dfbb13906a
- This appears to work on a wide grange of older Gingerbread through to the latest Nexus class devices - TODO : we really should write a dynamic calculation/adjustment routine to determine the best working buffer for any device this code runs on =) |
||
---|---|---|
Android | ||
Apple2Mac | ||
disks | ||
docs | ||
src | ||
.apple2 | ||
.gitignore | ||
ASM | ||
AUTHORS | ||
ChangeLog | ||
configure.ac | ||
COPYING | ||
Makefile.am | ||
NEWS | ||
PROBLEMS | ||
README | ||
README.debugger | ||
README.md | ||
reconf.sh | ||
TODO | ||
valgrind.suppress |
Apple //ix
Apple2ix is an Apple //e emulator implemented primarily in C with x86, x86-64, and ARM assembly language for the 65c02 CPU emulation module. In addition you will find a smattering of interface code in Objective-C/Cocoa, Java/Android, and GLSL.
Lineage
Apple2ix derives from the apple2-emul-linux project originally coded by various developers in the mid 1990's and FTP-uploaded as source tarballs to the original tsx-11.mit.edu
Linux archive.
The original software was designed to work from the Linux console rendering via SVGAlib. It ran on par to the 1MHz Apple //e on an i386 (Pentium 100 class) or better machine. Later ports added X11 graphics support based on the original X11 DOOM source code drop, ty JC!
As of March 2015, the resurrected Apple2ix runs on MacOSX 10.9+, Debian GNU/Linux, and the ARM Android port is beginning to run =)
Project Goals
- Portability and code resilience across a wide range of modern platforms including MacOSX, desktop Linux/BSD, iOS, Android -- But not Windows, just use the excellent AppleWin emulator if you're on Windows!
- Reasonable emulation fidelity to the original Apple //e machine (timing, video, audio, etc...)
- Binary Mac App/DMG, iOS App (unlikely to be available in iTunes store due to Apple's short-sighted prohibition of emulator software ... but possibly it will be available as an app in the Cydia alternate store or similar)
- Maintain binary Android App (Play Store and elsewhere)
Android
Currently pre-alpha testing the Google Play Store version...PM me if you would like to be on the Android VIP testers invite =D
Running at 30FPS on a Gingerbread (Android 2.3.3):
Running at 60FPS on 2013 Nexus 7 running KitKat (Android 4.4.x):
Mac Package
A binary package for Macintosh is available at deadc0de.org
Size : 10240000 (10MB)
SHASUM : 81f2d55c2daaa0d3f9b33af9b50f69f6789738bf
Alt Size : 76820480 (75MB)
ALTSUM : 488a40d7f1187bcfd16d0045258f606a95f448cb
Linux+ Package
For Linux and *BSD, I do not personally relish being a package/port maintainer, so you should ./configure --prefix=...
, make
, make install
like it's 1999 ;-)
You will need GCC or Clang compiler and other tools as determined by the configure
script. Use the source!
Project Tech
- C language for the majority of the project (still the most portable/reliable language after all these years ;-)
- x86 and ARM assembly language for 65c02 CPU tightloop
- Extensive tests for 65c02 CPU, Apple //e VM, and display (expected framebuffer output)
- OpenGLES 2.x graphics with GLSL shaders
- OpenAL audio (emulated speaker and emulated Mockingboard/Phasor soundcards)
- Objective-C and Cocoa APIs (Mac/iOS variant)
- Java and Android APIs (Android app)
Semi-Ordered TODO
- Android NDK port -- in progress 2015
- DHIRES graphics are ugly, fix 'em
- iOS/iWatch (including Apportable) ports
- Proper VBL timing and vSync matching to the device (if available)
- OpenGL shaders/tricks for style (various screen artifacts) and functionality (Disk ][ status overlays, etc)
- Emulator save/restore and image compatibility with AppleWin
- Other feature parity with AppleWin
- Improved debugger routines (CLI/curses debugger?)
- CPU module variants as-needed in aarch64, plain C, Clang IR, ...
- Emscripten/web frontend?