Yape User Manual
YAPE (Yet Another Plus/4 Emulator) is copyright Attila Grósz, 2000-2011
Homepage: http://yape.plus4.net
Legal
YAPE is FREEWARE and as such comes without warranty of any kind,
either
expressed or implied, including, but not limited to the implied
warranties of
merchantability and fitness for a particular purpose. The entire risk
as to
the quality and performance of the program is with you. Should the
program prove
defective or harmful, you assume the cost of all necessary servicing,
repair or
correction.
You may freely redistribute verbatim unaltered binary copies of YAPE as
long as the
original copyright and no warranty
notices are also present. You may not however commercially exploit YAPE
in any way without prior authorization.
What is YAPE?
YAPE is a Commodore 264 family emulator. It's an 8-bit microcomputer
family from the once-great-now-defunc Commodore Business Machines Ltd.
They were released as a successor to the immensely popular Commodore 64
supposedly to either compete with the ZX Spectrum or other micros but
eventually failed to gain market success and the whole line was dumped
within a couple of years. However they were hugely popular in a few
countries such as Hungary, Germany or Italy (to a certain extent also
in the UK).
The program features an accurate cycle-exact approach and a high
level of emulation. The user interface aims to exploit the potentials
of the Windows operating environment. The emulator is written in C++
and is compiled with MS Visual C++. There's an older port to other
platforms than Windows (using the SDL
library). In the future there'll probably be other ports made.
YAPE was born out of a disassembler project during the summer of
2000 and had been for some time the only actively updated Commodore 264
family emulator. See the Changes.txt for development and release
milestones.
Minimum system requirements
Since YAPE is a cycle-based emulator (much like the Commodore 64
emulators Hoxs or Frodo), its system requirements are higher than that
of other line-, instruction- or event-based emulators. In return
however, it makes
development easier for me while providing maximum possible accuracy.
For
attaining 100% relative speed to the original hardware, you need:
PII 333 MHz or higher without sound and true drive emulation.
PII 500 MHz or higher for both sound and true drive emulation.
8 MB VGA card capable of DirectX 3.0
Sound card (DirectSound compatible)
Windows 9x (separate build), 2000/XP/Vista/Win7
Features
All the known 264 family members are emulated:
- Commodore 16/116 (optionally with 64 KB memory extension)
- Commodore 232 (prototype unit with 32 KB RAM, never sold)
- Commodore plus/4
- Commodore V364 (prototype unit, 64KB + Speech hardware)
You can select the desired machine configuration from the 'Machine'
submenu's Configuration option. The Commodore 364 prototype unit is
also emulated even though the interfacing (MOS 8706R0 custom ASIC)
between the machine and the speech hardware (Toshiba 6721A speech
synthesizer
LSI) is to some extent unknown. Note that it is real emulation, not
'simulation', no speech samples are used, but all the utterances are
generated realtime, on the
fly.
The following hardware components are emulated:
- cycle exact CPU (MOS 7501/8501) and TED (MOS 7360/8360) emulation
- cycle exact 1541 drive emulation (6502 CPU, VIA 6522 i/o
chip and FDC emulation)
- cycle exact 1551 drive emulation (6510T CPU, TIA 6523 i/o
chip and FDC emulation)
- 100% of regular and illegal CPU opcodes are implemented
- 16K, 32K, 64 and 256 KB RAM configurations are all supported
- all TED character and graphic modes
- rasterline exact hardware cursor
- timer and raster interrupts
- PAL and NTSC video modes with most known artifacts
- full ROM banking and external cartridge support (in raw format
only)
- PRG/P00/D64/G64/T64 image format support, also ZIP-ped
- TAP image support, both MTAP and digital samples (aka WAVs)
- keyboard+joystick emulation via the PC keys and/or joystick
- full TED sound (sampled noise, generated 2 channel square wave),
decent SID-card emulation (both 6581 and 8580 selectable) with custom
chip address
- simple high- and low-pass sound filter
- functional T6721A Toshiba speech chip and custom MOS 8706R0 glue
chip emulation
- user port (RS-232) lightpen
- partial PAL emulation (dynamic YUV palette: brightness, contrast,
gamma correction, saturation; the emulator expects 'valid' vblank
signals otherwise the emulator screen may start flickering like the
real TV)
- emulator and multimedia snapshot (video, audio), screenshot
support
Note, that the SID card and the 256 KB RAM are hobbyist extensions to
the
original hardware and not to be found in stock machines.
The following are not emulated
at the moment:
- all low level TV signals
- 157x series of floppy drives
There are three emulation accuracy levels. These are:
- low level: the emulation
is line based, the timers are also updated every line only. Provides
very good performace on older computers while at the same time adequate
accuracy for playing most of the well-known classic games, though true
drive emulation is not available. Also do not try running demos in this
mode.
- high level (default):
the emulation is very accurate, the only missing features are the video
shift register emulation and a few weird quirks of the clocking. Runs
99.9 percent of the programs perfectly,
only a handful of demos will fail, that are deliberately overwriting
the horizontal counter (and not even all of them fail per se)
- very high accuracy: all
known TED effects are emulated, should run all programs ~100%
accurately; if not, report it immediately :)
In case you're coding a demo, the last option is the best choice,
otherwise just go for the default option. If your computer is made
prior to 1999, then you probably have to use the low level mode.
YAPE can interact with the Windows operating environment in the
following ways:
- You can copy the contents of
the screen memory to the Windows clipboard by pressing ALT+C
- You can copy the contents of
the Windows clipboard to the emulator. In this case the
clipboard is interpreted as text and will be feeded to the emulated
machines's keyboard buffer
- You can associate YAPE with the
most common CBM emulator images (PRG, D64, G64, TAP). Select 'File
associations'from the File menu and tick the file extensions you want
to get associated. Untick causes the association to be deleted from the
Windows Registry.
- Drag'n' drop support: by
dragging a supported emulator image over the window of the emulator,
it'll get autostarted as if you had selected 'Autostart image' from the
menu. If you drag an image file with the Ctrl key pressed it won't
autostart though.
- Always on top: you can
force YAPE to be the topmost window on your desktop even when it's not
the active window. Select 'Always on top' from the Screen menu
- You can make screenshots ofthe
emulator's screen in BMP or GIF format by pressing F6. The file gets
placed in
the current folder (not necessarily where the emulator resides, but
where you the last time have programs loaded from). If you have loaded
a PRG or P00 file previously, the name of the screenshot will be
PROGRAMNAME0000.BMP otherwise it'll get a name of YAPE0000.BMP where
0000 is a serial number so you can place more screenshots of the same
program (up to 10,000) in the actual folder without overwriting the
older ones.
- You can make multimedia
snapshots, either in video or audio format. When recording to
video, first you will be presented with the default codec-selector
dialog window where all the system-wide installed video encoders are
present. Choose one that supports both audio and compressed video
otherwise the resulting video file may become enormous (or wihout
sound). Sound snapshots are presently only available into 16 bit mono,
44,1 kHz uncompressed PCM (WAV) format.
- You can switch to full screen
mode and back to windowed by pressing ALT+ENTER or selecting
'Full screen' from the Machine menu. Full screen mode is meant to be
the quickest as it uses DirectX and direct primary surface access.
Select it of you experience speed problems on your PC. The best
performance in windowed mode can be achieved with the 'Use GDI'
option from the Screen menu and by turning 'Double screen'off. Also
this is the most compatible screen mode. Unfortunatley, the user
interface is limited in full screen mode, so you may have to switch
back and forth if you need a certain UI functionality.
Installing and running the emulator
Installation is simple: just copy all the files from the ZIP file
into a separate folder on your hard disk. You start the emulator by
simply double clicking on YAPE.EXE. If you have associated some
emulator image formats with YAPE, you can also start it up by
doubleclicking on the image. To set/amend the associations, simply
select 'File associtioans' from the 'File' menu. Alternatively, you can
also use Yape with the always on top option and drag'n'drop.
Once running the emulator, you can PAUSE it any time by pressing the
Pause/Break key or selecting this option from the Machine menu. Once
paused the emulator will not use up your PC's CPU resources. Pressing
the Page Down button will advance the emulation by one single frame.
The following command line options are supported at the moment:
- '/DISK#:image' for attaching an image to drive {8,9,10,11} at
startup
- '/TAPE:image' for attaching a TAP/WAV image on startup
- '/TYPE:text' for typing 'text' on startup
- '/NOSTART' will suppress autostart
- '/BREAK:address' will set a breakpoint to the given address that
can be both decimal and hexadecimal (0x0000 format)
While using the emulator, you can monitor some internals by pressing
SHIFT+F9 or selecting the 'Quickdebugger' option from the Screen menu.
The following information is displayed then:
- internal registers of the machine CPU (on the left side)
- a simple tape counter (simply the offset in the TAP or WAV file)
- when a disk drive is emulated on the CPU level, you can also see:
- the PC of the drive CPU
- the drive LED (black when no activity, green when the drive
motor is on and red during error or other activity)
- the current track and sector number
You can toggle on/off the speedometer by pressing ALT+S or selecting
the 'Display speed' option from the Screen menu. The default speed is
100% which means that the emulator is running 100% of the original
machine's speed, and 50 FPS (frames per second) which is the PAL
standard, or 60 FPS (NTSC). You can select a lower or higher speed the
top speed is
limited only by your hardware (the processor and the graphics card both
have an effect as well as your emulator settings). If you have a slow
graphic card, you can select a lower framerate from the Screen menu but
that may cause the screen to
flicker. The fastest display mode is full-screen, but the graphical
user interface is
then mostly becomes unavailable from there. You can still use most
keyboard shortcuts though.
If for some reason during tape loading for example) you want to boost
the
speed to the very limit you can select the 'Full throttle' option from
the Machine menu (or alternatively press ALT+W). This will turn off
sound, set the frame rate to a certain number of frames per second
giving the emulated
machine more CPU power.
Just like the real machine, you can reset the emulator, too. The
switches are accessible from the 'Machine' submenu. The following reset
variances are supported:
- RUN/STOP + reset (TAB+F11): equivalent to the one on the real
machine; jumps to the machine language monitor without losing memory
conents and BASIC programs and variables.
- Soft reset (F11): equivalent to pushing the white RESET button of
a 264 computer. You will not lose the memory contents only BASIC
programs and variables. If a program masks the RST vector,you may not
be able to restart the emulated machine this way.
- Hard reset (SHIFT+F11): equivalent to turning the power on and
off in a real machine in that it clears all the RAM contents
- Forced reset (CTRL+F11): will always jump to the ROM reset
vector, even when it's disabled. Great for debugging.
- Drive reset: eventually drives may crash, too, so they can be
reset here, all at once or individually. This is the equivalent of
turning
the drive off and then on.
You can quit the emulator in several ways: ESC key quits with a
confirmation dialog window, F12 and ALT+F4 quits immediately.
Loading and starting programs
Most Commodore plus/4 programs are distributed in either PRG (raw)
or D64 (disk format). There are some other formats as it was noted
above but they are much scarcer. The most convenient way of loading
programs to YAPE is to choose 'Autostart image' from the File menu (or
by pressing F7). You'll be presented a file dialog window where all
supported images in the actual folder can be seen. If you select any of
them, YAPE loads and tries to RUN it. If the program is in PRG/P00
format and has a SYS startup code, it'll fail. In that case you have to
find out the start address yourself (probably from the file name or the
documentation). Note, that the autostart feature will reset the
emulated machine hence all previous RAM contents will be lost.
There are other ways of loading programs to the emulator, but these
are dependent on the format, and won't be started automatically. Also
the memory contents will not be lost:
- for PRG and P00 files you can press F8 or select 'Load PRG' from
the File menu
- for TAP images you can select the 'Attach TAP' option from the
Tape menu then type LOAD and press ENTER. You are faced with a text
that says 'PRESS PLAY ON TAPE'. To press the Play button the virtual
tape device, press F5 or select 'Play' from the 'Tape" menu
- for D64 images you can press ALT+D or select 'Attach D64' option
from the File menu: in the file dialog you can see some other options.
If you're emulating a 1551 drive in YAPE, you can select under which
drive number you wish to attach it. You can also create an empty D64 by
ticking the 'Creaty empty D64' option.
- T64 images you can currently only attach within the 'Autostart
image' option
For games, demos and programs, visit:
http://plus4.emucamp.com or
ftp://c64.rulez.org/pub/plus4
or
http://www.c16.de or
ftp://ftp.funet.fi/pub/cbm/plus4
On how to make TAP or WAV images from your original tapes that can then
be loaded into the emulator, visit:
http://markus.brenner.de
http://minus4.plus4.net
Keyboard and joystick control
The emulated C= 264 keyboard is mapped to its original place wherever
it was possible. If that does not suit you, select symbolic keymapping
from the input setup dialog window. It will map the symbols (also
shift-ed ones)
found on the real plus/4 keyboard to their equivalents of your PC
keyboard locale.
Note that the 2 Shift keys on the PC keyboard act differently: left
shift only applies to the PC keyboard while right shift also to the
emulated machine if you are accessing a key that is shifted on the PC's
keyboard.
DirectInput and MessageQueue input methods both are applying
positional keymapping.
DirectInput is recommended and you should only use the MessageQueue if
DirectInput fails for some reason.
Positional mapping may be annoying at first if you're not used to the
plus/4 keyboard, but it comes handy for keyboard control in games that
rely on the physical positions
of the keys. Here are the positional mappings of a couple of special
keys (these are mostly valid in symbolic keymapping mode, too!):
plus/4 PC
ESCAPE: ` (tilde)
COMMODORE: left Ctrl
CTRL: right Ctrl or Insert (for
laptops)
SHIFT LOCK: Caps Lock
RUN/STOP: Tab
HOME: Home
POUND: End
INS/DEL: BackSpace
CURSOR PAD: cursor keys
RESET: F11
These are the key mappings when the josytick is emulated through the PC
keyboard.
JOYSTICK MOVE: cursor keys or
numpad 2, 4, 6, 8 (selectable via the
Input dialog window)
JOYSTICK FIRE: numeric 0
Select 'Joystick emulation' from the 'Settings' submenu to plug the
virtual joystick to the numeric keypad and the numeric 0 key. If you do
not succeed try 'Swap joystick' (or press ALT+J), this will switch
between joystick port 1 and 2. Tick the 'Use PC joystick' option in the
dialog window, if you own a PC jopystick and want to use that for
joystick emulation. The recommended input setup is DirectInput, as it
allows more accurate input handling while at the same time uses less
system resources.
Disk drive support
Currently three kinds of drives are supported: the 1541, 1551 and the
1581. In
the future there might be more exotic drives supported, but the
available software for them is very limited, so the priority is low.
1541 drive emulation (CPU)
The 1541 is a well-known device also compatible with other Commodore
products, like the popular C64. This mode sports a full-blown 1541
emulation together with a 1 MHz 6502 CPU, the 2 VIA-6522 chips and the
floppy disk controller, disk rotation etc. Custom loaders are therefore
also supported. The D64 files are first converted to GCR format and
buffered by the emulator internally for reading. Writing is also
implemented. If you encounter turbo loaders that fail, you may attempt
enabling a built-in hack by pressing Ctrl+Alt+X that will circumvent a
necessary half-cycle accuracy for now.
One can also select parallelized 1541 drive emulation, although the
available software for it is rather limited.
You can debug the drive from the external monitor (see chapter 'The
external monitor' later).
1551 drive emulation (IEC and CPU)
The 1551 is a high-speed parallel drive specifically made for the
264-series. It has a proprietary interface called TCBM that has not
been used in any other Commodore products.
The 1551 emulation has two modes: IEC and CPU. The first one is not
real disk drive emulation. Disk commands are caught on the parallel bus
and intepreted by the emulator itself, so actually the behaviour of the
DOS is simulated. Advantage is that it has virtually no overhead
compared to a true drive emulation, disadvantage is that custom disk
loaders will not work with it. The 1551/CPU mode aims to emulate a full
1551 drive together with the 2 TIA chips, 2 MHz 6510T processor, 555
astable multivibrator for IRQ and the disk drive mechanics (that is
actually the same as that of the 1541). As a consequence, it's the
slowest drive emulation mode, while in turn all possible custom loaders
should work fine (in due time).
1551/IEC has support for only two device numbers 8
and 9. This limitation is caused by the architecture of the TCBM bus
and not a shortcoming of the emulator. In this mode also high speed
write operations and T64
images are supported. Almost the full DOS is supported,
except for:
- REL files
- B-E (block-execute) and M-E (memory-execute)
- overwrite command (@)
Note: the option 'Set drive folder' only affects the 1551/IEC
emulation
when no D64 files are attached (on startup or after a 'Detach D64' is
selected from the File menu). It sets the current folder for the 1551
and it will be used for disk save and write operations. The
possibilities are limited when using a folder as a drive, as it may not
have blocks for example.
1581 drive emulation (CPU)
The Commodore 1581 is a 3½ inch double sided double
density floppy disk drive made by Commodore primarily for the C64 and
C128, although it is compatible with the 264 series as well since it
is using the CBM serial bus. The drive
stores 800 kilobytes using an MFM format different from both DOS (720
KB), and the Amiga (880 KB) formats. The 1581 provides a total of 3160
blocks free when formatted (a block being equal to 256 bytes) and also
implements subdirectories. Its native image format on emulators is the
D81. The D81 image files pertaining to this drive are read/writable in
the emulator. This mode sports a full-blown 1581
emulation together with a 2 MHz 6502 CPU, the CIA chip and the
WD1772 floppy disk controller, but no disk rotation atm. Custom loaders
are not known to exist but are in theory also supported to a certain
degree.
Printer support
The Commodore serial printers are supported through the serial IEC interface, both as device 4 and 5.
This includes printing to raw and CR/LF corrected ASCII dumps as well as bitmap with the MPS-803 printer on an
IEC protocol level and a CPU level emulation of the MPS-802, though the latter
has a few known issues and only works with bitmap file as target. The path of the target output file can be specified through
the printer setup dialog window. Also, custom character ROMs can be specified for these printers.
Tape device support
There's read/write support for low level raw tape images commonly
known as the MTAP format. Loading a TAP image's content is simple: you
can do it via the 'Autostart image' option or thru the Tape menu by
selecting 'Attach TAP'. If you choose for the latter, you have to make
sure that you type the appropriate BASIC commands for tape loading:
LOAD"",1,1 . Then press F5 to start the tape. If you have the
Quickdebugger selected from the Screen menu you can see as the the
emulator advances in the file.
Creating TAPs is a bit more complicated. Firstly: you can only
create new TAP files, can not append to existing ones or overwrite
them. To create an empty TAP image, select 'Create TAP' from the Tape
menu. You can select between wholewave and halfwave format by
ticking/unticking this option in the file dialog window. The wholewave
format is about half the size of the halfwave one, but is less
compatible with all the turbos. As the 264 family's tape interface is
edge-triggered, rather than level-triggered, there are more possible
waveforms than on the Commodore 64 for example. You must not attach the
newly created TAP again! When you typed SAVE from the emulated machine
you can press the RECORD button by selecting it from the Tape menu or
pressing SHIFT+F6. When finished saveing make sure you detach the TAP
you've just written and reattach it before trying to load as the
'Detach' option puts some very important information into the TAP
header which you miss you may be unable to use your TAP elsewhere.
Alternatively you can load 8-bit digitised WAV or RAW samples to the
emulator. It is however not encouraged as is having a lower sample
frequency than the MTAP while taking up to about 8 times more disk
space. The advantage is that you can create working WAV/RAW samples
without any special hardware if you're lucky enough.
The external monitor
YAPE has a simple external monitor which you can use to track the
internals of the emulated machine. You can enter the monitor by
pressing ALT+M or selecting 'Monitor' from the Machine menu. The
monitor is console-like that is you have to type in commands and press
ENTER. Limited editing functioanlity within the command line is also
supported (cursor left/right, BACKSPACE, command history etc.). You can
also enter the
monitor explicitely either by reaching a breakpoint (set from the
monitor) or a crash instruction (in the latter case you are prompted
with a confirmation dialog window first).
The monitor features:
- almost all functionality that can be found in the TEDMON (the 264
famliy's built-in machine code monitor)
- display memory contents (M)
- change memory conents (>)
- transfer memory contents (T)
- hunt memory for a certain byte (H)
- fill memory with a certain byte (F)
- compare memory areas (C)
- disassembly (D) : this can be redirected to an external file if
you give the 3rd parameter as a file name
- display CPU registers (R)
- go command (G) : sets the PC of the CPU to the selected address
- debug the CPU (Z) : depending on the actual context, it'll show
and execute the next opcode of the selected CPU
- debug step over command (Y): same as above, but JSR commands will
not be followed
- advance 1 or more system bus cycle (S) : without a parameter it
will advance one system bus cycle (there are 114x312 cycles per frame
in the 264 family) If a parameter is given, it'll advance the number of
cycles given
- breakpoint support (B) : by providing an address as an argument,
the machine (or drive) CPU will be set to jump into the monitor when
the PC reaches
the address given. In case a 3rd parameter is provided, this will be a memory watchpoint for a combination of R for READ, X for EXECUTE and W for WRITE.
Note that watchpoints halt the CPU *after* the instruction.
This feature is also supported for the
emulated drive's CPU. Once set, you can turn it on/off by typing B
followed by the address as parameter. By simply typing 'B',
Yape will list all breakpoints/watchpoints along with their corresponding types (read, write, execute).
- context switching between the drive and the machine if true drive
emulation is selected (W). If it's followed by a device number, Yape
will switch to that device's (drive's) context.
- '@' will toggle between the machine's RAM and current ROM banking
scheme's
You can get a simple help on these commands from the monitor itself by
typing '?'. To exit the monitor type 'X' or simply click the upper left
corner of the monitor window.
Development using YAPE
If you don't own the original hardware or it is not functional anymore,
you may consider developing under the emulator with an approppriate
cross-development tool. Programming information on the 264-family
hardware can be found:
Cross development tools that can be used with YAPE directly:
- PLUS4IDE
by Csaba Pankaczy: open source integrated development
environment using the AS65 or the TASM compilers
- AP4 by Zoltán
Péter: assembler and IDE in one, updated regularly
Credits
A number of people helped me during development either by providing
hardware information, testing or user hints. Thanks to:
- Csaba Pankaczy and Mike Legg for pointing out bugs,
tips and some code in the monitor, and all their work on 'plus/4 world'
- Levente Hársfalvi for reverse engineering the sound
hardware, sampling the noise output, writing the HP/LP filters, some
TED and oscilloscope measurements
- Zsolt Prievara, Mike Dailly, Tibor Biczó in helping me
getting familiar with emulator programming and the plus/4 hardware
during the early days of development
- Markus Brenner for his help implementing the MTAP support
- Marko Mäkelä for his advices with the CPU and tape
emulation
- Ingo Jache, Valentino Zenari, Luca Caraffiello, Balázs
Kiss, Vladimir Lidovski and many other people for bug reports, testing
and tips
- JoseQ, Navvie, Jim and Joco for hosting
The following information sources were used:
- The plus/4 mail list archive
- 64doc by Marko Mäkelä
- 'A Commodore plus/4 belső felépítése', 1988,
Novotrade Rt.
- TED preliminary data sheets (7360R0)
- TIA 6523 data sheets
- VIA 6522 data sheets
- CIA 8520 data sheets
- Christian Bauer's VIC-II article
- Inside the C= DOS
- Circuit diagram of the 1541
- Circuit diagram of the 1551
- Circuit diagram of the 1581
- Toshiba 6721A speech LSI data sheet
And of course special thanks to all the users and the plus/4 sceners
who helped and encouraged me during all the years! Kudos for all those
nasty demos that failed or still fail to run properly! Keep up the good
work, and keep the scene alive! Cheers!
Miscellaneous
If you like YAPE you may wish to check out my other emulator
projects:
- 'HoLa!': it emulates a Hungarian 8-bit micro
called HomeLab, the "Hungarian Apple ][". Find it at: http://homelab.8bit.hu (in
Hungarian only).
- 'HT1080Z': a System-80 emulator. It is a very similar machine to
the TRS-80 Model I Level 2. Homepage (in Hungarian): http://ht.homeserver.hu
- 'Ultimo': it emulates a Hungarian 8-bit microcomputer
called Primo, manufactured between 1984 and 1986. Find it at: http://primo.homeserver.hu (in
Hungarian only).
- 'WinTVC': it emulates another Hungarian 8-bit micro
called TV Computer, very similar to the ill-faited Enterprise 128,
manufactured between 1986 and 1989. Find it at: http://tvc.homeserver.hu (in
Hungarian only).
- My own homepage that hosts all the above emulators at one place.