ZX ULAX emulator

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Lethargeek
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double update

Post by Lethargeek »

public beta 19 fixes and improves some things overlooked in the earlier versions. The most important change is dux loader now using the active address mapper to place some recolored pixel data into the "screen memory" area (instead of sending everything straight to the "pixel memory" as before). It does matter for some 128k games using only one screen buffer as a screen, treating the other one just as an ordinary memory page to store code/variables/buffers/gfx data. One such example is 128k extended version of Renegade. As i found, it has some glitchy sprites (masks mostly) - hard to see on the standard ZX screen, but immediately obvious if recolored; and some of these sprites were kept in the beginning of page7. While it was possible to put the pixels directly in the screen area for the old version, with the new one it's much more convenient, and was done for it. So download both the new emulator and the game pack for the fix to work properly.
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Lethargeek
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game pack update

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Never was a big fan of Batty - found it too hard, too fast and too unfair with bonuses for my liking (the best of all ZX Breakout clones is Impact IMO). But some people think Batty is a great game and requested it repeatedly. So here it is, looking even better than ever (the one undeniable thing about Batty is it looking better than any other ZX Breakout clone).
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MonkZy
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Re: ZX ULAX emulator

Post by MonkZy »

Batty looks great! Just enough colour to lift the sprites/score off of the background.
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Lethargeek
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Re: ZX ULAX emulator

Post by Lethargeek »

MonkZy wrote:
Sat Aug 01, 2020 3:36 am
Batty looks great! Just enough colour to lift the sprites/score off of the background.
TBH i felt a bit lazy (again) and just assigned same colors for almost everything :)
while metallic bluish seemed right for the most objects, maybe bonuses might look better different
so if someone feels like adding more paint, it is easy, just append some magic numbers to the dux file:

Code: Select all

80xxxx FFFC yyyy zzzz
where xxxx = hex address of the 1st byte of any sprite line (not necessarily the top one)
yyyy = ink (lighter color in this game) and zzzz = paper (darker color) in GRB555 hex format
(will be active starting from this line till the end of the sprite or till the next color assignment)
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Lethargeek
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game pack update

Post by Lethargeek »

Two more games today.

Super Sleuth sprites were colored so i just kept the original colors (removing the clash of course).
Didn't test it thoroughly but looks like everything works.

Cosa Nostra has no sprite color info in the game and i was feeling lazy, so all were made white with black outlines for now, giving a cleaner picture. Maybe i will add more colors later, as i did with the Blade Warrior.

Same links on the 1st page as always.
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Lethargeek
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Silence, I said!

Post by Lethargeek »

Public beta 20 is here!

Some people complained about occasional annoying sound crackling over the silence. It appears to be winaudio problem, and it can actually happen anytime and not just with this emulator (but harder to notice if a loud sound is playing). AIU sometimes windows doesn't send the next queued sound portion in time, and then for a moment silence is played. But while in windows silence is always zero level volume, with beeper it could be either zero or max level, so some crackling/popping is heard on the transition.

In some cases it might be fixed with these methods:
https://www.howtogeek.com/285429/how-to ... indows-pc/
...but if these suggestions won't help or fixed drivers are impossible to obtain, now here is a kludge in the emulator - on silent frames it slowly slides the volume level to zero, thus avoiding the loudest crackling. Look for the "silencer" parameter in the ini. I won't recommend to enable it if your sound is ok, as it costs one frame extra sound lag.
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Lethargeek
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game pack update

Post by Lethargeek »

two new games - Hunt Buck 2 Nuclear Defence from YRGB'2019 and the Prayer of the Warrior ('twas a pain to preserve these lighting effects!)
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Lethargeek
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snaps'n'taps

Post by Lethargeek »

public beta 21
swapped F5 & LAlt+F5 hotkey actions (for more convenient browsing of tape gigascreen galleries) ;)
improved z80 snapshot support (except unemulated hardware of course) and loading snapshots overall
+ some code refactoring here and there in preparation for rzx playback implementation (coming soon)
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