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Adds a token Atari ST screenshot.
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README.md
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README.md
@ -59,9 +59,6 @@ If your machine has a 4k monitor and a 96Khz audio output? Then you'll get a 4k
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|![Amstrad text, with a classic 1:1 pixel emulation](READMEImages/NaiveCPC.png)|![Amstrad text, with correct aspect ratio and subject to a lowpass filter](READMEImages/FilteredCPC.png)|
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|![Amstrad text, with a classic 1:1 pixel emulation](READMEImages/NaiveCPC.png)|![Amstrad text, with correct aspect ratio and subject to a lowpass filter](READMEImages/FilteredCPC.png)|
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|![The Amstrad CPC version of Stormlord, with a classic 1:1 pixel emulation](READMEImages/NaiveCPCStormlord.png)|![The Amstrad CPC version of Stormlord, with correct aspect ratio and subject to a lowpass filter](READMEImages/CPCStormlord.png)|
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|![The Amstrad CPC version of Stormlord, with a classic 1:1 pixel emulation](READMEImages/NaiveCPCStormlord.png)|![The Amstrad CPC version of Stormlord, with correct aspect ratio and subject to a lowpass filter](READMEImages/CPCStormlord.png)|
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<img src="READMEImages/ReptonInterlaced.gif" height=400 alt="Repton title screen, interlaced"><img src="READMEImages/AppleIIPrinceOfPersia.png" height=400 alt="Apple IIe Prince of Persia">
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<img src="READMEImages/MusicWorks.png" height=400 alt="Apple Macintosh MusicWorks">
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## Low Latency
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## Low Latency
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The display produced is an emulated CRT, with phosphor decay. Therefore if you have a 140Hz monitor it can produce 140 distinct frames per second. Latency is dictated by the output hardware, not the emulated machine.
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The display produced is an emulated CRT, with phosphor decay. Therefore if you have a 140Hz monitor it can produce 140 distinct frames per second. Latency is dictated by the output hardware, not the emulated machine.
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@ -74,10 +71,8 @@ A corollary of emulating the continuous nature CRT, not merely performing end-of
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Cycle-accurate emulation for the supported target machines is fairly trite; this emulator seeks to follow that precedent. All emulation logic is written in C++ for explicit control over costs but, where a conflict arises, the presumption is towards clarity and simplicity of code. This emulator is willing to spend the processing resources available on modern hardware.
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Cycle-accurate emulation for the supported target machines is fairly trite; this emulator seeks to follow that precedent. All emulation logic is written in C++ for explicit control over costs but, where a conflict arises, the presumption is towards clarity and simplicity of code. This emulator is willing to spend the processing resources available on modern hardware.
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Self-ratings:
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## Additional Screenshots
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* the Electron, Oric and Vic-20 are pretty much perfect;
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* the ZX80, ZX81, ColecoVision, MSX 1 and Apple IIs are very strong;
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<img src="READMEImages/AppleIIPrinceOfPersia.png" height=400 alt="Apple IIe Prince of Persia">
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* the Master System is almost perfect, access windows and CRAM dots and all the rest, but further work is required on some small aspects of behaviour;
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<img src="READMEImages/MusicWorks.png" height=400 alt="Apple Macintosh MusicWorks">
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* the Amstrad CPC has known accuracy deficiencies in its 8272 and 6845;
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<img src="READMEImages/STStuntCarRacer.png" height=400 alt="Atari ST Stunt Car Racer">
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* the Atari 2600 has some known accuracy deficiencies in its TIA;
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* the C-1540(/1) is locked in reading mode and doesn't yet support writing.
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READMEImages/STStuntCarRacer.png
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READMEImages/STStuntCarRacer.png
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After Width: | Height: | Size: 55 KiB |
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