Windows 98 runs surprisingly well in QEMU, but it requires some care in setting it up. It’s a great way to run old 90s Windows and DOS software on your iPad (and Mac too, though you have other options available… Continue reading →| the sporks space
This is part 6 of a series of articles investigating various floppy copy-protection schemes seen on the IBM PC platform. You may wish to read the previous entries in this series:| Adventures in PC Emulation
This is part 5 of a series of articles investigating various floppy copy-protection schemes seen on the IBM PC platform. You may wish to read the previous entries in this series:| Adventures in PC Emulation
This post goes hand-in-hand with my article on Vault Corporation's Prolok copy-protection technology. Perhaps the most important historical legacy of Vault Corporation results from the lawsuit they initiated against Quaid Software, makers of the backup software CopyWrite. | Adventures in PC Emulation
This is Part 4 of a series on PC floppy copy protection methods. You can read the previous parts here: | Adventures in PC Emulation
This is Part 3 of a series on PC floppy copy protection methods. | Adventures in PC Emulation
This is part 2 of a series on PC floppy copy protection methods. You can read Part 1, covering Formaster Copy-Lock here.| Adventures in PC Emulation
In a previous article, I described a simple state machine to explain the prefetch behavior and miscellaneous observed bus delays of the Intel 8088. I now believe that the model I described there - although successful in modelling the 8088's behavior - was unnecessarily complex. There are in fact far fewer legitimate bus "delays", and they do not relate to internal state transitions. I have also slightly revised my description of the BIU's prefetching logic - I now believe that the prefetching...| Adventures in PC Emulation
My emulator has a bug. | Adventures in PC Emulation
Over the past year, I have been writing an emulator for the original IBM PC Model 5150, and its slightly more advanced brother, the IBM XT M...| martypc.blogspot.com
This is a post on a bug that broke Fatal Rewind for the Sega Genesis, a port of the Amiga/Atari ST game The Killing Game Show. I’m not sure why some Amiga-to-Genesis ports changed the game’s title. Leander is another one, which got ported to Genesis under the title Galahad.| jsgroth.dev
Ever wanted to emulate other systems on an Amiga? Never thought it was possible? Well, an Amiga RetroArch build is in development!| Gaming Retro - Retro gaming news, mini consoles, and merchandise
Rather than covering a single game, this is a topic post that covers six different bugs in my implementation of the Game Boy Color’s HDMA feature (HBlank direct memory access). Not every GBC game uses this feature, but a decent number do, and a few games will break pretty badly if it’s not emulated fairly accurately (moreso in terms of behavior than timing).| jsgroth.dev
The newly-released desktop versions of our microM8 Apple IIe emulator now include an MCP (Model Context Protocol) server built-in. Claude Code playing Zork These allow external AI applications to control them in various ways. We [more...] The post Connect AI to microM8 Apple IIe Emulator using MCP (Model Context Protocol) for ‘Vibe Coding’ and other activities… appeared first on Paleotronic Magazine.| Paleotronic Magazine
This is maybe the start of a series of posts on games/software that exposed bugs in one of my emulators, depending on how many I find interesting enough to write about. In most cases I think the interesting part is usually the game behavior that triggered the bug rather than the bug itself.| jsgroth.dev
This is the seventh and final post in a series on emulating the main Sega Genesis sound chip, the YM2612. Part 1 - Interface Part 2 - Phase Part 3 - Envelopes Part 4 - Digital Output Part 5 - Analog Output Part 6 - LFO This post will cover the envelope generator’s SSG-EG mode.| jsgroth.dev
This is the sixth in a series of posts on emulating the main Sega Genesis sound chip, the YM2612. Part 1 - Interface Part 2 - Phase Part 3 - Envelopes Part 4 - Digital Output Part 5 - Analog Output This post will cover the hardware timers, the LFO (low frequency oscillator), and synthesized effects powered by the LFO.| jsgroth's blog
This is the fifth in a series of posts on emulating the main Sega Genesis sound chip, the YM2612. Part 1 - Interface Part 2 - Phase Part 3 - Envelopes Part 4 - Digital Output This post will cover a few aspects of the YM2612’s audio hardware, particularly the DAC (digital-to-analog converter), that are not strictly related to sample generation but do noticeably affect the sound of the final output.| jsgroth's blog
This is the fourth in a series of posts on emulating the main Sega Genesis sound chip, the YM2612. Part 1 - Interface Part 2 - Phase Part 3 - Envelopes This post will describe how the chip computes operator and channel outputs given the phase generator and envelope generator outputs.| jsgroth's blog
This is the third in a series of posts on emulating the main Sega Genesis sound chip, the YM2612. Part 1 - Interface Part 2 - Phase This post will describe how the ADSR envelope generators work. ADSR Each of the YM2612’s 24 operators has its own ADSR envelope generator that automatically adjusts the operator’s volume over time.| jsgroth.dev
This is the second in a series of posts on emulating the main Sega Genesis sound chip, the YM2612. Part 1 - Interface This post will describe the FM synthesis channels’ phase generators. Phase Generation Each of the YM2612’s 24 operators contains a phase generator and an ADSR envelope generator.| jsgroth's blog
This is the first post in a series on emulating the main Sega Genesis sound chip, the Yamaha YM2612 FM synthesis chip, also known as the OPN2. To date, the YM2612 is pretty easily the most difficult-to-emulate sound chip that I have worked on.| jsgroth.dev
The titling is so very close between the two Everdrives, but, is there a monumental difference? Are they practically the same? Surely there must be a difference if there’s roughly $30 of cost in... The post Hardware Comparison: Super Everdrive X5 versus Super Everdrive X6 appeared first on Wololo.net.| Wololo.net
The third to last article (for now) of Everdrives is here. It’s a lot of tedious work, but it is definitely worth it so that you know which drive is right for you. Nobody... The post Hardware Review: Everdrive N8 Pro & Everdrive N8 Pro Fami appeared first on Wololo.net.| Wololo.net
This comparison will be a fast one because this time around I’m just comparing the least expensive flash carts for GB/GBC that are not just AliExpress specials. These will be put head to head...| Wololo.net
Background I enjoy videogames, so for me the platforms they run on are mere means to an end. While it is valid that the original Game Boy, with its blurry greenish colours, has a big nostalgia aspect to it, I have played and re-played way more titles in emulators than …| Kartones' Blog
The Famicom allows cartridges to modify the console’s audio signal between the APU (audio processor) and the TV. Most games don’t do anything with this capability, but some games included expansion audio chips on the cartridge board to enable enhanced audio beyond what the console is normally capable of.| jsgroth.dev
This article is going to compare the X3 and X5 versions of the Mega Everdrive. This is for those who want to spend less money than the X7 or Pro models, but still want...| Wololo.net
You’re here to learn everything that there is to know about the Everdrive64 X5 and I promise not to disappoint. But let’s jump in because there’s a lot to get into with this one!... The post Hardware Review: Everdrive 64 X5 from Krikzz appeared first on Wololo.net.| Wololo.net
This is the second of two followups to my post on the Sega CD PCM chip. Where the last post described a way to improve audio quality by applying an audio filter to final mixed PCM chip output, this post will describe an audio enhancement that improves audio quality by changing how the emulated chip itself generates samples.| jsgroth's blog
This is a followup to the previous post on the Sega CD’s PCM sound chip. This post will start by going into more detail on why this chip’s audio output sounds pretty crummy by default, followed by one of two possible solutions that I know of to that problem.| jsgroth.dev
In my last post I described an enhancement that an SNES or PS1 emulator can implement to improve audio quality in some games. Since then, I noticed that Sega CD games that use its PCM sound chip have pretty poor audio quality in my emulator - the audio output sounds very noisy and aliased.| jsgroth's blog
I recently (ish) started to work on a PlayStation emulator. Compared to the previous systems I’ve worked on, it’s very different! It definitely feels like jumping forward a generation compared to the Genesis and the SNES. I’ll start off by covering the core of the system, the CPU.| jsgroth's blog
The Super FX chip is easily the most well-known SNES coprocessor, primarily because of Star Fox which renders real-time 3D graphics on the SNES with the help of the Super FX. Yoshi’s Island also uses the Super FX, though mainly for sprite scaling/rotation and various graphical effects rather than 3D rendering.| jsgroth's blog
SPC7110 is a data decompression chip very similar to S-DD1, but it also has a number of other features that games make use of, with one of the three SPC7110 games even including a real-time clock chip on the cartridge. This chip was used in 3 games, all Japan-only games by Hudson: Tengai Makyou Zero, Momotarou Dentetsu Happy, and Super Power League 4.| jsgroth's blog
There are two SNES coprocessors that contain hardware data decompression chips: S-DD1 and SPC7110 (no relation to the SPC700 CPU as far as I know). These chips allow the SNES CPU to read compressed data from ROM without the CPU needing to do any decompression work - the hardware decompresses the data on-the-fly while the CPU is reading it.| jsgroth's blog
The SA-1 coprocessor, or Super Accelerator 1, is a somewhat fascinating chip in that it has quite a lot of hardware that almost no games ever used. Its primary attraction is an additional 65816 CPU clocked at 3x the speed of the SNES CPU, and most of the SA-1 games only used it for that.| jsgroth's blog
The Cx4, or Capcom Consumer Custom Chip, is a coprocessor that Capcom used in Mega Man X2 and Mega Man X3. It’s most well-known as the coprocessor that enables those games’ 3D wireframe models, but they also use it for sprite scaling/rotation effects and to help out with managing the sprite table.| jsgroth's blog
This post will cover the two simplest SNES coprocessors: OBC1 and S-RTC. OBC1 is an “OBJ controller” chip while S-RTC is a real-time clock chip. Neither one does any real computation on the chip itself, unlike nearly all of the other SNES coprocessors.| jsgroth's blog
While Sega tried to expand the Genesis’ capabilities by adding on to the console hardware with the Sega CD and 32X, Nintendo took a different approach with the SNES: put additional hardware into the cartridge on a game-by-game basis. This post will cover the first SNES coprocessor, DSP-1, and its close relatives.| jsgroth's blog
The Game Boy Color is an interesting piece of hardware. In some ways it’s a significant upgrade over the original Game Boy (it has color!!), but in other ways it feels like a minor hardware revision despite releasing 9 years later. Well, let’s see what it takes to make a Game Boy emulator support Game Boy Color software!| jsgroth's blog
First of all, if you are writing your own Game Boy emulator, you don’t need to emulate the pixel FIFO! Almost nothing depends on it for correct rendering, it’s a lot more complex to implement than a scanline-based renderer, and it’s also significantly more difficult to debug than a scanline-based renderer.| jsgroth's blog
My Game Boy emulator was both the first emulator I wrote and my first real project written in Rust. Needless to say, there’s a lot of room for improvement. I briefly thought about porting it into my multi-system emulator which doesn’t currently have a Game Boy core, but this also seemed like a good opportunity to go back and clean things up, and it frankly seemed easier to do a complete rewrite while using my v1 as a reference for trickier details (e.| jsgroth's blog
This is a continuation of my attempt to get Titan Overdrive 2 working in my Genesis emulator. It will be more technical than Part 1 as fixing the remaining effects requires getting into low-level details of how the Genesis VDP functions, which these effects depend on.| jsgroth's blog
When I first saw Titan’s Overdrive 2 demo I was blown away, both by the presentation itself and by how in the world they managed to push that out of the Mega Drive. After how much I struggled to get Overdrive 1 to work in my emulator, I just assumed that getting Overdrive 2 to work was out of reach.| jsgroth's blog
The Titan Overdrive and Overdrive 2 Mega Drive demos are well-known for pushing the Mega Drive / Genesis hardware to its limits. I decided to try the first one in my own Genesis emulator and see what it would take to get it working!| jsgroth.dev
Blimey! Harry Potter: Quidditch Champions flew onto the scene on September 3rd, 2024, for PC and consoles! While there’s no native Mac port in sight, that doesn’t mean Mac gamers are out of luck. With a bit of tech magic, you can play the latest Quidditch game on nearly any Apple Silicon Mac! Can You […]| Mac Gamer HQ
In one of my recent blog posts, I shared my journey as a long-time FreeBSD user. I talked about how I’ve been incredibly happy with the system, appreciating its rock-solid stability, flexibility, and performance. But, like every OS, FreeBSD had its gaps, especially when it came to some modern developments - one of which has| gyptazy - The DevOps Geek
Extracting new AES encrypted strings from this RAT| OALABS Research
After seeing this project on Thingiverse, I decided to build my own portable Retropie gaming console. It looked easy enough to do, there were software builds available ready to install on a SD card, and it would be an excuse for me to gain more experience with Linux and on the Raspberry Pi. Of course, I couldn’t just build the existing design as-is, eventually redesigning the entire case for the features I wanted. I really wanted to improve the ergonomics and packaging efficiency of t...| Drew's Robots
I recently added 32X support to my Sega Genesis emulator. While I’d say it was definitely easier than Sega CD overall, it wasn’t without difficulty, and much like Sega CD there’s very little public documentation aside from Sega’s poorly translated official docs from the 90s.| jsgroth.dev
Sega released two hardware add-ons for the Genesis in an attempt to expand its hardware capabilities to enable more advanced gaming experiences. The first of these was the Sega CD, obviously a response to the PC Engine CD (which was fairly successful in Japan despite very poor sales in the rest of the world).| jsgroth.dev
This is the fourth and final post in a series on the PlayStation SPU which will cover the remaining major features that were not covered in previous posts. This includes the noise generator (pseudorandom white noise), pitch modulation (dynamic pitch adjustment using another voice’s output), SPU IRQs (trigger IRQ when a specific sound RAM address is accessed), and the capture buffers (record recent samples from CD audio and two specific voices).| jsgroth.dev
This is the third part in a series of posts on the PlayStation SPU (Sound Processing Unit). This post will focus on the SPU’s reverb feature, which can simulate echoes or reverberations. In short, it’s a much more advanced version of the SNES APU’s echo filter.| jsgroth.dev
Where the last post focused on the PlayStation SPU’s audio format and how to implement ADPCM decoding, this post will focus on volume and envelopes. The SPU supports a number of different volume multipliers: some as constant volumes, and some as volumes that automatically adjust themselves over time using what are called envelope generators.| jsgroth.dev
The PlayStation’s SPU (Sound Processing Unit) is definitely not the most logical next thing to work on after implementing a basic triangle rasterizer, but it’s what I feel like discussing next. With my own projects, I don’t feel like an emulator is really online until it supports audio, so here we go!| jsgroth.dev
While the GPU tests I mentioned at the end of my last post are very helpful for validating a lot of GPU rasterization functionality, a new emulator might want the early satisfaction of getting the splash screen’s diamond to render mostly correctly. This post will overview what’s required to make that happen.| jsgroth.dev
This post will overview what is required for a PS1 emulator to get any graphical output from test programs. PS1 test programs are typically designed such that they don’t use most (if any) of the GPU’s rasterization capabilities - they’ll either render their output pixel-by-pixel, or they’ll just copy the frame directly into VRAM using the CPU.| jsgroth.dev
Two of the most useful things for a new PlayStation emulator to implement are EXE sideloading and TTY support. Supporting EXE sideloading makes it possible to load programs before any CD-ROM functionality is implemented, and supporting TTY output makes it possible to see debug output from the BIOS and from test programs.| jsgroth.dev
The Game Boy’s APU (audio processing unit) is responsible for generating the chiptunes that you (probably) know and love. Unlike with the PPU and the CPU, it’s possible to write a Game Boy emulator that runs most things pretty well without emulating the APU at all, though you’ll obviously have no audio.| jsgroth.dev
This year at Microsoft Build 2024 we announced a new set of Windows devices, Copilot+ PCs. Copilot+ PCs are a new class of Windows 11 PCs, including Arm-powered devices that are powered by the Snapdragon® X Series. These new Arm devices have cutting-edge new processing power coming from the CPU, GPU, and NPU (neural processing unit). […]| DirectX Developer Blog
In my last article , I dodged the issue of writing a custom decoder for the 5150's bus signals to use in DSView, instead just processing the...| martypc.blogspot.com
Writing a cycle-accurate emulator for a computer system is more than just understanding all the CPU instruction timings. A computer is a com...| martypc.blogspot.com
In a previous article, I revealed one of the secrets to MartyPC 's accuracy, hardware validation . To summarize, it is a method of using a m...| martypc.blogspot.com
Much has been written about the PC demo 8088MPH . If you haven't seen this demo yet, take a moment to watch it. If you're familiar at all ...| martypc.blogspot.com
⚠ This post is now outdated. Although the logic described here will correctly model the externally observed behavior of the 8088,...| martypc.blogspot.com
My emulator has incomplete implementations of the EGA/VGA cards. Since these cards share a lot of common functionality and register architec...| martypc.blogspot.com
Early in development I was looking for a utility to test my crude PC speaker emulation. I found a simple keyboard-piano program called PIAN...| martypc.blogspot.com
In the emulation world, there are a few different ways to determine if your emulator is accurate. The traditional way has been through the ...| martypc.blogspot.com
In order to accurately emulate cycle-counted demo effects such as the Kefrens bars effect in 8088MPH, or the end credits in Area 5150, there...| martypc.blogspot.com
DMA, or Direct Memory Access, is a scheme that allows peripherals access to system memory without the assistance of the CPU, which normally ...| martypc.blogspot.com
If you want to use Docker to build cross-platform images, the first step is to enable QEMU to run images targeted at others architectures via emulation. I assume you have installed Docker CE and its containerd runtime as described here, and are running on a x86_64 host. Test current ability to emulate other architectures # ... Docker: QEMU emulation to run arm64 images from native amd64 host| fabianlee.org
Edit (Nov 2 2022): This article contains some prior speculation and grumbling about Cemu, which is no longer closed source. Even prior to open sourcing, Cemu aided in documentation efforts for decaf. At the time though, contributions to WUT were solely done by decaf-emu and others. While hanging around in the Citra and yuzu Discord servers this question (or some variant of it) has arisen several times, “Why was Cemu/yuzu able to develop so quickly?”, and while there’s some fairly obviou...| [Segmentation Fault]
A walkthrough of how to use the Qiling framework to emulate a HTTP server binary from the NEXXT Polaris 150 travel router.| LRQA Nettitude Labs
CentOS| Boxes Of Tat
Linux for ARM| Boxes Of Tat
RedHat Linux| Boxes Of Tat
QEMU & Linux for PowerPC| Boxes Of Tat
Mandrake Linux| Boxes Of Tat
RedHat Linux 6.2 on PCem| Boxes Of Tat
RedHat Linux| Boxes Of Tat
Motorola 68000 series| Boxes Of Tat
Slackware| Boxes Of Tat
Raspberry Pi OS| Boxes Of Tat
NetBSD on PA-RISC| Boxes Of Tat
Slackware| Boxes Of Tat
HP 9000 Family| Boxes Of Tat
HP PA-RISC| Boxes Of Tat
AlphaVM-Free| Boxes Of Tat
Linux for SPARC| Boxes Of Tat
AlphaVM-Free & Alpha Linux| Boxes Of Tat
FreeAXP| Boxes Of Tat
NetBSD| Boxes Of Tat
Exploring a QEMU emulated DEC Alpha system, running Debian Linux 5, with system commands.| boxes-of-tat.blogspot.com
The RetroChallenge is over, and I finished my project, the DREAM 6800 emulator DRÖM.| Tobias V. Langhoff
The MC6800’s addressing modes have a few things to be aware of.| Tobias V. Langhoff
For this year’s RetroChallenge, I’m going to make an emulator for a 41 year old Australian hobby computer.| Tobias V. Langhoff
QEMU has support for the SMDKC210 machine, an ARM board based on Exynos 4210 SoC. Peripherals implemented in QEMU for this machine are UART, SDHCI, FIMD, I2C, Interrupt Combiner, GIC, Clock, PMU, RNG, MCT, PWM, RTC. Samsung Galaxy S2 phone is also based on Exynos 4210, so it should be …| fred's notes
cyanIIde is a subset of our microM8 Apple II emulator meant to run on lower-power systems such as the Raspberry Pi and in the browser. This page contains an early release of the WebAssembly version. [more...]| Paleotronic Magazine