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A latency-hating emulator of 8- and 16-bit platforms: the Acorn Electron, Amstrad CPC, Apple II/II+/IIe and early Macintosh, Atari 2600 and ST, ColecoVision, Enterprise 64/128, Commodore Vic-20 and Amiga, MSX 1, Oric 1/Atmos, Sega Master System, Sinclair
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2016-06-05 18:02:49 -04:00
Components/6560 Without yet figuring out what vertical sync is meant to do, moved just about far enough forwards to see _something_ that hopefully I can soon discern characters within. 2016-06-05 18:02:49 -04:00
Machines Added guess on how colour memory and the 12-bit bus possibly works. 2016-06-05 16:28:06 -04:00
OSBindings/Mac Fixed ROM naming and sizes, ensured machines without sound outputs don't end up with an audio queue. 2016-06-05 11:20:05 -04:00
Outputs Increased parallelism, allowing a simplification in the GL view. 2016-06-02 22:29:09 -04:00
Processors/6502 Finally started on generalising the C++ stuff so as to be able to be able to get a working audio binding on the OS-specific side without further repetition by factoring an appropriate protocol out from the Electron and sketching out the correct speaker class for the Atari. Added a method to ask it what a good output frequency would be. 2016-05-31 21:23:44 -04:00
ROMImages Reorganised system ROMs out of the Mac-specific folder, adjusted Mac code to expect to find them organised hierarchically (as how many os.roms am I going to have?) and added readme files to explain what's missing from the Git repository. 2016-06-05 08:33:01 -04:00
SignalProcessing Fixed run extension, temporarily forced colour amplitude. 2016-04-23 14:16:49 -04:00
Storage/Tape Started attempting to clarify instance variable usage. 2016-03-12 23:19:10 -05:00
.gitignore Reorganised system ROMs out of the Mac-specific folder, adjusted Mac code to expect to find them organised hierarchically (as how many os.roms am I going to have?) and added readme files to explain what's missing from the Git repository. 2016-06-05 08:33:01 -04:00
LICENSE Initial commit 2015-07-16 19:46:52 -04:00
README.md Update README.md 2016-05-09 15:13:16 -04:00

CLK

An attempt to unify various bits of emulation; features:

  • a best-in-class emulation of the Acorn Electron; and
  • a mediocre emulation of the Atari 2600.

All code is motivated by a signals processing approach and a distinction between execution units and bus logic.

If simulating a TV, the CRT emulation uses your GPU to decode (and, as required by the emulated platform, possibly to encode) a genuine composite video stream — dot crawl et al are present and correct as a natural consequence, not as a post-processing effect. If a machine generates audio at 2Mhz then the source wave is modelled at 2Mhz and a standard windowing filter produces a 44Khz-or-so stream.

The hard emulation parts are C++11 and assume the OpenGL Core Profile; an Objective-C++/Swift UI binding for the Mac is present, making this completely native for Mac users. The intention is to provide additional OS bindings and ensure operation within ES 3.0 environments.

TV Emulation

Composite decoding is currently performed purely by notch filtering; this produces worse separation than a comb but remained the predominant method for cheap TVs into the 1980s so is nevertheless not unrealistic. As I have yet to introduce any sort of inter-line processing, when running in PAL mode mine is the equivalent of a PAL-S. Since all signals propagate within a closed circuit there's no opportunity for a phase change that would produce Hanover bars but it's probably something that needs addressing regardless.

I've hesitated on a comb since it becomes complicated with machines — including the already-supported Atari 2600 — that use a not-strictly-conformant line length†, or, more substantially, with those that reset phase every line††.

All filtering is windowed finite impulse response, coefficients via Kaisser-Bessel, with up to 21 taps (adjacent samples are obtained from a single point via bilinear filtering where possible but that requires the adjacent coefficients to have the same sign; where that's not possible the number of taps may drop as the number of GLSL samples remains the same; it'll almost certainly be either 19 or 21 taps given the other operating conditions).

† per the documentation, its 228 cycles per line make each of its pixels exactly one NTSC colour clock long. There are 228.5 NTSC colour clocks per line so its hardware would appear to produce shorter-than-specified lines (albeit still well within tolerable variation).

†† I suspect that a real TV will switch to a notch if adjacent colour bursts appear to keep resetting the colour oscillator, amongst other sanity checks, as analogue delay lines have a physically-fixed duration. I just need to do the same.