---------------------------------------------------------------------- UnrealSpeccy 0.37.7 by SMT and Others ---------------------------------------------------------------------- contents 1. features 2. system requirements 3. command line 4. keys in emulator 5. bugs and incompatibilities 6. greets 7. license ---------------------------------------------------------------------- features cpu Z80: all (un)documented commands and flags memory Pentagon 128/512/1024 and 48K ROM TS-Configuration Scorpion 256/1024 RAM and 64K ROM Scorpion PROF-ROM with SMUC support (128/256/512K) KAY-256/1024 and 64K ROM ZX Evolution Profi 1024 RAM/ROM and memory mapper ATM TURBO 1 v4.50 512/1024 RAM, 64-1024K ROM ATM TURBO 2+ v7.10 128/512/1024 RAM, 64-1024K ROM cache 16/32K CMOS/RTC: russian chip (512Bu1, 64 bytes, 1st day is monday) or pc-compatible (DALLAS, 256 bytes, 1st day of week is sunday) SMUC RTC and NVRAM (24LC16) sound beeper, tape saving and loading tones AY-3-8910/YM2149: excellent sound emulation, including digital and unusual effects, parallel ports on R14/R15 are not emulated Turbo-AY (Turbo-Sound): two AY(or YM) chips by PoS and NedoPC schemes TurboSound FM: two YM2203 chips (6 AY channels + 6 FM channels) also there is 'unreal' (not available in real Spectrum) mode: playing AY music using digital player - emul plays three sound samples with volumes and frequencies taken from corresponding AY registers and 'pseudo-turbo' - two parallel YM chips with some phase shift two covoxes - Pentagon (port #FB) & Scorpion (port #DD) SounDrive saving sound to WAV or VTX (VTX - good format for AY sound, much more compact than PSG, but you need lha.exe somewhere in %PATH%) General Sound - FX & MOD player through BASS sound system. You can save music and listen it in your favourite mod-player General Sound low level emulation (including internal Z80 on 12MHz, 512Kb onboard memory, internal ports and DACs) BASS offers higher quality and more sound channels than low-level emulation. Low-level emulation is useful for programs altering the firmware player and using second Z80 for their own needs. In general, use BASS for games, and low-level emulation for advanced sound/music editors (RIFF tracker) video several video drivers, from simple and fastest to complex bi-linear filtering, that upsamples Spectrum display to 512x384 * 64 colors; 'noflic' filter is specially for programs fast switching two screens to get more colors; several chunky filters for 21st century demos amazing video filter: Anti-Text64. Designed for reading e-zines. It converts 4x8 fonts to 8x8 or 8x16 on the fly and saves your eyes multicolors are fixed for Pentagon & Scorpion, 1T screen update for all border effects able to emulate scorpion timings, including scorpion border update nopaper mode for debugging border effects flash-color (using 128 ink colors with black paper when FLASH bit on) hi-res modes: Pentagon 512x192, Profi 512x240, ATM (works with 'double' video filter) ATM-TURBO color video modes (works with 'double' video filter): text mode 80x25, EGA mode 320x200, 640x200. To use custom text-mode font, place your "SGEN.ROM" to unreal directory. Don't use border=none with ATM video modes Pentagon 384x304 mode [see ZX-Guide#2, AlCoNews#32] Pentagon color-per-pixel mode [see Info Guide#8, #9] hardware multicolor attribute port #FF tune-up video/sound with hotkeys change video settings, such as number of t-states/frame, t-states/line, fix with grey+, grey-, grey* t-states/frame is a computer speed, so it's easy to adjust speed in fast (or slow) games in very wide range for comfortable playing alt+grey*, grey-, grey+ selects soundchip (AY/YM) and stereo mode (ABC/ACB), or palette beta 128 disk interface implemented all FDC WD1793 commands, including read/format track traps for read/write sector - more then 256 times speedup tape full TAP and TZX support CSW support tape browser auto-start tape when accessing to ROM load routine fast loading: UnrealSpeccy is able to recognize loader logic and speed up loader by removing delay loops and edge detection loops. (Of course, UnrealSpeccy leaves original t-states timing, so max speed mode must be enabled for fast loading - press NumLock) With this technique any 128K game may be loaded in 10-20 secs. I've developed this feature independent from RAMSOFT, but looks like they used the same idea in RS 0.90.38... For really fast loading, also choose 'normal' video driver IDE UnrealSpeccy is able to use KAY, SCORPION and ATM-2 IDE interfaces with two devices on it (hard disks or CD-ROMs) for hard disks you may use image file or Spectrum drive, connected to computer. CD-ROM requires physical or windows-level emulated device schemes supported: Nemo - controller for ZX-BUS manufactured by Nemo and NedoPC ATM - ATM TURBO 2+ v7.10 Nemo(A8) - Nemo scheme modification: uses A8 instead of A0 to select high/low byte of 16bit data (easy to transfer sector with just two commands INIR:INIR) SMUC - IDE controller for ZS Scorpion modem ISA modem, configured to use COM1 ports 03F8-03FF translated to Spectrum's ports #F8EF-#FFEF. Modem interrupt (translated to Spectrum NMI) is not emulated Host computer should have installed windows driver for real modem. At least ping/dns by Kamil Karimov tested and works fine with empty 'modem initialization string' input devices fully customizable keyboard copy text from clipboard via emulation of Spectrum keyboard AY-mouse (KORVET mouse, connected to AY-3-8910/12 port A) kempston mouse with adjustable speed and swap-buttons option, mouse wheel included (D7..D4 in buttons' port or UP/DOWN keys) kempston joystick on keyboard kempston joystick on mouse (joystick will follow mouse cursor) mouse wheel and buttons can be bound to any zx keys or kempston PC joystick/gamepad can be bound to any zx keys or kempston sticky keys mode [stolen from ZX_Emul, read description there] autofire (with adjustable key and period) files reading: SP, SNA and Z80 (all versions, 48k and 128k) TAP, TZX, CSW FDI, TRD, SCL, TD0, UDI if disk image does not contain boot.B, it may be appended. Disk images for every drive may be loaded automatically at start of UnrealSpeccy HOBETA format - appends file to existing disk; if no disk, then empty TR-DOS disk will be created. Best use with command line: unreal.exe prog.$B prog.$C <- will be placed on same disk You can also load it from 'F3' dialog, but only by one file writing: SNA 48k and 128k TRD, FDI, UDI TD0 (saved unpacked, so expect saved file larger than loaded) SCR, BMP (screenshots) WAV, VTX disk images converter: emulator can open disk image in any format (TRD/TD0/FDI/SCL/UDI) and save it to any other format leds 1. AY volume/status. Just for fun. White color - tone, yellow - noise, green - envelope; also shows YM2203 and GS volumes 2. perfomance leds. One displays how much Z80 t-states is between two interrupts. While watching some demo you can see how much time takes one or another effect. Second led shows PC framerate - at normal speed it must be 50. If it is less, then your CPU is too slow, and sound may be jerky - try to select faster video driver, disable some devices, increase skipframe or decrease t-states per int. When running on max speed, framerate shows how fast you computer is. For example, 800 fps is 16 times faster than Spectrum, so average game will load in 20 secs. 3. input led. Shows which input devices are active - keyboard, mouse, kempston joystick. For keyboard, displays queried keyrows. One example: I've noticed, that in KOL0BOK2 intro active keyrows are - and A-G. is an exit, but why program scans - ? I've pressed , and I saw that now program queries -

. After pressing A+P, program queries -. When pressing A+P+X active keyrow areonly -. So, I've found cheat without digging in program code! (Another way was to set breakpoint on reading port #FE and analyze code nearby) 4. loading led. When saving/loading from disk, emulator shows blue or red diskette. When formatting track, yellow disk is displayed. When loading from tape, emulator displays cassette picture and progress for current block (or 'PS' - tape silence) 5. local time - for those ZX Spectrum fans, who spend all their time with virtual Spectrum 6. on-screen watches - display used RAM and ROM banks in last frame, count user-defined expressions 7. using leds on AT keyboard to display AY amplitude peaks leds look strange when flash-color is enabled. It's not a bug monitor software that in PC world is called 'debugger', in Spectrum world is often called 'monitor' find text or code. Using mask: code matches when ((code & mask) == (pattern & mask)) unlimited number of code breakpoints conditional breakpoints of any complexity, uses C-like expression syntax (with this feature can be easily done: breakpoint on range, breakpoint to port in and out, on instruction, etc..) memory access breakpoints (on reading/writing/executing of given memory areas) built-in Z80 assembler/disassembler save-load memory blocks disk editor ripper's tool: for ripping routines with their data. Marks which bytes were read/written, and saves whole 64kb memory, replacing unreferenced bytes with user-defined byte (default is #CF) hotkeys to save/restore cursor position in disasm window hotkeys for location instruction operand in Z80 or dump window on-screen watches: show memory areas addressed by register pairs GUI all settings, that present in INI file, may be changed in GUI (but will not be saved, for permanent effect edit INI file) easy entering POKEs, if you don't want to use monitor or use HEX addresses. Delimiters for numbers are space, comma, colon, semicolon - so POKEs can be cut'n'pasted from any cheats collection loading from archives. Now supported: CAB,ZIP,RAR. You can add your own archivers to INI file ---------------------------------------------------------------------- system requirements Windows 95 or higher, or NT (not tested). Windows 2000/XP/2003 are required for real HDD support. for running UnrealSpeccy you need: Pentium-166 CPU MMX for basic functionality Celeron-266 CPU for Profi/Pentagon/ATM/Anti-Text64 hi-res modes Celeron-400 CPU for GS low-level emulation UnrealSpeccy eats only 12Mb of RAM, so if you've started Windows, then memory is enough 2D accelerared video card with hardware support of video overlays and color keying for overlay modes 3D accelerared video card for hardware chunky bilinear filter 2 Mb of video memory in fullscreen 4 Mb of video memory for windowed mode 16-bit sound card [optional, but recommended] if you have such hardware, but emulator runs slow, try the following: 0. install latest directX and videocard drivers 1. increase sound buffer size (especially for Win95) in INI file 2. select video filter='small', video driver='ddraw' 3. disable vsync 4. set 'ShareCPU=0' in INI file 5. do not use General Sound low-level emulation 6. do not use YM2203 7. set 'skipframe=4' in INI file 8. set 'Frame=30000' in INI file (if nothing else does not work) 9. disable sound (without sound emulator runs much faster) this should help ---------------------------------------------------------------------- command line parameters /i specify custom INI file, default: emulator_executable_filename_without_extension.ini /l specify labels file, default: user.l /b specify breakpoints file, default: bpx.ini ---------------------------------------------------------------------- keys in emulator these are default keys, can be changed in INI file Ctrl-F1 monitor Shift-ESC only for windowed mode: give mouse to emulator or to MS Windows Alt-F1 help on keys F1 options/GUI F2 write snapshot/disk image Alt-F2 quicksave to qsave1.sna Ctrl-F2 quicksave to qsave2.sna Shift-F2 quicksave to qsave3.sna F3 read snapshot/tape/disk image Alt-F3 quickload from qsave1.sna Ctrl-F3 quickload from qsave2.sna Shift-F3 quickload from qsave3.sna (SHIFT+)F4 select video driver (filter) Alt-F4 exit emulator F5 start/stop saving sound (WAV or VTX formats). May be used from monitor: set breakpoint to start/stop routines and save; when saving to vtx, start and end silence are wiped F6 enter POKE(s) Alt-F6 search in memory for changed values (cheats, etc) F7 start/stop tape Shift-F7 tape browser Alt-F8 screenshot F9 quicksave all altered disk images and CMOS Alt-Shift-F11 NMI Alt-F11 NMI to cache Ctrl-F11 NMI to TR-DOS ("magic") F12 reset to default mode, as specified in INI file Ctrl-Shift-F12 reset to basic-128 Ctrl-F12 reset TR-DOS (128) Shift-F12 reset to 48 basic, but port 7FFD unlocked Alt-Shift-F12 reset to 48 basic, port 7FFD locked Alt-F12 reset to system ROM Ctrl-Alt-F12 reset to cache pause/break pause grey/ leds on/off grey* select parameter to change: t-states/int (speed), fix, etc... Alt+grey* select parameter to change: AY/palette grey+,grey- change sound/video parameter (press with SHIFT for finetuning) NumLock max speed on/off (no sound on max speed) Alt-NumLock toggle autofire on/off Alt-Ctrl-Z toggle ATM XT(AT)-keyboard controller on/off Alt-Enter toggle full-screen mode Alt-Shift-Ins copy text from clipboard to keyboard buffer Alt-1 set window size to 1x scale in windowed mode Alt-2 set window size to 2x scale, useful for hardware-stretched modes like overlay and blitter Alt-3 maximize window keys in monitor (CTRL,SHIFT,ALT+)F1,F2,F3,F5,F11,F12 - see above Ctrl-F1 exit, run program F7 step F8 trace, skip calls and loops F9 show Spectrum screen Shift-F9 show alternative 128k screen Alt-F9 show screen until painted point with border, mc and 2-scr effects F11 run program until address (SP) TAB next window SHIFT-TAB previous window Alt-D toggle text/hex dump Alt-B write to port 7FFD (select bank / screen) Alt-M write to model-specific extended memory port (like #1FFD,#FDFD,#DFFD,...) Alt-P enter POKE(s) Alt-F6 search in memory for changed values (cheats, etc) Alt-R load memory block from file Alt-W save memory block to file Alt-F fill memory block with hex pattern (note: to copy block, please use save+load) Alt-G General Sound status (double-click - play sample) Alt-T ripper's tool Alt-O configure on-screen watches Alt-U disasm to file Alt-S cycle screenshot (ray-painted) / screendump (screen memory) / watches Alt-F render current frame to video buffer without border and MC effects Ctrl-U set user-defined watch address Ctrl-L view labels, visible for Z80 in current memory state Ctrl-J select and go to label Alt-C breakpoints manager Alt-Y switch active sound chip in Turbo-Sound mode manager can handle 3 types of breakpoints: 1. conditional breakpoints and on-screen watches are using C expression syntax. operators (in priority order): () ! ~ M(x) -> * % / + - >> << > < == = <= >= != & ^ | && || operands: a,b,c,d,e,h,l,bc,de,hl - common registers a',b',c',d',e',h',l',bc',de',hl' - alternative registers ix,iy,pc,sp,i,r - control registers FD - memory port #FD (also known as #7FFD) PG0, PG1, PG2, PG3 - TS-conf page registers for memory windows at #0000, #4000, #8000, #C000 OUT - port used in 'OUT' command (or 0FFFFFFFF when no outs) IN - port used in 'IN' command (or 0FFFFFFFF when no ins) VAL - read/written value to port (only meaningful when OUT != 0FFFFFFFF or IN != 0FFFFFFFF) RD - address used in memory read operation WR - address used in memory write operation MDT - data read/written to memory numbers - hex, must start with digit: DFFD - wrong, 0DFFD - right characters - must be enclosed in single quotes ('A','B',etc..) All calculations use 32-bit unsigned interger arithmetic. If you are not familiar with C, use brackets as much as possible, due to non-intuitive operator's precedence, e.g. out & 0FF == 0FE is treated as 'out & (0FF == 0FE)' <- always 0 M(x) is byte from memory address x (same as x->0) '=' is an alias for '==' (for Pascal programmers) examples: (out+1) | (in+1) - in/out to any port (in & 8001) == 0 - read keyboard row from to !(out & 1) - any out to port #FE (out & 0FF)==0BB && (val==0F3 || val==0F4) - reset General Sound (out & 0FF)==0FD && (val&7)==3 - set 3rd memory page (FD & 7) == 3 - the same M(pc)==0CB && pc->1 >= 10 && pc->1 <= 17 - set break on executing instruction "rl " I hope, these examples will be enough to get idea note: double-click on breakpoint to edit it 2. execution breakpoints (also set in CPU window by pressing SPACE). In manager window it is easy to setup breakpoint on execution range like 6000-FFFF 3. breakpoints on reading/writing memory. Similar to execution breakpoints, but have flags "R" and "W" to issue interrupt on reading/writing memory address (flags may be set together) monitor: registers window Cursor select register ENTER,0-F change register Ctrl+A,F,B,D,H,S,P,X,Y,I,R,M,1,2 edit A,F,BC,DE,HL,SP,PC,IX,IY,I,R,IM,IFF1,IFF2 Alt+S,Z,5,H,3,P,N,C toggle flag ' go to value under cursor in CPU window ; go to value under cursor in memory window monitor: CPU window F4 trace to cursor Alt-F7 find text Ctrl-F7 find code with mask HOME go to PC Ctrl-G go to address SPACE set/reset breakpoint under cursor ENTER edit Z80 instruction, opcode bytes or cursor address A-X assemble new Z80 instruction Z set PC to cursor Ctrl-1,.,Ctrl-8 save current position to slot 1-8 1-8 save current position to stack, go to saved position in slot 1-8 Backspace restore position from jumpstack ' push cursor position and go to instruction operand ; jump to instruction operand in data window Ctrl-A reading labels from XAS or ALASM, using 3 methods: 1. XAS7: assembler should be in bank 6 (or bank #46 for Pentagon-512) 2. ALASM: version 4.42-5.0x should be in 128k-memory (pages 1-7) 3. ALASM+STS: STS should be in bank#7 (or bank #47 for Pentagon-512) monitor: memory window Alt-F7 find text in memory / disk track Ctrl-F7 find code with mask in memory / disk track Cursor,Home,End,PgUp,PgDn move Ctrl-G go to address Ctrl-M select memory editor Ctrl-V select disk editor (physical track) Ctrl-O select disk editor (logical sectors) Ctrl-T select disk/track/sector in diskeditor Ctrl-TAB move to hex/ascii Ctrl+S,P,B,D,H,X,Y go to SP,PC,BC,DE,HL,IX,IY other keys edit monitor: Beta 128 window here is a typical FDC indicator content CD:1820 STAT:21 SECT:09 T:01/01 S:3C/00 first line is command and data register (cmd18,data20 - seek track 20) 2nd line - status register 3rd line - sector register 4th line - actual FDD head position and track register 5th line - Beta disk system register and DRQ/INTRQ port ---------------------------------------------------------------------- bugs and incompatibilities some programs, such as Manic Miner and Lode Runner, require old 48K ROM (1982.rom), while some other programs require ZX Spectrum 128 ROM (48for128.rom + 128tr!.rom) some TR-DOS programs (Unreal Megademo by KSA, Street Fighter) work only if TR-DOS traps are disabled and all delays enabled Profi service ROM can work only when all TR-DOS delays are enabled Bumpy does not work in default configuration, it tries to read port #FFDF for kempston joystick - so disable kempston mouse before playing [bug found by Paul Pavlov] sounddrv=wave does not work with CTSB128PCI (Creative Sound Blaster), there is a bug in drivers for this card. [bug found by Nuts] some ABS adventures (ALIEN.SCL, LENIN.SCL) do not work with TR-DOS 5.04TM, use version 5.03 - it is most compatible [bug found by Paul Pavlov] Vixen 1,2,3 - incompatible with SounDrive [bug found by Paul Pavlov] Fernandez - incompatible with SounDrive [bug found by Shadow Maker] port #FF sometimes is not responding when SkipFrame!=0 (the same to SkipFrameMaxSpeed!=0 and max speed mode) Scorpion 'MAGIC' generates NMI even if PC < #4000, but shadow monitor is not designed for this situation and may crash CacheVox by AlCo requires TR-DOS delays enabled and [BETA128] IL=1 If the emulator after returning of focus seems to have a sticky key, press Scroll Lock, deactivate blinking key, then press Scroll Lock again. If emulator control keys work wrong after returning of focus, press Enter, and keys must go normal. If emulator hangs with General Sound, try DSPrimary=0. If emulator crashes with General Sound, try GSType=Z80. If Kempston Joystick doesn't work, go to menu, press NumLock there, then return. In case of bad sound, try DSPrimary=1 (may crash emulator eventually!) or SoundDrv=wave in .ini. Screenshots are saved to the emulator directory. Files to read and write via debugger are situated in a current directory (which is seen by F3). Download sys.trd (for drive B:) from http://alonecoder.narod.ru/zx/SYS.rar Download xBIOS for ATM Turbo2+ from http://atmturbo.nedopc.com/ Get WNASPI32.DLL from Ahead Nero or from Ahead website BASS.DLL v2.3 was taken from http://www.un4seen.com/ ---------------------------------------------------------------------- greetings from SMT: * dj.Z, IMP and MIC - I enjoyed your music a lot ! * Nik-O and Fatal Snipe - for adherence to ay scene * Hacker KAY - thanks for most accurate information about AY/YM * Paul Pavlov - maintainer of largest TR-DOS archive * Raul Gomez Sanchez (author of R80) * Stalker - thanks for STS * Placebo, Extreme, Digital Reality, CBS - for quality demos * V_Soft (Roman Scherbakov) - for Vortex format * Sergey Bulba - for AY_Emul * Alone Coder - you keep Spectrum alive * Ian Luck - thanks for BASS * SirX - just a hello * all ZX Spectrum fans - Speccy is da best! special thanks to people, who were interested in UnrealSpeccy's development and sent me info about hard/soft: * Maxim Vasilyev - sent me many bugreports * Mac Buster - some info about beta 128 disk interface * Shiru Otaku - sent me GSPAK.ZIP * Alexey Kravchenko - Scorpion timing info * Vitaliy Pigo - testing and benchmarking * Alex Baskakov - helped me with TD0 format * Alone Coder - thnx for many info about Pentagon hardware * Dexus - for integrating YM2203 support * Maksagor - ATM information * and many others, who emailed me congratulations/suggestions/etc ---------------------------------------------------------------------- license UnrealSpeccy is completely freeware. You may use this emulator and its sources without any restrictions. You may use the sources in your own emul or to release bugfixed/new versions. in this case you do not have to release updated source code, (unlike GNU Public License requires, for example). You may port emulator to any other platform (but there are many MSVC-specific language constructions, so it's doubtful that you can compile it with another compiler)