Updated readme
3
.gitignore
vendored
@ -5,3 +5,6 @@ Cargo.lock
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perf.data
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perf.data.old
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binaries/*/*.asm
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binaries/*/*.bin
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README.md
@ -8,13 +8,54 @@ Moa is an emulator/simulator for computers using various 68000 and Z80 CPUs and
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peripherals. The original idea was to emulate the computer I had built as part
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of the [Computie project](https://jabberwocky.ca/projects/computie/).
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Currently it can simulate Computie (68000) and the TRS-80 Model I (Z80), and I'm
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working on supporting the Macintosh 512k and Sega Genesis.
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Currently it can simulate Computie (68000), the TRS-80 Model I (Z80), and the
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Sega Genesis. Support for the Macintosh 512k is partially implemented but the
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ROM still wont boot.
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For more detail, check out this post about how I started the project:
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[Making a 68000 Emulator in Rust](https://jabberwocky.ca/posts/2021-11-making_an_emulator.html)
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Sega Genesis/MegaDrive
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----------------------
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From the project root, run the following:
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```
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cargo run -p moa-minifb --release --bin moa-genesis -- <ROM FILE>
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```
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The Genesis emulator is slowly coming along. It can play a decent number of
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game, but some games wont display anything, and a few games run but don't
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respond to the controller input. Games that require extra memory or nvram that
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would normally be inside the cartridge usually crash.
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It only supports NTSC mode at the moment, and only VDP mode 5 (not the backwards
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compatible mode 4). I've rewritten the frame drawing code to operate pixel by
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pixel, so it will now draw all the layers, including the window, sort out the
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priority of the pixels, and almost accurately implement the shadow and highlight
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colour modes. Audio is not implemented yet.
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There are still some problems like the colour of Tails in the Sonic 2 title
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screen being off. I'm not sure why that happens, but it could be trying to
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update the colours during the drawing of the frame, and since the code is
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drawing the entire frame at once when the vertical blanking period is reached,
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the on-the-fly changes don't have an affect.
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![alt text](images/sega-genesis-sonic2-title.png)
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The game play is mostly working but the time in the upper left corner doesn't
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seem to progress
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![alt text](images/sega-genesis-sonic2-start.png)
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![alt text](images/sega-genesis-sonic2-bridge.png)
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Earthworm Jim was working before I fixed the controller behaviour in Sonic 2,
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which seems to have broken it in Earthworm Jim (and Mortal Kombat 1).
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![alt text](images/sega-genesis-earthworm-jim.png)
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Computie
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--------
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@ -54,45 +95,6 @@ The characters are being drawn pixel by pixel (6x8) using characters I drew
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using [this handy website](https://maxpromer.github.io/LCD-Character-Creator/).
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They aren't a perfect match of the characters used by the TRS-80
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Sega Genesis/MegaDrive
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----------------------
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It can be run with:
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```
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cargo run -p moa-minifb --release --bin moa-genesis -- <ROM FILE>
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```
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The Genesis emulator is a work in progress. It can play a few games but some
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games won't run because the bank switching for the Z80 coprocessor is not
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working yet, and some games will hang waiting for the Z80 to respond. For the
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video processor, the window layer is not drawn and the layer priority is not
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handled. The horizontal scroll also doesn't work on a line-by-line basis so it
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tends to be quite jerky as you move, with the sprites and cells misaligned
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until you've moved one complete cell over (8x8 pixels).
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On the Sonic 2 title screen, the colours for Tails are wonky, probably because
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there's some trickery going on to get more than 16 colours per line, but the
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emulator currently renders the whole frame at once instead of line by line, so
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changes that should be made while the screen is updating don't show up
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![alt text](images/sega-genesis-sonic2-title.png)
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The game play is mostly working but the bottom of the clouds should be a
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different colour, probably because highlight/shadow colours are not yet
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supported. The time in the upper left corner also doesn't seem to progress
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![alt text](images/sega-genesis-sonic2-start.png)
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I'm not yet sure why the clouds in the background are cut off suddenly. They
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change in a glitchy way when you move around
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![alt text](images/sega-genesis-sonic2-bridge.png)
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There are some graphics glitches in Earthworm Jim, but it's almost playable if it
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wasn't for the 'jump' button, which only makes him jump a few pixels
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![alt text](images/sega-genesis-earthworm-jim.png)
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General Options
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---------------
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@ -114,3 +116,8 @@ be displayed after each instruction, breakpoints can be set, memory contents
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can be examined, and memory locations can be modified. This has helped a lot
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with tracking down errors in the emulator itself.
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The `-x` or `--speed` option, when given a decimal number, will multiply that
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number by the milliseconds per frame, increasing or decreasing the gameplay
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clock relative to the frontend's update loop. Setting it to 0.5 slows the game
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down to half speed and setting it to 2 doubles the speed.
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