AmiArcadia/WinArcadia

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                        #*=====================*#
                        #| A M I A R C A D I A |#
                        #|         and         |#
                        #| W I N A R C A D I A |#
                        #|    Version 29.34    |#
                        #|     16 Dec 2022     |#
                        #|                     |#
                        #|   by James Jacobs   |#
                        #|  of Amigan Software |#
                        #*=====================*#

                           Overview            
                           Requirements        
                           Usage               
                           Credits and Licence 
                           History             
                           Other Releases      

                           Toolbar             
                           Menu                
                           Controllers         
                           Other Keys          
                           Guest Machines      
                           Glossary            
                           Troubleshooting/FAQ 
                           Tips                
                           ARexx Commands      
                           Debugger            
                           Assembler           
                           Disassembler        
                           Labels              

Overview

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OVERVIEW------------------------------------------------------------------

AmiArcadia and WinArcadia are multi-emulators/assemblers/disassemblers of
these machines:

    * the Emerson Arcadia 2001 console family (Bandai, Emerson,
      Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu,
      Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix,
      etc.) (1982);
    * the Interton VC 4000 console family (Acetronic, Cabel, Fountain,
      Hanimex, Interton, Prinztronic, Radofin, Rowtron, Voltmace,
      Waddingtons, etc.) (c. 1978);
    * the Elektor TV Games Computer (1979);
    * PIPBUG- and BINBUG-based machines (EA 77up2, EA 78up5, Signetics
      Adaptable Board Computer, Eurocard 2650, etc.) (1977-1978);
    * the Signetics Instructor 50 trainer (1978);
    * the Central Data 2650 computer (1977);
    * the Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria
      (1979-1981);
    * the Malzak 1 and 2 coin-ops by Kitronix (c. 1981);
    * the Chaos 2 computer (1983);
    * the Dolphin trainer (1977);
    * the PHUNSY computer (c. 1980);
    * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen
      TVG-201, etc.) (1976-1977);
    * the Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer
      (1984);
    * the MIKIT 2650 trainer (1978); and
    * the VTech Type-right machine (1985).

Features include: ReAction GUI, load/save states, windowed and full-
screen modes, CPU tracing, trainer, drag and drop support, graphics
scaling, automatic load/save of configuration/game, keyboard/joystick/
gamepad/paddle/mouse/trackball/Vision-dapter support, autofire, turbo
mode, gameplay recording/playback, sprite demultiplexing, help windows,
source code, real-time debugger, frame skipping, redefinable keys, save
screenshots (7 supported formats), REXX support, network play (IPv4 and
IPv6), real-time monitor, locale support, game selection sidebar,
text-to-speech, artefacting, support for ZIPped games, clipboard support,
palette editor, tone retuning, high score management, force feedback,
sprite editor, 3D, assembler, disassembler, CALM support, Scale2x/3x/4x
and HQx filters, animation recording (5 supported formats), sound
recording (8 supported formats), horizon dejittering, tape decks (4
supported formats), RetroAchievements support.

The supported languages are currently English, Dutch, French, German,
Greek, Italian, Polish, Russian and Spanish.

These WinArcadia features are not present in AmiArcadia:

    * "View|Menu bar?".
    * "Macros|Generate RIFF AVI files?".
    * "Options|Filters|3D".
    * "Options|Filters|HQx".
    * "Options|Filters|Stretch NTSC?".
    * "Options|Graphics|Full screen?"
      (and the associated stretching options on the Filters submenu,
      and the FULLSCREEN CLI argument).
    * "Options|Graphics|Enhance skies?".
    * "View as contents" and "View as coverage report" options in the
      memory editor.
    * the sprite preview in the sprite editor.
    * IPv6 support.
    * the output window (the CLI is used instead).
    * 16-bit and 44100 Hz options in the "Settings|Sound|Adjust..."
      subwindow.
    * IFF 16SV recording.
    * RetroAchievements support.

These AmiArcadia features are not present in WinArcadia:

    * the "Settings|Sound|Filtered?" setting.
    * the "Settings|Sound|AHI V4+" and "Settings|Sound|audio.device"
      settings.
    * the clock gadget in the CPU monitor.
    * these CLI arguments: CLIPUNIT, NOLOWLEVEL, PRI, PORTNAME, PUBSCREEN.
    * the mouth on the status bar while speaking.

System Requirements

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SYSTEM REQUIREMENTS-------------------------------------------------------

AmiArcadia for OS3:

Hardware   Required       MC68EC020+
                          about 28Mb free RAM
           Recommended    Digital joysticks and/or CD³² gamepads
                          Analog joystick and/or gamepads
                          Mouse/trackball (preferably with wheel
                           and 3 or more buttons)
                          Graphics card
                          1024*768 or higher Workbench
Firmware   Required       Kickstart 3.1+
Software   Required       AmigaOS 3.9+BB2 (or later)
           Recommended    AmigaOS 3.2+
                          AHI 4+ (for sound)
                          MorphOS (for force feedback)
                          http://aminet.net/util/sys/LightPen.lha
                           (if you need host lightpen/lightgun
                           support)
                          ReAction (see note below)
                          SPEAK: handler
                          OpenURL.library (if OS < 4.1.1)
                          screennotify.library
                          TCP/IP stack (ie. Internet connection)
                          Web browser
                          AmigaOS Enhancer Software Core (clock.gadget)
                          AmigaOS 4.1FE (for OS4 version)

WinArcadia:

Hardware   Recommended    Pentium 3 or better
                          up to 2 analog joysticks/gamepads/
                           paddles (preferably "rumble" pads, ie.
                           with force feedback)
                          Mouse/trackball (preferably with wheel)
                          Sound card (eg. SoundBlaster)
                          Graphics card:
                           800*600 or higher resolution
                           16-bit or higher colour depth
                           3D capability
                          Intellivision controller(s) with Vision-dapter
Software   Required       Windows XP or later
                          SAPI.DLL (eg. V5.1) (included)
                          DirectX 9.0+
           Recommended    SpriteMakerEA 6
                          TCP/IP stack (ie. Internet connection)
                          TextMakerEA 1
                          Web browser

AmiArcadia for AmigaOS 3.x:

The audio filter (LED) control and analog joystick (on host) support bang
the hardware directly. All other code is system-friendly.
  If any of the 48 pens were not able to be exclusively allocated by
AmiArcadia, you will not be able to use the "Settings|Colours|Palette
editor..." command. This can happen even on a deep (eg. 16- or 32-bit)
screen, as there are still only 256 pens available in the system, and
programs such as AmiDock can use up most of these. A suggested solution is
to create a new public screen (eg. with StormScreenManager) for AmiArcadia
to run on.
  Amiga Forever 6, and various other versions, are based on OS3.5 rather
than OS3.9 and are therefore somewhat crap. Even with the newer
radiobutton.gadget, the rendering of the slider gadgets in the "Tools|
Palette editor..." window is corrupt, and programmatically changing the
position of those gadgets has no effect. If you are using an older
version of window.class (earlier than V45.11), you won't get tooltips; we
suggest upgrading your window.class to a more recent one. If you are using
an older version of button.gadget (earlier than V45.6), certain buttons
may be the wrong size.
  The emulator has been tested under WinUAE. Older versions have also been
tested on a real Amiga 1200/060.
  The emulator is intended to be run from a hard disk. In particular, if
your games are stored on a floppy disk, you should copy them to RAM: or
hard disk first.
  You will need a fast Amiga to achieve adequate performance
(which is 50/60 FPS for PAL/NTSC, respectively). You should download and
install the BlazeWCP and FBlit patches for improved performance.
  See here for more tips for increasing the emulation
speed, and for information about the text-to-speech feature.
  Note that we have been unable to test the printer support code, and
therefore cannot guarantee that it works correctly. If you could confirm
for us whether this works, that would be appreciated.
  If you run AmiArcadia in a palettized screenmode (256 colours or less),
the controls in the "Help|Guest controls..." window are unlikely to
complement correctly.
  misc.resource 37.2 (as included in eg. Boing Bag #4 V0.8q) can cause
problems with AHI. We recommend use of misc.resource 37.1 instead.
  Generally, images are not loaded into memory until they are needed;
however, once loaded they are retained in memory until the program quits
(for speed, in case they are needed again).

AmiArcadia for AmigaOS 4.x:

Note that support for analog joysticks is disabled in this release.
  There is a known issue with a recent version(s) of intuition.library
(eg. V53.42); the graphics compositing engine can cause cosmetic problems
with the AmiArcadia menus. This appears to be a bug in intuition.library.
The workaround is to disable compositing in Preferences.
  OS4.1FE is recommended so that you get BOOPSI menus (with imagery). The
BOOPSI menu subsystem assumes you have AISS installed (it is part of a
standard OS4.1FE install). The emulator uses the MenuImageSize environment
variable when starting up to determine what size to make the menu imagery.
If this variable is is not present, the default is 16 pixels square. If
this variable is 0, menu imagery is not loaded nor shown.

AmiArcadia for MorphOS:

For MorphOS users:

You need the appropriate ReAction classes installed. You can get these
classes from OS3.9 BB2 or (preferably) OS3.2.
  You should have button.gadget 45.6 or later. Old versions of
button.gadget have bugs which can cause eg. the IAR gadget in the monitor
subwindow to be too small.
  Under MorphOS, force feedback is supported. You need to be using (on the
Settings|Left controller" and/or "Settings|Right controller" submenus) an
analog gamepad for this. (It does not work on our Gameware USB Rumble
Control gamepad (under MorphOS 2.7), but this may be a driver issue.)
  MorphOS 3.3 is used for development and testing; compatibility with
other versions of MorphOS is assumed but not tested. If the emulator hangs
at startup, see here.
  If your keyboard has only one Windows key, you will not be able to
access the Amiga-key shortcuts. In this case, we recommend using the
ComKeyRemapper program (http://aminet.net/util/cli/ComKeyRemapper.lha).

WinArcadia:

The supported operating systems are Windows XP, Vista, 7, 8, 8.1, 10 and
11.
  If you are running Windows 1.0-3.11, there is no version of WinArcadia
that will run on your machine. Perhaps you should upgrade ;-) .
  If you are running Windows 95, you must use V17.61 (or earlier).
  If you are running Windows 98, ME, NT or 2000, you must use V21.51 (or
earlier).
  Force feedback uses DirectInput 5.0+. 3D graphics uses Direct3D 9.0+.
DirectX is not included in the WinArcadia package but is widely available
(eg. from Microsoft). V9.0c was used for testing.
  The Regina REXX 3.9.4 interpreter is effectively built into the emulator
and thus you do not need to install a separate REXX environment.
  If the SAPI.DLL file is missing from your system for some reason, you
may have to download it and copy it into the same directory as the
WinArcadia.exe file.

Optional files

AmiArcadia: If you have AISS (the Amiga Image Storage System, available at
http://www.masonicons.info/aiss/arc/aiss4.lha), you can delete
the Images/AISS/ directory.
  Deleting the icons/ directory will not cause any problems either, if you
don't want to generate icons.

Both: You can, of course, delete any catalogs (ie. translations) you don't
need. English is built into the emulators. If you don't need the source
code, you can delete the source/ directory.

Usage

Contents | < Browse | Browse >



USAGE---------------------------------------------------------------------

CLI Arguments

                                 AmiArcadia

Format:    AmiArcadia
           [[FILE]          <file>]
           [CLIPUNIT        <unit>]   (AmiArcadia only)
           [FULLSCREEN=ON|OFF]        (WinArcadia only)
           [LOCKCONFIG|UPGRADE]
           [NOLOWLEVEL]               (AmiArcadia only)
           [PORT            <port>]
           [PORTNAME        <name>]   (AmiArcadia only)
           [PRI             <pri>]    (AmiArcadia only)
           [PUBSCREEN       <screen>] (AmiArcadia only)
           [SETTINGS        <file>]
           [STARTUP         <file>]

Template:  FILE,
           CLIPUNIT/K/N, (AmiArcadia only)
           FULLSCREEN/K, (WinArcadia only)
           LOCKCONFIG/S,
           NOLOWLEVEL/S, (AmiArcadia only)
           PORT/K/N,
           PORTNAME/K,   (AmiArcadia only)
           PRI/K/N,      (AmiArcadia only)
           PUBSCREEN/K,  (AmiArcadia only)
           SETTINGS/K,
           STARTUP/K,
           UPGRADE/S

Purpose:   To emulate Signetics-based machines (specifically, the
           Emerson Arcadia 2001 and Interton VC 4000 console families, the
           Elektor TV Games Computer, PIPBUG- and BINBUG-based machines,
           the Signetics Instructor 50 trainer, the Central Data 2650
           computer, various coin-ops, the Chaos 2 computer, the Dolphin
           trainer, the PHUNSY computer, the Selbstbaucomputer trainer,
           and the MIKIT 2650 trainer) and to simulate AY-3-8500/8550/
           8600-based Pong systems and the VTech Type-right machine.

Specification:

    FILE=<file>:
           a file to load at startup; this can be in any supported format.

    CLIPUNIT=<unit>: (AmiArcadia only)
           which clipboard unit number to use for copy/paste operations
           (0 to 255, default is 0).

    FULLSCREEN=ON|OFF: (WinArcadia only)
           whether to start in fullscreen mode or not.

    LOCKCONFIG:
           this prevents the configuration file from being saved at exit.

    NOLOWLEVEL:
           Use of Poseidon USB and lowlevel.library under MorphOS can
           cause hangs, at least under MorphOS V2.7-3.3. If it hangs while
           starting up, try running it with this argument.
             This prevents the emulator from using lowlevel.library. The
           host digital joysticks/joypads will not work in this case, but
           at least you can run the emulator.
             See here for more information.

    PORT=<port>:
           TCP/IP port number to use for network play (0 to 65535,
           default is 6666).

    PORTNAME=<name>: (AmiArcadia only)
           ARexx port name to use (default is AMIARCADIA.1, AMIARCADIA.2,
           etc.).

    PRI=<pri>: (AmiArcadia only)
           priority for AmiArcadia to run at (-128 to 5, default is 0).

    PUBSCREEN=<screen>: (AmiArcadia only)
           the name of a public screen to open on (otherwise the default
           public screen is used).

    SETTINGS=<file>:
           the configuration file to use, for both loading and saving. The
           default is AmiArcadia.ini (for AmiArcadia) or WinArcadia.ini
           (for WinArcadia). The emulator always looks in the
           PROGDIR:Configs/ (for AmiArcadia) or .\CONFIGS\ (for
           WinArcadia) directory for settings, so you should supply a
           filename only, rather than a complete pathname. You must
           include the .INI extension.
             Note that if you give a SETTINGS argument, the settings
           stored in the file override any other settings you might
           specify on the command line.

    STARTUP=<file>:
           a REXX script to run at startup. ".rexx" extension is
           assumed.

    UPGRADE:
           this will automatically upgrade all .INI files in your Configs/
           directory to the latest version and then quit. You should do
           this whenever you have upgraded to a new version of the
           emulator, because generally only the most recent "obsolete"
           format can be read/upgraded; more obsolete formats are
           completely unsupported.
             The example configuration files provided with the emulator
           are always the current versions (ie. already "upgraded").

Typing:

    AmiArcadia ?

or

    WinArcadia ?

as appropriate, will display the available CLI parameters.
  For WinArcadia, you should ensure that the current directory is the
one in which the executable (WinArcadia.exe) resides, when you launch the
emulator (since Windows doesn't appear to have any equivalent to
PROGDIR:). This will ensure that all features which rely on external
files (eg. "Help|Manual...") work correctly.
  Most settings are loaded automatically from the configuration file (eg.
WinArcadia.ini) at startup, and likewise are saved to there automatically
at exit. INI files are text-based (ASCII), and therefore can be viewed
and edited in a text editor. We advise caution when doing this, as the
parsing of INI files is not very robust. Invalid or malformed INI files
will cause the emulator to crash. See the source code for details on the
expected format. It is recommended to use the menus, etc. of the emulator
itself to create and alter INI files, rather than doing so in a text
editor, as this will avoid the possibility of inconsistent or otherwise
incorrect data.

Credits and Licence

Contents | < Browse | Browse >



CREDITS AND LICENCE-------------------------------------------------------

Credits

AmiArcadia and WinArcadia were written by James Jacobs of Amigan Software.
  The Interton VC 4000 and Elektor TV Games Computer emulation is based on
work by Peter Trauner and Manfred Schneider. The Malzak emulation is based
on work by Barry Rodewald. The Laser Battle and Lazarian emulation is
based on work by Pierpaolo Prazzoli.
  The networking subsystem, ARexx support, ZIP support, GIF support and
PNG support are based on code by Marat Fayzullin, Michael Sinz, Gilles
Volant, Gershon Elber and Rich Geldreich respectively. The IFF ANIM
support is based on code by Olaf Barthel and Jim Kent. The upper row of
button gadgets (for AmiArcadia) are from the AISS package, by Martin
'Mason' Merz. The "HQx" algorithm is by Maxim Stepin. The "Scale2x/3x/4x"
algorithm is by Andrea Mazzoleni. PHUNSY MDCR support is based on code by
Frank Philipse.
  The German, Greek and Russian translations are maintained by Stefan
Haubenthal, Anthony Iliakis and Mikhail Malyshev, respectively. The
French, Italian and Spanish translations were formerly maintained by
Benjamin Siskoo, Samir Hawamdeh and Damaso Dominguez, respectively. The
Dutch, French, Italian, Polish and Spanish translations are (currently)
(un)maintained by James Jacobs. I am not fluent in any of these languages,
so if you would like to maintain any of these translations, or translate
to other languages, please contact me.
  The inclusion of various catalogs should not be construed as support of
the actions or policies or any particular government (eg. the deplorable
Russian wars of aggression in Ukraine, Georgia, Moldova, etc.).
  The MorphOS port is compiled by Stefan Haubenthal.
  Special thanks to Charles Eurich (Arcadia) for compatibility testing and
bug reports, to Stefan Haubenthal for code contributions and bug reports,
to Luca Longone (Arcadia), Peter Henderson and Gert Gremmen (PIPBUG),
Andrew Dunn (BINBUG), Miguel Cardoso (Pong), Samir Hawamdeh, Leonis,
Johannes Maibaum and Mikhail Malyshev for bug reports, to Lucien Kleigkers
for code contributions, to Peter Marschat, Frank Whitlock, Jens Brinkmann
and Manfred Saliger (Elektor), Lionel Theunissen, Alan Laughton and Ian
Binnie (PIPBUG/BINBUG), Tyler Whitney (Instructor 50) and Frank Philipse
(PHUNSY) for dumping, and to Martin 'Mason' Merz and Thomas 'TommySammy'
Blatt for icons.

EMail:                  amigansoftware@gmail.com

Amiga Developer Number: AD874

Websites:               http://amigan.1emu.net/releases/
                        http://amigan.yatho.com/

Licence

AmiArcadia and WinArcadia are open source freeware. These are the licence
conditions:

    * you are not allowed to sell it, or modified versions of it, without
      consent (however, magazine covermounting is permitted);

    * any modified versions must be clearly marked as such, and not be
      misrepresented as being the original software;

    * you are not allowed to remove or alter the existing credits (though
      you may append to them as appropriate);

    * you may distribute this unmodified executable either with or without
      the source code, at your discretion. (The official release packages
      will always include source code.) However, modified versions
      (including ports) must include both the executable and source code;

    * any accessory files (eg. catalog files) must be accompanied by
      source code (eg. the corresponding .ct file);

    * software into which code or algorithms are copied must be open
      source, without additional licence restrictions to those listed
      here, and appropriate credit must be given;

    * you must allow us the right to backport improvements you make to
      this software or algorithms;

    * contributions cannot later be arbitrarily rescinded; and

    * you are not allowed to modify the software to insert logic bombs,
      spyware, digital restrictions management, copy protection, online
      activation, virii, adware, nagware or other malware, nor may you
      knowingly include it in any package, compilation or download
      containing these.

We seek to provide the most rights and freedoms possible to users,
modifiers and distributors of this software. We believe that the above
licence meets these needs and is superior to other licences, eg. the GPL
(which permits selling of free software, non-inclusion of source code,
etc.).
  If you would like to become an official co-developer of this emulator,
please contact me. Ports of this emulator to other platforms (eg. MacOS,
Linux, handhelds...?) would be welcomed. The emulator is designed so that
it should be possible to produce a useful port without having to port all
of the many features of the Amiga or Windows versions. For an example,
look at the Super Bug Advance (aka "GBAArcadia") port of the emulator.

Bugs

Amiga development and style guidelines have been adhered to, using the
official Amiga Technical Reference Series as authoritive reference.
  Older versions of AmiArcadia have been tested successfully on a real
Amiga 1200 with MC68060 running OS3.9, and all versions have also been
tested successfully under WinUAE.
  You should check the Guest Machines and Troubleshooting
sections, the Gaming Guides, the game key help, and the manual of your
game (if available) to check whether a suspected bug in the emulator is
genuine.
  Unlike Microfilth, we do have an email address for bug reports ;-)
  Please contact us immediately if any bugs are found or suspected. We
suggest using Report+ to generate bug reports (though this is optional);
it is the easiest method. Do not assume that the bug has already been
reported by another user; if it had been, it would probably have been
fixed already.
  Also, we do not possess the full range of supported guest and host
hardware, so user-based testing and feedback is essential. We always
investigate and fix any and all bugs reported, and will keep you appraised
of the status of the bug report.

Future

Support for emulation of other Signetics-based machines, and improved
compatibility, speed, features and interface for the currently supported
machines, is desirable. In particular, compatibility (especially as
regards the Interton, Elektor and coin-op emulation) and speed are
considered to be suboptimal.
  However, there is a current lack of available documentation and software
for these machines. Please contact us immediately if you have any such
documentation or software.
  Contact us to suggest new features, or if you have information that can
help us to improve the emulation accuracy, or if you have ROM dumps/
manuals/photos, etc. to contribute, or for bug reports, comments,
suggestions and requests.

Localization

To localize AmiArcadia, you only need to make a .ct file for your language
(eg. based on aa.ct) and then generate the appropriate IFF CTLG file using
CatComp or similar. There are some scripts provided in the source/
directory which may assist with this. The Amiga Translators Organization
at http://ato.vapor.com/ato/ might also be helpful.
  To localize WinArcadia, you need to do the above (and thus will need to
download AmiArcadia, as the .ct files are not distributed with
WinArcadia), but must also localize the tooltips in ibm.c and the menu
strings in wa.rc. Also, WinArcadia itself will need to be modified to
explicitly support the language, so you should get in contact with us to
arrange this.

Source code

Source code is provided.
  The release binary of AmiArcadia (OS3 version) was compiled (and
assembled and linked) with SAS/C 6.59. The OS3, OS4 and MOS versions all
have identical source code files.
  The release binary of WinArcadia was compiled (and assembled and linked)
with Microfilth Visual C/C++ 6.0+SP6. However, you can also build it with
later versions. You will need the DirectX 9 SDK.
  The emulators are written in ANSI C (aka "C89"), except that there is
unavoidably MC680x0 assembly language used in the AmiArcadia analog
joystick routines (only for AmigaOS 3.x), and some of the
RetroAchievements code is in C++ (for WinArcadia).
  To regenerate the Greek .ct file, get the CTLG2CT program (eg. from our
site, or from Aminet), and then:

    CTLG2CT AmiArcadia/Catalogs/greek/AmiArcadia.catalog AmiArcadia/source/aa.cd >AmiArcadia/source/greek.ct

History

Contents | < Browse | Browse >



HISTORY-------------------------------------------------------------------

29.34  [OS3.9+][Windows XP+][MOS?   ][OS4.0+]: Fri 16 Dec 2022.
    Summary:
        * Improved PHUNSY emulation.
        * Miscellaneous improvements and bug fixes.
    Details:
 elektor: now interrupts are enabled by default (fixes animated 's').
 interton,pipbug,binbug,phunsy,selbst: updated autosense support for
  various games.
 wa: fixed: it was showing incorrect fractions in some cases.
 phunsy: fixed: game information subwindow was showing wrong file sizes.
 wa: phunsy: added "register filetypes" support for MDCR format.
 phunsy: now fills $800..$BFF with $FF rather than $00.
 phunsy: now doesn't show MDCR comments while the MDCR code is paged out.
 wa: now checks for input while logging.
 pipbug,cd2650: fixed: basic programs were not autorunning.
 memory editor: now shows a disassembly of the instruction in the tooltip.
 wa: fixed: window height was incorrect when menu bar was turned off.

29.33  [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue  6 Dec 2022.
29.32  [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 28 Nov 2022. 530th release.
29.31  [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 20 Nov 2022.
29.3   [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 13 Nov 2022.
29.2   [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun  6 Nov 2022.
29.12  [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 16 Oct 2022.
29.11  [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun  4 Sep 2022.
29.1   [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Mon 15 Aug 2022.
29.04  [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun  7 Aug 2022.
29.03  [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 31 Jul 2022.
29.02  [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 24 Jul 2022.
29.01  [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Sun 17 Jul 2022.
29.0   [OS3.9+][Windows XP+]         [OS4.0+]: Sat 16 Jul 2022.

28.93  [OS3.9+][Windows XP+]         [OS4.0+]: Wed  6 Jul 2022.
28.92  [OS3.9+][Windows XP+][MorphOS][OS4.0+]: Tue  5 Jul 2022.
28.91  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 28 Jun 2022.
28.9   [OS3.5+][Windows XP+]         [OS4.0+]: Mon 20 Jun 2022.
28.8   [OS3.5+][Windows XP+]         [OS4.0+]: Mon 13 Jun 2022.
28.73  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon  6 Jun 2022.
28.72  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 30 May 2022.
28.71  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 25 May 2022.
28.7   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 18 May 2022.
28.6   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon  9 May 2022.
28.51  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 24 Apr 2022.
28.5   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun  3 Apr 2022.
28.4   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 25 Mar 2022.
28.35  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun  6 Mar 2022.
28.34  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 20 Feb 2022.
28.33  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 24 Jan 2022.
28.32  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 12 Jan 2022.
28.31  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun  5 Dec 2021.
28.3   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 25 Nov 2021.
28.22  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 15 Nov 2021.
28.21  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 25 Sep 2021.
28.2   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 16 Sep 2021.
28.1   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu  9 Sep 2021.
28.02  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu  2 Sep 2021.
28.01  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 20 Aug 2021.
28.0   [OS3.5+][Windows XP+]         [OS4.0+]: Thu 19 Aug 2021.

27.9   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 12 Aug 2021.
27.81  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu  5 Aug 2021.
27.8   [OS3.5+][Windows XP+]         [OS4.0+]: Tue  3 Aug 2021.
27.72  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 24 Jul 2021.
27.71  [OS3.5+][Windows XP+]         [OS4.0+]: Thu 22 Jul 2021.
27.7   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri  9 Jul 2021. AY-3-8500 simulation.
27.6   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 30 Jun 2021.
27.5   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 22 Jun 2021.
27.4   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 15 Jun 2021.
27.3   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed  2 Jun 2021.
27.2   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 23 May 2021.
27.1   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 15 May 2021.
27.02  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 18 Apr 2021.
27.01  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 30 Mar 2021.
27.0   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 24 Mar 2021.

26.91  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu  4 Mar 2021.
26.9   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 14 Feb 2021.
26.83  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue  5 Jan 2021.
26.82  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 17 Dec 2020.
26.81  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 22 Oct 2020.
26.8   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 22 Sep 2020.
26.71  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 11 Sep 2020.
26.7   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri  4 Sep 2020.
26.61  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 28 Jul 2020.
26.6   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 19 Jul 2020.
26.5   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 23 Jun 2020.
26.45  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed  3 Jun 2020.
26.44  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 24 May 2020.
26.43  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat  9 May 2020.
26.42  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 26 Apr 2020.
26.41  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 14 Apr 2020.
26.4   [OS3.5+][Windows XP+]         [OS4.0+]: Mon 13 Apr 2020.
26.33  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon  6 Apr 2020.
26.32  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 25 Mar 2020.
26.31  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon  2 Mar 2020.
26.3   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 14 Feb 2020.
26.2   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue  4 Feb 2020.
26.1   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 12 Jan 2020.
26.02  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed  1 Jan 2020.
26.01          [Windows XP+]                 : Wed 18 Dec 2019.
26.0   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 15 Dec 2019.

25.9   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun  1 Dec 2019.
25.83  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 14 Oct 2019.
25.82  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 26 Sep 2019.
25.81  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 18 Sep 2019.
25.8   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon  9 Sep 2019.
25.71  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 30 Aug 2019.
25.7   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 20 Aug 2019.
25.61  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 23 Jul 2019.
25.6   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 20 Jul 2019.
25.51  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat  6 Jul 2019.
25.5   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 18 Jun 2019.
25.42  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 11 Jun 2019.
25.41  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat  1 Jun 2019.
25.4   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 11 May 2019.
25.3   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 30 Apr 2019.
25.2   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun  7 Apr 2019.
25.12  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 13 Mar 2019.
25.11          [Windows XP+]                 : Thu 28 Feb 2019.
25.1   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 21 Feb 2019.
25.0   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 26 Jan 2019.

24.93  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 14 Dec 2018.
24.92  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed  7 Nov 2018.
24.91  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat  6 Oct 2018.
24.9   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 24 Sep 2018.
24.82  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 16 Sep 2018.
24.81  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 22 Aug 2018.
24.8   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 30 Jul 2018.
24.74  [OS3.5+][Windows XP+]         [OS4.0+]: Tue 24 Jul 2018.
24.73  [OS3.5+][Windows XP+]         [OS4.0+]: Thu 12 Jul 2018.
24.72  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri  1 Jun 2018.
24.71  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 23 May 2018.
24.7   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 16 May 2018.
24.68  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 15 Feb 2018.
24.67  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 25 Jan 2018.
24.66  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 17 Dec 2017.
24.65  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 30 Nov 2017.
24.64  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 14 Nov 2017.
24.63  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun  5 Nov 2017.
24.62  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 20 Oct 2017.
24.61  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 18 Sep 2017.
24.6   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 20 Aug 2017.
24.59  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 10 Jul 2017.
24.58  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri  9 Jun 2017.
24.57  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon  8 May 2017.
24.56          [Windows XP+]                 : Tue 25 Apr 2017.
24.55  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun  9 Apr 2017.
24.54          [Windows XP+]                 : Sun 19 Feb 2017.
24.53  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 18 Feb 2017.
24.52  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 27 Dec 2016.
24.51  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed  7 Dec 2016.
24.5   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 27 Oct 2016.
24.42  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu  8 Sep 2016.
24.41  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 15 Aug 2016.
24.4   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu  4 Aug 2016.
24.35  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat  9 Jul 2016.
24.34  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon  6 Jun 2016.
24.33  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 18 Apr 2016.
24.32  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 27 Feb 2016.
24.31  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 18 Jan 2016.
24.3   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 24 Oct 2015.
24.22  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 13 Oct 2015.
24.21  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 20 Sep 2015.
24.2   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 16 Aug 2015.
24.12  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 10 Aug 2015.
24.11  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 22 Jul 2015.
24.1   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 31 May 2015.
24.0   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 23 May 2015. Type-right simulation.

23.07  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 30 Apr 2015.
23.06  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 26 Apr 2015.
23.05  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue  7 Apr 2015.
23.04          [Windows XP+]                 : Fri 20 Mar 2015.
23.03  [OS3.5+][Windows XP+]         [OS4.0+]: Tue 10 Mar 2015.
23.02  [OS3.5+][Windows XP+]         [OS4.0+]: Tue 10 Feb 2015.
23.01  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat  7 Feb 2015.
23.0   [OS3.5+][Windows XP+]         [OS4.0+]: Fri 30 Jan 2015. Lazarian emulation.

22.75  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 12 Jan 2015.
22.74  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 27 Dec 2014.
22.73  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu  4 Dec 2014.
22.72  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon 17 Nov 2014.
22.71  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue  7 Oct 2014.
22.7   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 28 Sep 2014.
22.64  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 14 Sep 2014.
22.63  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri  8 Aug 2014.
22.62  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 24 Jul 2014.
22.61  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 10 Jul 2014.
22.6   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue  1 Jul 2014.
22.51  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 20 Jun 2014.
22.5   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 28 May 2014.
22.4   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 18 May 2014.
22.33  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed  2 Apr 2014.
22.32  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Wed 26 Mar 2014.
22.31  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu 20 Feb 2014.
22.3   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 14 Feb 2014.
22.26  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue  4 Feb 2014.
22.25  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sun 26 Jan 2014.
22.24  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 11 Jan 2014.
22.23  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri 27 Dec 2013.
22.22  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon  9 Dec 2013.
22.21  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Thu  5 Dec 2013.
22.2   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 26 Nov 2013.
22.11  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 12 Nov 2013.
22.1   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Mon  4 Nov 2013.
22.0   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Fri  1 Nov 2013. MIKIT emulation.

21.63  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue 29 Oct 2013.
21.62  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 19 Oct 2013.
21.61  [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Sat 12 Oct 2013.
21.6   [OS3.5+][Windows XP+][MorphOS][OS4.0+]: Tue  1 Oct 2013.
21.51  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 14 Sep 2013.
21.5   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun  1 Sep 2013.
21.4   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Mon 26 Aug 2013.
21.3   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu  1 Aug 2013.
21.2   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 19 Jul 2013.
21.12  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu 27 Jun 2013.
21.11  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Wed 29 May 2013.
21.1   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Tue 21 May 2013.
21.0   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 17 May 2013. AY-3-8600 simulation.

20.21  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu  2 May 2013.
20.2   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 20 Apr 2013.
20.1   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 12 Apr 2013.
20.0   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Mon  1 Apr 2013. Selbstbaucomputer emulation.

19.22  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 24 Mar 2013.
19.21  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Tue 12 Mar 2013.
19.2   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 27 Jan 2013.
19.15  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 18 Jan 2013.
19.14  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun  6 Jan 2013.
19.13  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 28 Dec 2012.
19.12  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 30 Nov 2012.
19.11  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu 15 Nov 2012.
19.1   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu  8 Nov 2012.
19.0   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 26 Oct 2012.

18.7   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 16 Sep 2012.
18.62  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat  8 Sep 2012.
18.61  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat  1 Sep 2012.
18.6   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 25 Aug 2012. BINBUG emulation.
18.5   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Mon 20 Aug 2012.
18.43  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 17 Aug 2012.
18.42  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Wed  1 Aug 2012.
18.41  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 22 Jul 2012.
18.4   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 15 Jul 2012.
18.33  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun  8 Jul 2012.
18.32  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun  1 Jul 2012.
18.31  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Fri 29 Jun 2012.
18.3   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 23 Jun 2012.
18.21  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Mon 18 Jun 2012.
18.2   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sat 16 Jun 2012.
18.11  [OS3.5+][Windows 98+][MorphOS]:         Thu 14 Jun 2012.
18.1   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Wed  6 Jun 2012.
18.04  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Mon 28 May 2012.
18.03  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 13 May 2012.
18.02  [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Thu 26 Apr 2012.
18.01          [Windows 98+]:                  Tue 17 Apr 2012.
18.0   [OS3.5+][Windows 98+][MorphOS][OS4.0+]: Sun 15 Apr 2012.

17.61  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 11 Apr 2012.
17.6   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 30 Mar 2012.
17.51  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 22 Mar 2012.
17.5   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 15 Mar 2012.
17.45  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri  2 Mar 2012.
17.44  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 18 Feb 2012.
17.43  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon  6 Feb 2012.
17.42  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 27 Jan 2012.
17.41  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 12 Jan 2012.
17.4   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 31 Dec 2011.
17.3   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 24 Dec 2011.
17.21  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 15 Dec 2011.
17.2   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu  8 Dec 2011.
17.13  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sun  4 Dec 2011.
17.12  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 24 Nov 2011.
17.11  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon  7 Nov 2011.
17.1   [OS3.5+][Windows 95+]         [OS4.0+]: Wed  2 Nov 2011.
17.0   [OS3.5+][Windows 95+]         [OS4.0+]: Sat 29 Oct 2011. Laser Battle emulation.

16.42  [OS3.5+][Windows 95+]         [OS4.0+]: Sun 23 Oct 2011.
16.41  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 13 Oct 2011.
16.4   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed  5 Oct 2011.
16.33  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 27 Sep 2011.
16.32  [OS3.5+][Windows 95+]         [OS4.0+]: Wed 14 Sep 2011.
16.31  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 19 Aug 2011.
16.3   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat  6 Aug 2011.
16.24  [OS3.5+][Windows 95+]         [OS4.0+]: Mon  1 Aug 2011.
16.23  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 26 Jul 2011.
16.22a         [Windows 95+]:                  Tue 19 Jul 2011.
16.22  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 18 Jul 2011.
16.21  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri  8 Jul 2011.
16.2   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 27 Jun 2011.
16.11  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 22 Jun 2011.
16.1   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 13 Jun 2011.
16.02  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu  9 Jun 2011.
16.01  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 30 May 2011.
16.0   [OS3.5+][Windows 95+][MorphOS]:         Thu 26 May 2011. AY-3-8550 simulation.

15.8   [OS3.5+][Windows 95+]:                  Sat 21 May 2011.
15.72  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 13 May 2011.
15.71          [Windows 95+]:                  Sun  8 May 2011.
15.7   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 29 Apr 2011.
15.61  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 23 Apr 2011.
15.6   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sun 17 Apr 2011.
15.5   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 13 Apr 2011.
15.43  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sun  3 Apr 2011.
15.42  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat 26 Mar 2011.
15.41  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 16 Mar 2011.
15.4   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 11 Mar 2011.
15.37  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 28 Feb 2011.
15.36  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sun 13 Feb 2011.
15.35  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon  7 Feb 2011.
15.34  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed  2 Feb 2011.
15.33  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 27 Jan 2011.
15.32  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 19 Jan 2011.
15.31  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sun  2 Jan 2011.
15.3   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 30 Dec 2010.
15.25  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 21 Dec 2010.
15.24  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 16 Dec 2010.
15.23  [OS3.5+][Windows 95+]         [OS4.0+]: Sat 11 Dec 2010.
15.22  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri  3 Dec 2010.
15.21  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 24 Nov 2010.
15.2   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 11 Nov 2010.
15.1   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed  3 Nov 2010.
15.0   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 26 Oct 2010. PHUNSY emulation.

14.51  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 19 Oct 2010.
14.5   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 27 Sep 2010.
14.41a         [Windows 95+]:                  Sat 18 Sep 2010.
14.41  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Fri 17 Sep 2010.
14.4   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu 16 Sep 2010.
14.3   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Thu  9 Sep 2010.
14.27  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed  1 Sep 2010.
14.26  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 10 Aug 2010.
14.25  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat  7 Aug 2010.
14.24  [OS3.5+][Windows 95+][MorphOS]:         Sun  1 Aug 2010.
14.23  [OS3.5+][Windows 95+][MorphOS]:         Sun 25 Jul 2010.
14.22  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Tue 20 Jul 2010.
14.21  [OS3.5+][Windows 95+][MorphOS]:         Wed 14 Jul 2010.
14.2   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Mon 12 Jul 2010.
14.1   [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Sat  3 Jul 2010.
14.09  [OS3.5+][Windows 95+][MorphOS][OS4.0+]: Wed 16 Jun 2010.
14.08  [OS3.5+][Windows 95+]:                  Thu 10 Jun 2010.
14.07  [OS3.5+][Windows 95+][MorphOS]:         Mon  7 Jun 2010.
14.06  [OS3.5+][Windows 95+][MorphOS]:         Wed  2 Jun 2010.
14.05  [OS3.5+][Windows 95+][MorphOS]:         Wed 26 May 2010.
14.04  [OS3.5+][Windows 95+][MorphOS]:         Sun 23 May 2010.
14.03  [OS3.5+][Windows 95+][MorphOS]:         Wed  5 May 2010.
14.02  [OS3.5+][Windows 95+]:                  Thu 22 Apr 2010.
14.01  [OS3.5+][Windows 95+][MorphOS]:         Tue 13 Apr 2010.
14.0   [OS3.5+][Windows 95+][MorphOS]:         Wed  7 Apr 2010. Dolphin emulation.

13.1   [OS3.5+][Windows 95+]:                  Sun 28 Mar 2010.
13.06  [OS3.5+][Windows 95+][MorphOS]:         Mon 22 Mar 2010.
13.05  [OS3.5+][Windows 95+][MorphOS]:         Mon  1 Mar 2010.
13.04  [OS3.5+][Windows 95+]:                  Fri 26 Feb 2010.
13.03  [OS3.5+][Windows 95+][MorphOS]:         Thu 18 Feb 2010.
13.02  [OS3.5+][Windows 95+][MorphOS]:         Sun  7 Feb 2010.
13.01  [OS3.5+][Windows 95+]:                  Tue  2 Feb 2010.
13.0   [OS3.5+][Windows 95+]:                  Mon  1 Feb 2010. Chaos emulation.

12.68  [OS3.5+][Windows 95+]:                  Mon 18 Jan 2010.
12.67  [OS3.5+][Windows 95+]:                  Mon 11 Jan 2010.
12.66  [OS3.5+][Windows 95+]:                  Sun 27 Dec 2009.
12.65  [OS3.5+][Windows 95+]:                  Fri 18 Dec 2009.
12.64  [OS3.5+][Windows 95+]:                  Mon  7 Dec 2009.
12.63  [OS3.5+][Windows 95+]:                  Mon 23 Nov 2009.
12.62  [OS3.5+][Windows 95+]:                  Thu 12 Nov 2009.
12.61          [Windows 95+]:                  Mon  2 Nov 2009.
12.6   [OS3.5+][Windows 95+]:                  Mon 26 Oct 2009.
12.54  [OS3.5+][Windows 95+]:                  Wed 14 Oct 2009.
12.53  [OS3.5+][Windows 95+]:                  Tue  6 Oct 2009.
12.52  [OS3.5+][Windows 95+]:                  Fri 25 Sep 2009.
12.51  [OS3.5+][Windows 95+]:                  Mon 14 Sep 2009.
12.5   [OS3.5+][Windows 95+]:                  Tue  8 Sep 2009.
12.4   [OS3.5+][Windows 95+]:                  Fri  4 Sep 2009.
12.3   [OS3.5+][Windows 95+]:                  Mon 31 Aug 2009.
12.21  [OS3.5+][Windows 95+]:                  Tue 25 Aug 2009.
12.2   [OS3.5+][Windows 95+]:                  Sat 22 Aug 2009.
12.1   [OS3.5+][Windows 95+]:                  Wed 19 Aug 2009.
12.0   [OS3.5+][Windows 95+]:                  Thu  6 Aug 2009.

11.92  [OS3.5+][Windows 95+]:                  Sat  1 Aug 2009.
11.91          [Windows 95+]:                  Tue 28 Jul 2009.
11.9   [OS3.5+][Windows 95+]:                  Tue 21 Jul 2009.
11.81  [OS3.5+][Windows 95+]:                  Tue 14 Jul 2009.
11.8   [OS3.5+][Windows 95+]:                  Mon  6 Jul 2009.
11.72  [OS3.5+][Windows 95+]:                  Wed  1 Jul 2009.
11.71  [OS3.5+][Windows 95+]:                  Thu 18 Jun 2009.
11.7   [OS3.5+][Windows 95+]:                  Fri 12 Jun 2009.
11.62  [OS3.5+][Windows 95+]:                  Tue  9 Jun 2009.
11.61  [OS3.5+][Windows 95+]:                  Fri  5 Jun 2009.
11.6   [OS3.5+][Windows 95+]:                  Mon  1 Jun 2009.
11.5   [OS3.5+][Windows 95+]:                  Mon 25 May 2009.
11.42  [OS3.5+][Windows 95+]:                  Wed 20 May 2009.
11.41  [OS3.5+][Windows 95+]:                  Thu 14 May 2009.
11.4   [OS3.5+][Windows 95+]:                  Mon 11 May 2009.
11.3   [OS3.5+][Windows 95+]:                  Mon  4 May 2009.
11.21  [OS3.5+][Windows 95+]:                  Tue 28 Apr 2009.
11.2   [OS3.5+][Windows 95+]:                  Fri 24 Apr 2009.
11.1   [OS3.5+][Windows 95+]:                  Mon 20 Apr 2009.
11.0   [OS3.5+][Windows 95+]:                  Thu 16 Apr 2009. Astro Wars/Galaxia emulation.

10.0   [OS3.5+][Windows 95+]:                  Mon  6 Apr 2009. Malzak emulation.

 9.33  [OS3.5+][Windows 95+]:                  Mon 23 Mar 2009.
 9.32  [OS3.5+][Windows 95+]:                  Mon 16 Mar 2009.
 9.31  [OS3.5+][Windows 95+]:                  Tue 10 Mar 2009.
 9.3   [OS3.5+][Windows 95+]:                  Fri  6 Mar 2009.
 9.21  [OS3.5+][Windows 95+]:                  Thu 26 Feb 2009.
 9.2   [OS3.5+][Windows 95+]:                  Mon 23 Feb 2009.
 9.11  [OS3.5+][Windows 95+]:                  Fri 20 Feb 2009.
 9.1   [OS3.5+][Windows 95+]:                  Mon 16 Feb 2009.
 9.06  [OS3.5+][Windows 95+]         [OS4.0+]: Thu 12 Feb 2009.
 9.05  [OS3.5+][Windows 95+]:                  Thu 29 Jan 2009.
 9.04  [OS3.5+][Windows 95+]:                  Fri 23 Jan 2009.
 9.03  [OS3.5+][Windows 95+]:                  Tue 13 Jan 2009.
 9.02  [OS3.5+][Windows 95+]:                  Wed  7 Jan 2009.
 9.01  [OS3.5+][Windows 95+]:                  Mon  5 Jan 2009.
 9.0a  [OS3.5+][Windows 95+]:                  Fri  2 Jan 2009.
 9.0   [OS3.5+][Windows 95+]:                  Tue 30 Dec 2008. CD2650 emulation.

 8.7   [OS3.5+][Windows 95+]:                  Mon 15 Dec 2008.
 8.6   [OS3.5+][Windows 95+]:                  Wed 10 Dec 2008.
 8.5   [OS3.5+][Windows 95+]:                  Mon  8 Dec 2008.
 8.41  [OS3.5+][Windows 95+]:                  Sun 23 Nov 2008.
 8.4   [OS3.5+][Windows 95+]:                  Thu 20 Nov 2008.
 8.33  [OS3.5+][Windows 95+]:                  Sat 15 Nov 2008.
 8.32  [OS3.5+][Windows 95+]:                  Mon 10 Nov 2008.
 8.31a         [Windows 95+]:                  Mon  3 Nov 2008.
 8.31  [OS3.5+][Windows 95+]:                  Fri 31 Oct 2008.
 8.3   [OS3.5+][Windows 95+]         [OS4.0+]: Sun 26 Oct 2008.
 8.22  [OS3.5+][Windows 95+]:                  Wed 22 Oct 2008.
 8.21  [OS3.5+][Windows 95+]:                  Fri 17 Oct 2008.
 8.2   [OS3.5+][Windows 95+]:                  Mon 13 Oct 2008.
 8.14  [OS3.5+][Windows 95+]:                  Fri 10 Oct 2008.
 8.13  [OS3.5+][Windows 95+]:                  Wed  8 Oct 2008.
 8.12  [OS3.5+][Windows 95+]:                  Thu  2 Oct 2008.
 8.11  [OS3.5+][Windows 95+]:                  Mon 29 Sep 2008.
 8.1   [OS3.5+][Windows 95+]         [OS4.0+]: Tue 23 Sep 2008.
 8.01  [OS3.5+][Windows 95+]:                  Mon 15 Sep 2008.
 8.0   [OS3.5+][Windows 95+]:                  Wed 10 Sep 2008. Instructor emulation.

 7.62  [OS3.5+][Windows 95+]:                  Fri  5 Sep 2008.
 7.61  [OS3.5+][Windows 95+]:                  Fri 29 Aug 2008.
 7.6   [OS3.5+][Windows 95+]:                  Fri 22 Aug 2008.
 7.54  [OS3.5+][Windows 95+]:                  Fri 15 Aug 2008.
 7.53  [OS3.5+][Windows 95+]:                  Wed 13 Aug 2008.
 7.52  [OS3.5+][Windows 95+]:                  Mon 11 Aug 2008.
 7.51  [OS3.5+][Windows 95+]:                  Thu  7 Aug 2008.
 7.5a  [OS3.5+]                      [OS4.0+]: Fri  1 Aug 2008.
 7.5   [OS3.5+][Windows 95+]:                  Thu 31 Jul 2008.
 7.41  [OS3.5+][Windows 95+]:                  Sun 27 Jul 2008.
 7.4   [OS3.5+][Windows 95+]:                  Thu 24 Jul 2008.
 7.3   [OS3.5+][Windows 95+]:                  Sat 19 Jul 2008.
 7.2   [OS3.5+][Windows 95+]:                  Wed 16 Jul 2008.
 7.11  [OS3.5+][Windows 95+]:                  Fri 11 Jul 2008.
 7.1   [OS3.5+][Windows 95+]:                  Wed  2 Jul 2008.
 7.03  [OS3.5+][Windows 95+]:                  Tue  1 Jul 2008.
 7.02  [OS3.5+][Windows 95+]:                  Thu 26 Jun 2008.
 7.01  [OS3.5+][Windows 95+]:                  Mon 23 Jun 2008.
 7.0b  [OS3.5+][Windows 95+]         [OS4.0+]: Fri 13 Jun 2008.
 7.0a  [OS3.5+][Windows 95+]:                  Thu 12 Jun 2008.
 7.0   [OS3.5+][Windows 95+]:                  Wed 11 Jun 2008. PIPBUG emulation.

 6.12  [OS3.5+][Windows 95+]         [OS4.0+]: Fri 30 May 2008.
 6.11  [OS3.5+][Windows 95+]         [OS4.0+]: Tue 27 May 2008.
 6.1   [OS3.5+][Windows 95+]         [OS4.0+]: Mon  5 May 2008.
 6.01  [OS3.5+][Windows 95+]:                  Fri 25 Apr 2008.
 6.0   [OS3.5+][Windows 95+]:                  Fri 11 Apr 2008.

 5.82  [OS3.5+][Windows 95+]:                  Sat  5 Apr 2008.
 5.81  [OS3.5+][Windows 95+]:                  Mon 31 Mar 2008.
 5.8   [OS3.5+][Windows 95+]:                  Fri 21 Mar 2008.
 5.7   [OS3.5+][Windows 95+]:                  Thu  6 Mar 2008.
 5.62  [OS3.5+][Windows 95+]:                  Wed 27 Feb 2008.
 5.61  [OS3.5+][Windows 95+]:                  Wed 20 Feb 2008.
 5.6   [OS3.5+][Windows 95+]:                  Mon 18 Feb 2008.
 5.53  [OS3.5+][Windows 95+]:                  Wed 13 Feb 2008.
 5.52  [OS3.5+][Windows 95+]:                  Mon 11 Feb 2008.
 5.51  [OS3.5+][Windows 95+]:                  Wed  6 Feb 2008.
 5.5   [OS3.5+][Windows 95+]:                  Mon  4 Feb 2008.
 5.4   [OS3.5+][Windows 95+]:                  Fri 25 Jan 2008.
 5.3   [OS3.5+][Windows 95+]:                  Fri 18 Jan 2008.
 5.2   [OS3.5+][Windows 95+]:                  Fri 11 Jan 2008.
 5.1   [OS3.5+][Windows 95+]:                  Sun 30 Dec 2007.
 5.0   [OS3.5+][Windows 95+]:                  Fri 21 Dec 2007.

 4.83  [OS3.5+][Windows 95+]:                  Sun 16 Dec 2007.
 4.82  [OS3.5+][Windows 95+]:                  Tue 11 Dec 2007.
 4.81  [OS3.5+][Windows 95+][MorphOS]:         Thu  6 Dec 2007.
 4.8   [OS3.5+][Windows 95+]:                  Wed 28 Nov 2007.
 4.75  [OS3.5+][Windows 95+]:                  Mon 19 Nov 2007.
 4.74  [OS3.5+][Windows 95+]:                  Mon 12 Nov 2007.
 4.73  [OS3.5+][Windows 95+]:                  Mon  5 Nov 2007.
 4.72  [OS3.5+][Windows 95+]:                  Mon 29 Oct 2007.
 4.71  [OS3.5+][Windows 95+]:                  Sun 21 Oct 2007.
 4.7   [OS3.5+][Windows 95+]:                  Thu 18 Oct 2007.
 4.62b [OS3.5+][Windows 95+]:                  Mon 15 Oct 2007.
 4.62a [OS3.5+][Windows 95+]:                  Sun 14 Oct 2007.
 4.62  [OS3.5+][Windows 95+]:                  Sat 13 Oct 2007.
 4.61  [OS3.5+][Windows 95+]:                  Sun  7 Oct 2007.
 4.6   [OS3.5+][Windows 95+]:                  Sat 29 Sep 2007.
 4.57  [OS3.5+][Windows 95+]:                  Thu 27 Sep 2007.
 4.56a         [Windows 95+]:                  Wed 19 Sep 2007.
 4.56  [OS3.5+][Windows 95+]:                  Sat 15 Sep 2007.
 4.55  [OS3.5+][Windows 95+]:                  Thu 13 Sep 2007.
 4.54  [OS3.5+][Windows 95+]:                  Fri  7 Sep 2007.
 4.53  [OS3.5+][Windows 95+]:                  Mon  3 Sep 2007.
 4.52  [OS3.5+][Windows 95+]:                  Tue 28 Aug 2007.
 4.51  [OS3.5+][Windows 95+]:                  Fri 24 Aug 2007.
 4.5   [OS3.5+][Windows 95+]:                  Mon 20 Aug 2007.
 4.4   [OS3.5+][Windows 95+]:                  Thu 16 Aug 2007.
 4.32  [OS3.5+][Windows 95+]:                  Thu  2 Aug 2007.
 4.31  [OS3.5+][Windows 95+]:                  Sat 21 Jul 2007.
 4.3   [OS3.5+][Windows 95+]:                  Mon 16 Jul 2007.
 4.27  [OS3.5+][Windows 95+]:                  Tue  3 Jul 2007.
 4.26a [OS3.5+][Windows 95+]:                  Mon 25 Jun 2007.
 4.26  [OS3.5+][Windows 95+]:                  Thu 14 Jun 2007.
 4.25  [OS3.5+][Windows 95+]:                  Fri  1 Jun 2007.
 4.24  [OS3.5+][Windows 95+]:                  Fri 25 May 2007.
 4.23  [OS3.5+][Windows 95+]:                  Sat 19 May 2007.
 4.22  [OS3.5+][Windows 95+]:                  Thu 17 May 2007.
 4.21  [OS3.5+][Windows 95+]:                  Fri  4 May 2007.
 4.2   [OS3.5+][Windows 95+]:                  Mon 30 Apr 2007.
 4.11  [OS3.5+][Windows 95+]:                  Thu 19 Apr 2007.
 4.1   [OS3.5+][Windows 95+]:                  Mon  9 Apr 2007.
 4.02  [OS3.5+][Windows 95+]:                  Mon  2 Apr 2007.
 4.01  [OS3.5+][Windows 95+]:                  Mon 26 Mar 2007.
 4.0   [OS3.5+][Windows 95+]:                  Sun 11 Mar 2007. Elektor emulation.

 3.1   [OS3.5+][Windows 95+]:                  Wed 28 Feb 2007.
 3.02  [OS3.5+][Windows 95+]:                  Wed 21 Feb 2007.
 3.01  [OS3.5+][Windows 95+]:                  Mon 12 Feb 2007.
 3.0   [OS3.5+][Windows 95+]:                  Wed  7 Feb 2007. Interton emulation.

 2.31  [OS3.5+][Windows 95+]:                  Wed 10 Jan 2007.
 2.3   [OS3.5+]:                               Tue 26 Dec 2006.
 2.22  [OS3.5+]:                               Fri 22 Dec 2006.
 2.21  [OS3.5+][Windows 95+]:                  Mon 18 Dec 2006.
 2.2a  [OS3.5+][Windows 95+]:                  Tue  5 Dec 2006.
 2.2   [OS3.5+][Windows 95+]:                  Thu 30 Nov 2006.
 2.14a [OS3.5+]:                               Thu 23 Nov 2006.
 2.14  [OS3.5+][Windows 95+]:                  Fri 10 Nov 2006.
 2.13  [OS3.5+][Windows 95+]:                  Tue  7 Nov 2006.
 2.12  [OS3.5+][Windows 95+]:                  Mon 23 Oct 2006.
 2.11a [OS3.5+][Windows 95+]:                  Wed 18 Oct 2006.
 2.11  [OS3.5+][Windows 95+]:                  Mon 16 Oct 2006.
 2.1   [OS3.5+][Windows 95+]:                  Thu 12 Oct 2006.
 2.01  [OS3.5+][Windows 95+]:                  Sun  1 Oct 2006.
 2.0   [OS3.5+][Windows 95+]:                  Tue 26 Sep 2006.

 1.63  [OS3.5+][Windows 95+]:                  Mon 11 Sep 2006.
 1.62a [OS3.5+][Windows 95+]:                  Mon  4 Sep 2006.
 1.62  [OS3.5+][Windows 95+]:                  Sun  3 Sep 2006.
 1.61a [OS3.5+][Windows 95+]:                  Fri  1 Sep 2006.
 1.61  [OS3.5+][Windows 95+]:                  Thu 31 Aug 2006.
 1.6   [OS3.5+][Windows 95+]:                  Tue 22 Aug 2006.
 1.51a         [Windows 95+]:                  Tue 15 Aug 2006.
 1.51  [OS3.5+][Windows 95+]:                  Sun 13 Aug 2006.
 1.5   [OS3.5+][Windows 95+]:                  Mon 31 Jul 2006.
 1.4a  [OS3.5+][Windows 95+]:                  Mon 24 Jul 2006.
 1.4   [OS3.5+][Windows 95+]:                  Wed  5 Jul 2006.
 1.321         [Windows 95+]:                  Mon  3 Jul 2006.
 1.32a [OS3.5+]:                               Fri 30 Jun 2006.
 1.32  [OS3.5+][Windows 95+]:                  Wed 28 Jun 2006.
 1.311         [Windows 95+]:                  Thu 22 Jun 2006.
 1.31  [OS3.5+][Windows 95+]:                  Thu 15 Jun 2006.
 1.3a          [Windows 95+]:                  Fri  9 Jun 2006.
 1.3   [OS3.5+][Windows 95+]:                  Thu  8 Jun 2006.
 1.21  [OS3.5+][Windows 95+]:                  Fri  7 Apr 2006.
 1.2   [OS3.5+]:                               Sun  2 Apr 2006.
 1.11  [OS3.5+]:                               Sun 19 Feb 2006.
 1.1   [OS3.5+]:                               Fri 17 Feb 2006.
 1.0   [OS3.5+]:                               Thu 16 Feb 2006. Arcadia emulation.

Super Bug Advance, although based on Ami/WinArcadia 11.71, uses a
separate version numbering scheme and release schedule and thus is not
listed above.

Detailed changelogs going back to V20.0 can be found in:

    http://amigan.1emu.net/releases/notes.rar

Other Releases

Contents | < Browse | Browse >



OTHER RELEASES------------------------------------------------------------

Super Bug Advance (GBA)

This is a port of a subset of the Ami/WinArcadia 11.71 emulator to the
Nintendo Game Boy Advance platform, for the purpose of emulating the
Super Bug 1 and 2 and Capture games.

Worm Wars (Windows, AmigaOS 2-3, AmigaOS 4, MorphOS, GBA, AROS)

Worm Wars is an advanced Tron/Snake-style arcade game for up to 4
simultaneous players.

There are 37 types of creature, 37 types of object, and 13 types of bonus
level. The integral level editor allows you to load, edit and save user
levelsets. There is support for playing MED and IFF 8SVX files as music
and sound effects respectively.

It is can be played by one player, or as a competitive multiplayer
game, and demo mode is available. Amiga or human control can be specified
for any worm. Two keyboard players, four joystick players, and/or four
CD32 gamepad players are supported. It is system-friendly, style
compliant and screenmode-sensitive.

The supported languages are currently English, German, Greek, Italian,
Polish and Spanish.

Tunnels & Trolls (Windows, AmigaOS 2-4)

Amiga:   http://aminet.net/game/role/TunnelsAndTrolls.lha
Windows: https://archive.org/download/tunnelsandtrolls

This is an implementation of the Tunnels & Trolls game (5th Edition), in
its solitaire form, consisting of the game engine and 32 adventures. It
allows you to play the adventures without pen, paper, dice, cards, nor the
adventures themselves. The complete T&T rulebook will prove handy but is
not essential.
  The included adventures are:

    * Abyss (1980)
    * Amulet of the Salkti (1984)
    * Arena of Khazan (1979)
    * Beyond the Silvered Pane (1978)
    * Beyond the Wall of Tears (1984)
    * Blue Frog Tavern (1981)
    * Buffalo Castle (1976)
    * Captif d'Yvoire (1984)
    * Caravan to Tiern (1989)
    * Circle of Ice (1980)
    * City of Terrors (1978)
    * Dargon's Dungeon (1977)
    * Dark Temple (1991)
    * Deathtrap Equalizer (1977)
    * Elven Lords (1987)
    * Gamesmen of Kasar (1982)
    * Goblin Lake (1979)
    * Hela's House of Dark Delights (1982)
    * Labyrinth (1977)
    * Mistywood (1981)
    * Naked Doom (1977)
    * New Sorcerer Solitaire (1993)
    * Old Sorcerer Solitaire (1979)
    * Overkill (1977)
    * Red Circle (1987)
    * Sea of Mystery (1981)
    * Sewers of Oblivion (1980)
    * Solo for the Intellectually Challenged (1993)
    * Sword for Hire (1979)
    * Trollstone Caverns (1979)
    * Weirdworld (1977)
    * When the Cat's Away (1993)

The basis for this conversion is the Corgi edition of the T&T 5th
Edition rules, although the Flying Buffalo editions have also been
consulted. Some special combats, item powers, abilities, and spells are
not currently implemented.
  Amiga: The game provides a ReAction GUI for OS3.5+ users and
illustrations for OS3.0+ users. It can also be run as a console
application instead (eg. for use as a BBS door game, or for OS2.0-3.1
users).

Multi-game Character Editor (AmigaOS 3, AmigaOS 4, MorphOS)

MCE (Multi-game Character Editor) is a user-friendly open source editor
of character files, saved games, high score tables, levels and graphics
for these 108 games:

    * Arazok's Tomb (1987)                                          S
    * Bard's Tale 1-3 & Construction Set (1987-1992)               C+S
    * BattleTech (1989)                                             S
    * Bloodwych & Extended Levels (1989)                            S
    * Bomb Jack 1 (1988)                                           G+L
    * Buck Rogers (1990)                                            C
    * California 1 & 2/Winter/World Games (1987-1992)               H
    * Cannon Fodder 1 & 2 (1993-1994)                               S
    * Chambers of Shaolin (1989)                                    C
    * Champions of Krynn 1-3 (1990-1992)                            C
    * Citadel of Vras (1989)                                        S
    * Computer Scrabble Deluxe (1988)                               S
    * Conflict Europe (1989)                                        S
    * Dark Castle 1 & 2 (1988-1989)                                H+S
    * Deja Vu 1 & 2/Shadowgate/Uninvited (1986-1989)                S
    * Demon's Winter (1989)                                         S
    * Dragon Wars (1990)                                            S
    * Druid 2: Enlightenment (1988)                                H+L
    * Eye of the Beholder 1 & 2 (1990-1992)                         S
    * F/A-18 Interceptor (1988)                                     C
    * Faery Tale Adventure (1986)                                   S
    * Firepower & Turbo (1987-1989)                                G+L
    * Grand Monster Slam (1989)                                     H
    * Great Giana Sisters/Hard 'n' Heavy (1988-1989)                H
    * GridStart 1-3 (1987-1988)                                     H
    * HackLite/Larn/Moria/Rogue (1986-1993)                        H+S
    * Heroes of the Lance (1988)                                    S
    * Hillsfar (1989)                                               C
    * Impossible Mission 2 (1988)                                  H+S
    * It Came from the Desert 1 & 2 (1989-1990)                     S
    * Keef the Thief (1989)                                         S
    * Last Ninja Remix (1990)                                       S
    * Legend of Faerghail (1990)                                    S
    * Legend of Lothian (1991)                                      S
    * Mercenary: Escape from Targ & 2nd City (1986)                 S
    * Might & Magic 2 & 3 (1990-1992)                               S
    * Neuromancer (1989)                                            S
    * Nitro (1990)                                                  H
    * Obliterator (1988)                                            S
    * Oo-Topos & Transylvania 1 & 2 (1986)                          S
    * Panza Kickboxing 1 & 2 (1990-1992)                            C
    * Phantasie 1 & 3 (1987)                                        S
    * Pinball Dreams/Fantasies/Illusions (1992-1995)                H
    * Pirates! & Pirates! Gold (1990-1994)                          S
    * Pool of Radiance 1-4 (1990-1992)                              C
    * Quadralien (1988)                                            L+S
    * Questron 2 (1988)                                             S
    * Ragnarok (1993)                                               S
    * Return of the Jedi (1988)                                     H
    * Robin Hood & Rome: AD92 (1991-1992)                          L+S
    * Rockford (1988)                                             G+H+L
    * Rorke's Drift (1990)                                          C
    * Shadowlands & Shadoworlds (1992)                              S
    * Sinbad and the Throne of the Falcon (1987)                    S
    * Slaygon (1987)                                                S
    * Speedball 1 & 2 (1988-1991)                                   S
    * Syndicate (1993)                                              S
    * Temple of Apshai (1986)                                      C+S
    * Times of Lore (1988)                                          S
    * TV Sports Baseball/Basketball/Boxing/Football (1988-1992)     C
    * Ultima 3-6 (1986-1992)                                        S
    * War in Middle Earth (1988)                                    S
    * Wizardry 6 (1990)                                             S
    * Zerg (1989)                                                   S

C = Characters
G = Graphics
H = High score tables
L = Levels
S = Saved games

Report+ (AmigaOS 3, AmigaOS 4, MorphOS)

Report+ is a freeware ReAction-based utility with nine functions:

 1. It is an enhanced, reverse-engineered, 100% byte-compatible
    replacement for the official Commodore bug reporting tool (40.2),
    optionally sending emails automatically.
 2. It can generate/edit Aminet-style readmes.
 3. It can view/edit A3000/A4000-type battery-backed memory.
 4. It can view/edit IFF/RIFF files and their component chunks.
 5. It can view information about attached boards.
 6. It can perform batch processing on icons.
 7. It can convert between various ASCII formats.
 8. It can show directory byte usage for any path, optionally also
    changing protection bits and/or deleting specified files.
 9. It can compare two paths, showing added, missing and changed files.

Other Releases (Windows, AmigaOS 3, AmigaOS 4, MorphOS, AROS)

See http://amigan.1emu.net/releases/#others

Toolbar

Contents | < Browse | Browse >



TOOLBAR-------------------------------------------------------------------

    Amiga                              Windows
    F5, Alt-R         F5, Alt+R        Reset to game
    Amiga-O           Ctrl+O           Open (load) a game.
    Amiga-S           Ctrl+S           Save state...
    Amiga-_           Ctrl+_           Save screenshot as IFF ILBM
                                        (AmiArcadia) or BMP (WinArcadia)
    Amiga-C           Ctrl+C           Copy screenshot to clipboard
    Amiga-.           Ctrl+.           Run REXX script...
    Amiga-(, Alt-L    Ctrl+(, Alt+L    Quickload state
    Amiga-), Alt-S    Ctrl+), Alt+S    Quicksave state

FPS: current frames per second. Strictly speaking, the number of frames
that were executed (not necessarily drawn) during the last second. For
Arcadia, Interton and Elektor, the number of frames emulated will be the
same as the number of frames drawn except when frame skipping is used.
  If 10,000 or more frames have been emulated in the last second, "9999"
(AmiArcadia) or "####" (WinArcadia) is shown.

Input gadgets (orange):

    Amiga-B           Ctrl+B           Autofire?
    Amiga-J, Alt-J    Ctrl+J, Alt+J    Swapped?

Speed gadgets (cyan):

    P                 Pause            Paused?
    Amiga-T, Alt-W    Ctrl+T, Alt+W    Turbo?

Sprites gadget (green):

    Amiga-L           Ctrl+L           Collisions?

Sound gadget (yellow):

    Amiga-U           Ctrl+U           Sound enabled?

Console gadgets (black):

                            Arcadia Interton Elektor Instructor Coin-ops
                            --------------------------------------------
    F1         F1           START   START    START   SENS       1UP
    F2         F2           A       SELECT   UC      INT        2UP
    F3         F3           B       n/a      LC      MON        Coin A
    F4         F4           n/a     n/a      RESET   RST        Coin B

Malzak 1 and 2 have no Coin B slot. For Malzak 2, F4 can be used to
control the DIP switch.

In some circumstances, not all of these buttons will be visible. For
AmiArcadia, you can drag (left and) right over the toolbar while
holding down the Shift key and the left mouse button, to scroll the other
buttons into view.

Macro gadgets: These correspond to the relevant items on the Macros menu.

Menu

Contents | < Browse | Browse >



MENU----------------------------------------------------------------------

     Project/File     
     Edit             
     View             
     Macro            
     Tools            
     Settings/Options 
     Help             
     RetroAchiements  

There is an extensive set of features for retroprogrammers, which are not
accessible through the menus, only through the debugger.
Additionally, there are various REXX commands.

In the menu item descriptions, "Remembered?" is whether the setting is
automatically loaded at startup and saved at exit.

The keyboard shortcuts shown in the menu item lists are for AmiArcadia
only, and the Amiga-Shift shortcuts (for OS3.2 only) are not shown. See
the "Shortcut:" field of the relevant menu item description for full
shortcut information.

Pressing the Help key while browsing the menu will open this user manual
on the appropriate page.

Project/File Menu

Contents | < Browse | Browse >



PROJECT/FILE MENU---------------------------------------------------------

Project|Reset to game                         F5, Alt-R
Project|Jump to BIOS                          Amiga-,
Project|Reinitialize machine                  Amiga-Shift-A
-------
Project|Open...                               Amiga-O
Project|Revert                                Amiga-R
Project|Quickload state                       Amiga-(, Alt-L
-------
Project|Save state as...                      Amiga-S
Project|Save screenshot as|BMP...             Amiga-Y
Project|Save screenshot as|GIF...             Amiga-Shift-B
Project|Save screenshot as|IFF ACBM...        Amiga-Shift-C
Project|Save screenshot as|IFF ILBM...        Amiga-_
Project|Save screenshot as|PCX...             Amiga-Shift-E
Project|Save screenshot as|PNG...             Amiga-Shift-F
Project|Save screenshot as|TIFF...            Amiga-Shift-G
Project|------------------
Project|Save screenshot as|ASCII text...      (none)
Project|Save as SpriteMakerEA project|Sprites (none)
Project|Save as SpriteMakerEA project|UDGs    (none)
Project|Save as TextMakerEA project...        (none)
Project|Quicksave state                       Amiga-), Alt-S
-------
Project|Audit games...                        Amiga-Shift-H
Project|Register filetypes...                 (none)
-------
Project|Act as server                         Amiga-Shift-I
Project|Connect as client...                  Amiga-Shift-J
-------
Project|Iconify                               Amiga-Shift-K
Project|Quit                                  Amiga-Q, Esc, Shift-Esc

Menu:         Project|Reset to game
Type:         Command
Shortcut:     F5 or Alt-R (both), Amiga-Shift-A (OS3.2), Alt,F,R (IBM PC)
CLI Argument: (none)
Debugger:     E IAR 0
REXX:         MENU PROJECT.RESETTOGAME
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

Menu:         Project|Jump to BIOS
Type:         Command
Shortcut:     Amiga-Comma (Amiga), Ctrl+Comma or Shift-F5 or Alt,F,J
              (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU PROJECT.JUMPTOBIOS
Default:      n/a
Hosts:        Both
Guests:       Elektor, PIPBUG, BINBUG, Instructor, CD2650, Dolphin,
              PHUNSY, Selbstbaucomputer and MIKIT
Remembered?   No

Menu:         Project|Reinitialize machine
Type:         Command
Shortcut:     Amiga-Shift-B (OS3.2), Alt,F,T (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU PROJECT.REINITIALIZE
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    This completely reinitializes the emulation of the current guest
    (ie. the same as switching to another guest and then back again).

Menu:         Project|Open...
Type:         Modal subwindow
Shortcut:     Amiga-O (Amiga), Ctrl+O or Alt,F,O (IBM PC)
CLI Argument: [FILE] <filename>
Debugger:     (none)
REXX:         OPEN [<filename>] or MENU PROJECT.OPEN
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    .BIN files are raw ROM dumps of cartridges (for Arcadia or Interton)
    or of memory regions (for PHUNSY). You can of course load or save
    these as desired. The machine is automatically reset when loading
    these.
      The emulator is able to look inside ZIP archives. You can put BIN/
    PGM/AOF/COS/COR/EAP/EOF/HEX files inside archives and the emulator is
    able to load them. ZIPped files are also able to be audited as normal.
      For known ROMs, and for all states and recordings, the emulator will
    configure itself automagically as the correct machine (if autosense is
    enabled).
      For unknown ROMs, there is no reliable way to determine what machine
    it it is intended for; therefore you should set "Options|Machine"
    appropriately first.
      You can also load AOF (Signetics Absolute Object Format), EOF
    (Elektor Object Format) and HEX (Intel Hex Format) files via this
    command. However, there is no  autosensing on these files. Also, the
    first byte of the file must be ':' (AOF/HEX) or 'L' (EOF) for it to be
    detected as AOF/EOF/HEX by the emulator (ie. any leading whitespace
    must be removed from the file first). You should set
    "Settings|Machine" appropriately first, before loading an AOF/HEX.
    Also note that the emulator relies on the filename extension to
    distinguish between AOF and HEX files; therefore HEX files must always
    have a ".HEX" extension.
      The AOF file format is documented in Signetics Application Memo SS51.
    This is the native format for several platforms, eg. PIPBUG, so if you
    make dumps of cassettes the decoded byte stream will probably be in
    this format. Needless to say, if you dump any software, please send us
    a copy or at least upload it somewhere!
      If the AOF/EOF file contains a start address (most do), the guest
    machine will be reset to that address.
      You can load EAP (SpriteMakerEA) files via this command. This is
    equivalent to loading the corresponding BIN which would be generated
    by SpriteMakerEA's "File|Create binary" command.
      You can also insert tapes (in IFF 8SVX, IFF AIFF or WAV format) via
    this command, which is equivalent to inserting a tape via the tape
    deck subwindow. Note that this just inserts the tape; it does not load
    the game.
      When loading BIN/PGM files (or ZIPped versions of these), the
    emulator will automagically reconfigure its memory (and various other
    settings) as appropriate if a known game is detected and "sense game?"
    is yes. If an unknown game is loaded, or "sense game?" is no, it
    configures its memory map as follows:

Arcadia:
    BIN is <= 8192 bytes         type "G"
    BIN is >= 8193 bytes         type "I"
Interton:
    BIN is <= 2048 bytes         2K       ROM + 0K cartridge RAM
                                  (type "A")
    BIN is 2049-4096 bytes       4K       ROM + 1K cartridge RAM
                                  (type "C")
    BIN is >= 4097 bytes         6K (5½K) ROM + 1K cartridge RAM
                                  (type "D")
Elektor:
    Always                       type "F" (ie. expanded)
PIPBUG/BINBUG:
    Always                       according to current "Settings|BIOS >>"
Instructor:
    BIN/PGM is <= 512 bytes      basic Signetics Instructor 50 (type "N")
    BIN/PGM is >= 513 bytes      expanded Signetics Instructor 50 (type
                                  "O")

    (The other guests only have a single memory map each.)
      Note that ZIPped games are still expected to be individual files; if
    you have multiple files in an archive, the emulator uses the first
    suitable (ie. AOF/BIN/COS/COR/EOF/HEX/PGM) file found inside the
    archive. ZIPs containing directories (folders) are unsupported.
      The above paragraph also applies to auditing.

Menu:         Project|Revert
Type:         Command
Shortcut:     Amiga-R (Amiga), Ctrl+R or Alt,F,R (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU PROJECT.REVERT
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    Reloads the current game from disk.

Menu:         Project|Quickload state
Type:         Command
Shortcut:     Alt-L (both), Amiga-( (Amiga), Ctrl+Shift+9 or Alt,F,Q (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU PROJECT.QUICKLOAD
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    This will load the QUICKSAV.COS file, if it exists.

Menu:         Project|Save state as...
Type:         Modal subwindow
Shortcut:     Amiga-S (Amiga), Ctrl+S or Alt,F,S,S (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         SAVEAS [<filename>] or MENU PROJECT.SAVECOS
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    You can save a 'saved state' (aka 'snapshot') of the current state of
    the emulator whenever desired (except during a frame), and then load
    it back as desired (except during a frame). This gives a 'load/save
    game' feature. (This is not to be confused with 'screenshots', which
    are of course raster bitmap files.) You can drag and drop COS files,
    load them at startup, etc.
      The format (COS) used for these files is the same for both
    AmiArcadia and WinArcadia; thus the files are interchangeable between
    platforms. The game itself is stored inside the snapshot file so that
    the original BIN/PGM file is no longer required.

Menu:         Project|Save screenshot as|BMP...
              Project|Save screenshot as|GIF...
              Project|Save screenshot as|IFF ACBM...
              Project|Save screenshot as|IFF ILBM...
              Project|Save screenshot as|PCX...
              Project|Save screenshot as|PNG...
              Project|Save screenshot as|TIFF...
              Project|Save screenshot as|ASCII text...
Type:         Command
Shortcuts:    For WinArcadia:
               BMP:        Alt,F,N,B or Ctrl+Y
               GIF:        Alt,F,N,G
               IFF ACBM:   Alt,F,N,A
               IFF ILBM:   Alt,F,N,I or Ctrl+Shift+Minus
               PCX:        Alt,F,N,X
               PNG:        Alt,F,N,P
               TIFF:       Alt,F,N,T
               ASCII text: Alt,F,N,S
              For AmiArcadia:
               BMP:        Amiga-Y
               GIF:        Amiga-Shift-C (OS3.2)
               IFF ACBM:   Amiga-Shift-D (OS3.2)
               IFF ILBM:   Amiga-_
               PCX:        Amiga-Shift-E (OS3.2)
               PNG:        Amiga-Shift-F (OS3.2)
               TIFF:       Amiga-Shift-G (OS3.2)
               ASCII text: (none)
CLI Argument: (none)
Debugger:     (none)
REXX:         SAVEBMP  or MENU PROJECT.SAVESCRN.BMP
              SAVEGIF  or MENU PROJECT.SAVESCRN.GIF
              SAVEACBM or MENU PROJECT.SAVESCRN.ACBM
              SAVEILBM or MENU PROJECT.SAVESCRN.ILBM
              SAVEPCX  or MENU PROJECT.SAVESCRN.PCX
              SAVEPNG  or MENU PROJECT.SAVESCRN.PNG
              SAVETIFF or MENU PROJECT.SAVESCRN.TIFF
                          MENU.PROJECT.SAVESCRN.ASCII
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    You can save screenshots in various formats. For AmiArcadia, if
    "Settings|Emulator|Create icons?" is ticked, and the appropriately
    named icon_#?.info file is in the Icons/ directory, an icon will also
    be generated for the screenshot.
      Note that currently TIFF files are limited to 16 colours (colour 0
    will be used instead for colours 16..23).

Menu:         Project|Save as SpriteMakerEA project »|Sprites...
              Project|Save as SpriteMakerEA project »|UDGs...
Type:         Modal subwindow
Shortcut:     Alt,F,M,S (sprites) (IBM PC)
              Alt,F,M,U (UDGs)    (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU PROJECT.SAVEEAP.SPRITES
              MENU PROJECT.SAVEEAP.UDGS
Default:      n/a
Hosts:        Both
Guests:       Arcadia only
Remembered?   No

    This "rips" (saves) the current set of four sprites or UDGs as a
    project file (.EAP file) for the SpriteMakerEA V5/V6 sprite editor (for
    Windows) by Charles Eurich, which is available at the website.

Menu:         Project|Save as TextMakerEA project...
Type:         Modal subwindow
Shortcut:     Alt,F,S,V (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU PROJECT.SAVEEAL
Default:      n/a
Hosts:        Both
Guests:       Arcadia only
Remembered?   No

    This "rips" (saves) the current screen text as a project file (.EAL
    file) for the TextMakerEA V1 sprite editor (for Windows) by Charles
    Eurich, which is available at the website.

Menu:         Project|Quicksave state
Type:         Command
Shortcut:     Alt-S (both), Amiga-) (Amiga), Ctrl+Shift+0 or Alt,F,U (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU PROJECT.QUICKSAVE
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    This will save the state as QUICKSAV.COS.

Menu:         Project|Audit games...
Type:         Modal subwindow
Shortcut:     Amiga-Shift-H (OS3.2), Alt,F,A (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU PROJECT.AUDIT
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    This will refresh the emulator's audit list, which is displayed in the
    sidebar. The user's preferred games directory is used.
      Filenames which do not have the expected extension will not be
    audited. Eg. MissileWar.bin is OK but just MissileWar is not. Such
    files can still be loaded (eg. via the "Project|Open..." command) but
    will appear as unknown files in the audit results subwindow and will
    not appear in the sidebar.

Menu:         Project|Register filetypes...
Type:         Modal subwindow
Shortcut:     Alt,F,Y
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU PROJECT.REGISTER
Default:      n/a
Hosts:        IBM PC only
Guests:       All
Remembered?   Yes

    This will allow you to create file associations in the Windows
    registry for all loadable files; thus, you will be able to launch
    games easily by just clicking on their icon.
      Note that, under Windows XP and Windows 7 at least, Windows will not
    change the icon(s) imagery until the next reboot of the host.
      If you move the emulator to a different directory (or drive), or
    rename it, you should invoke this command again to update the
    registry.
      Note that, under Windows Vista and later, you need to run WinArcadia
    as an administrator (right-click the WinArcadia icon on the desktop
    and choose "Run as administrator") for it to be able to register the
    filetypes.

Menu:         Project|Act as server
Type:         Modal subwindow
Shortcut:     Amiga-Shift-I (OS3.2), Alt,F,E (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU PROJECT.SERVER
Default:      n/a
Hosts:        Both
Guests:       Arcadia, Interton and Elektor
Remembered?   No

Menu:         Project|Connect as client...
Type:         Modal subwindow
Shortcut:     Amiga-Shift-J (OS3.2), Alt,F,Z (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU PROJECT.CLIENT
Default:      n/a
Hosts:        Both
Guests:       Arcadia, Interton and Elektor
Remembered?   No

    This can be used for 2-player gaming in configurations such as these:

    * 2 instances of the emulator running on the same machine (a TCP/IP
      stack must nevertheless be running, however) (use 127.0.0.1 as the
      IPv4 address, or (WinArcadia only) ::1 as the IPv6 address, in
      this case);
    * 2 instances of the emulator running on different machines connected
      directly together by an Ethernet crossover cable (typically both
      machines will have 192.168.x.y IP addresses in this case);
    * 2 instances of the emulator on a local area network (typically both
      machines will have 192.168.x.y IP addresses in this case);
    * 2 instances of the emulator running on different machines over the
      Internet (if your latency is low enough).

    Regardless, it is used as follows:

    * both players load the emulator and load the desired game.
    * left player chooses "Act as server". (This also reveals the
      IP address(es) of the left player.)
    * "Listening..." subwindow appears to left player. (Left player
      can stop listening by closing the subwindow. The main window will
      ignore all input during this time.)
    * left player tells the right player at least one of their IP
      addresses by some means (eg. IRC or email).
    * right player chooses "Connect as client...".
    * right player enters the IP address of the left player. (If there
      are multiple addresses, you can use any of them.)
    * connection is established, both games reset automatically.
    * play!

    Resetting (except when this is done by the networking subsystem as the
    connection is established) will drop the connection. The factory
    default port used by Ami/WinArcadia is 6666, but this can be changed
    by using the PORT CLI argument. The left player has exclusive access
    to the "console" keys (START, A, B, soft RESET keys). Each player has
    exclusive access to their own controller (left for server, right for
    client). Editing memory and so forth while networked is not
    recommended and will cause inconsistent results. Both players should
    have the same options set (especially speed, collision detection and
    autosense), and the same version of Ami/WinArcadia.
      AmiArcadia and WinArcadia are of course cross-compatible for this,
    so one player can use AmiArcadia and the other player can use
    WinArcadia, if desired. (You must use IPv4 in this case.)
      WinArcadia transparently supports both IPv4 and IPv6. AmiArcadia
    only supports IPv4.
      Once the link is established, the players can communicate with each
    other via the debugger.

Menu:         Project|Iconify
Type:         Command
Shortcut:     Amiga-Shift-K (OS3.2), Ctrl+F12 or Alt,F,I (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         DEACTIVATE or MENU PROJECT.ICONIFY
Default:      No
Hosts:        Both
Guests:       All
Remembered?   No

    This will iconify the emulator to the Workbench desktop (for
    AmiArcadia) or the system tray (for WinArcadia). Output to (and input
    from) the console window, if any, is unaffected.
      For AmiArcadia, the emulator is always frozen while iconified.
      For WinArcadia, the emulator will be paused while iconified if
    autopause is on, otherwise it can continue to run.

Menu:         Project|Quit (Amiga),
              File|Exit (IBM PC)
Type:         Command
Shortcut:     Shift-Esc or Esc (Amiga and IBM PC), Alt,F,X (IBM PC)
CLI Argument: (none)
Debugger:     SYS|SYSTEM
REXX:         QUIT or MENU PROJECT.QUIT
Default:      No
Hosts:        Both
Guests:       All
Remembered?   No

    WinArcadia: You should not quit the program by closing its console
    window, as this will not give the emulator any opportunity to
    create an autosave, save the configuration, close the logfile, etc.

Edit Menu

Contents | < Browse | Browse >



EDIT MENU-----------------------------------------------------------------

Edit|Copy screenshot                      Amiga-C
Edit|Copy text                            Amiga-Shift-L
Edit|Paste text                           Amiga-V
----
Edit|Empty clipboard                      (none)

Menu:         Edit|Copy screenshot
Type:         Command
Shortcut:     Amiga-C (Amiga), Ctrl+C or Alt,E,C (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         COPY or MENU EDIT.COPYSCREEN
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

    This will write a screenshot of the current display to (unit 0 of) the
    clipboard, in IFF ILBM (AmiArcadia) or BMP (WinArcadia) format.

Menu:         Edit|Copy text
Type:         Command
Shortcut:     Amiga-Shift-L (OS3.2), Alt,E,T (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         COPYTEXT or MENU EDIT.COPYTEXT
Default:      n/a
Hosts:        Both
Guests:       All except Interton
Remembered?   n/a

    This will copy the contents of the current display to (unit 0 of) the
    clipboard, in IFF FTXT (AmiArcadia) or ASCII (WinArcadia) format.

Menu:         Edit|Paste text
Type:         Command
Shortcut:     Amiga-V (Amiga), Ctrl+V or Alt,E,P (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         PASTETEXT or MENU EDIT.PASTETEXT
Default:      n/a
Hosts:        Both
Guests:       PIPBUG, BINBUG, CD2650, Chaos and PHUNSY
Remembered?   n/a

    This will paste the contents of the clipboard, in IFF FTXT
    (AmiArcadia) or ASCII (WinArcadia) format, into the keyboard buffer.
    Up to 1,280 characters may be transferred at a time.

Menu:         Edit|Empty clipboard
Type:         Command
Shortcut:     Alt,E,E (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU EDIT.EMPTYCLIPBOARD
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   n/a

View Menu

Contents | < Browse | Browse >



VIEW MENU-----------------------------------------------------------------

View|High score table...                  Amiga-!
----
View|Debugger?                            Amiga-/
View|Menu bar?                            Ctrl+M
View|Pointer?                             Amiga-X
View|Sidebar?                             Amiga-I
View|Status bar?                          (none)
View|Titlebar?                            Amiga-E
View|Toolbar?                             Amiga-H
----
View|Built-in games?                      (none)
View|Sort sidebar by|Game name            (none)
View|Sort sidebar by|Machine              (none)
----
View|View speed as|Frames per second      (none)
View|View speed as|KHz                    (none)
View|View speed as|Percentage             (none)

Menu:         View|High score table...
Type:         Modal subwindow
Shortcut:     Amiga-! (Amiga), Ctrl+Shift+1 or Alt,V,H (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU VIEW.HIGHSCORES
Default:      n/a
Hosts:        Both
Guests:       Arcadia, coin-ops, Pong and Type-right
Remembered?   Yes

    This will show the high score table.
      For a high score to be registered:

    * You need to be playing a supported game (eg. most Arcadia games are
      supported).
    * Autosensing must be enabled before loading the game (for Arcadia).
    * You cannot have collision detection disabled (except for
      Type-right).
    * You cannot have the game slowed down (sped up is allowed).
    * You cannot be using any trainer(s). (This applies even if there is
      actually no trainer for the game you are playing.)

    They are stored in the AmiArcadia.hgh or WA.HGH file (in the Configs/
    subdirectory). The files are identical between the two hosts, you
    would just need to rename it to use an Amiga high score file with
    WinArcadia, or vice versa.
      We are intending to set up a worldwide high score "leaderboard" at
    the website. You can send this file to us if desired for inclusion in
    such a leaderboard.
      For Type-right, the high score table is only updated when the score
    is displayed (ie. at game/class over and between game levels).
      Clicking the "Clear high scores" button will clear all high scores
    for the current guest, but will not affect high scores for the other
    guests.

Menu:         View|Debugger?
Type:         Toggle
Shortcut:     Amiga-/ (Amiga), Ctrl+/ or Alt,V,G (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         CMDSHELL OPEN|CLOSE or MENU VIEW.DEBUGGER
Default:      On
Hosts:        Both
Guests:       All
Remembered?   No

    Shows or hides the debugger (above the status bar).

Menu:         View|Menu bar?
Type:         Toggle
Shortcut:     Ctrl+M or Alt,V,M
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU VIEW.MENUBAR
Default:      On
Hosts:        IBM PC only
Guests:       All
Remembered?   Yes

Menu:         View|Pointer?
Type:         Toggle
Shortcut:     Amiga-X (Amiga), Ctrl+X or Alt,V,P (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU VIEW.POINTER
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    Show mouse pointer on/off.

Menu:         View|Sidebar?
Type:         Toggle
Shortcut:     Amiga-I (Amiga), Ctrl+I or Alt,V,I (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU VIEW.SIDEBAR
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   Yes

    Whether the game selection sidebar is shown or not. You can use Ctrl-
    Up/Down/Left/Right, and Ctrl-Shift-Up/Down/Left/Right, to change the
    currently selected game in the sidebar. You can also use the wheel on
    a wheel mouse to do this, while holding down the Ctrl key.

Menu:         View|Status bar?
Type:         Toggle
Shortcut:     Amiga-D (Amiga), Ctrl+D or Alt,V,W (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU VIEW.STATUSBAR
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    The status bar shows, from left to right:

    * Machine glyph (according to the current guest machine), or (for
      AmiArcadia for OS3 only) an animated mouth while speaking.
    * Game name (while holding the Ctrl key down, this shows the pointer
      coordinates (in guest pixels) instead)
    * Current actual speed
    * Current target (ie. desired) speed
    * Caps lock indicator

    The caps lock indicator is from the guest's point of view; the state
    of the host caps lock (eg. for debugger) may be different.

Menu:         View|Titlebar?
Type:         Toggle
Shortcut:     Amiga-E (Amiga), Ctrl+E or Alt,V,T (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU VIEW.TITLEBAR
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    Show window titlebar (and therefore drag bar, depth arrangement
    gadgets, etc.) on/off.

Menu:         View|Toolbar?
Type:         Toggle
Shortcut:     Amiga-H (Amiga), Ctrl+H or Alt,V,L (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU VIEW.TOOLBAR
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

Menu:         View|Built-in games?
Type:         Toggle
Shortcut:     Alt,V,B (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU VIEW.BUILTINGAMES
Default:      On
Hosts:        Both
Guests:       Coin-ops and Pong
Remembered?   Yes

    Normally, the built-in games (ie. the coin-ops and Pong) are always
    listed in the sidebar. If you turn this option off, they are not
    listed there (but you can of course still access them as normal via
    eg. the "Options|Machines" submenu).

Menu:         View|Sort sidebar by|Game/directory name
              View|Sort sidebar by|Machine
Type:         Option
Shortcut:     Alt,V,D,N (name)    (IBM PC)
              Alt,V,D,M (machine) (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU VIEW.SORTBY.NAME
              MENU VIEW.SORTBY.MACHINE
Default:      Game/directory name
Hosts:        Both
Guests:       All
Remembered?   Yes

    Controls the order of items displayed in the sidebar.

Menu:         View|View speed as
Type:         Option
Shortcut:     Alt,V,X (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU VIEW.INDICATOR.FPS
              MENU VIEW.INDICATOR.KHZ
              MENU VIEW.INDICATOR.PERCENTAGE
Default:      Percentage
Hosts:        Both
Guests:       All
Remembered?   Yes

    You can view the emulation speed as any of: frames per second, a
    percentage, and kilohertz (KHz).
      In percentage mode, the speed shown is dependant on which region
    (NTSC or PAL) is in use. 100% is 50 FPS for PAL and 60 FPS for NTSC.
      AmiArcadia only: you can cycle through these by clicking the
    "Speed:" button on the status bar.

Macros Menu

Contents | < Browse | Browse >



MACROS MENU---------------------------------------------------------------

Macros|Start recording...               Amiga-{
Macros|Restart playback                 Rewind, Amiga-Shift-M
Macros|Stop recording/playback          Amiga-}, Stop
------
Macros|Loop?                            (none)
------
Macros|Generate AVI animations?         (none)
Macros|Generate GIF animations?         (none)
Macros|Generate IFF ANIM animations?    (none)
Macros|Generate MNG animations?         (none)
Macros|Generate PNG animations?         (none)
------
Macros|Generate IFF 8SVX/16SV files?    (none)
Macros|Generate IFF AIFF files?         (none)
Macros|Generate IFF SMUS files?         (none)
Macros|Generate MIDI files?             (none)
Macros|Generate PSG files?              (none)
Macros|Generate WAV files?              (none)
Macros|Generate YM files?               (none)
------
Macros|Run REXX script...               Amiga-.
Macros|Repeat last script               Amiga->

Menu:         Macros|Start recording...
Type:         Modal subwindow
Shortcut:     Amiga-{ (Amiga), Ctrl+Shift+[ or Alt,M,R (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.STARTRECORDING
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

Menu:         Macros|Restart playback
Type:         Command
Shortcut:     Rewind (Amiga), Amiga-Shift-M (OS3.2), Alt,M,P (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.RESTARTPLAYBACK
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

Menu:         Macros|Stop recording/playback
Type:         Command
Shortcut:     Amiga-} (Amiga),
              Ctrl+Shift+] or Alt,M,T (IBM PC),
              Stop (both)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.STOP
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    You can save a 'recording' (aka 'history') of a gameplay session. This
    can be played back (viewed) later. It is useful for high score
    attempts, game demonstrations, speedruns, etc. These files consist of
    a saved state (and therefore also an embedded game image) followed by
    the input data.
      To start recording, either click the "stop" button or choose the
    "Macros|Start Recording..." menu item. Opening another file,
    resetting, quitting, saving, clicking the "record" button or choosing
    the "Macros|Stop Recording" menu item will terminate the recording.
      To play back a recording, simply open the file as normal; you can
    even drag and drop, etc.
      If you start recording during playback, the first part of the
    recording will remain intact and the second part will be recorded
    (ie. the remainder of the old recording is discarded and the new
    recording is appended). This is useful when making tool-assisted
    speedruns, for example.
      Note that tape operations are not incorporated into COR (nor
    COS) files. Eg. if you play back a tape while recording a COR, and
    then play back the COR, the replayed COR will not play back the tape.
      For PIPBUG and PIPBUG, Break key operations are not supported for
    recordings. This key will be ignored while generating a recording.
      For BINBUG, joystick operations (buttons and paddles) are not
    currently incorporated into COR (nor COS) files.

Menu:         Macros|Loop?
Type:         Toggle
Shortcut:     Alt,M,L (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.LOOP
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    This controls the looping behaviour when playing back recordings (COR
    files), and when generating animations in the IFF ANIM, GIF, APNG, and
    MNG formats).
      For COR playback: when on, playback will loop to the beginning (and
    thus continue to play) when the end of the input is reached. When off,
    playback will stop when the end of the input is reached.
      For animation generation: when on, the emulator will encode the
    animation as being intended for looping. When off, the emulator will
    encode the animation as being intended for viewing once only. AVI
    files are not affected as there is no provision in that file format
    for specifying looping behaviour.

Menu:         Macros|Generate AVI animations?
Type:         Toggle
Shortcut:     Alt,M,A
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.AVI
Default:      Off
Hosts:        IBM PC only
Guests:       All
Remembered?   Yes

    If you enable this, then whenever you make a COR recording, a RIFF
    ("Rip-off of IFF") AVI recording will also be concurrently generated.
    This will slow down the emulation considerably.
      These are video-only files; ie. silent. Note that the generated AVI
    files are uncompressed and therefore huge (approx. 495K per second);
    we recommend use of an AVI compression utility on these files.
      Note that changing the graphics scaling, narrow, greyscale or
    full-screen settings is not allowed while generating these.

Menu:         Macros|Generate GIF animations?
              Macros|Generate MNG animations?
              Macros|Generate PNG animations?
Type:         Toggle
Shortcut:     Alt,M,G (IBM PC)
              Alt,M,M (IBM PC)
              Alt,M,N (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.GIF
              MENU MACRO.MNG
              MENU MACRO.PNG
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    If you enable these, then whenever you make a COR recording, an
    animated GIF and/or PNG will also be generated.
      As realtime compression is performed, this will slow down the
    emulation considerably.
      These are video-only files; ie. silent (as with all GIFs/MNGs/PNGs).
      AmiArcadia: GIF animations can be played back with MultiView if
    you have a suitable datatype instealled, eg.
    http://aminet.net/util/dtype/gifanimdtc203 . Note that on current
    Classic (at least) AmigaOS versions, GIFs do not play back at
    the correct speed in MultiView. This is a bug in animation.datatype
    (and/or the GIF datatype) rather than in AmiArcadia. You are better to
    use a dedicated GIF player (or a browser) for playback.
      PNG animations are also known as "APNG" files.
      MNG animations can be played back with a program such as "PNG MNG
    Construction Set" (for Windows). OS4 users, see here.
      Note that toggling narrow mode is not allowed while generating
    these.

Menu:         Macros|Generate IFF ANIM animations?
Type:         Toggle
Shortcut:     Alt,M,F (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.ANIM
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    If you enable this, then whenever you make a COR recording, an IFF
    ("Interchange File Format") ANIM5 recording will also be concurrently
    generated. If you also have "Macros|Generate IFF 8SVX files?" turned
    on, and are generating 8-bit sound (in "Options|Sound|Adjust..."), the
    generated IFF ANIM will also have embedded 8SVX and SCTL data
    (so that it can be played back with sound on players which support
    this). Note that you need to have "Settings|Sound|Enabled?" on while
    recording, otherwise only silence will be generated.
      As realtime compression is performed, this will slow down the
    emulation considerably.
      If you have "Macros|Loop?" enabled at the time of concluding the
    recording, additional frames will be added to the end of the
    animation, to enable smooth looping of the it when it is played back.
      Note that on current Classic (at least) AmigaOS versions, IFF ANIMs
    do not play back at the correct speed in MultiView. This is a bug in
    animation.datatype and the IFF ANIM rather than in AmiArcadia (and is
    fixed in OS3.2). You are better to use a dedicated IFF ANIM player for
    playback.

Menu:         Macros|Generate IFF 8SVX/16SV files?
Type:         Toggle
Shortcut:     Alt,M,8 (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.8SVX
Default:      Off
Hosts:        Both
Guests:       All guests that can emit sound
Remembered?   Yes

    If you enable this, then whenever you make a COR recording, an IFF
    8SVX file of the corresponding sound output will also be
    concurrently generated. This will always be at the correct (ie.
    normal) speed regardless of the speed the emulator was running at
    the time.
      Note that sound output must be enabled. If you don't want to hear
    the sound, you can adjust the "Options|Sound|Host volume..." setting;
    this won't affect the generated recording.
      Ambient sounds will only be recorded (or emitted, for that matter)
    if "Settings|Sound|Ambient sounds?" is on. Speech is not currently
    recorded.
      If 16-bit sound generation is in use (in "Options|Sound|Adjust..."),
    an IFF 16SV file will be generated instead of an IFF 8SVX file.

Menu:         Macros|Generate IFF AIFF files?
Type:         Toggle
Shortcut:     Alt,M,I (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.AIFF
Default:      Off
Hosts:        Both
Guests:       All guests that can emit sound
Remembered?   Yes

    If you enable this, then whenever you make a COR recording, an IFF
    AIFF ("Audio Interchange File Format" aka "Audio IFF") file of the
    corresponding sound output will also be concurrently generated. This
    will always be at the correct (ie. normal) speed regardless of the
    speed the emulator was running at the time.
      Note that sound output must be enabled. If you don't want to hear
    the sound, you can adjust the "Options|Sound|Host volume..." setting;
    this won't affect the generated recording.
      Ambient sounds will only be recorded (or emitted, for that matter)
    if "Settings|Sound|Ambient sounds?" is on. Speech is not currently
    recorded.

Menu:         Macros|Generate IFF SMUS files?
Type:         Toggle
Shortcut:     Alt,M,U (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.SMUS
Default:      Off
Hosts:        Both
Guests:       All guests that can emit sound
Remembered?   Yes

    If you enable this, then whenever you make a COR recording, an IFF
    SMUS ("Simple Musical Score") file of the corresponding sound output
    will also be concurrently generated. This will always be at the
    correct (ie. normal) speed regardless of the speed the emulator was
    running at the time.
      Note that sound output must be enabled. If you don't want to hear
    the sound, you can adjust the "Options|Sound|Host volume..." setting;
    this won't affect the generated recording.
      Ambient sounds and speech will not be recorded in the IFF SMUS file.
      Note that some SMUS players/editors do not support all note
    durations that are legally permissible in an IFF SMUS file. Eg. Aegis
    Sonix can't handle any note briefer than a semiquaver (a "1/16th
    note"). Also, it seems not to handle tied notes correctly (they are
    played as separate consecutive notes). Deluxe Music Construction Set
    2.0 (at least) can play back these files correctly (although you will
    have to choose a suitable instrument first in DMCS or you will not
    hear anything).

Menu:         Macros|Generate MIDI files?
Type:         Toggle
Shortcut:     Alt,M,D (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.MIDI
Default:      Off
Hosts:        Both
Guests:       All guests that can emit sound
Remembered?   Yes

    If you enable this, then whenever you make a COR recording, a Standard
    MIDI File ("SMF") of the corresponding sound output will also be
    concurrently generated. This will always be at the correct (ie.
    normal) speed regardless of the speed the emulator was running at
    the time.
      Note that sound output must be enabled. If you don't want to hear
    the sound, you can adjust the "Options|Sound|Host volume..." setting;
    this won't affect the generated recording.
      Ambient sounds and speech will not be recorded in the MIDI file.

Menu:         Macros|Generate PSG files?
Type:         Toggle
Shortcut:     Alt,M,S (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.PSG
Default:      Off
Hosts:        Both
Guests:       Expanded Elektor only
Remembered?   Yes

    If you enable this, then whenever you make a COR recording, two PSG
    ("Programmable Sound Generator") files (one for each of the two PSGs)
    will also be concurrently generated.
      These files can be played by eg. the AYEmul program (Windows).
    You would have to play both files simultaneously to recreate all
    twelve channels of the two PSGs (six channels per PSG).
      There are also various utilities available to convert them to other
    formats such as MIDI or VTX. Eg. PSG2MID will convert them from PSG to
    MIDI format.

Menu:         Macros|Generate WAV files?
Type:         Toggle
Shortcut:     Alt,M,W (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.WAV
Default:      Off
Hosts:        Both
Guests:       All guests that can emit sound
Remembered?   Yes

    If you enable this, then whenever you make a COR recording, a RIFF
    WAVE (ie. WAV) file of the corresponding sound output will also be
    concurrently generated. This will always be at the correct (ie.
    normal) speed regardless of the speed the emulator was running at
    the time.
      Note that sound output must be enabled. If you don't want to hear
    the sound, you can adjust the "Options|Sound|Host volume..." setting;
    this won't affect the generated recording.
      Ambient sounds will only be recorded (or emitted, for that matter)
    if "Settings|Sound|Ambient sounds?" is on. Speech is not currently
    recorded.
      You may have problems if you try to use this feature while using the
    "Project|Tape|Record..." feature.

Menu:         Macros|Generate YM files?
Type:         Toggle
Shortcut:     Alt,M,Y (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.YM
Default:      Off
Hosts:        Both
Guests:       Expanded Elektor only
Remembered?   Yes

    If you enable this, then whenever you make a COR recording, two YM
    ("Yamaha Music") files (one for each of the two PSGs) will also be
    concurrently generated.
      These files can be played by eg. the AYEmul (Windows) or PlayOGG
    (Amiga) programs. You would have to play both files simultaneously
    to recreate all twelve channels of the two PSGs (six channels per
    PSG). See here for more about AYEmul.
     There are also various utilities available to convert them to other
    formats.
      The YM files created by Ami/WinArcadia are uncompressed. You can
    compress them with LhA (you must use the -H0 option) and they can
    still be handled by most if not all programs that handle YM files.

Menu:         Macros|Run REXX script...
Type:         Command
Shortcut:     Amiga-. (Amiga) or Ctrl+. (IBM PC)
CLI Argument: (none)
Debugger:     *RX
REXX:         MENU MACRO.RUNREXX
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    See here for the list of ARexx commands supported by
    Ami/WinArcadia.

Menu:         Macros|Repeat last script
Type:         Command
Shortcut:     Amiga-> or Ctrl+Shift+. (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU MACRO.REPEATREXX
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    Runs the same REXX script as you already ran last time.

Tools Menu

Contents | < Browse | Browse >



TOOLS MENU----------------------------------------------------------------

Tools|DIP switch editor...                Amiga-@ 
Tools|Memory editor...                    Amiga-#
Tools|Musical keyboard...                 Amiga-Shift-N
Tools|Printer...                          Amiga-Shift-O
Tools|Sprite editor...                    Amiga-%
Tools|Tape deck...                        Amiga-Shift-P
-----
Tools|Debugger                            Shift-Tab
-----
Tools|CPU(s) monitor...                   Amiga-M
Tools|PSGs monitor...                     Amiga-^
Tools|UVI/PVI(s) monitor...               Amiga-`
-----
Tools|RetroAchievements                   (none)
Tools|SpriteMakerEA                       (none)
Tools|TextMakerEA                         (none)

Any or all the tools can be running simultaneously without pausing the
emulation. They will automatically track changes to the guest as the guest
is running.

Menu:         Tools|DIP switch editor...
Type:         Modeless subwindow
Shortcut:     Amiga-@ (Amiga), Ctrl+Shift+2 or Alt,T,D (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         OPENDIPS or MENU TOOLS.DIPSWITCHES
Default:      n/a
Hosts:        All
Guests:       Instructor, coin-ops and Pong
Remembered?   Yes

    You can view and alter the various toggle switches with this command.
    Some of these can also be altered by other means (eg. function keys,
    toolbar and/or "Help|Guest controls..." subwindow).
      AY-3-8500/8550: Random speed, random angle and player identification
    are optional but official hardware modifications documented in the
    General Instrument TV Games Circuits databook. The player
    identification only affects greyscale mode ("Settings|Colours|
    Greyscale"). (It changes the background from black to grey and the
    right bat(s) from white to black.) The number of players is a maximum;
    Practice, Rifle #1 and Rifle #2 have less players.

Menu:         Tools|Memory editor...
Type:         Modeless subwindow
Shortcut:     Amiga-# (Amiga), Ctrl+Shift+3 or Alt,T,M (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         OPENMEMORY or MENU.TOOLS.MEMORY
Default:      Off
Hosts:        Both
Guests:       All except Pong and Type-right
Remembered?   No

    You can observe the properties and observe and edit the contents
    of a 256-byte region of memory in real time.
      You use the "Region" listbox/slider to choose which region you are
    interested in.
      Note that this is updated only once per frame or when pausing or
    after editing (which should not normally cause any problems).
      Each byte is colour-coded according to its properties, as follows:

        Cyan      code breakpoint
        Orange    data watchpoint
        Purple    mirror (ie. undecoded address)
        Red       unmapped
        Yellow    write-only
        Blue      read-only (eg. ROM)  (darker blue  for $00 bytes)
        Green     read/write (eg. RAM) (darker green for $00 bytes)

    For mirrors, the contents shown are garbage values. You should look
    at the notional (ie. resolved) address instead of at the mirrored
    address.
      You can click on a button with the left mouse button to edit its
    value, or with the middle mouse button to set or clear a watchpoint
    (but note that the memory editor must be the active window for this to
    work).
      Additionally, you can hover over any button to see any known source
    code data comments for that address.
      You can view as hexadecimal values, or as characters. Viewing as
    characters is useless for Interton, as it lacks a character set.
      The graphical memory map representation shows the entire 32K address
    space, appropriately colour coded. Each pixel represents one byte.
      In "contents" view (WinArcadia only), the brightness of each pixel is
    shown according to the contents  of that byte ($00..$FF). In "memory
    map" view, each pixel has full brightness. In "coverage report" view,
    colours are as follows (see also here):

        Green     has been read and written ("R" and     "W")
        Blue      has been read             ("R" without "W")
        Yellow    has been written          ("W" without "R")
        Cyan      has been executed         ("E" and/or  "O")
        Purple    has been addressed        ("A")
        Black     none of the above

    You can click on the memory map to change the main view to the
    appropriate memory region.

Menu:         Tools|Musical keyboard...
Type:         Modeless subwindow
Shortcut:     Amiga-Shift-N (OS3.2), Alt,T,K (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU TOOLS.MUSIC
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, coin-ops, Pong and Type-right
Remembered?   No

    This will show a musical keyboard, on which musicians can observe the
    game's use of the sound hardware, and manipulate the sound hardware
    themselves in real time. Note that none of the emulated machines had
    a musical keyboard peripheral; this subwindow is just another way of
    viewing and affecting the activity of the usual sound hardware of the
    guest.
      Green indicates the UVI/PVI tone generator.
      Red indicates the UVI/PVI noise generator.
      Purple indicates the tone and noise generators together.
      If the UVI/PVI and PSGs/TMSes are playing the same note at the same
    time, the UVI/PVI will be shown.
      Grey indicates notes that cannot be played by the TMSes (for
    Lazarian and Laser Battle), the UVI (for Arcadia), or the PVI(s) (all
    other machines). However, they can be played by the PSGs, if any are
    present (ie. expanded Elektor), and by the PVI(s) (for Lazarian and
    Laser Battle).
      Cyan and orange indicate the 1st and 2nd units, respectively, of the
    PSG (for expanded Elektor) or TMS (for Lazarian and Laser Battle).
      Note that some special sound effects, eg. the Interton "bang" sound,
    are produced by other methods and have no particular pitch, and thus
    are not shown in this subwindow.
      For Arcadia, Interton, Elektor and coin-ops, you can control the
    UVI/PVI sound hardware by clicking on notes to "play" the keyboard.
    The left mouse button controls the tone generator and the right mouse
    button controls the noise generator. Of course, if the game is also
    frequently outputting to the sound hardware, your changes may not last
    long enough to be audible/visible before being overwritten by the
    game.
      When "View large image?" is on, you will also be shown a musical
    grand stave. Each "bar" of music corresponds to a sound channel. Seven
    bars are always shown; channels that are not used by the guest are
    shown in grey. PSG noise channels are not shown.
      If there is anything playing on a channel, the corresponding musical
    note will be shown on the stave. The colours used are the same as for
    the musical keyboard. Very high or very low notes will be shown
    transposed to fit within the bounds of the grand stave.

Menu:         Tools|Printer...
Type:         Modeless subwindow
Shortcut:     Amiga-Shift-O (OS3.2), Alt,T,P (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU TOOLS.PRINTER
Default:      Off
Hosts:        Both
Guests:       PIPBUG and BINBUG
Remembered?   No

    You can emulate an attached Matsushita/Philips EUY-10E023LE printer
    printer and EUY-PUD024C I/O controller, as featured in the EA 2/CC/34
    and ETI-641 projects.
      The output "paper" will scroll automatically as necessary.
      The colour of the "paper" (grey #1) and "ink" (black #1) can be
    changed in the Settings|Colours|Palette editor... subwindow.

Menu:         Tools|Sprite editor...
Type:         Modeless subwindow
Shortcut:     Amiga-% (Amiga), Ctrl+Shift+5 or Alt,T,I (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         OPENSPRITES or MENU.TOOLS.SPRITES
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, BINBUG and coin-ops
Remembered?   No

    You can view and/or edit the imagery of a sprite or user-defined
    graphic (UDG) in in real time. Grey is used to represent transparent
    areas of the sprite or UDG. Note that this command normally updates
    once per frame and thus you can get misleading results when eg. the
    game changes the colour of the sprite mid-frame. Ie. What is shown in
    this subwindow does not necessarily correlate with what is showing on
    the guest screen.
      You can edit the sprite pixels; however, such changes only last
    until the game next writes to the relevant memory location(s) (which
    might be many times per second or never, depending on the game). The
    SpriteMakerEA application is more extensive than the built-in Ami/
    WinArcadia sprite editor.
      For Arcadia, you can also view the PDGs (Pre-Defined Graphics),
    but these are not editable as they are built into the system.
      You can also change the colours of the sprites if you wish. As with
    changing the imagery, such changes only last until the game next
    writes to the relevant memory location(s). You cannot change the
    colours of UDGs or PDGs.
      Double-clicking on a colour in the palette gadget will open the
    palette editor.

Menu:         Tools|Tape deck...
Type:         Modeless subwindow
Shortcut:     Amiga-Shift-P (OS3.2), Alt,T,T (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU TOOLS.TAPEDECK
Default:      Off
Hosts:        Both
Guests:       Elektor, PIPBUG, BINBUG, Instructor, CD2650, PHUNSY,
              Selbstbaucomputer
Remembered?   No

    This opens up a virtual tape (cassette) deck. It is initially empty
    but you can insert a tape using the "Create tape..." or "Insert
    tape..." button. You can close and reopen the tape deck without
    affecting tape operations.
      You may have problems if you try to use these features while using
    the "Macros|Generate IFF 8SVX files?", "Macros|Generate IFF AIFF
    files?" or "Macros|Generate WAV files?" features.
      The current tape position is represented by the horizontal slider.
      While the tape is stopped, you can adjust the position of the tape
    using the slider (eg. drag left to rewind, drag right to fast
    forward).
      Created tapes are always zero-length. When you record to them
    their size will be extended automatically as required.
      Below the "Skewing" gadget, you can see the current value of what is
    under the  tape read/write head. This is the raw value of the relevant
    hardware register; it does not directly correspond to the actual
    decoded data, nor necessarily with the current amplitude of the
    waveform.
      Ticking the "Invert waveform?" option will flip the sign of the
    waveform. This is because some sound cards, for example, will record
    waveforms in such an inverted manner, so you can use this option
    to "de-invert" these recordings when loading. Most of the time tapes
    will still load correctly even with the incorrect inversion, but if
    you are having trouble loading a tape it may help.
      Ticking the "Verbose output?" option will cause certain information
    about what the BIOS is doing to be printed to the output window, for
    Elektor, PIPBUG 1, BINBUG 6.1 and CD2650.

    Playback:

    Tapes must be 8-bit uncompressed monophonic samples, without
    extraneous chunks. IFF 8SVX, IFF AIFF and WAV are supported. Tapes
    with low sample rates (eg. 11025Hz), although supported, may not be
    accurate enough for reliable loading.
      This command is helpful for dumping real cassette tapes. (Because it
    occurs in real-time at a slow baud rate, doesn't support autosense,
    requires several steps from the user, and the files are large, it is
    not recommended for everyday loading.)
      For Elektor and CD2650, it may be helpful to adjust the "cycles per
    line" setting in the "Settings|Speed|Adjust..." subwindow, if you are
    having trouble loading a tape dump into the emulator, or if tapes
    generated by the emulator do not load successfully into a real
    machine.
      Of course, you can turn on turbo mode to speed up the loading.
      After loading, you can then save the game in a more convenient
    format. We recommend using the COS, AOF/EOF/HEX or BIN/PGM formats (in
    decreasing order of preference). (In particular, for PIPBUG, we
    suggest not saving as PGM as the correct address information for the
    loaded game will not be present.) Then, you should please send it to
    us so that autosense support, etc. for the game can be added to the
    next version of the emulators.
      In most cases, data recorded 40+ years ago will have demagnetized to
    the extent of not being loadable with this command, even with
    adjustment of the skewing, etc. Please get in contact if this is the
    case, as the data can usually still be recovered by other means.

    For Elektor:

    From the initial BIOS screen ("IIII"):
    * Press RCAS (host alphanumeric '1').
    * Enter the appropriate file number (in the range 1..F).
    * Press guest '+' (host 'X').
    * Insert the tape.
    * Enter the filename to be loaded (and press ENTER or click OK).
    * Play the tape.
    * The game will now load. You can watch the progress in the console
      window.
    * The tape will stop (and eject) automatically when the end of the
      tape is reached, or can be stopped (and ejected) early by selecting
      "Project|Tape|Stop" from the menu.
    * If the load was successful, PC=xxxx (where x is the execution start
      address) will appear onscreen, and you can press guest '+' (host
      'X') to start the game.
    * If the load was unsuccessful, Ad=xxxx (where x is the start address
      of the erroneous block) will appear onscreen. See here for help
      with loading bad or marginal cassette dumps.

    For PIPBUG 1:

    From the PIPBUG command prompt ("*"):
    * Press L and press ENTER.
    * Insert the tape.
    * Enter the filename to be loaded (and press ENTER or click OK).
    * Play the tape.
    * The game will now load. You can watch the progress in the real-time
      monitor (the Sense bit of the PSU).
    * The tape will stop (and eject) automatically when the end of the
      tape is reached, or can be stopped (and ejected) early by selecting
      "Project|Tape|Stop" from the menu.
    * If the load was successful, the guest screen perhaps show some junk,
      and you will (normally) be back at the PIPBUG command prompt ("*").
      Once the "*** Finished loading file" message has appeared in the
      console window, any junk that appears on the guest screen is
      harmless.
      You can now press G and then type the (hexadecimal) starting address
      and then press ENTER. Eg. G440 and then ENTER if the game starts at
      $440. (It's also possible to have "autoload" games which start
      themselves at the conclusion of loading).
    * If the load was unsuccessful, crap will start spewing onto the guest
      screen, from the point where the bad read occurred onwards.

    For BINBUG 6.1:

    From the BINBUG 6.1 command prompt ("*"):
    * Type LE and press ENTER.
    * Insert the tape.
    * Enter the filename to be loaded (and press ENTER or click OK).
    * Play the tape.
    * The game will now load. You can watch the progress in the real-time
      monitor and the output window.
    * The tape will stop (and eject) automatically when the end of the
      tape is reached, or can be stopped (and ejected) early by selecting
      "Project|Tape|Stop" from the menu.
    * If the load was successful, you will be back at the BINBUG command
      prompt ("*").

    For CD2650:

    From the CD2650 command prompt ("."):
    * See PIPBUG instructions (above).

    For Instructor 50:

    From the Instructor 50 command prompt ("HELLO"):
    * Press RCAS (this is normally mapped to the host Q key).
    * The display will change to ". F=" .
    * Enter the file number.
    * Press ENT/NXT (this is normally mapped to the host X key).
    * Insert the tape.
    * Enter the filename to be loaded (and press ENTER or click OK).
    * Play the tape.

    For Selbstbaucomputer monitor 2.0:

    From the Selbstbaucomputer command prompt (">"):
    * Type L and press ENTER.
    * Insert the tape.
    * Play the tape.

    Saving ROM areas to tape will work but of course loading them back
    will not. You can look at the memory map in the "Tools|Memory
    editor..." subwindow.
      Note that the BINBUG, CD2650, Instructor 50 and Selbstbaucomputer
    tape support has not been tested with recordings of tapes from the
    real machines (please send us such tapes, WAVs, etc. for testing if
    you have any!). Therefore tapes made by the real machine might not be
    loadable into the emulator and WAVs/8SVXes/AIFFs generated by the
    emulator might not be loadable into the real machine.
      Additionally, note that only IFF 8SVX, IFF AIFF and WAV files are
    considered to be "tapes" (eg. AOF/EOF/HEX/PGM files are not).

    Recording:

    You can save recordings of real cassette tapes, in 44100Hz 8-bit mono
    format (IFF 8SVX, IFF AIFF or WAV). This command is helpful for
    generating real cassette tapes for use with a real machine. For most
    other purposes it is better to use other formats such as COS.
      Of course, you can turn on turbo mode to speed up the saving.
      While recording, the length of the tape is extended automatically as
    required.
      Note that saving of read-only memory (ROM) areas will work; however,
    loading them back in will not work (because it can't write to ROM).

    For Elektor:

    * Load the game into memory, via whatever method you like.
    * Choose "Project|Jump to BIOS" from the menu.
    * Press guest 'WCAS' (host alphanumeric '2').
    * Enter the start address for loading/saving of the game, eg. $0900
      (which is host 'C', numeric 7, 'C', 'C').
    * Press guest '+' (host 'X').
    * Enter the end address for loading/saving of the game, eg. $1BFF
      (which is host numeric 1, numeric 9, numeric *, numeric * on
      WinArcadia).
    * Press guest '+' (host 'X').
    * Enter the start address for execution of the game, eg. $0900.
    * Press guest '+' (host 'X').
    * Choose and enter a file number in the range $1..$F.
    * Open the tape deck (via "Tools|Tape deck...").
    * Click the "Create IFF 8SVX tape", "Create IFF AIFF tape" or "Create
      WAV tape" button on the tape deck.
    * Enter the filename to be saved to (and press ENTER or click OK).
    * Click the "Record" button on the tape deck.
    * Press guest '+' (host 'X').
    * The game will now be saved. You can watch the progress in the
      console window.
    * When finished saving, press the "Eject" button.

    For PIPBUG 1:

    * Load the game into memory, via whatever method you like.
    * Choose "Project|Jump to BIOS" from the menu.
    * Type 'D'.
    * Enter the 4-digit start address.
    * Type a space.
    * Enter the 4-digit end address.
    * Open the tape deck (via "Tools|Tape deck...").
    * Click the "Create IFF 8SVX tape", "Create IFF AIFF tape" or "Create
      WAV tape" button on the tape deck.
    * Enter the filename to be saved to (and press ENTER or click OK).
    * Click the "Record" button on the tape deck.
    * Press ENTER.
    * The game will now be saved. You can watch the progress via the
      output window.
    * When finished saving, press the "Eject" button.

    For BINBUG 6.1:

    * Load the game into memory, via whatever method you like.
    * Choose "Project|Jump to BIOS" from the menu.
    * Type DE <address> <filename> and press ENTER, where:
      <address> is the start address for program execution; and
      <filename> is up to 8 characters.
    * D will appear on the screen. Now type <start-address> <end-address>
      (where the addresses are for the boundaries of the memory region to
      save) but do not press ENTER yet.
    * Open the tape deck (via "Tools|Tape deck...").
    * Click the "Create IFF 8SVX tape", "Create IFF AIFF tape" or "Create
      WAV tape" button on the tape deck.
    * Enter the filename to be saved to (and press ENTER or click OK).
    * Click the "Record" button on the tape deck.
    * Press ENTER.
    * The game will now be saved. You can watch the progress via the
      output window.
    * When finished saving, press the "Eject" button.

    For CD2650:

    * Load the game into memory, via whatever method you like.
    * Choose "Project|Jump to BIOS" from the menu.
    * Press 'D'.
    * Enter the start address for loading/saving of the game, eg. $1000,
      as 4 digits (eg. '1', '0', '0', '0').
    * Open the tape deck (via "Tools|Tape deck...").
    * Click the "Create IFF 8SVX tape", "Create IFF AIFF tape" or "Create
      WAV tape" button on the tape deck.
    * Enter the filename to be saved to (and press ENTER or click OK).
    * Click the "Record" button on the tape deck.
    * Enter the length of the block minus 1, as 2 digits. Eg. for 256
      bytes (the maximum for a block), use $FF (eg. 'F', 'F').
    * The block will now be saved.
    * If the game is larger than 256 bytes, you should save the other
      block(s) now.
    * To signify the end of the game, type 'D', '0', '0', '0', '0', '0',
      '0'.
    * When finished saving, press the "Eject" button.

    For Instructor 50:

    * Load the game into memory, via whatever method you like.
    * Choose "Project|Jump to BIOS" from the menu.
    * Press guest 'WCAS' (host alphanumeric '1').
    * Enter the start address for loading/saving of the game, eg. $0900
      (which is host 'C', numeric 7, 'C', 'C').
    * Press guest 'ENT/NXT' (host 'X').
    * Enter the end address for loading/saving of the game, eg. $0FFF
      (which is host numeric 1, numeric *, numeric *, numeric * on
      WinArcadia).
    * Press guest 'ENT/NXT' (host 'X').
    * Enter the start address for execution of the game, eg. $0900.
    * Press guest 'ENT/NXT' (host 'X').
    * Choose and enter a file number in the range $0..$FF.
    * Open the tape deck (via "Tools|Tape deck...").
    * Click the "Create IFF 8SVX tape", "Create IFF AIFF tape" or "Create
      WAV tape" button on the tape deck.
    * Enter the filename to be saved to (and press ENTER or click OK).
    * Click the "Record" button on the tape deck.
    * Press guest 'ENT/NXT' (host 'X').
    * The game will now be saved. You can watch the progress via the
      eight round LEDs, if you set the Parallel I/O DIP switch to
      "Extended I/O port $07". When finished saving, HELLO is displayed.
    * When finished saving, press the "Eject" button.

    For Selbstbaucomputer monitor 2.0:

    * Load the game into memory, via whatever method you like.
    * Choose "Project|Jump to BIOS" from the menu.
    * Type D. B will appear.
    * Enter the high byte of the start address for loading/saving of the
      game, eg. 09 for $0900. E will appear.
    * Enter the high byte of the end address + 1 for loading/saving of the
      game, eg. 0A for $09FF.
    * Open the tape deck (via "Tools|Tape deck...").
    * Click the "Create IFF 8SVX tape", "Create IFF AIFF tape" or "Create
      WAV tape" button on the tape deck.
    * Enter the filename to be saved to (and press ENTER or click OK).
    * Click the "Record" button on the tape deck.
    * Press ENTER.
    * The game will now be saved.
    * When finished saving, press the "Eject" button.

    Skewing:

    It is possible for tapes to be skewed, ie. for the signal not to be
    "centred" correctly at the zero crossing point. If you are having
    difficulty loading an IFF 8SVX, IFF AIFF or WAV, you can try adjusting
    the skewing (slightly) and retrying. Extreme values are unlikely to be
    helpful.
      Note that this only affects playback of tapes; they are always
    recorded skewlessly.

    PHUNSY:

    Two separate tape decks are simultaneously emulated for PHUNSY: an
    ordinary tape deck, and a Philips Mini Digital Cassette Recorder
    (MDCR). The MDCR is fully controlled by software (specifically, the
    MDCR routines of the PHUNSY BIOS). Commands such as TREW, TCAT, TLOAD,
    etc. can be invoked by the user; see the PHUNSY manual for more
    information.
      "Create MDCR tape..." will create and insert a new blank 128-block
    (32 kilobyte) MDCR tape. "Insert MDCR tape..." will insert an existing
    MDCR tape. "Update MDCR tape" will write any changes that have been
    made to the MDCR file (the MDCR file is not updated unless and until
    this is done). Note that this is slightly different to how ordinary
    tapes are handled.

Menu:         Tools|Debugger
Type:         Command
Shortcut:     Shift-Tab (Amiga), Shift+Tab or Alt,T,B (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU TOOLS.DEBUGGER
Default:      n/a
Hosts:        All
Guests:       All
Remembered?   No

    This will activate (ie. focus) the debugger gadget, if it is visible.
    While the debugger gadget is active, it is orange.
      For non-QWERTY guests, just Tab is sufficient; the Shift key is not
    needed.
      See here for more information about the debugger.
      If the debugger gadget isn't visible, this menu item will be
    ghosted. You need to make it visible with the View|Debugger? option.

Menu:         Tools|CPU monitor...
Type:         Modeless subwindow
Shortcut:     Amiga-M (Amiga), Shift+F12 or Alt,T,O (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         OPENMONITOR or MENU TOOLS.CPU
Default:      Off
Hosts:        Both
Guests:       All except Pong
Remembered?   No

    You can see the real-time CPU/RAM monitor. Note that
    this is updated only once per frame or when pausing or after editing;
    this can give misleading results eg. when watching PnPADDLE for the
    Arcadia (in this case, the register is always $FF at the end of the
    frame).
      Generally, these values are displayed as hexadecimal numbers. The
    exceptions are the frame counter, cycle counter, etc.
      You can click on most of the gadgets to change the relevant register
    or address.
      The "Opcode:" field shows the opcode at the current IAR; ie. this
    is next instruction that will be executed, not the last executed
    instruction.
      AmiArcadia for OS3 and OS4: If you have the Enhancer Software Core
    installed (specifically, clock.gadget) there will be an on-screen
    clock which is equivalent to the "Time:" field.
      The current return address (ie. the RAS0..7 element corresponding to
    the current stack pointer) will be highlighted in white.
      For guests with 7-segment LED displays (ie. PIPBUG, Instructor,
    Dolphin, Selbstbaucomputer and MIKIT), if you have led.image
    installed, a small copy of that display will be present in the CPU
    monitor. Due to the limitations of led.image, not all possible
    displays can be shown there. Eg. letters will be shown as zeroes.
    Therefore, it is more a demonstration of led.image than anything
    useful; you are better to look at the main window and/or the "Tools|
    Controls..." subwindow.
      For Type-right, this command brings up the Type-right monitor, which
    shows useful information while playing a game or undertaking a class.
    (It is not really a CPU monitor as such.) A paragraph symbol (¶) in
    the "Expected:" field means the ENTER key.

Menu:         Tools|PSGs monitor...
Type:         Modeless subwindow
Shortcut:     Amiga-^ (Amiga), Ctrl+Shift+6 or Alt,T,G (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU TOOLS.PSG
Default:      Off
Hosts:        Both
Guests:       Expanded Elektor only
Remembered?   No

Menu:         Tools|UVI/PVI(s) monitor...
Type:         Modeless subwindow
Shortcut:     Amiga-` (Amiga), Ctrl+` or Alt,T,U (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU TOOLS.XVI
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, BINBUG, coin-ops, Pong
Remembered?   No

    The buttons are coloured in the same way as in the "Tools|Memory
    editor..." subwindow. Additionally, you can click on a
    button with the middle mouse button to set or clear a watchpoint
    (but note that the monitor must be the active window for this to
    work).
      When emulating the Arcadia, Interton, Elektor, BINBUG or Pong, this
    also displays a graphical representation of the current positions of
    the paddle axes. Red is the left player, blue is the right player
    (black means two or more players). The white area represents the full
    range of possibilities. If the game only reads one axis (eg. X-axis),
    the other axis (eg. Y-axis) will never be updated.

Menu:         Tools|RetroAchievements
Type:         Toggle
Shortcut:     Alt,T,R
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU TOOLS.RETROACHIEVEMENTS
Default:      Off
Hosts:        IBM PC only
Guests:       Arcadia, Interton and Elektor
Remembered?   Yes

    RetroAchievements is an online leaderboard system currently supported
    by about a dozen emulators.
      While this is enabled, there will be an extra menu called
    "RetroAchivements" to the right of the "Help" menu.
      This is completely separate from WinArcadia's own built-in high
    score management system (ie. "View|High score table...").
      Changing to an unsupported guest will turn off RetroAchievements
    (and will untick and ghost this menu item). You will need to change
    back to a supported guest and retick this menu item.
      For more information, see https://retroachievements.org .

Menu:         Tools|SpriteMakerEA
              Tools|TextMakerEA
Type:         Modeless subwindow
Shortcut:     Alt,T,S (for SpriteMakerEA) or Alt,T,X (for TextMakerEA)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU TOOLS.SPRITEMAKER
              MENU TOOLS.TEXTMAKER
Default:      n/a
Hosts:        IBM PC only
Guests:       Arcadia only
Remembered?   No

    These will launch the SpriteMakerEA 6 or TextMakerEA 1 applications.
    You need to download these separately; they are not included with
    WinArcadia. They are available from the EA2001 Central site. (These
    programs were written by Charles Eurich.) Install them into the same
    directory as the WinArcadia.exe file, with their original filenames
    (SpriteMakerEA6.exe and TextMaker1.exe). You will need to restart
    WinArcadia for it to detect the presence of these files.
      You can use the "File|Save as SpriteMakerEA project »" and "File|
    Save as TextMakerEA project" commands, before or after launching these
    programs, to create files suitable for importing into those programs.

Settings/Options Menu

Contents | < Browse | Browse >



SETTINGS/OPTIONS MENU-----------------------------------------------------

     Left/right controller 
    -----------------------
     BIOS                  
     Colours               
     CPU                   
     Emulator              
     Filters               
     Graphics              
     Input                 
     Language              
     Machine               
     Sound                 
     Speed                 
     Sprites               
     Trainers              
     VDU                   

Left/Right Controller Submenus

Contents | < Browse | Browse >



LEFT/RIGHT CONTROLLER SUBMENUS--------------------------------------------

Settings|Left controller|Mouse/trackball                (none)
Settings|Left controller|1st digital joystick           (none)
Settings|Left controller|1st digital gamepad            (none)
Settings|Left controller|1st analog gamepad             (none)
Settings|Left controller|Analog joystick                (none)
Settings|Left controller|2nd digital joystick           (none)
Settings|Left controller|2nd digital gamepad            (none)
Settings|Left controller|2nd analog gamepad             (none)
Settings|Left controller|Keyboard                       (none)
-------------------------
Settings|Left controller|Autofire?                      Amiga-B
Settings|Left controller|Autofire requires firebutton?  (none)
Settings|Left controller|Force feedback?                (none)

Settings|Right controller|Mouse/trackball               (none)
Settings|Right controller|1st digital joystick          (none)
Settings|Right controller|1st digital gamepad           (none)
Settings|Right controller|1st analog gamepad            (none)
Settings|Right controller|Analog joystick               (none)
Settings|Right controller|2nd digital joystick          (none)
Settings|Right controller|2nd digital gamepad           (none)
Settings|Right controller|2nd analog gamepad            (none)
Settings|Right controller|Keyboard                      (none)
-------------------------
Settings|Right controller|Autofire?                     (none)
Settings|Right controller|Autofire requires firebutton? (none)
Settings|Right controller|Force feedback?               (none)

Menu:         Settings|Left controller|Mouse/trackball
Type:         Option
Shortcut:     Alt,O,L,M (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.LEFT.MOUSE
Default:      Keyboard
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, coin-ops and Pong
Remembered?   Yes

    The position of the guest paddle axes are calculated based on the
    position of the host mouse/trackball relative to the borders of the
    guest screen; therefore, the apparent sensitivity of the mouse will
    be less at larger graphics scaling factors.
      The left mousebutton is equivalent to the primary firebutton.
      The middle mousebutton is equivalent to the secondary firebutton.
      The pointer (if visible) will change to a cross while in this mode,
    while it is within the guest screen. The cross will be red, blue or
    purple depending on which player(s) is/are using the mouse/trackball
    (except on MorphOS).
      The mouse/trackball must be in the 1st port (ie. the usual mouse
    port). The 2nd port is not currently supported for mouse/trackball.

Menu:         Options|Left controller|1st/2nd gamepad
Type:         Option
Shortcut:     Alt,O,L,1 (1st gamepad)
              Alt,O,L,2 (2nd gamepad)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.LEFT.1STDPAD
              MENU SETTINGS.LEFT.2NDDPAD
Default:      1st or 2nd gamepad (if detected), or otherwise keyboard
Hosts:        IBM PC only
Guests:       Arcadia, Interton, Elektor, coin-ops and Pong
Remembered?   Yes

    These menu items will actually be the names of the 1st and 2nd
    gamepads found (eg. "Logitech Dual Action USB" (Logitech), "USB Game
    Pad" (Gameware), etc.).
      If you have a real Intellivision controller connected to the
    IBM PC via a 2600-dapter/Vision-dapter (see
    http://2600-daptor.com/Vision-daptor.htm ), this will be detected by
    the emulator. Instead of using the usual system of having 4 assigned
    buttons on the controller, the Intellivision keypad will be treated as
    an Arcadia/Interton/Elektor keypad, and all buttons will be directly
    usable in their original positions. "Options|Input|Reassign gamepad
    buttons..." and suchlike will have no effect in this case.

Menu:         Settings|Left controller|1st/2nd digital joystick
Type:         Option
Shortcut:     (none)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.LEFT.1STDJOY
              MENU SETTINGS.LEFT.2NDDJOY
Default:      2nd digital joystick
Hosts:        Amiga only
Guests:       Arcadia, Interton, Elektor, coin-ops and Pong
Remembered?   Yes

    The 1st port is the usual mouse port on a classic Amiga.
    The 2nd port is the usual joystick port on a classic Amiga.

Menu:         Settings|Left controller|1st/2nd digital gamepad
Type:         Option
Shortcut:     (none)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.LEFT.1STDPAD
              MENU SETTINGS.LEFT.2NDDPAD
Default:      2nd digital joystick
Hosts:        Amiga only
Guests:       Arcadia, Interton, Elektor, coin-ops and Pong
Remembered?   Yes

    The 1st port is the usual mouse port on a classic Amiga.
    The 2nd port is the usual joystick port on a classic Amiga.

Menu:         Settings|Left controller|1st/2nd analog gamepad
Type:         Option
Shortcut:     (none)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.LEFT.1STAPAD
              MENU SETTINGS.LEFT.2NDAPAD
Default:      2nd digital joystick
Hosts:        MorphOS only
Guests:       Arcadia, Interton, Elektor, coin-ops and Pong
Remembered?   Yes

    If you are running under MorphOS, you can use an analog gamepad,
    with optional force feedback, via USB with this option.

Menu:         Settings|Left controller|Analog joystick
Type:         Option
Shortcut:     (none)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.LEFT.1STAJOY
              MENU SETTINGS.LEFT.2NDAJOY
Default:      2nd digital joystick (AmiArcadia),
              1st gamepad (WinArcadia), if one is detected
Hosts:        Amiga only
Guests:       Arcadia, Interton, Elektor, coin-ops and Pong
Remembered?   Yes

    If you have a spinner-type paddle or an analog joystick (eg. one
    suitable for use with the Microprose "Formula One Grand Prix" game for
    classic Amiga), choose this option. This option is unavailable on the
    OS4 version.
      The analog joystick must be in the 2nd port (ie. the usual joystick
    port).

Menu:         Settings|Left controller|Keyboard
Type:         Option
Shortcut:     Alt,O,L,K (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.LEFT.KEYBOARD
Default:      2nd digital joystick (AmiArcadia),
              1st gamepad (WinArcadia), if one is detected
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, coin-ops and Pong
Remembered?   Yes

    Keyboard movements for the relevant player are actually always allowed
    even in the other modes. That is, you don't usually have to use this
    option, unless you want to use "Analog for guest?" in which case you
    will need to select keyboard control explicitly (eg. when playing
    Arcadia Circus, or Pong).

Menu:         Settings|Left controller|Autofire?
Type:         Toggle
Shortcut:     Amiga-B (Amiga), Ctrl+B or Alt,O,L,A (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.LEFT.AUTOFIRE
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, BINBUG, coin-ops and AY-3-8600
Remembered?   Yes

    Autofire on the primary firebutton of the left player. If "sense
    game?" is yes and the game is known, the primary firebutton and
    autofire rate are automagically adjusted upon loading.
      Using autofire still allows high score attempts, since it is
    merely an ergonomic feature.

Menu:         Settings|Left controller|Autofire requires firebutton?
Type:         Toggle
Shortcut:     Alt,O,L,R (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.LEFT.REQUIREBUTTON
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, BINBUG, coin-ops and AY-3-8600
Remembered?   Yes

    If on, the left player's autofire is only engaged while his primary
    firebutton is held down. If off, his autofire is always engaged. Of
    course, this setting is meaningless when autofire is off.

Menu:         Settings|Left controller|Force feedback?
Type:         Toggle
Shortcut:     Alt,O,L,F (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.LEFT.FORCEFEEDBACK
Default:      On
Hosts:        MorphOS and IBM PC
Guests:       Arcadia, Interton, Elektor, Malzak and Pong
Remembered?   Yes

    For some games, Ami/WinArcadia can use force feedback on your host
    gamepad(s) to "rumble" the gamepad when appropriate collisions occur.
    For AmiArcadia, this feature requires MorphOS. It also requires of
    course that the gamepad(s) hardware supports force feedback. Like
    many features of these emulators, it requires that autosensing was
    enabled at the time the game was loaded. Additionally, collision
    detection must be enabled.
      If you don't like the rumbling you can suppress it by using this
    menu item.
      Not all games are supported for force feedback.

BIOS SUBMENU

Contents | < Browse | Browse >



BIOS SUBMENU--------------------------------------------------------------

Settings|BIOS|Philips (Elektor TVGC)                   (none)
Settings|BIOS|Hobby Module                             (none)
-------------
Settings|BIOS|PIPBUG 1                                 (none)
Settings|BIOS|PIPBUG 2 + PIPLA                         (none)
Settings|BIOS|HYBUG                                    (none)
-------------
Settings|BIOS|BINBUG ROMs...                           Amiga-Shift-Q
-------------
Settings|BIOS|None                                     (none)
Settings|BIOS|Selbstbaucomputer monitor 0.9            (none)
Settings|BIOS|Selbstbaucomputer monitor 1.0            (none)
Settings|BIOS|Selbstbaucomputer monitor 2.0            (none)

Menu:         Settings|BIOS|Philips (Elektor TVGC),
              Settings|BIOS|Hobby Module
Type:         Option
Shortcut:     Alt,O,B,E (Philips) (Elektor TVGC) (IBM PC),
              Alt,O,B,H (Hobby Module)           (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.BIOS.PHILIPS
              MENU SETTINGS.BIOS.HOBBYMODULE
Default:      Philips (Elektor TVGC)
Hosts:        Both
Guests:       Elektor only
Remembered?   Yes

    You can run the Elektor emulation with either the Philips BIOS (ie.
    the usual BIOS) or with a Hobby Module BIOS.

Menu:         Settings|BIOS|PIPBUG 1,
              Settings|BIOS|PIPBUG 2 + PIPLA,
              Settings|BIOS|HYBUG
Type:         Option
Shortcut:     Alt,O,B,P (PIPBUG 1)         (IBM PC),
              Alt,O,B,A (PIPBUG 2 + PIPLA) (IBM PC),
              Alt,O,B,U (HYBUG)            (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.BIOS.PIPBUG1
              MENU SETTINGS.BIOS.PIPBUG2
              MENU SETTINGS.BIOS.HYBUG
Default:      PIPBUG 1
Hosts:        Both
Guests:       PIPBUG only
Remembered?   Yes

    For PIPBUG 2, the emulator handles rubbing out deleted characters
    automagically. On the real machine, the deleted character is instead
    echoed to the screen.

Menu:         Settings|BIOS|BINBUG ROMs...
Type:         Modal subwindow
Shortcut:     Amiga-Shift-Q (OS3.2), Alt,O,B,B (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.BIOS.BINBUG
Default:      BINBUG 3.6
Hosts:        Both
Guests:       BINBUG only
Remembered?   Yes

    This allows you to change which BIOS you are using. Using BINBUG 3.6
    is generally recommended.
      Resetting or reinitializing the guest will generally be necessary
    after doing this.
      Note that the emulator does not know many labels for MIKEBUG 3 nor
    MYBUG, nor any comments for BIOSes other than BINBUG 3.6, BINBUG 6.1
    and GBUG.
      You can also choose which DOS (Disk Operating System) is located in
    the $6800..$6FFF area. Since the floppy disk hardware is not currently
    emulated, it is best to leave this setting on "None".
      The 1 MHz version of the ACOS 3.E cassette operating system is
    always in memory at $6000..$63FF. It is intended for use in
    conjunction with BINBUG 6.1, and may not work with other BIOSes.

Menu:         Settings|BIOS|None,
              Settings|BIOS|Selbstbaucomputer monitor V0.9,
              Settings|BIOS|Selbstbaucomputer monitor V1.0,
              Settings|BIOS|Selbstbaucomputer monitor V2.0
Type:         Option
Shortcut:     Alt,O,B,N (None) (IBM PC),
              Alt,O,B,0 (V0.9) (IBM PC),
              Alt,O,B,1 (V1.0) (IBM PC),
              Alt,O,B,2 (V2.0) (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.BIOS.SELBSTNONE
              MENU SETTINGS.BIOS.SELBST09
              MENU SETTINGS.BIOS.SELBST10
              MENU SETTINGS.BIOS.SELBST20
Default:      Selbstbaucomputer monitor V2.0
Hosts:        Both
Guests:       Selbstbaucomputer only
Remembered?   Yes

    You can use either V0.9, V1.0 or V2.0 of the Selbstbaucomputer
    monitor. Or not use any monitor (in which case that memory area is RAM
    available for user programs).
      V0.9 and V1.0 use the 6 7-segment LEDs for output, and use the hex
    keypad for input.
      V2.0 uses the EF9364 64*16 character VDU for output, and uses an
    ASCII keyboard for input.
      Most programs require a particular BIOS, so if a game doesn't work,
    try changing to another BIOS.
      The emulator's key mappings are automagically changed according to
    the BIOS in use; ie. hex keypad for the V0.9 and V1.0 BIOSes, and
    QWERTY keyboard for the V2.0 BIOS. All the output hardware is always
    available to the guest.
      The emulator automatically adjusts its known labels (eg. as shown
    by the "=" command in the debugger), BIOS routine table, etc. to
    correspond to the BIOS in use.
      The guest memory is cleared when changing BIOSes. Therefore, you
    should change to the correct BIOS before loading your game, not after.

COLOURS SUBMENU

Contents | < Browse | Browse >



COLOURS SUBMENU-----------------------------------------------------------

Settings|Colours|Palette editor...                     Amiga-$
----------------
Settings|Colours|Artefacts?                            (none)
Settings|Colours|Darken backgrounds?                   (none)
Settings|Colours|Flag line emulation?                  (none)
Settings|Colours|Inverse video?                        (none)
----------------
Settings|Colours|Amber screen                          (none)
Settings|Colours|Green screen                          (none)
Settings|Colours|Greyscale                             (none)
Settings|Colours|Pure colours                          (none)
Settings|Colours|PVI colours                           (none)
Settings|Colours|UVI colours                           (none)

Menu:         Settings|Colours|Palette editor...
Type:         Modeless subwindow
Shortcut:     Amiga-$ (Amiga), Ctrl+Shift+4 or Alt,O,C (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.COLOURS.PALETTE
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    You can change the colours used by the emulator. If you are in
    greyscale mode, you are restricted to using greyscale shades, of
    course. Not all colours are used by all guest machines.
      AmiArcadia: The rightmost slider shows the colour being edited. Note
    that the colour wheel shows only the hue and saturation of the colour,
    not its brightness (eg. black will appear as white on the colour
    wheel). This is normal colour wheel behaviour.
      AmiArcadia: If you don't have at least 48 pens free (for the 24 pens
    plus darkened versions of them), this menu item will be ghosted.

Menu:         Settings|Colours|Artefacts?
Type:         Toggle
Shortcut:     Alt,O,C,A (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.COLOURS.ARTEFACTS
Default:      Off
Hosts:        Both
Guests:       Arcadia only
Remembered?   Yes

    Certain games (eg. Escape and Robot Killer) use dithered (eg.
    crosshatched) UDGs (eg. for walls). These can produce cross-colour
    artefacts due to signal bleeding. Eg. see
    www.glennchan.info/articles/technical/composite/composite-video.htm
      If you enable this option, some these artefacts are reproduced. It
    will colourize the UDSs in those games to approximate the original
    intended effect. The patterns used are taken from an authentic
    machine. However, the exact patterns are dependent on the particular
    TV used (in this case, an Akai CTV CT-2119).
      Note that you must have had autosensing turned on when you loaded
    the game, otherwise the game won't have been detected and artefacting
    won't happen.

Menu:         Settings|Colours|Darken backgrounds?
Type:         Toggle
Shortcut:     Alt,O,C,D (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.COLOURS.DARKENBG
Default:      On
Hosts:        Both
Guests:       Interton and Elektor
Remembered?   Yes

    This toggles whether or not the background and grid are drawn in
    half intensity colours (on), or full intensity colours (off). (Some
    Interton console family members, such as the Interton VC 4000 itself,
    use halfbrite mode, but others, such as the Fountain, use fullbrite
    mode.)

Menu:         Settings|Colours|Flag line emulation?
Type:         Toggle
Shortcut:     Alt,O,C,F (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.COLOURS.FLAGLINE
Default:      On
Hosts:        Both
Guests:       Arcadia only
Remembered?   Yes

    This toggles whether or not the Flag pin of the PSU inverts the output
    colours. (Some Arcadia console family members, such as the Emerson, do
    not have this pin connected, whereas others, such as the MPT-03 and
    Palladium VCG, do.)

Menu:         Settings|Colours|Inverse video?
Type:         Toggle
Shortcut:     Alt,O,C,V (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.COLOURS.INVERSE
Default:      Off
Hosts:        Both
Guests:       PIPBUG, BINBUG, CD2650, Chaos, PHUNSY, Selbstbaucomputer and
              Type-right
Remembered?   Yes

    Swaps the foreground and background colours.

Menu:         Settings|Colours|Amber screen
              Settings|Colours|Green screen
              Settings|Colours|Greyscale
              Settings|Colours|Pure colours
              Settings|Colours|PVI colours
              Settings|Colours|UVI colours
Type:         Option
Shortcut:     Alt,O,C,B (IBM PC) (amber screen)
              Alt,O,C,G (IBM PC) (green screen)
              Alt,O,C,Y (IBM PC) (greyscale)
              Alt,O,C,C (IBM PC) (pure colours)
              Alt,O,C,P (IBM PC) (PVI colours)
              Alt,O,C,U (IBM PC) (UVI colours)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.COLOURS.AMBER
              MENU SETTINGS.COLOURS.GREEN
              MENU SETTINGS.COLOURS.GREY
              MENU SETTINGS.COLOURS.PURE
              MENU SETTINGS.COLOURS.PVI
              MENU SETTINGS.COLOURS.UVI
Default:      Pure colours
Hosts:        Both
Guests:       All
Remembered?   Yes

    Regarding greyscale:
      You can turn off the colour and thereby simulate the effect of a
    black and white ("monochrome") television, if desired.
      For PHUNSY, this will also cause all characters to be displayed
    as white.
      For Pong, this will turn off emulation of the AY-3-8515 chip (ie.
    the colourization chip) and therefore you will get a pure black and
    white display.
      Although you can toggle this setting for a Type-right, it will have
    no real effect (if the default palette is used), as the real machine
    is greyscale anyway.

    Regarding pure/PVI/UVI colours:
      The set of pure colours are an ideal theoretical output, generally
    fully saturated (eg. $FF0000 for red, etc.).
      The set of PVI colours were measured from the output of a real
    Interton (ie. a real 2636 PVI chip). Thus, using them is more
    authentic, when emulating an Interton or Elektor.
      The set of UVI colours were measured from the output of a real
    Arcadia (ie. a real 2637 UVI chip). Thus, using them is more
    authentic, when emulating an Arcadia.

CPU SUBMENU

Contents | < Browse | Browse >



CPU SUBMENU---------------------------------------------------------------

Settings|CPU|2650/2650A                                (none)
Settings|CPU|2650B                                     (none)

Menu:         Settings|CPU|2650/2650A,
              Settings|CPU|2650B
Type:         Option
Shortcut:     Alt,O,P,A (2650/2650A) (IBM PC),
              Alt,O,P,B (2650B)      (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.CPU.2650A
              MENU SETTINGS.CPU.2650B
Default:      2650/2650A
Hosts:        Both
Guests:       All except Pong and Type-right
Remembered?   Yes

    You can emulate the Signetics 2650B CPU. This CPU has additional
    instructions, additional flags, and faster timings for certain
    instructions. For maximum games compatibility, you should leave it
    always in 2650/2650A mode.

EMULATOR SUBMENU

Contents | < Browse | Browse >



EMULATOR SUBMENU----------------------------------------------------------

Settings|Emulator|Autosave game?                       (none)
Settings|Emulator|Check for updates at startup?        (none)
Settings|Emulator|Confirm on quit?                     (none)
Settings|Emulator|Create icons?                        (none)
Settings|Emulator|Echo I/O to console?                 (none)
Settings|Emulator|Identify emulator?                   (none)
Settings|Emulator|Power-on self-test?                  (none)
Settings|Emulator|Randomize memory?                    (none)
Settings|Emulator|Sense game?                          (none)
Settings|Emulator|Show tips at startup?                (none)
Settings|Emulator|Use stub programs?                   (none)
-----------------
Settings|Emulator|Append to logfile                    (none)
Settings|Emulator|Ignore logfile                       (none)
Settings|Emulator|Replace logfile                      (none)
-----------------
Settings|Emulator|Paths...                             Amiga-Shift-R

Menu:         Settings|Emulator|Autosave game?
Type:         Toggle
Shortcut:     Alt,O,E,A (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.AUTOSAVE
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    This causes the emulator to automatically save the state (PROGDIR:
    Games/AUTOSAVE.COS) of the current game when quitting (unless you quit
    during a frame), and to automatically load the state at startup.
      Note that this option has nothing to do with the configuration
    file(s) (ie. .INI files) which store your preferred emulator settings;
    those will automatically be loaded/saved regardless of the state of
    this toggle.

Menu:         Settings|Emulator|Check for updates at startup?
Type:         Toggle
Shortcut:     Alt,O,E,H (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.UPDATES
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    If this is enabled, the emulator will automatically check if an
    updated version of itself is available (like the "Help|Check for
    updates" command does, but without saying anything if you are up to
    date) whenever the emulator is started.

Menu:         Settings|Emulator|Confirm on quit?
Type:         Toggle
Shortcut:     Alt,O,E,C (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.CONFIRMQUIT
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    Whether to ask you for confirmation before quitting the emulator.

Menu:         Settings|Emulator|Create icons?
Type:         Toggle
Shortcut:     (none)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.ICONS
Default:      On
Hosts:        Amiga only
Guests:       All
Remembered?   Yes

    Whether to create icons when saving files.
      Sample icons for most file types are provided in the icons/
    directory. The appropriate icons/icon_#?.info file is copied to create
    an icon for the file. You can replace these icons with different ones
    if you don't like them.
      Note that you can drag and drop icons onto the Ami/WinArcadia
    window to load them.
      Icons are never created for EAP/EAL files (since SpriteMakerEA and
    TextMakerEA are Windows-only applications), nor for AOF/EOF/HEX/PSG/YM
    files.

Menu:         Settings|Emulator|Echo I/O to console?
Type:         Toggle
Shortcut:     Alt,O,E,E (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.CONSOLE
Default:      Off
Hosts:        Both
Guests:       PIPBUG, BINBUG, Chaos and Selbstbaucomputer (with V2.0 BIOS only)
Remembered?   Yes

    If on, output is sent not only to the the guest screen (and possibly
    the tape deck) (and possibly spoken aloud) but also to the output
    ("console" or "log") window.

Menu:         Settings|Emulator|Identify emulator?
Type:         Toggle
Shortcut:     Alt,O,E,Y (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.IDENTIFY
Default:      On
Hosts:        Both
Guests:       All except Pong and Type-right
Remembered?   Yes

    When this is enabled, it is possible for guest games to identify the
    emulator they are running on. This feature is used by the Arcadia
    stub.
      It is more authentic for this feature to be turned off.
      Extended I/O ports 111..115 are used for this feature. You use the
    REDE opcode to read them, as follows:

    Port 111 ($6F):
        magic byte. Always returns 85 ($55) when emulator ID is turned on.
    Port 112 ($70):
        emulator and platform. Currently defined values are:
            $01: WinArcadia
            $02: AmiArcadia for OS3.x
            $03: AmiArcadia for OS4.x
            $04: AmiArcadia for MorphOS
    Port 113 ($71):
        major revision (ie. before decimal point), in BCD format.
        High nybble is tens digit, low nybble is ones digit.
        Eg. V18.6 of the emulator would return $18.
    Port 114 ($72):
        minor revision (ie. after decimal point), in BCD format.
        High nybble is tenths digit, low nybble is hundredths digit.
        Eg. V18.6 of the emulator would return $60.
    Port 115 ($73):
        low byte (ie. modulo 256) of the cycle counter, for eg.
        randomization purposes. Requires Ami/WinArcadia 22.26+.

    Currently, the only emulators supporting this feature are Ami/
    WinArcadia 18.6+.

Menu:         Settings|Emulator|Power-on self-test?
Type:         Toggle
Shortcut:     Alt,O,E,P (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.POST
Default:      No
Hosts:        Both
Guests:       Coin-ops only
Remembered?   Yes

    If no, the coin-op's usual power-on self-test (POST) routine (which is
    not necessary under emulation) is skipped, saving time.
      It is more authentic for this feature to be turned on.

Menu:         Settings|Emulator|Randomize memory?
Type:         Toggle
Shortcut:     Alt,O,E,Z (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.RANDOMIZE
Default:      No
Hosts:        Both
Guests:       Arcadia and Interton
Remembered?   Yes

    When this is on (the default), the contents of the RAM will be set to
    random values when setting up the guest, like on the real machine.
    Games will then normally initialize the RAM to known values.
      You might want it turned off for better or at least more consistent
    results with badly-written homebrew games/examples that assume that
    RAM will contain particular values.

Menu:         Settings|Emulator|Sense game? (aka "autosense")
Type:         Toggle
Shortcut:     Alt,O,E,G (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATORS.SENSEGAME
Default:      Yes
Hosts:        Both
Guests:       All
Remembered?   Yes

    If yes, known games are detected (by means of their size and CRC32/64
    cyclic redundancy checksum, not by filename) and the emulator
    configures itself accordingly whenever loading them. Here is the list
    of what is configured:

    * machine
    * memory map
    * byte size
    * dump status
    * paddle swapping
    * autofire ratio (up:down) (ie. autofire rate)
    * 1st..4th firebuttons
    * direction-to-key mapping
    * game key help (known for about 200 games)
    * analog/digital guest controllers
    * analog paddle sensitivity (1..5)
    * flag line emulation on/off (for Arcadia)
    * background darkening on/off (for Interton/Elektor)
    * high score lengths, positions and orientations (for the high
      score management subsystem)
    * "Interrupts", "Interrupt Selector" and "Parallel I/O" toggles
      (for Instructor)
    * game name
    * credits and year
    * space/sky colour for enhanced skies (WinArcadia only)
    * sprites for force feedback effects
    * labels
    * code and data comments
    * offset into the appropriate Gaming Guide, for the "Help|Gaming
      Guide..." command
    * demultiplexing settings
    * VDU for BINBUG and CD2650

    There are also some special files which are detected by the emulator:

    * Arcadia GOLF: The RAM at $2000..$2FFF will be copied to $4000..$4FFF.

    * Arcadia ROBOTKIL and ESCAPE: Artefacting support (if "Settings|
      Colours|Artefacts?" is on).

    * PIPBUG Music-YankeeDoodle and Music-Bach: Musical tone output support.

    * PIPBUG PrinterRoutines: Printer output support (via console).

    * PIPBUG RandomMorse: Morse tone output support.

    * PIPBUG Life! (patched version): LIFECOUT (COUT replacement) emulation
      support. Note that the unpatched version won't work; you need to use
      one of the patched versions (from the Enhancements Pack) (in
      conjunction with autosense, of course).

    * etc.

    You cannot edit the autosense settings. The only way to do so is to
    edit the source code and recompile the emulator.
      Autosense works for BIN/PGM/COS/COR files (about 800 files are
    known), and of course for ZIPped versions of these.
      Generally, obsolete, suspect or bad dumps are not recognized by the
    emulator. Eg. some bad dumps that were formerly spread online, where a
    good dump is now available. All dumps now available from Emerson
    Arcadia 2001 Central are recognized; we recommend that you redownload
    these.
      None of the configuration and special casing described above is
    performed if you turn "Settings|Sense game?" off, so we strongly
    recommend leaving it on at all times.
      If it is off, the emulator will attempt to configure the machine and
    memory map according to the contents and size of the file being
    loaded, but in general you will have to do all configuration yourself,
    and many features (special casing, force feedback, etc.) cannot be
    done by the user, only by the autosense subsystem.
      Changing this setting only affects games loaded in the future, not
    the game currently in memory.
      Although the emulator's internal autosense knowledge base is also
    used for generating the sidebar, you do not need to have autosensing
    enabled to generate or use the sidebar.

Menu:         Settings|Emulator|Show tips at startup?
Type:         Toggle
Shortcut:     Alt,O,E,S (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.SHOWTIPS
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    If this is enabled, a tip of the day will be shown whenever the
    emulator is started (unless it has been passed a REXX script to run at
    startup).

Menu:         Settings|Emulator|Use stub programs?
Type:         Toggle
Shortcut:     Alt,O,E,U (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.STUBS
Default:      Yes
Hosts:        Both
Guests:       Arcadia and Interton
Remembered?   Yes

    When enabled, the emulator uses short built-in "stub" programs when
    nothing else is loaded, which display "EMERSON ARCADIA 2001" or
    "INTERTON VC 4000" as appropriate.
      When disabled, you will just get empty memory instead.

Menu:         Settings|Emulator|Append to RAM:AmiArcadia.log (Amiga),
              Settings|Emulator|Ignore RAM:AmiArcadia.log    (Amiga),
              Settings|Emulator|Replace RAM:AmiArcadia.log   (Amiga),
              Options|Emlator|Append to WinArcadia.log?      (IBM PC),
              Options|Emlator|Ignore WinArcadia.log          (IBM PC),
              Options|Emlator|Replace WinArcadia.log         (IBM PC)
Type:         Toggle
Shortcut:     Alt,O,E,D (append)  (IBM PC),
              Alt,O,E,I (ignore)  (IBM PC),
              Alt,O,E,W (replace) (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.APPENDLOG
              MENU SETTINGS.EMULATOR.IGNORELOG
              MENU SETTINGS.EMULATOR.REPLACELOG
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    Output to the CLI (AmiArcadia) or the output window (WinArcadia) can
    also be written to a logfile (RAM:AmiArcadia.log for AmiArcadia,
    WinArcadia.log for WinArcadia).
      Note that the logfile is not actually opened until the emulator
    needs to write something to the console (this way, if the emulator
    never writes to the console, the logfile is not touched).

Menu:         Settings|Emulator|Paths...
Type:         Toggle
Shortcut:     Amiga-Shift-R (OS3.2), Alt,O,E,T (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.EMULATOR.PATHS
Default:      See below
Hosts:        Both
Guests:       All
Remembered?   Yes

    You can change the default paths (directories) that the emulator uses
    when loading or saving various files. The defaults are:

                   AmiArcadia             WinArcadia
    Games          PROGDIR:Games          Games
    Projects       PROGDIR:Projects       Projects
    Screenshots    PROGDIR:Screenshots    Screenshots
    Scripts        PROGDIR:ARexx          n/a
    Tapes          PROGDIR:Tapes          Tapes

    Games is used for loading AOF/EOF/HEX/PGM files, loading BIN files
    (via "Project|Open..."), loading/saving COS/COR files, and making
    animations and sound recordings.
       Projects is used for saving AOF/EOF/HEX files, loading/saving BIN
    files (via the debugger LOAD/SAVE commands), loading/saving SYM files,
    and loading ASM files.
       The other three are self-explanatory.
       Note that loading/saving via an ASL requester (AmiArcadia) or
    common dialog box (WinArcadia) will automatically update the
    appropriate path, without the need to use this command.
       PROGDIR:Configs (AmiArcadia) or Configs (WinArcadia) is always used
    for .ini, .hgh and .nvr files.

FILTERS SUBMENU

Contents | < Browse | Browse >



FILTERS SUBMENU-----------------------------------------------------------

Settings|Filters|3D                                    (none)
Settings|Filters|HQx                                   (none)
Settings|Filters|Scale2x/3x/4x                         (none)
Settings|Filters|None                                  (none)
----------------
Settings|Filters|Scanlines?                            (none)
Settings|Filters|Stretch NTSC?                         (none)
----------------
Settings|Filters|No stretching                         (none)
Settings|Filters|Stretch 4:3                           (none)
Settings|Filters|Stretch to fit                        (none)

Menu:         Settings|Filters|3D,
              Settings|Filters|HQx,
              Settings|Filters|Scale2x/3x/4x,
              Settings|Filters|None
Type:         Toggle
Shortcut:     Alt,O,F,3 (3D)            (IBM PC),
              Alt,O,F,H (HQx)           (IBM PC),
              Alt,O,F,C (Scale2x/3x/4x) (IBM PC),
              Alt,O,F,N (None)          (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.FILTERS.3D
              MENU SETTINGS.FILTERS.HQX
              MENU SETTINGS.FILTERS.SCALE2X
              MENU SETTINGS.FILTERS.NONE
Default:      Off
Hosts:        IBM PC only (3D),
              IBM PC only (HQx),
              Both (Scale2/3x/4x),
              Both (None)
Guests:       All
Remembered?   Yes

    You can view the guest screen at an angle, giving a 3D effect.
    Scanlines and Scale2x/3x/4x effects are not rendered in 3D mode.
      While in 3D mode, for most guests, you can change the camera angle
    with the Ctrl+PgUp/PgDn keys.
      Note that 3D mode has been reported not to work on some (at least)
    Windows 10 systems, for some reason.
      HQx and Scale2x/3x/4x are smoothing algorithms to improve the
    appearance of the graphics.
      They have no effect at 1x, 5x or 6x scaling, nor in stretched full-
    screen mode (WinArcadia). It only has an effect at 2x, 3x or 4x
    scaling. Having it turned off is more authentic.
      This setting is ignored by the screenshot generator.
      Although this setting can be used in conjunction with "Settings|
    Filters|Scanlines?", the look of the result can be somewhat odd.

Menu:         Settings|Filters|Scanlines?
Type:         Toggle
Shortcut:     Alt,O,F,S (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.FILTERS.SCANLINES
Default:      Off
Hosts:        Both
Guests:       All except Instructor, Dolphin and MIKIT
Remembered?   Yes

    This simulates the look of visible scanlines (ie. dark horizontal
    bands across the screen). For Astro Wars and Galaxia, since the
    monitor is mounted on its side in the genuine machines, you will get
    vertical scanlines instead of horizontal ones (assuming
    "Settings|VDU|Rotate?" is on).
      It has no effect at 1x scaling, nor in stretched full-screen mode
    (WinArcadia). It only has an effect at 2x/3x/4x/5x/6x scalings.
    Arguably, having it turned on is more authentic.
      This setting is ignored by the screenshot generator.

Menu:         Settings|Filters|Stretch NTSC?
Type:         Toggle
Shortcut:     Alt,O,F,T (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.FILTERS.STRETCHNTSC
Default:      Off
Hosts:        IBM PC only
Guests:       All
Remembered?   Yes

    This only affects windowed mode, not full-screen mode. (See later for
    the full-screen stretching options). When it is on, and the guest is
    running in NTSC, the guest screen is stretched vertically by 20% to
    maintain a roughly correct aspect ratio. The effect looks best when
    using "Options|Graphics|5× size". Having it turned on is more
    authentic.
      This setting is ignored by the screenshot generator.

Menu:         Settings|Filters|No stretching
              Settings|Filters|Stretch 4:3
              Settings|Filters|Stretch to fit
Type:         Option
Shortcut:     Alt,O,F,O (no stretching)
              Alt,O,F,4 (stretch 4:3)
              Alt,O,F,S (stretch to fit)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.FILTERS.UNSTRETCHED
              MENU SETTINGS.FILTERS.STRETCH43
              MENU SETTINGS.FILTERS.STRETCHTOFIT
Default:      Stretch to fit
Hosts:        IBM PC only
Guests:       All
Remembered?   Yes

    This setting only affects full-screen mode (but for convenience you
    are allowed to adjust it in windowed mode).
      For "no stretching", the guest screen is centred on the host screen
    and there is a grey border around it.
      For "stretch to fit", the guest screen is stretched to fill the
    entire screen.
      For "stretch 4:3", the guest screen is stretched to fill the entire
    screen, except that a margin is left on the left and right sides of
    the screen (normally 1/8th per side). This is so that 4:3 machines
    like the Arcadia are not overstretched horizontally when shown on a
    16:9 monitor.
      The exact aspect ratio you get will obviously depend on whether you
    have the sidebar, titlebar, menubar, toolbar, etc. enabled. Also, most
    guests look better on normal 4:3 monitors rather than 16:9
    "widescreen" monitors, which are a vertically compromised technology.
    The Instructor 50 and Central Data 2650 benefits from widescreen,
    however.

GRAPHICS SUBMENU

Contents | < Browse | Browse >



GRAPHICS SUBMENU----------------------------------------------------------

Settings|Graphics|1× size?                             Ctrl-F1
Settings|Graphics|2× size?                             Ctrl-F2
Settings|Graphics|3× size?                             Ctrl-F3
Settings|Graphics|4× size?                             Ctrl-F4
Settings|Graphics|5× size?                             Ctrl-F5
Settings|Graphics|6× size?                             Ctrl-F6
-----------------
Settings|Graphics|Dejitter horizons                    (none)
Settings|Graphics|Draw unlit LEDs?                     (none)
Settings|Graphics|Enhance skies?                       (none)
Settings|Graphics|Fill intersections?                  (none)
Settings|Graphics|Full screen?                         Ctrl-F
Settings|Graphics|Narrow?                              Amiga-N
Settings|Graphics|Shadows?                             (none)

Menu:         Settings|Graphics|1× size?
              Settings|Graphics|2× size?
              Settings|Graphics|3× size?
              Settings|Graphics|4× size?
              Settings|Graphics|5× size?
              Settings|Graphics|6× size?
Type:         Option
Shortcut:     Ctrl-F1|F2|F3|F4|F5|F6 or Alt,O,G,1|2|3|4|5|6 (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.GRAPHICS.1XSIZE
              MENU SETTINGS.GRAPHICS.2XSIZE
              MENU SETTINGS.GRAPHICS.3XSIZE
              MENU SETTINGS.GRAPHICS.4XSIZE
              MENU SETTINGS.GRAPHICS.5XSIZE
              MENU SETTINGS.GRAPHICS.6XSIZE
Default:      Depends on host resolution
Hosts:        Both
Guests:       All
Remembered?   Yes

    1x-6x graphics scaling to enlarge the display. This only affects
    windowed mode.
      AmiArcadia: Note that the larger the display, the more memory is
    required (one byte per host pixel), and the slower the emulation will
    be.

Menu:         Settings|Graphics|Dejitter horizons?
Type:         Toggle
Shortcut:     Alt,O,G,J (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.GRAPHICS.DEJITTER
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton and Elektor
Remembered?   Yes

    On the real machine, changes to the background colour are difficult
    for the game to synchronize exactly. The end result is that horizon
    lines may jitter (shift position horizontally) between frames.
      If you enable this, the emulator prevents this horizontal jitter.
    Vertical jitter may still occur in some games.
      Having this turned off is more authentic.

Menu:         Settings|Graphics|Draw unlit LEDs?
Type:         Toggle
Shortcut:     Alt,O,G,T (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.GRAPHICS.UNLIT
Default:      Off
Hosts:        Both
Guests:       PIPBUG, Instructor, Dolphin, Selbstbaucomputer and MIKIT
Remembered?   Yes

    When on, LED segments which are turned off (unlit) are shown in dark
    blue. When off, they are shown in black (ie. effectively not shown at
    all).
      Off is more authentic to the real machine (very dark red would be
    the most authentic).

Menu:         Settings|Graphics|Enhance skies?
Type:         Toggle
Shortcut:     Alt,O,G,E
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.GRAPHICS.SKIES
Default:      Off
Hosts:        IBM PC only
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   Yes

    For games which have a space or sky background, this will generate
    stars (and perhaps a moon, nebula, etc.), or gradient skies,
    depending on the game, to improve the appearance of the game. Having
    it turned off is more authentic.
      Note that such enhanced skies are not saved/copied as part of
    screenshots.

Menu:         Settings|Graphics|Fill intersections?
Type:         Toggle
Shortcut:     Alt,O,G,I (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.GRAPHICS.INTERSECTIONS
Default:      Off
Hosts:        Both
Guests:       Interton, Elektor, PIPBUG, Instructor, Dolphin,
              Selbstbaucomputer and MIKIT
Remembered?   Yes

    For Interton and Elektor, this fills the gaps between the individual
    screen grid segments, improving the appearance of many games.
      For all other guests, this toggles whether the gaps between the
    individual LED segments (from which each digit of the display is
    composed) are filled or not.
      Off is more authentic to the real machine; on is arguably more
    legible.

Menu:         Settings|Graphics|Full screen?
Type:         Toggle
Shortcut:     Alt+Enter or Ctrl-F or Alt,O,G,F
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.GRAPHICS.FULLSCREEN
Default:      Off (windowed)
Hosts:        IBM PC only
Guests:       All
Remembered?   Yes

    Toggles between windowed and full-screen modes.
      Note that the status of the View options (eg. "View|Pointer?") is
    tracked separately for windowed and full-screen modes (ie. each
    mode has its own settings). By default, the titlebar, menu bar,
    toolbar, sidebar, status bar and pointer are turned off in full-
    screen mode, but they can be turned back on.

Menu:         Settings|Graphics|Narrow?
Type:         Toggle
Shortcut:     Amiga-N (Amiga), Ctrl+N or Alt,O,G,N (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.GRAPHICS.NARROW
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    When off, graphics are wider horizontally (2:1 pixel ratio). When on,
    graphics are narrower horizontally (1:1 pixel ratio).
      Switching machines will automagically change between wide and narrow
    modes.

Menu:         Settings|Graphics|Shadows?
Type:         Toggle
Shortcut:     Alt,O,G,W (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.GRAPHICS.SHADOWS
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    For Arcadia, this will apply a "drop shadow" effect to everything
    (PDGs, UDGs and sprites).
      For Interton and Elektor, this will apply a "drop shadow" effect to
    the background "grid" (but not digits nor sprites).
      For guests with round LEDs, this will apply a "drop shadow"
    effect to them.
      For PIPBUG, BINBUG, CD2650, Chaos, PHUNSY and coin-ops, this will
    apply a "drop shadow" effect to the character set (PDGs and UDGs, but
    not sprites).
      For Pong, this will apply a "drop shadow" effect to the playfield.
      Having this turned off is more authentic.

INPUT SUBMENU

Contents | < Browse | Browse >



INPUT SUBMENU-------------------------------------------------------------

Settings|Input|Analog for guest?                       (none)
Settings|Input|Show controller positions?              (none)
Settings|Input|Spring-loaded paddles?                  (none)
Settings|Input|Swapped?                                Amiga-J, Alt-J
--------------
Settings|Input|Calibrate...                            (none)
Settings|Input|Rearrange gamepad buttons...            Amiga-Shift-Z
Settings|Input|Redefine keys...                        Amiga-*
Settings|Input|Sensitivity...                          Amiga-Shift-S
--------------
Settings|Input|Allow lowercase input?                  (none)
Settings|Input|Confine pointer?                        (none)
Settings|Input|Insert coins automatically?             (none)
Settings|Input|Pass right mouse button to guest?       (none)
--------------
Settings|Input|Host keyboard layout                    (none)
Settings|Input|EA 78ut4 keyboard layout                (none)
Settings|Input|Teletype keyboard layout                (none)

Menu:         Settings|Input|Analog for guest?
Type:         Toggle
Shortcut:     Alt,O,I,G (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.ANALOG
Default:      Off (ie. digital)
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, BINBUG and Pong
Remembered?   Yes

    Analog control for guest (ie. for the EA2001/VC4000/TVGC, not for the
    Amiga/IBM PC). Off is digital, on is analog.
      Note that this only matters when using a digital joystick/gamepad or
    keyboard on the host.
      This setting is automagically adjusted when loading a known ROM.
      Alt+C can be used whenever desired to centre the paddles.

Menu:         Settings|Input|Show controller positions?
Type:         Toggle
Shortcut:     Alt,O,I,H (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.POSITIONS
Default:      Off
Hosts:        Both
Guests:       Pong only
Remembered?   Yes

    When enabled, this shows the position of the host controllers,
    superimposed onto the guest screen. This is somewhat similar to the
    paddle axes display in the eg. the real-time monitor, or the
    crosshair display when using a host mouse/trackball as the guest
    input device.
      It only has effect for Pong; for Arcadia/Interton/Elektor,
    you can use the "Tools|Monitor..." subwindow instead.
      It is particularly useful when eg. playing the rifle games via your
    host keyboard/gamepad/joystick.

Menu:         Settings|Input|Spring-loaded paddles?
Type:         Toggle
Shortcut:     Alt,O,I,N (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.SPRINGS
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, BINBUG and Pong
Remembered?   Yes

   This is only relevant when using analog controls for guest with digital
   controls (digital joystick/gamepad or keyboard) on host. If it is on,
   releasing a "paddle" (by not moving it) will cause it to automatically
   move back to the centre. As far as the real machines are concerned,
   the Emerson Arcadia 2001 and Interton VC 4000 have spring-loaded
   paddles, whereas the MPT-03 does not.
     When this is off, you can manually centre the paddles by pressing
   Alt-C.
     Note that "centred" positions vary somewhat among guests and are not
   necessarily in the dead centre of the axes. This is intentional, as
   different guests expect different paddle calibrations, which the
   emulator takes care of automatically for you.

Menu:         Settings|Input|Swapped?
Type:         Toggle
Shortcut:     Alt-J (both), Amiga-J (Amiga), Ctrl+J or Alt,O,I,S (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.SWAPPED
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, BINBUG, coin-ops and Pong
Remembered?   Yes

    Swaps the left and right controls (for keyboards and real joysticks/
    gamepads), so that you could play with the other set of keys for
    example. Essentially this is the same thing as swapping the selected
    devices in the "Left controller" and "Right controller" submenus.
    Eg. if you had left player as 2nd joystick, and right player as
    (right) keyboard, enabling this would have left player as (left)
    keyboard and right player as 2nd joystick.
      This setting is automagically adjusted when loading a known ROM, so
    that the "only" or "first" player always uses the left controller.
    (Because some games require use of the left controller and other games
    require use of the right controller.)

Menu:         Settings|Input|Calibrate...
Type:         Modeless subwindow
Shortcut:     Alt,O,I,B (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.CALIBRATE
Default:      n/a
Hosts:        IBM PC only
Guests:       Arcadia, Interton, Elektor, BINBUG, coin-ops, PONG
Remembered?   n/a

   This launches Control Panel so that you can calibrate your host
   gamepads/joysticks.

Menu:         Settings|Input|Rearrange gamepad buttons...
Type:         Modal subwindow
Shortcut:     Amiga-Shift-Z (OS3.2), Alt,O,I,A (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.REARRANGE
Default:      "1, 2, 3, 4, 5, 6, 7, 8" for each host gamepad
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, BINBUG, coin-ops and Pong
Remembered?   Yes

    Different host gamepads can have the buttons laid out differently.
      For instance, the Logitech Dual Action gamepad is arranged like
    this:

      4      and the Gameware USB Rumble Control gamepad is:      2
    1   3                                                       1   4
      2                                                           3

    You can rearrange these buttons using this command.
      The 1st..4th firebuttons, which are assigned automagically by the
    emulator according to the sensed game, have been devised for the
    Logitech layout. So, if you use a Gameware USB Rumble Control gamepad,
    you might want to choose "1, 4, 2, 3" and "5, 7, 6, 8" to make the
    layout the same as for the Logitech.
      You can set it independently for each host gamepad. So, if you have
    a Logitech as the 1st host gamepad and a Gameware as the 2nd host
    pad, you would use "1, 2, 3, 4, 5, 6, 7, 8" and "1, 4, 2, 3, 5, 7, 6,
    8", for the 1st and 2nd host gamepads, respectively, to arrange them
    both like the Logitech.
      This doesn't affect the host keyboard at all, only the host
    gamepads.

Menu:         Settings|Input|Redefine keys...
Type:         Modal subwindow
Shortcut:     Amiga-* (Amiga), Ctrl+Shift+8 or Alt,O,I,R (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.REDEFINE
Default:      See Controllers
Hosts:        Both
Guests:       All except PIPBUG, BINBUG, CD2650, Chaos and PHUNSY
Remembered?   Yes

    You can redefine the keyboard. (Keys which are present on both the
    alphanumeric keypad and the numeric keypad are distinguished with a
    preceding "a" (alphanumeric) or "n" (numeric), respectively. Eg.
    alphanumeric 1 is shown as "a1", and numeric 1 is shown as "n1".) Key
    redefinitions are loaded and saved as part of the configuration file.
    The bottom "keys" are the four "firebuttons", which are mapped to
    other arbitrary guest buttons by the autosensing subsystem. The
    emulator GUI keys cannot be altered. (These are shown as
    "reserved" in the "Help|Host keyboard..." subwindow).
      Note that only the host keyboard controls can be remapped; host
    joysticks/gamepads are not remappable.
      "Show Palladium keys?" is whether you want to see the Palladium-only
    keys (x1, x2, x3, x4). These keys only exist on the Palladium variant
    of the Arcadia, and not at all on Interton/Elektor/etc. They are used
    primarily by the Dictionary application.

Menu:         Settings|Input|Sensitivity...
Type:         Modal subwindow
Shortcut:     Amiga-Shift-S (OS3.2), Alt,O,I,E (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.SENSITIVITY
Default:      Medium
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, BINBUG and Pong
Remembered?   Yes

   This can be very low, low, medium, high or very high. It is only
   relevant when using analog controls for guest with digital controls
   (digital joystick/gamepad or keyboard) on host. (It does not, for
   example, control the sensitivity of the host analog joysticks/paddles.)
      This setting is automagically adjusted when loading a known game.

Menu:         Settings|Input|Allow lowercase input?
Type:         Toggle
Shortcut:     Alt,O,I,P (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.LOWERCASE
Default:      Off
Hosts:        Both
Guests:       PIPBUG, BINBUG, CD2650, Chaos, PHUNSY and Selbstbaucomputer
Remembered?   Yes

    Most games expect uppercase input. The default setting of "off"
    converts all user input to uppercase. Changing this setting to "on"
    will allow lowercase input to be entered.
      Chaos and Selbstbaucomputer, in particular, dislike lowercase input.

Menu:         Settings|Input|Confine pointer?
Type:         Toggle
Shortcut:     Alt,O,I,C (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.CONFINE
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, BINBUG, coin-ops and Pong
Remembered?   Yes

    When using a mouse/trackball as a game controller, you can restrict
    the pointer to the guest screen.

Menu:         Settings|Input|Insert coins automatically?
Type:         Toggle
Shortcut:     Alt,O,I,I (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.AUTOCOIN
Default:      On
Hosts:        Both
Guests:       Coin-ops only
Remembered?   Yes

    Enabling this will ensure that you never have to insert coins. A coin
    will be inserted into coin slot A whenever the number of available
    credits falls below 2.

Menu:         Settings|Input|Pass right mouse button to guest?
Type:         Toggle
Shortcut:     Alt,O,I,M (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.GUESTRMB
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, BINBUG, coin-ops and Pong
Remembered?   Yes

    When this is off, the right mouse button will always pop up a menu
    (for WinArcadia) or allow access to the menu bar (for AmiArcadia).
    When this is on, the right mouse button will instead be treated as
    another ordinary mouse button, mapped to the 3rd firebutton. (The
    left and middle mouse buttons are mapped to the 1st and 2nd
    firebuttons respectively).
      In any circumstance where it doesn't make sense to pass the input
    to the guest (eg. game is paused, no guest controllers are using the
    host mouse, guest machine is keyboard-only, or similar), the menu
    will open.
      Note that OS3.2 and OS3.2.1 have a bug in window.class whereby
    applications cannot intercept the right mouse button. This will be
    fixed in the next AmigaOS update. window.class 45.16 from OS3.9+BB2
    does not have this bug.
     Note also that you need to have "Settings|Left/right controller" set
    appropriately.

Menu:         Settings|Input|Host keyboard layout
              Settings|Input|EA 78ut4 keyboard layout
              Settings|Input|Teletype keyboard layout
Type:         Option
Shortcut:     Alt,O,I,Y (Host keyboard layout)     (IBM PC)
              Alt,O,I,K (EA 78ut4 keyboard layout) (IBM PC)
              Alt,O,I,T (Teletype keyboard layout) (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.INPUT.HOST
              MENU SETTINGS.INPUT.EA78UT4
              MENU SETTINGS.INPUT.TELETYPE
Default:      Host keyboard layout
Hosts:        Both
Guests:       QWERTY-based machines
Remembered?   Yes

    In host mode, keys behave as you would expect according to the
    stickers on your physical IBM PC or Amiga keyboard. Aka "logical
    mapping".
      The other modes are authentic to the typical keyboards that were/are
    typically used with the real machines. Aka "positional" or "physical"
    mapping. Therefore, some keys will be different.
      EA 78ut4 is the "2650 Terminal" project (from Electronics Australia,
    April 1978, p. 48-56).
      The emulated teletype layout is for a Model 35 teletype.
      Ctrl-key combinations are always mapped the same way, regardless of
    this option, as follows:

    Ctrl-@    or
    Ctrl-Space are ASCII code   0     ($00     ) (NUL).
    Ctrl-A..Z  are ASCII codes  1..26 ($01..$1A) (SOH..SUB).
    Ctrl-[     is  ASCII code  27     ($1B     ) (ESC).
    Ctrl-     is  ASCII code  28     ($1C     ) (FS ).
    Ctrl-]     is  ASCII code  29     ($1D     ) (GS ).
    Ctrl-^     is  ASCII code  30     ($1E     ) (RS ).
    Ctrl-_     is  ASCII code  31     ($1F     ) (US ).

    The "Help|Host keyboard..." command is useful to see the layout.
      Type-right: You can have host or guest (Type-right) layout. Either
    EA 78ut4 or Teletype can be used to get the Type-right layout. Note
    that Type-right doesn't have any concept of a caret (^); therefore,
    Shift-6 will still produce a hyphen (-) even if using host keyboard
    layout.

LANGUAGE SUBMENU

Contents | < Browse | Browse >



LANGUAGE SUBMENU----------------------------------------------------------

Settings|Language|English                              (none)
Settings|Language|Dutch                                (none)
Settings|Language|French                               (none)
Settings|Language|German                               (none)
Settings|Language|Greek                                (none)
Settings|Language|Italian                              (none)
Settings|Language|Polish                               (none)
Settings|Language|Russian                              (none)
Settings|Language|Spanish                              (none)

Menu:         Settings|Language|English
              Settings|Language|Dutch
              Settings|Language|French
              Settings|Language|German
              Settings|Language|Greek
              Settings|Language|Italian
              Settings|Language|Polish
              Settings|Language|Russian
              Settings|Language|Spanish
Type:         Option
Shortcut:     Alt,O,N
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.LANGUAGE.ENG
              MENU SETTINGS.LANGUAGE.HOL
              MENU SETTINGS.LANGUAGE.FRA
              MENU SETTINGS.LANGUAGE.GER
              MENU SETTINGS.LANGUAGE.GRE
              MENU SETTINGS.LANGUAGE.ITA
              MENU SETTINGS.LANGUAGE.POL
              MENU SETTINGS.LANGUAGE.RUS
              MENU SETTINGS.LANGUAGE.SPA
Default:      English
Hosts:        IBM PC only
Guests:       All
Remembered?   Yes

    For AmiArcadia, your preferred language is determined automagically at
    startup according to your Locale preferences settings, as with any
    other locale-aware Amiga program. (Thus, this menu doesn't exist in
    AmiArcadia.)
      For WinArcadia, you need to set your preferred language from within
    the emulator, by using this menu.
      Not all text is localized; specifically: game help, code and data
    comments and BIOS call logs are English-only. Also, this user's manual
    is currently only available in English.
      AmiArcadia is able to support any arbitrary language (Dutch, French,
    German, Greek, Italian, Polish, Russian and Spanish catalogs are
    supplied but others could be created and used).
      WinArcadia currently only supports English, Dutch, French, German,
    Greek, Italian, Polish, Russian and Spanish. If the appropriate
    catalog file (eg. Catalogs/Deutsch.iff) cannot be loaded, most text
    will be untranslated.
      Note that, for Greek, Polish and Russian, use of the appropriate
    code page(s) (ie. font(s)) on the host platform is expected. For
    AmiArcadia, this is ELOT 928 aka ISO-8859-7 (Greek), ISO-8859-2
    (Polish) or Amiga-1251 (Russian). For WinArcadia, this is
    Windows-1253 (Greek), Windows-1250 (Polish) or Windows-1251 (Russian).
    Unicode is not supported nor required, thank fuck. ;-)

    For more help running the emulator in Greek,   click here.
    For more help running the emulator in Polish,  click here.
    For more help running the emulator in Russian, click here.

MACHINE SUBMENU

Contents | < Browse | Browse >



MACHINE SUBMENU-----------------------------------------------------------

Settings|Machine|Emerson Arcadia 2001                  Amiga-1
Settings|Machine|Interton VC 4000                      Amiga-2
Settings|Machine|Elektor TV Games Computer             Amiga-3
Settings|Machine|PIPBUG-based machine                  Amiga-4
Settings|Machine|BINBUG-based machine                  Amiga-5
Settings|Machine|Signetics Instructor 50               Amiga-6
Settings|Machine|Central Data 2650                     Amiga-7
Settings|Machine|Chaos 2                               Ctrl-Shift-F1
Settings|Machine|Dolphin                               Ctrl-Shift-F2
Settings|Machine|PHUNSY                                Ctrl-Shift-F3
Settings|Machine|Selbstbaucomputer                     Ctrl-Shift-F4
Settings|Machine|MIKIT 2650                            Ctrl-Shift-F5
----------------
Settings|Machine|Astro Wars                            Amiga-=
Settings|Machine|Galaxia                               Amiga-+
Settings|Machine|Laser Battle                          Ctrl-Shift-F6
Settings|Machine|Lazarian                              Ctrl-Shift-F7
Settings|Machine|Malzak 1                              Amiga-\
Settings|Machine|Malzak 2                              Amiga-|
----------------
Settings|Machine|AY-3-8500/8550                        Amiga-'
Settings|Machine|AY-3-8600                             Ctrl-Shift-F8
Settings|Machine|VTech Type-right                      Ctrl-Shift-F9

Menu:         Settings|Machine|Emerson Arcadia 2001
              Settings|Machine|Interton VC 4000
              Settings|Machine|Elektor TV Games Computer
              Settings|Machine|PIPBUG-based machine
              Settings|Machine|BINBUG-based machine
              Settings|Machine|Signetics Instructor 50
              Settings|Machine|Central Data 2650
              Settings|Machine|Chaos 2
              Settings|Machine|Dolphin
              Settings|Machine|PHUNSY
              Settings|Machine|Selbstbaucomputer
              Settings|Machine|MIKIT 2650
              Settings|Machine|Astro Wars
              Settings|Machine|Galaxia
              Settings|Machine|Laser Battle
              Settings|Machine|Lazarian
              Settings|Machine|Malzak 1
              Settings|Machine|Malzak 2
              Settings|Machine|Interton VC 4000
              Settings|Machine|AY-3-8500/8550
              Settings|Machine|AY-3-8600
              Settings|Machine|VTech Type-right
Type:         Toggle
Shortcut:     Amiga-1 (AmiArcadia) or Ctrl+1 or Alt,O,M,E (WinArcadia) (Arcadia)
              Amiga-2 (AmiArcadia) or Ctrl+2 or Alt,O,M,I (WinArcadia) (Interton)
              Amiga-3 (AmiArcadia) or Ctrl+3 or Alt,O,M,V (WinArcadia) (Elektor)
              Amiga-4 (AmiArcadia) or Ctrl+4 or Alt,O,M,P (WinArcadia) (PIPBUG)
              Amiga-5 (AmiArcadia) or Ctrl+5 or Alt,O,M,B (WinArcadia) (BINBUG)
              Amiga-6 (AmiArcadia) or Ctrl+6 or Alt,O,M,S (WinArcadia) (Instructor)
              Amiga-7 (AmiArcadia) or Ctrl+7 or Alt,O,M,C (WinArcadia) (CD2650)
              Ctrl-Shift-F1 (both)           or Alt,O,M,H (WinArcadia) (Chaos)
              Ctrl-Shift-F2 (both)           or Alt,O,M,D (WinArcadia) (Dolphin)
              Ctrl-Shift-F3 (both)           or Alt,O,M,Y (WinArcadia) (PHUNSY)
              Ctrl-Shift-F4 (both)           or Alt,O,M,T (WinArcadia) (Selbstbaucomputer)
              Ctrl-Shift-F5 (both)           or Alt,O,M,M (WinArcadia) (MIKIT)
              Amiga-= (AmiArcadia) or Ctrl+= or Alt,O,M,A (WinArcadia) (Astro Wars)
              Amiga-+ (AmiArcadia) or Ctrl++ or Alt,O,M,X (WinArcadia) (Galaxia)
              Ctrl-Shift-F6 (both)           or Alt,O,M,L (WinArcadia) (Laser Battle)
              Ctrl-Shift-F7 (both)           or Alt,O,M,Z (WinArcadia) (Lazarian)
              Amiga-\ (AmiArcadia) or Ctrl+\ or Alt,O,M,1 (WinArcadia) (Malzak 1)
              Amiga-| (AmiArcadia) or Ctrl+| or Alt,O,M,2 (WinArcadia) (Malzak 2)
              Amiga-" (AmiArcadia) or Ctrl+" or Alt,O,M,5 (WinArcadia) (AY-3-8500/8550)
              Ctrl-Shift-F8 (both)           or Alt,O,M,6 (WinArcadia) (AY-3-8600)
              Ctrl-Shift-F9 (both)           or Alt,O,M,R (WinArcadia) (Type-right)
CLI Argument: (none)
Debugger:     (none)
REXX:         SETMACHINE <machine> or
              MENU SETTINGS.MACHINE.ARCADIA
              MENU SETTINGS.MACHINE.INTERTON
              MENU SETTINGS.MACHINE.ELEKTOR
              MENU SETTINGS.MACHINE.PIPBUG
              MENU SETTINGS.MACHINE.BINBUG
              MENU SETTINGS.MACHINE.INSTRUCTOR
              MENU SETTINGS.MACHINE.CD2650
              MENU SETTINGS.MACHINE.CHAOS2
              MENU SETTINGS.MACHINE.DOLPHIN
              MENU SETTINGS.MACHINE.PHUNSY
              MENU SETTINGS.MACHINE.SELBST
              MENU SETTINGS.MACHINE.MIKIT
              MENU SETTINGS.MACHINE.ASTROWARS
              MENU SETTINGS.MACHINE.GALAXIA
              MENU SETTINGS.MACHINE.LASERBATTLE
              MENU SETTINGS.MACHINE.LAZARIAN
              MENU SETTINGS.MACHINE.MALZAK1
              MENU SETTINGS.MACHINE.MALZAK2
              MENU SETTINGS.MACHINE.8550
              MENU SETTINGS.MACHINE.8600
              MENU SETTINGS.MACHINE.TYPERIGHT
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    Which machine you want to emulate.


SOUND SUBMENU

Contents | < Browse | Browse >



SOUND SUBMENU-------------------------------------------------------------

Settings|Sound|Enabled?                                Amiga-U
--------------
Settings|Sound|Adjust...                               Amiga-:
--------------
Settings|Sound|Ambient sounds?                         (none)
Settings|Sound|Filtered?                               (none)
Settings|Sound|Retune tones?                           (none)
--------------
Settings|Sound|AHI V4+                                 (none)
Settings|Sound|audio.device                            (none)

Menu:         Settings|Sound|Enabled?
Type:         Toggle
Shortcut:     Amiga-U (Amiga), Ctrl+U or Mute or Alt,O,U,E (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SOUND.ENABLED
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    Sound output on/off.

Menu:         Settings|Sound|Adjust...
Type:         Modal subwindow
Shortcut:     Amiga-:
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SOUND.ADJUST
Default:      Disabled speech, 200 wpm, 110Hz pitch, male, natural, 11025
              Hz (Amiga)
              Disabled speech, medium rate, 8-bit, 11025 Hz (IBM PC)
Hosts:        All
Guests:       All
Remembered?   Yes

    You can set the global volume of the emulator, in the range of 0..8.
    0 is silence, 4 is half volume, 8 is full volume.
      You can also adjust speech parameters here. The speech feature
    echoes output to the narrator.device (for AmiArcadia) or to the
    SAPI text-to-speech engine (for WinArcadia).
      WinArcadia: SAPI 5.1 is expected but other versions may also work.
    You can change which voice is used (David, Hazel, etc.) via Control
    Panel.
      You need to have sound enabled and a non-silent volume selected for
    speech to work, and of course speech must also be enabled.
      You can also change the bit rate (8-bit or 16-bit) (WinArcadia only)
    and sample rate here. This affects the actual sound emitted by the
    emulator. It also affects generation of IFF 8SVX/16SV/AIFF/ANIM and
    WAV files, when recording COR files. However, it does not affect tapes
    nor speech. There is not really any perceptible difference from using
    a higher bit rate or sample rate.
      AmiArcadia: if "View|Status bar?" is ticked, an animated mouth will
    be shown on the status bar (instead of the machine glyph) while
    speaking.

Menu:         Settings|Sound|Ambient sounds?
Type:         Toggle
Shortcut:     Alt,O,U,A
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SOUND.AMBIENT
Default:      Off
Hosts:        Both
Guests:       PIPBUG, BINBUG, Chaos, Selbstbaucomputer (with V2.0 BIOS
              only) and coin-ops
Remembered?   Yes

    This enables output of ambient (ie. real-world) sound effects. (Of
    course, you also need also to have sound output enabled.)
      This currently means teletype sounds (for PIPBUG, BINBUG, Chaos and
    Selbstbaucomputer) and coin drop thuds (for coin-ops).

Menu:         Settings|Sound|Filtered?
Type:         Toggle
Shortcut:     (none)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SOUND.FILTERED
Default:      Use current state
Hosts:        Amiga only
Guests:       All
Remembered?   Yes

    You can toggle the Amiga low-pass audio filter from within AmiArcadia.
    Generally the best results are obtained from having it enabled. Not
    all Amigas are able to disable this filter: eg. A1000 and early A2000
    cannot, A500, A1200 and later A2000 ("B2000") can.

Menu:         Settings|Sound|Retune tones?
Type:         Toggle
Shortcut:     Alt,O,U,R (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SOUND.RETUNE
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, coin-ops, Pong and MIKIT
Remembered?   Yes

    Due to the way tone pitches are calculated, music can sound "off-key"
    (out of tune) on the real machine. Enabling this option will slightly
    alter the pitch of tones in an attempt to make them more "on-key"
    (more melodious). Having this option off is more authentic. Note that
    many if not most games actually sound better with this option turned
    off.
      Elektor: This option does not retune PSG tones (they generally don't
    require adjustment anyway, as the desired pitch can be specified more
    precisely than is the case with UVI/PVI tones).
      Laser Battle and Lazarian: This option does not retune TMS tones. It
    will retune PVI tones but the game never actually emits any PVI tones,
    only TMS tones.

Menu:         Settings|Sound|AHI V4+
              Settings|Sound|audio.device
Type:         Option
Shortcut:     None
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SOUND.AHI
              MENU SETTINGS.SOUND.PAULA
Default:      audio.device (AmiArcadia for OS3)
              AHI V4+      (AmiArcadia for OS4, AmiArcadia for MorphOS)
Hosts:        AmiArcadia only
Guests:       All
Remembered?   Yes

    You can use either the Audio Hardware Interface (AHI) V4 or later, or
    audio.device, for sound output. audio.device is generally more authentic
    (less filtering, etc.).

SPEED SUBMENU

Contents | < Browse | Browse >



SPEED SUBMENU-------------------------------------------------------------

Settings|Speed|Adjust...                               Amiga-Shift-T
--------------
Settings|Speed|Paused?                                 P
Settings|Speed|Autopause when inactive?                (none)
--------------
Settings|Speed|Limit refresh rate?                     (none)
Settings|Speed|Turbo?                                  Amiga-T,
                                                       Alt-W, FFwd
--------------
Settings|Speed|NTSC                                    Amiga-[
Settings|Speed|PAL                                     Amiga-]
--------------
Settings|Speed|High priority                           (none)
Settings|Speed|Normal priority                         (none)
Settings|Speed|Low priority                            (none)

Menu:         Settings|Speed|Adjust...
Type:         Modeless subwindow
Shortcut:     Amiga-Shift-T (OS3.2), Alt,O,D,J (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SPEED.ADJUST
Default:      100%
Hosts:        Both
Guests:       All
Remembered?   Yes

    Emulation speed:

    You can adjust the speed of the overall emulation to any of the
    following settings: 25%, 50%, 75%, 100%, 125%, 200%, 400%, 800%. The
    current setting is shown on the titlebar. The value of the FPS gadget
    is only updated once per second and is also averaged out over the last
    second, so it may take a few seconds to reflect the current setting.
    The actual change of the setting, however, is immediate.
      When turbo mode is on, this is ignored; it only has effect when
    turbo mode is off.
      You can also increase the speed (by one slider "tick") by holding
    Ctrl and pressing numeric plus, and can decrease it by holding Ctrl
    and pressing numeric minus. The speed adjustment subwindow does not
    need to be open for you to do this. Additionally, the emulation runs
    at one frame per second while Ctrl-' is held down.
      Obviously, your host machine might be too slow to achieve the
    requested speed, but this is the target speed (ie. the speed the
    emulator tries to achieve).
      This is a host-side setting; ie. it does not overclock or
    underclock the guest CPU.
      Playing at slower than 100% speed disallows high score attempts.

    Frame skipping:

    1 shows every frame, 2 shows every 2nd frame, 3 shows every 3rd frame,
    etc. Note that frame skipping can have some undesired synchronicity
    effects with games which perform multiplexing. Eg. if you are only
    showing every second frame and the game is only drawing a particular
    enemy every second frame, the enemy might not be drawn at all.
    Enabling demultiplexing can sometimes help with this problem. The
    default is 1 (ie. show every frame).

    Clock speed (PIPBUG/BINBUG/CD2650/Selbstbaucomputer only):

    The original CD2650 was clocked at approximately 1.18 MHz. However,
    later CD2650s with an upgraded 2650 CPU were clocked at approximately
    4.73 MHz. You can change the clock speed of the CPU of the guest
    CD2650 by using this option. Eg. running at 4.73 MHz will speed up the
    computer's thinking in Alpha Chess. Note that this setting affects
    tape loading.
      The authentic Selbstbaucomputer can be run in (very) slow motion, at
    1 Hz (1 clock period per second). The default is to run at 1 MHz
    (1,000,000 cycles per second).
      BINBUG-based machines normally run at 1 MHz but the 2 MHz upgrade
    was popular. The in-memory copy of ACOS is automagically patched to
    the correct version for the CPU speed you are using.
      The default is 1 MHz (PIPBUG/BINBUG/Selbstbaucomputer) or 1.18 MHz
    (CD2650).

    Baud rate (PIPBUG only):

    The quoted baud rates assume the clock speed (see above) is set to 1
    MHz. If running at 2 MHz, the actual baud rate will be twice as fast
    as these.
      The default is 110 baud.

    Pixels per scanline (Arcadia/Interton/Elektor only):

    You can adjust the number of pixels emulated per raster line,
    within the range 192..227, by using the slider provided. This is
    helpful for emulating bus contention and thus achieving more correct
    graphics. Changing games, etc. will reset it to the default value
    (which is 227 for most games). All pixels will always be drawn; this
    merely affects the amount of work the CPU will do per line (1 CPU
    cycle = 3 clock periods = 12 pixels).

Menu:         Settings|Speed|Paused?
              Debug|Break/Continue
Type:         Toggle
Shortcut:     P (Amiga, except for QWERTY-based guests),
              Pause or Alt,O,D,D (IBM PC),
              Play/Pause (both)
CLI Argument: (none)
Debugger:     G (to unpause)
REXX:         PAUSE and UNPAUSE or MENU SETTINGS.SPEED.PAUSED
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    Changes to graphics options may not be shown until the machine is
    unpaused. When CPU tracing is off, you can only pause between frames.

Menu:         Settings|Speed|Autopause when inactive?
Type:         Toggle
Shortcut:     Alt,O,D,A (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SPEED.AUTOPAUSE
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    If this is on, the emulator will pause whenever the main window
    becomes inactive (ie. loses the input focus), if the emulator is
    between frames.

Menu:         Settings|Speed|Limit refresh rate?
Type:         Toggle
Shortcut:     Alt,O,D,R (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SPEED.LIMITREFRESHES
Default:      On
Hosts:        Both
Guests:       All
Remembered?   Yes

    When on, the host screen will be refreshed no more than 50 (PAL) or
    60 (NTSC) times per (real) second, no matter how fast the guest is
    running. Of course, it only has an effect in turbo mode, or if the
    speed setting is set to more than 100%.
      When off, the host screen will be refreshed every time a guest
    frame is emulated (assuming frame skipping is not in use).
      You might want this on to get the game running even faster than
    would be otherwise possible (because there is less workload for the
    host). On the other hand, you might want it off to get the smoothest
    possible screen updating. In some situations, when not using
    demultiplexing, having "Limit refresh rate?" on might cause some or
    all sprites to become invisible.
      On WinArcadia, this setting is ignored (and effectively turned off)
    while you are generating a RIFF AVI file.

Menu:         Settings|Speed|Turbo?
Type:         Toggle
Shortcut:     Alt-W (both),
              Amiga-T or Fast Forward (Amiga),
              Ctrl+T or Forwards or Alt,O,D,T (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         TURBO ON|OFF or SETTINGS.SPEED.TURBO
Default:      Off
Hosts:        Both
Guests:       All
Remembered?   Yes

    When off, emulation speed is limited to 50 (PAL) or 60 (NTSC)
    frames per second. When on, the emulator runs as fast as possible.

Menu:         Settings|Speed|NTSC
              Settings|Speed|PAL
Type:         Option
Shortcut:     Amiga-[|] (Amiga), Ctrl+[|] or Alt,O,D,N (NTSC) or
               Alt,O,D,P (PAL) (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SPEED.NTSC
              MENU SETTINGS.SPEED.PAL
Default:      NTSC for Arcadia, CD2650, Zaccaria
              PAL  for Interton, Elektor, Instructor, PIPBUG, BINBUG,
                       Malzak, Chaos, Dolphin, PHUNSY, Pong,
                       Selbstbaucomputer, MIKIT, Type-right
Hosts:        Both
Guests:       All except Type-right
Remembered?   Yes

    NTSC (approx. 60 FPS) (Amiga-[) or PAL (approx. 50 FPS) (Amiga-])
    mode.
      For Arcadia, Interton, Elektor and Pong, this is a true NTSC or PAL
    emulation.
      For Arcadia, Interton and Elektor, as well as adjusting the speed,
    it toggles between emulation of the Signetics 2621 (PAL) and 2622
    (NTSC) USG (Universal Sync Generator) chips.
      For Pong machines, as well as adjusting the speed, it toggles
    between emulation of the AY-3-8500 (NTSC) and AY-3-8500-1 (PAL) chips;
    therefore it affects the size and positions of some game elements.
      For the other machines, this merely changes the real speed
    at which the emulator runs, and does not change the emulation timings
    or graphics modes in any way (ie. there is no difference that is
    detectable to games running in the emulator).
      For the Arcadia, Interton, Elektor and coin-ops, this will also
    change the pitch of the emitted PVI or UVI sound (NTSC is higher-
    pitched than PAL by about 0.8%).

Menu:         Settings|Speed|High priority
              Settings|Speed|Normal priority
              Settings|Speed|Low priority
Type:         Option
Shortcut:     Alt,O,D,H (High)
              Alt,O,D,O (nOrmal)
              Alt,O,D,L (Low)
CLI Argument: PRI=<pri> (AmiArcadia only)
Debugger:     (none)
REXX:         MENU SETTINGS.SPEED.HIGH
              MENU SETTINGS.SPEED.NORMAL
              MENU SETTINGS.SPEED.LOW
Default:      Normal priority
Hosts:        IBM PC only
Guests:       All
Remembered?   Yes

    For WinArcadia, you can use these menu items to adjust the priority of
    the emulator relative to other programs running on the host IBM PC.
      For AmiArcadia, these menus items are not present, but you can
    adjust the emulator's priority at startup using the PRI keyword as a
    CLI argument, and can also adjust it from the "Help|About
    AmiArcadia..." subwindow.

SPRITES SUBMENU

Contents | < Browse | Browse >



SPRITES SUBMENU-----------------------------------------------------------

Settings|Sprites|Collisions?                           Amiga-L
Settings|Sprites|Demultiplex?                          Amiga-M

Menu:         Settings|Sprites|Collisions?
Type:         Toggle
Shortcut:     Amiga-L (Amiga), Ctrl+L or Alt,O,S,C (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SPRITES.COLLISIONS
Default:      On
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, coin-ops and Pong
Remembered?   Yes

    Enables sprite-sprite and sprite-background collision detection. Note
    that some games use other methods to detect collisions.
      Turning off collision detection disallows high score attempts.

Menu:         Settings|Sprites|Demultiplex?
Type:         Toggle
Shortcut:     Alt,O,S,D (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.SPRITES.DEMULTIPLEX
Default:      On
Hosts:        Both
Guests:       Arcadia, Interton and Elektor
Remembered?   Yes

    This enables sprite demultiplexing and PDG/UDG demultiplexing.
      Sprite demultiplexing retains the sprite images from one or more
    previous frames to prevent flickering. The number of previous frames
    to retain and which sprites are to be demultiplexed is game-dependent
    and not user-adjustable.
      PDG/UDG demultiplexing works in a similar way but affects the
    backgrounds.

TRAINERS SUBMENU

Contents | < Browse | Browse >



TRAINERS SUBMENU----------------------------------------------------------

Settings|Trainers|Infinite lives?                      (none)
Settings|Trainers|Infinite time/ammo?                  (none)
Settings|Trainers|Invincibility?                       (none)
-----------------
Settings|Trainers|Skip level                           Amiga-~

Menu:         Settings|Trainers|Infinite lives?
Type:         Toggle
Shortcut:     Alt,O,T,L (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.TRAINERS.CHEATLIVES
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   Yes

    This is different to the "Settings|Trainers|Invincibility?" option
    because you will still die as normal, but will never run out of
    lives.
      This is currently supported for these Arcadia games:

    * 3D Attack
    * Alien Invaders
    * Astro Invader
    * Breakaway
    * Cat Trax
    * Circus
    * Crazy Climber
    * Crazy Gobbler
    * Doraemon
    * Escape
    * Frogger
    * Funky Fish
    * Hobo
    * Jump Bug
    * Jungler
    * Mobile Soldier Gundam
    * Nibblemen
    * Parashooter
    * Pleiades
    * R2D Tank
    * Red Clash
    * Robot Killer
    * Route 16
    * Space Attack & Space War
    * Space Raiders
    * Space Squadron
    * Space Vultures
    * Spiders
    * Super Bug 1 & 2
    * Super Dimension Fortress Macross
    * Super Gobbler
    * Tanks a Lot
    * The End
    * Turtles/Turpin

    and these Interton games:

    * Circus
    * Come Come
    * Come-Frutas
    * Invaders
    * Laser Attack
    * Leapfrog
    * Super Knockout

    and these Elektor games:

    * Breakout
    * Bursting Balloons
    * Cosmic Adventure
    * Pinball

    and all coin-ops.
      Note that it is different to eg. the Laser Battle
    "infinite lives" DIP switch.

Menu:         Settings|Trainers|Infinite time/ammo?
Type:         Toggle
Shortcut:     Alt,O,T,T (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.TRAINERS.CHEATTIME
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
              Wars
Remembered?   Yes

    This is used for infinite time, energy, fuel or ammunition.
      It is currently supported for these Arcadia games:

    * 3D Attack                         (time)
    * 3D Soccer                         (time)
    * Alien Invaders                    (time)
    * Boxing                            (time)
    * Dr Slump                          (energy/fuel)
    * Escape                            (time)
    * Frogger                           (time)
    * Funky Fish                        (energy/fuel)
    * Golf                              (swings)
    * Jump Bug                          (time)
    * Missile War                       (ammo)
    * Monaco Grand Prix                 (time)
    * Robot Killer                      (time)
    * Turtles/Turpin                    (energy/fuel)
    * Space Attack                      (time)
    * Space Mission                     (time)
    * Space Raiders                     (energy/fuel)
    * Super Bug 1 & 2                   (time)
    * Super Dimension Fortress Macross  (time)

    and these Interton games:

    * Air/Sea Attack                    (ammo)
    * Air/Sea Battle                    (ammo)
    * Boxing aka Prizefight             (time)
    * Golf                              (swings)
    * Labyrinth aka Maze aka Super Maze (time)
    * Leapfrog                          (time)
    * Mathematics 1 & 2                 (time)
    * Space War                         (time)
    * Super Invaders                    (time)

    and these Elektor games:

    * Car Races                         (time)
    * Cosmic Adventure                  (time)
    * Enterprise 3                      (time)
    * Helicopter                        (time)
    * Mazes                             (time)
    * Mathematics 1                     (time)
    * Moonlanding for 1 & 2             (time)
    * Rocket Shooting                   (time)
    * Space Shoot-Out                   (time)
    * Tiny Tim                          (time)
    * UFO Shooting                      (ammo)

    and all coin-ops.

Menu:         Settings|Trainers|Invincibility?
Type:         Toggle
Shortcut:     Alt,O,T,I (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.TRAINERS.INVINCIBILITY
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor and coin-ops
Remembered?   Yes

    This is different to the "Settings|Trainers|Infinite lives?" option
    because you will not die in the first place. It is still possible to
    run out of time, unless you also use the "Settings|Trainers|Infinite
    time/ammo?" option.
      This is currently supported for these Arcadia games:

    * 3D Attack
    * Alien Invaders
    * Escape
    * Frogger
    * Funky Fish
    * Hobo
    * Jump Bug
    * Pleiades
    * Red Clash
    * Robot Killer
    * Space Attack & Space War
    * Space Raiders
    * Space Squadron
    * Super Bug 1 & 2
    * Tanks a Lot
    * Turtles/Turpin

    and these Interton games:

    * Head On
    * Laser Attack

    and these Elektor games:

    * Asteroids
    * Attack from Space
    * Car Races
    * Circledrive
    * Moonlanding for 1 & 2

    and all coin-ops.
      Note that it is different to eg. the "Sprites|Collisions?" option
    (although it may have the same effect). So if your game is not on the
    list above, try "Sprites|Collisions?".

Menu:         Settings|Trainers|Skip level
Type:         Command
Shortcut:     Amiga-~ (Amiga), Ctrl+Shift+` or Alt,O,T,S (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.TRAINERS.SKIPLEVEL
Default:      n/a
Hosts:        Both
Guests:       Arcadia, Astro Wars and Galaxia only
Remembered?   n/a

    Skips ahead to the next level of the game. It is only intended to be
    used while actually playing the game; ie. using this command while on
    the title screen, demo mode, game over screen, etc. will not work
    properly and will confuse the game.
      Note that this feature will not work correctly with COR files
    (gameplay recordings), nor with netplay.
      This is currently supported for these Arcadia games:

    * 3D Attack
    * Breakaway
    * Cat Trax
    * Crazy Gobbler
    * Funky Fish
    * Hobo
    * Jump Bug
    * Monaco Grand Prix
    * Nibblemen
    * Red Clash
    * Space Attack & Space War
    * Spiders
    * Super Bug 1 & 2
    * Super Gobbler
    * Turtles/Turpin

    and these coin-ops:

    * Astro Wars (only certain levels are skippable)
    * Galaxia

VDU SUBMENU

Contents | < Browse | Browse >



VDU SUBMENU---------------------------------------------------------------

Settings|VDU|Blanking areas?                           (none)
Settings|VDU|Blinking cursor?                          (none)
Settings|VDU|Invert flashed characters?                (none)
Settings|VDU|Rotate screen?                            (none)
------------
Settings|VDU|Low Cost VDU (32-column)                  (none)
Settings|VDU|Low Cost VDU (64-column)                  (none)
Settings|VDU|VT100                                     (none)
------------
Settings|VDU|DG640                                     (none)
Settings|VDU|FPGA640                                   (none)
------------
Settings|VDU|Chessmen                                  (none)
Settings|VDU|Lowercase                                 (none)

Menu:         Settings|VDU|Blanking areas?
Type:         Toggle
Shortcut:     Alt,O,V,B
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.VDU.BLANKING
Default:      Off
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, CD2650 and Pong
Remembered?   Yes

    You can choose to view the entire raster display signal as it would
    be generated by the 2621 Universal Sync Generator (USG) in conjunction
    with the 2636/2637 PVI/UVI. This is a PAL TV signal which includes
    horizontal and vertical blanking signals. Normally (ie. when this
    option is turned off), the blanking areas are not shown, and neither
    is a certain amount of non-blanking area which would be off-screen on
    most TVs.
      Having this option turned on is useful when eg. writing homebrew
    games as it gives a better idea of the CPU/PVI/USG timings involved.
    Having it turned off is more authentic in terms of what you would see
    on a real TV, and is better (and faster) for actually playing games.
      The various components of the signal (porch, retrace, etc.) are
    shown in different colours, but aren't important. See here
    for an explanation of the colours used. Also remember that holding
    the Ctrl key down will show information about the pixel under the
    cursor in the status bar.
      Note that the arrangement of the screen is in accordance with the
    2621 USG datasheet (or equivalent reference). But on a real TV, for
    example, the horizontal front porch would be at (in fact, beyond) the
    right edge of the screen, rather than at the left as depicted. And
    similarly, the vertical front porch would be beyond the bottom edge of
    the screen, rather than at the top. The horizontal and vertical
    retrace represent time when the raster is actually moving left or up,
    respectively.
      To convert from PVI coordinates (eg. as shown when holding the Ctrl
    key, or in the PVI datasheet) to USG coordinates (eg. as seen in the
    USG datasheet):

        PVIX = USGX + 49
        PVIY = USGY + 43

Menu:         Settings|VDU|Blinking cursor?
Type:         Toggle
Shortcut:     Alt,O,V,U (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.VDU.BLINK
Default:      ON
Hosts:        Both
Guests:       PIPBUG and Chaos
Remembered?   Yes

   For Low Cost VDU, this toggles whether characters $80..$FF are blinking
   (on) or half intensity (off) version of characters $00..$7F.
     For VT100, this toggles whether the cursor is a blinking square (on)
   or an unblinking underline (off).

Menu:         Settings|VDU|Invert flashed characters?
Type:         Toggle
Shortcut:     Alt,O,V,U (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.VDU.INVERTFLASHED
Default:      ON
Hosts:        Both
Guests:       BINBUG only
Remembered?   Yes

   This is the hardware modification described in ETI Australia, Dec 1982,
   p. 73, by B.N. Coomer. It changes the 'flashing'  mode so that it
   flashes between normal and inverse, instead of between normal and
   blank.

Menu:         Settings|VDU|Rotate screen?
Type:         Toggle
Shortcut:     Alt,O,G,R (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.VDU.ROTATE
Default:      On
Hosts:        Both
Guests:       Astro Wars and Galaxia
Remembered?   Yes

    The monitors (ie. screens, VDUs, etc.) of the real Astro Wars and
    Galaxia coin-ops are mounted sideways in the cabinet.
      When this option is on (the default), the emulator will
    automatically rotate the guest screen for these games so that they
    appear as intended.
      If you turn this option off, this rotation is not done.
      This option only affects the graphics; the controls are not
    affected.

Menu:         Settings|VDU|Low Cost VDU (32-column)
              Settings|VDU|Low Cost VDU (64-column)
              Settings|VDU|VT100
Type:         Option
Shortcut:     Alt,O,V,3 (32-column LCVDU) (IBM PC)
              Alt,O,V,6 (64-column LCVDU) (IBM PC)
              Alt,O,V,V (VT100)           (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.VDU.NARROW
              MENU SETTINGS.VDU.WIDE
              MENU SETTINGS.VDU.VT100
Default:      Low Cost VDU (64-column)
Hosts:        Both
Guests:       PIPBUG and Chaos
Remembered?   Yes

    You can choose between the Low Cost VDU and the Digital Equipment
    Corporation (DEC) VT100.
      The real Low Cost VDU is a 64-column, 16-row device. However, since
    some games expect a 32-column display, a hypothetical 32-column Low
    Cost VDU (still with 16 rows) can also be emulated.
      The VT100 emulation provides 80 columns and 24 rows. Not all
    features of the VT100 are emulated, just the character set.

Menu:         Settings|VDU|DG640
              Settings|VDU|FPGA640
Type:         Option
Shortcut:     Alt,O,V,D (DG640)   (IBM PC)
              Alt,O,V,F (FPGA640) (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.VDU.DG640
              MENU SETTINGS.VDU.FPGA640
Default:      DG640
Hosts:        Both
Guests:       BINBUG only
Remembered?   Yes

    You can choose between the DG640 (aka ETI-640 and MW640) and the
    FPGA640. The DG640 is monochrome whereas the FPGA640 supports colour.
    Games or BIOSes which expect a DG640 may produce wrongly coloured or
    invisible text when run on an FPGA640.

Menu:         Settings|VDU|Chessmen
              Settings|VDU|Lowercase
Type:         Option
Shortcut:     Alt,O,V,C (chessmen)  (IBM PC)
              Alt,O,V,L (lowercase) (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU SETTINGS.VDU.CHESSMEN
              MENU SETTINGS.VDU.LOWERCASE
Default:      Lowercase
Hosts:        Both
Guests:       CD2650 only
Remembered?   Yes

    This toggles whether characters $50..$5F are chessmen or lowercase glyphs
    "@".."o".

Help Menu

Contents | < Browse | Browse >



HELP MENU-----------------------------------------------------------------

Help|Game information...                  Amiga-&
Help|Guest controls...                    Amiga-W
Help|Host gamepads/mouse...               Amiga-G
Help|Host keyboard...                     Amiga-K
----
Help|Opcodes...                           Amiga-Shift-U
Help|Coding Guide...                      Amiga-Shift-V
Help|Gaming Guide...                      Amiga-Shift-W
----
Help|Manual...                            Amiga-Shift-X
----
Help|Check for updates...                 Amiga-Shift-Y
----
Help|About ReAction...                    (none)
Help|About Ami/WinArcadia...              Amiga-?

Menu:         Help|Game information...
Type:         Modeless subwindow
Shortcut:     Amiga-& (Amiga), Ctrl+Shift+7 or Alt,H,I (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU HELP.GAMEINFO
Default:      n/a
Hosts:        Both
Guests:       All except Chaos
Remembered?   n/a

    This will show the "Game Information" window for the currently loaded
    game. The game must have been loaded with autosense enabled, or must
    be a PGM file containing embedded documentation.
      As a general rule, where a game has been patched, the patcher is
    credited rather than the original coder. The "machine" shown is from
    a technical point of view and thus does not correlate to actual game
    releases from specific publishers. The CRC32/64 and size shown
    correspond to the original BIN/PGM of the game, even for COS/COR/etc.
    files.
      Some PGM files contain embedded documentation. This will be shown at
    the centre of the window, if it is present (except in AmiArcadia full-
    screen mode).
      For some games, the emulator can show the keys used by the game and
    the purposes of each.
      Always, the 1st..4th firebutton assignments are indicated with the
    appropriate colour (according to the relevant CD³² button). Ie. red
    for 1st, blue for 2nd, green for 3rd and yellow for 4th firebutton.
      If you hover the mouse over a button, extra information about that
    button will pop up.
      "Show Palladium keys?" is whether you want to see the Palladium-only
    keys (x1, x2, x3, x4). These keys only exist on the Palladium variant
    of the Arcadia, and not at all on Interton/Elektor/etc. They are used
    primarily by the Dictionary application.

Menu:         Help|Guest controls...
Type:         Modeless subwindow
Shortcut:     Amiga-W (Amiga), Ctrl+W or Alt,H,E (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         OPENCONTROLS or MENU HELP.GUESTCONTROLS
Default:      Off
Hosts:        Both
Guests:       All except CD2650, Chaos and PHUNSY
Remembered?   No

    You can see the relevant machine with the guest keys labelled.
      This is a real-time controls display: it shows all input as
    perceived by the guest machine. When paused, the controls display will
    not change as the machine is not perceiving any input.
      Also, for most guests, you can click with the left mouse button on
    the keypad/console buttons and paddle directions as another method of
    input to the emulator.
      For Arcadia, you can choose whether to view an Emerson Arcadia 2001,
    an MPT-03 or a Palladium VCG. The Palladium x1-x4 keys do not exist on
    the Emerson and MPT-03.
      For PIPBUG and BINBUG, a diagram of the Signetics 2650DS2000 unit is
    shown. Purple indicates chips or slots, green indicates buttons, blue
    indicates unlit LED lamps, and red indicates lit LED lamps. (Note that
    the PAUSE/RUN and STEP buttons are not currently implemented.) "View
    large image?", when on, will show the entire diagram including chips
    and the power LED. When off, only the lower section of the diagram is
    shown.
      For Instructor 50, you can choose whether to view a small (low-res)
    or large (high-res) image.
      For AY-3-8500/8550, you can choose whether to view an Interton Video
    3000 or a Sheen TVG-201. (Both of these are AY-3-8500-based systems.)
      For AY-3-8600, you can choose whether to view a Coleco Telstar
    Galaxy or a Philco Telejogo ][.

Menu:         Help|Host gamepads/mouse...
Type:         Modeless subwindow
Shortcut:     Amiga-G (Amiga), Ctrl+G or Alt,H,P (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU HELP.HOSTPADS
Default:      n/a
Hosts:        Both
Guests:       Arcadia, Interton, Elektor, coin-ops and Pong
Remembered?   n/a

    This will show a diagram of the host gamepads. The gamepad is viewed
    from above; therefore the "lower" row of shoulder buttons is shown
    above the "upper" row. For AmiArcadia, the gamepads shown are standard
    CD32 gamepads. For WinArcadia, the gamepads shown are based on the
    Gameware USB Rumble Control gamepad. See here for diagrams of
    these.
      The three mouse buttons are also shown.
      You can view this in three ways:
      "View as guest keys": The ordinary guest names for the keys are
    shown.
      "View as host keys": The ordinary host names for the keys are
    shown.
      "View as overlays": The game-specific overlays for the currently
    loaded game are shown.
      See here for an explanation of the colour coding
    scheme used.
      This command is only for viewing the layout, not editing it. To
    actually change which host buttons are mapped to which guest buttons,
    you should use the "Settings|Input|Rearrange gamepad buttons..."
    command (WinArcadia only).
      Gamepad buttons which are currently pressed are shown in orange.
    This is the case even when there is no host gamepad assigned to that
    guest controller. Input via other methods (eg. keyboard) will not
    be shown.
      For AmiArcadia, you can choose between viewing a Commodore Amiga
    CD³² gamepad or a Sega Megadrive/Genesis gamepad. The Megadrive
    assignments shown are the default ones for a six-button gamepad via
    the Amega32 (sic) Gamepad Adapter (eg. see
    https://www.amiga-shop.net/en/Amiga-Hardware/Amiga-classic-hardware/
    Amega-32-Mega-Drive-Gamepad-to-AmigaCD32-adapter::1175.html         
    ).
      Mouse/trackball buttons which are currently pressed are shown in
    orange, if a host mouse/trackball is assigned to a guest controller.
    Input via other methods (eg. keyboard) will not be shown.

Menu:         Help|Host keyboard...
Type:         Modeless subwindow
Shortcut:     Amiga-K (Amiga), Ctrl+K or Alt,H,K (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         OPENKEYBOARD or MENU HELP.HOSTKYBD
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    This will show a diagram of the host keyboard. You can view this in
    three ways:
      "View as guest keys": The ordinary guest names for the keys are
    shown. If two or more guest keys are mapped to a single host key, "#"
    is shown.
      "View as host keys": The ordinary host names for the keys are
    shown.
      "View as overlays": The game-specific overlays for the currently
    loaded game are shown. If two or more guest keys are mapped to a
    single host key, "#" is shown.
      Note that generally only keys that "exist" on the current guest are
    shown (eg. for Selbstbaucomputer, the console keys (START, etc.),
    paddle directions and x1-x4 keys are not shown).
      See here for an explanation of the colour coding
    scheme used.
      This command is only for viewing the layout, not editing it. To
    actually change which host keys are mapped to which guest buttons, you
    should use the "Settings|Input|Redefine keys..." command.
      For WinArcadia, you can choose whether to view the host keyboard as
    an Amiga 600 (A600) keyboard, as an Amiga 1000 (A1000) keyboard, or as
    another Amiga (ie. A500/500+/1200/1500/2000/2500/3000/4000) keyboard.
    The default is "Other Amiga".
      For WinArcadia, you can choose whether to view the host keyboard as
    a desktop-style or netbook-style keyboard. The netbook-style keyboard
    layout is based on the Acer AspireOne D255E netbook. The default is
    desktop-style.
      For QWERTY-based machines (PIPBUG, BINBUG, CD2650, Chaos, PHUNSY,
    Type-right), the "guest keyboard" and "overlays" views are always the
    same. Hovering over a key will show the guest ASCII code that it
    transmits when shifted, etc. Note that if the "Settings|Input|Host
    keyboard layout" option is in use, the "guest keyboard" and "overlays"
    views will show the host keys (otherwise they show the guest keys).
      You can click on a button to "press" the corresponding key. Keys
    which are currently pressed are shown in orange. This is the case even
    when the host keyboard is not assigned to any guest controller. Input
    via other methods (eg. gamepad) will not be shown.

Menu:         Help|Opcodes...
Type:         Modeless subwindow
Shortcut:     Amiga-Shift-U (OS3.2), Alt,H,O (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU HELP.OPCODES
Default:      n/a
Hosts:        Both
Guests:       All except Pong and Type-right
Remembered?   No

    This opens a subwindow showing all of the opcodes and their associated
    mnemonic, for the current notation and CPU. If you hover the pointer
    over an opcode, additional information is shown in a tooltip.
      The colour scheme used is based on the documentation of Manfred
    Saliger's Elektor assembler, and is as follows:

        Red       arithmetic, transfer
        Blue      input/output, Program Status Word, mixed
        Green     branch
        Yellow    special (shown as red in Saliger assembler docs)
        Purple    illegal

    The 2650 CPU "flags" are as follows:

        Signetics    CALM
            S         I       Sense             (in PSU)
            F         O       Flag              (in PSU)
            I         F       Interrupt Inhibit (in PSU)
            P         P       Stack Pointer     (in PSU)
            T         T       CondiTion Code    (in PSL)
            D         H       Inter-Digit Carry (in PSL)
            R         B       Register Select   (in PSL)
            W         W       With Carry        (in PSL)
            O         V       OVerflow          (in PSL)
            M         L       CoMpare           (in PSL)
            C         C       Carry             (in PSL)

    RAS and IAR/PC are not shown, but are as follows:

    * RASn are read/written by instructions that read/write the SP,
      except in the case of PSU-related instructions.
    * IAR/PC is written by all branch instructions. It is read by all
      relative and subroutine branch instructions.

    A number in parenthesis (eg. "12(+6)") in the "duration" field means
    that indirect addressing is possible for that instruction. If indirect
    addressing is used, and the indirect branch is actually taken, the
    instruction will require an extra 6 clocks.

Menu:         Help|Coding Guide...
Type:         Modeless subwindow
Shortcut:     Amiga-Shift-V (OS3.2), Alt,H,C (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU HELP.CODINGGUIDE
Default:      n/a
Hosts:        All
Guests:       All except Pong and Type-right
Remembered?   No

    Goes to the relevant Coding Guide at the Emerson Arcadia 2001 Central
    website.
      For AmiArcadia, you need OpenURL.library for this command.
      Obviously, you will need a TCP/IP stack and an installed web browser
    for this.

Menu:         Help|Gaming Guide...
Type:         Modeless subwindow
Shortcut:     Amiga-Shift-W (OS3.2), Alt,H,G (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU HELP.GAMINGUIDE
Default:      n/a
Hosts:        All
Guests:       All except Pong
Remembered?   No

    Goes to the relevant Gaming Guide at the Emerson Arcadia 2001 Central
    website. If the game was autosensed, and there is game-specific help
    available for your game, you will be taken directly to that help
    (otherwise just to the top of the page).
      For AmiArcadia, you need OpenURL.library for this command.
      Obviously, you will need a TCP/IP stack and an installed web browser
    for this.
      For Type-right, this will take you to the user manual aka course
    book.

Menu:         Help|Manual...
Type:         Modeless subwindow
Shortcut:     Amiga-Shift-X (OS3.2), Alt,H,M (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU HELP.MANUAL
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    Opens the AmiArcadia.guide or WA.HTM file in your web browser.

Menu:         Help|Check for updates...
Type:         Modal subwindow
Shortcut:     Amiga-Shift-Y (OS3.2), Alt,H,U (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU HELP.UPDATE
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    Checks the Amigan Software website to determine whether or not a newer
    version of the emulator is available; if so, takes you to the website
    so you can download it.
      Note that the http://amigan.1emu.net website is having technical
    issues at the time of writing. We suggest also visiting
    http://amigan.yatho.com to check for updates.

Menu:         Help|About ReAction...
Type:         Modal subwindow
Shortcut:     Amiga-Shift-B (OS3.2)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU HELP.REACTION
Default:      n/a
Hosts:        Amiga only
Guests:       All
Remembered?   No

    Shows information about the ReAction classes that are currently opened
    by AmiArcadia.

Menu:         Help|About Ami/WinArcadia...
Type:         Modal subwindow
Shortcut:     Amiga-? (Amiga), Ctrl+Shift+/ or Alt,H,A (IBM PC)
CLI Argument: (none)
Debugger:     (none)
REXX:         MENU HELP.ABOUT
Default:      n/a
Hosts:        Both
Guests:       All
Remembered?   No

    For AmiArcadia, you can change these settings from this window:

    * which clipboard unit is used for copy and paste (default is 0);
    * the priority of AmiArcadia (default is 0); and
    * which screen AmiArcadia is running on (default is the default public
      screen, normally Workbench). The "public screen name" is the name of
      the public screen upon which AmiArcadia is currently running. You
      can choose a different screen for AmiArcadia to jump to. This will
      not happen until you close the "About AmiArcadia" window.

RetroAchievements Menu

Contents | < Browse | Browse >



RETROACHIEVEMENTS MENU----------------------------------------------------

This menu only appears while "Tools|RetroAchievements" is on. It manages
various aspects of the RetroAchievements subsystem. See
https://retroachievements.org for more information.

Controllers

Contents | < Browse | Browse >



CONTROLLERS---------------------------------------------------------------

Emerson Arcadia 2001:

The genuine consoles have four buttons on the console itself (START, A, B,
RESET). There are also two semi-detachable "hand controllers". Each of
these controllers has a "paddle" (analog-style joystick) and a "keypad" of
12, 14 or 16 buttons. Only the Dictionary program (and the MUSIC.BIN
homebrew example) make use of the extra buttons of the 16-button
controller.
  Note that on some variants the A button is called the SELECT button and
the B button is called the "OPTION" button.

Interton VC 4000:

The genuine consoles have three buttons on the console itself (START,
SELECT, RESET). There are also two semi-detachable "hand controllers".
Each of these controllers has a "paddle" (analog-style joystick) and a
"keypad" of 12 buttons.

The 14-button (MPT-03-style) keypad layout is arranged and named as
follows, the same as an MPT-03:

      2     2    You will observe that there are three buttons which all
      1  2  3    produce the same "scancode"; ie. they do the same thing;
      4  5  6    it is impossible for the guest machine (ie. the game)
      7  8  9    to differentiate between them.
     Cl  0 En

2:  2/Fire
Cl: Clear
En: Enter

Elektor TV Games Computer:

There are these keys, and 2 paddles:

    .UC..   RCAS. WCAS. ..C..   ..D.. ..E.. ..F..
    START   BP1/2 .REG. ..8..   ..9.. ..A.. ..B..
    .LC..   .PC.. .MEM. ..4..   ..5.. ..6.. ..7..
    RESET   ..-.. ..+.. ..0..   ..1.. ..2.. ..3..

QWERTY-based machines (PIPBUG, BINBUG, CD2650, Chaos, PHUNSY, Type-right):

The emulator passes most keyboard input to the guest. Only keyboard is
supported. Remapping is not possible.
  The keyboards that are/were typically used with these machines are
slightly different from a standard IBM PC/Amiga keyboard:

    Host Keystroke(s)    Host    Guest
    Shift-2               @       "
    Shift-6               ^       &
    Shift-7               &       '
    Shift-8               *       (
    Shift-9               (       )
    Shift-0               )       *
    '                     '       @
    Shift-'               "       ^

AmiArcadia: You cannot use "P" as a shortcut for pause/unpause for these
machines. (Access to that functionality via the menu or toolbar is still
possible.)
  WinArcadia: If you hold down the Menu key (located next to the right
Ctrl key on most keyboards) while typing, you will generate high ASCII
characters. These are displayed by PIPBUG and Chaos as blinking or half-
intensity characters, depending on the status of the "Settings|VDU|
Blinking cursor?" toggle.
  WinArcadia: When running in French or German you will get AZERTY or
QWERTZ (respectively) layouts instead of QWERTY.

Signetics Instructor 50:

The left side of the machine has these LED indicators and toggle switches:

    I7 I6 I5 I4 I3 I2 I1 I0                I8
    T7 T6 T5 T4 T3 T2 T1 G0                I9

             MEMORY 0FFF                 DIRECT
    EXTENDED      T8     I/O PORT 07       T9
          NON-EXT DATA PORT             INDIRECT

where I0..I9 are LED indicators, and T0..T9 are toggle switches.
    I8 is the "RUN" LED indicator.
    I9 is the "FLAG" LED indicator.
    T8 is the "PARALLEL I/O" toggle switch.
    T9 is the "INTERRUPTS" toggle switch.

The right side of the machine has these keys:

    ------Left Keypad------    ---------Right Keypad----------
    .SENS.. .WCAS.. .BKPT..    ...C... ...D... ...E... ...F...
    ..INT.. .RCAS.. ..REG..    ...8... ...9... ...A... ...B...
    ..MON.. .STEP.. ..MEM..    ...4... ...5... ...6... ...7...
    ..RST.. ..RUN.. ENT NXT    ...0... ...1... ...2... ...3...

The underside of the machine has this jumper:

    A.C. LINE * KEYBOARD

There are no paddles.
  To view the row of 8 parallel LEDs, the RUN indicator and the FLAG
indicator (and of course the keys and segmented LED display), you can use
the "Help|Guest controls..." command.
  To view and/or alter the row of 8 parallel toggle switches, the
Interrupts toggle, the Interrupt Selector toggle and the Parallel I/O mode
toggle, you can use the "Tools|DIP switch editor..." command.

Malzak:

          \|/
          -+-                     ..1UP.. ..2UP..
          /|\           .Fire.
    Digital joystick

                  C
                  o
                  i
                  n

Both players use the same joystick and firebutton, in alternating order.
  Malzak 2 also has a test switch (presumably inside the cabinet) with 4
positions. These positions are:

    1    normal play
    2    ?
    3    ?
    4    change settings ("initials shoot", "Malzak version" and "Continue
          option" can be changed).

The test switch is only checked at boot time (at the end of the "O.K."
sequence) (eg. if you change it later to position 4, you need to reset the
game to actually access the "change settings" screen). After changing
settings, you need to wait and then the title screen will be displayed.
  Malzak 2 has non-volatile RAM to store the high scores, test switch
position and settings. This is automatically loaded to/from the
MALZAK2.NVR file as necessary.
  Malzak 2 is able to be configured (via the "change settings" screen) to
run as "version one", ie. Malzak 1 mode. This is similar to but not
identical to the proper Malzak 1 emulation (eg. "version one" has a blue
status box whereas the proper Malzak 1 has a yellow status box). The
proper Malzak 1 emulation is selected by choosing the "Settings|Machine|
Malzak 1" menu item.

Astro Wars and Galaxia:

             ..Lt.. ..Rt..    .Fire.    ..1UP.. ..2UP..

                               C    C
                               o    o
                               i    i
                               n    n
                               .    .
                               A    B

Apparently there are also another three buttons for p2's left/right/fire?
  Coin slot A is always the more generous one.
  There are also various DIP switches.

Dolphin:

The guest keyboard looks like this:

                    ...C... ...D... ...E... ...F...
                    ...8... ...9... ...A... ...B...
            ...M... ...4... ...5... ...6... ...7...
            ...P... ...0... ...1... ...2... ...3...

By default, these are mapped to these host keys (on WinArcadia):

                    ...a3.. .NumLk. ...n/.. ...n*..
                    ...E... ...n7.. ...n8.. ...n9..
            ...S... ...D... ...n4.. ...n5.. ...n6..
            ...X... ...C... ...n1.. ...n2.. ...n3..

Selbstbaucomputer:

The guest keyboard looks like this:

    ...C... ...D... ...E... ...F... ..CMD.. .FLAG..
    ...8... ...9... ...A... ...B... ..RUN.. ..MON..
    ...4... ...5... ...6... ...7... ..GOTO. ..PC...
    ...0... ...1... ...2... ...3... ..RST.. ..NXT..

By default, these are mapped to these host keys (on WinArcadia):

    ...a1.. ...a2.. ...a3.. .NumLk. ...n/.. ...n*..
    ...Q... ...W... ...E... ...n7.. ...n8.. ...n9..
    ...A... ...S... ...D... ...n4.. ...n5.. ...n6..
    ...Z... ...X... ...C... ...n1.. ...n2.. ...n3..

Guest-Host Mapping

This is the default mapping. You can change these key assignments by using
the {"Settings|Input|Redefine keys... command" link Sett}.

               F1: 'START'  (Arcadia/Interon/Elektor)
                or 'SENS'   (Instructor 50)
                or '1UP'    (coin-ops)
               F2: 'A'      (Emerson Arcadia 2001)
                or 'SELECT' (Interton VC 4000)
                or 'UC'     (Elektor TV Games Computer)
                or 'INT'    (Instructor 50)
                or '2UP'    (coin-ops)
               F3: 'B'      (Emerson Arcadia 2001)
                or 'LC'     (Elektor TV Games Computer)
                or 'MON'    (Instructor 50)
                or 'Coin A' (coin-ops)
               F4: 'RESET'  (Elektor TV Games Computer) (RESET key)
                or 'RST'    (Instructor 50)
                or 'Coin B' (Zaccaria)
        F5, Alt-R: 'RESET'  (reset to game)
 Amiga-, Shift+F5: 'RESET'  (jump to BIOS)

Elektor and Instructor: The F4 reset merely sets the appropriate bit in
the key matrix corresponding to the RESET button; it is up to the game to
act on this.
  The F5 reset ("reset to game") merely causes the IAR (program counter)
to be reset to the start of the game; ie. the game is restarted.
  The "jump to BIOS" merely causes the IAR to be reset to the start of
the monitor (ie. BIOS) ROM.

    --Player 1--    --Player 2--    --Player 2--
       (both)       (AmiArcadia)    (WinArcadia)

      UL UpUR         U I O           U I O
        \|/            \|/             \|/
      Lt-+-Rt         J-+-L           J-+-L
        /|\            /|\             /|\
      DL DnDR         M K a.          M K a.

     a1 a2 a3        n( n) n/        nL n/ n*      Emerson/Elektor-style
      Q  W  E        n7 n8 n9        n7 n8 n9
      A  S  D        n4 n5 n6        n4 n5 n6
      Z  X  C        n1 n2 n3        n1 n2 n3

     a2    a2        n)    n)        n/    n/      MPT-03/Interton-style
     a1 a2 a3        n( n) n/        nL n/ n*
      Q  W  E        n7 n8 n9        n7 n8 n9
      A  S  D        n4 n5 n6        n4 n5 n6
      Z  X  C        n1 n2 n3        n1 n2 n3

        a2              n)              n/         Palladium-style
     a4  R  F        n* n- n+        n- n+ nE
     a1  V a3        n( nE n/        nL n. n*
      Q  W  E        n7 n8 n9        n7 n8 n9
      A  S  D        n4 n5 n6        n4 n5 n6
      Z  X  C        n1 n2 n3        n1 n2 n3

a:  alphanumeric
n:  numeric
NL: NumLock
nE: numeric ENTER
n.: numeric . (dot, full stop)

The Help|Guest controls... command is useful.

Using joysticks and gamepads

The joystick/gamepad directions are mapped to the paddle directions as
you would expect.

Here are the WinArcadia joystick/gamepad assignments.
  This diagram is based on the Logitech Dual Action gamepad:

              7                       8        5-8 are shoulder buttons
              5                       6        5-6 are upper
           /-----------------------------\     7-8 are lower
          |   D      9       10       4   |
          / DDDDD                   1   3 \
         |    D       M m             2    |
         /                                 \
        |         /---\       /---\         |
        /         | 11|-------| 12|         \
       |         /\---/       \---/\         |
       /        /                   \        \
      |        /                     \        |
      +-------+                       +-------+

And this diagram is based on the Gameware USB Rumble Control Pad:

              6                       8        5-8 are shoulder buttons
              5                       7        5 and 7 are upper
           /-----------------------------\     6 and 8 are lower
          |   D      T         C      2   |
          / DDDDD    9     p   10   1   4 \    11 and 12 only work when
         |    D            t          3    |   ANALOG LED indicator is
         /                 m               \   lit
        |         /---\   M   /---\         |
        /         | 11|-------| 12|         \
       |         /\---/       \---/\         |
       /        /                   \        \
      |        /                     \        |
      +-------+                       +-------+

D  = D-pad
      (for Logitech, at all times)
      (for Gameware, only when ANALOG LED indicator is unlit)
M  = MODE (Logitech) or ANALOG (Gameware) button
m  = MODE (Logitech) or ANALOG (Gameware) LED indicator
p  = POWER LED indicator (Gameware only)
T  = TURBO (ie. autofire on) button (Gameware only)
t  = TURBO (ie. autofire on) LED indicator (Gameware only)
C  = CLEAR turbo (ie. autofire off) button (Gameware only)
c  = CLEAR turbo (ie. autofire off) LED indicator (Gameware only)
11 = button 11 (for Gameware, only when ANALOG LED indicator is lit)
      and left analog stick
12 = button 12 (for Gameware, only when ANALOG LED indicator is lit)
      and right analog stick

If your gamepad has an analog mode (ie. thumb stick), we suggest making
use of it, as the real Arcadia/Interton/Elektor have analog joysticks.

Using these gamepads natively under WinArcadia:

       Host control       Guest control
            1             1st firebutton
            2             2nd firebutton
            3             3rd firebutton
            4             4th firebutton
            5             A/SELECT/UC
            6             B/-/LC
            7             Autofire on/off
            8             Pause/unpause
            9             Hard RESET
           10             START
           11             1st firebutton
           12             1st firebutton
      D-pad buttons       Paddle directions (when MODE is lit)
    Left analog stick     Paddle directions (when MODE is unlit)
    Right analog stick    Same as 1/2/3/4 buttons?

Using these gamepads under AmiArcadia through WinUAE:

       Host control       Guest control
            1             1st firebutton
            2             2nd firebutton
            3             3rd firebutton
            4             4th firebutton
            5             B/-/LC
            6             A/SELECT/UC
            7             START
            8             ?
            9             ?
           10             ?
           11             1st firebutton?
           12             1st firebutton?
      D-pad buttons       Paddle directions
                           (Logitech: when MODE is lit)
                           (Gameware: when ANALOG is unlit)
    Left analog stick     Paddle directions
                           (Logitech: when MODE is unlit)
                           (Gameware: when ANALOG is lit)
    Right analog stick    ?

Using a real CD³² gamepad natively under AmiArcadia:

           Reverse                Forward
           /-----------------------------\
          |                               |
          |   D                      Yel  |
         / DDDDDDD       Play      Grn Blu \
         |    D                      Red   |
         /                                 \
        /         /---------------\         \
       |         /                 \         |
       /        /                   \        \
      |        /                     \        |
      +-------+                       +-------+

       Host control       Guest control
       Red                1st firebutton
       Blue               2nd firebutton
       Green              3rd firebutton
       Yellow             4th firebutton
       Reverse            A/SELECT/UC
       Forward            B/-/LC
       Play               START
       D-pad buttons      Paddle directions

AmiArcadia: Remember that, on the Amiga, the 2nd gameport is the usual
joystick/gamepad port, and the 1st gameport is the usual mouse port. Also,
if using a gamepad, ensure that a gamepad (not a joystick!) is selected
in the "Input|Left/right controller »" submenu. And, if using WinUAE,
ensure that the drop-down list to the left of the "Remap/Test" button is
set to "CD32 joypad".

Other Keys

Contents | < Browse | Browse >



OTHER KEYS----------------------------------------------------------------

Menu-based shortcuts for WinArcadia (eg. Alt,F,X for "File|Exit") are not
shown in the table below.
  CDTV shortcuts (AmiArcadia) and "multimedia" keyboard shortcuts
(WinArcadia) are shown in the tooltips but not the menus.

AmiArcadia     WinArcadia            Function
F5, Alt-R      F5, Alt+R             reset to game
Amiga-`        Ctrl+`                UVI/PVI(s) monitor
Amiga-~        Ctrl+Shift+`          skip level
Amiga-1        Ctrl+1                Emerson Arcadia 2001 emulation
Amiga-2        Ctrl+2                Interton VC 4000 emulation
Amiga-3        Ctrl+3                Elektor TV Games Computer emulation
Amiga-4        Ctrl+4                PIPBUG-based machine emulation
Amiga-5        Ctrl+5                BINBUG-based machine emulation
Amiga-6        Ctrl+6                Signetics Instructor 50 emulation
Amiga-7        Ctrl+7                Central Data 2650 emulation
Amiga-!        Ctrl+Shift+1          view high scores
Amiga-@        Ctrl+Shift+2          DIP switch editor
Amiga-#        Ctrl+Shift+3          memory editor
Amiga-$        Ctrl+Shift+4          palette editor
Amiga-%        Ctrl+Shift+5          sprite editor
Amiga-^        Ctrl+Shift+6          PSGs monitor
Amiga-&        Ctrl+Shift+7          game information
Amiga-*        Ctrl+Shift+8          redefine keys
Amiga-(, Alt-L Ctrl+Shift+9, Alt+L   quickload state
Amiga-), Alt-S Ctrl+Shift+0, Alt+S   quicksave state
Amiga-_        Ctrl+Shift+Hyphen     save screenshot as IFF ILBM
Amiga-[        Ctrl+[                NTSC region
Amiga-]        Ctrl+]                PAL region
Amiga-B        Ctrl+B                autofire on/off
Amiga-C        Ctrl+C                copy screenshot
Amiga-D        Ctrl+D                demultiplexing on/off
Amiga-E        Ctrl+E                view titlebar on/off
(none)         Ctrl+F, Alt+Enter     windowed/full-screen mode (WinArcadia only)
Amiga-G        Ctrl+G                view host gamepads
Amiga-H        Ctrl+H                view toolbar on/off
Amiga-I        Ctrl+I                view sidebar on/off
Amiga-J, Alt-J Ctrl+J, Alt+J         swapped controllers on/off
Amiga-K        Ctrl+K                view host keyboard
Amiga-L        Ctrl+L                collisions on/off
Amiga-M        Shift+F12, Calculator view CPU monitor on/off
(none)         Ctrl+M                view menubar on/off (WinArcadia only)
Amiga-N        Ctrl+N                narrow mode on/off
Amiga-O        Ctrl+O                load game
Amiga-P        Ctrl+P                guest-specific graphics options
Amiga-Q, Esc,  Esc, Alt+F4,          quit
 Shift-Esc      Shift+Esc
Amiga-R        Ctrl+R                revert
Amiga-S        Ctrl+S                save state
Amiga-T, FFwd, Ctrl+T, Forward,      turbo speed on/off
 Alt-W          Alt+W
Amiga-U        Ctrl+U, Mute          sound on/off
Amiga-V        Ctrl+V                paste text
Amiga-W        Ctrl+W                view controls
Amiga-X        Ctrl+X                show pointer on/off
Amiga-Y        Ctrl+Y                save screenshot as BMP
Amiga-{        Ctrl+Shift+[          start recording
Amiga-}        Ctrl+Shift+], Stop    stop recording/playback
Amiga-,        Ctrl+Comma, Shift+F5  jump to BIOS
Amiga-.        (none)                run ARexx script (AmiArcadia only)
Amiga-/        Ctrl+/                view debugger on/off
Ctrl-'         Ctrl+'                1 FPS while held down
Ctrl-F1        Ctrl+F1               1x size
Ctrl-F2        Ctrl+F2               2x size
Ctrl-F3        Ctrl+F3               3x size
Ctrl-F4        Ctrl+F4               4x size
Ctrl-F5        Ctrl+F5               5x size
Ctrl-F6        Ctrl+F6               6x size
Ctrl-NumMinus  Ctrl+NumMinus         decrease speed by one "tick"
Ctrl-NumPlus   Ctrl+NumPlus          increase speed by one "tick"
P, Play/Pause  Pause, Play/Pause     pause on/off (same as break/continue)
Prev           Prev Track            move up in sidebar
Next           Next Track            move down in sidebar
Rewind         (none)                restart playback
(none)         Web/Home              go to EA2001 Central
(none)         Volume -              quieter
(none)         Volume +              louder

WinArcadia: Note that while in "1 FPS" mode, you will not be able to send
any input via keyboard to the guest, due to the need for holding the Ctrl
key down. Input via other devices (ie. joysticks) is unaffected.

Guest Machines

Contents | < Browse | Browse >



GUEST MACHINES------------------------------------------------------------

General notes regarding compatibility

Illegal opcodes might have various effects on the real CPU.
  These may seem to be emulator bugs but in fact are faithfully emulated
(ie. non-problems):

  * Tones are off-key (when "Settings|Audio|Retune tones?" is not in use).
  * Flickering horizon lines (although this happens somewhat differently
    under Ami/WinArcadia than on a real machine).
  * Many games have flickering sprites and/or backgrounds (due to
    the use of temporal multiplexing techniques). You can use the
    "Settings|Sprites|Demultiplex?" toggle to eliminate the flickering for
    most games.
  * Some games (eg. Hobo, Jump Bug, The End, Turtles) have garbage lines
    of colour at the bottom of the screen (these are generally offscreen on
    a typical television setup).
  * The aspect ratio and overscan of the emulation may not be identical to
    those on the real machines (depends on the magnification and other
    settings of the television set anyway).
  * See also the Gaming Guides for notes on various behaviours of specific
    games which might appear to be emulation bugs but in fact also occur on
    the real machines.

Emerson Arcadia 2001

Bus contention is not emulated, but can be user-adjusted via the
Settings|Speed|Adjust... subwindow (and is automatically adjusted
for known games).
  Some variants (the Palladium VCG, for example) do not have RAM
mirroring. The emulator emulates an actual Emerson Arcadia 2001 (which
does have RAM mirroring) in this regard.
  See also the Emerson Arcadia 2001 Gaming Guide
(http://amigan.1emu.net/agg/).

Interton VC 4000

Bus contention is not emulated, but can be user-adjusted via the
Settings|Speed|Adjust... subwindow (and is automatically adjusted
for known games).
  Emulation of the Hobby Module and running its games is achieved by using
the Elektor emulation and setting the BIOS to Hobby Module.
  See also the Interton VC 4000 Gaming Guide
(http://amigan.1emu.net/igg/).

Elektor TV Games Computer

Bus contention is not emulated, but can be user-adjusted via the
Settings|Speed|Adjust... subwindow (and is automatically adjusted
for known games).
  The (fixed version of the) 2K BIOS ("monitor") ROM is built into this
emulator. In the expanded machine, the RLG 2716 EPROM loader or saver
(loader by default) (at $1C00..$1C7F and $1E00..$1E7F) and the calculation
routine (at $2000..$21FF) are also built in.
  The emulator supports both the basic ("base") and expanded ("extended")
versions of the Elektor TV Games Computer (also known by its German name:
"Elektor TV Spielcomputer"). By default, the expanded version is emulated.
However, when the autosensing subsystem detects a game/utility that does
not require, and is not enhanced by, the extra features of the expanded
version, the basic version is emulated.
  The expanded version has these improvements compared to the basic
version:

    * extra RAM;
    * random number generators at $1D20, $1FAF and $1FFF;
    * an Interton-style NOISE generator at $1E80;
    * two AY-3-8910 Programmable Sound Generators (PSGs) (partially
      emulated);
    * the Rapid Loading Games enhancement (partially emulated);
    * two cartridge slots (not emulated: use Interton machine to run
      cartridge games).

It is possible to load and save virtual cassette tapes (ie. audio dumps)
in RIFF WAVe format. This can be useful eg. when you have dumped a
real cassette from a real machine, or when you want to generate a real
cassette for a real machine.
  Note that the I/O area, and the input and output lines, of the Elektor
TV Games Computer, are (arbitrarily) considered to be unreadable and
unwritable; thus, such accesses will be reported as illegal reads/writes.

Elektor incompatibilities:
 The Programmable Sound Generators are not completely emulated (ie. no
  envelopes).
 AmiArcadia only: Only 4 sounds can be played simultaneously, rather than
  14. This is a limitation of the host hardware.
 Note that 07-D-Disassembler has nothing to disassemble at $900, due to
  the way programs are loaded (memory is cleared when loading); however,
  it does work and can be used to disassemble eg. itself, the BIOS ROM,
  the EPROM routines, etc.
  See also the Elektor TV Games Computer Gaming Guide
(http://amigan.1emu.net/egg/).

PIPBUG-based Machines

The 1K PIPBUG monitor ROM BIOS is built into this emulator.
  The Utility EPROM is also built into the PIPBUG emulator, when
appropriate.
  It is possible to load and save virtual cassette tapes (ie. audio dumps)
in RIFF WAVe format. This can be useful eg. when you have dumped a
real cassette from a real machine, or when you want to generate a real
cassette for a real machine.
  The emulated VDU is the Electronics Australia Low Cost VDU (based on the
Signetics 2513 character generator).
  The 8255 PPI chip of the ETI-685 board (as used by the ETI-686) is not
emulated.
  See the {"Settings|Input|Guest keyboard layout" link Inpu} documentation
for information about the keyboard layout.

PIPBUG incompatibilities:
 Most features of the VT50/VT52/VT100/etc. are not emulated.
 The Flag and Sense pins of the CPU are not emulated accurately with
  regards to keyboard input.
 Sound generation (via the Flag pin) is only emulated for Music.pgm (and
  is done via high-level emulation).
 The CHIN (input) and COUT (output) routines in the PIPBUG ROM are
  effectively "patched" by the emulator. Input and output by other methods
  than via these routines will not work, due to the Flag and Sense pins of
  the CPU not being emulated accurately.
 Certain hardware which may be present in certain PIPBUG-based machines
  (eg. parallel and serial I/O ports, clock) is not emulated.
 The optional S-100 bus, and cards for it, are not emulated (except that
  extra RAM can be emulated).
 See also the PIPBUG Coding/Gaming Guide
  (http://amigan.yatho.com/s-coding.txt).

BINBUG-based Machines

The emulated VDU is the Electronics Today International DG640 (based on
the Motorola MCM6574).
  The TCT PCG (aka ETI-681) card is emulated, supporting two joysticks and
128 16*8 UDGs.

Signetics Instructor 50

The 2K USE monitor ROM BIOS is built into this emulator.
  It is possible to load and save virtual cassette tapes (ie. audio dumps)
in RIFF WAVe format. This can be useful eg. when you have dumped a
real cassette from a real machine, or when you want to generate a real
cassette for a real machine.

Instructor 50 incompatibilities:
 Paper tape I/O is not emulated.
 The circular LEDs on the genuine trainer are red, not white, when lit.
 The optional S-100 bus, and cards for it, are not emulated (except that
  extra RAM can be emulated).
 See also the Signetics Instructor 50 Coding/Gaming Guide
  (http://amigan.yatho.com/s-coding.txt).

Central Data 2650

The 1K "supervisor" monitor ROM BIOS is built into this emulator.
  It is possible to load virtual cassette tapes (ie. audio dumps)
in RIFF WAVe format. This can be useful eg. when you have dumped a
real cassette from a real machine, or when you want to generate a real
cassette for a real machine.

Central Data 2650 incompatibilities:
 Paper tape I/O is not emulated.
 Interrupts are not emulated.
 The optional S-100 bus, and cards for it, are not emulated (except that
  extra RAM can be emulated).
 See also the Central Data 2650 Coding/Gaming Guide
  (http://amigan.yatho.com/s-coding.txt).

Coin-ops

These ROMs are built into this emulator.
  Galaxia (as labelled on the printed circuit board) is labelled as Super
Galaxians (marquee). It is a licensed or unlicensed clone of Galaxian (by
Namco).
  Astro Wars is a seemingly unlicensed clone of Astro Fighter (by Data
East) (and not of Astro Blaster as is sometimes claimed).
  The Malzak games are seemingly unlicensed clones of Scramble (by
Konami).

Astro Wars incompatibilities:
 Sound might not be fully nor accurately emulated.
 The colours may be incorrect (should we have cyan instead of dark blue?).
 Some sprite jittering can be observed.
 Some DIP switches are not emulated (eg. cocktail switch?).
 Some cabinets apparently have one set of controls shared by the players
  (in an alternating manner), whereas other cabinets have separate
  controls for each player. Only the latter is currently emulated.
 There appear to be more controls on the real control panel than we
  emulate. Eg. there is a joystick and left and right buttons. There is a
  green button (presumably the firebutton), a red button (unknown purpose)
  and two white buttons (1UP/2UP).

Galaxia incompatibilities:
 Sound might not be fully nor accurately emulated.
 The colours may be incorrect.
 Some sprite jittering can be observed.
 Some DIP switches are not emulated.
 Some cabinets apparently have one set of controls shared by the players
  (in an alternating manner), whereas other cabinets have separate
  controls for each player. Only the latter is currently emulated.

Laser Battle and Lazarian incompatibilities:
 Reset and service lines are not emulated.
 There may be additional sound hardware (noise generator?) which is not
  emulated.
 On the second level of Laser Battle ("tunnel of fear"), it is possible to
  die for no apparent reason. The cause of this has yet to be determined.
  Presumably it does not happen on the real machine. Lazarian does not
  have this issue.

Malzak incompatibilities:
 Not all tiles are displayed correctly; this is unlikely to be authentic.
 Your bullets can go through terrain in some circumstances; this is
  probably authentic.
 The dual SN76477 sound chips (if any) are not emulated, only the PVI
  sound is.
 The colours might be incorrect.
 The positioning of the title screen sprites may be incorrect.
 On "M A L Z A K  II" title screen, text background is not rectangular
  (ie. there are extra "background" cells). This is the same under MESS.
  This might be authentic.
 When you run out of fuel, your exhaust jet stays in position rather than
  falling with you. This is the same under MESS. It is probably authentic.
 "Continue" prompt lasts only 5 seconds. This is the same under MESS and
  is probably authentic.

Chaos 2

The Chaos 2 emulation is preliminary. Loading and saving of games is not
possible (and none have been dumped anyway). You can load and save AOF/HEX
files, load and save COS and COR files, and use the LOAD/SAVE (raw)
commands of the debugger.
  Note that this is apparently a custom-built computer; ie. only one of
these machines has ever existed (!). See
http://koo.corpus.cam.ac.uk/chaos/ for information.
  The emulation is not yet useful for much. Further details of the
hardware and dumps of the software are required.
  Note that this machine has a real-time clock (which is emulated), but
that this clock lacks a year field (and is obviously not Y2K compliant).
  The emulated VDU is the Electronics Australia Low Cost VDU (based on the
Signetics 2513 character generator).

Chaos 2 incompatibilities:
 Mass storage devices (cassette, floppy disks, hard disks) are not
  emulated.
 Serial I/O is not emulated.
 The real machine probably uses a different VDU.
 The prompt ("$ ") is not displayed.

Dolphin

You can load BIN files, load and save AOF/HEX files, load and save COS and
COR files, and use the LOAD/SAVE (raw) commands of the debugger.

Dolphin incompatibilities:
 Most peripherals (eg. cassette interface, parallel port, VDU, speaker)
  are not emulated.
 Most ROM chips have not been dumped.

PHUNSY

PHUNSY incompatibilities:
 The extended I/O ports are not emulated (except that the timer chip is
  emulated).
 Serial (ie. teletype) I/O is not emulated.
 Cassette I/O is not emulated.
 Sound generation is only emulated for Piano.bin (and is done via high-
  level emulation).

MIKIT

MIKIT incompatibilities:
 The BIOS ROM ("JUPACK 78") has not been dumped.
 The keypad is not properly emulated.
 The I/O ports are not properly emulated.
 Serial (ie. teletype) I/O is not emulated.
 Cassette I/O is not emulated.
 Sound generation is only emulated for MusicStueck.pgm (and is done via
  high-level emulation).

Pong

In the gridball game on a PAL AY-3-8600, the vertical lines and gaps are
of uneven lengths, and one of the gaps is too narrow for the ball to pass
through. This is authentic (ie. not really an incompatibility).

Type-right

The course book (user manual) for this is available from
http://amigan.1emu.net/aw/
  When doing a lesson, the applicable text is shown in the output window,
so that you do not need to refer to the course book.
  Note these differences, as compared to the real machine:

    * No secret code is generated at the end of class 9 lesson 4.
    * Caps Lock is turned off by pressing Caps Lock again (real machine
      uses Shift to turn off Caps Lock);
    * The authentic WPM and accuracy calculation algorithms might be
      slightly different from ours.
    * The real machine turns itself off after 10 minutes without user
      input.
    * Some sounds and timings may be slightly different to the real machine.

For classes 8 and 9, anywhere that a single space is accepted, multiple
spaces are also accepted (although pointless, as they just waste time).
This is authentic.

Glossary

Contents | < Browse | Browse >



GLOSSARY------------------------------------------------------------------

"Emerson Arcadia 2001", "Arcadia" or "EA2001" is generally used in the
emulator and this document to refer to the entire Emerson Arcadia 2001
console family. However, it should be noted that there are sub-groupings
within this family which have differences (eg. extra keys, FLAGLINE
connected or not, etc.).
  Likewise, "Interton VC 4000", "Interton" or "VC4000" refers to the
entire Interton VC 4000 console family with its various sub-groupings.
  "Elektor TV Games Computer", "Elektor" or "TVGC" refers to the Elektor
TV Games Computer (German name: "Elektor TV Spielcomputer").
  "PIPBUG-based machines" refers to any machine which runs the PIPBUG
firmware; for example, the Electronics Australia 77up2 or the Signetics
Adaptable Board Computer.
  "Instructor" or "SI50" refers to the Signetics Instructor 50.
  "CD2650" refers to the Central Data 2650.
  "Malzak" refers to both the Malzak 1 and Malzak 2 games. Where a
specific game is referred to, "Malzak 1" or "Malzak 2" will be used.
"Malzak 1" refers exclusively to the proper Malzak 1 machine. "Malzak 2"
refers to the Malzak 2 machine whether or not it is running as "version
one" or "version two".
  "Chaos" refers to the Chaos 2.
  "Coin-ops" refers to Astro Wars, Galaxia, Laser Battle, Lazarian, and
Malzak 1 and 2.
  "Zaccaria" refers to Astro Wars, Galaxia, Laser Battle, and Lazarian.
  The titlebar of the program will vary according to what is being
emulated: "AmiArcadia", "AmiInterton", "AmiElektor", "AmiPIPBUG",
"AmiInstructor", etc. (or the appropriate "Win..." equivalent) as
appropriate. AmiInterton, WinElektor, etc. are just alternative names for
AmiArcadia/WinArcadia.
  The term "guest" refers to the Signetics-based machine being
emulated, and "host" is the Amiga or IBM PC which is emulating it.
  An "overlay" is a sheet of plastic with holes cut in it and text printed
beneath each holes. On the real machine (Arcadia or Interton), you would
generally place one such overlay over each controller before playing each
game, and then would know which buttons to press to perform various
actions in the game. Each game has its own pair of overlays. There are
scans of most overlays available at the site. The emulator knows the
overlays and can display this information in the "Help|Game
information..." and "Help|Host keyboard..." subwindows.
  The terms "controllers", "paddles" and "joysticks" are used
interchangeably to refer to the (guest) game controllers, especially to
the directional joystick-like component of them. "Paddle" is also used
to refer to a host "spinner" controller, and "joystick", "gamepad" or
"joypad" to refer to the host joystick/gamepad/joypad (analog or digital).
  In the Settings (aka Options) menu, the "Left" and "Right" controllers
refer to the guest controllers, whereas "1st" and "2nd" refer to the host
gameports.
  "Monitor" can refer to the real-time system monitor (as in View|
Monitor...). The guest ROM BIOS (ie. operating system) is also referred to
as the "monitor" in some documentation. It can also refer to the
physical guest or host monitor (ie. Visual Display Unit or "screen").
  The term "game" is used for any guest software that is run under
the emulator, even utilities, demos, etc.
  "State" is short for "saved state", ie. COS files, formerly known as
"snapshots".
  1K (one kilobyte) is 1024 bytes, of course.
  "Macro" can refer to gameplay recordings (ie. COR files) or to ARexx
scripts.
  A "watchpoint" is a data breakpoint (it breaks on writes and optionally
on reads, instead of on execution).
  Expansion RAM is considered as "motherboard RAM" by the emulator (for
the purposes of eg. "View|Contents of|RAM"). Cartridge RAM is not.
  "Pointer" means the mouse pointer. "Cursor" means the text cursor.
  "2650" includes variants such as the Signetics 2650A and 2650B.
  "Sounds" are of two types: "tones" are square waves and "noises" are
white noise.
  "DIP switches" can refer to jumpers, toggles, potentiometers, etc.
  "UDG" means "User-Defined Graphic" (aka UDC (User-Defined Character)),
as generated with a Programmable Character Generator (PCG). These are
character glyphs (tiles) which are redefinable by games.
  "PDG" means "Pre-Defined Graphic". These are the character glyphs
(tiles) which are built into the hardware and thus are non-redefinable.
  Any version number followed by + means that version or later, at least
up to the current version. Eg. if V14.1 is the latest version, V13.01+
means V13.01-V14.1. All version numbers are decimal.
  COR files (and ANIMs/AVIs) can be played back, recorded and stopped. So
can cassette tape files (WAVs). However, they are quite separate things
and eg. the "Macros|Record..." command has nothing to do with the "Project|
Tape »|Record..." command.
  "USG" is the Signetics SC2621 Universal Sync Generator chip.
  "PVI" is the Signetics 2636 Programmable Video Interface chip.
  "UVI" is the Signetics 2637 Universal Video Interface chip.
  "CPU" is the Signetics 2650/2650A/2650A-1 or 2650B Central Processing
Unit chip.
  "VCG" is the Signetics SAA5050 Videotext Character Generator chip.
  "PSGs" are AY-3-8910 Programmable Sound Generators.
  A "byte" is an 8-bit value. A "word" is considered to be an 16-bit
value, for the purposes of eg. the DOKE command. (Strictly speaking, the
word size of the 2650 CPU is 8 bits.)
  A "flag" can refer to fields which are several bits in width (and
which are therefore not strictly flags).
  "AY-3-8500/8550" refers to the AY-3-8500 (NTSC), AY-3-8500-1 (PAL),
AY-3-8550 (NTSC), AY-3-8550-1 (PAL) and AY-3-8515 (PAL) chips. These are
not Signetics-based machines, but there is a historical connection
(Interton, Hanimex and various others produced various Pong machines based
on the AY-3-85xx series, eg. the Interton Video 3000). The VTech Type-
right is probably not based on any Signetics technology.
  An "opcode" is the first byte of a CPU instruction. An "operand" is any
remaining bytes of the instruction.
  A "modal" subwindow is one that (effectively) pauses the emulator while
it is open (eg. the high score table). A "modeless" subwindow is one that
can be open while the emulator continues running as normal (eg. the real-
time monitor).
  An emulator runs the same code as the authentic machine. A simulator
replicates the observable behaviour but its internal implementation is
different (eg. a remake). Ami/WinArcadia simulates the Pong and Type-right
machines and emulates the rest.
  The term "label" is used interchangably with "symbol".
  The term "frame" is used interchangably with "field". For these
machines, both terms are equivalent to a TV "field" (ie. half a frame).
  "OSx.x" is an abbreviation for "AmigaOS x.x".
  "TMSes" are the TMS3615 tone generators, as found in Laser Battle and
Lazarian.
  "Trainer" has two meanings: (1) a class of machines which includes the
Instructor, MIKIT, etc. often characterized by 7-segment LED displays and
hexadecimal keyboards; (2) used as a synonym for "cheat mode".
  Animated PNG files are also known as APNG files.
  A trainer is a cheat mode (eg. unlimited lives).
  The emulator uses the same terminology as the official Signetics 2650
user manual. One "cycle" or "CPU cycle" always equals three "clocks" or
"clock periods":

    1 cycle = 3 clocks = 12 pixels (for Arcadia/Interton/Elektor)
    1 cycle = 3 clocks = 36 pixels (for CD2650)

"EA" is "Electronics Australia" magazine.
  "ETI" is "Electronics Today International" magazine (Australian
edition).
  "Obsolete" is meant in the sense that there is no reason to run that
file (eg. it might be a data file).

Troubleshooting/FAQ

Contents | < Browse | Browse >



TROUBLESHOOTING/FAQ-------------------------------------------------------

     It won't start (hangs at startup!)                                 
     Where can I get more games for this emulator?                      
     My game is not working properly!                                   
     When I load a game, the screen does not update accordingly!        
     The colours in my game are wrong!                                  
     Players are drifting when there no keyboard input!                 
     Horizon lines are jittering!                                       
     I can't find a BIOS file!                                          
     The sprites or background in my game are flickering!               
     Certain combinations of keys do not work!                          
     The emulation is slow!                                             
     Gameplay recordings are not playing back correctly!                
     My games are not appearing in the sidebar!                         
     The host joysticks/gamepads are not working!                       
     The emulator seems frozen!                                         
     Various menu items are not available!                              
     The 'next instruction' is shown wrongly!                           
     The speed indicator on the status bar is fluctuating!              
     Where is the installer?                                            
     Monitor-good.bin, Monitor-bad.bin, PIPBUG.bin, UtilityEPROM.bin,   
      USE.bin, Supervisor.bin, Malzak.zip, Malzak2.zip, Galaxia.zip,    
      AstroWar.zip, etc. don't work!                                    
     All the games are crap!                                            
     Pausing doesn't immediately stop the machine; output is scrolling  
      past before I can read it!                                        
     The debugger is saying 'Command is unavailable.'                   
     The default keys are different from those used in MAME/MESS!       
     The 'Settings|Input|Redefine keys...' subwindow ignores my         
      gamepad/joystick!                                                 
     The emulator isn't using Greek glyphs!                             
     The emulator isn't using Polish glyphs!                            
     The emulator isn't using Russian glyphs!                           
     The sprites have disappeared!                                      
     The 'A' and 'B' toolbar buttons don't always work!                 
     How do I reset/delete the configuration/high scores/non-volatile   
      RAM/autosave?                                                     
     The analog stick ('hat') buttons don't work!                       
     Input is not always recognized!                                    
     The sprite editor isn't letting me edit the sprites/UDGs!          
     The memory editor only shows '-' for the tooltips!                 
     What do the colours in the emulator GUI mean?                      
     The emulator says my game is obsolete!                             
     The emulator says to run the compatibility-patched version!        
     How do I do rerecordings (eg. for making tool-assisted speedruns)? 
     Where is the configuration stored?                                 
     Why wasn't my high score added to the table?                       
     What are the controls? There is no reaction if I press anything on 
      the keyboard, also there is no reaction to joystick input.        
     Which file formats can be loaded and/or saved?                     

Arcadia:
     Funky Fish and Macross don't have starfields! (WinArcadia only)    
     Space Attack player movement is too fast!                          

Interton:
     Sometimes my game works, sometimes it doesn't!                     

Elektor/PIPBUG:
     I can't get cassette dumps to load!                                

PIPBUG:
     While using the printer emulation, the LED digits are fluctuating! 
     Solitaire is not designed for 16 rows, is it?                      
     Programs that alter the LED digits are also causing garbage to be  
      be printed in the 'Tools|Printer...' subwindow!                   

QWERTY-based machines:
     Keyboard input isn't working!                                      
     The emulator GUI shortcuts don't work!                             
     The emulator is hanging!                                           

Coin-ops:
     How do I play a game on a coin-op?                                 
     Malzak 2 freezes after saying 'Return test switch to position 1!'! 
     In Astro Wars, meteors are not colliding with the player!          

Dolphin:
     Dolphin just shows a blank screen!                                 

PHUNSY:
     How do I load and run a PHUNSY game?                               

MIKIT:
     Keys don't work in the BIOS!                                       

Pong:
     Can I use a host lightpen/lightgun for the rifle games?            
     The host keyboard isn't controlling the bat properly!              
     I can't see any cursor in the rifle games!                         
     If I shoot in the rifle games, a hit increments both counters!     
     I can't shoot in the rifle games (I always miss)!                  
     Toggling slow/fast in the DIP switch editor is having no effect!   
      (AY-3-8600 only)                                                  
     Gridball wall gaps are uneven in PAL mode! (AY-3-8600 only)        

Type-right:
     Caps Lock is not working properly!                                 

AmiArcadia only:
     I can't get speech to work!                                        
     I'm confused about the various supported host input devices!       
     Can't open ahi.device!                                             
     I get graphics corruption if I increase the size!                  
     Can't allocate potgo bits!                                         
     Why isn't there an AROS x86 port of AmiArcadia?                    

AmigaOS 3.2/3.2.1 only:
     'Settings|Input|Pass right mouse button to guest' does not work!   

AmigaOS 4 only:
     Breaking (Ctrl-C) in the console window sometimes freezes the emu! 
     MNG animations are not playing back correctly!                     
     I tried to use a joystick or gamepad with AmiArcadia but it        
      doesn't work!                                                     

MorphOS only:
     It quits at startup, complaining about button.gadget!              

WinArcadia only:
     I can't hear any sampled sounds!                                   
     How do I record the emitted sound?                                 
     I can't find the Project and Settings menus!                       
     SpriteMakerEA and/or TextMakerEA are reporting errors about        
      incorrect OCX file versions!                                      
     The size and positioning of various elements are wrong!            
     Clicking the email button in the About window does nothing!        
     The emulator crashes at startup!                                   
     The emulator is warning 'Incorrect code page!'                     
     YM files can't be loaded by AYEmul!                                

Troubleshooting/FAQ

Contents | < Browse | Browse >



Keyboard input isn't working!

Most BIOSes and games generally expect use of uppercase (ie. capitals)
input. So ensure that "Settings|Machine|Allow lowercase input?" is
disabled.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Where can I get more games for this emulator?

http://amigan.yatho.com/games.zip
http://amigan.yatho.com/enhance.zip

Troubleshooting/FAQ

Contents | < Browse | Browse >



My game is not working properly!

Check your settings, especially the input settings (eg. digital/analog,
autofire on/off, paddle swapping) and sprite collisions and visibility
settings. Try not skipping frames, as certain synchronicities can occur
with games which use multiplexing techniques. Read the game help in the
relevant Interton VC 4000 Gaming Guide and in the "Help|Game
information..." command.
  Ensure that you are using a known good dump. Ensure that autosensing is
enabled. Especially, check the "Settings|Left controller" menu item to
ensure it is correct for the device you want to use.

Troubleshooting/FAQ

Contents | < Browse | Browse >



When I load a game, the screen does not update accordingly!

Ensure that the emulator is not paused.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The colours in my game are wrong!

For Arcadia, toggle "Settings|Colours|Flag line emulation?".
  For Interton/Elektor, toggle "Settings|Colours|Darken background?".
  Check and/or adjust the palette using the "Settings|Colours »" submenu.
  AmiArcadia: try running it on a deeper (ie. more colours) screen with
more available pens.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Players are drifting when there no keyboard input!

Ensure that "use analog on host" is disabled.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Horizon lines are jittering!

This is authentic; ie. the genuine consoles also exhibit such jittering.
For Arcadia, you can tick the "Settings|Graphics|Dejitter horizons?"
option to suppress the jittering.

Troubleshooting/FAQ

Contents | < Browse | Browse >



I can't find a BIOS file!

The Arcadia and Interton do not possess a BIOS; thus a BIOS file is not
necessary or possible. Stub "demo" programs for these machines are
built into the emulator. The BIOSes (ie. ROMs) of the Elektor, PIPBUG,
BINBUG, Instructor, CD2650, coin-ops, Chaos and Dolphin (MO PROM only) are
built into the emulator. The MIKIT BIOS ("JUPACK 78") has not been dumped
and thus a non-functional substitute "stub" is used instead.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The sprites or background in my game are flickering!

In the case of sprites, this is a technique used in many programs
to display more than the normal number of sprites by rapidly
multiplexing them; ie. quickly switching the sprite positions and imagery
to give the illusion of more sprites.
  For Arcadia, the emulator normally automagically demultiplexes the
sprites. So, if this is occurring, you probably have sprite demultiplexing
turned off; try turning it back on ("Settings|Sprites|Demultiplex?").
  Note that some games deliberately "twinkle" their starfields.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Certain combinations of keys do not work!

This is due to the limitations of the host keyboard hardware, and happens
when there are several keys held down. This problem is well-documented in
eg. the Amiga ROM Kernel Reference Manuals. It affects all software,
not just Ami/WinArcadia. The problem is most obvious in games such as
Robot Killer. There is not really a workaround for this, other than using
joystick(s) instead of keyboard, or you could try remapping the keys.
  But remember that you can now set up host keys for diagonals. Eg. with
the default mappings, the right player only needs to press U to go up-left
(northwest) rather than having to press I and J. By this method, games
such as Robot Killer can be played successfully via the keyboard, at least
for one player.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The emulation is slow!

Indeed it is, unfortunately. The Arcadia, Interton and Elektor emulation
is cycle-accurate and there is a speed penalty associated with this.
  Here are some suggestions to increase the speed.

For AmiArcadia:

(a) You should patch the graphics subsystem; this gives an astounding
    performance improvement for OCS/ECS/AGA under WinUAE (and a
    significant improvement on a real Amiga) that affects not only
    AmiArcadia but also various other software. See here
    for more information.

(b) WinUAE users can make the emulation faster by checking "Immediate
    Blitter" (and of course unchecking "Cycle exact CPU and Blitter"), in
    Settings|Hardware|Chipset|Misc chipset options.

(c) 1x graphics scaling gives faster redraws than the larger scalings;
    you could run in a low-resolution screenmode to enlarge the apparent
    size of this.

(d) Narrow mode is faster than wide mode.

(e) RTG modes are generally faster than OCS/ECS/AGA modes.

(f) Shallow modes (fewer colours) are generally faster than deep (more
    colours) modes. For example, under MorphOS at least, changing from a
    16-bit screenmode to an 8-bit screenmode almost doubles the speed.

(g) Skipping frames will increase the speed marginally.

(h) You could increase AmiArcadia's priority (eg. with the PRI argument
    from CLI, the TOOLPRI Workbench ToolType, or the SetTaskPri CLI
    command).

(i) You could compile specifically for your CPU if you are using something
    better than a 68020 (the provided binary is 68020-optimized).

(j) WinUAE users could use a faster version of WinUAE, such as WinUAE
    0.8.8 R9.

(k) AmiArcadia will be slightly faster if "Settings|Filters|Scanlines?"
    is *on*. (The reverse is true for WinArcadia.)

(l) When generating a COR file, it is faster to do it on the RAM: disk
    (and copy the file later to permanent storage if desired),
    especially if GIFs, PNGs, etc. are also being generated.

For both:

(a) The various subwindows each slow down the emulation somewhat.

(b) "Settings|Filters|HQx" or "Settings|Filters|Scale 2x/3x/4x" will slow
    down the emulation considerably.

For WinArcadia:

(a) Full-screen mode with stretching enabled is very slow.

(b) WinArcadia will be slightly faster if "Settings|Filters|Scanlines?"
    is *off*. (The reverse is true for AmiArcadia.)

Troubleshooting/FAQ

Contents | < Browse | Browse >



Gameplay recordings are not playing back correctly!

Check the sprite collisions, autosense, NTSC/PAL, (for CD2650 and
Selbstbaucomputer) clock speed, BIOS version, etc. settings:
they must be the same as what was used when the recording was made.

Troubleshooting/FAQ

Contents | < Browse | Browse >



My games are not appearing in the sidebar!

Use the "Project|Audit games..." (AmiArcadia) or "File|Audit games..."
(WinArcadia) command.
  Remember that AOF/EOF/HEX files are not shown in the sidebar.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The host joysticks/gamepads are not working!

Check "Settings|1st host controller" and "Settings|2nd host controller".
  For OS4.x: In the Lowlevel tab of the AmigaInput Preferences program,
the user is allowed to remap new devices to the ports handled previously
by lowlevel.library. (In Preferences, unit "0" is what AmiArcadia refers
to as the "1st" port, and unit "1" is what AmiArcadia refers to as the
"2nd" port.) The user has to remap their device as a joypad or joystick
(or indeed mouse, if you want to use the "Mouse/trackball" option), and
then configure it. See also here.

Troubleshooting/FAQ

Contents | < Browse | Browse >



I can't get speech to work!

There are good articles at:

    http://www.intuitionbase.com/static.php?section=en_OS4-speaks
    http://metacomco.com/articles/speech.htm

about installing SPEAK: support. They are also applicable to OS3.x.

Troubleshooting/FAQ

Contents | < Browse | Browse >



I can't hear any sampled sounds! (WinArcadia only)

The emulator probably can't find the RIFF WAV files it requires. If you
are running it from a command prompt, you need to change directory to the
WinArcadia directory before launching WinArcadia.

    WinArcadia\WA

won't work properly, you would need instead:

    CD WinArcadia
    WA

Troubleshooting/FAQ

Contents | < Browse | Browse >



The emulator seems frozen!

Some of the requesters (eg. the frame skipping requester, the "Help|
About..." requester, the "Listening..." requester, etc.) used by the
emulators are modal and must be dealt with and closed before emulation
will continue.
  Or, you probably typed something into the console window by mistake
(it might not even be anything that is visible): try deleting it by
clicking in the console window and pressing Backspace a few times.
  If the debugger is selected, your input is going to the debugger and
not to the guest.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Various menu items are not available!

You probably have the emulator paused during a frame; try clearing any
breakpoints/watchpoints and then unpausing. Or, the menu item you are
interested in is not relevant to (or not implemented for) the current
guest machine.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The "next instruction" is shown wrongly!

This function only looks at the opcode, not the operand. Eg. $0E is
LODA,r2, so that is what will be output. But $0E $78 $00 means
"LODA,r0 $1800,r2" because of the operand (bit 14 of the address selects
indexed mode). The trace and disassembly functions analyze both the opcode
and the operand.

Troubleshooting/FAQ

Contents | < Browse | Browse >



How do I record the emitted sound?

WinArcadia: Turn on the "Macros|Generate IFF 8SVX files?" and/or
"Macros|Generate IFF AIFF files?" and/or "Macros|Generate WAV files?"
options, then make a recording (with the "Macros|Start recording..."
command).

You could also use a 3rd-party sound recording tool, such as TotalRecorder
(V8.2 Professional was tested). In TotalRecorder:

    * ensure the "Level" slider is all the way to the right;
    * choose 8-bit stereo PCM at 11,025Hz; and
    * choose "Software" as the audio recording source.

But there is no need for that anymore (for WinArcadia users), since you
can generate IFF 8SVXes/AIFFs and WAVs directly using WinArcadia, as
explained above.

If you want to generate PSG and YM files, enable these options in the
"Macro" menu and then choose "Macros|Start recording...".

Troubleshooting/FAQ

Contents | < Browse | Browse >



The speed indicator on the status bar is fluctuating!

The FPS indicator is only an approximation rather than an exact measure;
the actual emulation is steadier than indicated, for reasons such as:

    a) the number for the achieved speed is shown as an integer;
    b) the desired speed may not be an integer (eg. Arcadia/Interton/
       Elektor actually run at 50.0804105952784 (PAL) or 60.1867202475031
       (NTSC) FPS rather than exactly 50 or 60 FPS);
    c) the indicator is only updated approximately once per second;
    d) the indicator includes historical data from the past second rather
       than being purely a measure of the speed at that instant;
    e) operations such as resetting or unpausing the machine will cause
       the indicator to be momentarily inaccurate; and
    f) other programs running on the host will of course leave less
       processing power available to the emulator (you can change the
       emulator's priority in this case).

Over the long term the guest will be emulated at exactly the correct
speed.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Where is the installer?

It doesn't need an installer; just run the emulator. You can use the
"File|Register filetypes..." command to associate WinArcadia with relevant
filetypes.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Monitor-good.bin, Monitor-bad.bin, PIPBUG.bin, UtilityEPROM.bin,
USE.bin, Supervisor.bin, Malzak.zip, Malzak2.zip, Galaxia.zip,
AstroWar.zip, etc. don't work!

Yes, the emulator is not designed to allow loading of these. These ROMs
are built into the emulator and thus you don't need to load them.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The emulator GUI shortcuts do not work!

For these guests, when unpaused, most input (eg. alphabetic Ctrl-key
combinations, Esc key, Tab key) is passed directly to the guest. Mouse
control of the emulator GUI, or pausing while using the emulator GUI, is
suggested.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The sprite editor isn't letting me edit the sprites/UDGs!

Arcadia: You can't edit PDCs (Pre-Defined Characters); they are built into
the machine.
  Some games update their sprite imagery every frame, or in some cases
several times per frame. This can occur even when there is no visible
change being made to the sprite imagery. In these situations, changes you
make to the sprite imagery will only last until the next time the game
updates its sprite imagery.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Funky Fish and Macross don't have starfields! (WinArcadia only)

Funky Fish: The coin-op doesn't have a starfield either. It is presumably
supposed to be underwater.

Macross: The second level occurs onboard the ship; therefore, there are no
starfields.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The emulator is hanging!

Some of the subwindows used by the emulator are modal and will need to
be closed before you can continue using the emulator.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Malzak 2 freezes after saying "Return test switch to position 1!"!

Press F4, then F5, then F3, then F1.
  (This moves the test switch, resets the machine, inserts a coin, and
starts a game.)

Troubleshooting/FAQ

Contents | < Browse | Browse >



All the games are crap!

No, they are not. You are maybe just crap at playing them... ;-) Try
reading the game help, Gaming Guide, manuals, etc.
  The "Crap Game" refers to the name of the dice game (craps), rather than
being an aspersion on its quality ;-) .

Troubleshooting/FAQ

Contents | < Browse | Browse >



Pausing doesn't immediately stop the machine; output is scrolling past
before I can read it!

The emulator's pause function waits until the end of the frame before
pausing. If you want to pause immediately, you can click in the output
window to activate it, and then press the Pause key (WinArcadia) or
spacebar (AmiArcadia). To resume, press the backspace key.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The emulator isn't using Russian glyphs!

AmiArcadia: You need to be using an appropriate font (ie. one which is
designed for code page 1251). There are several such fonts available on
Aminet (search for "russian"), eg. RUS_fonts.lha . Copy into FONTS: and
then use AmigaOS Preferences to choose an appropriate font.

Windows XP: In Control Panel, go to "Regional and Language Options|
Advanced". In "Language for non-Unicode programs", choose "Russian".
In "Code page conversion tables", ensure that "1251 (ANSI - Cyrillic)" is
ticked.

Windows 7: In Control Panel, go to "Clock, Language and Region|
Region and Language|Administrative|Language for non-Unicode programs|
Change system locale...". Choose "Russian (Russia)".

Windows 8.1: In Control Panel, go to "Region|Administrative|Language for
non-Unicode programs|Current language for non-Unicode programs". Choose
"Russian (Russia)".

Windows users might find this site to be useful:

    http://winrus.com/

Troubleshooting/FAQ

Contents | < Browse | Browse >



How do I play a game on a coin-op?

    1. Click on the game in the sidebar. Or...
       Use the "Settings|Machine »" submenu to choose the game to play.
    2. Insert coin(s) with the F3 key.
    3. Press F1 to start a game.
    4. Cursor keys to move, space bar to fire (if using keyboard control).

Troubleshooting/FAQ

Contents | < Browse | Browse >



The debugger is saying 'Command is unavailable.'

The command you are trying to use is not applicable to or not supported
by the guest machine you are currently emulating.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Toggling slow/fast in DIP switch editor is having no effect!
(AY-3-8600 only)

In fast mode, it only speeds up after you have hit the ball seven times
in a row without losing a man; it is slow until then. This is authentic.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The default keys are different from those used in MAME/MESS!

This multi-emulator is not MAME/MESS and is not intended to be. The
default keys used by MAME/MESS have changed in the past and may change
again in the future. Most Signetics-based machines (in fact, all the home
(non-coin-op) systems) have dozens of keys; it doesn't make a lot of sense
to rearrange everything to accommodate MAME/MESS. You could just as easily
say that the default MAME/MESS keys should be the same as those used by
Ami/WinArcadia.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The "Settings|Input|Redefine keys..." subwindow ignores my gamepad/
joystick!

This is intended for redefining the host keyboard keys, not gamepad/
joystick buttons.
  If your gamepad/joystick appears as a keyboard to AmigaOS/Windows (eg.
an X-Arcade), you can use this (and you could use the "Options|Left/right
controller|Keyboard" option).
 If, however, it appears as a gamepad to Windows (eg. a Logitech Dual
Action), the buttons cannot be redefined (and you would use the "Options|
Left/right controller|nth gamepad" option).

Troubleshooting/FAQ

Contents | < Browse | Browse >



The sprites have disappeared!

Maybe you accidentally turned them off; ensure that "Settings|Sprites|
Visible" is ticked.

Troubleshooting/FAQ

Contents | < Browse | Browse >



I can't find the Project and Settings menus! (WinArcadia only)

These are just alternative names for the File and Options menus.
  You can find these on your menu bar :-) .
  If you have turned off the menus, try clicking the right mouse button.

Troubleshooting/FAQ

Contents | < Browse | Browse >



SpriteMakerEA and/or TextMakerEA are reporting errors about incorrect
OCX file versions! (WinArcadia only)

You should delete the relevant OCX files from your \WINDOWS\SYSTEM32
directory, and ensure that the OCX files which are included with
SpriteMakerEA and TextMakerEA are in the same directory as WinArcadia.exe.

For Windows Vista/7/8/8.1/10/11, you will also need to:

    1. Left-click the Start orb.
    2. Right-click Command Prompt.
    3. Select "Run as administrator". (If you don't run as administrator,
       REGSVR32 will give error code 8002801C.)
    4. Select "Yes" in the requester.
    5. Change to the directory containing the OCX files.
    6. Type:

       REGSVR32 RICHTX32.OCX

This only has to be done once ever.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Dolphin just shows a blank screen!

It is running as intended and is waiting for input from you. See here
for the layout of the controls.

Troubleshooting/FAQ

Contents | < Browse | Browse >



I'm confused about the various supported host input devices! (AmiArcadia
only

This applies to the OS3 version.

    Mouse/trackball: any standard pointing device supported by Intuition.
        Note that mice/trackballs are only supported in the 1st port, not
        the 2nd.
    Digital joystick: a standard Atari/Commodore-style digital joystick,
        as supported by practically all Amiga games.
    Digital gamepad: a standard CD32 gamepad (or compatible).
    Analog joystick: an analog joystick (eg. one compatible with the
        Microprose "Formula One Grand Prix" game) or a circular spinner
        ("paddle").
    Analog gamepad: a modern USB gamepad, possibly with force feedback
        support (MorphOS only).

OS4 version: if you use the AmigaInput preferences as described here,
to emulate a CD32 gamepad, use "digital gamepad" in AmiArcadia.

"1st" means gameport '1' (ie. the usual mouse port).
"2nd" means gameport '2' (ie. the usual joystick port).

Note that the menu items on the Controller submenus are grouped by classic
Amiga gameport number (ie. all for "1st" host gameport grouped together,
then all "2nd" host gameport grouped together).

Troubleshooting/FAQ

Contents | < Browse | Browse >



The 'A' and 'B' toolbar buttons don't always work!

This is authentic. Some games require a certain delay between presses of
these buttons, so try doing it more slowly (or accelerate the emulation
with the F8 key).

Troubleshooting/FAQ

Contents | < Browse | Browse >



How do I reset/delete the configuration/high scores/non-volatile
RAM/autosave?

Quit the emulator, delete the relevant file, and restart the emulator;
the emulator will use its factory defaults. These files, and their usual
locations, are:

For AmiArcadia:
    Configs/AmiArcadia.ini (unless you have used the SETTINGS argument)
     - emulator configuration
    Configs/AmiArcadia.hgh
     - high scores
    MALZAK2.NVRAM
     - Malzak 2 non-volatile RAM
    Games/AUTOSAVE.COS
     - autosave

An ARexx script is provided that performs these operations.

For WinArcadia:
    Configs/WinArcadia.ini (unless you have used the SETTINGS argument)
     - emulator configuration
    Configs/WA.HGH
     - high scores
    MALZAK2.NVRAM
     - Malzak 2 non-volatile RAM
    Games/AUTOSAVE.COS
     - autosave

Troubleshooting/FAQ

Contents | < Browse | Browse >



I can't get cassette dumps to load!

Try using the "Project|Tape|Skewing..." requester to adjust the skewing
slightly. You might have to adjust the skewing separately for different
parts of the same file. Double-check that the WAV is an 8-bit WAV and not,
for example, a 16-bit one.
  If you are still having trouble, please email us for assistance; we have
other methods of dumping these tapes which can be more useful where the
signal is very badly degraded.
  It is helpful to trim most of the junk from the start and end of the
recording (but, for PIPBUG, the emulator does expect a second or two of
fast pulses ("set" bits) before any data).
  Maximizing the amplitude of the recording can also be helpful but is
not normally necessary.
  "Warning: Character is out of range!" messages which appear outside of
an AOF/EOF/HEX block (eg. at the very start or end of a recording) are
generally harmless. This, for example, is a good dump:

¶
                                                 ¶
:0440FFDE3F0689050F0D249E3F09AEE52498763F09CF05FF0D249E3F09AEE5059876060004303F096004313F0960043206013F09601B03C0C0C005050D249E3F09AEE50F9876060004333F096004343F0960043506013F09600400C1C2C31F04FFC0424F524E3F2042494F2D444154453F2042494F52485954484D2043414C43554C41544F52200000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000003F07800500CC089ACC089BCC089C3F074004018C0830CC08300D08310D6820EC08301A1B0C08300D08310E0832EE0835985CED08349857EC083398521F05620495                                                  ¶
:053FFF2B01CC08300C08318401CC0831E40C99540401CC08310C08328401CC08323F07801F0523050ACD08360C089ACC08370C089BCC08380C089CCC08393F07B086010D089A0D6840EC083698050450CE68000D089B0D6858EC083698130E6800E45018070445CE68001B050432CE68000D089C0D6875EC08369C05D60E6800E445180BE432180E0449CE68001B0C0432CE68001B050433CE6800E61D19063F07401F057C3F07000D0836A501CD0836E5F5180CE19C0579045FCC07B31F05790400CC089D3F07803F07B006FE86010C083082CC089B0D089F0D6820EC089B9E0650C10C089BA1CC089BC0C03F06A0C0C0C0E40C99050401CC08311B18045E3F09AE047B                                                  ¶
:063EFF37313F09AE04303F09AE86020431C8711F067F0D089BE50A98021B5FE51498080432CC063E1F0638E51E98080433CC063E1F0638E50F98053F07201B0504203F09AEE61E1E06083B031F04433F0980050F3F09CFF97B0400CC089E17000000000000000D089E0C0831E500150501CD089E0C08318401CC08311794A88F3A9FBFAF82DF426DF3D16AF75EF572777FFD5277D6F37767F4F5FF7FD27BFFFB72B777797AFF4EFD92BF1AAF13A546BB42AFCE4F06AD06B502898729A21986BD023346AE6ABF04213F09AE05FF0D28013F09AEE51D987607013F09DA170000000000000000000D083104FD8403F97C0703C10D289F3F09AEFB78860217000000000000DF                                                  ¶
:073DFF3300000005018D089AE51898020501CD089A05018D089BE51D98020501CD089B05018D089CE52298020501CD089C17004EABA2B1A2BDAA91B3A96A2B860346BB86A6AABF051CCD08220D08324503E50018021B05051DCD08220D0831CD089F17C6FB5A7FC2AF0615AAAF968BB79D03BA86CFB691051E0420CD6800F97B0C0837CC089A0C0838CC089B0C0839CC089C0420CC07B3060017007EF7F6FD4EFFFFFF66735ADF928F27A293B31FBF06BF57BF378DB3A7A6A5A6126AB70E83FE8B97B108AB1EBD39202020202020202020202020202020202020202020202020202020202020E0001F1C1F1E1F1E1F1F1E1F1E1F000000070A4E07094EF506080D0000BE                                                  ¶
:083CFF4F0000000000030608090A0A0908060402FEFCFAF8F7F6F6F7F8FAFD000003040608090A0A0A090806040300FDFCFAF8F7F6F6F6F7F8FAFCFD00000204060708090A0A0A09090807060402FEFCFAF9F8F7F7F6F6F68F8FF9FAFCFE0000000006070D0001094A414E4645424D41524150524D41594A554E4A554C4155475345504F43544E4F5644454300000000000000000000000000B27BB07BB279AA7DB278B039B0F1F804204C20012544A2402401001C000C0470006C002D2420822C026204246C6800050407000626CE09250D691F44CF18058F8924F87B06018E0925CE0925F96A1730303738092A010A640000000000000004300504CD691FF97B05FF95                                                  ¶
:093BA8F53F0980CD29223F09AEE5019873E6011806042F3F09AE173F09CF0600170000000000000000C8093F09303F090003CC0835060017000000002000000000000000000000200077100480B005000608121A7420B03B173B101244805161C1FA763B06457F01751817C004B5F87E04A9F87EC0C01777107640C205083B6B3B6974403B65521A0474401B027640F9733B587640751017040A3F09AE040D3F09AE1704203F09AEFB791750FE                                                  ¶
:000000                   da?`¶

We have added paragraph marks (¶) at the end of each line to indicate the
CR+LF pairs.
  It can help to try loading the game several times, as the CPU will be
synced at a slightly different position in the file each time. For the
same reason, you should save the game (eg. as a COS file) after a
successful load.
  It may be necessary to look at the WAVe file using a sample editor (eg.
we use OctaMED for this, after converting to IFF). Look at the portion
where the problem lies (ie. just before the tape offset reported in the
emulator's console window at the point where the load starts to go bad),
and you will usually see a momentary malformation of the waveform (eg. the
signal momentarily skews up or down and is no longer crossing the zero-
crossing point) but generally you can still tell by eye what the intended
data is. Carefully replacing the damaged portion with a nearby undamaged
portion (representing the same data, of course!) should allow the file to
be read successfully.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The analog stick ('hat') buttons don't work!

Try pressing the MODE, ANALOG or similar button (depending on your
gamepad) to switch into analog mode.

Troubleshooting/FAQ

Contents | < Browse | Browse >



In Astro Wars, meteors are not colliding with the player!

You are probably watching the demo mode. Press F3 to insert a coin, then
F1 to start playing.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Input is not always recognized!

Some keys need to be held down momentarily before the game will recognize
them. Eg. the F1-F4 keys are often like this. This is game-dependant and
not a problem with the emulators (ie. it is authentic behaviour).

Troubleshooting/FAQ

Contents | < Browse | Browse >



Can't open ahi.device V4+! (AmiArcadia only)

Ensure that there are no other programs running which have allocated any
sound channels.
  You also need AHI installed, obviously :-)

Troubleshooting/FAQ

Contents | < Browse | Browse >



How do I load and run a PHUNSY game?

Firstly load the game (eg. using the "File|Open..." command).

For a BASIC game located at $4000 (most are), type these lines, pressing
ENTER after each line:

    OLD
    RUN

If you are still having problems, check the Gaming Guide.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Can I use a host lightgun/lightpen for the rifle games?

Only if your lightgun/lightpen can emulate a mouse/trackball. Eg. for
Classic Amiga users, http://aminet.net/util/sys/Lightpen.lha will enable
you to control the pointer with a lightgun/lightpen. In this case, choose
"Settings|Left controller|Mouse/trackball". You also might not want the
crosshairs to be displayed; you can use the "View|Pointer?" option to
control this. For WinArcadia, you are probably going to want full-screen
mode (Ctrl+F).

Troubleshooting/FAQ

Contents | < Browse | Browse >



The host keyboard isn't controlling the bat properly!

Check your controller settings. You should use "Settings|Left controller|
Keyboard only". Also, ensure that "Settings|Input|Analog for guest?" is
ticked.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The size and positioning of various elements are wrong! (WinArcadia only)

This can happen under eg. Windows 7. In Control Panel, go to "Appearance|
Display". Choose "Smaller - 100% (default)".

Troubleshooting/FAQ

Contents | < Browse | Browse >



I can't see any cursor in the rifle games!

You can use the "Settings|Input|Show controller positions?" option to show
the current "paddle" position.

Troubleshooting/FAQ

Contents | < Browse | Browse >



While using the printer emulation, the LED digits are fluctuating!

These digits and the printer are both connected to the data port,
therefore this is an unavoidable side effect.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Solitaire is not designed for 16 rows, is it?

Presumably not. This game was probably written for a teletype. PIPBUG-
based machines can use a variety of output devices.
  You can use the "Settings|Emulator|Echo I/O to console?" so that you can
see more than 16 rows.

Troubleshooting/FAQ

Contents | < Browse | Browse >



I get graphics corruption if I increase the size! (AmiArcadia only)

If the AmiArcadia window is too large for the host screen, you will get
various ReAction rendering problems. This is a ReAction issue rather than
an AmiArcadia issue.
  The suggested fixes are:

    * use a smaller size (eg. 1x size); and/or

    * increase the size of your Workbench (using ScreenMode Preferences).

Troubleshooting/FAQ

Contents | < Browse | Browse >



If I shoot in the rifle games, a hit increments both counters!

This is authentic and is by design. The left counter is a shot counter
(not a miss counter). The right counter is a hit counter.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The memory editor only shows the addresses for the tooltips!

This is what it does when there is no data comment pertaining to the
address in question. Currently, the only data comments known by the
emulators are those for the Elektor, PIPBUG, BINBUG, CD2650 and PHUNSY
BIOSes. For example, look at the $08xx (Elektor) and $17xx (CD2650)
regions.
  If you are getting no tooltips at all, the memory editor subwindow is
probably not the active one (so click in it to activate it), or (for
AmiArcadia) you have a very old version of window.class (earlier than
V45.11).

Troubleshooting/FAQ

Contents | < Browse | Browse >



What do the colours in the emulator GUI mean?

Colours are used in the emulator GUI as follows:

    Opcode colours (eg. as used in opcode helper):
     red:    arithmetic, transfer
     blue:   input/output, Program Status Word, mixed
     green:  branch
     yellow: special
     purple: illegal

    Memory properties colours (eg. as used in real-time monitor):
     cyan:   breakpoint
     orange: watchpoint
     purple: mirror
     red:    unmapped
     yellow: write-only
     blue:   read-only
     green:  read/write

    Options group colours (eg. as used on toolbar):
     orange: input
     cyan:   speed
     purple: sprites
     yellow: sound

    Firebutton colours (eg. as used in key redefiner):
     red:    1st firebutton
     blue:   2nd firebutton
     green:  3rd firebutton
     yellow: 4th firebutton

    Macro colours (eg. as used on toolbar):
     red:           record
     blue:          play
     green or grey: stop

    Machine glyph colours (eg. as used on sidebar):
     green:  PIPBUG
     orange: BINBUG
     cyan:   CD2650
     yellow: PHUNSY
     red:    MIKIT

    Text colours (eg. as used in console window) (these are for
     WinArcadia, AmiArcadia colours will be different):
     red:    logs, tape
     green:  network, VERBOSE #define, debug, error, view, labels
     yellow: trace
     blue:   printer, pseudocode
     purple: PIPBUG/Chaos/etc., comments
     cyan:   CLI output
     grey:   CLI input, default

    Player colours (eg. as used in paddle axes display in UVI/PVI
    monitor):
     dark red:   player 1 (left  player)
     dark blue:  player 2 (right player)
     light red:  player 3 (left  player's teammate)
     light blue: player 4 (right player's teammate)
     black:      multiple players

    Directory colours (eg. as used in sidebar):
     red:    up tree (root/parent)
     green:  down tree (subdirectory)

    Key colours (eg. as used in "Help|Host keyboard..." subwindow):
     red:    left player (player 1)
     blue:   right player (player 2)
     purple: both players
     green:  console keys
     white:  emulator GUI (ie. reserved) keys
     grey:   unassigned keys
     orange: key/button is currently pressed

    DS2000 diagram colours (as used in PIPBUG/BINBUG "Help|Guest
    controls..." subwindow):
     purple: chips or slots
     green:  buttons
     blue:   unlit LED lamps
     red:    lit LED lamps

    Clock hand colours (eg. as used in AmiArcadia CPU monitor):
     blue:   hour hand
     black:  minute hand
     red:    seconds hand

    Sprite editor colours correspond to the actual guest colours, except:
     grey:   transparent
     white:  PDGs and UDGs (ie. unspecified colour)

    Collision table colours (eg. as used while Ctrl+RShift is held down
    for Interton or Elektor):
     black:      (nothing)
     dark green: grid
     dark blue:         sprite
     cyan:       grid + sprite
     light blue:        sprite + sprite
     white:      grid + sprite + sprite

    Signal component colours (eg. as used on Arcadia/Interton/Elektor
    screen when "Settings|VDU|Blanking areas?" is on):
     orange:      horizontal porch
     cyan:        horizontal retrace (aka horizontal sync pulse)
     white:       colour burst (actually part of horizontal back porch)
     pink:                             vertical porch
     red:         horizontal porch   + vertical porch
     blue:        horizontal retrace + vertical porch
     grey:        colour burst       + vertical porch
     purple:                           vertical retrace
     dark red:    horizontal porch   + vertical retrace
     dark blue:   horizontal retrace + vertical retrace
     black:       colour burst       + vertical retrace

    Sound colours (eg. as used in "Tools|Musical keyboard..." subwindow):
     Green indicates the tone generator.
     Red indicates the noise generator.
     Purple indicates the tone and noise generators together.
     Grey indicates notes that cannot be played by the UVI/PVI. However,
    they can be played by the PSGs or TMSes, if any are present.
     Cyan and orange indicate the 1st and 2nd units, respectively, of the
    PSG (for expanded Elektor) or TMS (for Lazarian and Laser Battle).

    Tape decks:
     cyan:  playback
     red:   recording
     green: stopped
     white: empty (ejected)

Troubleshooting/FAQ

Contents | < Browse | Browse >



The emulator says my game is obsolete!

This can happen with old patches, bad dumps where subsequently a good dump
has been made, etc. The solution is to make sure you have the latest
versions of the Games, Enhancements and Examples Packs from the EA2001
Central site (http://amigan.yatho.com).

Troubleshooting/FAQ

Contents | < Browse | Browse >



It quits at startup, complaining about button.gadget! (MorphOS only)

You need the appropriate ReAction classes installed. You can get these
classes from OS3.9 BB2 or (preferably) OS3.2.
  You should have button.gadget 45.6 or later. Old versions of
button.gadget have bugs which can cause eg. the IAR gadget in the monitor
subwindow to be too small.

Troubleshooting/FAQ

Contents | < Browse | Browse >



It won't start (hangs at startup)!

WinArcadia:

This will happen if you start it from a full-screen command prompt. You
should start it from a windowed (ie. not full-screen) command prompt
instead, or by double-clicking its icon (or an associated project icon).
It is alright to make the console window full-screen later (eg. with
Ctrl+F while console window has the input focus).

MorphOS:

1. You may be using window.class 45.16. MorphOS is incompatible with
it; we recommend using window.class 42.84 instead. You can get this from
http://amigan.1emu.net/releases/RA-MOS.lha or from Aminet.

2. There is a bug in the Poseidon USB stack which causes the
lowlevel.library SetJoyPortAttrs(SJA_AUTOSENSE) command to sometimes hang
(seemingly dependent on what USB devices are attached). This is true even
if the lowlevel.library settings of Poseidon (ie. USB Preferences) are all
"Don't touch", force feedback is turned off, etc.
  When MorphOS is booted, Poseidon applies a buggy patch to
lowlevel.library. Then, when SetJoyPortAttrs(SJA_AUTOSENSE) is later
invoked by any application, the machine (often) hangs. This bug has been
observed under MorphOS V2.7-3.3 (V3.4+ have not yet been tested by us).
  The workaround is to use the NOLOWLEVEL CLI argument when starting
AmiArcadia.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Breaking (Ctrl-C) in the console window sometimes freezes the emu!
(AmigaOS4 only)

Indeed. This may be an OS4 bug. We advise against doing this; just quit
the emulator in the normal way instead, eg. via the menu. (If you are in
the debugger, the quit command is SYS or SYSTEM.)

Troubleshooting/FAQ

Contents | < Browse | Browse >



Clicking the email button in the About window does nothing!
(WinArcadia only)

You do not have your default email client program correctly configured in
the Windows system registry.
  Using a registry editor such as REGEDIT.EXE, check the value of the
HKEY_CLASSES_ROOT\mailto\shell\open\command key. It might refer to a
program which has been deleted or moved.
  You should rerun your preferred email client program and adjust its
settings to configure it to be the default email client. Eg. Outlook
Express will normally ask you this when it starts up. Or you could
directly alter the value of the abovenamed key, eg. to:

    "%ProgramFiles%\Outlook Express\msimn.exe" /mailurl:%1

Troubleshooting/FAQ

Contents | < Browse | Browse >



The emulator says to run the compatibility-patched version!

This version of the game you are trying to run doesn't work properly with
the emulator. But, a compatibility-patched version (ie. one that does work
properly) does exist. You should download the Enhancements Pack from
http://amigan.yatho.com/examples.rar and run that version instead.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The emulator isn't using Greek glyphs!

AmiArcadia: You need to be using an appropriate font (ie. one which is
designed for code page ELOT 928 aka ISO-8859-7). There are several such
fonts available, eg. from http://www.hri.org/culture97/fonts/AmiGR.lha .
Copy into FONTS: and then use Font Preferences to choose an appropriate
font. (Also, you will of course need to set Greek as your preferred
language in Locale Preferences. You may need to download the Boing Bag #2
Greek Locale package (http://os.amigaworld.de/download.php?id=14) for eg.
the greek.language files.)
  You might find this page to be useful:

    http://www.hri.org/culture97/fonts.html#amiga

Windows XP: In Control Panel, go to "Regional and Language Options|
Advanced". In "Language for non-Unicode programs", choose "Greek".
In "Code page conversion tables", ensure that "1253 (ANSI - Greek)" is
ticked.

Windows 7: In Control Panel, go to "Clock, Language and Region|
Region and Language|Administrative|Language for non-Unicode programs|
Change system locale...". Choose "Greek (Greece)".

Windows 8.1: In Control Panel, go to "Region|Administrative|Language for
non-Unicode programs|Current language for non-Unicode programs". Choose
"Greek (Greece)".

Troubleshooting/FAQ

Contents | < Browse | Browse >



How do I do rerecordings (eg. for making tool-assisted speedruns)?

Eg. if you have a 1 minute recording, and you want to keep the first
50 seconds of it and rerecord the remainder:

    1. Load the COR file as normal.
    2. Play back the COR file as normal it reaches 0:50.
    3. Choose the "Macros|Start recording..." command.
    4. Now record the remainder of the game as normal.

Ensure that you do not stop playback via eg. the "Macros|Stop
recording" command between steps 2 and 3. (Pausing is OK.)

Troubleshooting/FAQ

Contents | < Browse | Browse >



Where is the configuration stored?

For AmiArcadia, this is AmiArcadia.ini in the Configs/ subdirectory.
For WinArcadia, this is WinArcadia.ini in the Configs/ subdirectory.

Troubleshooting/FAQ

Contents | < Browse | Browse >



I can't shoot in the rifle games (I always miss)!

Autofire is probably turned on. (You only get one shot, so it has been
wasted by the time the rifle gets near the cursor.)

Troubleshooting/FAQ

Contents | < Browse | Browse >



Why wasn't my high score added to the table?

You were probably cheating (eg. speed below 100%, collisions turned off,
etc.)... ;-)

Troubleshooting/FAQ

Contents | < Browse | Browse >



Programs that alter the LED digits are also causing garbage to be
printed in the "Tools|Printer..." subwindow!

These digits and the printer are both connected to the data port,
therefore this is an unavoidable side effect.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The emulator crashes at startup! (WinArcadia only)

Please try starting WinArcadia with the TRACKENTRY CLI argument, eg.:

    WINARCADIA TRACKENTRY

and send us an email telling us the highest (ie. last) number that is
shown in the console window. This will help us to narrow down and fix
the bug for the next version.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Caps Lock is not working properly! (Type-right only)

Pressing eg. the alphanumeric '1' key while Caps Lock is on will generate
a '!', even if the Shift key is not being held down. This is the authentic
behaviour of the real machine (it is actually a Shift Lock rather than a
Caps Lock).
  This pecularity is only emulated if you are using the guest keyboard
layout. If you use the host keyboard layout instead, the Caps Lock key will
behave as expected.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Sometimes my game works, sometimes it doesn't! (Interton only)

RAM is initialized to random values at startup, which is similar to the
real machine. If the game doesn't initialize the RAM properly, it will not
reliably run on the emulator nor on the real machine.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Can't allocate potgo bits! (AmiArcadia only)

That means some other program you are running has already allocated those
bits in potgo.resource. That will not cause any issues unless you are
wanting to use an analog Amiga joystick (normal Amiga joysticks are
digital).

Troubleshooting/FAQ

Contents | < Browse | Browse >



What are the controls? There is no reaction if I press anything on
the keyboard, also there is no reaction to joystick input.

The stub program that runs by default is just there to produce a display,
and will not react to any input. You need to load a game before you can
play a game, obviously ;-)
  Input can be somewhat complex due to the fact that the emulated consoles
have a dozen buttons or more per player.
  But briefly: Make sure you set the "Settings|Left controller" item to
what you want to use on the host (keyboard, joystick etc.)
  You can use "Help|Host keyboard..." to show your keyboard with the
current key mappings. Use "View as overlays" mode to get the friendliest
output. "Help|Host gamepads/mouse..." works similarly but for the
joystick/pad/mouse.
  "Help|Guest controls..." will show a photograph or diagram of the guest
machine. You can click on the relevant buttons in the picture, which is
equivalent to pressing that key.
  "Help|Game information..." will show the game's keys mapped onto the
guest controller layout.
  "Settings|Input|Redefine keys..." can be used to change the keyboard
layout.
  The 3x4 grid of buttons for the Arcadia's left player, for example, are
mapped by default to these keys:

    123
    QWE
    ASD
    ZXC

(The spacebar, 4, 5 and 6 keys are automatically assigned by the emulator
to duplicate the 4 most heavily used of these 12 buttons, according to the
game being played.)
  Cursor keys control the joystick direction as you would expect.
  Also some buttons on the main console unit itself:

    F1 is the START button.
    F2 is the A button.
    F3 is the B button.
    F5 is the RESET button.

Also ensure that the machine is not paused.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Space Attack player movement is too fast!

You are probably playing SpaceAttack-B.bin, which has fast player movement.
You would probably be happier with SpaceAttack-A.bin.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The emulator is warning "Incorrect code page!" (WinArcadia only)

Windows XP: In Control Panel, go to "Regional and Language Options|
Advanced|Language for non-Unicode programs". Choose the language that
matches what you chose in the emulator.

Windows 7: In Control Panel, go to "Clock, Language and Region|
Region and Language|Administrative|Language for non-Unicode programs|
Change system locale...". Choose the language that matches what you chose
in the emulator.

Windows 8.1: In Control Panel, go to "Region|Administrative|Language for
non-Unicode programs|Change system locale...". Choose the language that
matches what you chose in the emulator.

Unfortunately Windows will need to be rebooted afterwards, what a lame
OS! :-(

Troubleshooting/FAQ

Contents | < Browse | Browse >



Keys don't work in the BIOS! (MIKIT)

There is no dump available of the MIKIT BIOS. Therefore, the MIKIT BIOS,
which would normally listen for and act upon the user's commands, is
absent. Instead, there is a do-nothing stub BIOS.
  MIKIT games can still be played however.

Troubleshooting/FAQ

Contents | < Browse | Browse >



The emulator isn't using Polish glyphs!

Not all the Polish strings have diacritics yet.

AmiArcadia: You need to be using an appropriate 8-point monospaced Polish
font (ie. one which is designed for code page ISO-8859-2). For example,
ISOTopazPL, from the in the Boing Bag #2 Polish Locale package
( http://os.amigaworld.de/download.php?id=18 ). Copy ISOTopazPL into
FONTS: . You should download and install AntiTopaz.lha (from Aminet) and
set it to use a font such as ISOTopazPL.font instead of topaz.font .
  Also, you will of course need to set Polish as your preferred language in
Locale Preferences, and ISOTopazPL.font as your system default font in Font
Preferences.

WinArcadia:

Windows XP: In Control Panel, go to "Regional and Language Options|
Advanced". In "Language for non-Unicode programs", choose "Polish".
In "Code page conversion tables", ensure that "1250 (ANSI - Polish)" is
ticked.

Windows 7: In Control Panel, go to "Clock, Language and Region|
Region and Language|Administrative|Language for non-Unicode programs|
Change system locale...". Choose "Polish (Poland)".

Windows 8.1: In Control Panel, go to "Region|Administrative|Language for
non-Unicode programs|Change system locale...". Choose "Polish (Poland)".

Windows then needs to restart the computer, how lame is that!? :-(

Troubleshooting/FAQ

Contents | < Browse | Browse >



Why isn't there an AROS x86 port of AmiArcadia?

AROS isn't capable because it doesn't support the official Amiga GUI
(ReAction). As soon as AROS adds this capability, an AROS port of
AmiArcadia will be forthcoming.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Which file formats can be loaded and/or saved?

These formats can be loaded by the emulators:

    AOF      (.AOF or .OBJ extension can be used)
    ASM
    BIN
   *COR
   *COS
    EAP
    EOF
    HEX
   *HST
    IFF 8SVX
    IFF AIFF
    IFF CTLG
    INI
    MDCR
    NVR
   *PGM
    RIFF WAV
    SYM
   *TVC
    ZIP

These formats can be saved by the emulators:

    ANSI
    AOF      (via SAVEAOF command)
    ASCII
    ASM
    BIN
    BMP
   *COR
   *COS
    EAL
    EAP
    EOF      (via SAVEEOF command)
    GIF      (static and animated)
    HEX
   *HST
    IFF 8SVX
    IFF 16SV (WinArcadia only)
    IFF ACBM
    IFF AIFF
    IFF ANIM
    IFF ILBM
    IFF SMUS
    .info    (AmiArcadia only)
   *INI
    LST
    MDCR
    MID
    MNG
    NVR
    PCX
   *PGM      (via SAVEPGM command)
    PNG      (static and animated)
    PSG
    RIFF AVI (WinArcadia only)
    RIFF WAV
    SYM
    TIFF
   *TVC      (via SAVETVC command)
    YM

* indicates that the file format is a custom format (ie. only used by these
  emulators).

There are various methods of loading or generating these files; ie. not
all are directly loadable/savable with the "Project|Open..." and
"Project|Save as »" commands. Eg. LST files are produced as a byproduct of
the ASM command, SYM files are loaded/saved with the LOADSYM and SAVESYM
commands, etc.

Troubleshooting/FAQ

Contents | < Browse | Browse >



MNG animations are not playing back correctly!

What software are you using to play it back? The MNG playback software
currently available for OS4 is buggy:

  * The MNG datatype does not work properly and can cause a Grim Reaper.
    (And in any event it is only intended to show the first frame of the
    animation.)

  * http://aminet.net/package/gfx/show/mngplay.lha (version 2001-07-08)
    needs to be used with the undocumented 24 CLI argument, eg.:

        MNGPlay foo.mng 24

    Even then, the program will not show the correct colours (red and blue
    are swapped). If you enable the #define MNGPLAY in aa.h and rebuild
    the emulator, it will generate files with swapped colours so that
    MNGPlay will play them back correctly.

Troubleshooting/FAQ

Contents | < Browse | Browse >



YM files can't be loaded by AYEmul!

AYEmul 2.9 beta 26 (at least) has a bug in its path handling and therefore
can't open YM files that are not in its own directory. It will show
"(FileOpen error)" in such cases. Therefore you should copy or move the YM
files into the directory containing the AYEmul program before playing
them.

Troubleshooting/FAQ

Contents | < Browse | Browse >



Gridball wall gaps are uneven in PAL mode! (AY-3-8600 only)

This is authentic. Presumably PAL was somewhat of an afterthought.

Troubleshooting/FAQ

Contents | < Browse | Browse >



"Settings|Input|Pass right mouse button to guest" does not work!

OS3.2 and OS3.2.1 have a bug in window.class whereby applications cannot
intercept the right mouse button. This will be fixed in the next AmigaOS
update. window.class 45.16 from OS3.9+BB2 does not have this bug.
  Note also that you need to have "Settings|Left/right controller" set
appropriately.

Troubleshooting/FAQ

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I tried to use a joystick or gamepad with AmiArcadia but it doesn't work!
(AmigaOS4 only)

The solution is:

 1. Plug in the controller.
 2. Run AmigaInput Preferences.
 3. Select the "Drivers" tab.
 4. Choose the interface, the controller and the correct unit.
 5. Test and calibrate the unit if you consider it necessary.
 6. Select the "Lowlevel" tab.
 7. Choose the port and the desired emulation type in the upper cyclic
    button (in my case "Port 0 - Gamepad").
 8. Choose the controller and the unit in the available lists (in my case
    "MP-8866 Dual USB Joypad" and "0").
 9. Pressing the "Assign" button, assign it.
10. This will enable the lower cyclic buttons so that you can configure
    the equivalences between the buttons of your controller (if you do not
    know what they are, run another copy of AmigaInput and use the option
    "Test/calibrate the unit" already mentioned in the "Drivers" tab to
    see the correspondences) and those of the classic controller of the
    CD³² and the addresses.
11. Press the "Save" button when finished.

See also here.

Tips

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TIPS----------------------------------------------------------------------

These are the tips of the day that are shown with the "Settings|Emulator|Show
tips at startup?" feature.

Both hosts:

* "Help|Host keyboard..." (for keyboard users) and "Help|Host
  gamepads..." (for gamepad/mouse users) are the easiest ways to see what
  keys to use for your game. "Help|Game information..." may also be useful.

* You can change the selected game in the sidebar with Ctrl+Up/Down.

* In the memory editor and real-time monitor, you can click with the
  middle mouse button on most buttons to set or clear a data watchpoint.

* In the memory editor and real-time monitor, you can click with the
  left mouse button on most buttons to edit (poke) their contents.

* In the controls subwindow, you can control the machine by clicking
  with the left mouse button on the relevant part of the picture.

* In the debugger, typing = will show a list of all known labels.

* In the debugger, you can use the Tab key to autocomplete a label
  that you are typing.

* In the memory editor subwindow, you can click on the memory map to
  change the view to the appropriate memory region.

* You can drag the right edge of the window to enlarge the width of the
  sidebar.

* Shift+Tab will activate the debugger gadget.

* In the debugger, pressing the cursor up/down keys will allow access to
  the previous twenty commands entered.

* Holding the Ctrl key down shows various information on the status bar
  about what is under the mouse pointer.

* For Arcadia and Zaccaria, holding the Ctrl and Shift keys shows the
  background grid superimposed in grey over the screen. For Arcadia, if
  "Settings|VDU|Blanking areas?" is ticked, you will also see the off-screen
  areas (ie. areas that would be outside the visible screen area if
  "Settings|VDU|Blanking areas?" was unticked) in dark grey.

* For Interton and Elector, holding the Ctrl and Left Shift keys shows
  the the background grid superimposed in grey over the screen. If
  "Settings|VDU|Blanking areas?" is ticked, you will also see the off-screen
  areas in dark grey. Holding the Ctrl and Right Shift keys shows the
  collision table (see here for an explanation of what the colours
  mean).

* You can set a masked watchpoint in the debugger by specifying
  WP <address>:<mask> , eg. WP $1234:56 . See here.

* In the debugger, giving a ? after a command will tell the usage, for
  most commands. Eg. REL ? to see the usage of the REL command.

* You can centre the paddles with Alt+C.

* When generating an IFF ANIM, if "Macros|Generate IFF 8SVX files?" is
  also on, the generated IFF ANIM will also have embedded sound data.

* In the sprite editor, double-clicking on a colour will open the
  palette editor.

* Ctrl+' will make the emulator run at 1 FPS while held down.

* You can drag and drop a file onto the main window to load it, or drag
  and drop a directory onto the main window to change the sidebar to that
  directory. For AmiArcadia, you can also drag and drop onto the iconified
  icon.

WinArcadia only:

* In 3D mode, you can move the camera with Ctrl+PgUp/PgDn.

* Clicking on the eye candy (ie. legs) will toggle her on or off.

AmiArcadia only:

* On the status bar, you can click the "Speed:" button to cycle through
  the FPS/kHz/percentage speed display formats. Holding Shift while doing so
  will cycle backwards.

* On the status bar, an animated mouth will appear instead of the machine
  glyph (on the far left of the status bar) while speaking.

* In some circumstances, not all of the toolbar buttons will be visible.
  You can drag (left and) right over the toolbar while holding down the
  Shift key and the left mouse button, to scroll the other buttons into
  view.

* Pressing the Help key while browsing the menu will open this user
  manual on the appropriate page.

ARexx Commands

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AREXX COMMANDS------------------------------------------------------------

AmiArcadia has had a built-in ARexx port (normally called AMIARCADIA.1)
since V5.3. WinArcadia has had a built-in REXX port (called WINARCADIA)
since V28.5. The supported commands, and the version in which they were
introduced, are:

  . ACTIVATE|SHOW                                                   17.43
  . ACTIVATEWINDOW                                                   5.3
  . CLEAR                                                            5.3
  * CLIENT            [<hostname>]                                  12.1
  . CLOSECONTROLS                                                    5.6
  . CLOSEDIPS                                                       15.4
  . CLOSEGAMEINFO                                                   14.27
  . CLOSEGAMEPADS                                                   18.41
  . CLOSEKEYBOARD                                                   18.3
  . CLOSEMEMORY                                                     15.4
  . CLOSEMONITOR                                                     5.6
  . CLOSEMUSIC                                                      26.33
  . CLOSEOPCODES                                                    17.42
  . CLOSEPALETTE                                                    17.41
  . CLOSESPRITES                                                    15.4
  . CLOSETAPEDECK                                                   26.71
  . CMDSHELL          OPEN|CLOSE                                     5.4
  . COPY                                                             8.2
  . COPYTEXT                                                         9.3
  . DEACTIVATE|HIDE                                                 17.43
  . DEBUGGER          [QUIET] <command> [<arguments>]               12.52
  * GETATTR           APPLICATION.SCREEN                            22.33
  * GETATTR           APPLICATION.PORT                              24.31
  * GETATTR           APPLICATION.VERSION                           24.31
  * GETCREDITS                                                       8.6
  * GETHOSTNAME                                                     12.1
  * GETMACHINE                                                       5.52
  * GETMEMMAP                                                        7.0
  * GETNAME                                                          8.6
  * GETPORT                                                         18.32
  * GETREFERENCE                                                    14.02
A * GETSCREEN                                                        5.51
  * GETVERSION        [DECIMAL|INTEGER]                              5.3
  * HELP              [<filename>]                                  11.9
A . JUMPSCREEN        <screenname>                                  18.1
  . JUMPTOMONITOR                                                    8.31
A . LOCKGUI                                                          5.4
  . MENU              <command>                                     28.51
  . MOVEWINDOW        [LEFTEDGE] <leftedge> [TOPEDGE] <topedge>      5.4
  . OPEN              [<filename>]                                   5.3
  . OPENCONTROLS                                                     5.6
  . OPENDIPS                                                        15.4
  . OPENGAMEINFO                                                    14.27
  . OPENGAMEPADS                                                    18.41
  . OPENKEYBOARD                                                    18.3
  . OPENMEMORY                                                      15.4
  . OPENMONITOR                                                      5.6
  . OPENMUSIC                                                       26.33
  . OPENOPCODES                                                     17.42
  . OPENPALETTE                                                     17.41
  . OPENSPRITES                                                     15.4
  . OPENTAPEDECK                                                    26.71
  . PASTE                                                            9.3
  . PAUSE                                                            5.4
  * PEEK              <address>                                      5.3
  . QUIT                                                             5.3
  . RELOAD|REVERT                                                   11.9
A * REQUESTFILE       [TITLE <title>] [PATH <path>]                  5.5
                      [FILE <filename>] [PATTERN <pattern>]
A . REQUESTNOTIFY     [TITLE <title>] [PROMPT] <prompt>              5.5
A * REQUESTRESPONSE   [TITLE <title>] [PROMPT] <prompt>              5.5
  . SAVEAS            [<filename>]                                   5.3
  . SAVEACBM          [<filename>]                                   5.5
  . SAVEBMP           [<filename>]                                   5.5
  . SAVEGIF           [<filename>]                                  24.69
  . SAVEILBM          [<filename>]                                   5.5
  . SAVEPCX           [<filename>]                                   8.1
  . SAVEPNG           [<filename>]                                  25.4
  . SAVETIFF          [<filename>]                                  25.3
A . SCREENTOBACK                                                    17.43
A . SCREENTOFRONT                                                   17.43
  * SERVER                                                          12.1
  . SETMACHINE        ARCADIA|INTERTON|ELEKTOR|PIPBUG|BINBUG|        9.31
                      INSTRUCTOR|CD2650|ZACCARIA|MALZAK|CHAOS|
                      DOLPHIN|PHUNSY|PONG|SELBST|MIKIT|TYPERIGHT
  . SETPORT           <portnum>                                     18.32
  . SETSPEED          25|50|75|100|125|150|200|400|800              18.0
  . TURBO             ON|OFF                                         9.05
A . UNLOCKGUI                                                        5.4
  . UNPAUSE                                                          5.4
  . UPDATEHIGHSCORES                                                12.0
  . VIEWHIGHSCORES                                                  12.0
A . WAITFRAME                                                        7.03
A . WAITFRAMES        <frames>                                      12.52
  . WINDOWTOBACK                                                     5.3
  . WINDOWTOFRONT                                                    5.3

Commands marked with 'A' are AmiArcadia-only.
Commands marked with '.' do not return anything.
Commands marked with '*' write their return code to the RESULT variable
(for AmiArcadia).

Usage of these commands is generally either self-explanatory, or the same
as the GUI or debugger equivalent.

Eventually more commands may be supported; suggestions are welcomed.

WinArcadia redirects SAY commands so that they use its output window, and
redirects PULL commands so that they use its own dialog box.

DEBUGGER: This command allows you to access all the functionality of the
debugger. The command and arguments given are passed to the debugger
for execution. Eg.

    DEBUGGER F $100 $200 $30

Be aware that output from debugger commands will go to the normal
console, not to the ARexx script output console. Also, a command such as:

    DEBUGGER PEEK $100

will always set the return code to 0 (success), rather than returning the
contents of $100 in the return code.

On V14.08+, you can give the optional QUIET switch, to suppress any
output from the debugger. Eg.

    DEBUGGER QUIET WR

GETATTR APPLICATION.PORT: Returns the name of the ARexx port AmiArcadia is
using.

GETATTR APPLICATION.SCREEN: Returns the name of the public screen
AmiArcadia is running on.

GETATTR APPLICATION.VERSION: This is the same as GETVERSION DECIMAL.

GETPORT: This is the same as GETATTR APPLICATION.PORT.

GETSCREEN: This is the same as GETATTR APPLICATION.SCREEN.

GETVERSION: From V16.21 onwards, you can specify DECIMAL or INTEGER for
which style of version string you want. DECIMAL (the default) is the
official version number as listed in eg. the documentation, and in the
"Help|About..." window. INTEGER is the version number as stored in the
embedded version string. In most cases, these will the the same. However,
if the decimal version number is a.0b, the integer version number will be
a.b, and if the decimal version number is a.b, the integer version number
will be a.b0 (where a is any integer number, and b is any single digit).

HELP: Under V11.9-14.26, this performed the same action as the
OPENGAMEINFO command now does. Under V14.27+, this shows a list of the
REXX commands understood by Ami/WinArcadia.

MENU: This allows scripts to access the emulator's menus, exactly as if
the user had done so. Eg. MENU HELP.ABOUT is the same as the user
selecting "Help|About...". See the "REXX:" field in the description of the
relevant menu item to know what command to use. The "Type:" field of
the menu item is also relevant:

    * Toggle: these will change state (on to off or vice versa) each time.
    * Option: this will change the relevant option to the chosen value.
    * Command: this will execute the given command.
    * Modal subwindow: this will open the subwindow.
    * Modeless subwindow: this will close the subwindow if it is already
      opened, or otherwise will open it.

If the menu item does not exist on your host (eg. MENU HELP.REACTION on
WinArcadia), nothing will happen. You should not use this command for menu
items which are ghosted at the time.

OPENMONITOR/CLOSEMONITOR: These affect all three monitors (CPU, UVI/PVIs,
PSGs), as of V26.33.

STATUS: If no message is specified (eg. STATUS ""), the emulator returns
to normal status bar operations. If you want a blank status bar, use
STATUS " " .

WAITFRAMES: The <frames> argument is always interpreted as a decimal
number. WAITFRAMES 1 is the same as WAITFRAME.

Debugger

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DEBUGGER------------------------------------------------------------------

Complete list of commands

These commands have their own manual pages:

    *                      
    " (click here)         
    =                      
    ASM                    
    BASE                   
    BL|WL                  
    BP|WP                  
    CLEARCOV               
    COPY|MOVE              
    COVER                  
    DIS                    
    DISGAME                
    DOKE                   
    E|POKE                 
    FIND                   
    G                      
    GI                     
    GR                     
    I                      
    IM                     
    L                      
    LOADSYM                
    O                      
    N                      
    PL                     
    R                      
    READPORT|WRITEPORT     
    REL                    
    S                      
    SAVEAOF|SAVEEOF|SAVETVC
    SAVEHEX                
    SAVESYM                
    SAY|SPEAK|SPK          
    SPR                    
    SWAP                   
    T                      
    TRAIN                  
    TU                     
    VB|VERBOSE             
    V|VIEW                 
    WR|WW                  

This provides debugging functionality via the keyboard. You can use the
"View|Debugger?" command to toggle it on or off.
  The debugger is fully asynchronous; ie. you can give it commands while
the emulation is running. But most of the time you will want to pause it
while using the debugger. Note that commands which modify memory, eg.
LOAD, do not automatically update all subwindows (eg. the memory editor).
You should advnace to the next frame or close and reopen these windows if
you need to see the updated values.
  For AmiArcadia, the debugger sends its output to stdout, thus you can
redirect the output when starting from CLI, eg.:

    1> AmiArcadia >logfile

Or you can use the "Settings|Emulator|Append to/replace
RAM:AmiArcadia.log" option.
  "H" will show a list of the available commands.
  For any command that takes arguments, you can see the command format, in
Backus-Naur notation, by giving ? after the command (similarly to AmigaOS
for CLI commands). Eg.

    REL ?

will tell you the usage of the REL command.
  Pressing Shift+Tab in the guest (just Tab is sufficient for non-QWERTY
guests) will activate the debugger gadget (if that gadget is actually
visible). While the debugger gadget is active, keyboard input will not be
passed to the guest. The debugger gadget is orange while it is active.
  Pressing Tab in the debugger will autocomplete the label you are typing.
  Pressing the cursor up/down keys will allow access to the previous
twenty commands entered.
  Entering a blank line will return the input focus to the guest.
  Pressing Help (AmiArcadia) or Esc (WinArcadia) will abort the current
line and return the input focus to the guest.
  Pressing Caps Lock will toggle the host's (ie. debugger's) caps lock,
not the guest's caps lock.
  WinArcadia: If you choose colourful output, different kinds of messages
(eg. trace, network, log, debugger) are displayed in different colours.

List of Debugger Commands

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*<command>                      execute host OS command
"<message>                      send message to other player
=                               list all known labels
= <address>                     view address as label and hexadecimal
ASM <filename>                  assemble source code
BASE [!|@|$|%]                  set default input base
BC|WC [<addr1> [<addr2>]]       clear bp/wp from addr1 to addr2
BL|WL                           list all breakpoints/watchpoints
BP|WP <addr1> [<addr2>] [<addr/reg> <condition> <value>]
                                add bp/wp from addr1 to addr2
CLEARCOV                        clear coverage report
CLEARSYM [<label>]              clear symbol(s)
CLS                             clear screen (of console window)
CO|COMP <1st-start> <1st-end> <2nd-start>
                                compare memory blocks
COPY|MOVE <source-start> <source-end> <target-start>
                                copy memory from source to target
COVER [<reporttype>]            view coverage report
D|PEEK <address1> [<address2>]  display address1 to address2 as data
DEFSYM <label> <address>        define symbol
DIS [<address1> [<address2>]]   disassemble address1 to address2 as code
DISGAME [<address1> <address2>] disassemble and show address1 to address2
DOKE <address> [<value>]        change word at address to value
E|POKE <address> [<value>]      change byte at address to value
ED|EDIT <filename>              edit source code
FILL <addr1> <addr2> <value>    fill addr1 to addr2 with value
FIND [[<address1> <address2>] <value>]
                                find value in address1 to address2
G|P [<address>]                 pause/unpause
GI                              generate an interrupt
GR                              use guide ray on/off
H|HELP|? [0|G]                  view general help
H|HELP|? 1|E|L                  view edit & log help
H|HELP|? 2|V                    view view help
H|HELP|? 3|R                    view run help
H|HELP|? 4|O                    view options help
H|HELP|? 5|U                    view utilities help
H|HELP|? 6|F                    view file commands help
HISTORY                         view command history
I                               ignore next instruction
IM [<addr1> <addr2>] [<filename>]
                                view addr1 to addr2 as imagery
J|JUMP <address>                jump to address
L A                             log illegal memory accesses on/off
L B                             log BIOS calls on/off
L C                             log inefficient code on/off
L I                             log illegal instructions on/off
L N                             log interrupts on/off
L P                             log I/O port accesses on/off
L S                             log subroutine calls on/off
LOAD <address> <filename>       load binary from address from filename
LOADSYM [<filename>]            load symbol table from filename
N                               toggle notation (CALM vs Signetics)
O                               step over subroutine
PL                              pause after logging /on/off
R <number>                      run to rasterline number
R F                             run to next frame
R I                             run to next interrupt
R L                             run to end of loop
R R                             run to next rasterline
R S                             run to end of subroutine
READPORT <port>|C|D             read from I/O port
REL <source-addr> [*]<target-addr>
                                calculate relative offset of target-addr
S                               step next instruction
SAVE <addr1> <addr2> <filename> save address1 to address2 as filename
SAVEAOF|SAVEEOF|SAVETVC <address1> <address2> <filename> [<startaddress>]
                                save address1 to address2 as filename
SAVEHEX <address1> <address2> <filename>
                                save address1 to address2 as filename
SAVEPGM <endaddress> <filename> [<startaddress>]
                                save to address2 as filename
SAVESYM <filename>              save symbol table as filename
SAY|SPEAK <message>             speak message
SPR 0|1|2                       change sprite display mode
SWAP <1st-start> <1st-end> <2nd-start>
                                swap memory blocks
SYS|SYSTEM                      quit emulator
T                               trace on/off
TRAIN [<value>]                 make trainer
TU 0|1|2                        change time unit
V|VIEW BIOS                     view BIOS RAM
V|VIEW CPU                      view CPU status
V|VIEW PSG                      view PSGs/TMSes status
V|VIEW RAM                      view RAM
V|VIEW SCRN                     view screen contents
V|VIEW UDG                      view user-defined graphics
V|VIEW XVI                      view UVI/PVI status
VB|VERBOSE                      verbose tracing on/off
WR                              watch reads on/off
WW NONE|SOME|ALL                watch none/some/all writes
WRITEPORT <port>|C|D <value>    write to I/O port

These two-letter command names used by SIGBUG (eg. as described in the
Signetics Microprocessor Manual 1986) are also supported:

    SIGBUG    Equivalent
    DI        DIS
    DL        "Project|Open..."
    DM        D|PEEK
    DR        V CPU
    PM        E|POKE
    PR        E|POKE
    GO        G
    SS        T
    DB        BC
    DT        WC
    LB        BL
    LT        WL
    SB        BP
    ST        WP

Note that the following commands will default to using the Projects/
directory (you can change this using the "Settings|Emulator|Paths..."
subwindow):

    ASM
    DISGAME
    LOAD
    LOADSYM
    SAVE
    SAVEAOF
    SAVEEOF
    SAVEHEX
    SAVEPGM
    SAVESYM
    SAVETVC

*

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*<command>

    This lets you send a command directly to the host operating system
    (ie. AmigaDOS or the Windows command shell), similar to the
    "Workbench|Execute command..." functionality of Workbench. For
    example, on AmiArcadia, *RX can be used to run ARexx scripts.
      For WinArcadia, if you want access to commands like DIR, you should
    use *CMD to spawn a command shell.

\"

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"<message>

    This is only useful in netplay mode. It causes the specified message
    (of up to 80 characters) to appear in the other player's status bar.
    Eg.:

        "All your base are belong to us!

    The outgoing message will be sent (and any incoming message will be
    received) the next time the machines exchange player input data (which
    is once per frame).
      Obviously, the other player won't see your message if their status
    bar is hidden.

=

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= [<address>]

    The "=" command, with no arguments, will show all known labels for
    the current machine and game (the emulator's built-in knowledge plus
    any labels you may have loaded from SYM files).
      These abbreviations are used:

        C Code
        D Data
        P Pointer
        U Unknown

    If you give it an address, it will tell you its label, whether it
    is a mirror (and, if so, what it resolves to), any known data
    comments for that address, what kind it is (code/data/pointer/
    unknown), etc. It also will tell you the hexadecimal, binary, octal
    and decimal equivalents of that address.

ASM

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ASM <filename>

    You should ensure that you are using the appropriate guest
    machine before assembling. Eg. if assembling a PIPBUG game, you
    should be in PIPBUG mode. This will mean the appropriate built-in
    symbol table is in use.
      The user-defined symbol table is cleared before assembly begins,
    and then filled according to the labels and EQUates found in the
    source code.
      Note that some of the disassemblies in eg. the Disassembly Pack
    (http://amigan.yatho.com/disasm.rar) will not assemble without
    modification because they are intended for the VACS assembler, which
    has certain bugs. See http://amigan.yatho.com/a-coding.txt for more
    information about this.
      The assembler supports both Signetics and CALM syntax. The expected
    syntax is determined by the "N" (notation) option of the debugger.
    Similarly, the expected CPU type (2650/2650A or 2650B) is determined
    by the "Settings|CPU" option. When using Signetics syntax, abbreviated
    mnemonics (eg. HLT for HALT) (as used by the Mini-Disassembler) are
    also understood.
      The assembler looks in the Projects/ subdirectory for the source
    file. The assembler assembles directly into memory, and also generates
    a raw binary (.BIN file) of the same name (but different extension) as
    the input file. Eg. assembling FOO.ASM will also generate FOO.BIN.
    You don't need to specify the .ASM part.
      Evaluation of arithmetic expressions proceeds strictly left-to-
    right. These operators are supported:

        +         addition
        -         subtraction
        * or ×    multiplication
        / or ÷    division
        %         remainder
        |         bitwise inclusive OR
        ^         bitwise exclusive OR
        &         bitwise AND

    For the PSU/PSL bits, when using Signetics notation, you can affect
    multiple named flags using the '+' operator, eg.:

    ppsl    WC+OVF+C

    The register will be assumed if it is missing. Eg.:

    loda,r1 FOO,+

    means:

    loda,r0 FOO,r1+

    These standard and semi-standard assembler directives are supported:

    Signetics        CALM               Arguments
    ACON or DW       .DATA.16 or .16    <16bitval>
    ASCI             n/a                <string>
    n/a              .ALIGN             <value>
    STRING           .ASCII             <string>
    n/a              .ASCIZ             <string>
    n/a              .ASCIZE            <string>
    RES or DS        .BLK.8             <count>
    n/a              .BLK.16            <count>
    n/a              .BLK.32            <count>
    DATA or DB       .DATA.8 or .8      <8bitval>
    DBX              n/a                <string>
    DFLT             n/a                <value>
    END              .END               [<address>]
    n/a              .ENDTEXT
    EQU or SET       .EQU               <symbol> EQU|SET <address>
    n/a              .EVEN
    n/a              .FILL.8            <count> <8bitval>
    n/a              .FILL.16           <count> <16bitval>
    n/a              .FILL.32           <count> <32bitval>
    n/a              .ODD
    ORG              .LOC               <address>
    n/a              .PROC              S2650
    n/a              .STRING            <string>
    n/a              .TEXT

    ASCI/STRING: you can use any desired delimiter around the string.

    DBX: this feature is for compatibility with VACS 1.24f and later. You
    must give an 8-character string delimited by double quotes. Eg.:

    DBX "###..###"

    is equivalent to either of these:

    DB  %###..###
    DB  $E7

    Full stop (.) or space characters are clear bits (%1).
      Any other character is a set bit (%0).

    DFLT: changes the default input base expected by the assembler.
    DFLT 0 sets decimal mode (the default); DFLT 1 sets hexadecimal mode.
    (This is compatible with the MicroByte assembler.)

    END/.END: you can optionally supply a start address for the program,
    eg. END $1234

    (FOO)H or (FOO)L will give the high or low byte, respectively, of
    the symbol address. Similarly with HI(FOO) and LO(FOO). Eg. if FOO is
    $1234:

    lodi,r0 (FOO)H
    lodi,r1 (FOO)L

    or

    lodi,r0 HI(FOO)
    lodi,r1 LO(FOO)

    are the same as:

    lodi,r0 $12
    lodi,r1 $34

    You can also use <FOO for the high byte or >FOO for the low byte,
    which is compatible with the MicroByte assembler.
      Strings can be given in these formats:

       N'<string>'
    or N"<string>"
    or  '<string>'
    or  "<string>"    (native format for the guest)

       A'<string>'
    or A"<string>"    (ASCII  format)

       E'<string>'
    or E"<string>"    (EBCDIC format)

    These assembler directives are unique to Ami/WinArcadia:

    Signetics        CALM               Arguments
    ORGF             .LOCF              <address>,<8bitval>
    START            .START             <address>

    ORGF/.LOCF: Changes the IAR (same as ORG/.LOC), but also fills memory
    between the old and new IARs (oldiar..newiar-1) with <8bitval>.
    (Ordinary ORG/.LOC does not change memory between the old and new
    IARs.)

    START/.START: the desired start address of this program. If you don't
    specify this, a start address is chosen for you (based on what guest
    you are using), and it might not be what you want.

    These standard assembler directives are silently ignored:

    Signetics        CALM
    n/a              .BASE
    n/a              .CHAP
    EJE              n/a
    n/a              .ELSE
    n/a              .ENDIF
    n/a              .ENDLIST
    n/a              .ENDMACRO
    n/a              .ERROR
    n/a              .EXPORT
    n/a              .IF
    n/a              .IMPORT
    n/a              .INS
    n/a              .LAYOUT
    n/a              .LIST
    n/a              .LISTIF
    n/a              .LOCALMACRO
    n/a              .MACRO
    n/a              .MESSAGE
    PAG              .PAGE
    PAGE             .PAGE
    PCH              n/a
    PLEN             n/a
    n/a              .PROCSET
    n/a              .PROCVAL
    PRT              n/a
    n/a              .RANGE
    n/a              .REF
    n/a              .SYSCALL.<n>
    SPAC             n/a
    SPC              n/a
    TITL             .TITLE

    The CALM syntax used by the emulator is as follows; it differs
    slightly from the official CALM syntax:

    & instead of $ denotes an I/O port
    * instead of @ denotes indirection (ie. "contents of")
    / denotes a zero page address
    ^ denotes a relative address
    # denotes an immediate value

BASE

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BASE [!|@|$|%]

    The BASE command allows you to view or set the current default input
    base. The factory default for this is hexadecimal. If you, for
    instance, issue the BASE ! command, the default changes to decimal.
    This changes the interpretation of unprefixed numbers you input. Eg.
    an input of:

        10

    will be interpreted as decimal 10 (hex $A, binary %1010) or as decimal
    16 (hex $10, binary %10000) or as decimal 2 (hex $2, binary %10),
    depending on the current BASE setting. At all times, you can
    use prefixes of:

        %    binary
        @    octal
        !    decimal
        $    hexadecimal

    The current BASE setting is remembered as part of the configuration
    file.
      Note that this setting does not affect the assembler. The assembler
    always defaults to expecting decimals, until a DFLT 1 directive is
    encountered in the source code.

BL|WL

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BL|WL

    Breakpoints/watchpoints listed without a "when" part are
    unconditional.

BP|WP

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BP|WP [<addr1> [<addr2>] [<addr/reg> <condition> <value>]]

    These behave as follows:

    BP|WP
      Brings up a requester to allow you to add an unconditional
    breakpoint/watchpoint.

    BP|WP <addr1>
      Adds an unconditional breakpoint/watchpoint at the specified
    address.

    BP|WP <addr1> <addr2>
      Adds unconditional breakpoints/watchpoints at the specified
    range of addresses.

    BP|WP <addr1> <addr/reg> <condition> <value>
      Adds a conditional breakpoint/watchpoint at the specified address.
      <addr/reg> can be an address or a register (PSU, PSL, SP, CC, RASn,
    or Rn, and the CALM equivalents of these).
      Valid <condition>s are:

        <  less than
        <= less than or equal to
        == equal to
        != not equal to
        >= greater than or equal to
        >  greater than

    <value> is the value to be compared against. It must be a literal
    constant; ie. giving an address or register is not allowed.
      A conditional breakpoint/watchpoint will only be triggered if the
    test is passed, in addition to the normal criteria. The test is
    done at the time the breakpoint/watchpoint is "hit" (generally just
    before the instruction is executed). An unconditional breakpoint/
    watchpoint has no test (ie. the test is automatically passed).
      Examples:

        BP $1234 RAS3 != !190

    sets a breakpoint on $1234, which is only triggered when RAS3 is not
    equal to decimal 190.

        WP CHARLINE CHARLINE > $F8

    sets a watchpoint on CHARLINE, which is only triggered when the
    contents of the byte at CHARLINE are greater than $F8.

    BP|WP <addr1> <addr2> <addr/reg> <condition> <value>
      Adds conditional breakpoints/watchpoints at the specified range of
    addresses.
      Example:

        BP $100 $1FF CC 0

    sets breakpoints on $100..$1FF, which are only triggered when the
    Condition Code is 0.
      A code breakpoint is triggered when the Instruction Address
    Register (ie. program counter) is equal to the breakpoint
    address, before the instruction at that address is
    executed.
      A data watchpoint is triggered before the contents of the
    specified address are accessed (whether by the CPU or by the
    UVI/PVI.).
      These accesses do not trigger the watchpoint:

        * Reads of the address by the UVI/PVI (in the course of
          rendering the display).
        * Coin-ops: accesses to the screen colour RAM.
        * Fetches of opcodes and operands by the CPU.

    Reads of the address by the CPU on behalf of a running program
    (eg. the LODA instruction) only trigger the watchpoint if
    "Watch reads?" is enabled.
      When setting single watchpoints only, you can, instead of a
    conditional, specify a mask on the bits, eg.:

        WP $1234:F0

    where after the colon you give an 8-bit hex value (with no prefix).
    This will set a breakpoint on address $1234. For reads, this will be a
    normal unconditional watchpoint, but for writes, it will only be
    triggered if the masked bits are changed (eg. only for the high
    nybble, in the example). Eg.:

        ((old contents of $1234) & $F0) != ((new contents of $1234) & $F0)

    So, if the game is often changing the low nybble and rarely the high
    nybble, but you are only interested in changes to the high nybble, you
    could use a masked watchpoint so that you aren't bothered every time
    the game changes the high nybble.

COPY|MOVE

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COPY|MOVE <source-start> <source-end> <target-start>

    Copies a block of memory from <source-start>..<source-end> to
    <target-start>..<target-end>. <target-end> is calculated
    automatically. Overlapping copies are not supported.

COVER

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COVER [<reporttype>]

    Generates a coverage report, which shows which bytes have been
    executed/read/written/etc. since reset (or since the last time
    the CLEARCOV command was invoked). This is useful for
    detecting self-modifying code, and also gaining an overview of the
    structure of the game. (Eg. if you load a game and then do a coverage
    report before starting to play it, you will be able to see what areas
    of the code are used for initialization and drawing of the title
    screen.) The more the code is exercised (ie. the more areas of code
    that are run), the more complete the coverage report will be.
      Note that, like breakpoints and watchpoints, coverage information is
    never remembered (ie. saved/loaded); eg. it is not part of the
    INI/COS/COR formats. Coverage information is cleared when resetting or
    loading. You do not need to turn on coverage tracking; it is always
    active.
      The coverage report has up to five sections. COVER 0 or just COVER
    will show all five sections, or you can specify eg. COVER 3 to see
    the third section.
      The five sections are:

  1. Byte accesses:

    This shows every byte that has been accessed (read (whether directly
    or indirectly), written or executed).

    "A" (address):
    This is set for the two relevant address bytes during resolution of
    indirect addresses. Non-indirect accesses do not set it. Examples:

        bcta,un *$1234
     or bctr,un *$1234
     or loda,r0 *$1234
     or lodr,r0 *$1234
     or stra,r0 *$1234

    will set it for bytes $1234 and $1235.

        bcta,gt *$1234
     or bctr,lt *$1234

    will set it for bytes $1234 and $1235, if the branch is taken.

    "E" (execute):
    This is set for the opcode byte of any instruction that is executed.

    "O" (operand):
    This is set for the operand byte(s) of any instruction that is
    executed.

    "R" (read):
    This is set for any byte that is attempted to be read by a game
    instruction.
    Examples:

        loda,r0 $1234
     or lodr,r0 $1234

    will set it for byte $1234.

    "W" (write):
    This is set for any byte that is attempted to be written by a game
    instruction.
    Examples:

        stra,r0 $1234
     or strr,r0 $1234

    will set it for byte $1234.

    "E" + "W" = self-modifying code.

    "E" + "R" = bytes that are used as both code and data (not normally
                intended by the programmer).

    "E" + "O" = bytes that are used as both opcodes and operands (not
                normally intended by the programmer; often indicates a
                branch to an incorrect address). These situations are
                also logged by the "Log illegal instructions" option.

    "A" + "E" = usually an operand which is also accessed from elsewhere
                with a relative indirect access. Eg. this code, assuming
                that it is executed:

    $1000: loda,r0 $1234
    $1003: addi,r0 1
    $1005: strr,r0 *$1001 [$1234]

    will give this coverage report:

    -E---: $1000        (opcode)
    A-O--: $1001..$1002 (operand of $1000 and accessed by $1005)
    -E---: $1003        (opcode)
    --O--: $1004        (operand)
    -E---: $1005        (opcode)
    --O--: $1006        (operand)
    ---RW: $1234        (read by $1000 and written by $1005)

  2. I/O port accesses:

    Shows any I/O port accesses (via the REDC/REDD/REDE/WRTC/WRTD/WRTE
    instructions).

  3. Branches and subroutine calls:

    "C" (mainline code section):
    Executed mainline code that was reached by a branch (eg. BCTA,un).

    "S" (mainline subroutine):
    Executed mainline code that was reached by a subroutine call (eg.
    BSTA,un).

    "c" (interrupt code section):
    Executed interrupt code that was reached by a branch (eg. BCTA,un).

    "s" (interrupt subroutine):
    Executed interrupt code that was reached by a subroutine call (eg.
    BSTA,un).

    The level of indentation (ie. the number of spaces) represents the
    depth of the Stack Pointer the most recent time that the relevant
    code was executed.

  4. Loops:

    "S": start of a loop.
    "E": end   of a loop.

    Only BDRR/BDRA/BIRR/BIRA/BRNR/BRNA are considered as loops. Eg. a
    loop like this:

    eorz    r0
    FOO:
    addi,r0 1
    comi,r0 10
    bcfr,eq FOO

    does not count.
      Only loops where the branch is actually taken are counted (eg. if
    r0 is 1 at the time of executing a BDRR,r0, the branch will not be
    taken).

  5. UVI/PVI accesses:

    For Arcadia, Interton, Elektor and coin-ops, you can see all code that
    has read/written the UVI/PVI registers. An exclamation mark (!)
    indicates an attempted read from a write-only register or write to a
    read-only register.

    For Interton/Elektor, PnLEFTKEYS, PnMIDDLEKEYS and PnRIGHTKEYS are
    merged: accesses to any of them are reported as PnMIDDLEKEYS.

    For coin-ops, note that only accesses to the 1st PVI (not the 2nd nor
    3rd PVIs) are shown.

CLEARCOV

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CLEARCOV

Clears the coverage information maintained by the emulator.

DIS

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DIS [<address1> [<address2>]]

    Generates a disassembly of the range you specify.
      The format used is, left to right for each instruction: mnemonics,
    duration, instruction length, IAR, raw instruction bytes. Ie. the same
    as when tracing, except there is no cycle counter. The pseudocode is
    shown beneath this.
      The active register bank is assumed to be the one that was active
    when you issued the DIS command.
      If you don't specify address1, the instruction following the last
    one you disassembled is used.
      If you don't specify address2, 11 (in verbose mode) or 23 bytes (in
    terse mode) are disassembled.
      The range is assumed to be code and is displayed as such. It is
    intended for looking at small pieces of code, eg. while debugging. If
    you want to generate a complete reassemblable disassembly of a game
    (and/or BIOS), there is a more powerful DISGAME command for this.

DISGAME

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DISGAME [<address1> <address2>] [<filename>]

    Generates a disassembly of the entire memory space and displays the
    range you specify (or the entire range, if you don't specify a range).
      If you specify a filename, the generated disassembly is saved to
    that file.
      The active register bank is assumed to be the primary register bank.
      This is a complete threading two-pass disassembler. If you just want
    to look at small pieces of code, eg. for debugging, you might prefer
    the DIS command.
      You can set up the symbol table as desired, eg. via DEFSYM and/or
    LOADSYM, before invoking DISGAME. The disassembler also adds its own
    findings to the symbol table, so you may want to save these with the
    SAVESYM command afterwards.
      If you are doing multiple disasemblies of different games, you
    should use CLEARSYM to clear the symbol table between each
    disassembly.

DOKE

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DOKE <address> [<value>]

    This is the same as POKE except that it affects two consecutive bytes
    of memory. <value> may range from 0..65535 ($0..$FFFF). Eg.

        DOKE 1234 5678

    is the same as:

        POKE 1234 56
        POKE 1235 78

E|POKE

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E|POKE <address> <value>

    You can edit (ie. poke) the contents of any address. You can use
    any notation - ie. decimal (!1234 notation), hexadecimal ($1234
    notation), binary (%1010 or %#.#. notation) or character ('1 notation)
    - for the address and the desired new contents of that address.

    You can modify these 2650 CPU registers:

    Signetics    CALM         Range        Notes
    PSL          L            0..  255
    PSU          U            0..  255
    IAR          PC           0..32767
    CC           CC           0..    3     Upper 2 bits of PSL
    SP           SP           0..    7     Lower 3 bits of PSU
    RASn         RASn         0..32767     n is 0..7
    R0           A            0..  255
    R1           B            0..  255
    R2           C            0..  255
    R3           D            0..  255
    R4           B'           0..  255
    R5           C'           0..  255
    R6           D'           0..  255

    You can also give labels eg. PITCH, VOLUME, etc. as the address;
    these are translated automagically to the correct address (eg. $18FD,
    $18FE, etc.).
      The reads/writes are not directed through the usual memory
    attribute/mirroring routines. This means, for example, that you can
    write (edit) the contents of addresses which are normally read-only
    (eg. ROM), and can read the contents of addresses which are normally
    write-only (eg. BGCOLOUR) (although such write-only addresses will
    still appear as $FF or whatever to running programs). Mirroring is not
    applied, eg. writing to location $1000 will not change the contents of
    location $1400, etc.
      Changes made to ROM will survive a reset operation, but not a revert
    or loop playback operation. Changes made to, for example, unmapped
    areas, or unused ROM areas, are generally not loaded/saved. Files are
    always saved with the same starting address and size as they were
    loaded with (eg. if you "extend" a 2K ROM by adding more code/data to
    the end of it, extending it beyond 2K, only the first 2K is saved),
    except for PGM files (which are always saved as 8K).
      J <address> or JUMP <address> is shorthand for POKE IAR <address>.

FIND

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FIND [[<address1> <address2>] <value>]

You can search for values, characters or strings. Eg.:

        FIND $2000 $20FF !30

will search memory $2000..$20FF for the decimal value 30.

        FIND 'A'
     or FIND 'A

will search the entire memory ($0000..$7FFF) for the character 'A' (without
quotes).

        FIND "FOO"
     or FIND "FOO

will search the entire memory ($0000..$7FFF) for the text "FOO" (without
quotes).

        FIND $1000 $1FFF "foo"

will search memory $1000..$1FFF for the text "foo" (without quotes).

FIND with no arguments will search the entire memory ($0000..$7FFF) for
any text, "text" being considered to be two or more successive occurrences
of the letters A..Z.

String searching is not supported for Dolphin and MIKIT.

G|P

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G|P [<address>]

    Pauses or unpauses the emulator.
      When unpausing, you can optionally set a breakpoint. Eg. G $1234
    will set a breakpoint at $1234.

GI

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GI

    Generates an interrupt (aka "exception").
      If interrupts are currently disabled by the game (ie. the Interrupt
    Inhibit bit of the PSU is set, and the "force interrupts"
    compatibility hack is not in use), your interrupt request will be
    suppressed.
      Interrupts are only supported on Interton, Elektor, Instructor,
    coin-ops and PHUNSY.

GR

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GR

    This is for Arcadia, Interton, Elektor, CD2650 and coin-ops.
      If on, when the emulator pauses on a non-frame boundary, you will see
    a guide ray (beam) instead; ie. a representation of the actual cathode
    ray, going from the electron gun positioned centrally behind the tube,
    to the relevant location on the screen. However, it doesn't act quite
    like the real beam would, because during the real horizontal or
    vertical retrace the beam is actually moving left or up, respectively,
    which is not shown on the emulator (you will just get an ordinary beam
    going to the retrace area). However, the timings are correct. Note
    that the beam is shown even during the blanking periods (ie. while it
    is actually turned off).
      For coin-ops, since these are emulated on a per-raster basis, instead
    of a guide ray you will get a guide line, indicating the current
    raster line.

I

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I

    Ignores the next CPU instruction. This is effectively the same as
    stepping, except that the instruction is not actually executed. The
    clock is advanced as if the instruction had in fact been executed.

IM

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IM [<address1> <address2>] [<filename>]

    This shows the memory range you specify, in bitfield format. This
    assists in game disassembly (eg. to find the locations where sprite
    imagery is stored). The output is formatted for use with the VACS
    assembler. Normally you will want to redirect the output to a file. By
    looking at the output you will be able to recognize the shapes of the
    sprite imagery (graphics data). '#' is a set pixel, '.' is a clear
    pixel.
      If no memory range is specified, memory from zero to the end of the
    ROM will be shown.
      If you give a filename, the resulting output will be saved to that
    file.

L

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L A
(log illegal reads/writes)
(all except Pong and Type-right)

    When enabled, read and writes of memory locations which are read-only
    or write-only (as appropriate), mirrored or unmapped will cause a
    message to be printed.
      Some accesses can generate two violations. For example (Emerson
    Arcadia 2001): reading address $1300 will log a mirrored read
    violation; then, when the access has been translated to $1B00, it will
    log an unmapped read violation.
      Additionally, for Arcadia, reads and writes of UVI registers (except
    reads of CHARLINE) by the game during CHARLINEs $F0..$FC will cause a
    message to printed (in accordance with the official recommendation on
    page 9 of the datasheet, "UVI should not be accessed during this
    period".).

L B
(log BIOS calls)
(Elektor, PIPBUG, BINBUG, Instructor, CD2650 and PHUNSY)

    When enabled, each transfer of control (ie. branch) to the BIOS ROM
    (except when caused by an interrupt) will cause a message to be
    printed.
      For Elektor, PIPBUG, BINBUG, Instructor and CD2650, calls to most
    BIOS routines are explained in extra detail (eg. showing, in some
    cases, how many stack places (levels of stack) are required. This
    number does not include the one level of stack required to actually
    call the routine.)

L C
(log inefficient code)
(all except Pong and Type-right)

    When enabled, you will be told when certain instructions are
    executed that could be replaced with smaller and/or faster and/or
    more legal equivalents. This can be helpful when developing your own
    games. The suggestions offered are of the form "Replace foo with bar
    at $xxxx", eg. "Replace BCTA,un with BCTR,un at $900". Of course,
    when implementing the changes you will need to adjust the
    entire instruction (not only the opcode byte but also the operand)
    as appropriate.
      The following situations are detected. The code on the left should
    be replaced by the code on the right.

    LODZ    r0                     -> IORZ    r0

    LODI,r0 $00                    -> EORZ    r0

    BSTR,un followed by
    RETC,un                        -> BCTR,un

    BSTA,un followed by
    RETC,un                        -> BCTA,un

    PPSU with no writable bits affected
                                   -> (omit)

    PPSL    $00                    -> (omit)

    CPSU with no writable bits affected
                                   -> (omit)

    CPSL    $00                    -> (omit)

    CPSL    $C0                    -> COMZ    r0

    ADDI,rn $01
    BCFR,eq                        -> BIRR,rn

    ADDI,rn $01
    BCFA,eq                        -> BIRA,rn

    SUBI,rn $01
    BCFR,eq                        -> BDRR,rn

    SUBI,rn $01
    BCFA,eq                        -> BDRA,rn

    NOP                            -> (omit)

    BCTA,un with zero-page address -> ZBRR

    BSTA,un with zero-page address -> ZBSR

    BCTA,cc with near address      -> BCTR,cc

    BSTA,cc with near address      -> BSTR,cc

    BRNA,rn with near address      -> BRNR,rn

    BSNA,rn with near address      -> BSNR,rn

    BIRA,rn with near address      -> BIRR,rn

    BDRA,rn with near address      -> BDRR,rn

    BCFA,cc with near address      -> BCFR,cc

    BSFA,cc with near address      -> BSFR,cc

    LODA,rn with near address      -> LODR,rn

    EORA,rn with near address      -> EORR,rn

    ANDA,rn with near address      -> ANDR,rn

    IORA,rn with near address      -> IORR,rn

    ADDA,rn with near address      -> ADDR,rn

    SUBA,rn with near address      -> SUBR,rn

    STRA,rn with near address      -> STRR,rn

    COMA,rn with near address      -> COMR,rn

    BCTR,cc to IAR+2               -> (omit)

    BCFR,cc to IAR+2               -> (omit)

    ZBRR    to IAR+2               -> (omit)

    BCTA,cc to IAR+3               -> (omit)

    BCFA,cc to IAR+3               -> (omit)

    LODI,rn followed by
    COMI,rn $00                    -> LODI,rn

    EORI,rn followed by
    COMI,rn $00                    -> EORI,rn

    ANDI,rn followed by
    COMI,rn $00                    -> ANDI,rn

    IORI,rn followed by
    COMI,rn $00                    -> IORI,rn

    ADDI,rn followed by
    COMI,rn $00                    -> ADDI,rn

    SUBI,rn followed by
    COMI,rn $00                    -> SUBI,rn

    LODA,rn direct non-indexed from ROM address
                                   -> LODI,rn

    LODR,rn direct from ROM address
                                   -> LODI,rn

L I
(log illegal instructions)
(all except Pong and Type-right)

    When enabled, execution of opcodes that are undefined ($10, $11, $90,
    $91, $B6, $B7, $C4..$C7), indeterminate (LODZ r0), or strange (RETE/
    REDC/REDD/REDE/WRTC/WRTD/WRTE on Arcadia) will cause a message to be
    printed.
      Also, overflows and underflows of the Return Address Stack
    (RAS) will cause a message to be printed.
      Also, wraparound (overflow) of the Instruction Address Register will
    cause a message to be printed.
      Also, execution of an opcode where that address has already been
    used as an operand, or vice versa, will cause a message to be printed.
      Also, modifications of the Stack Pointer (SP) by games, except for
    setting it to zero, will cause a message to be printed.
      Also, interrupt handlers are checked: if the Program Status Word
    (PSW) and/or registers (R0..R6) have not been restored by the
    interrupt handler (to the same values as they were when the interrupt
    handler was entered) by the time the RETE is executed, a message will
    be printed.
      Also, for Arcadia and Interton, reads of bytes that have never been
    initialized (ie. written to) by the game will cause a message to be
    printed.
      Also, use of R0 as an operand and index simultaneously (eg. STRA,r0
    $1234,r0) will cause a message to be printed.

L P
(log I/O port accesses)
(all except Pong and Type-right)

    When enabled, each I/O port access (ie. REDC/REDD/REDE/WRTC/WRTD/WRTE
    instruction) will cause a message to be printed. The WR and WW
    settings control whether reads, writes or both are monitored.

L S
(log subroutine calls/returns)
(all except Pong and Type-right)

    When enabled, each subroutine branch (including interrupts), and each
    return from a subroutine (or interrupt), will cause a message to be
    printed. This is useful for ascertaining the calling structure and
    code organization of a game. The messages are indented by a number of
    spaces equal to the level of the Return Address Stack (RAS).
      Additionally, overflows and underflows of the Return Address Stack
    (RAS) will cause a message to be printed.

LOADSYM

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LOADSYM [<filename>]

    This will load a DASMx symbol table (.SYM file) (aka "user labels").
    These user labels will be added to the built-in labels, and to any
    user labels which have already been loaded.
      If you don't specify a filename, all current user labels will be
    cleared.
      See the DASMx documentation for a description of the SYM format.

O

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O

    If the next instruction is a subroutine branch (BSTA/BSTR/BSFA/BSFR/
    BSXA/ZBSR), this will execute the code as normal but will not step
    through it. Control will be regained (ie. the machine will be paused)
    after the subroutine has returned.
      If the next instruction is not a subroutine branch, this command
    behaves exactly like an ordinary S command.

N

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N

    When doing tracing and disassemblies, normally the output is in the
    official manufacturer's assembler format (as used by eg. the VACS
    cross-assembler and the DASMx cross-disassembler). But you can instead
    use the CALM (Common Assembly Language for Microprocessors) notation,
    if desired.
      In CALM mode, # means an immediate value, & means an access to an
    I/O port, and A..D correspond to r0..r3.
      For more details about this notation, see eg.
    http://calm.baillifard.com/.
      This setting also adjusts the output of certain other commands, eg.
    the "View|CPU status" command.

PL

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PL

    If this is enabled, then the emulator will pause each time it
    generates logging output (eg. for illegal instructions, etc.).

R

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    Note that some emulator functions are disabled while you are paused,
    except at the start/end of a frame.

R <number>

    Runs until the start of the raster line you specify.
      Note that some functions are disabled while using this feature, as
    they are only designed for use between frames.

R F

    Runs until the start of the next frame.

R I

    Runs until the next interrupt is generated. Interrupts which are
    suppressed (ie. the Interrupt Inhibit bit is set at the time) are
    of course ignored.

R L

    Runs until after the next BDRR/BDRA/BIRR/BIRA/BRNR/BRNA instruction
    which does not branch. These instructions are usually (though not
    always) used by games to implement loops. Loops which use other
    methods are not detected; for example:

LOOP:
    addi,r0 1
    bcfr,eq LOOP

    is not detected.

R R

    Runs until the start of the next raster line.
      Note that some functions are disabled while using this feature, as
    they are only designed for use between frames.

R S

    Runs until the end of the current subroutine or interrupt. You might
    get unexpected results if the stack pointer overflows or underflows
    in the meantime.

READPORT|WRITEPORT

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READPORT <port>|C|D
WRITEPORT <port>|C|D <value>

    <port> can be:
      0..255 (extended I/O port #)
      C      (control port)
      D      (data port)
    <value> is 0..255.

REL

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REL <source-addr> [*]<target-addr>

    You can calculate relative offsets using this command. This command
    fully understands page wrapping issues.
      Relative offset targets must be in the range of -62..+65 bytes
    (page-wrapped) from the source. You can give * before the target
    address to calculate an indirect offset.
      Eg. if you want to write this code:

        $1000 bctr,un *$9E0

    you can give this command:

        REL $1000 *$9E0

    and get the result

        $DE

    which is what you would need to put as the operand at address $1001.
    (And "= BCTR,UN" would tell you to put $1B as the opcode at address
    $1000.)
      Note that offsets are actually, as far as the CPU is concerned,
    relative to the first byte of the following instruction. (Eg.
    relative to $1002 in the example above.) This command, however, takes
    care of this automatically for you (by adding 2 to the source
    address), so you give it the address of the opcode of the relative
    instruction. (Eg. $1000 in the example above.)

S

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S

    Step forwards one CPU instruction. Note that some functions are
    disabled while stepping, as they are only designed for use between,
    not during, frames. Also note that CPU tracing is not automatically
    enabled (although the instruction being stepped will be traced).

SAVEAOF|SAVEEOF|SAVETVC

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SAVEAOF|SAVEEOF|SAVETVC <address1> <address2> <filename> [<startaddress>]

    This saves a region of memory as an Elektor Object Format (EOF) (for
    Elektor) or Signetics Absolute Object Format (AOF) (for other guests)
    file, or a TV Games Computer (TVC) file.
      <startaddress> is the address at which the game should
    begin execution. If you don't give a <startaddress>, then the
    emulator uses the start address of the currently loaded game
    (eg. as shown in the "Help|Game information..." subwindow),
    if you omit the <startaddress>.

SAVEHEX

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SAVEHEX <address1> <address2> <filename>

    This saves a region of memory as an Intel Hex Format file.

SAVESYM

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SAVESYM <filename>

    This will save a DASMx symbol table (.SYM file) (aka "user labels").
    These user labels will be added to the built-in labels, and to any
    user labels which have already been loaded.
      See the DASMx documentation for a description of the SYM format.

SAY|SPEAK

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SAY|SPEAK <message>

    Speaks the desired text via voice synthesis. Sound must be enabled, but
    not necessarily speech nor a speech-enabled guest.
      Primarily intended for testing speech settings (rate, etc.) after
    adjusting them.

SPR

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SPR 0|1|2

    Changes the current sprite mode. The sprite modes are:

        0 = Invisible
        1 = Visible (normal)
        2 = Numbered

    "Invisible" causes the sprites to become invisible. This can be useful
    when making game maps. Or you could use it to make the games more
    challenging ;-) !
      "Visible" is the default and just shows the sprites normally, as the
    real machine would.
      "Numbered" means that instead of the normal sprite imagery, the
    sprite numbers are shown instead. This can be interesting for
    developers, to see how a particular graphic display is generated.
    For PVI-based machines (Interton/Elektor/coin-ops), solid (filled)
    blocks are original sprites, and hollow blocks are duplicate sprites.
    For Pong, the "active" player in the Tennis and Squash games will be
    striped, and scoring zones and invisible boundaries will be visible.
      As with eg. shadowing, these options have no immediate effect when
    paused.
      Note that these options are not only cosmetic; collision detection
    will also be affected (eg. no sprite collisions will occur while
    sprites are invisible).

SWAP

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SWAP <1st-start> <1st-end> <2nd-start>

    Swaps two blocks of memory. <1st-start>..<1st-end> is swapped with
    <2nd-start>..<2nd-end>. <2nd-end> is calculated automatically.
    Overlapping swaps are not supported.

T

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T

    Toggles on/off real-time tracing (ie. disassembly) of the code being
    executed. The state of the CPU is also shown between each instruction.
    Of course enabling this will slow down the emulation severely.
      The format used is, left to right for each instruction: mnemonics,
    cycle counter, duration, instruction length, IAR, raw instruction
    bytes. The pseudocode is shown beneath this.
      The emulator knows the source code comments for certain BIOSes and
    games, and will show these comments under the appropriate pseudocode
    when tracing or disassembling in verbose mode.

TRAIN

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TRAIN [<value>]

    This makes it easier to make trainers (ie. cheats) for games.
      TRAIN <value> searches RAM for all occurrences of the specified
    value, and "marks" and lists all such occurrences.
      TRAIN by itself searches all "marked" occurrences, to see whether
    they now contain value-1, and lists all such occurrences. It is
    obviously only useful after you have previously used TRAIN <value>.
      It is best explained by example:

     1. Load Space Squadron and press START (F1).
     2. Press Pause (IBM PC) or P (Amiga) to pause.
     3. Press Tab to activate the debugger.
     4. Give the command:
         TRAIN 3
        Now the emulator will find all RAM locations containing the value
        $03 (which represents three lives). There are two of these: $18F9
        and $1AF5.
     5. Unpause and deactivate the debugger.
     7. Lose a man.
     8. Pause and activate the debugger.
     9. Give the command:
         TRAIN
        Now the emulator will find everything from step 3 which now
        contains the value $02. There is one of these: $1AF5.
    10. Give the command:
         WP $1AF5
    11. Unpause and deactivate the debugger.
    12. Lose a man. This should automatically trigger the watchpoint.
        (If it doesn't, you didn't find the correct RAM location.)
    13. The instruction which triggered the watchpoint is at $1A9.
        Give the command:
         DIS $1A9
    14. We will NOP out the relevant instruction by giving the commands:
         E $1A9 NOP
         E $1AA NOP
         E $1AB NOP
    15. Now give these commands:
         WC
         E IAR 0
    16. Unpause and deactivate the debugger.
    17. Now you have infinite lives. You can of course now save the
        state of the "cheat version" of the game, for later use.

    Note that screen RAM is searched just like non-screen RAM. Many games
    do not keep an "off-screen" record of the number of lives remaining;
    they actually read the screen RAM to determine this.
      Also note that there are already built-in trainers for many games,
    including the one in the example above.

TU

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TU 0|1|2

You can change the time unit used for showing durations (eg. when tracing
or disassembling) in three different ways. The default is clocks.

    0    Cycles
    1    Clocks (aka "clock periods")
    2    Pixels

    1 cycle = 3 clocks = 12 pixels (for Arcadia/Interton/Elektor)
    1 cycle = 3 clocks = 36 pixels (for CD2650)

Pixels is currently only supported for pixel-based emulations (currently
Arcadia/Interton/Elektor/CD2650), and will be 0 for other guests.

VB|VERBOSE

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VB|VERBOSE

    If this is enabled:

    * the pseudo-C equivalent (similar to that generated with our Annotate
      tool) of each instruction is shown when tracing, stepping or
      disassembling;

    * the CPU state will be shown after each instruction is executed, when
      tracing or stepping;

    * the "View|UVI/PVI status" and "View|PSGs status" commands will show
      additional information.

V|VIEW

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V|VIEW BASIC

    This is only for Central Data 2650.
      It shows the contents of 8K BASIC's variable table (ie. addresses,
    names, dimensions and values of all user variables). If you aren't
    running 8K BASIC, obviously the results will be meaningless.

V|VIEW BIOS

    This is for all guests except Arcadia, Interton, coin-ops and Pong.
      It shows the contents of the area of RAM used by the monitor (ie.
    the BIOS). The contents are interpreted.
      Elektor: For MONOB, '#' indicates that the relevant on-screen
    "character" does not match any ROM "character", and '·' indicates
    that the relevant on-screen "character" matches a meaningless ROM
    "character".
      Note that the displayed values for R0..R6, PSU and PSL are for the
    copies kept in the BIOS RAM; ie. they are not necessarily the
    current values of the real registers/PSU/PSL (you would use "View|CPU
    status" to see those). Likewise, MONOB and MLINE do not necessarily
    reflect what is currently displayed on the guest screen.

V|VIEW CPU

    This is for all guests except Pong and Type-right.
      It shows the status of the 2650 CPU processor.
      These bits in the PSU are shown individually:

              CALM
              ----
    S   S     I    Sense
    F   F     O    Flag
    I   II    F    Interrupt Inhibit
        UF1   1    User Flag 1 (2650B only)
        UF2   2    User Flag 2 (2650B only)

    The Stack Pointer (SP) is also part of the PSU but is
    shown separately.
      These bits in the PSL are shown individually:

              CALM
              ----
    D   IDC   H    Inter Digit Carry
    R   RS    B    Register Select
    W   WC    W    With Carry
    O   OVF   V    OVerFlow
    M   COM   L    COMpare
    C   C     C    Carry

    The Condition Code (CC) is also part of the PSL but is shown
    separately.
      Only one letter is used for each bit. Uppercase means the bit is
    set, lowercase means it is clear (except for UF1/2, where '.' means
    clear and '1' or '2' means set).

V|VIEW PSG

    This is for expanded Elektor, Laser Battle and Lazarian.
      It shows the status of both the PSGs (Programmable Sound
    Generators) (for expanded Elektor), or both the TMSes (for Laser
    Battle and Lazarian).
      In verbose mode (ie. VERBOSE command), you will get additional
    information about the PSGs.

V|VIEW RAM

    This is for all guests except Pong and Type-right
      It shows the contents of the motherboard RAM (ie. RAM that is built
    into the console/computer/trainer/coin-op).
      Additionally, for Interton VC 4000 (memory maps "C" and "D"), it
    shows the contents of the cartridge RAM (ie. RAM that is onboard the
    game cartridge).

V|VIEW SCRN

    This is for all guests except Pong.
      It shows the contents of the screen in a grid. (For Arcadia, low-
    resolution games only display the upper half of this (ie.
    $1800..$18CF) and may use the lower half as additional RAM.)
      For Arcadia, the screen contents are also shown as text, according
    to this table:

    $0123456789ABCDEF
     ----------------
$00:  /\#bc_efghijklm    $00          : space
$10: 0123456789ABCDEF    $01-$0F (/-m): graphics characters
$20: GHIJKLMNOPQRSTUV    $38-$3B (n-q): sprites 0-3
$30: WXYZ.,+$nopqrstu    $3C-$3F (r-u): user defined characters 0-3

$00 ( ): ........ $01 (/)  .......# $02 (\): #....... $03 (#): ########
         ........          ......#.          .#......          ########
         ........          .....#..          ..#.....          ########
         ........          ....#...          ...#....          ########
         ........          ...#....          ....#...          ########
         ........          ..#.....          .....#..          ########
         ........          .#......          ......#.          ########
         ........          #.......          .......#          ########

$04 (b): ######## $05 (c): ......## $06 (_): ........ $07 (e): ##......
         ########          ......##          ........          ##......
         ........          ......##          ........          ##......
         ........          ......##          ........          ##......
         ........          ......##          ........          ##......
         ........          ......##          ........          ##......
         ........          ......##          ########          ##......
         ........          ......##          ########          ##......

$08 (f): ######## $09 (g): ######## $0A (h): ##...... $0B (i): ......##
         ########          ########          ##......          ......##
         ......##          ##......          ##......          ......##
         ......##          ##......          ##......          ......##
         ......##          ##......          ##......          ......##
         ......##          ##......          ##......          ......##
         ......##          ##......          ########          ########
         ......##          ##......          ########          ########

$0C (j): .......# $0D (k): #....... $0E (l): ######## $0F (m): ########
         ......##          ##......          #######.          .#######
         .....###          ###.....          ######..          ..######
         ....####          ####....          #####...          ...#####
         ...#####          #####...          ####....          ....####
         ..######          ######..          ###.....          .....###
         .#######          #######.          ##......          ......##
         ########          ########          #.......          .......#

    Note that the Central Data 2650 has an unusual screen layout, whereby
    the Y axis is the "major" (most significant) axis and the X axis is
    the "minor" (least significant) axis. Ie. the output is "sideways".
      Astro Wars and Galaxia also have a sideways screen layout; in this
    case it is rotated by 90°).
      For Astro Wars and Zaccaria, the contents of the colour RAM bank
    are also shown.
      For Malzak, the playfield (ie. terrain, or tilemap) contents are
    also shown.

V|VIEW UDG

    This is for Arcadia, Interton, Elektor, BINBUG and coin-ops.
      It shows the graphics data for the sprites and user-defined graphics
    (UDGs).
      '#' is a set pixel (binary 1), '.' is a clear pixel (binary 0).
      WinArcadia: The sprites will be shown in their correct colours
    (except that black is shown as white so that you can see it). For
    Arcadia UDGs, the two (board mode) or four (non-board mode) current
    choices the game has for foreground colours are listed, and the first
    choice is used to show the UDGs.

V|VIEW XVI

    This is for Arcadia, Interton, Elektor and coin-ops.
      It shows the status of the 2637 UVI (Arcadia) or 2636 PVI (Interton,
    Elektor and coin-ops) coprocessor(s) (aka GPU(s)).
      Also, some other registers which are not strictly part of these
    chips are shown for convenience.
      1 "cycle" = 3 "clocks" or "clock periods", consistent with the
    terminology in the official 2650 documentation.
      "Raster" is the number of the scanline currently being "drawn". If
    calling this function between frames, this number will be extreme.
      "Frames" is the number of frames that have been emulated since
    reset.
      "Time" is the running time since reset, as viewed from the
    perspective of the guest machine. This figure is based only on the
    number of (complete) frames emulated since reset; thus it does not
    consider the amount of time elapsed since the start of the current
    frame. Natch, you will get different time figures in NTSC mode as
    compared with PAL mode, since the duration of a frame is longer in PAL
    mode. The machine is considered to have been in its current region
    since reset.
      In verbose mode, you will get additional information.
      Note that generally this information is shown according only to the
    specific hardware register. Other hardware registers may affect the
    result.
      Arcadia: The colours shown assume that "Flag line emulation?" is off.
      Interton/Elektor: The colours shown assume that "Darken
    backgrounds?" is off.
      The pitch values shown assume that tone retuning is off.

WR|WW

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WR

    Toggles whether these reads are watched or not:

    (a) reads by the CPU (only) of data watchpoints; and
    (b) reads of I/O ports (when the L P option is on.

    The default is on.
      The selected mode affects all watchpoints that are already set and
    any that may be set in the future.

WW NONE|SOME|ALL

    There are three modes of watching writes: NONE, SOME and ALL.

    NONE: no writes will be watched.
    SOME: writes will be watched only when they actually change the
          contents of the address (eg. if the byte of memory at the
          address contains $12 at the time the watchpoint is hit, writes
          of $12 to it will not trigger the watchpoint, but writes of any
          other value will do so).
    ALL:  all writes will be watched.

    Writes by the CPU, PVI or PSG are watched if you have a watchpoint
    set on the relevant address, subject to the current none/some/all
    mode and any conditions that you have specified for triggering the
    watchpoint.
      Writes of (all) I/O ports are watched when the L P option is
    on, subject to the current none/some/all mode.

    The default mode is SOME.
      N, 0 and OFF are synonyms for NONE.
      S and 1 are synonyms for SOME.
      A and 2 are synonyms for ALL.
      The selected mode affects all watchpoints that are already set and
    any that may be set in the future.

Labels

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LABELS--------------------------------------------------------------------

When setting breakpoints and watchpoints, and editing memory, you can
use friendly labels instead of the raw decimal/hexadecimal/binary
addresses. These are also used when performing traces and disassemblies.
  There are labels for various UVI/PVI/PSG/ROM/RAM/EPROM code, data and
hardware areas. Some games also have additional labels. These are all
built into the emulator; you need autosense enabled, of course. Also,
the emulator understands 2650 opcodes; eg. NOP is understood to mean $C0.
  In the debugger, you can use the "=" command, without arguments, to
show all the understood labels for the current machine and game.
  The emulator uses fuzzy string matching so that minor typos (eg. using
BGCOLOR instead of BGCOLOUR) are not problematic.
  Additionally, these CPU registers (and their equivalents in the
CALM notation) are understood by the "Edit register/memory..." command,
and by the conditional breakpoint/watchpoint handlers: PSL, PSU, IAR,
RAS0..RAS7, R0..R6, CC and SP.
  In the debugger, you can use the "=" command, with arguments, to
convert numbers or labels or characters from decimal, binary, octal or
characters to hexadecimal. Eg. for Arcadia, any of these input lines:

    = P1LEFTKEYS
    = $1900
    = H'1900'
    = 1900H
    = !6400
    = @14400
    = %1100100000000
    = %##..#........

will give the response:

    P1LEFTKEYS ($1900)
    bits 7..4: unused
    bit 3: p1 (left) '1' button
    bit 2: p1 (left) '4' button
    bit 1: p1 (left) '7' button
    bit 0: p1 (left) 'C' button (Clear)

Use ! for decimal numbers.
  Use $ for hexadecimal numbers (eg. $1234). You can also use H'1234' or
1234H instead if desired.
  Use % for binary numbers (0/1 style or ./# style). Eg. %10101010 or
%#.#.#.#.
  Use @ for octal numbers. Eg. @1234.
  Use ' for a character (eg. 'A). Case is significant. The terminating
quote is optional. The conversion from character to number is performed
according to the current guest machine. Eg. 'A will resolve to $41 on
ASCII-based guests (PIPBUG/BINBUG/CD2650/Malzak/Chaos/Dolphin), $1A on
Arcadia and (coincidentally) Galaxia, $0A on Elektor and (coincidentally)
Instructor, and $C1 on Astro Wars. (You can't do this on Interton as it
lacks a character set.) This is especially useful with the FIND command.
  With no prefix, your current "default base" (as set by the BASE
command) is used (factory default is hexadecimal).
  A'<character>' will give an ASCII value. E'<character>' will give an
EBCDIC value (or 0 if there is no EBCDIC equivalent).
  You can still use labels to refer to addresses for other memory maps, as
long as it is the same machine.
  You can use the CLEARSYM, DEFSYM, LOADSYM and SAVESYM commands to manage
user-defined labels. Valid characters in labels are A..Z, 0..9 and
underscores (_), but they must not start with a digit. Their maximum
length is 17 characters.

Converted using GuideML 3.10