mirror of
https://github.com/Oibaf66/fbzx-wii.git
synced 2024-12-25 16:11:52 +01:00
README file for FBZX Wii
This commit is contained in:
parent
d6ec2fc6fb
commit
7a2440ad22
247
README
247
README
@ -1,15 +1,24 @@
|
||||
FBZX
|
||||
A ZX Spectrum emulator for FrameBuffer
|
||||
FBZX Wii
|
||||
|
||||
A ZX Spectrum emulator for Wii.
|
||||
|
||||
The project is based on FBZX originally written by Sergio Costas http://www.rastersoft.com/fbzx.html.
|
||||
The code has been ported to Wii and largely improved with many new features by Oibaf (Fabio Olimpieri).
|
||||
|
||||
FBZX Wii can be found on Github at github.com/Oibaf66/fbzx-wii.
|
||||
|
||||
There is also a gamecube port.
|
||||
|
||||
The program uses the SDL Wii library.
|
||||
|
||||
DISCLAIMER
|
||||
|
||||
FBZX is distributed under the GPL license, version three or later, which means
|
||||
FBZX Wii is distributed under the GPL license, version three or later, which means
|
||||
that is distributed "as is", without warraty of any kind. To know more details,
|
||||
read the file COPYING.
|
||||
|
||||
The old exception for the Z80 emulator has been removed because now FBZX uses
|
||||
Z80FREE, a brand new, fully GPLv3, Z80 emulator. So finally FBZX is 100% free
|
||||
Z80FREE, a brand new, fully GPLv3, Z80 emulator. So finally FBZX Wii is 100% free
|
||||
software.
|
||||
|
||||
Amstrad have kindly given their permission for the redistribution of their
|
||||
@ -17,208 +26,28 @@ copyrighted material (the original Spectrum ROMs) but retain that copyright.
|
||||
To know more details about how to distribute them, read the file AMSTRAD.
|
||||
|
||||
|
||||
WHAT IS FBZX?
|
||||
|
||||
FBZX is a Sinclair ZX Spectrum emulator, designed to work in FrameBuffer under
|
||||
Linux, but can work under Xwindows too, both in full screen mode and in a
|
||||
window. It uses the SDL library, so it should be easily ported to other
|
||||
architectures. Please, read the file PORTS to know more details about this.
|
||||
|
||||
FBZX is based in Z80FREE, which you can find into the folder z80free.
|
||||
|
||||
To work with FBZX you need:
|
||||
|
||||
-A FrameBuffer-capable graphic card (or compatible with X-windows)
|
||||
-A Linux system with FrameBuffer configured (can use X too)
|
||||
-Sound Card with ALSA or OSS drivers (optional)
|
||||
|
||||
In order to get the maximum performance, your FrameBuffer driver must allow to
|
||||
change to 640x480 or 480x640 resolution in 8 bits. Only the old VESAFB driver can
|
||||
have problems with this fact, so if you use this driver, be sure to boot your
|
||||
Linux box in 640x480 in 8 bits. If you don't do this, SDL will emulate that
|
||||
mode, resulting in a high performance penalty. If you use an specific Framebuffer
|
||||
driver, or the VESAFB driver from kernels 2.6, just don't worry: FBZX will
|
||||
automagically change the graphic mode when starts.
|
||||
|
||||
|
||||
WHAT CAPABILITIES HAVE FBZX?
|
||||
|
||||
FBZX can emulate the original 48K spectrum (issue 2 and issue 3), the original
|
||||
128K, the Amstrad +2, the Amstrad +2A and the Spanish 128K.
|
||||
|
||||
The screen and the sound are emulated in a very acuracy way, so nearly all
|
||||
the sound and screen effects should work in this emulator.
|
||||
|
||||
128K sound is emulated too, and can be disabled in 128K mode in order to save
|
||||
CPU time procesing, if your computer is slow.
|
||||
|
||||
It emulates the Interface I and one microdrive unit, allowing to load from and
|
||||
save to MDR files.
|
||||
|
||||
FBZX can handle Z80 snapshots (both load and save) and SNA (only load). In a
|
||||
future, more snapshot formats will be supported.
|
||||
|
||||
FBZX can handle TAP files (load and save), and have a fast-load mode that allows
|
||||
to load in milliseconds a TAP file. This fast-load mode is enabled by default, but
|
||||
can be disabled.
|
||||
|
||||
FBZX can also handle TZX files (see README.TZX for details).
|
||||
|
||||
FBZX can emulate the Kempston, Cursor, Sinclair 1 and Sinclair 2 joysticks,
|
||||
with the cursor keys (fire is emulated with the right ALT key, ALT-GR
|
||||
key, WINDOWS MENU key or WINDOWS SYSTEM right key), or with a real
|
||||
JoyStick.
|
||||
|
||||
|
||||
HOW DO I USE FBZX?
|
||||
|
||||
To run FBZX just type
|
||||
|
||||
fbzx
|
||||
|
||||
from a console.
|
||||
|
||||
You can load a snapshot directly with:
|
||||
|
||||
fbzx game.z80
|
||||
fbzx game.sna
|
||||
|
||||
or assign a TAP or TZX file with:
|
||||
|
||||
fbzx game.tap
|
||||
fbzx game.tzx
|
||||
|
||||
(in this case you still must use LOAD ""). This allows you to asociate that
|
||||
file extensions to FBZX.
|
||||
|
||||
You can use the option -fs to run it in FullScreen mode. If you use the -rotate
|
||||
option, FBZX will run in 480x640 mode (needed for some PDAs like the Zaurus)
|
||||
rotating the screen 90 degrees. There's another option, -mini, that will run
|
||||
FBZX in 480x640 mode but the screen won't be rotated, but will be half width
|
||||
and height (very small).
|
||||
|
||||
You can run it without sound too, just typing:
|
||||
|
||||
fbzx -nosound
|
||||
|
||||
You can use this if you don't have a sound card, or it hasn't OSS support.
|
||||
|
||||
You can combine theses options as you like. An example:
|
||||
|
||||
fbzx -nosound -fs
|
||||
|
||||
fbzx -rotate -nosound
|
||||
|
||||
By default, FBZX will try to use ALSA sound; if it can't, it will try with OSS
|
||||
sound; finally, if both fails it will use no sound and alert the user.
|
||||
|
||||
You can change the order with
|
||||
|
||||
fbzx -oss
|
||||
|
||||
That way it will try firts with OSS, then with ALSA.
|
||||
|
||||
FBZX works in X too, but it would run slower due to the penalty of the X
|
||||
Window System. Fortunately this only applies to old systems. Current
|
||||
computers can run FBZX under X without problem.
|
||||
|
||||
The PC keyboard works exactly like the Spectrum keyboard (but only numbers and
|
||||
letters). ENTER key is Return, CAPS SHIFT is in both Shift keys, and SYMBOL
|
||||
SHIFT is in both Control keys. Delete, ',' and '.' works too. I hope to add
|
||||
'extended keys' in a near future (in FBZX Wii 'extended keys' is 'TAB' button
|
||||
and 'Edit' is 'INS' button).
|
||||
|
||||
Whit ESC you exit FBZX.
|
||||
|
||||
F1 shows a help page with all the available keys.
|
||||
|
||||
F2 sends you to a menu where you can load and save snapshots.
|
||||
|
||||
F3 sends you to a menu where you can choose a TAP/TZX file, rewind it,
|
||||
choose if you want normal speed or fast speed for loading, enable or
|
||||
disable the write protection, and create a new (and empty) TAP file.
|
||||
|
||||
F4 send you to a menu where you can choose the emulation type you want (48K,
|
||||
128K, +2, +2A or spanish 128K), the joystick, enable or disable the AY
|
||||
emulation and enable or disable the Interface I.
|
||||
|
||||
F5 stops the tape when normal speed is selected. With fast speed, it does
|
||||
nothing.
|
||||
|
||||
F6 plays the tape when normal speed is selected. With fast speed, it does
|
||||
nothing.
|
||||
|
||||
F7 allows to choose a MDR file (microdrive), protect and unprotect it,
|
||||
and create a new (and empty) one.
|
||||
|
||||
F8 allows to shows a picture with the keyboard layout, or insert POKE values
|
||||
|
||||
F9 toggles between fullscreen/windowed mode (in FBZX Wii it launches LOAD "")
|
||||
|
||||
F10 resets the spectrum.
|
||||
|
||||
F11 is volume down.
|
||||
|
||||
F12 is volume up.
|
||||
|
||||
If your system doesn't have function keys, you can use TAB plus keys 0 to 9
|
||||
to emulate them (F11 is TAB and O, and F12 is TAB and P)(In FBZX this function has been disabled).
|
||||
|
||||
|
||||
HOW DO I CHOOSE A FILE WITH THE TAP/TZX OR Z80/SNA SELECTOR?
|
||||
|
||||
You can choose a file just by moving the white bar with the cursor keys. You
|
||||
can use also the RePag and AvPag to jump over 12 positions.
|
||||
|
||||
The files are in white ink, the directories in green ink, and the upper
|
||||
directory are the two red dots.
|
||||
|
||||
When you choose a TAP file, it is marked as "save protected", so if you want
|
||||
to save programs, you must enable it. If you create a new TAP file, it is
|
||||
marked as "save enabled", so you can start to save directly.
|
||||
|
||||
The SAVE option works only with the classic ROM routine, so you will be able
|
||||
to save from programs that use them (it can save programs without header, too,
|
||||
since the emulator intercepts the call to SA-BYTES). Each new block is added at
|
||||
the end of the file, but only if the SAVE operation is enabled for this file.
|
||||
|
||||
|
||||
HOW WORKS THE INSTANT LOAD AND SAVE FOR TAP FILES?
|
||||
|
||||
Just type LOAD "" in the emulator (or choose the TAPE LOADER option in the 128K
|
||||
menu) and the tape will automagically load. This only works with programs that
|
||||
uses the ROM to load all the blocks. If you have a TAP file with a program that
|
||||
uses a custom routine to load the blocks, then you must use the NORMAL LOAD.
|
||||
To do this, press F3 to go to the TAP menu and choose NORMAL LOAD. Then return
|
||||
to the emulation (with ESC) and use LOAD "" (or the TAPE LOADER option).
|
||||
Finally, put the tape in Play with F6. You can stop the tape with F5 and start
|
||||
it again with F6 as many times you want.
|
||||
|
||||
When the tape ends, is automatically stoped and rewinded. You can rewind the
|
||||
tape when you want with the right option in the TAP menu (F3 key).
|
||||
|
||||
In a near future a block manager will be added, in order to allow the user to
|
||||
choose a block into the TAP file (thinking in multistage games).
|
||||
|
||||
Remember that the INSTANT LOAD is available only for TAP files, not in TZX. In
|
||||
the last case you can go to the SETTINGS menu (F4) and enable the TURBO auto mode,
|
||||
so the tape will load faster.
|
||||
|
||||
The INSTANT LOAD applies when saving too. The SAVE operation is done ALWAYS
|
||||
when SA-BYTES (in the Spectrum ROM) is called. The difference between INSTANT and
|
||||
normal SAVE is that INSTANT returns inmediately, and NORMAL calls the original
|
||||
routine. This means that, if you abort the save command, the block will be saved
|
||||
in the TAP file anyway.
|
||||
|
||||
|
||||
HOW WORKS THE INTERFACE I AND MICRODRIVE EMULATION?
|
||||
|
||||
FBZX can emulate an Interface I with one microdrive attached, but only when
|
||||
working as Spectrum 48K, 128K or +2, never as +2A/+3 since it's incompatible.
|
||||
|
||||
You just have to choose an MDR file (or create a new MDR file) using the F7
|
||||
key, and you will be able to use all the Interface I commands and programs.
|
||||
Remember to format your cartridge (MDR file) after creating one.
|
||||
|
||||
When you save something to the cartridge, the MDR file is updated as soon as
|
||||
the Spectrum stops the "motor" of the drive.
|
||||
FEATURES
|
||||
|
||||
- Emulates accurately the Original 48Kspectrum (both issue 2 and issue 3), the classic 128K,
|
||||
the Amstrad Plus 2, the Amstrad Plus 2A, the Spanish 128K and the NTSC 48k.
|
||||
This includes screen, keyboard and sound (both speaker and AY-3-8912 chip.
|
||||
- Screen emulation is extremely accurate, so it can emulate border effects and even attribute effects.
|
||||
- In precision mode floating bus and interrupt timing are accuratly emulated.
|
||||
- Frambuffer resolution at 640X480 or 320X240.
|
||||
- Supports Z80 snapshots, both loading and saving, and loading .SNA snapshots.
|
||||
- Supports TAP (both read and write) and TZX (only read) tape files, supporting normal speed loading and instant loading.
|
||||
- Supports RZX files (play, record, add bookmark, edit, browsing)
|
||||
- Tape browser.
|
||||
- Supports POKE files.
|
||||
- Supports ZIP files.
|
||||
- Support for SE Basic
|
||||
- FTP client for loading games from internet repositories (e.g. WOS).
|
||||
- Emulates up to 2 joysticks of types: Kempston, Cursor, Fuller , Sinclair1, Sinclair2 and QAOP.
|
||||
- All the wiimote, nunchuck and classic controller buttons and joypads are fully configurable.
|
||||
- IR Virtual keyboard support.
|
||||
- Emulates Interface I, Interface II and Microdrive.
|
||||
- Emulates ULAPlus.
|
||||
- Emulates Currah microspeech and Fuller Box.
|
||||
- Based in a new, fully free, Z80 emulator (Z80Free).
|
||||
|
||||
More details on usage and instalation can be found at http://wiibrew.org/wiki/FBZX_Wii
|
||||
|
224
README_FBZX
Normal file
224
README_FBZX
Normal file
@ -0,0 +1,224 @@
|
||||
FBZX
|
||||
A ZX Spectrum emulator for FrameBuffer
|
||||
|
||||
|
||||
DISCLAIMER
|
||||
|
||||
FBZX is distributed under the GPL license, version three or later, which means
|
||||
that is distributed "as is", without warraty of any kind. To know more details,
|
||||
read the file COPYING.
|
||||
|
||||
The old exception for the Z80 emulator has been removed because now FBZX uses
|
||||
Z80FREE, a brand new, fully GPLv3, Z80 emulator. So finally FBZX is 100% free
|
||||
software.
|
||||
|
||||
Amstrad have kindly given their permission for the redistribution of their
|
||||
copyrighted material (the original Spectrum ROMs) but retain that copyright.
|
||||
To know more details about how to distribute them, read the file AMSTRAD.
|
||||
|
||||
|
||||
WHAT IS FBZX?
|
||||
|
||||
FBZX is a Sinclair ZX Spectrum emulator, designed to work in FrameBuffer under
|
||||
Linux, but can work under Xwindows too, both in full screen mode and in a
|
||||
window. It uses the SDL library, so it should be easily ported to other
|
||||
architectures. Please, read the file PORTS to know more details about this.
|
||||
|
||||
FBZX is based in Z80FREE, which you can find into the folder z80free.
|
||||
|
||||
To work with FBZX you need:
|
||||
|
||||
-A FrameBuffer-capable graphic card (or compatible with X-windows)
|
||||
-A Linux system with FrameBuffer configured (can use X too)
|
||||
-Sound Card with ALSA or OSS drivers (optional)
|
||||
|
||||
In order to get the maximum performance, your FrameBuffer driver must allow to
|
||||
change to 640x480 or 480x640 resolution in 8 bits. Only the old VESAFB driver can
|
||||
have problems with this fact, so if you use this driver, be sure to boot your
|
||||
Linux box in 640x480 in 8 bits. If you don't do this, SDL will emulate that
|
||||
mode, resulting in a high performance penalty. If you use an specific Framebuffer
|
||||
driver, or the VESAFB driver from kernels 2.6, just don't worry: FBZX will
|
||||
automagically change the graphic mode when starts.
|
||||
|
||||
|
||||
WHAT CAPABILITIES HAVE FBZX?
|
||||
|
||||
FBZX can emulate the original 48K spectrum (issue 2 and issue 3), the original
|
||||
128K, the Amstrad +2, the Amstrad +2A and the Spanish 128K.
|
||||
|
||||
The screen and the sound are emulated in a very acuracy way, so nearly all
|
||||
the sound and screen effects should work in this emulator.
|
||||
|
||||
128K sound is emulated too, and can be disabled in 128K mode in order to save
|
||||
CPU time procesing, if your computer is slow.
|
||||
|
||||
It emulates the Interface I and one microdrive unit, allowing to load from and
|
||||
save to MDR files.
|
||||
|
||||
FBZX can handle Z80 snapshots (both load and save) and SNA (only load). In a
|
||||
future, more snapshot formats will be supported.
|
||||
|
||||
FBZX can handle TAP files (load and save), and have a fast-load mode that allows
|
||||
to load in milliseconds a TAP file. This fast-load mode is enabled by default, but
|
||||
can be disabled.
|
||||
|
||||
FBZX can also handle TZX files (see README.TZX for details).
|
||||
|
||||
FBZX can emulate the Kempston, Cursor, Sinclair 1 and Sinclair 2 joysticks,
|
||||
with the cursor keys (fire is emulated with the right ALT key, ALT-GR
|
||||
key, WINDOWS MENU key or WINDOWS SYSTEM right key), or with a real
|
||||
JoyStick.
|
||||
|
||||
|
||||
HOW DO I USE FBZX?
|
||||
|
||||
To run FBZX just type
|
||||
|
||||
fbzx
|
||||
|
||||
from a console.
|
||||
|
||||
You can load a snapshot directly with:
|
||||
|
||||
fbzx game.z80
|
||||
fbzx game.sna
|
||||
|
||||
or assign a TAP or TZX file with:
|
||||
|
||||
fbzx game.tap
|
||||
fbzx game.tzx
|
||||
|
||||
(in this case you still must use LOAD ""). This allows you to asociate that
|
||||
file extensions to FBZX.
|
||||
|
||||
You can use the option -fs to run it in FullScreen mode. If you use the -rotate
|
||||
option, FBZX will run in 480x640 mode (needed for some PDAs like the Zaurus)
|
||||
rotating the screen 90 degrees. There's another option, -mini, that will run
|
||||
FBZX in 480x640 mode but the screen won't be rotated, but will be half width
|
||||
and height (very small).
|
||||
|
||||
You can run it without sound too, just typing:
|
||||
|
||||
fbzx -nosound
|
||||
|
||||
You can use this if you don't have a sound card, or it hasn't OSS support.
|
||||
|
||||
You can combine theses options as you like. An example:
|
||||
|
||||
fbzx -nosound -fs
|
||||
|
||||
fbzx -rotate -nosound
|
||||
|
||||
By default, FBZX will try to use ALSA sound; if it can't, it will try with OSS
|
||||
sound; finally, if both fails it will use no sound and alert the user.
|
||||
|
||||
You can change the order with
|
||||
|
||||
fbzx -oss
|
||||
|
||||
That way it will try firts with OSS, then with ALSA.
|
||||
|
||||
FBZX works in X too, but it would run slower due to the penalty of the X
|
||||
Window System. Fortunately this only applies to old systems. Current
|
||||
computers can run FBZX under X without problem.
|
||||
|
||||
The PC keyboard works exactly like the Spectrum keyboard (but only numbers and
|
||||
letters). ENTER key is Return, CAPS SHIFT is in both Shift keys, and SYMBOL
|
||||
SHIFT is in both Control keys. Delete, ',' and '.' works too. I hope to add
|
||||
'extended keys' in a near future (in FBZX Wii 'extended keys' is 'TAB' button
|
||||
and 'Edit' is 'INS' button).
|
||||
|
||||
Whit ESC you exit FBZX.
|
||||
|
||||
F1 shows a help page with all the available keys.
|
||||
|
||||
F2 sends you to a menu where you can load and save snapshots.
|
||||
|
||||
F3 sends you to a menu where you can choose a TAP/TZX file, rewind it,
|
||||
choose if you want normal speed or fast speed for loading, enable or
|
||||
disable the write protection, and create a new (and empty) TAP file.
|
||||
|
||||
F4 send you to a menu where you can choose the emulation type you want (48K,
|
||||
128K, +2, +2A or spanish 128K), the joystick, enable or disable the AY
|
||||
emulation and enable or disable the Interface I.
|
||||
|
||||
F5 stops the tape when normal speed is selected. With fast speed, it does
|
||||
nothing.
|
||||
|
||||
F6 plays the tape when normal speed is selected. With fast speed, it does
|
||||
nothing.
|
||||
|
||||
F7 allows to choose a MDR file (microdrive), protect and unprotect it,
|
||||
and create a new (and empty) one.
|
||||
|
||||
F8 allows to shows a picture with the keyboard layout, or insert POKE values
|
||||
|
||||
F9 toggles between fullscreen/windowed mode (in FBZX Wii it launches LOAD "")
|
||||
|
||||
F10 resets the spectrum.
|
||||
|
||||
F11 is volume down.
|
||||
|
||||
F12 is volume up.
|
||||
|
||||
If your system doesn't have function keys, you can use TAB plus keys 0 to 9
|
||||
to emulate them (F11 is TAB and O, and F12 is TAB and P)(In FBZX this function has been disabled).
|
||||
|
||||
|
||||
HOW DO I CHOOSE A FILE WITH THE TAP/TZX OR Z80/SNA SELECTOR?
|
||||
|
||||
You can choose a file just by moving the white bar with the cursor keys. You
|
||||
can use also the RePag and AvPag to jump over 12 positions.
|
||||
|
||||
The files are in white ink, the directories in green ink, and the upper
|
||||
directory are the two red dots.
|
||||
|
||||
When you choose a TAP file, it is marked as "save protected", so if you want
|
||||
to save programs, you must enable it. If you create a new TAP file, it is
|
||||
marked as "save enabled", so you can start to save directly.
|
||||
|
||||
The SAVE option works only with the classic ROM routine, so you will be able
|
||||
to save from programs that use them (it can save programs without header, too,
|
||||
since the emulator intercepts the call to SA-BYTES). Each new block is added at
|
||||
the end of the file, but only if the SAVE operation is enabled for this file.
|
||||
|
||||
|
||||
HOW WORKS THE INSTANT LOAD AND SAVE FOR TAP FILES?
|
||||
|
||||
Just type LOAD "" in the emulator (or choose the TAPE LOADER option in the 128K
|
||||
menu) and the tape will automagically load. This only works with programs that
|
||||
uses the ROM to load all the blocks. If you have a TAP file with a program that
|
||||
uses a custom routine to load the blocks, then you must use the NORMAL LOAD.
|
||||
To do this, press F3 to go to the TAP menu and choose NORMAL LOAD. Then return
|
||||
to the emulation (with ESC) and use LOAD "" (or the TAPE LOADER option).
|
||||
Finally, put the tape in Play with F6. You can stop the tape with F5 and start
|
||||
it again with F6 as many times you want.
|
||||
|
||||
When the tape ends, is automatically stoped and rewinded. You can rewind the
|
||||
tape when you want with the right option in the TAP menu (F3 key).
|
||||
|
||||
In a near future a block manager will be added, in order to allow the user to
|
||||
choose a block into the TAP file (thinking in multistage games).
|
||||
|
||||
Remember that the INSTANT LOAD is available only for TAP files, not in TZX. In
|
||||
the last case you can go to the SETTINGS menu (F4) and enable the TURBO auto mode,
|
||||
so the tape will load faster.
|
||||
|
||||
The INSTANT LOAD applies when saving too. The SAVE operation is done ALWAYS
|
||||
when SA-BYTES (in the Spectrum ROM) is called. The difference between INSTANT and
|
||||
normal SAVE is that INSTANT returns inmediately, and NORMAL calls the original
|
||||
routine. This means that, if you abort the save command, the block will be saved
|
||||
in the TAP file anyway.
|
||||
|
||||
|
||||
HOW WORKS THE INTERFACE I AND MICRODRIVE EMULATION?
|
||||
|
||||
FBZX can emulate an Interface I with one microdrive attached, but only when
|
||||
working as Spectrum 48K, 128K or +2, never as +2A/+3 since it's incompatible.
|
||||
|
||||
You just have to choose an MDR file (or create a new MDR file) using the F7
|
||||
key, and you will be able to use all the Interface I commands and programs.
|
||||
Remember to format your cartridge (MDR file) after creating one.
|
||||
|
||||
When you save something to the cartridge, the MDR file is updated as soon as
|
||||
the Spectrum stops the "motor" of the drive.
|
Loading…
Reference in New Issue
Block a user