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UnrealSpeccy 0.36.7 by SMT
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contents
1. features
2. system requirements
3. keys in emulator
4. bugs and incompatibilities
5. greets
6. license
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features
cpu
Z80: all (un)documented commands and flags
memory
Pentagon 128/512/1024 and 48K ROM
Scorpion 256/1024 RAM and 64K ROM
Scorpion PROF-ROM with SMUC support (128/256/512K)
KAY-256/1024 and 64K ROM
Profi 1024 RAM/ROM and memory mapper
ATM TURBO 1 v4.50 512/1024 RAM, 64-1024K ROM
ATM TURBO 2+ v7.10 128/512/1024 RAM, 64-1024K ROM
cache 16/32K
CMOS/RTC: russian chip (512Bu1, 64 bytes, 1st day is monday) or
pc-compatible (DALLAS, 256 bytes, 1st day of week is sunday)
SMUC RTC and NVRAM (24LC16)
sound
beeper, tape saving and loading tones
AY-3-8910/YM2149: excellent sound emulation, including digital
and unusual effects, parallel ports on R14/R15 are not emulated
Turbo-AY (Turbo-Sound): two AY(or YM) chips by PoS and NedoPC schemes
TurboSound FM: two YM2203 chips (6 AY channels + 6 FM channels)
also there is 'unreal' (not available in real Spectrum) mode:
playing AY music using digital player - emul plays three sound samples
with volumes and frequencies taken from corresponding AY registers
and 'pseudo-turbo' - two parallel YM chips with some phase shift
two covoxes - Pentagon (port #FB) & Scorpion (port #DD)
SounDrive
saving sound to WAV or VTX (VTX - good format for AY sound, much
more compact than PSG, but you need lha.exe somewhere in %PATH%)
General Sound - FX & MOD player through BASS sound system.
You can save music and listen it in your favourite mod-player
General Sound low level emulation (including internal Z80 on 12MHz,
512Kb onboard memory, internal ports and DACs)
BASS offers higher quality and more sound channels than low-level
emulation. Low-level emulation is useful for programs altering the
firmware player and using second Z80 for their own needs. In general,
use BASS for games, and low-level emulation for advanced sound/music
editors (RIFF tracker)
video
several video drivers, from simple and fastest to complex bi-linear
filtering, that upsamples Spectrum display to 512x384 * 64 colors;
'noflic' filter is specially for programs fast switching two screens
to get more colors;
several chunky filters for 21st century demos
amazing video filter: Anti-Text64. Designed for reading e-zines.
It converts 4x8 fonts to 8x8 or 8x16 on the fly and saves your eyes
multicolors are fixed for Pentagon & Scorpion, 1T screen update
for all border effects
able to emulate scorpion timings, including scorpion border update
nopaper mode for debugging border effects
flash-color (using 128 ink colors with black paper when FLASH bit on)
hi-res modes: Pentagon 512x192, Profi 512x240, ATM
(works with 'double' video filter)
ATM-TURBO color video modes (works with 'double' video filter):
text mode 80x25, EGA mode 320x200, 640x200.
To use custom text-mode font, place your "SGEN.ROM" to unreal directory.
Don't use border=none with ATM video modes
Pentagon 384x304 mode [see ZX-Guide#2, AlCoNews#32]
Pentagon color-per-pixel mode [see Info Guide#8, #9]
hardware multicolor
attribute port #FF
tune-up video/sound with hotkeys
change video settings, such as number of t-states/frame, t-states/line,
fix with grey+, grey-, grey*
t-states/frame is a computer speed, so it's easy to adjust speed in
fast (or slow) games in very wide range for comfortable playing
alt+grey*, grey-, grey+ selects soundchip (AY/YM) and
stereo mode (ABC/ACB), or palette
beta 128 disk interface
implemented all FDC WD1793 commands, including read/format track
traps for read/write sector - more then 256 times speedup
tape
full TAP and TZX support
CSW support
tape browser
auto-start tape when accessing to ROM load routine
fast loading: UnrealSpeccy is able to recognize loader logic
and speed up loader by removing delay loops and edge detection loops.
(Of course, UnrealSpeccy leaves original t-states timing,
so max speed mode must be enabled for fast loading - press NumLock)
With this technique any 128K game may be loaded in 10-20 secs.
I've developed this feature independent from RAMSOFT, but looks like
they used the same idea in RS 0.90.38...
For really fast loading, also choose 'normal' video driver
IDE
UnrealSpeccy is able to use KAY, SCORPION and ATM-2 IDE interfaces with
two devices on it (hard disks or CD-ROMs)
for hard disks you may use image file or Spectrum drive, connected to
computer. CD-ROM requires physical or windows-level emulated device
schemes supported:
Nemo - controller for ZX-BUS manufactured by Nemo and NedoPC
ATM - ATM TURBO 2+ v7.10
Nemo(A8) - Nemo scheme modification: uses A8 instead of A0 to
select high/low byte of 16bit data (easy to
transfer sector with just two commands INIR:INIR)
SMUC - IDE controller for ZS Scorpion
modem
ISA modem, configured to use COM1 ports 03F8-03FF
translated to Spectrum's ports #F8EF-#FFEF.
Modem interrupt (translated to Spectrum NMI) is not emulated
Host computer should have installed windows driver for real modem.
At least ping/dns by Kamil Karimov tested and works fine
with empty 'modem initialization string'
input devices
fully customizable keyboard
copy text from clipboard via emulation of Spectrum keyboard
AY-mouse (KORVET mouse, connected to AY-3-8910/12 port A)
kempston mouse with adjustable speed and swap-buttons option,
mouse wheel included (D7..D4 in buttons' port or UP/DOWN keys)
kempston joystick on keyboard
kempston joystick on mouse (joystick will follow mouse cursor)
mouse wheel and buttons can be bound to any zx keys or kempston
PC joystick/gamepad can be bound to any zx keys or kempston
sticky keys mode [stolen from ZX_Emul, read description there]
autofire (with adjustable key and period)
files
reading:
SP, SNA and Z80 (all versions, 48k and 128k)
TAP, TZX, CSW
FDI, TRD, SCL, TD0, UDI
if disk image does not contain boot.B, it may be appended.
Disk images for every drive may be loaded automatically
at start of UnrealSpeccy
HOBETA format - appends file to existing disk; if no disk, then empty
TR-DOS disk will be created. Best use with command line:
unreal.exe prog.$B prog.$C <- will be placed on same disk
You can also load it from 'F3' dialog, but only by one file
writing:
SNA 48k and 128k
TRD, FDI, UDI
TD0 (saved unpacked, so expect saved file larger than loaded)
SCR, BMP (screenshots)
WAV, VTX
disk images converter:
emulator can open disk image in any format (TRD/TD0/FDI/SCL/UDI)
and save it to any other format
leds
1. AY volume/status. Just for fun. White color - tone, yellow - noise,
green - envelope; also shows YM2203 and GS volumes
2. perfomance leds. One displays how much Z80 t-states is between two
interrupts. While watching some demo you can see how much time
takes one or another effect. Second led shows PC framerate - at
normal speed it must be 50. If it is less, then your CPU is too
slow, and sound may be jerky - try to select faster video driver,
disable some devices, increase skipframe or decrease t-states
per int. When running on max speed, framerate shows how fast you
computer is. For example, 800 fps is 16 times faster than
Spectrum, so average game will load in 20 secs.
3. input led. Shows which input devices are active - keyboard, mouse,
kempston joystick. For keyboard, displays queried keyrows.
One example: I've noticed, that in KOL0BOK2 intro active keyrows
are <B>-<SPACE> and A-G. <SPACE> is an exit, but why program
scans <A>-<G> ? I've pressed <A>, and I saw that now program
queries <Y>-<P>. After pressing A+P, program queries <CAPS>-<V>.
When pressing A+P+X active keyrow areonly <B>-<SPACE>. So, I've
found cheat without digging in program code! (Another way was to
set breakpoint on reading port #FE and analyze code nearby)
4. loading led. When saving/loading from disk, emulator shows
blue or red diskette. When formatting track, yellow disk is
displayed. When loading from tape, emulator displays
cassette picture and progress for current block (or 'PS' - tape
silence)
5. local time - for those ZX Spectrum fans, who spend all their
time with virtual Spectrum
6. on-screen watches - display used RAM and ROM banks in last frame,
count user-defined expressions
7. using leds on AT keyboard to display AY amplitude peaks
leds look strange when flash-color is enabled. It's not a bug
monitor
software that in PC world is called 'debugger', in Spectrum world
is often called 'monitor'
find text or code.
Using mask: code matches when ((code & mask) == (pattern & mask))
unlimited number of code breakpoints
conditional breakpoints of any complexity, uses C-like expression
syntax (with this feature can be easily done: breakpoint on range,
breakpoint to port in and out, on instruction, etc..)
memory access breakpoints (on reading/writing/executing of given memory
areas)
built-in Z80 assembler/disassembler
save-load memory blocks
disk editor
ripper's tool: for ripping routines with their data.
Marks which bytes were read/written, and saves whole 64kb memory,
replacing unreferenced bytes with user-defined byte (default is #CF)
hotkeys to save/restore cursor position in disasm window
hotkeys for location instruction operand in Z80 or dump window
on-screen watches: show memory areas addressed by register pairs
GUI
all settings, that present in INI file, may be changed in GUI
(but will not be saved, for permanent effect edit INI file)
easy entering POKEs, if you don't want to use monitor or use
HEX addresses. Delimiters for numbers are space, comma, colon,
semicolon - so POKEs can be cut'n'pasted from any cheats collection
loading from archives. Now supported: CAB,ZIP,RAR.
You can add your own archivers to INI file
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system requirements
Windows 95 or higher, or NT (not tested).
Windows 2000/XP/2003 are required for real HDD support.
for running UnrealSpeccy you need:
Pentium-166 CPU MMX for basic functionality
Celeron-266 CPU for Profi/Pentagon/ATM/Anti-Text64 hi-res modes
Celeron-400 CPU for GS low-level emulation
UnrealSpeccy eats only 12Mb of RAM, so
if you've started Windows, then memory is enough
2D accelerared video card with hardware support of
video overlays and color keying for overlay modes
3D accelerared video card for hardware chunky bilinear filter
2 Mb of video memory in fullscreen
4 Mb of video memory for windowed mode
16-bit sound card [optional, but recommended]
if you have such hardware, but emulator runs slow, try the
following:
0. install latest directX and videocard drivers
1. increase sound buffer size (especially for Win95) in INI file
2. select video filter='small', video driver='ddraw'
3. disable vsync
4. set 'ShareCPU=0' in INI file
5. do not use General Sound low-level emulation
6. do not use YM2203
7. set 'skipframe=4' in INI file
8. set 'Frame=30000' in INI file (if nothing else does not work)
9. disable sound (without sound emulator runs much faster)
this should help
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keys in emulator
these are default keys, can be changed in INI file
Ctrl-F1 monitor
Shift-ESC only for windowed mode: give mouse to emulator or to MS Windows
Alt-F1 help on keys
F1 options/GUI
F2 write snapshot/disk image
Alt-F2 quicksave to qsave1.sna
Ctrl-F2 quicksave to qsave2.sna
Shift-F2 quicksave to qsave3.sna
F3 read snapshot/tape/disk image
Alt-F3 quickload from qsave1.sna
Ctrl-F3 quickload from qsave2.sna
Shift-F3 quickload from qsave3.sna
(SHIFT+)F4 select video driver (filter)
Alt-F4 exit emulator
F5 start/stop saving sound (WAV or VTX formats).
May be used from monitor: set breakpoint to
start/stop routines and save;
when saving to vtx, start and end silence are wiped
F6 enter POKE(s)
Alt-F6 search in memory for changed values (cheats, etc)
F7 start/stop tape
Shift-F7 tape browser
Alt-F8 screenshot
F9 quicksave all altered disk images and CMOS
Alt-Shift-F11 NMI
Alt-F11 NMI to cache
Ctrl-F11 NMI to TR-DOS ("magic")
F12 reset to default mode, as specified in INI file
Ctrl-Shift-F12 reset to basic-128
Ctrl-F12 reset TR-DOS (128)
Shift-F12 reset to 48 basic, but port 7FFD unlocked
Alt-Shift-F12 reset to 48 basic, port 7FFD locked
Alt-F12 reset to system ROM
Ctrl-Alt-F12 reset to cache
pause/break pause
grey/ leds on/off
grey* select parameter to change: t-states/int (speed), fix, etc...
Alt+grey* select parameter to change: AY/palette
grey+,grey- change sound/video parameter (press with SHIFT for finetuning)
NumLock max speed on/off (no sound on max speed)
Alt-NumLock toggle autofire on/off
Alt-Ctrl-Z toggle ATM XT(AT)-keyboard controller on/off
Alt-Enter toggle full-screen mode
Alt-Shift-Ins copy text from clipboard to keyboard buffer
Alt-1 set window size to 1x scale in windowed mode
Alt-2 set window size to 2x scale, useful for hardware-stretched
modes like overlay and blitter
Alt-3 maximize window
keys in monitor
(CTRL,SHIFT,ALT+)F1,F2,F3,F5,F11,F12 - see above
Ctrl-F1 exit, run program
F7 step
F8 trace, skip calls and loops
F9 show Spectrum screen
Shift-F9 show alternative 128k screen
Alt-F9 show screen until painted point with border, mc and 2-scr
effects
F11 run program until address (SP)
TAB next window
SHIFT-TAB previous window
Alt-D toggle text/hex dump
Alt-B write to port 7FFD (select bank / screen)
Alt-M write to model-specific extended memory port (like
#1FFD,#FDFD,#DFFD,...)
Alt-P enter POKE(s)
Alt-F6 search in memory for changed values (cheats, etc)
Alt-R load memory block from file
Alt-W save memory block to file
Alt-F fill memory block with hex pattern
(note: to copy block, please use save+load)
Alt-G General Sound status (double-click - play sample)
Alt-T ripper's tool
Alt-O configure on-screen watches
Alt-U disasm to file
Alt-S cycle screenshot (ray-painted) / screendump (screen memory) /
watches
Alt-F render current frame to video buffer without border and MC
effects
Ctrl-U set user-defined watch address
Ctrl-L view labels, visible for Z80 in current memory state
Ctrl-J select and go to label
Alt-C breakpoints manager
Alt-Y switch active sound chip in Turbo-Sound mode
manager can handle 3 types of breakpoints:
1. conditional breakpoints and on-screen watches
are using C expression syntax.
operators (in priority order):
() ! ~ M(x) -> * % / + - >> << > < == = <= >= != & ^ | && ||
operands:
a,b,c,d,e,h,l,bc,de,hl - common registers
a',b',c',d',e',h',l',bc',de',hl' - alternative registers
ix,iy,pc,sp,i,r - control registers
FD - memory port #FD (also known as #7FFD)
OUT - port used in 'OUT' command (or 0FFFFFFFF when no outs)
IN - port used in 'IN' command (or 0FFFFFFFF when no ins)
VAL - read/written value to port (only meaningful when OUT !=
0FFFFFFFF or IN != 0FFFFFFFF)
numbers - hex, must start with digit: DFFD - wrong, 0DFFD - right
characters - must be enclosed in single quotes ('A','B',etc..)
All calculations use 32-bit unsigned interger arithmetic.
If you are not familiar with C, use brackets as much as possible, due to
non-intuitive operator's precedence, e.g.
out & 0FF == 0FE is treated as 'out & (0FF == 0FE)' <- always 0
M(x) is byte from memory address x (same as x->0)
'=' is an alias for '==' (for Pascal programmers)
examples:
(out+1) | (in+1) - in/out to any port
(in & 8001) == 0 - read keyboard row from <B> to <SPACE>
!(out & 1) - any out to port #FE
(out & 0FF)==0BB && (val==0F3 || val==0F4) - reset General Sound
(out & 0FF)==0FD && (val&7)==3 - set 3rd memory page
(FD & 7) == 3 - the same
M(pc)==0CB && pc->1 >= 10 && pc->1 <= 17
- set break on executing instruction "rl <reg>"
I hope, these examples will be enough to get idea
note: double-click on breakpoint to edit it
2. execution breakpoints (also set in CPU window by pressing SPACE).
In manager window it is easy to setup breakpoint on execution
range like 6000-FFFF
3. breakpoints on reading/writing memory. Similar to execution
breakpoints, but have flags "R" and "W" to issue interrupt on
reading/writing memory address (flags may be set together)
monitor: registers window
Cursor select register
ENTER,0-F change register
Ctrl+A,F,B,D,H,S,P,X,Y,I,R,M,1,2 edit A,F,BC,DE,HL,SP,PC,IX,IY,I,R,IM,IFF1,IFF2
Alt+S,Z,5,H,3,P,N,C toggle flag
' go to value under cursor in CPU window
; go to value under cursor in memory window
monitor: CPU window
F4 trace to cursor
Alt-F7 find text
Ctrl-F7 find code with mask
HOME go to PC
Ctrl-G go to address
SPACE set/reset breakpoint under cursor
ENTER edit Z80 instruction, opcode bytes or cursor address
A-X assemble new Z80 instruction
Z set PC to cursor
Ctrl-1,.,Ctrl-8 save current position to slot 1-8
1-8 save current position to stack, go to saved position in slot 1-8
Backspace restore position from jumpstack
' push cursor position and go to instruction operand
; jump to instruction operand in data window
Ctrl-A reading labels from XAS or ALASM, using 3 methods:
1. XAS7: assembler should be in bank 6 (or bank #46 for Pentagon-512)
2. ALASM: version 4.42-5.0x should be in 128k-memory (pages 1-7)
3. ALASM+STS: STS should be in bank#7 (or bank #47 for Pentagon-512)
monitor: memory window
Alt-F7 find text in memory / disk track
Ctrl-F7 find code with mask in memory / disk track
Cursor,Home,End,PgUp,PgDn move
Ctrl-G go to address
Ctrl-M select memory editor
Ctrl-V select disk editor (physical track)
Ctrl-O select disk editor (logical sectors)
Ctrl-T select disk/track/sector in diskeditor
Ctrl-TAB move to hex/ascii
Ctrl+S,P,B,D,H,X,Y go to SP,PC,BC,DE,HL,IX,IY
other keys edit
monitor: Beta 128 window
here is a typical FDC indicator content
CD:1820
STAT:21
SECT:09
T:01/01
S:3C/00
first line is command and data register (cmd18,data20 - seek track 20)
2nd line - status register
3rd line - sector register
4th line - actual FDD head position and track register
5th line - Beta disk system register and DRQ/INTRQ port
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bugs and incompatibilities
some programs, such as Manic Miner and Lode Runner, require
old 48K ROM (1982.rom), while some other programs require
ZX Spectrum 128 ROM (48for128.rom + 128tr!.rom)
some TR-DOS programs (Unreal Megademo by KSA, Street Fighter)
work only if TR-DOS traps are disabled and all delays enabled
Profi service ROM can work only when all TR-DOS delays are enabled
Bumpy does not work in default configuration, it tries to read port
#FFDF for kempston joystick - so disable kempston mouse before
playing [bug found by Paul Pavlov]
sounddrv=wave does not work with CTSB128PCI (Creative Sound Blaster),
there is a bug in drivers for this card. [bug found by Nuts]
some ABS adventures (ALIEN.SCL, LENIN.SCL) do not work with TR-DOS 5.04TM,
use version 5.03 - it is most compatible [bug found by Paul Pavlov]
Vixen 1,2,3 - incompatible with SounDrive [bug found by Paul Pavlov]
Fernandez - incompatible with SounDrive [bug found by Shadow Maker]
port #FF sometimes is not responding when SkipFrame!=0
(the same to SkipFrameMaxSpeed!=0 and max speed mode)
Scorpion 'MAGIC' generates NMI even if PC < #4000, but shadow
monitor is not designed for this situation and may crash
CacheVox by AlCo requires TR-DOS delays enabled and [BETA128] IL=1
If the emulator after returning of focus seems to have a sticky key,
press Scroll Lock, deactivate blinking key, then press Scroll Lock again.
If emulator control keys work wrong after returning of focus, press Enter,
and keys must go normal.
If emulator hangs with General Sound, try DSPrimary=0.
If emulator crashes with General Sound, try GSType=Z80.
If Kempston Joystick doesn't work, go to menu, press NumLock there,
then return.
In case of bad sound, try DSPrimary=1 (may crash emulator eventually!)
or SoundDrv=wave in .ini.
Screenshots are saved to the emulator directory.
Files to read and write via debugger are situated in a current directory
(which is seen by F3).
Download sys.trd (for drive B:) from http://alonecoder.narod.ru/zx/SYS.rar
Download xBIOS for ATM Turbo2+ from http://atmturbo.nedopc.com/
Get WNASPI32.DLL from Ahead Nero or from Ahead website
BASS.DLL v2.3 was taken from http://www.un4seen.com/
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greetings from SMT:
* dj.Z, IMP and MIC - I enjoyed your music a lot !
* Nik-O and Fatal Snipe - for adherence to ay scene
* Hacker KAY - thanks for most accurate information about AY/YM
* Paul Pavlov - maintainer of largest TR-DOS archive
* Raul Gomez Sanchez (author of R80)
* Stalker - thanks for STS
* Placebo, Extreme, Digital Reality, CBS - for quality demos
* V_Soft (Roman Scherbakov) - for Vortex format
* Sergey Bulba - for AY_Emul
* Alone Coder - you keep Spectrum alive
* Ian Luck - thanks for BASS
* SirX - just a hello
* all ZX Spectrum fans - Speccy is da best!
special thanks to people, who were interested in
UnrealSpeccy's development and sent me info about hard/soft:
* Maxim Vasilyev - sent me many bugreports
* Mac Buster - some info about beta 128 disk interface
* Shiru Otaku - sent me GSPAK.ZIP
* Alexey Kravchenko - Scorpion timing info
* Vitaliy Pigo - testing and benchmarking
* Alex Baskakov - helped me with TD0 format
* Alone Coder - thnx for many info about Pentagon hardware
* Dexus - for integrating YM2203 support
* Maksagor - ATM information
* and many others, who emailed me congratulations/suggestions/etc
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license
UnrealSpeccy is completely freeware. You may use this emulator
and its sources without any restrictions. You may use the
sources in your own emul or to release bugfixed/new versions.
in this case you do not have to release updated source code,
(unlike GNU Public License requires, for example). You may port
emulator to any other platform (but there are many
MSVC-specific language constructions, so it's doubtful that
you can compile it with another compiler)
Send me bug reports, ideas, and changed source lines
http://dlcorp.nedopc.com/viewforum.php?f=8