : Use F12 to select (in TR-DOS), LIST (the K key) then for a directory, then do RUN "filename" . *** file.$? : Use F12 to select (in TR-DOS), LIST (the K key) then for a directory, then do RUN "filename" . *** file.mgt : Use F12 to select (DISCiPLE/+D), then **. file.img : Use F12 to select (DISCiPLE/+D), then **. file.d80 : Use F12 to select (D40/D80), then use CAT for a directory, then do LOAD *"filename" . file.000 : Use F12 to select (D40/D80), then use CAT for a directory, then do LOAD *"filename" . *** file.pok : This is automatically loaded when it's accompanying Z80/SLT/SNA file is loaded. The POK file should be in a POKES directory underneath the directory that the accompanying snapshot is in, or it can be kept in the same directory as the snapshot. (If they both exist then the one in the POKES directory is used). file.p : Use F7 to load (in ZX81 mode), then type LOAD "". file.81 : Use F7 to load (in ZX81 mode), then type LOAD "". * With TZX and VOC files, you now have to unpause them in order for them to play. Press Alt-F8 to do this (make the play icon turn white). ** With the DISCiPLE/+D you may have to RUN the system first and all that sort of thing. Files are loaded by LOAD d1"filename", etc... *** With these formats, a temporary disk image is created. As a result you can load and save from this image, but any changes will be lost. In the case of the $? (Hobeta) format, selecting any Hobeta file will create a disk image containing all the Hobeta files in that directory. To use the DISCiPLE/+D you have to set the path to the rom in the INI file and set MGTpresent to the correct interface... You can use PLUSDROM.BIN (in PLUS D mode...) without modification and it will be "already ran". If you get a .z80 file with other files called .dat then these will be dealt with automatically, just load the .z80 as described above, and if the filenames of the .dat files are wrong then the file selector will appear and you will have to select the correct DAT, or press ESCAPE. If you downloaded it then this should not be the case. If the file is a SLT format file which has still been incorrectly named .z80 at the end, then this emulator deals with it automatically. NOT SUPPORTED: file.mdr : This cannot deal with microdrive cartridges (nearly there!). Any other file type you come across cannot be handled in this version of the emulator. =============================== NOTE ABOUT MENU COLOUR SCHEMES: =============================== WHITE : It can be selected. CYAN : It is temporarily unavailable due to another option in use, for example. RED : It does not work, ie it has not been implemented in the emulator or a crucial piece of hardware has not been detected. ============= INSTRUCTIONS: ============= Once you have typed 'x128' to run the emulator and the 128 BASIC screen has appeared (hey, /mono users can't see the menu bar!) then the following function keys are available: --------- F1 - HELP --------- This brings up a list of the functions keys available on the Spectrum window, press ESCAPE to go back to the emulation. Now when you bring up this option, you can select the function of any other function key from the menu that appears, by using cursor up/down and return to select. The selected option will have a > beside it. When you have completed the selected option, you will return to the emulator, not the help screen. Options available here that aren't available anywhere else are: * Alter ULA Delay: This controls the lining up of overscan bits (see F8 and F9 keys), the max. value is 255. * Alter Frame Skip: This allows you to set up the screen update, 1/1 is full update, 1/255 updates the screen once every 255 times. 1/0 is AUTO skip, which attempts to reach the target speed by letting the frame skip value drop to 5 (if necessary). In the Adlib version the frame skip is automatically selected as a value between 1 and 5, the SB version will always start with frame skip 1. * Alter Slow Down: This only applies to the Adlib version, the range is 0-65535 where 0 is no delay and 65535 is a ridiculously large delay. * Percent Speed: On the SAOM version, you actually change the speed by changing the actual percentage speed (see values below). When changing the speed you are actually stopping and starting the DMA and reallocating it with a different size buffer! You are not allowed to set the speed below 10% but you can set it "too high", in other words: 4900% WILL CRASH YOUR PC. You have been warned, so don't do it. I will accept no liability! When you try to set the speed to higher values it starts to get inaccurate, this is due to the fact that the percentage speed is actually (sound_rate*2)/BUFFER_SIZE The default sound rate is 22050hz. To help you determine if you can achieve the speed desired on your PC, there is an "overflow" dot at the top left of the PC screen, if you see a little white dot then your PC cannot emulate at the speed you are attempting, so slow down or try using a lower sample rate with the /hz command line option. (Dot can be turned off in INI file). * Loading Speed: SAOM: This lets you have one speed while loading a VOC/TZX and another for normal activity, you can set the loading speed to a higher value to cause tapes to load quicker. When the tape is paused or closed then the emulator will automatically return to the "percent speed" value. Adlib: When the tape is loading the slowdown value is set to zero. When the tape is paused or closed, the old slowdown value is restored. There is not much point in messing around with the slowdown value during loading, as the changes will be wiped out, and replaced with the value before loading took place. The values can be changed by moving the cursor to the option and pressing left (-1), right (+1), page up (-10) or page down (+10). Or you can press return and type them in - hex is allowed by preceeding the number with '$' or '#'. Generally, the values will wrap round if you try to pass 0 or its maximum value. These options don't return to the emulator when you select them, you have to press ESCAPE. * Keyboard Issue: Press left/right to toggle between issue 2 and issue 3, where issue 3 is by far the most common. Occasionally a program will need this option to be set to 2 (usually an old program) otherwise the keys won't respond. A .Z80/.SLT file will change this value when you load it. Note that all 128K Spectrums were issue 3 and some Spectrum 48K were issue 2, but not that many. Note that options like load snap, save z80, joystick select, memory mode, etc return to the help menu, so that you can load in a snap and resave it with changed settings. --------------------------------- ALT F1 - PREDEFINED POKES & POKES --------------------------------- This has been in previous versions as well (for the TZX pokes block), but I forgot to mention it. If the emulator has passed a Pokes Block in a TZX file or a POK file is currently valid, then you will be able to use pre-defined pokes to cheat in that particular game. Otherwise you'll only be able to enter manual POKEs. Move up and down to select a "trainer", then press RETURN to select. If it is an ON/OFF type then it will be toggled. If it is an "INS" type, you will be asked to enter the value to be poked (0-255). The first "trainer" is always "Enter POKE". Press RETURN and you can enter the address (in decimal, or in hex by prefixing it with '$' or '#'), then press RETURN, enter the value you wish to poke and press RETURN one final time. Unfortunately, the validation checks aren't very good, but at least you can see what the last poke was afterwards. ----------------------------- F2 - NMI / ALT F2 - OTHER NMI ----------------------------- The NMI is now determined by the setup in the F3 extra menu. NMI options are: * Normal. * Multiface 128. * DISCiPLE/+D Snapshot Button. * Betadisk Magic Button. * Scorpion Monitor. MF128 ----- Yes, the Multiface 128 by Romantic Robot. If you can get the Genie 128 software then you have a push button disassembler on your hands. Note that pressing the button more than once causes a crash, just like the real thing! You can have a different ROM called genie128.rom. This allows you to start up the emulator with the Genie 128 (or any other MF 128 utility) without having to manually install it! All you have to do is (using mf128.rom) install the Genie (or any other MF 128 utility) as normal, then reset the Spectrum, then type this short program: POKE 30000,243 POKE 30001,219 POKE 30002,191 POKE 30003,118 RANDOMIZE USR 30000 Then, go into the F6 menu and set the start address to 0 and the length to 16384, then save it as genie128.rom (in the directory that x128 is in). The next time you load x128, the Genie (or any other MF 128 utility) will be automatically installed! In order to un-install a MF 128 utility, you press Caps Shift, Space and F2 at the same time. NOTE : My keyboard does not allow Shift, Space and F2 to be pressed at the same time, but it does allow Caps Lock, Space and F2 at the same time. DISCiPLE/+D Snapshot Button --------------------------- NOTE : If you are using an unmodified DISCiPLE rom then you may have to hold down Caps Shift as well. The border will start to flash and it now requires input from the keys: 3 - Save Screen to disk*. 4 - Save 48K snapshot to disk*. 5 - Save 128K snapshot to disk*. * Disk - meaning a MGT file. For the 128K snapshot the drive light will flash then the border will go stripey again, it now wants you to press "y" if the picture changed or "n" if it didn't. The drive light will then flash for another period of time before the operation is complete. Some special roms will have different keys and meanings, etc... To reload a 48K snapshot: LOAD d1"filename"S To reload a 128K snapshot: LOAD d1"filename"K Betadisk Magic Button --------------------- Just press the button and it will save a snapshot to a TRD file. To reload a snapshot type GO TO "filename" within TRDOS. Scorpion Monitor ---------------- A fully fledged monitor with lots of options and stuff. ---------------------- F3 - RESET/MEMORY MODE ---------------------- From here you have a little menu that you can select reset to 48 or 128 mode, or you can try to swap modes with no reset, note that from 128 to 48 no reset mode that ram page 0 will be slotted in regardless of what ram was actually paged in. Menu: ZX81 (16K). (HALF FINISHED). Spectrum 48 Mode. Spectrum 128 Mode. Spectrum +2 Mode. Spectrum +2A Mode. Spectrum +3 Mode. Pentagon 128 Mode. Scorpion 256 Mode. ? ? Sinclair Profi+. (HALF FINISHED). Press RETURN to reset to a particular mode, or press SPACE to attempt to go to that mode (may cause trouble with +2A/+3 modes). It is impossible to press SPACE to go to or from ZX81 mode from any Spectrum mode. Press Left/Right to go to the F3 extended menu. Note that when you do a "reset" to a mode then the Betadisk option is forced into it's default mode (usually off, except for the Pentagon and Scorpion). In order to get to TR-DOS from the original Spectrums, type: (with Betadisk set to On) RANDOMIZE USR 15616 The Scorpion 256 is still incomplete, but works better now. You can use cursor up/down to move and escape to abort selection. Use cursor left/right to toggle the Betadisk on or off. You are on your own trying to work out the keywords in 48K Basic. F3 Extended Menu ---------------- Press ESCAPE to get back to the normal F3 menu. * Multiface : MF128/MF3/Off. Switches MultiFace Type or switches Off. Note that using a MF3 in 128K mode (on any machine other than the +2A or +3) will cause a reset to 48K mode. This happens because of the design of the original MF3). The MF128 can be used on a +2A or +3 in 48K mode, or in 128K mode whenever a reasonable memory setup is in place, for example, in the tape loader or during a PAUSE 0. * Betadisk : On/Off. Switches Betadisk On or Off, this is automatically set to On whenever you go into Pentagon or Scorpion modes. * DISCiPLE/+D : DISCiPLE/PLUS D/Off. Decides which model of the interface or whether to switch it off. Since the interface traps the rom keyboard routine, there may be times that you want this switched off... If you have Betadisk and DISCiPLE/+D on at the same time, you will probably encounter major difficulties. * Mouse : Kempston/AMX/AY/Amiga/Off. Switching this to Kempston can cause the return of the Kempston joystick bug (on some Spanish games) so switch it Off on those occasions. The other 3 mice are only partially tested and you won't find much software that actually uses them! * CPU Speed : *1, *2, ....., *19, *20. What would the Spectrum be like if it was armed with a faster processor? Now you can find out (if you have a faster than fast PC) by selecting the following CPU speeds: * 3.54 Mhz (Default). * 7.08 Mhz (Double Speed). * 10.62 Mhz (Triple Speed). * 14.16 Mhz (Quadruple Speed). * .... * 70.?? Mhz (20 times the usual speed). In order to achieve each speed you will have to be able to achieve 100%, 200%, 300%, 400% and 2000% respectively at the default speed (not strictly true because there'll be less screen rendering taking place). Hopefully this will enable "slow" games to run "fast" without the timer going too quickly. However, there's not much point in going too fast because the emulation will just end up running too slow. NOTE: Load VOCs and TZXs at the default CPU speed. DISCLAIMER: This effect is achieved by multiplying the number of t-states-per-line, so it is probably useless for testing accurate screen timing and tape loaders for Z80 based machines which do have a faster processor. Most games were not written to expect a faster processor, so they won't work as you wish. * AY in 48K : On/Off. If this is switched on then it emulates the AY chip in Spectrum 48K mode. Apparently this was true for some Spanish Spectrums. * Load 48K Rom. Allows loading in of a different ROM for the 48K, useful for the many Spectrum 48K clones and those 16K ROM games. NOTE : This also affects the Pentagon 128. * Load 128K (0) Rom. Allows loading of an alternative editor rom for the Spectrum 128K. Mainly for the Spanish Spectrum 128K. * Load 128K (1) Rom. Allows loading of an alternative basic rom for the Spectrum 128K. Mainly for the Spanish Spectrum 128K. * Load TRDOS Rom. Allows loading of an alternative TRDOS/Betadisk rom, handy since there are so many versions. -------------------- F4 - JOYSTICK SELECT -------------------- There are 8 different joystick types, if 'halffinished' mode is activated, but the other 3 ("DK Australian", TrickStick 1 and TrickStick 2) are only ever used in International Match Day! This will map one of 5 joystick possibilities (Kempston, Sinc 1, Sinc 2, Cursor and Fuller) onto the cursor keys and TAB for fire. You will see the 5 options and a > which points to the current option. To select one use cursor keys up and down then press return to select. To abort and use current option, press ESCAPE. You can press left or right to toggle caps on/off for cursor keys, except when you're on the Kempston joystick. In that case, it switches it ON or OFF. When ON, it works as previously (port 31 reading 0 even when the Kempston joystick isn't selected). When OFF, port 31 reads 255 when Kempston is not selected. Note that .Z80/.SLT files set the joystick configuration when loaded. Whether cursor has caps shift included is not stored in a .Z80/.SLT and you may have to change this yourself. * REMEMBER THIS! * Z80/SLT files only support the first 4 joystick types, so you cannot save them and expect the correct joystick to be selected when you load them back in! X128 supports 2 PC joysticks, the 1st is mapped onto the option chosen in this menu, the 2nd one is always mapped onto Sinclair (1-5). ------------------- F5 - LOAD SNAP FILE ------------------- Yes, this will allow you to load, at any time, a V1, V2 or V3 .z80 file in 48K or 128K mode (it will automatically pick the correct mode for the snap). This also allows loading of .sna (including SNA 128) files and .slt files. These files are exactly the same format as those used by the famous Z80 Spectrum emulator for the PC. Note that any hardware like Interface 1, SamRam or MGT will be stripped off and ignored, if that piece of hardware was paged in at the time the Z80 was saved, then it might not work. But this is not usually the case. -------------- F6 - SAVE MENU -------------- NOTE : Yes, I know that one of the options is a "load" option! Options: * Save Z80/SLT file. This allows you to save the whole of memory to a snapshot file. It can save in 48K or 128K mode and will decide by itself what memory it has to save. The resulting file can be loaded back in using F5, or can be loaded in by another emulator that supports Z80 V2 files. This option is good for cheating at games. If the file is a SLT file then the additional level data will be crammed into the new file. NOTE : You do not select if it is a Z80 or SLT file, this is automatic. NOTE : Due to limitations within the Z80 file format, all 128K type Spectrums will be saved as Spectrum 128. * Save SNA file. This allows you to save a SNApshot of memory, like above but in an uncompressed manner. This may be useful for older emulators which don't support the .Z80 format (are there any that don't?) Or maybe you just want the information to be easy to remove for a personal project. If you save a SNA in 48K mode then a traditional SNA file will be made. If you save in 128K mode then a SNA 128 file will be made. * Open VOC for saving. This option does not work! * Open TAP for saving. At last you can save TAP files! All blocks saved go into the currently open (save) TAP file. If the file already exists then you are given the option to Overwrite, Append or Cancel. Overwrite will remove the file and make a new one. Append will attach onto the end of the file, and Cancel will leave the file as it is. REMEMBER TO CLOSE IT BEFORE TRYING TO LOAD IT AGAIN! * Load Mem Block. You can load in raw files into the Spectrum's memory space, there is little point in trying to load anything into 0-16383, unless there is RAM paged in via the +3, Scorpion or Multiface. The block is loaded based on the values in Start Address and Length (below). Since there is no default file extension, the file selector will show everything. * Save Mem Block. Saves out raw files from the Spectrum's memory space, based on the values set in Start Address and Length (below). There is no default file extension. * Start Address. Simply sets the start address for loading and saving mem blocks. Press to begin entering the number, you can type in decimal or in hex by having $ or # as the first character. * Length. Sets the Length for loading and saving mem blocks. If you just press RETURN then the length will be set to (65536-Start Address). If Start Address is 0, then this is illegal - you cannot save a block greater than 65535. Number entry is the same as "Start Address" above. * Restore Screen Values. Sets the Start Address to 16384 and the Length to 6912. If the second screen happens to be in use ... tough! * Save SCR To Path. This saves a SCR file to the SCRSHOT directory underneath the current path of the current snap or tape. E.g. D:\X128\SNAPS\ABC.Z80 -> is saved to -> D:\X128\SNAPS\SCRSHOT\ABC.SCR If the SCRSHOT directory doesn't exist, then X128 will try to create it. Note that this option may be available for longer than necessary, like resetting after loading a snap. --------------------- F7 - SELECT TAPE FILE --------------------- You want multiload games on emulator, yes? Well, this allows it to happen by being a file containing a string of just the important data from saves. These TAP files are the Z80 compatible files, NOT the Warajevo emulator ones, they won't work at all. Firstly select the file from the file selector. To load a file you must either: * Use the 128 BASIC Tape Loader (just press return). * In 128 BASIC (type load SHIFT-' SHIFT-' Return). * In 48 BASIC (type J SHIFT-' SHIFT-' Return). * In ZX81 BASIC (type J SHIFT-P SHIFT-P Return). (ie Press shift and apostrophe at the same time, also do not leave a space between the two inverted commas). BEWARE: When using TAPs and other types of tape file. TAPs use ROMpokes, and TZX/VOC does not (usually), if trouble arises make sure that you open a tape file (F7) before reaching the actual load routine in the ROM. NOTE : Starting from V0.8 the ROMpokes will only be present while a TAP file is open, and at no other time. A TAP file can now be closed in the F8 menu. Note for /mono users: when you start up the invisible bar is on the Tape Loader option. If you've selected this option in ZX81 mode, then you'll be choosing from P files and 81 files. They "flash load" like Spectrum TAP files. A VOC file is a Creative Voice Sample File, i.e. a multimegabyte-sized sample of your Spectrum cassette, you will have to make this on your own using some sampler and whatever. Any VOC file must be 8-bit, unpacked and mono. The sample rate doesn't matter, but it should be as high as possible to make sure that the game has the best chance of loading. This version of x128 can handle the 4 main VOC blocks that are usually required and will skip the ones that it doesn't like. When the VOC is finished loading it will close without telling you. When making a VOC file, you must be aware that some samplers leave a tiny little gap in the VOC file while it is being recorded, if such a VOC file is played into x128 (or any other emulator) then there is no way it can work. Try another sampler! The sampler in TAPER is designed specifically for the purpose of Spectrum tapes, so it shouldn't have this problem. --------------- ** TZX FILES ** --------------- TZX files contain all the information of a VOC file but in a size similar to TAP files! There is really no need to use VOC files now, what you should do is get TAPER or VOC2TZX and convert the VOC into the all new format. When a TZX file reaches the end, it will go back to the start and then pause. * NOTE : When using a VOC or TZX file, these cause a large processor overhead, and will cause the emulator to run significantly slower. ------------------ ** EDGE LOADING ** ------------------ When everyone has P800 processors - snapshots will be a thing of the past! (Note: there was nothing remotely like a P800 when I wrote this!) The main function of edge loading is to allow faster loading of TZX files. It also allows slower loading of TAP files, but can also cope with non-rom loaders... When you switch edge mode to Slow or Fast... This causes some traps to be placed in the ROM for the purpose of edge loading. In addition, there is an overhead. Every time the emulator comes across "IN A,(254)" it will start examining memory to determine whether it is in an "edge loading routine". Hmm... that's enough detail for just now. Not every loader will be detectable and sometimes it may even crash. Some loaders will require that you search for a slow edge for compatibility reasons. But don't worry, you won't have to do any of the work, just select the edge mode from the F8 menu (you must close all tape files before you can change edge mode). If you want to see it working then switch "Report Edge" to "On" in the F8 menu. There is no loading noise via edge, so switch on the loading noise and you will be able to tell if the current TZX loading is via edge or normal slow speed. If your PC is fast enough then you can also combine the speed of edge loading with the "loading speed" option for immense loading speeds! Loader Edge Mode ================================= Alkatraz Fast Bleepload Fast Speedlock (no timer) Fast Speedlock (with timer) Slow --------------------- ALT-F7 - TAPE BROWSER --------------------- This is a shortcut to the tape browser mentioned in the F8 menu. ----------------- F8 - TAPE OPTIONS ----------------- NOTE : Some options only appear if they are appropriate. * Loading Noise : Yes/No - If No, then no sound while loading, otherwise you get an approximation of the sound depending on how many IN 254s are happening. Having it switched on will require more CPU time. * Hide Blocks : Yes/No - If yes, then certain blocks will be suppressed from viewing when in the TZX browser. * Tape Browser - Lets you see what blocks are available in the current TZX or TAP file, you can also select a block to play by moving the cursor and pressing return. * Close Tape File - Does what it says, and is white if one is open. * VOC/TZX : Paused/Playing - Left or Right toggles the status... * TZX Edge : Off/Slow/Fast - This is the edge detection method for TZX files, if Off then it is no different to previous x128 versions. * TAP Edge : Off/Slow/Fast - This is the edge detection method for TAP files, if Off then it is no different to previous x128 versions. If Slow/Fast then it will load TAP and TZX files by "edge" loading. Slow is a slower method of edge loading which a few more loaders are capable of using. Edge loading is much faster for TZX files, slower for TAP files but does allow the use of some non-rom loaders in a TAP file. NOTE : Close Tape File before you can change this option. NOTE : It is not within the specification of a "Z80 Style" TAP file to be able to handle non-rom loaders, so be careful when you are making a TAP file that you plan to use in other emulators. * Report Edge : On/Off - Lets you get an idea of what the edge detector is up to... --------------------------------- ALT-F8 - TOGGLE TAPE PAUSE ON/OFF --------------------------------- TZX and VOC files now start off paused (indicated by the red icon at the top left of the screen), white indicates that it is playing. ------------------------------ SHIFT-F8 - INCREMENT ULA DELAY ------------------------------ T-States are a tricky business. This adds a value to the number of t-states counted at the end of every screen line (192 of them). So you can use this option to help align up that nice overscan bit on the screen. This option usually moves overscan bits DOWN the screen. It starts at 0, if you move too far, the emulator performance will start to be unusual, as this will affect the number of instructions between interrupts. The ULA Delay is reset to 0 every time you reset or load a snapshot. ------------- F9 - PCX DUMP ------------- The ability to save a (*)320x200 256 colour PCX, it saves it with any overscan bits intact! (And the white dot). * 320x240 in X-mode, available via INI file. And the white dot can also be switched off from the INI file.** ** Actually, it now saves in whatever resolution you're running in. A little window will pop up containing the full path of the last PCX file saved, you can type the name you want, and you can use backspace or delete to ... delete a character, you can choose the directory to save to by altering the path. If you decide that you didn't want to save after all then press ESCAPE. The code will try to be clever and determine whether you have typed .PCX at the end of the line, and append it as necessary, but you could still confuse it by calling a filename a.a or whatever. If the file you are trying to save already exists then you will be given the message 'Overwrite(Y/N)?'. You can reply 'y' to overwrite, 'n' to abort and ESCAPE to abort also. NOTE : On pressing F9 the screen will be saved to dump.tmp in the same directory as the emulator so make sure there is space for 2 PCX files and that the emulator is on a write enabled/permission drive. NOTE : Regardless of what palette scheme you have chosen, the PCX will be saved with the full colour settings. ------------------------------ SHIFT-F9 - DECREMENT ULA DELAY ------------------------------ See SHIFT-F8 for information. This option usually moves overscan bits UP the screen. Once you reach 0, it will not go into negative numbers. The ULA Delay is reset to 0 every time you reset or load a snapshot. ---------- F10 - QUIT ---------- This will quit the emulator and close the window and all that sort of thing, and yes it does remember to de-allocate the memory and close the TAP file, (maybe). On exit you will be told what ULA Delay you had. A small window appears and you have to press Y to quit. If you press N or ESCAPE then the quit does not occur. ------------------- F11 - SOUND OPTIONS ------------------- You see three useful options: FOR THE SB VERSION: * Sound is On/Off : Press left/right to toggle this. On/Off is easy to understand? * 48K Sound : Low/Real. Low means that the volume of the beeper is equivalent to one AY channel. Real means that the beeper volume is equivalent to all three AY channels! FOR THE ADLIB VERSION: * Sound is Off/PC Speaker/Adlib : Press left/right to toggle this. Off - no sound is played. PC Speaker - Spectrum internal speaker is played through the PC speaker, and the AY-3-8912 is also played out of the PC speaker. Adlib - Spectrum internal speaker is played through the PC speaker and the AY-3-8912 through the Adlib card. * White Noise On/Off : I have added some really pathetic emulation of the white noise of the AY-3-8912 through the Adlib card, using the snare drum channel, so I have included this option to turn it off. FOR BOTH VERSIONS: * Create/Close PSG File : This allows you to log the OUTs to the AY-3-8912 sound chip, you will be asked for a filename, it will automatically have a .psg extension, the files are then playable using the utility PSGPLAY, which comes with the Unix version of fMSX (/dev/dsp or /dev/audio), a DOS PSGPLAY doesn't exist yet (I think). Note that all interrupt marks are 0xFF and the multiple marks are not used. Also note that these are old style PSG files, in other words there is no configuration data in the 16 byte header. Note that you can convert PSG files to run under STSound, by using the PSG2YM utility. * Create/Close VOC File: Save the audio output to a VOC file (not suitable for saving tape output). The format will match the current hardware use, so if SBPro or SB16 is in use, then the VOC will be stereo, even if the stereo mode is currently set to mono! The sample rate will be whatever was set in the INI file and the bit-depth will always be eight. * Create/Close WAV File: The same as the above option, but saved into a WAV. This is much better if you just want to double-click the WAVs and play them in Media Player (etc). But did you seriously think I would give up VOCs, after all the excellent service they've given us over the years? Never! Also.... * Stereo Mode : ACB/ABC/Mono. Allows ACB stereo, ABC stereo (Pentagon/Scorpion) or normal mono. Provided that you have an OPL3 (Adlib version) or a SB Pro (SAOM version) and have all the correct command line/INI file options in place. * Swap Speakers : On/Off. Swaps the output of the left and right speakers. ---------------------- SHIFT F11 - VIDEO MODE ---------------------- Now (finally) you can use VESA 2 linear video modes (not paged). WARNING! Windows is not too keen on VESA modes. When task switching or when the screen saver kicks in, you can experience a long pause while Windows is being confused. That's not too bad, but when trying to reactivate the process some disturbing behaviour can occur. Usually this will just involve the screen being corrupt when the emulator restarts, but in some cases (with my setup, at least) the monitor will emit a highly worrying high-pitched screech (which sounds similar to when you try to use a Spectrum with a power supply with the wrong polarity). This may sound extremely worrying (it frightens me!) but it's exactly the same behaviour that you'd get from any VESA mode using DOS program, so if you've already used other emulators with VESA modes under Windows, you'll be no worse off. The first six entries in the list are: 320x200x8-bit (Mode 13h) 320x240x8-bit (Mode X) 320x200x4-bit (EGA) 640x200x4-bit (EGA) 640x350x4-bit (EGA) 640x480x4-bit (EGA) (All EGA modes use the VGA palette). If VESA 2 modes are detected then they show up in the list after those six. You can select any video mode from the list (although some incompatible modes, like text modes, may show up in the list - don't select them!) Some of the 4-bit modes can't be used (they require paging). Basically any resolution greater than 800x600. 4-bit modes are generally quite bad because of the slow bitplane way that they have to be accessed and once they use up a certain amount of VRAM (yes, paging again) then they can't have multiple screens, so you get a strange colour effect. 8-bit, 15/16-bit, 24-bit and 32 bit modes can be used (although 8-bit is optimal in terms of speed and only 16 colours are used anyway!). Since VESA 2 modes could be any resolution (in theory) X128 tries to decide how much border to show and how to stretch it automatically. It does OK, most of the time... (640x350 looks rather odd). If you choose a mode with a Y resolution of 400-480 then the image will have every second line missed (like the 'scanlines' option of some emulators). If you choose a mode with a Y resolution of 600 then the image will have one line of screen followed by two missing lines! But if your monitor is bad enough then you won't notice (but it'll still show up when you dump a screen shot). ----------------- F12 - SELECT DISK ----------------- In +3 mode this will show a menu to select DSK files. Otherwise it will show a menu for selecting TR-DOS files. Otherwise it will show a menu for selecting DISCiPLE/+D files. Or Didaktik files or Microdrive files... With one exception, if you are in +3 mode and have Betadisk turned on then the first menu you get will be the +3 menu, then after pressing ESCAPE the Betadisk menu will appear. Press ESCAPE once more to get out of the menu maze! And another exception... +D and BetaDisk and +3! * DRIVE A: - Select a DSK. * Write Protect : On/Off. * Remove Disk. - Remove a DSK. * DRIVE B: .... etc.... NOTE : How to get a +3 to think it has 2 drives attached. Simply insert a disk into "Drive B" or switch write protect on "Drive B" to "On" then reset the Spectrum in the F3 menu. You MUST reset : +3 DOS will not check for "Drive B" at any other time. ============= MULTIFACE 128 ============= By pressing F2 the M128 menu will appear, if you have the ROM. For the MF3 you need to have MF3.ROM (8192 bytes) in the same directory as x128. The ROM: mf128.rom 8192 bytes long, and is a dump of the values of the Spectrum from 0-8191 AFTER the mf128 rom has been paged in. It is also tightly entombed within the file ROMS.BIN that comes with Z80. The MF128 pages in 16K, of which 8K is ROM and 8K is RAM: 0-8191 ROM 8192-16383 RAM 16384+ Usual Spectrum memory. The memory is paged in and out like so (for the MF128 Disciple version): IN A,(191) Pages MF128 in. Returns 127 if the normal Spectrum screen is visible, or returns 255 if using the 128K second screen in RAM 7. IN A,(63) Pages MF128 out. When the MF128 is paged in, OUTs to 32765 still work, so that you can access all RAM, but for ROM the OUT to 32765 dictates which ROM will be visible after you page the MF128 back out. ======================= USING THE FILE SELECTOR ======================= Use the cursor keys to move up and down, the file selected is the one at the top (with the inversed colours). Directories are Magenta and Black with a slash preceeding the name. File are Blue and White. Drives (PC) are Cyan and Black. You can change directory/drive by pressing return while it is being pointed to, the listing of that directory will then appear for you to view. Keys: Up/Down : Move Up 1 file/Down 1 file. Page Up/Page Down : Move up 22 files/down 22 files. Home/End : Move to the top/bottom of the list. Return : select the file/drive/directory. Escape : leave the file selector without loading anything. Another feature is the file search by typing letters, so if you press 'b' the pointer will be moved to the first file (not directory) that starts with 'b'. If the search was successful, then when you type another letter you will be searching for the 2nd character position and so on, if a search fails, (in which case the pointer will not move) the next attempted search will begin with the first character again. If you move the pointer with cursor keys, page keys or home/end then the next search will be on the first character. Also included in the term 'letters' are numbers and some punctuation symbols. ==================== COMMAND LINE OPTIONS ==================== You can get x128 to do things from the command line by adding the following parameters: x128 /? Shows all the command line options available. x128 /48 Resets to 48K mode on startup. x128 /128 Resets to 128K mode on startup (default). x128 /P2 Reset to +2 mode on startup. x128 /P2A Reset to +2A mode on startup. x128 /P3 Reset to +3 mode on startup. x128 /pentagon Reset to Pentagon mode on startup. x128 /scorpion Reset to Scorpion mode on startup. x128 /a x128 /b Selects a DSK, TRD or MGT to go in drive A or drive B (respectively). Please use a full path ie C:\TRD\GAME.TRD otherwise the file selector will be messed up. x128 /quiet This starts up the emulator with the sound off, it can still be switched back on in the F11 menu. x128 /240 Runs the emulator in a 320x240 X-mode, which is substantially slower but does include the upper and lower borders. Some people also prefer the aspect ratio which looks more like a real Spectrum. x128 /mono A silly option which runs the emulator in a monochrome EGA mode. x128 /colour Where can be: full - full colour (default). grey - grey scale (for mono monitors). red - red scale. Useless! green - green scale. Useless! blue - blue scale. Useless! This does not affect any PCX file that you make. x128 /delay This sets the slow down delay (0-65535), eg x128 /delay 30000 ADLIB only. x128 /frame This sets the frame skip value (0-255), eg x128 /frame 4 Frame 1 is perfect update, while frame 0 is actually 1/256 screen update! x128 /ula This sets the ULA delay (0-255), eg x128 /ula 30 x128 /speed This sets the target percentage speed (0-65535). The default target speed is 100%. x128 /lspeed This sets the loading percentage speed (0-65535). The default loading speed is 100%. On the Adlib version the slowdown is set to zero whenever loading takes place. x128 /nlspeed Prevents the loading speed from being used, meaning that the emulator only ever goes at the "target percentage speed". Use this if you have soundcard problems and you can't seem to load any TZX or VOC at all. x128 /lnoise Switches on the loading noise. ** SAOM ONLY ** x128 /hz This sets the sample rate for the SB output, anything from 4000 up to 45454 is accepted. The default is 22050hz. ** SAOM ONLY ** x128 /sbclone This software now uses DSP command 0x1C to activate the soundcard at speeds of 22Khz or below. If you try sample rates greater than that then x128 will use DSP command 0x90, which some clones will not like, so use /sbclone to make sure that 0x1C is used at all speeds. ** SAOM ONLY ** x128 /sbpro Uses the stereo facilities of the SB Pro card to produce ACB or ABC stereo. x128 /sb16 Uses the command syntax of the SB16 to produce sound (if you want stereo then do /sbpro as well). x128 /real This selects "real" (loud) 48k beeper volume. ** SAOM ONLY ** x128 /halffinished Activates all the half-finished options (like ZX81, D80 support, IF1, etc). x128 /nolfn Switches off the Long Filenames, use this if you have problems. x128 /novesa Prevents detection of VESA modes. NOTE: With all these numerical options, entering non numbers, or numbers that are too large will cause confusion. Generally it will decide that the value should be set to 0, so don't enter bad numbers! x128 If the filename is a sna or z80 then it will automatically load (and /48 and /128 will be overridden by the type of snap loaded). This will work for slt files as well. There is no longer any need to supply a full path for any kind of file. If the filename is a tap then it will be selected, but you will still have to load it via the tape loader or by typing load "". If the file is a VOC or TZX then you will have to do the same as a TAP file to actually get it to start loading. Tip : Make a .Z80 which is just before a LOAD "" takes place, ie: PAUSE 50 : LOAD "" Press enter, then quickly press F6 and save the .Z80, it is important to save it BEFORE the load takes effect, as there may be rom traps which would be skipped if you attempted to load the tape file after the load had taken effect. Make a .Z80 in 48 (LOAD48.Z80), and another in 128 mode (LOAD128.Z80). Then when you want to autoload a tape from the command line (which you want to load in 48k mode): x128 LOAD48.Z80 ROBO.TAP OK! I have done an INI file! It is commented, so read how to use it there (x128.ini). Some INI features: * Switch off that damn dot and the other icons off. =============== TROUBLESHOOTING =============== SYMPTOM : The emulation is too slow. CAUSE : Try running this in DOS, if you are using a Windowed environment. Alternatively all you can do is get a faster machine or hope that a future release of this is more efficient (ha!). Or use the frame skip option, see near the top of this document on how use this option. Another option is to get your hands on a much faster video card (this probably doesn't apply to these modern days). Also try using the /hz command line option to lower the sample rate. SYMPTOM : The EXE supplied will not run. CAUSE : Make sure you are using a 386 or above, and have at least 2Mb free. CAUSE : Do you have DOS4GW.EXE in the directory/path? NOTE : 2Mb is an old figure, and probably more is required now. SYMPTOM : The file selector will not open. CAUSE : Desperate shortage of memory! Free up some memory before running. SYMPTOM : The Pentagon and Scorpion aren't working! SYMPTOM : Some games which use the ROM keyboard routine don't work. CAUSE : Maybe you have the DISCiPLE or +D switched on? Switch it off. SYMPTOM : I picked Kempston joystick in a Spanish game but I have no control. CAUSE : Switch off the Kempston Mouse. SYMPTOM : I can't switch on Kempston Mouse. CAUSE : You haven't loaded a mouse driver under DOS - load one! SYMPTOM : The 128K music is occasionally fuzzy when I start up. CAUSE : If this isn't for speed reasons as covered earlier (i.e. no white dot), then I don't know why. NOTE : This version (V0.94) contains a new fix for this. SYMPTOM : x128 returns to the DOS prompt/closes the window immediately. CAUSE : (SAOM) No BLASTER environment variable has been found. CAUSE : (SAOM) SoundBlaster has IRQ >7, which x128 can only handle if you're running under a DPMI setup (like a Windows DOS Shell). This is because the non-commercial version of DOS4GW will not handle IRQs 8-15 on it's own. CAUSE : Some of the ROMs may be missing from the directory. SYMPTOM : x128 hangs/locks up tight. CAUSE : For some reason the SB doesn't generate an IRQ sometimes, I don't know why! You should now be able to press F10 to quit (hopefully). You could try running your soundcard reinitialising software. CAUSE : Some soundcards let you use command 0x90, but then refuse to close it down! Try using /sbclone or /sb16. Try reducing the sound rate to 22050 hz and don't use SB16 or SBPro, this *should* work on every card... SYMPTOM : x128 (SAOM) locks up when trying to load a VOC or TZX file. CAUSE : Probably an SB problem, try running x128 with /nlspeed on the command line, or the equivalent in the INI file. SYMPTOM : Unusual output to TV (using video card with a TV Out socket). CAUSE : The video mode may be unsupported, try using a different video mode. SYMPTOM : Unusual stuff displayed when you enter a file selector. CAUSE : Check the paths set in the INI file, some may be invalid. CAUSE : Try running with /nolfn on the command line, or by setting LongFilenames=NO in the INI file. SYMPTOM : x128 is not producing stereo! CAUSE : Have you done /opl3 (Adlib) or /sbpro (SAOM)? CAUSE : Does your BLASTER environment variable have T4 or above? CAUSE : Have you set the appropriate stereo mode in the F11 menu? CAUSE : Do you have a SB Pro (or 100% compatible)? Note that 16-bit "compatible" soundcards might not work, so try using /sbpro and /sb16 as well. TEST : Try the following program in 128 basic: 10 PLAY "a" 20 PLAY "","a" 30 PLAY "","","a" If Mono then the notes will be played: BOTH, BOTH, BOTH. If ACB then the notes will be played: LEFT, RIGHT, BOTH. If ABC then the notes will be played: LEFT, BOTH, RIGHT. (Meaning LEFT speaker, RIGHT speaker and BOTH speakers). Also note that the SAOM version of x128 will REFUSE to run if it doesn't find a Sound Blaster - make sure you have the BLASTER environment variable in your autoexec.bat. =================== FUTURE IMPROVEMENTS =================== ------- General ------- Speed : Ever Better (not likely). Better t-state timing for overscan demos. Better Pentagon and Scorpion 256 emulation. Better TR-DOS/Betadisk disk emulation (at the WD1793 level). -------- Specific -------- Speed Detect (SAOM). Pause between TAP blocks. TZX trap (sort of done it...). Pause Until Load "" for VOC/TZX. VOC (music) save option. VOC (file) save option. VOC browser (silly?). Keyboard "error". X128's web page lives here: "World Of Spectrum" http://www.worldofspectrum.org/x128/index.html And is also a good place to look for all sorts of things associated with Spectrum emulation. ================= HOW TO GET GAMES: ================= Check ftp and www sites for files, Norway seems to have a lot. Try ftp://ftp.nvg.unit.no/pub/spectrum/ NVG is a bit old, the World Of Spectrum has been updated more recently. Most sites will be in Europe. Try doing a web search for 'Sinclair' or 'Spectrum' if you have plenty of spare time that is. If you have a SB and a good sampler, then you can turn your tapes into VOC files and play them that way, then you could get some utilities to convert them into TZX files so that they take up hardly any space at all. You could register Z80 (a different Spectrum emulator which I am not involved with) and buy a tape interface and +D file copier. MGT disk images can now be made with MGTREAD. There are probably other ways to do it involving Teledisk and Anadisk, I'll have to write a MGT FAQ sometime. Unprotected +3 disks can be converted to the PC if you own a +3 AND a +D (with Fixit) if you download the +3/+D conversion package from the x128 webpage - if I bother releasing it! Which I haven't. Since the +3 emulation cannot format DSK files and cannot create them, you'd be advised to download this utility from NVG: ftp://ftp.nvg.unit.no/pub/cpc/utils/msdos/cpcfs085.zip A similar situation applies to TRD files, try this page for a number of utilities (copies of which are also on the X128 page): http://www.elf.stuba.sk/~eged/english.html An absolutely identical situation applies to MGT files, I suggest that you copy an empty (formatted) disk using MGTREAD. ======== CREDITS: ======== James McKay : Author of the code. Duncan McKay : Designed the original web page, and found loads of stuff. Martijn van der Heide : Big boss of WOS, handles the x128 webpage for me. WorldWide RamSoft : (Luca and Stefano) for all the DISCiPLE/+D info. Allan Skillman : (SimCoupe) for the usage of the MGT FDC code. Random for TR-DOS/Pentagon/Scorpion info etc... Hacker Scorpion for his help on the above subjects also. Ulrich Doewich : His uPD765A emulation code - as used in CPE (Amstrad CPC emulator, which he has adopted) allows for I/O level emulation and therefore protected +3 disks (although I have never managed to find a protected +3 disk on the web), so it's thanks to him for +3 disk support. Tomaz Kac : He created the TZX format, and offered a lot of support in implementing the TZX support in x128. Also the underlying SB library is based on his PlayTZX utility. And he helped with all sorts of files for testing. Ville Halik : His original AY code for fMSX Unix was the starting point for the code in this release, the square wave generator, method of counting, envelope table and random number generator are still used. The general mixing, envelope timing, general code structure and playing library are substantially different. Igor Eged : Thanks for the TR-DOS files and information. Carl Murray : For testing and support in the modern era! VESA 2 support from the Vertigo "VGOVBE20" library, with some slight modifications. Ralf Brown's interrupt list always comes in handy, notably for mouse, VESA and LFN support. ALSO: ----- Marat Fayzullin : His C source gave the idea about how to access a variable as bytes and words at the same time. Also the Adlib AY emulation is written by Alex Krasivsky and him. Gerton Lunter : His Z80.DOC that came with his emulator, was a very useful technical reference. Rui Ribeiro : For the info on the Kempston joystick problem. Spectrum +2A Manual by Amstrad. Master Machine Code On Your Amstrad CPC 464 And 664 by Jeff Naylor and Diane Rogers. Understanding Your Spectrum by Dr. Ian Logan. My Spectrum 128 with it's dodgy keyboard. All those who took part in the SLT debate. All those who took part in the TZX debate. All those responsible for the c.s.s debate about perfectly emulating the AY sound chip, the document detailing this is available with the shareware version of Z80 V3.05. All those who gave SB help. Ulrich Doewich for his Ensoniq soundcard testing. Yuri Snegirev for IFF2/INT and TR-DOS speedup poke. All those who gave feedback and did beta-testing for x128. All on the TAPER/EMUL mailing list for telling me where I'd left a "printf" in the code - again. ======================= HISTORY OF DEVELOPMENT: ======================= (UK DD/MM/YY) V0.0 Date : 02/02/1996 V0.1 Date : 08/02/1996 V0.2 Date : 26/02/1996 V0.3 Date : 19/03/1996 V0.4 Date : 01/05/1996 V0.5 Date : 30/06/1996 V0.6 Date : 24/03/1997 V0.61 Date: 27/03/1997 V0.7 Date : 21/07/1997 V0.71 Date: 04/08/1997 V0.8 Date : 03/10/1997 V0.9 Date : 23/10/1998 V0.91 Date: 27/10/1998 V0.92 Date: 05/11/1998 V0.93 Date: 05/01/2000 V0.94 Date: 02/09/2002 ---------------- V0.8 Bugs fixed: ---------------- * Command line loading is now operational again! * Slight sound bug that prevented samples being played when R0R1=0. * Sometimes x128 thought that a SNA was a SNA128, and thus *bang*. * Minor bug when typing the "save" filename. ------------------ V0.9 Improvements: ------------------ * ACB/ABC stereo via OPL3 or SB Pro. * TRD writing. * Edge loading. * 320x240 X-mode. * INI file. * DISCiPLE/+D emulation via MGT files. ---------------- V0.9 Bugs fixed: ---------------- * Bugfix : X128 no longer claims to be a beta "V0.9b"! * Bugfix : TAP traps no longer crash the PC! * Bugfix : Kempston mouse was terrible. ------------------- V0.91 Improvements: ------------------- * "Theoretical" 5% speed increase in CPU emulation. ----------------- V0.91 Bugs fixed: ----------------- * TAP and snap mixing from the command line did not work properly. * Sometimes TAP files were read which had not been opened yet... * Fault in X-mode whereby the play icon was poked using a null pointer! This caused the PC to lock up when you tried to quit X128. ------------------- V0.92 Improvements: ------------------- * Z80 engine modified slightly in preparation for V1.0 (no visible effect). ----------------- V0.92 Bugs fixed: ----------------- * IFF2=0 for a normal INT (fixes parts of Satisfaction Megademo). * Can now CATalogue a disk in the Scorpion Monitor. * Can now use 128 TR-DOS in Scorpion mode (if you have a disk inserted). * Can now insert IMG files from the command line. ------------------- V0.93 Improvements: ------------------- * Super-clean X-mode by using triple buffering! * Faster X-mode by reducing the amount of video ram accesses. * Sound always regains synchronisation automatically. * Added TR-DOS speedup option in the INI file. (UNMODIFIED TRDOS ROMS ONLY). * SB16 syntax option. * Soundcard IRQs 8-15 supported (under certain circumstances). * POK files supported. * Multiface 3 supported (needs MF3.ROM). ------------------- V0.94 Improvements: ------------------- * BUGFIX: 16K DISCiPLE ROM would not load properly (it was flipped by 8K). * BUGFIX: R-register wrong when TR-DOS paged in/out (AnyTank, BBSTOP#4, BBSTOP#5 and anything using "Ars Protection"). * BUGFIX: DAT trap switched off after reset (Elite 3). * BUGFIX: Sound synchronisation finally fixed! * BUGFIX: T-states could be wrong after loading a V3 Z80 file. (Audio fix). * Added INI option to flip 8K for MGT ROMs (in case it's necessary for some). * ZX81 emulation (half-finished). * Support for P and 81 tape files (ZX81). * Support for FDI, FDD, SCL and Hobeta ($?) files. * TRD files can now be 40S, 40D, 80S or 80D. * Fuller, DK'Tronics, TrickStick 1 and TrickStick 2 joystick support. (Last 3 only available in "half-finished" mode). * Kempston joystick can be (optionally) switched off completely (previously it would still leave port 31 reading 0). * VESA 2 linear video modes supported (partially) - Please read the warning. * Amiga, AY and AMX Mouse. * D40/D80 disk interface (half-finished). * Support for 000 files (builds a D80 disk image). * IF1 emulation (half-finished). * BUGFIX: Num-Lock caused Caps Shift to be pressed with 'grey' keys. * PC Keys used for joystick can be redefined. * Sinclair Profi+ (half-finished). * Auto frame skip (replaces /frame 0). * Speed up key - hold down " ` " (the key to the left of "1") for full speed (works best with auto-frameskip on). * Long filenames supported under Win'95/98. * Audio save to VOC or WAV. * No more relative path problems from the command line (..\A.SLT is fine). * (Basic) ability to enter POKEs. * Option to save SCR files in the place where SGD would expect them. =========== KNOWN BUGS: =========== * File selector can't do a filename search if CAPS-LOCK is on! * VESA modes sometimes return to DOS with a dull palette. * The emulator will always check drive A or B if you try to load a file from the command line that starts with A or B! Currently under investigation: * Refresh XTM. Sometimes SNA 128 files don't load properly from the command line. Since the Z80 file format only supports 48K and 128K Spectrums, and only Interface 1, Sam Ram, MGT and Multiface 128 hardware interfaces - this means that saving snaps in all the new modes could be troublesome! Konami Ping Pong (released by Imagine) has corrupted bats, due to my shifty contended memory timing. New style of .Z80 not saveable yet (I could not be bothered doing it). This is more of a bad point : the parallel development of x128 on DOS and Unix has basically collapsed, meaning that the Unix version has almost none of the improvements listed above (since V0.5), and will NOT be released. Windows 3.1 can crash when you change the speed of the emulator, but don't worry, it only does it when you have important information to lose! This can apparently happen under other circumstances as well, so we can't pin the blame on Win 3.1. Update: It's basically a soundcard problem, Win 3.1 isn't to blame. Certain 48k games seem to try to output to the beeper so often that it is outside the human hearing range. When replayed through the SB, they fall to 11Khz which is within the human hearing range, as a rather annoying high pitched beep. I have muffled it slightly but it is still there. The games which are known to do this: Arkanoid, Fairlight, Fairlight 2, Fist 2 Practice, International Karate (A & B) and Sweevo's World. Sometimes a .Z80 file will fail to work, then you reload it and it does work.... In addition the screen timing is still offline, I have seen the work done by Pedro Giminez, and I'll probably implement it at some point. It will really slow down the emulation though... I've now had (what I think is) a good idea for implementing this... I'll try and have it in place for V1.0. Providing that I don't reach V1.0 by default, as a result of non-stop bugfix releases. (Hey, I had that bit there last time....) (I have a feeling that it will be there for a long time.)