ZX ULAX emulator
- Lethargeek
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double update
public beta 24 - fixed some frame doubling/skipping issues related to sound and rzx
2 new games in the pack - Comando Tracer and a lazy mod for Somewhere in Hell (SiH)
2 new games in the pack - Comando Tracer and a lazy mod for Somewhere in Hell (SiH)
Re: ZX ULAX emulator
Some time ago I suggested Lethargeek to make ULAX in the form of a DLL so that any emulator author could add support for ULAX in his emulator. People, what you think about it?
Re: ZX ULAX emulator
This is one of my favorite emulators and I definitely support any idea to make its recoloring engine available as a feature in other emulators.
Something like ULA+ for example...
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Re: ZX ULAX emulator
I could not figure it out, I'm sorry(Lethargeek wrote: ↑Sun Apr 11, 2021 4:16 pm куку, а что там с кодом, который я персонально для тебя подготовил и с которым ты уж год разбираешься?
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Re: ZX ULAX emulator
We need ulax for Retroarch!
Re: ZX ULAX emulator
As the author of another emulator, I would definitely have a go at implementing this. My computer is making too much of a hash of the documentation's encoding for me even to be able to copy and paste into an online translator right now, alas, and I'm virtually monolingual. So the problem is mine, but there it is.
Of potential relevancy: the Spec256-ish recolour of Dan Dare was mine, about 15 years ago. But that was overtly a shadow 64-bit processor, [almost] no code changes required, type affair. Completely distinct from what I think I understand ULAX's much more realistic hardware-grounded approach to be.
I'm very impressed with the ULAX results shown so far.
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Re: ZX ULAX emulator
[mention]Tommo[/mention], english docs is wip (2 nice guys from this forum are helping me with it)
btw what's that "another emulator" you mentioned?
btw what's that "another emulator" you mentioned?
Re: ZX ULAX emulator
Ugh, I'm dragging this way off topic, away from the interesting stuff of ULAX.
My current emulator is this one, which only recently started emulating the +2a and +3, with the other models coming soon. But from a positive point of view, it has a fully-native Mac build so that would bring ULAX support to an additional platform.
My Dan Dare thing is so old now that the only binaries I have are for PowerPC Macs. But the source code survives and it was an SDL 1.x project so it should likely still be buildable far and wide. There's a dandare.rc file in there, i.e. a Windows resource file, and a .ico so clearly I built for Windows at some point.
Of potential relevant reuse: the sprite sheets in there are just plain BMPs. If memory serves, in my version of this sort of thing attributes are preserved hence tiles.bmp being in monochrome (and incomplete, but since most of the background already looked good I didn't consider that too troubling). There are good full-colour replacements for the Treens, for Dan, for the bombs and for the Mekon. Alas I've lost a record of their authorship, suffice to say it wasn't me as I cannot draw.
Much more on point: I like that, per my understanding, the ULAX is designed as the spec for a real hardware device, and my current emulator keeps things relatively disjoint, with the Z80 being a sealed unit that just shouts out bus activity so I think I'm in a good position to be able to do the sort of access capturing and write redirection that it sounds like are part of the ULAX design.
So I'll watch this thread and wait for specs.
My current emulator is this one, which only recently started emulating the +2a and +3, with the other models coming soon. But from a positive point of view, it has a fully-native Mac build so that would bring ULAX support to an additional platform.
My Dan Dare thing is so old now that the only binaries I have are for PowerPC Macs. But the source code survives and it was an SDL 1.x project so it should likely still be buildable far and wide. There's a dandare.rc file in there, i.e. a Windows resource file, and a .ico so clearly I built for Windows at some point.
Of potential relevant reuse: the sprite sheets in there are just plain BMPs. If memory serves, in my version of this sort of thing attributes are preserved hence tiles.bmp being in monochrome (and incomplete, but since most of the background already looked good I didn't consider that too troubling). There are good full-colour replacements for the Treens, for Dan, for the bombs and for the Mekon. Alas I've lost a record of their authorship, suffice to say it wasn't me as I cannot draw.
Much more on point: I like that, per my understanding, the ULAX is designed as the spec for a real hardware device, and my current emulator keeps things relatively disjoint, with the Z80 being a sealed unit that just shouts out bus activity so I think I'm in a good position to be able to do the sort of access capturing and write redirection that it sounds like are part of the ULAX design.
So I'll watch this thread and wait for specs.
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game pack update
Brick Rick: Graveyard Shift added after a long break
Re: ZX ULAX emulator
Can be ulax added to the unreal speccy emulator ?
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game pack update
one more - Stunt Man Seymour
meanwhile i'm testing a basic PPU debugger for the emuL, planned for the july release
meanwhile i'm testing a basic PPU debugger for the emuL, planned for the july release
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game pack update
while still, er, debugging the debugger...
CJ's Elephant Antics and CJ in the USA were added
unexpectedly, these two have very different gfx engines despite looking the same
CJ's Elephant Antics and CJ in the USA were added
unexpectedly, these two have very different gfx engines despite looking the same
Re: ZX ULAX emulator
A hope for Yie Ar Kung fu?
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Re: ZX ULAX emulator
[mention]Eugene C.[/mention], here's a quick dux without the sprite data:
(it's for 48k version, didn't check with 128k one)
Code: Select all
; buf2scr
10E863 0111
; bg2buf
10E8C0 0111
; scr2buf
10EA8F 0111
; Oolong
10E97B C301
80E97C fffd 0 67B9
10E97D 0130 0 0413
10E987 0130 0 0213
; opponent
10E996 C301
80E997 fffd 0 67B3
10E998 0130 0 0213
10E9A5 0130 0 0413
10E9AC C888
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squash them bugs!
public beta 25
basic debug mode finally added (don't forget to read info-debug.txt)
new save/load sna - now it happens after INTR, not just before it at the frame start
other less important things (see changelog)
basic debug mode finally added (don't forget to read info-debug.txt)
new save/load sna - now it happens after INTR, not just before it at the frame start
other less important things (see changelog)
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games/wip update
game pack:
Wonderful Dizzy updated to v1.5 (both disk image & dux)
The Lost Treasures of Tulum - new sna, fixed bugs in the official release
WIP pack:
Travel through Time added - very rough and not tested much but playable
not sure when i will be satisfied with it enough to move in the main pack
Wonderful Dizzy updated to v1.5 (both disk image & dux)
The Lost Treasures of Tulum - new sna, fixed bugs in the official release
WIP pack:
Travel through Time added - very rough and not tested much but playable
not sure when i will be satisfied with it enough to move in the main pack
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game pack update
this time it's Crime Busters (the Players one) with full sprite repaint and dynamic lighting (sort of)
a fun game, the only thing it lacks is an animation or at least some pause/sound when Bennie is busted before teleporting him in jail
a fun game, the only thing it lacks is an animation or at least some pause/sound when Bennie is busted before teleporting him in jail
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double update
public beta 26 - Fixed and improved some minor things. Fixed AY noise emulation. Major change - added second set of reference colors for attributes. This makes a global palette a bit less global, in most cases allowing to change the default attribute colors of the action window(s) separately from the rest of the game (menus, panels, maps, cutscenes, etc). Updated 12 dux files in the game pack to use this feature (the most prominent example is Comando Tracer now using a darkened version of the standard palette for its action window).
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double update
public beta 27 - improved block instructions undocumented flags emulation
also two new titles in the game pack - Exterminator (Indescomp) and RAM
also two new titles in the game pack - Exterminator (Indescomp) and RAM
Re: games/wip update
Hello and thanks for your wonderful work.Lethargeek wrote: ↑Sun Sep 12, 2021 11:42 pm game pack:
Wonderful Dizzy updated to v1.5 (both disk image & dux)
The Lost Treasures of Tulum - new sna, fixed bugs in the official release
WIP pack:
Travel through Time added - very rough and not tested much but playable
not sure when i will be satisfied with it enough to move in the main pack
I don't manage to run the Wondeful Dizzy disk image, the emulator stays on the prompt; what I am doing wrong ?