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Compilation and basic usage
It is very likely that if SDL is supported on your system, then Yape can be compiled and run. Hence, an Android port is also possible, and Yape has been succesfully compiled on Windows and 64 bit Linux systems as well.
To be able to compile yapeSDL, you must have the latest SDL development package from http://libsdl.org. The recent stable release as of time of this writing is 2.0.5. Note that you will need the development libraries: http://libsdl.org/download-2.0.php.
Define AUDIO_CALLBACK if you want to use the older audio API using callbacks (pre-2.0.4 versions of SDL2 only support this one).
Define explicitly ZIP_SUPPORT in case you need preliminary ZIP file support - only used for opening compressed D64 files for now.
The provided makefile is written for the GNU C++ compiler but can also be easily adjusted for other compilers. Once the libraries and header files are installed, you should extract the source tarball to a directory, and simply type:
make
Other than downloading the relevant SDL development libraries, you also need to copy the SDL2.framework file to the /Library/Frameworks folder. From then on, just use the provided Xcode workspace.
Make sure you install either the Visual Studio or the Mingw version of the SDL development library. You can use either compiler targeting 32 as well as 64-bit binary builds. Note that the 2.0.4 version of the Windows SDL runtime library had a serious crash in its DX9 driver. Upgrade to 2.0.5+ to avoid it.
It is recommended that you use the provided Microsoft Visual Studio 14 solution file. The Community 2015 and 2017 Editions are terrific and free IDE's with an excellent debugger.
Compiling for Emscripten (Javascript) requires a lot of ugly manual workarounds. These will be documented at a later stage.
Under Windows it's best to use the official package that is embedded into Visual Studio 2010.
You might also need to download SDL2 headers separately from here:
https://github.com/kripken/emscripten
https://github.com/emscripten-ports/SDL2
Also download the prebuilt SDL2 libraries required for linking: https://buildbot.libsdl.org/sdl-builds/sdl-emscripten/?C=M;O=D
Alternatively you can install Code::Blocks on your relevant platform and use the provided workspace file.
If the compilation finished with no error, you can type:
./yapesdl <filename>
to start the emulator, where filename is optional. Supported file formats are:
- PRG, P00 and T64 for instant loading
- TAP and WAV files for slow tape loading
- D64 format for disk drives
The user interface isn't quite ready yet, so you MUST memorise a couple of keyboard shortcuts:
F12 or ESC : exits the emulator
F11 : soft reset
LCTRL + F11 : forced reset (memory remains intact)
SHIFT + F11 : hard reset (clear memory, reloads ROMs, rewinds tape)
F5 : press PLAY on tape
F6 : press STOP on tape
F7 : save screenshot to BMP file
F8 : enter the user interface, press F8 again or ESC to quit.
You can move around in the menus with the arrow keys, press ENTER for
for selection.
F9 : quick debugger
F10 : save current settings to user's home directory
LALT + 1-3 : set window size
LALT + L : switch among emulators (C+4 cycle based; C+4 line based; C64 cycle based)
LALT + I : switch emulated joystick port
LALT + M : enter console based external monitor and disassembler
LALT + P : toggle CRT emulation
LALT + R : machine reset
LALT + S : display frame rate on/off
LALT + W : toggle between unlimited speed and 50 Hz frame rate (original speed)
LALT + ENTER : toggle full screen mode
LALT + F5 : save emulator state
LALT + F6 : load emulator state
LALT + F8 : save memory pointed by $2B/$2C and $2D/$2E
LALT + KPLUS : collate replay frequencies
Internal disk LOAD/SAVE operations are supported to the current file system directory - which is usually
/home/<username>/yape
Any PRG or P00 files you may wish to load, should go there, although you can browse the directory tree from the user interface, too, and even inject the first PRG files from T64 files directly from there.
This means that an exact filename match will load the requested program, similarly can you save a file.
Full ROM banking in +4 mode is supported, currently only via the yape configuration file. You must fill in the path for the relevant ROM image you intend to use. However, Yape supports some internal ROMs already. These are:
- 'BASIC' - the ROM image containing the BASIC interpreter
- 'KERNAL' - the system kernal ROM image
- '3PLUS1LOW' - the low bank ROM image of the built-in plus/4 software
- '3PLUS1HIGH' - the high bank ROM image of the built-in plus/4 software
For the keys at different positions, the emulator relies on SDL, so your mileage may vary.
There are a few keys that need to be mapped to the emulator keyboard differently. These are:
Commodore emulator
------------------------
Pound = END
Clr/Home = HOME