.gitignore | ||
apple2.rom | ||
apple2e.cpp | ||
apple2e.rom | ||
apple2font.ppm | ||
COLORBOUNCE.A | ||
COLORBOUNCESOUND.A | ||
cycles.py | ||
d6502.c | ||
dis6502.cpp | ||
dis6502.h | ||
diskII.c600.c67f.bin | ||
emulator.h | ||
extractglyphs.cpp | ||
fake6502.c | ||
fake6502.h | ||
FRACTAL.A | ||
genkeys.py | ||
genrows.py | ||
graph_cycles_before_new_insn.py | ||
GRCOLORS.A | ||
instructions_by_first_appearance_clock.csv | ||
interface.cpp | ||
interface.h | ||
keyboard.cpp | ||
keyboard.h | ||
Makefile | ||
notes | ||
QUADRADOODLE.A | ||
RAY1.A | ||
README.md | ||
sound_digitizer.dsk | ||
switches.txt | ||
testao.cpp |
Apple2e
Yet another Apple //e emulator.
I wrote this not because the world needed another //e emulator, but because I wanted to have the fun of building a thing from scratch to run my old Apple //e software.
At the time of writing, the emulator handles only 40-column text mode and no floppy.
There are several AppleSoft files in this project (*.A
) that can be copied into the clipboard and then pasted into the emulator window with CMD-V.
Thanks to Lawrence Kesteloot for the original keyboard code, and Bart Grantham for extracting all our old floppy disk images!
Thanks to Mike Chambers (miker00lz@gmail.com) for his 6502 CPU emulator, which I used as a reference when mine hung on "PRINT 5".
Requirements for building:
- GLFW
- libao
- OpenGL 3.2-compatible system
- C++11
- Currently the project only builds on MacOSX because of the linker line in
Makefile
.
On MacOSX with MacPorts, the GLFW and libao dependency can be satisfied with glfw
and libao
ports. According to https://support.apple.com/en-us/HT202823, all modern Macs have OpenGL 3.2 or later. On my machine, I've been compiling with a g++ that outputs Apple LLVM version 8.0.0 (clang-800.0.42.1)
for g++ -v
.
Usage:
apple2e [options] ROM.8000.to.FFFF.bin
Options:
-debugger # start in the debugger
-fast # start with CPU running as fast as it can run
-noaudio # stream no audio buffers
-diskII diskIIrom.bin {floppy1image.dsk|none} {floppy2image.dsk|none}
Examples of operation:
# Use original Apple ][ ROM, no floppy controller,
# at maximum available clock rate.
apple2e -fast apple2o.rom
# Use Apple //e ROM, add diskII controller with two floppies,
# put LodeRunner.dsk in drive 1 and nothing in drive 2. Attempt
# to run at 1.023 MHz.
apple2e -diskII diskII.c600.c67f.bin LodeRunner.dsk none apple2e.rom < /dev/null
# Use updated Apple ][ ROM, attempt to run at 1.023 MHz, but
# don't output audio.
apple2e -noaudio apple2.rom
Useful debugger commands:
reset # Press CTRL-RESET
reboot # Press CTRL-OpenApple-RESET
fast # run CPU as fast as it can go
slow # Approximate CPU at 1.023 MHz
debug N # Set debug flags to N (decimal). See apple2e.cpp for flags
go # Exit debugging, free-run.
# Enter a blank line to step one instruction
When the window opens, the emulator displays a user interface panel to the right of the graphics screen. The buttons and icons are as follows:
- RESET - simulate pressing CONTROL and RESET keys and releasing
- REBOOT - simulate pressing CONTROL and Open-Apple and RESET keys and releasing
- FAST - toggle between running at 1.023MHz and running the CPU as fast as possible (audio will stop in "fast" mode)
- CAPS - toggle caps lock forcibly on or off.
- COLOR - switch between color hi-res graphics and monochrome.
- PAUSE - pause or resume running the CPU.
- Floppy drive icons: Drag and drop floppy
.dsk
files onto a drive to "insert" the flopy disk. Click the drive icon to "eject" the floppy disk.
If no joystick or gamepad is configured, the Apple 2 screen acts as a joystick. To configure a joystick, store the GLFW numbers of the two axes and two buttons in "joystick.ini". A very skilled practitioner may be able to print the joysticks, axes, and buttons by modifying interface.cpp.