2.0 KiB
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 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
. keyboard.cpp is UNIX-specific but could be stubbed on other platforms.
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, almost all modern Macs should 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] <romfile>
Options:
-debugger # start in the debugger
-fast # start with CPU running as fast as it can run
-noaudio # stream no audio buffers
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. Press CTRL-B to break back into the debugger
# Enter a blank line to step one instruction
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".