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-
- APPLE 2000 v1.3
- The premier Apple ][ emulator for the Amiga
- Copyright © 1994 by Kevin Kralian
- All Rights Reserved
-
- Does anybody still use this text file instead of the AmigaGuide doc??
- If so, LET ME KNOW! Otherwise, I'm going to remove this duplicate info!
- --------------------------------------------------------------------------
-
- This program is freely distributable, as long as this instruction file is
- kept with the program, and no modifications are made to my program or
- instructions. I grant people the right to use this program privately,
- however, it may not be included as part of any commercial package.
-
- This program is FREEWARE (well, more accurately, Tech-Ware). I do not
- expect a monetary payment, however, donating me useful, enabling technical
- material will result in me creating other emulations...
-
- NOTICE: Although this program is distributed as Freeware, copyright laws
- & protection still apply. As such, *any* infringement upon this code,
- especially as applied towards other 6502 or Apple II emulations will be
- rigorously pursued via legal channels.
-
- Standard Disclaimer: This program is AS IS; use it at your own risk! I
- assume no responsibility if this program or its use should cause something
- disastrous to happen (like your computer exploding or you getting killed.)
-
- I may be contacted at "Kevin_Kralian@sacbbx.com"
-
- This program uses "ReqTools.library", Copyright © by Nico François.
-
- "Disk2File" program Copyright © by Ron Menelli.
-
- --------------------------------------------------------------------------
-
- REQUIREMENTS:
-
- o Amiga computer with Kickstart 2.0 or newer
- o A 68020+ CPU. Emulation WILL NOT WORK on a 68000 system at this time.
- o About 900k free RAM (preferably most of it FAST RAM)
- o ReqTools.library by Nico François
- o Apple ][ ROM image (called _APPLE.ROM)
-
- Recommended:
- o A two-button joystick (to emulate the Apple's two-button joystick)
- o A 68020 at ~25MHz (for full speed 1 MHz emulation)
-
-
- DESCRIPTION:
-
- "Apple 2000" is the premier Apple ][ emulator for the Amiga computer. At
- its current level it accurately emulates a 64K Apple ][+, including:
-
- o 6502 CPU
- o ALL video modes (Text, LoRes, HiRes, Mixed modes, etc)
- o 16k RAM card (64k computer)
- o 5¼" disk drive (1 or 2, via disk images)
- o Two button joystick / Koala-Pad / Paddles
- o Controllable Speed Regulation
- o Keyboard
- o Sound
-
- The emulation also runs in a completely system friendly manner,
- multitasking properly with other programs. The two main goals were speed
- and accuracy. This was accomplished by hand coding the emulator in 100%
- machine language, optimization via instruction cycle analysis, and
- painstaking attention to Apple hardware details.
-
- I feel confident that this is the fastest, most complete Apple ][ emulator
- available for the Amiga computer (commercial, public domain, or
- otherwise). Some of the highlights of my emulation:
-
- o Apple 2000 video emulation is the most accurate around:
- - There is no "dithering" of the 16 Lo-Res colors.
- - The text supports inverse and flashing characters.
- - Two consecutive color pixels are drawn as white (as the Apple does).
- - There are no missing, skipped, or fat vertical lines on Hi-Res gfx.
- - Identical text character set.
- o Disk drive emulation supports loading of "disk images" from any amiga
- device (no custom archives or conversions required), including:
- - Dalton Disk Disintegrator (DDD) 2.1 format (like DMS on amiga)
- - 143,360 byte "Generic Disk Image", found on the Net & used by other
- Apple ][ emulators on other platforms (Unix, Mac, & PC based)
- o Apple 2000 disk drive emulation saves disk images in the standard
- "Generic Disk Image".
- o Apple 2000 is able to instantly load and run Apple executable files
- from any Amiga device (better than a real Apple; no disk booting rqrd!).
-
-
- WHY AN APPLE ][ EMULATOR?
-
- Why the Apple ][? Sentimental reasons. It's the computer I grew up with
- and learned to program on. Since I have a fundamental understanding of
- the Apple and because there aren't any other useable Apple emulators out
- there (I've seen 5 or 6), the task called to me. I wanted to be able to
- play all of my favorite games that I grew up with. Yes, they certainly
- are not cutting edge as far as the graphics and sound goes, but they
- certainly are playable! And I can overlook the cosmetics for some good
- gameplay (i.e, just like people appreciate classic cars or oldies music).
- Plus I wanted all of my friends to be able to play all of those great
- forgotten games...the classics! The original CASTLE WOLFENSTEIN,
- CHOPLIFTER, KARATEKA and CARMEN SANDIEGO. How many other multitasking
- versions of JUNGLE HUNT or ROBOTRON 2084 can you play while downloading a
- program? By writing this one emulator, the entire Amiga community is
- suddenly presented with over 10,000 (now multitasking) Apple ][ programs
- we wouldn't have otherwise been able to use (or play).
-
- After letting the idea stew in my head for 6 months, and much apparent
- rambling to my friends (who so nicely encouraged me by saying, "What? YOU
- write an emulator? And in C? UGH!"), I began coding. One month later, I
- brought my first creation over to a friends house to see how it worked on
- his system. After starting it up, we sat there. 30 seconds later we were
- still sitting there, looking at a white screen. Eventually, we watched as
- each little white character s-l-o-w-l-y was replaced by a black space.
- Two minutes later, after getting bored of waiting for it to finish
- clearing the screen, we gave up and played 2-player LEMMINGS. I knew the
- only way I was going to be able to make this program 'practical' was to do
- it in assembly.
-
- I finally bought DevPac 3. After writing a program to bounce 65,535
- colored pixels around a screen, I felt ready and experienced. I began
- converting my routines for my emulator into assembly code. Almost two
- years later (and after rewriting most of my emulation 10 times) my
- emulator has finally matured enough to go out into the cold and brutal
- world. Here it is, ready to be challenged by thousands of Apple programs
- I have never even heard of, and ready to do its damndest to run them all!
-
-
- RUNNING THE EMULATION
-
- Make sure "ReqTools.library" is in your libs: directory and place
- "Apple2000" and "_APPLE.ROM" in the same directory. Then from the
- CLI/Shell, CD to its directory and type "Apple2000" (or use it's icon).
- If you want to run the emulation with two emulated disk drives, type
- "Apple2000 -2" (or modify the startup script used by the icon).
-
- Now, assuming a little common sense (press the "OK" button on the
- window!), you will see a black screen with the words "Apple ][ at the top.
- Congratulations, you are now using an Apple ][ computer. The Apple is
- trying to boot a disk.
-
- I will assume you have a little knowledge on using an Apple ][. Here are
- some of the pertinant keys:
-
- KEY Function
- ------------ ------------------------------------------------------
- DEL Apple "Reset" key.
- ctrl-DEL Similar to "Ctrl-Open Apple-Reset" on ][e, ][c, ][gs.
- Forces reboot, even if reset vectors have been changed.
- RAmiga-Q Quit the emulator (after verification).
- RAmiga-L Load Apple disk image or executable into the emulator.
- RAmiga-S Save Apple disk image.
- L-ALT (Like Open-Apple on ][e) Represents Apple Paddle
- Button #0
- R-ALT (Like Closed-Apple on ][e) Represents Apple Paddle
- Button #1
- (Alt keys do not affect other keystrokes to emulator)
- F9 Sequence through Joystick/Paddle control devices.
- HELP Sequence through simple help-messages.
-
- Speed Governing:
- F1 50% Apple Speed (0.5 Mhz)
- F2 100% Apple Speed (1.0 Mhz)
- F3 150% Apple Speed (1.5 Mhz)
- F4 200% Apple Speed (2.0 Mhz)
- F5 Unlimited (as fast as your system can go!)
- ^
- | Arrow keys patched to be like Apple ][e, ][c, ][gs.
- <--+--> (Note: Apple ][+ had no Up/Down arrows, and most
- | older programs won't handle them as expected.)
- v
-
- NumPad only:
- 8 Trim Apple joystick center position in respective
- 4 5 6 directions.
- 2 "5" will reset it to default (of 127,127).
-
-
-
- LOADING DISKS/FILES
-
- Once the Apple is running, you'll probably want to load an Apple disk or
- executable. Here's how: at ANY time during emulation, feel free to press
- Right-Amiga-L to bring up the Load File requester. From this requester
- you may load Apple 5¼" disk images or executable files. Simply navigate
- to wherever the files are kept and load the file/disk image you want.
- Apple 2000 recognizes several types of load files:
-
- o Filenames with a <xxx> suffix are Dalton Disk Disintegrator archives
- (DDD was a common disk compression util for the Apple, similar to DMS
- for the Amiga) and the emulator will automatically decompress them!
-
- o 143,360 byte files are assumed to be "Generic Disk Images", such as
- the many available on the net.
-
- o Files with the proper internal Dos/ProDos header are executable files;
- these are single files that were runnable from Apple DOS 3.3/ProDos
- and did not require any disk access thereafter. These files now do
- not even require booting any Apple disk and are simply loaded into the
- appropriate Apple memory areas and started instantly (quicker and
- easier than a real Apple!).
-
- If you started Apple 2000 with the 2 disk drive option (via -2 option),
- you will be asked which drive you want to load the image into. After
- loading a disk image into drive #1, the emulator will ask you if you want
- to 'boot' the disk. If you choose not to, you have effectively just 'put
- the disk in the drive' (useful when you need to insert 'Disk 2'). On the
- other hand, loading an executable Apple file does not give you any choices
- and immediately runs it. This has all been designed to keep the emulator
- as clean and simple as possible in terms of starting and running Apple
- programs for the non Apple-literate user.
-
- Keep in mind, loading a disk image is the same thing as inserting the disk
- into the Apple drive. It will STAY there until you replace it with
- another disk (or some program erases that disk). Even after you load and
- run several executable Apple programs, hitting Ctrl-DEL (rebooting the
- Apple) will boot up the last DISK IMAGE you loaded (if any). This can be
- confusing if you don't know whats going on (i.e, after finishing playing
- MS. PACMAN and reseting the Apple, why is MUSIC CONSTRUCTION SET loading?
- Because the disk is still in the drive from before).
-
-
-
- SAVING DISK IMAGES
-
- Pressing Right-Amiga-S will bring up a requester to save a disk image.
- Disk images are saved in either the 143,360 byte "Generic" format, or in a
- semi-compressed DDD format! The determination is made by the filename. To
- compress a file in the DDD format, the filename must end with a '>' char.
- Otherwise, it will be saved in the 143,360 byte format. If you do save the
- image that way, it is suggested you append a ".disk" onto the filename to
- maintain naming conventions (and so the requester will show the file).
-
- Keep in mind, DDD compression is not as tight as external compression
- programs (LHA, etc). Also, loading/saving DDD files takes a couple extra
- seconds to perform the (de)compression.
-
-
- TRANSFERRING APPLE FILES
-
- To get an executable binary file from a real Apple to the Amiga is quite
- simple. Use a terminal program and and then transfer it via null-modem
- (or however you want) to the Amiga. It's recommended you attach a .PROG to
- the end of the filename for consistent naming conventions.
-
-
- TRANSFERRING APPLE DISKS
-
- Only UNPROTECTED standard 16 sector Apple disks are currently useable.
- This eliminates copy protected software. Simply run Dalton Disk
- Disintegrator (do not use version 2.0! It has a bug! Use version 2.1)
- and use it to compress the disk into a file. Then, transfer it to an
- Amiga (as described in "Transferring Apple Files" above). Once on the
- Amiga, ensure the filename ends in <xxx> so the emulator recognizes it as
- a DDD file.
-
-
- TRANSFERRING APPLE ROMS
-
- The Apple emulator, being true to form, requires the actual Apple ROM data
- in order for the Apple to do anything. The standard Apple ROMs in use
- were the 'AppleSoft ROMs that contained AppleSoft BASIC, the assembly
- language monitor, and autobooting code. So I suggest that you obtain the
- same ROM if you would like the same compatibility. The ROM image can be
- obtained by booting an Apple ][ or ][+ with DOS 3.3, then typing:
-
- BSAVE BASICROM,A$D000,L$2FFF
-
- to save it to disk. Also, the disk controller Rom (not required) can be
- saved by typing:
-
- BSAVE DISKROM,A$C600,L$00FF
-
- Incidentally, the main ROM image is on Apple's "DOS 3.3 System Master"
- disk, called FPBASIC (which may be used instead). After saving these
- images to disk, use your favorite terminal software and a null modem cable
- (or real modems or whatever you like) to transfer these files to the
- Amiga. Once transferred to the Amiga, give these files the proper names
- and place them in the same directory as the Apple2000 executable.
-
- Theoretically, you can use the ROMs obtained from an Apple ][ clone (i.e,
- Franklin Ace, PineApple, etc.), but keep in mind that these ROMs were not
- 100% compatible (but were quite close). This would effectively make my
- emulation a "Franklin Ace Emulator". :-) However, you CANNOT use the ROM
- images from an Apple ][e, ][c, or ][gs (maybe eventually...we'll see)!
-
- Once on the Amiga, the main Rom MUST be named "_APPLE.ROM" and the disk
- rom (if you have it) must be called _DISK.ROM.
-
- ** NOTE **
- Starting with version 1.1, due to the difficulties people had trying to
- obtain it, the _DISK.ROM is no longer required! If that file is not
- present, Apple2000 will automatically use a custom-disk rom instead.
- However, obtaining the true rom image is still recommended for 100%
- compatibility with all software.
-
- These ROM files can also be found in several other Apple emulator archives
- available on the net and on several CD-Rom compilations (including the PC
- Apple ][ emulator called "Apple2Em.zip").
-
-
-
- PADDLE/JOYSTICK EMULATION
-
- The Apple ][ commonly uses either two paddles, a joystick, or a graphics
- tablet (like a free-floating joystick). My emulation covers all bases.
- Apple 2000 supports using these control devices:
-
- o Amiga Joystick (preferably 2 button, to emulate apple joystick)
- o Amiga Mouse (to emulate free-floating joystick / paddles / Koala-pad)
- o Analog PC Joystick (via FighterDuel dongle, to emulate apple joystick)
- o Atari Paddles (to emulate apple paddles)
-
- The F9 key toggles through the choices and displays your selection at the
- bottom of the screen.
-
-
- Amiga Joystick:
- ---------------
- The emulator can utilize the standard amiga/atari/sega joystick
- (preferably, a true 2-button joystick), and will assign the 8 switch
- positions (up, up-right, right, etc) to the extreme values that an analog
- stick would return (0 & 255). The "center" position defaults to the
- optimum values (127 x 127), however, some games expect different center
- values. This center value can be trimmed with the 2, 4, 6, & 8 keys on
- the -numeric keypad- ONLY (see "Running Emulation"). For example, if you
- start CHOPLIFTER and your character drifts towards the left, press the "6"
- key to center the joystick more towards the right until your character no
- longer drifts! (This is the emulated 'joystick trim' function).
-
- If you do not have a two button joystick, you have two choices. Spend $8
- and buy one, or else just use the Right-ALT key in lieu of the second
- button (by the way, the two ALT keys work great for pinball games like
- RASTER BLASTER). Note that the Sega Genesis Game controllers work well
- with the amiga, and have two buttons!
-
- Amiga Mouse:
- ------------
- The emulator can utilize the absolute mouse coordinates, and this works
- well for simulating a Koala-Pad graphics tablet, free-floating joystick,
- or paddles (left/right control paddle #0, up/down control paddle #1).
-
- Programs designed for graphics tablets (KOALA PAD) or un-centered
- joysticks work great in this mode, i.e, FANTAVISION, MISSILE COMMAND,
- MUSIC CONSTRUCTION SET, and most other free floating cursor control
- programs work ideally. The mouse works just like you would expect here.
-
- Analog PC Joystick:
- -------------------
- The emulation also supports true analog joysticks via joystick-dongles
- (such as the adapter used for Fighter-Duel). The joystick will work just
- like a real analog stick.
-
- *** Note: Apple 2000 uses "dynamic range setting & calibration" for analog
- joysticks. This means that when you choose the "Analog Joystick" option,
- the first thing you must do when starting to play your game is to move the
- joystick over its full range of motion (extreme left, right, up, & down).
- Once that is done, you need not worry about it anymore (unless you turn
- off "Analog Joystick" and select it again). Joystick trimming is to be
- done with the joystick's own trim pots. This 1 second of work from the
- user ensures that Apple 2000 will work with a wide variety of joysticks.
-
- Atari Paddles:
- --------------
- The emulator also now supports using actual Atari Paddles (the kind used
- in the old Atari VCS/2600). They plug right into the amiga game port, and
- work just like real apple paddles. NOTE: Like the analog joystick, the
- paddles need to be moved over their complete range of motion when you
- start to use them.
-
- Other game controller notes:
- ----------------------------
- Some of the older Apple games were designed to be used with paddles, not
- joysticks. This is noticable in games (APPLE GALAXIAN, SNEAKERS) as in
- when you release the joystick, your ship automatically moves back towards
- the center point on the screen. This is exactly what would happen on a
- real Apple with a joystick. You need to use some type of paddle emulation
- here, either via the "Amiga Mouse" or "Atari Paddles" options.
-
- *** WARNING! While it is a bad habit many people have of (un)plugging game
- controllers while the computer is on, be aware of this potential disaster:
- Some of the Analog-Joystick Adapters have a metal jacket around the front
- plug. This metal sheath has the potential to short out pins on the amiga
- game port while trying to plug it in, which can damage your amiga! The
- solution is simple: turn off your computer while changing controllers.
- "An ounce of prevention..."
-
-
-
- SPEED REGULATION
-
-
- "IT'S TOO FAST!" :-)
- By popular request, Apple 2000 now offers selectable speed regulation so
- people with fast systems can slow down games to humanly playable speeds.
- Speed regulation is controlled via 5 function keys (F1 -> F5), which are
- in order from slowest to fastest.
-
- F1 50% Apple Speed (0.5 Mhz)
- F2 100% Apple Speed (1.0 Mhz)
- F3 150% Apple Speed (1.5 Mhz)
- F4 200% Apple Speed (2.0 Mhz)
- F5 Unlimited (as fast as your system can go!)
-
- F2 selects "100% Apple Speed", which limits emulation speed to that of a
- real Apple ][ (1.024 Mhz). F1 selects 50% (slow down games to half
- speed), and F5 selects "unlimited speed" (which runs as fast as your
- system can).
-
- Use of these keys during gameplay can be used as an aid- For example,
- switching to 50% speed during a difficult part in an arcade game. Also,
- some games on the apple might be a little sluggish compared to today's
- standards and skills. 150% speed usually takes care of those. :)
-
- Understand that Speed Regulation works like a "Speed Limit". If your
- system can't run the emulation quickly in the first place, choosing 150%
- or 200% regulation won't have any noticeable effects (Like taking a '74
- Pinto out on the Autobahn. Who cares if there's no speed limit- You won't
- go very fast. :)
-
- Keep in mind that Apple sound is made via speaker clicks and timing loops.
- Faster/slower emulation will cause higher/lower pitched sound.
-
-
- "IT'S TOO SLOW!" :-(
- Okay. For the remaining 93% of the Amiga owners who don't have '040s,
- there are a few things that can be done to speed up the emulation.
-
- Press F5 to turn off speed regulation- This completely turns off the
- overhead of the speed-regulation code.
-
- If you have an MMU (and an additional 512K free fast-ram), turn on the
- "FastRom" option. (Type "CPU FASTROM" from the shell).
-
- If you are running ENFORCER, turn it off! On my system, graphics intensive
- games slow down 20% while enforcer is running.
-
- Start "Apple 2000" in a relatively clean system with large blocks of
- fast-ram available. (IE: Instead of trying to run the emulator while
- you've been working on your system for 8 hours and have DirOpus, AMAX IV,
- and ADPro all running, just reboot the system first).
-
- Of course, you can always add an accellerator to your system. ;-)
-
-
-
- THE STATUS BAR
-
- By popular request, the "Title Bar" at the top of the screen has been
- removed, and has now been replaced with a new "Status Bar". The bar
- appears at the bottom of the screen momentarily to notify the user of any
- significant events, and then goes away. And it's black and white so the
- grey scale users can read it.
-
- This bar displays significant messages, including feedback on Speed
- Regulation Selections, Paddle/Joystick Controls, Apple Crashes, Help, and
- disk drive access (including drive & track #'s). Most the time the status
- bar will be invisible.
-
-
-
- TECH NOTES
-
- Some Apple programs use "unimplemented" 6502 instructions. These are
- instructions that are not official, but partially decode into doing a
- particular function (as discovered by many unorthodox programmers). My
- emulation does not support ANY unimplemented instructions, and will simply
- break upon hitting any of those instructions (with Apple ][ software, I
- have seen very few programs that use them). Those few programs will also
- fail on the Apple ][gs.
-
- The ONLY graphics glitch is that the Hi-Res graphics screens do not fill
- in the entire display width. That is, they leave a half-inch black border
- on each side of the display. Why? Because the Apple Hi-Res screen has a
- horizontal resolution of 280 pixels, and the Amiga's display has a minimum
- resolution of 320. Trying to stretch this display by leaving an empty
- pixel after every 7 pixels or drawing every 7th pixel twice, results in a
- highly distorted and uneven image. The Text modes and LoRes modes still
- use the entire screen width (to maintain aspect ratio). This slightly
- narrow display is only noticeable in the 'mixed Graphics/Text' mode, where
- text will be a little wider than the graphics above it.
-
- Also regarding Text and Graphics (but not a glitch, it's an improvement)
- is the fact that mixed Graphics and Text on the old Apple ]['s originally
- caused the text to be fringed with green and purple instead of being solid
- white. This fringing has absolutely no purpose, but is a mere artifact of
- the Apple video circuity. My emulation cleans it up with crisp & clean
- text output at all times (does anybody have any complaints?). Apple
- finally cleaned this up with the Apple ][gs and its RGB output (but
- introduced a couple other graphic glitches), so I believe my clean Text
- display is desirable.
-
-
-
- WHAT ABOUT EMPLANT?
-
- My emulator, "Apple 2000" was (p)reviewed in Amiga Computing (Issue 71,
- March 94), inside a larger review for the Emplant card (there's even a
- screenshot where you can read my title bar, Apple 2000!). For all intents
- and purposes, the review makes it APPEAR as if this program was written
- by, owned by, and coming soon from Utilities Unlimited, makers of the
- Emplant card (A macintosh emulator). Regardless, the reviewer loved it,
- noting that this was the fastest 6502 emulation he has seen.
-
- At several World Of Commodore shows, Jim Drew showed my early versions of
- "Apple 2000" to crowds of people during his presentations of his Mac
- emulator. A friend even has a video-tape of Jim loading up and showing my
- emulator to a crowd when I asked, "What other emulators are you doing?"
- (before he knew who I was) at WOC in Pasadena, 1993.
-
- To set the record straight, I did send Utilities Unlimited several early
- exclusive 'evaluation' versions of my emulator to see if they were
- interested in purchasing it (for their Emplant package), but no agreements
- were ever reached. Utilities Unlimited was in no way involved with the
- development of, and has no connection to, this program (Apple 2000).
-
- This program is NOT part of the Emplant package, as many people have been
- led to believe. The positive side of this is that you may use Apple 2000
- without having to spend >$300!
-
-
-
- ABOUT THE AUTHOR
-
- "Apple 2000" was written by Kevin Kralian over the course of two years.
- After serving in the US Marine Corps Infantry (!), he then earned a
- college degree in Fire Technology, and continued in school towards his
- Computer Science degree. He is also a volunteer FireFighter/EMT and a
- freelance programmer.
-
- He has over 10 years of programming experience, including ADA, BASIC, C,
- Pascal, 6502 and 680x0 assembly. Programming interests focus on
- performance programming, including games and emulation. Career goals
- include firefighter and game programmer.
-
- He has recently been hired as a full time game programmer, and is now
- working on the Sega "Saturn". Good things do happen to good people. :-)
-
- He may be contacted at "Kevin_Kralian@sacbbx.com"
-
-
-
- "PAYMENT" FOR THIS PROGRAM
-
- This program is being distributed as freeware, I do not expect monetary
- payment. My original intentions were simply to have my program be 'used'
- by the Amiga community, and I still feel the same way. I've worked long
- and hard on this program and the most rewarding thing to me know would be
- to simply know people are enjoying it!
-
- However, what I WOULD appreciate would be any technical references for any
- computer/hardware/platform. Let me explain...
-
- Many improvements in the Apple emulator are dependant upon me finding
- Apple technical reference material (i.e, unimplemented instructions,
- serial/parallel support, ProDOS harddrive support, etc). If you would
- like to see these features implemented, the biggest thing you can do is
- send me any tech material that could be helpful.
-
- Also, some ideas for my next emulator include: Atari VCS (2600), GameBoy,
- Nintendo, Atari 400/800 and Commodore 64/128. Though there are a few C-64
- emulators out there, many people have urged me to do one "the right way".
- I tend to want to do the old Atari VCS or Gameboy emulation. HOWEVER, in
- order to do this, I need tech information that I cannot publically obtain.
-
- Do YOU want these game machines to be emulated (I do)? If you are one of
- those priviledged people who might have been involved in developing
- software for any of these machines or somehow have any tech info on these
- machines, please send me any and all tech information. *** I WILL ***
- make an emulator of these machines when I have enough tech information to
- do so. But I need your help.
-
- I am open to any suggestions, comments, or feedback. Let me know how the
- emulator works for you. Please let me know of anything that does not work
- (that works on a real Apple ][), and I will do my best to correct the
- problem. I am also interested in obtaining any Apple ][ programs people
- may have to test under my emulation.
-
- Anybody interested please contact me at "Kevin_Kralian@sacbbx.com"
-
-
- Particular things I'm looking for:
-
- o Whats Where in the Apple ][: An Atlas to the Apple computer
- o Apple Super Serial Card / Parallel card manuals
- o AmigaDOS Programmers Reference
- o Any 2.0+ Amiga AutoDocs (AmigaGuide format would be cool!)
- o ANY kind of tech info on Gameboy, Nintendo, or the old Atari VCS
- (there once was an Apple ][ card to program the Atari. Anybody
- have it?)
- o Any and all Apple ][ programs.
- o Any responses, reactions, suggestions, etc. on my emulation.
- o etc...
-
-
-
- CREDITS
-
- I owe lots of thanks to lots of people.
-
- Thank you my dearest JoAnnaBear for being so supportive of me and this
- project over the last two years, and for not going crazy over my many
- hours of "techno-babble", but just patiently smiling back as if you
- understood me. :-)
-
- Thank you Robbie for all your inspiration and encouragement. And thanks
- for your brainstorm sessions and hundreds of hours worth of second-hand
- smoke (cough cough). Thank you for the book "Amiga Machine Language
- Programming Guide" - the very first 680x0 assembly book I've seen
- (blech!). By the way, this book was due back at the library in 1989!
- How are your games "To Sir With Love" and "The Piano" coming along? Oh
- yeah... and thanks for cleaning up and converting my docs to AmigaGuide
- format for me :-)
-
- Thanks to Ronald J. Menelli, for his contribution of the "Disk2File"
- conversion utility. ("Disk2File" is Copyright © by Ronald J. Menelli).
-
- Thank you Brian J. Bernstein, for his beautiful new Apple 2000 icon.
- And thanks to the many others who sent icons. Apparently people did not
- consider the little face representative of Apple2000? ;-)
-
- Thank you so much to Rand, another Firefighter, for recognizing a good
- thing when he sees it. (Whats with all these firefighter/programmers?)
-
- Of course, Thanks to Jason Compton (Amiga Report columnist), the man who
- did the first [authorized] review of Apple2000, and informed the public of
- this great program. How could I have forgotten you for so long?
-
- Thanks Ed Brown, your support and encouragement has been exceptional! You
- better be happy with the new "Analog Joystick Support" after telling me
- about the advantages over the "digital" sticks! ;-)
-
- Thanks to "Nine Inch Nails" and "Frankie Goes to Hollywood" for their
- soothing sounds to which much of Apple2000 was created.
-
- Thanks to the authors of other Apple ][ emulators on other platforms, for
- their open discussions, comparisons, and sharing of emulation techniques
- and technology. Their willingness to disclose results in improved software
- for all computer users.
-
- Thank you to the many people who have contacted me with letters of
- support, feedback, contributions, suggestions, programs, etc.
-
- Thanks to those incredible guys at Computer Cafe. I appreciate how you let
- me use your various machines for debugging and testing during the
- development of my emulation. Without your help, I would have never been
- able to work out the '040 bugs, nor have seen my emulation running on a
- 28" monitor with cool 24 bit backgrounds.
-
- Thanks to Carmen Rizzolo, the computer artist extraordinaire! Your
- original artwork for my previous programs are utterly amazing. Without
- people like Carmen, where would we get cool 3D Star Trek and telephone
- objects?
-
- Thanks to Will, the only intelligent Mac owner I know. It was great to
- share ideas on high performance 6502 emulation with the 680x0. Have you
- finished your Mac version of your Apple ][ emulator yet? Thanks for that
- 'half' of the "Inside the Apple //e" manual. Did you ever find pages
- 1-110?
-
- Thank you Nico François, for your contribution to the Amiga community.
- ReqTools is a very polished piece of work, and I know that your work has
- saved me (and many others) hours of work trying to "recreate the wheel".
- (Reqtools.library is Copyright © by Nico François).
-
- Thanks to the many helpful people on the Internet, for helping me through
- many obscure programming and debugging challenges.
-
- Thanks to Steve Wozniak for creating the original Apple ][. And congrats
- to Apple Computer for knowing how to market computers and becoming a
- large, successful company. Maybe Commodore can learn a few things from
- you before they drive themselves out of business? [May '94- too late]
-
- Thanks to 'Dalton', for his "Dalton's Disk Disintegrator" (DDD) program on
- the Apple ][. My (de)compression routines were based on his routines and
- attempt to compress data in an identical, compatible way.
-
- Thank you Bill, for taking your family and moving far, far away.
-
- Thanks to an unnamed individual, for teaching me a very important lesson-
- That I can never trust anybody, and that people like you will lie, cheat,
- and steal to try and build the credibility of yourself/your company. Just
- another page in your book of lies, eh?
-
- And finally, thanks to the many people I do not have space to mention, and
- to all of the Amiga users who have made the Amiga scene as wonderful as it
- is.
-
-
-
- HISTORY
-
-
- 08/21/94 ***** Version 1.3 *****
-
- o Controllable Speed Regulation (50%, 100%, 150%, 200%, Unlimited)
-
- o Overhauled entire video subsystem
- - No more hardware hitting or copperlists
- - Works happily with AGA/Mode promotions
- - No more "Screen Jitter" for the few who had it
- - Screens can be pulled down in front without disturbances
- - All Apple screens can now be "Grabbed"
-
- o Added optional 2 disk drive support (via -2 command)
-
- o Overhauled File Loading/Saving related functions
- - With 2 drives, loading/saving will prompt for drive #
- - Saving: The proper "loaded" disk name will appear (for each drive)
- - Saving: DDD vs 143,360 byte formats chosen via filename.
- - Added "Warning: Disk Data Changed" notice during loads & quit.
-
- o Replaced TitleBar at top of screen with "Status Bar" at bottom
- - Only shown during significant events
- - Black and white (so greyscale users can read it)
-
- o Added support for Analog Joystick w/ 2 buttons
- o Added support for Atari Paddles
-
- o Video page-flipping handled properly
- - ShortCircuit, BileStoad, & OutPost run much better!
- o A couple bug fixes (and duplicated a 6502 bug thats required)
- - Canyon Climber, Drol animation, Frogger, Lode Runner, MoonPatrol,
- Pinball Construction Set, Randamn, Sargon, & Tetris II All work!
- o Added Lower Case Text display (Apple ][e charset)
- o Optimized disk loading/decompression routines (twice as fast)
- o Added a cheesy "Turn Off Monitor" effect when exited ;-)
- o And of course, its a little bit faster!
-
- (Version 1.2 skipped due to misnamed archives already out)
-
- 05/18/94 ***** Version 1.1 *****
-
- o Wrote custom disk Rom that is used if _DISK.ROM file is not present!
- (_DISK.ROM is no longer required! But still recommended...)
- o Check for 68020+ CPU (instead of crashing)
- o Support for 143,360 byte generic "disk images" (Loading/Saving)
- (as used by many other emulators & available on the net)
- o Disk images saved in "generic" format instead of DDD
- (DDD format still recognized & loaded, though)
- o Dos 3.3/ProDos headers recognized and handled in both disk images
- and executable files (instead of just ProDos like version 1.0)
- o Dos 3.3/ProDos/Raw ROM images all recognized and acceptable.
- o Inclusion of "Disk2File" utility, which reads a 5¼" Apple disk via
- the C= 1020 Drive, and saves it as a file
- o Included "Version" string
- o Numerous optimizations (-slightly- faster)
-
-
- 04/10/94 ***** FIRST PUBLIC RELEASE v1.0 *****
-
-
-
- FINDING YOURSELF SOME SOFTWARE
-
- Finding apple disk images is like a treasure hunt. If you can't transfer
- files yourself, there are lots of apple files out on the Net and BBS's.
-
- I'm told you can find lot's of disk images on anon ftp:
-
- wilbur.stanford.edu:/pub/apple2/disk_images and /pub/apple2/incoming
- ftp.uni-kl.de:/pub/apple2/disk_images
- cassandra.ucr.edu:/pub/apple2/incoming
-
- FSP site, at: 134.184.15.12 2424
- At (unknown) site at: minnie.sc.adfa.oz.au
-
- Expect difficulties! Some of the images have Mac headers on them that
- need to be removed (Leave it to the mac to screw up a simple data file).
- Some are compressed with Mac, Apple, or Unix protocols. Some have
- out-of-order sectoring and need to be re-mapped (via AFID utility). Some
- files are "text" files that try to install themselves via "executing" from
- the apple. And many archives are simply corrupt and won't even work on
- real Apples!
-
- The best way to avoid the headache of sifting through so much garbage is
- to trade with other people who have known, tested, and working programs.
- I've even been informed of several huge archives or commercial games for
- Apple 2000 floating around many BBS's.
-
- That brings out another issue. Most these games are/were copyrighted,
- commercial programs. But now what? Most the companies have since
- dissolved, none of the apple programs are sold or produced anymore, and
- who retains the copyright is hard to determine. This very issue has been
- controversial for quite some time, and there is no easy answer.
-
- What is known is that many of the classic apple programs have been placed
- in public domain by their authors (and many agree to it just by asking).
- Some other companies have even placed all their old Apple titles into
- public domain (as written in the late issues of A+ or InCider). The
- sample programs I include with my archive, to the best of my knowledge,
- are now in the public domain (according to statements in magazines or
- what's sold by PD distributors).
-
-
-
- COMPATIBILITY
-
- Every effort was made to provide the highest degree of compatibility with
- all Apple ][ software. This is a small sampling of the more than 600
- programs that I have successfully ran under Apple2000.
-
- AIR_CARS, ALIEN_AMBUSH, ALIEN_TYPHOON, ALPHAPLOT, APPLE_PANIC, APPLE_ZAP,
- APPLECIDER, APPLEIIeINTRO, ASTEROID_FIELD, AUTOBAHN, BAG_OF_TRICKS,
- BEAGLE_BAG, BEER_RUN, BEYOND_CASTLE_WOLFENSTEIN, BIG_MAC_ASM, BLISTERBALL,
- BLITZKREIG, BOLO, BOULDER_DASH, BUG_ATTACK, BUG_BATTLE, BUZZARD_BAIT,
- CANNONBALL.BLITZ, CENTIPEDE, CHAMPIONSHIP LODE RUNNER, CHIVALRY,
- CHOPLIFTER, COMPUTER_FOOSBALL, CONAN, COPY_II+_7.4, COUNTY_CARNIVAL,
- CROSSFIRE, CUBIT, CYCLOD, D-CODE, DEFENDER, DIG_DUG, DINO_EGGS, DOGFIGHT,
- DOS_3.3_SYSTEM_MASTER, DRAGONFIRE, DRAW_POKER, DREADNOUGHTS, DUNG_BEETLES,
- ELIMINATOR, F-15_STRIKE_EAGLE, FALCONS, FANTAVISION, FIGHT_NIGHT,
- FIREBIRD, FISHIES, FLIGHT_SIM_II, FRAMEUP, FRAZZLE, FRENZY, GALAXIAN,
- GOLD.RUSH, GRAPHICS_MAGICIAN, GREAT_CROSS_COUNRY_ROAD_RACE, GUARDIAN,
- GULF_STRIKE, HACKER, HACKER_II, HA`RD_HAT_MACK, HARDBALL, HUNGRY_BOY,
- INTERLUDE_II, INTERNATIONAL_GRAN_PRIX, JAWBREAKER, JPORT, JUMPJET,
- JUNGLE_HUNT, KARATEKA, LABYRINTH, LEATHER_GODDESS_OF_PHOBOS, LEMMINGS,
- MARAUDER, MARIO_BROS, MASQUERADE, MICRO_ILLUSTRATOR, MILLIONWAIRE,
- MINE_SWEEP, MINER_2049ER, MR.DO, MS_PACMAN, MURDER_ON_THE_ZINDERNEUF,
- MUSIC_MAKER, MUSIC_CONSTRUCTION_SET, NEPTUNE, NIGHT_MISSION_PINBALL,
- NIGHTMARE.GALLERY, NORAD, PACMAN, PINBALL_CONSTRUCTION_SET, POOYAN,
- POPPLES_XMAS_ADVENTURE, PRODOS_MASTER, RASTER_BLASTER, RED.ALERT, REPTON,
- RESCUE_RAIDERS, ROADWAR_2000, ROBOTRON, ROCKET.COMMAND, SAMMY_LIGHTFOOT,
- SEA_DRAGON, SERPENTINE, SHORT_CIRCUIT, SKYFOX, SNEAKERS, SPACE_RAIDERS,
- SPACE_QUARKS, SPACE_WARRIOR, SPY.HUNTER, SPYS_DEMISE, SQUADRON_617,
- STAR.THIEF, STAR_WARS_II, STARGATE, STARMAZE, STICKYBEAR_MATH#1,
- STICKYBEAR_MATH#2, SUCCESSION, SUICIDE, SUMMER_GAMES, SUMMER_GAMES_II,
- SUPER.PUCKMAN, SUPERMAP, SWASHBUCKLER, TAKE1, TAXMAN, TERRAPIN_LOGO,
- THIEF, TIME_IS_MONEY, TRANQUILITY_BASE, TRIVIA_FEVER, TWERPS,
- UBOAT_COMMAND, XEVIOUS, ZAXXON
-
- :-) ...have fun! -Kevin Kralian
-