06/19/07: Vcc emulator by poco6809, | Category: Programming | 77 comments - (Comments are closed)

Vcc emulator

I’ve been working on an emulator for over two years now and already have some of the enhancements your speaking about.
http://vcc6809.bravehost.com/

If someone wants to write up some real specs. Memory map. I/O registers and uses. Etc I can start playing around with it. I’ve considered adding such features but didn’t as I doubt anybody will write software to take advantage of them. It only runs on Windows now but if there was enough interest I could prolly port to Linux.
BTW Nitros9 running on a 40Mhz 6309 and a virtual Hard disk is ridiculously fast.

77 comments to Vcc emulator

  • RobertGault

    I just downloaded version 7.31 and tried it on a WinXP Home SP2 system. The emulator booted up and showed the Disk Basic login screen. However, the heyboard was completely dead. No keypress was shown on the emulator screen.

    The directory for the program contains KeyMap.ini which presumably is automatically used by the program. However, Configuration Keyboard shows all mapping to be blank, as if the .ini file was not used.

    As a test, I changed the file name to KeyMap.ini.old and started the emulator. This time the keyboard worked, a new KeyMap.ini was created, and comparison of the new and old .ini files did not show any differences. Very strange!
    *************************************************************************************
    I see that you have included my RGBDOS for emulators with your system. At the very least, you should discuss this package on your web site and provide a link. As things stand, you have my tools disk installed on drive 254 but do not include the OS9Boot.dsk image. Since my tools disk normally gets backed up to drive 253, there will be problems unless a user edits the Basic programs or relocates the tools. A user will never get into OS-9 without the boot disk.
    You have labeled the .vhd image NitrOS9.vhd but it is not a NitrOS-9 version. It is stock Tandy OS-9 LevelII or so says the logon message.
    The Cartridge menu permits selection of DOS1.1 or RGBDOS but if RGBDOS is selected, it does not stick. Exit the program and restart, you will be back to DOS1.1.

    Vcc looks pretty good so far other than the odball glitche with the keyboard.

  • poco6809

    I though I had fixed that keymap problem. Back to the drawing board on that. I changed the FD controller to save the DOS choice to the ini and added a third option to load an external rom image. I have the NitroOS9 boot Image on disk 253 so dos 253 boots Nitros9. If thats not right tell me were I fat fingered it and I’ll fix it. Yes your right I need to add more links to sites I borrowed software from and I really need to write up good documentation. Untill now this was just a personal project to see if I could actually write an emulator from scratch. I think its gotten good enough now that people may actually want to use it so I put up some pages. I’ve uploaded the newest version 7.35 with the changes you suggested and I’ve added your page the the links section. If you would rather I not include the RGBDOS image inside the emulator I will remove it.
    Thanks.

  • RobertGault

    There is no problem including RGBDOS for emulators with Vcc as long as you have a prominent link on your site, and document that you are using my software. There is a good reason for that because I can provide support where you cannot. In fact, version 7.31 is a good example of when support is needed. Normally the tools disk is on drive253 and the boot disk on drive254. Further, my CREATE.BAS program would install on .vhd drive0 an AUTOEXEC.BAS which would automatically change the drive to 253 and run a menu.

    You have put the boot disk on 253 and then copied the tools programs to the same disk. Far as I could tell initially, the boot image was not on the vhd so I loaded an OS-9 boot to 254 rather than a NitOS-9 boot. That created a mismatch in the kernel. You need documentation indicating what you have done to stock the .vhd image: what was loaded to which drives (RGBDOS Basic), what version of OS-9/NitrOS-9 placed in the OS-9 partition, and whether the boot was LINKed.

    I’ll download 7.35 and give it a test. One other “problem” I’ve found with 7.31 is that mounted floppies don’t stay mounted if you exit the program and restart it. From my point of view, any configuration that can be set by the user should be permanent until changed by the user or reset to the defaults by the user.

    Message editied June11 5:30AM

  • RobertGault

    I have downloaded and tested v7.35. There are no problems with the keyboard and the RGBDOS ROM is not lost on restart. Now if only the mounted floppy images were not lost on a restart. :) Vcc is looking quite good.

    I have tried Vcc with programs designed to use artifact images and there seems to be a problem. The color set is not correct. It is almost as if composite colors are being shown on an RGB system. The colors will reverse but the Composite/RGB switch does not have the desired effect.

    Using Sands of Egypt as a test, the color check screen is approximately blue, green, and black where is should be white, blue, and red.

    You don’t seem to be using the CREATE.BAS program to install RGBDOS programs on the .vhd drive.. One of the benefits of RGBDOS/HDBDOS is having a menu automatically run at power-up. CREATE will install a prototype menu.

    Oh, and since you are including RGBDOS with Vcc, make sure you enclose my readme file which includes the command set for RGBDOS.

  • poco6809

    Ok I guess I did fat finger the Nitro install. I’ll get it fixed.
    I was actually planning on removing the Artifacts option and toggling it from the monitor select as RGB shouldn’t artifact and composite should. It was a leftover from when it was a coco2 emulator and I never changed it. As for color fidelity that needs work. I’ve got a copy of sands so I can check it out on real hardware and tweak accordingly. As for persisting the floppy images I never really liked that behavior but I will put an option in to let them persist. good stuff. keep it coming!
    Thanks.

  • RobertGault

    It’s true that an RGB monitor can’t exhibit artifact behavior but consider how MESS is set up. MESS will simulate PMODE4 artifacts for both composite and RGB monitors. The code is pretty tricky but you can obtain the MESS source code and study how it was done.

    Think of a persitant floppy image as a disk left in a drive. The drive may not be on when you turn on your Coco but all you need do to use the disk is turn on the drive. You don’t have to search for the disk through 10-20 file boxes and then stick it into the drive.
    With Vcc defaulting to empty drives, you force the user to search through 20 file boxes at each cold boot. And to be consistant, you would need to dump the .vhd image as well; you don’t.

    It looks like you have not checked the support programs supplied with RGBDOS or don’t have the latest version. The NitrOS-9 boot disk contains vdrive, an OS-9 package that lets you read an OS-9 disk on the Disk Basic partition of the .vhd image.
    There is a good reason for having such a program. The os9boot file in the root directory of the OS-9 partition of the .vhd image is never used. You could delete it if desired. It is the os9boot file on drive 254 (or wherever it was placed) that is used by OS-9. So if you want to make a change permanent by using cobbler (which you have left off the nitros9.vhd image), you must be able to access drive 254.
    The syntax with vdrive after loading with an iniz of /v0 (unless part of the os9boot file) would be:
    cobbler /v0
    Any changes would be made to drive 254 and would be there on the next boot of OS-9.
    V0 can be made to point to any of the 255 drives with dmode. I have co-opted the stepping rate to indicate the drive #. That means you can have customized boots for the same .vhd image, just LINK the required drive for a different os9boot file.

  • RobertGault

    How should fdrawcmd.sys be used with Vcc. There is no documentation on your site nor on Simon Owen’s (that I could find) on the use of this driver.

    Put another way how does Vcc access real floppies, not just images.

  • poco6809

    I’m writting up docs now. Dam work gets in the way of the fun.
    go to Simons site, download and install the driver (FdInstall.exe) should be version Version 1.0.1.9. I think his installer will check to make sure you’ve got a supported controller chip.
    Anyway Cartride-> FD502 Drive 0->Insert (other drives should work also)
    Enter a file name like A.dsk or something as long as the file doesn’t exist and click open.
    You’ll get a dialog saying that the file doesn’t exit and would you like to create it. Select RAW and the physical parameters of your A: drive (it only works on the A: drive right now)
    click Yes.
    That should do it. I’m still experimenting with some of the driver parameters but I can read real disks most of the time and a real coco can read emulator formated disks about 70% of the time. If you get IO errors it usually happens around track 18-23 so I think its something to do with write-precomp.
    I had originally had 3 sub-options under each drive (insert/eject/create) but it looked to busy to me. do you think this might be to confusing?

  • RobertGault

    You’ll get a dialog saying that the file doesn’t exit and would you like to create it. Select RAW and the physical parameters of your A: drive (it only works on the A: drive right now)
    click Yes.

    I had originally had 3 sub-options under each drive (insert/eject/create) but it looked to busy to me. do you think this might be to confusing?

    Either way this is not only confusing but should elicit a response, “I’m not going to do that!” I have not tested the above yet, but can you imagine anyone wanting to read a floppy selecting an option the is called Create? In this context, Create implies format and there goes my disk data. The desired option is Install. So does Vcc install the driver or format the disk in drive A: when you select Create Raw?

    ===============
    I see you have several games on your .vhd image. Have you discovered how to play these games directly from your hard drive yet? For example, can you play Koronis Rift directly from the hard drive?

    I have been able to play KR from the hard drive with Vcc and am very impressed at how well the game works with your emulator.

  • poco6809

    thanks. KR was one of my favorite games back in the day so I had to make it work. Its also why I’ve been adding real joystick support. it to hard to play with the moue.
    as for the disk stuff I though it was confusing myself. It did make sense to me when I wrote it though.
    The logic of it was you create a pointer file that points to the RAW disk. Similar to the way Keils emulator uses a fake dsk file to point to a floppy.
    I’ll either just remove the RAW option and include the needed fake files in the future or rework it so you can pick a real disk from the configuration dialog. That might work out well as I can check for the needed driver and grey out the options if it’s not installed. Or throw a popup indicating that extra software is needed and please got download it.

    BTW you can create/mount RAW disk files all you want. as long as you don’t dskini them it shouldn’t hurt.

    Yes most of the games on the hard disk should play. Thats why I have it start in a VDG window. I can’t seem to get them to work from 40/80 colums yet.
    Anything else? Your going to keep me and the compiler busy this weekend!

  • RobertGault

    I tested the Create Raw procedure and it worked with a caveat. The OS-9 test disk which was formatted probably on the Coco could not be read. I had to DSKINI it from Vcc using the special drive, backup the data on my Coco to the disk, and then the disk could be read from Vcc.
    ==================

    Regards Koronis Rift, as your .vhd image stands, you won’t be able to play the game from the .vhd image even though /term is a vdg screen.

    The are several requirements that need to be met for the game to run unless the game is modified. 1) The game must be run from /term. 2) /Term must be a vdg screen. 3) The files merged into shell in the game cmds directory must be preloaded into memory or the command directory must stay /dd/cmds.

    Personally I much prefer to boot into an 80col window. I modified /term so it is 80 columns but I can still play the game from the .vhd image. dEd was used to change “/TERM$0D” in LSN1 of the game to “/w5$0D”. A specific window must be chosen although I trying to see if /w can be used. Then the following script is used to launch the game.
    * This make w5 a vdg screen
    xmode /w5 par=1 col=20 row=10
    cd koronis
    * Execute the game with all input and output redirected to /w5
    /dd/koronis/cmds/autoex <>>>/w5&
    Use CLEAR/HOME key to switch to the game in the new vdg window.

    Since the cmds directory was not changed, the game found the needed modules ex. montype in the NitrOS-9 cmds directory.

  • random_rodder

    I am trying Vcc also, and so far I like what I see. I like the real disk access, though as Robert said, setting that up is cumbersome. Other than that issue, I certainly like the sound of being able to open both MESS and Keil images in the same emulator and being able to create real coco disks. I’ll be testing this as well tonight as I don’t have a CoCo3 at work.

    Keep up the great work, this is shaping up to be one awesome emulator!!!

    Brian

  • poco6809

    Thanks, Its a work in progress but I think its shaping up.
    Steve Bjork contacted me the other day and asked me to change the name. I did ask him over a year ago and he said it was ok to use but its causing him problems now (seems people are thinking he wrote it) so I’m changing it to Vcc. Vcc version 1.02 will have all the changes that have been suggested and should be posted on Saterday afternoon along with the name changes for the site.

    Robert, You definatly have a much better understanding of OS9 than I do. I’m re-doing the vhd anyway so I’ll try what you’ve said. I’d like to just keep a bunch of scritpts, one for each game and be able to start them with a single command.
    KR does work off the vhd but you have to chx /dd/koronis/cmds.
    I didn’t think that was to “right” way to do it but hey it worked!
    Anyway, Any more thoughs on what needs to be fixed/improved are welcome.
    Thanks.

  • RobertGault

    KR does work off the vhd but you have to chx /dd/koronis/cmds.
    I didn’t think that was to “right” way to do it but hey it worked!
    Anyway, Any more thoughs on what needs to be fixed/improved are welcome.
    Thanks.

    Maybe and maybe not. If you Ident the shell that is part of Koronis Rift, you will see montype. That command is not in the game directory but the game needs it. The game can’t run without montype and it is not preloaded when you boot off the .vhd image. That’s why I suggested not changing the command directory.

    Along the same lines, the Sierra games on the .vhd image seem to have problems with being on the hard drive. For example, Space Quest will not run from the .vhd image even though toc.txt is h0 s1 v0 v1 v2. In fact, if you run tocgen using that toc.txt file, the program errors out with can’t open drive number.
    Have you actually been able to run the game from the vhd image? There is a script file for moving the game to a floppy on your image which makes me think that’s how you ran the game.
    The odd thing about this is the reference card for Sierra games contains
    “Getting Started: Hard Disk and Double Sided Floppy Disk(s)”, with instructions for creating a toc.txt file. It does not work for me with Space Quest.[/quote]

  • random_rodder

    BTW, is sound supposed to be working yet? I’ve got Vcc (Virtual CoCo??) on two different PC’s and the audio does not work on either one…

    Brian

  • random_rodder

    :oops:

    Answered my own question… didn’t see the Mute option being checked by default… maybe that should be changed so unobservant ‘nutz like myself don’t feel as dumb… :lol:

    Brian

  • poco6809

    The sound should be un-muted by default but sometimes if I’m not paying attention I might save the installer or zip file wrong. I’ve still got work to do on the sound output. There is buzz that happens when you switch tasks in windows thats really bothering me. I’m planning to move to DirectSound soon anyway. I just uploaded the latest version , now Vcc 1.03 to a new website http://vcc6809.bravehost.com/
    Robert you’ve given me some good advice on how I should configure this, I just didn’t have time to work on the VHD image at all so its just the same one that was always there. I think I might split the VHD into a spearate download anyway. I’m including documentation now in the form of a PDF. Hopefully all the changes that have been discussed last week will work but I haven’t really “beaten on it” yet.
    Anyway if anyone has the time to Dl and play with it let me know if you run into any weirdnesses. I had to redo alot of the Floppy code so I consider it a weak spot untill I can test it more.

  • RobertGault

    Vcc1.03 is looking very good as is the .pdf documentation.

    My problem with sound is that exiting from the program sends random pops to the speakers as does some action in other windows.

    I suggest that you not format the .vhd image. Most of your zip file is taken up by the .vhd image. This can be difficult for some users to generate so it is worth including in the package. However, any user can format the image and then stock it with OS-9 or Disk Basic programs. Having 135MB .vhd image which is all $FF or all $00 should create a much much smaller file when zipped than the current 2.9MB. All you need to do is have links to the NitrOS-9 site and my site. Or, if you really want to include OS-9 and RGBDOS software, you could include an 80track NitrOS-9 disk and my RGBDOS disks.

    The artifact color effect is a bit flakey. When I switch back and forth between a Window and Full Screen presentation, the colors in Composite mode change. They seem to only be correct in Full Screen mode via F11.
    A really fast way to get a test screen is:
    10 PMODE3,1
    20 PCLS# where # is 0-3
    30 PMODE4,1:SCREEN1,1
    40 GOTO40

  • RobertGault

    One other suggestion about disk drives. Vcc includes three floppies probably with the thought that only three double sided drives can be accessed with a normal Coco disk controller. However, four drives can be accessed when they are single sided, as can the four sides of two double sided drives. So for full compatibility, Vcc should have an FD-502 Drive 3.

    Keep in mind that DOS1.0/1.1 has four drive select masks in the ROM. The stock ROM uses the side select line for a forth drive 1, 2, 4, $40. Many users have altered the ROMs for double sided use 1, 2, $41, $42 although initially that meant treating the system as four singles.

  • poco6809

    Hmm odd that the colors look off in window mode only. I’ve been having similar issues with full screen on some machines. I think I’ve got that fixed now. Cheated really, I just changes full screen to 16Bpp. I’ll probably make that configurable some time in the future. Anyway I’ll take a look, I might be clearing something I shouldn’t during the mode change. I knew the original controller could support 4 disk drives but also knew that the 4th select line was used for side select. I figured 3 DS drives was more usefull that 4 SS drives. I would add the fourth drive but how do I resovle some of the problems that would cause? for example if drive 0 has a DS disk mounted and you try to insert a disk into drive 3 should it
    A not allow it.
    B unmount drive 0
    same issue if you have an image in 3 and an attempt is made to insert a DS disk into any other drive. Whats the best way to handle that?
    I think I’ve got the RAW floppy stuff nailed down. I tweaked some stuff the other day , reading disks on real hardware seems much better now. Anyway if you look at the download page I’ve started a running changelog and at the top the next issues I plan to address. Up first will be the sound poping. Its been drive me crazy why it does it. going to try to work on that over the weekend.

  • RobertGault

    The hardware does not determine whether the drives are read as single or double sided, the DOS takes care of that. The hardware determines whether a drive has a second side or not.
    A Coco running Disk Basic can only access four “drives” which can be 4 singles or each side of 2 doubles (as a single drives) for a total of 4. Three doubles is not possible as the drive mask table for Disk Basic has only 4 entries. Double sided disks must be read as two singles unless using ADOS or a special ROM that handles tracks like OS-9.
    OS-9 can (with a modified floppy driver ie. more drive entries) accept three double sided drives with true double sided disks because the OS knows to alternate sides for even/odd tracks.
    The possible drive masks can be 1, 2, 4, $40, $41, $42, $44. The emulator should handle this exactly like a real Coco meaning that these values get sent to $FF40 and the appropriate ribbon lines to the drives get activated. What happens at the drive end depends on the number of heads.

    So to answer your question, the DOS ROM will have just four entries (unless ADOS has more) and the action at the drive will depend on the chosen drive masks.
    When the emulator is running OS-9, again the specific drive mask value should determine what the emulator does. There just may be more choices than four.

    I think I can point you to the bug with artifact colors. I normally run my system with 32bit color. With an artifact screen and Vcc1.04 set to Composite, the colors change when I use the F11 key and switch between Window and Full Screen mode. Full Screen has the correct colors.
    When I change my PC to 16bit color, then VCC1.04 has the same (and correct) colors in both Window and Full Screen modes.
    Note that either way, my monitor is an RGB type.

  • poco6809

    Ok found the problem. I never filled in the 32 bit lookup table. There was a comment next to it saying FIX ME :) DOE guess I never did.

    As for the drives from my perspective I don’t care what DECB does or doesn’t know. Think about it this way, I can’t plug 4 DS/DD drives into the controller and expect it to work. Yes DECB will call it 4 Single sided drives BUT if I were to try to boot Nitros9 the second the loader tried to access side 2 of the boot disk the 4th drive in the chain would get selected also and cause bus contention. If I’m going to emulate all 4 drives the same contention would exist. Hmmm I guess I could do something like
    if (sideselect==1) & (CurrentDisk==0) //Only side select is high
    {
    CurrentDisk=3; //Then use disk 4
    SideSelect=0; //But only the first sided
    }
    That may work in all cases. try it tomarrow. It not exactly bonafide behavior but hey if it works I’ve got no problem with it.
    Thanks for the Idea. Can belive I didn’t think of that before.
    Version 1.05 comming up tomarrow.

  • poco6809

    Damb, couldn’t sleep thinking about it. 1.05 is up and seems to work.
    I need to stop checking in here before bed. :?

  • RobertGault

    Think about it this way, I can’t plug 4 DS/DD drives into the controller and expect it to work. Yes DECB will call it 4 Single sided drives BUT if I were to try to boot Nitros9 the second the loader tried to access side 2 of the boot disk the 4th drive in the chain would get selected also and cause bus contention.

    The above is not quite right. If you plugged 3 DS/DD drives into the controller and any 4th drive (DS/DD or SS/DD) you should get contention. There is no drive mask that could be used to address a fourth drive under these conditions whether it is the first or second side.
    Nevertheless, you can plug four SS/DD drives into a Coco controller so for true emulation, Vcc should do this. Don’t worry about OS-9 or NitrOS-9 because there still are a limited number of drive masks. If you create a custom driver with an incorrect drive mask, OS-9 will just generate an error on trying to do I/O. Disk Basic would also error out.
    So the answer is not how should Vcc address four DS/DD drives; it should not. Vcc should generate an I/O error when three DS/DD and a fourth image of any type are mounted and I/O is attempted.
    Put another way, the test is cannot be based on a single drive. You need to survey (at least once after a change of disk images) the total number of DS/DD images and connected drives. If DS/DD>= 3 AND Drives=4, Vcc should just generate an I/O error for any disk I/O attempt. For any other combination, the success of disk I/O should be dependent on the drive mask used by the driver.
    The determination of a DS/DD image will not be trivial unless you limit Vcc to a maximum of 40 tracks per floppy. Then any image with more than 184,320 bytes can be considered a DS/DD type. Strickly speaking some 5.25″ drives can access 41 or 42 tracks per side but I’d say emulation can ignore that.
    If you intend to include 3.5″ drives, then you need to handle up to 80 tracks per side and need to distinguish between an 80 SS and a 40 DS image. There is only one way to do this using the JVC image protocol; read LSN0 looking for OS-9 information. That’s why MESS requires an extention of .os9 on images as a trigger for surveying LSN0.

    5:50 PM

    There is another apporach to this. You could let the user select the type of floppy drive and drive#. SS/DD and DS/DD drives could be mixed as desired with Vcc checking to ensure that if three DS drives were selected a fourth drive of any type would not be allowed.

  • RobertGault

    I’ve tested Vcc1.05 and the artifact color effect now works correctly at 32bit when switching between Windows and Full Screen modes.

    There is one “bug” and that is “switching” what colors are shown on hitting RESET or in the case of the Coco3 a Restart holding F1. Sands of Egypt was used for a test program. The first screen indicates whether Red and Blue are correctly displayed. In a 32bit mode, holding F1 while cycling F9 did switch the colors. The switch did not happen in 16bit mode.

    I suggest that you indicate in the Vcc documentation that Vcc does not do true artifact colors but takes a halfway approach. That is to say Vcc will generate white, black, red, and blue but does not generate the other pastels of yellow, green, purple, etc. (Actually the red and blue should probably be cyan and magenta.)
    A good comparison of false artifact verse “true” is to look at the title screen of Sands of Egypt in Vcc and then a recent MESS. MESS shows more than four colors although not exactly what you get on a composite monitor.

    With a composite monitor, there are more than two patterns that generate artifact colors. The prime patterns are
    OXOXOX
    OXOXOX
    or
    XOXOXO
    XOXOXO
    which generate cyan and magenta. Here are some other patterns
    0XX0XX0XX
    0XX0XX0XX

    00XX00XX00XX
    00XX00XX00XX
    etc. which will generate colors other than cyan, magenta, white, or black.

    Somewhere I’ve got a good test program for generating these types of patterns. I’ll post it if I can find it.

  • RobertGault

    This program was not written by me and I don’t know who the author was nor where I found it. Sorry about that.

    It creates many patterns each with a unique artifact color when viewed on a composite monitor. MESS will give better results than Vcc but still can’t come close to what is seen on a composite monitor.

    [code:1:3a18117479]
    1 PCLEAR8
    2 CLS
    3 M=4:S=1
    4 PMODEM,1:SCREEN1,S:PCLS
    5 FORX=12TO255STEP17
    6 FORY=2TO191STEP10
    7 POKE178,N:N=N+1:IFN=256THENX=999:Y=999:GOTO9
    8 LINE(X,Y)-(X+10,Y+6),PSET,BF
    9 NEXTY,X
    10 SOUND100,1
    11 H=0:V=0
    12 X=12+H*17:Y=1+V*10
    13 LINE(X,Y)-(X+12,Y+8),PSET,B
    14 A$=INKEY$
    15 LINE(X,Y)-(X+12,Y+8),PRESET,B
    16 IFA$=""THEN13
    17 N=H*19+V
    18 IFA$=CHR$(8)THENH=H-1:IFH<0THENH=0
    19 IFA$=CHR$(9)THENH=H+1:IFH>13THENH=13
    20 IFA$=CHR$(94)THENV=V-1:IFV<0THENV=0
    21 IFA$=CHR$(10)THENV=V+1:IFV>18THENV=18
    22 IFN>255THENSOUND200,1:GOTO12
    23 IFA$="N"THENINPUT"SELECTED NUMBER IS";N:IFN>255THENPRINT"TOO LARGE":GOTO23ELSEIFN<0THENPRINT"TOO SMALL":GOTO23ELSEELSEGOTO25
    24 CLS:H=INT(N/19):V=N-19*INT(N/19):PMODEM,1:SCREEN1,S:GOTO12
    25 IFA$="/"ORA$="?"THEN31
    26 IFA$=CHR$(32)THEN33
    27 IFA$="B"THENPMODEM,5:SCREEN1,S:PCLS:POKE178,N:LINE(76,46)-(176,146),PSET,BF:FORQ=1TO200:NEXT:GOTO39
    28 IFA$="M"THENM=M-(M=3)+(M=4):PMODEM,1:SCREEN1,S
    29 IFA$="S"THENS=S-(S=0)+(S=1):SCREEN1,S
    30 GOTO12
    31 PRINTN
    32 IFINKEY$=""THEN32ELSECLS:SCREEN1,S:GOTO12
    33 PMODEM,5:SCREEN1,S:PCLS:COLORM+1,1:CIRCLE(126,96),65
    34 POKE178,N
    35 PAINT(126,96),,M+1
    36 LINE(10,10)-(70,40),PSET,BF
    37 FORJ=0TO180STEP35:LINE(40+J,180)-(255,180-J),PSET:NEXT
    38 IFINKEY$=""THEN38ELSEGOTO39
    39 FORZ=5TO1STEP-1
    40 PMODEM,Z:SCREEN1,S:FORQ=1TO300:NEXTQ,Z
    41 GOTO12
    [/code:1:3a18117479]

  • DarrenA

    A few years ago, I implemented artifact colors in my own CoCo2 emulator. The algorithm uses the same basic approach as MESS:

    The color for each pixel is determined by a sequence of 5 bits: the two pixels (bits) to the left of the target pixel, the bit for the target pixel itself, and the two pixels (bits) to the right of the target pixel. The value of these five bits produce an index (0-31) into a color lookup table. There are two color lookup tables, one for target pixels in odd columns and another for target pixels in even columns. Swapping the tables gives you the alternate mode.

    I spent a lot of time fine-tuning the color tables to try and get it to look as close as possible to the output of my CoCo2 / Color TV setup with a variety of programs that use artifact colors. The screen-shots below show how it displays the Sands Of Egypt title screen, and the artifact test program listed in the above post.

    < http://www.coco3.com/users/DarrenA/Egypt.jpg>
    <
    http://www.coco3.com/users/DarrenA/Artifact.jpg>

    Darren

  • random_rodder

    One thing I see as a bug, and this may have been fixed in a more recent version; when minimized, the emulator will not come back up, even if you right click>maximize. It just seems to be running, but, not able to be brought back.
    I think I’ve got the last version before the name change on this machine, so I might try a newer version later on…

    Brian

  • mrnukem

    I have been playing with the different builds of the emulator and so far everything looks great!

    I did notice with V 1.06 that after the emulator quits it still stays resident and makes my sound card make clicking noises until I go in and kill the task. I can send you my Dxdiag file if it will help you see if it’s a general issue or just something with my sound card or drivers.

    It ran Legend of Thelda much quicker and more smoothly than the latest build of MESS

    Is this the best place to post bugs and praises or do you have a private forum?

    Also one last question. Any place to implement the ability to save and load states? It sure does make playing in-depth games easier as you can comeback to the point you left off with ease.

    Thank you

    Derek

  • poco6809

    Its still running after you exit??? I fixed that like 2 years ago. What os are you running it on? XP /2000 etc. It is possible I fat fingered something. I just moved it to use DirectSound. Maybe theres something subtle I missed.
    save / load state is planned. I haven’t gotten much work done on it lately due to work and I’m in the middle of moving. expect an update around the first week in August.
    You can also send coments/suggestions/flames to vcc6809 [at] gmail [dot] com
    There should be a link on the webpage.

  • mrnukem

    Will there be support for virtual or real cassette files in VCC? I did not see an option for it.

    I have been using VCC to make backup’s of image files to a real floppy disk right inside the emulator and would love to load cassette images and save them off to floppy manually as well.

    Thank you

    Derek

  • Tw0

    Just curious as to has there been any progress made? Mostly referring to the disk subsystem. I was hopeful in the physical floppy drive DS side1/side2 hardware support using “FDRAWCMD” in a future revision. :D (IE 360kb/720kb support)

  • RobertGault

    fdrawcmd.sys is not part of VCC but a program written by Simon Owen. It may not be possible to get second head support when used with VCC. You’ll need to wait for comments by vcc6809.

    At the moment, if you change the drive masks from $01020440 to $01024142 fcrawcmd.sys will not work with VCC. This has been known for some time.

  • BrendaEM

    Thanks for making VCC! It’s great.

    Someone, cough, posted this today in a microkernal discussion : )
    http://developers.slashdot.org/comments.pl?sid=437182&cid=22249524

    Apparently VCC can use the hardware floppies on a windows system. Is that working yet? Will a 3-12″ HD floppy work? The reason why I ask, is I’m considering putting the floppy back into my computer.

    [The whole file transfer issue seems complicated. I wish I could white and read files on a virtual OS9 disk, perhaps by dropping them into folders through explorer or even a command utility. It seems that most of the utilities use hardware floppies, and not DSK.]

    The only quibble I have with VCC is the reset keys, F5, F9 key being too easy to accidentally press.

    Has anyone have a boot rom like the RGB-DOS that allows VCC to autoboot OS9 without typing DOS253? The other boot ROMS allow autobooting, but at the cost of no virtual hard disk support.

    Thank you!

  • RobertGault

    VCC with fdrawcmd.sys will work with a 3.5″ HD drive. Whether you want to use HD disk or MD disks is another issue. Depends on the drive installed on the Coco and the quality of the disks. Taping over the HD hole will make the drive think the disk is MD but the stability of such a disk has been questioned.

    Regardless of the disk used, you probably will need to run DSKINI from VCC rather than a Coco or the disk won’t be read by VCC.

    RGB-DOS is supplied with VCC. Since that DOS will automatically run AUTOEXEC.BAS:0 (from the hard drive) on a cold start, just have one line saying
    10 DOSxxx
    where xxx is the desired hard drive number.

    One other approach would be to use a custom DOS that is nothing more than the DOS command. That could also start OS-9 but is not as flexible a method.

  • mrnukem

    Thanks for making VCC! It’s great.

    Someone, cough, posted this today in a microkernal discussion : )
    http://developers.slashdot.org/comments.pl?sid=437182&cid=22249524

    Apparently VCC can use the hardware floppies on a windows system. Is that working yet? Will a 3-12″ HD floppy work? The reason why I ask, is I’m considering putting the floppy back into my computer.

    [The whole file transfer issue seems complicated. I wish I could white and read files on a virtual OS9 disk, perhaps by dropping them into folders through explorer or even a command utility. It seems that most of the utilities use hardware floppies, and not DSK.]

    The only quibble I have with VCC is the reset keys, F5, F9 key being too easy to accidentally press.

    Has anyone have a boot rom like the RGB-DOS that allows VCC to autoboot OS9 without typing DOS253? The other boot ROMS allow autobooting, but at the cost of no virtual hard disk support.

    Thank you!

    I use VCC to get virtual disk images onto a real 3.5″ floppy as I have one mounted as a 2nd drive in my FD-502 drive chassis. I use HD 1.44 MB disks. Using the DSKINI and then Backup Coco dos commands inside the VCC emulator it makes a disk in about 60 seconds. The fdrawcmd.sys driver will not work with USB drives. It has to be run through the regular drive controller.

    On a side note the fdrawcmd.sys driver will allow you to do the same kind of thing with a variety of other emulated systems. I use it in conjunction with a utility to write disk images for my Atari ST.

  • BrendaEM

    I noticed a few other places in VCC, where the simulation will restart, possibly losing all work, such as changing the processor, the DOS ROM, and of course the soft and hard reset. Could the user be prompted with a “are you sure” box for these.

    I’ve noticed that I’m having issues after creating graphic windows. I merge in the stdfonts, but they seem corrupted. I’ve also seen a little text weirdness in the 40 column screen while formatting a floppy, but the emulator might be halting for the emulated floppy, just as it did in the real machine.

    [I've had some luck fomatting, using a 3-1/2 floppy, the raw driver and a piece of tape over the floppy hole. I think some of my floppy disks were bad. ]

    Thank you for the help.

  • BrendaEM

    For an experiment, I installed VCC under Ubuntu Linux Wine. VCC installs, but errors that 24 Bit color is currently unsupported. I wonder if it would work if it didn’t do such a good check.

  • diegobf109

    I’ve noticed that I’m having issues after creating graphic windows. I merge in the stdfonts, but they seem corrupted. I’ve also seen a little text weirdness in the 40 column screen while formatting a floppy, but the emulator might be halting for the emulated floppy, just as it did in the real machine.

    I had no problems running MultiVue in it (Just some compatibility issues I had on the real hardwre too)
    Have you tried with another virtual disk, another NOS-9 version?

  • RobertGault

    Brenda, you need to be more specific about what you are doing.
    “I’ve noticed that I’m having issues after creating graphic windows. I merge in the stdfonts, but they seem corrupted. I’ve also seen a little text weirdness in the 40 column screen while formatting a floppy, but the emulator might be halting for the emulated floppy, just as it did in the real machine.”

    What are the “issues”? Why do the fonts seem corrupt? What type of screen did you boot to and exactly how and what did you merge? What method (with details) did you use to create the graphic windows? What does “text weirdness” mean?

  • BrendaEM

    I saw see some cursor-droppings while formatting on a hardware floppy. I do recall that the CC3 did halt on floppy writes.

    (Edit: I was doing a hardware floppy write, when I noticed it.)

    I also remember that one floppy controller, perhaps the disto did not do that. Might make a nice ROM for the collection.

    I cannot reproduce the other error. I was creating a graphic window, and forking a shell into it. I thought the stdfonts merge had to be done after wcreate, but before the shell. I was wrong, as this seems to work.

    merge sys/stdfonts >/w7
    wcreate /w7 -s=7 0 0 80 24 0 2 2
    shell i=/w7&

    [Sorry for the bother. Regardless. I wrote a modular extensible Basic09 drawing program. It's 20 something years old. I just need to type it in. I'll post it, if I can get it going : ) ]

  • BrendaEM

    RobertGault, thanks. That autoexec.bas thing worked like a charm. It took me 15 minutes before I figured out I needed to put the filename in quotes : P

    [OT: Google has already cached this page, scary fast.]

  • sixxie

    For an experiment, I installed VCC under Ubuntu Linux Wine. VCC installs, but errors that 24 Bit color is currently unsupported. I wonder if it would work if it didn’t do such a good check.

    If you fire up an X server in 16 bit mode (startx — -depth 16) it works a treat (though the status bar at the bottom flickers a lot for me).

    Is there not a call in Windows to simply request a 16 bit visual? Then VCC could simply ask for 16 bits and exit if unavailable rather than specifically check that the default != 16. Under X, most recent cards support multiple visuals at once, so I’d be surprised if Windows couldn’t do it.

  • PunkMaister

    I absolutely love your VCC (Virtual Color computer) is by far the best emulator I’ve run and I’ve run a few believe me! The sound and graphics engine recreation is top notch, excellent work! I wish I could play Ghana Bwana with but it doesn’t though, :( any ideas on how to make such a great classic game work?

  • sixxie

    Pretty sure I’ve managed to play that one in my emu, so maybe it’s coco-2 only?

    Edit: in fact, [url=http://five.pairlist.net/pipermail/coco/2008-January/033667.html]look here[/url].

  • PunkMaister

    Pretty sure I’ve managed to play that one in my emu, so maybe it’s coco-2 only?

    Edit: in fact, [url=http://five.pairlist.net/pipermail/coco/2008-January/033667.html]look here[/url].

    But you just said you ran it in your VCC emulator and the emulator emulates a CoCo 3 so you must have some sort of patch for it right?

  • sixxie

    But you just said you ran it in your VCC emulator and the emulator emulates a CoCo 3 so you must have some sort of patch for it right?

    Oops, wires crossed there – I meant [url=http://www.6809.org.uk/dragon/xroar.shtml]my emulator here[/url] (which only does CoCo2), not Vcc (which only does CoCo3) :)

    The thread there does seem to imply there’s a patch somewhere though.

  • RobertGault

    There is a two byte patch for Ghana Bwana for it to run on a Coco3. There are several ways to install the patch depending on what software you have available. All that needs to be done is change two bytes in track 34 sector 4 of the game disk from $FF (I think) to $FE. The bytes are at $6A and $7A.

    There is also a patch for the game to play in color with an RGB monitor. You can look at Rainbow, May 1991, p74. If anyone wants more info on the RGB patch, just ask.

  • PunkMaister

    There is a two byte patch for Ghana Bwana for it to run on a Coco3. There are several ways to install the patch depending on what software you have available. All that needs to be done is change two bytes in track 34 sector 4 of the game disk from $FF (I think) to $FE. The bytes are at $6A and $7A.

    There is also a patch for the game to play in color with an RGB monitor. You can look at Rainbow, May 1991, p74. If anyone wants more info on the RGB patch, just ask.

    Does anybody has this patch available for download? I want to see if I can set it up on my VCC emulator.

  • RobertGault

    Which patch are you referring to?

    Does anybody has this patch available for download?

    You don’t need the RGB patch with VCC because you can select composite monitor from the VCC Configuration\\Display\\Monitor menu.

    You don’t need the other patch either, because you can just use the DSKI$ and DKSO$ Basic commands to change track34sector4 as previously indicated.

  • PunkMaister

    Which patch are you referring to?

    Does anybody has this patch available for download?

    You don’t need the RGB patch with VCC because you can select composite monitor from the VCC Configuration\\Display\\Monitor menu.

    You don’t need the other patch either, because you can just use the DSKI$ and DKSO$ Basic commands to change track34sector4 as previously indicated.

    I was talking about the sector change patch and it has been a really long, long time since I’ve used Color Computer Basic I do not recall that particular command sintax so any help would be appreciated.

  • DarrenA

    I haven’t tested this, and I am basing it on the information Robert gave above, so use at your own risk!

    With the disk in Drive 0:
    [code:1:ad21d7f2a7]CLEAR 500
    DSKI$ 0,34,4,A$,B$
    MID$(A$,&H6B,1) = CHR$(254)
    MID$(A$,&H7B,1) = CHR$(254)
    DSKO$ 0,34,4,A$,B$[/code:1:ad21d7f2a7]

    Note that the offset parameters in the MID$ function are $6B and $7B rather than $6A and $7A because string character positions are 1-based, and I'm pretty sure the offsets Robert provided are zero-based.

  • PunkMaister

    I haven’t tested this, and I am basing it on the information Robert gave above, so use at your own risk!

    With the disk in Drive 0:
    [code:1:1a54d0c4a2]CLEAR 500
    DSKI$ 0,34,4,A$,B$
    MID$(A$,&H6B,1) = CHR$(254)
    MID$(A$,&H7B,1) = CHR$(254)
    DSKO$ 0,34,4,A$,B$[/code:1:1a54d0c4a2]

    Note that the offset parameters in the MID$ function are $6B and $7B rather than $6A and $7A because string character positions are 1-based, and I'm pretty sure the offsets Robert provided are zero-based.

    Would you believe the emulator somehow gave me a ?WP error! How on Earth does one get a write protected error on an emulator! :? 8O :?

  • DarrenA

    Would you believe the emulator somehow gave me a ?WP error! How on Earth does one get a write protected error on an emulator! :? 8O :?

    One way this can happen is if the disk image file has the “Read Only” attribute. Right-click on the file and choose “Properties…”.

  • RobertGault

    My offsets were base0. You can protect yourself by printing the values found in that sector before doing a DSKO$. If the values are not $FF, then don’t do the DSKO$.

    What is going on is that the program, assuming a Coco1or2, uses all memory and overwrites the data at $FE00-$FEFF. That will crash a Coco3.
    The patch changes the upper limits from $FEFF to $FDFF by changing two $FF to $FE.
    The actual code was CMPX #$FF00 which gets changed to CMPX #$FE00.

  • PunkMaister
    Would you believe the emulator somehow gave me a ?WP error! How on Earth does one get a write protected error on an emulator! :? 8O :?

    One way this can happen is if the disk image file has the “Read Only” attribute. Right-click on the file and choose “Properties…”.

    I looked at thst and the file is not in read only mode. :( Not only that I accidentally damaged another game in the process whose Disk I no longer have so it has been lost to me forever and ever! :cry:

  • RobertGault

    I accidentally damaged another game in the process whose Disk I no longer have so it has been lost to me forever and ever!

    Which game? There are several fanatic gamers that frequent this site. I’d bet they have or have links to your game.

  • PunkMaister
    I accidentally damaged another game in the process whose Disk I no longer have so it has been lost to me forever and ever!

    Which game? There are several fanatic gamers that frequent this site. I’d bet they have or have links to your game.

    Umm… Rescue on Fractalus!

  • RobertGault

    Check for unread PMs (personal messages). :)

  • PunkMaister

    Check for unread PMs (personal messages). :)

    Ummm…. I haven’t gotten any PMs here as of yet… :?
    EDIT: OK Thanks for both the PM and the Email. :)

    In regards to Ghana Bwana now I’m getting this message:
    [img:2c8a924a71]http://img.photobucket.com/albums/v402/RJLCyberPunk/VCCGhanaBwanaRUN.jpg[/img:2c8a924a71]
    Any ideas? And remember this is VCC we are talking about… :?

  • RobertGault

    That error should be impossible with VCC. At least there is no way to reduce the VCC RAM to the point where such an error could occur. That makes me think that you have incorrectly patched Ghana Bwana.

  • PunkMaister

    That error should be impossible with VCC. At least there is no way to reduce the VCC RAM to the point where such an error could occur. That makes me think that you have incorrectly patched Ghana Bwana.

    Except it is happening with unpatched copies as well!

  • dentman42

    DarrenA’s patch worked for me using the Ghana Bwana image from Dave Keil’s site. The ?WP error that’s been posted is likely because someone tried to edit Dave’s image. This image is in DMK format which contains extra header info, and in this case the header says it’s write protected. VCC honors the setting but can’t change it (ran into that myself). The fix is to backup the disk to a blank JVC disk image, then do the patch on the JVC copy.

    Not sure about the RAM error though. I guess maybe if you could get the VCC source you could try chip swapping… (if you can find a small flathead screwdriver image that is) :D

    As long as we’re talking about lost games, anybody got a copy of Trivia Fever? Also, is Grabber on any of the images floating around (particularly in Mr. Nukem’s collection)?

    (edit)
    Hmm…maybe disconnect the HDD image? That’s the only difference I see between your config and mine.

    (edit2)
    NM on Grabber. The bad copy turned out to be a 42 track disk (ahh, the things I used to do to fit more on a disk…and it’s a Bonus disk so it wasn’t because disks were too expensive). Once Hyper I/O was loaded (and I had a copy that had the proper config already, that was what got me to recheck the stuff that wouldn’t work on first try), it worked fine.

  • PunkMaister

    DarrenA’s patch worked for me using the Ghana Bwana image from Dave Keil’s site. The ?WP error that’s been posted is likely because someone tried to edit Dave’s image. This image is in DMK format which contains extra header info, and in this case the header says it’s write protected. VCC honors the setting but can’t change it (ran into that myself). The fix is to backup the disk to a blank JVC disk image, then do the patch on the JVC copy.

    Not sure about the RAM error though. I guess maybe if you could get the VCC source you could try chip swapping… (if you can find a small flathead screwdriver image that is) :D

    As long as we’re talking about lost games, anybody got a copy of Trivia Fever? Also, is Grabber on any of the images floating around (particularly in Mr. Nukem’s collection)?

    (edit)
    Hmm…maybe disconnect the HDD image? That’s the only difference I see between your config and mine.

    Very funny, anyway {a user} already sent me a properly patched version of Ghana Bwana. Now if anyone has properly patched versions of Zaxxon,Pooyan and Draconian I’d be real happy. I have all those but I’ve so far I’ve not managed to make any of them work.

    {this msg was edited by the admin}

  • dentman42

    I found Pooyan and Draconian. As I remember, they didn’t need to be patched to work on the CoCo 3, anyway the copies I found work in VCC. I’ll have to keep looking for Zaxxon, I think I have seen it on a disk this year.
    PM me your email address.

    (edit)
    Found Zaxxon. Works fine on the real Coco 3 and in VCC.

  • RetroRick

    Now if anyone has properly patched versions of Zaxxon,Pooyan and Draconian I’d be real happy.

    You can find all three of these on those D?? DSK images released many years back (there’s three versions of Zaxxon altogether, if you count its two hacks). There were over thirty DSK images in all, and several DSK files were downloaded at once through ZIP files (maybe ten files in each ZIP file altogether; not sure). A number of OS-9 FTP sites carry these files, also. I’d say do a search for “D10.DSK” if you’re interested in the FTP sites.

    You’ll want a copy of Grabber that works properly on a disk system, I think (without the Disk Drive Motor bug). Try L. Curtis Boyle’s site for such a copy.

  • dentman42

    What disk motor bug? I can’t remember ever seeing it touch the drive when running as long as you let the motor stop before EXEC. I just tested in VCC and it didn’t show any disk activity when Grabber was running. Must’ve lucked into a good one all those years ago…

    I also don’t remember any Zaxxon hacks, just a clone called Zaksund. So far, the only game that I remember that I can’t seem to find is Trivia Fever.

  • PunkMaister
    Now if anyone has properly patched versions of Zaxxon,Pooyan and Draconian I’d be real happy.

    You can find all three of these on those D?? DSK images released many years back (there’s three versions of Zaxxon altogether, if you count its two hacks). There were over thirty DSK images in all, and several DSK files were downloaded at once through ZIP files (maybe ten files in each ZIP file altogether; not sure). A number of OS-9 FTP sites carry these files, also. I’d say do a search for “D10.DSK” if you’re interested in the FTP sites.

    You’ll want a copy of Grabber that works properly on a disk system, I think (without the Disk Drive Motor bug). Try L. Curtis Boyle’s site for such a copy.

    L Curtis Boyle? EDIT: Never mind I’ve been to his website he does not have a download for Zaxxon or for most games for that matter and I cannot get to work the ones that he does have except Color Maz III.

  • RetroRick

    What disk motor bug?

    You’ll see this occur when Grabber (or an enemy) passes a certain area of the maze (The upper-left area, as I remember). A flashing line of dots will appear, and it disappears after a moment. Grabber cannot appear in this part of the maze if the line is there. And if this area is crossed a number of times, the game locks up altogether. The problem doesn’t occur at all when played on a non-DECB system.

    Many games have this problem because they were made with a cassette-based system. Rat Attack (T&D #28) and Datafall (T&D #23) are perfect examples.

  • PunkMaister

    By the way I’m experiencing problems with some games not being able to recognize either the joystick or joystick buttons on VCC such as Polaris for example! What could be the cause? :?

  • RobertGault

    Impossible to say without more information. Did you look at the VCC configuration settings for the joystick? You need to match the game requirements for left/right if nothing else.

    It may be that there are some VCC bugs but you would need to see if the game in question runs better on some other emulator. If VCC is correctly configured but another emulator does a better job, then there is a VCC problem.

  • PunkMaister

    Impossible to say without more information. Did you look at the VCC configuration settings for the joystick? You need to match the game requirements for left/right if nothing else.

    It may be that there are some VCC bugs but you would need to see if the game in question runs better on some other emulator. If VCC is correctly configured but another emulator does a better job, then there is a VCC problem.

    Well I got both (left/right) set for the only USB PC joystick I’ve got.

    EDIT: You were right messing with the configuration settings did the trick. Thx… :D All except Polaris and a few others so far that simply do not work no matter how you configure the joysticks…

  • RobertGault

    Well again, without any specific information all I can do is give educated guesses. If the games in question do not not require a 6309 (and I doubt any do), configure VCC for a 6809 CPU. Some authors use illegal codes as shortcuts. The 6809 and 6309 act very differently on seeing illegal opcode values.

    If that does not help, post urls for a specific game and the errors or problems with the game. I would need to run tests to attempt any fixes or make better suggestions.

  • PunkMaister

    Well again, without any specific information all I can do is give educated guesses. If the games in question do not not require a 6309 (and I doubt any do), configure VCC for a 6809 CPU. Some authors use illegal codes as shortcuts. The 6809 and 6309 act very differently on seeing illegal opcode values.

    If that does not help, post urls for a specific game and the errors or problems with the game. I would need to run tests to attempt any fixes or make better suggestions.

    Well the games come from the link you gave me earlier here: ftp://www.rtsi.com/RSDOS/incoming/emulator_images
    As I said most work just fine after messing with the proper joystick configurations but a few like Polaris and one called Zone9 simply either do not recognize the buttons or the joystick at all. In the specific case of Polaris the game does not seem to recognize the joystick butons no matter how you configure them!

  • RobertGault

    Zone9 I don’t see at that url.

    As for Polaris, this is not a VCC problem in fact it is not an emulator problem. You need the instructions for the game! I suggest further questions of this type be posted in the Game forum.
    However, it took only a minute or so to discover (I don’t have instructions either) that the joystick buttons are not used. The pointer is moved with the joystick. The fire button is the /? key.

    Far as I can tell, the object is to blow up the bombs by placing the pointer slightly below the descending red lines and then hitting the / key. Your missile will detonate below the bomb trace destroying it and any nearby bombs.

    There is no difference in game behavior running with VCC or MESS.

  • PunkMaister

    Zone9 I don’t see at that url.

    As for Polaris, this is not a VCC problem in fact it is not an emulator problem. You need the instructions for the game! I suggest further questions of this type be posted in the Game forum.
    However, it took only a minute or so to discover (I don’t have instructions either) that the joystick buttons are not used. The pointer is moved with the joystick. The fire button is the /? key.

    Far as I can tell, the object is to blow up the bombs by placing the pointer slightly below the descending red lines and then hitting the / key. Your missile will detonate below the bomb trace destroying it and any nearby bombs.

    There is no difference in game behavior running with VCC or MESS.

    Oops my bad! Sorry… :oops:

  • sixxie

    ZXC or ,./ (presumably two sets so that two players don’t have to switch places all the time) – you can choose which sub to fire from.