upload of entire dump from archive.org
75
2k6.htm
Normal file
|
@ -0,0 +1,75 @@
|
|||
<HTML><HEAD>
|
||||
<TITLE>no$2k6 - nocash atari 2600 emulator/debugger</TITLE>
|
||||
<META NAME="GENERATOR" CONTENT="nocash XED editor">
|
||||
<META NAME="Author" CONTENT="Nocash Martin Korth">
|
||||
<META NAME="Description" CONTENT="atari 2600 emulator with excessive
|
||||
debugging functions. for dos and windows.">
|
||||
<META NAME="KeyWords" CONTENT="atari 2600,atari,2600,2k6,tia,1a,pia,6532,
|
||||
emulator,emu,emus,debugger,devtool,devkit,dev,devr,devrs,kit,dev-kit,
|
||||
dev-tool,tool,debuggers,emulators,8bit,ports,docs,doc,specs,programming,
|
||||
programmers,home,computer,debugging,emulation,homepage,webpage,page,
|
||||
shareware,freeware,professional,support,windows,win9x,win,pc,ibm,upload,
|
||||
stella,martin,bin,martin,korth,martin korth,by,from,the,a,and,Martin Korth,
|
||||
nocash,no$,game,coding,coders,code,specifications,dox,reference,
|
||||
9x,io,tech,technical,info,information,informations,details,opcodes,65xx,
|
||||
6502,6507,80x86,386,486,compatible,nocash@work.de,new,newest,update,i/o,
|
||||
updates,demo,demos,cable,no$2k6,no$atari,small,good,fast,quality,features,
|
||||
dos,DOS,msdos,drdos,source code,sym,debug,info,symbolic,labels">
|
||||
</HEAD><BODY bgcolor="#ffffff" text="#000000" link="#0033cc" vlink="#0033cc" alink="#0033cc">
|
||||
<!---------------------->
|
||||
<TABLE WIDTH=610><TR><TD>
|
||||
<CENTER>
|
||||
<FONT SIZE=+2>no$2k6</FONT><BR>
|
||||
nocash Atari 2600 emulator by martin korth
|
||||
</CENTER><HR><P>
|
||||
|
||||
<B>Emulation</B> works with all games known to me.
|
||||
Precise timing emulation synchronizes CPU with the cathode ray beam.
|
||||
Auto-detects pal/ntsc frame rates & cartridge memory banking types.
|
||||
Emulates joysticks, paddles, keypads, and steering controller.
|
||||
<BR>
|
||||
<B>Debugger</B> with breakpoints, symbolic debug info (labels),
|
||||
automatic I/O disassembler comments, built-in
|
||||
assembler/disassembler supports native/nocash syntaxes, upload to real
|
||||
atari function, help text includes full atari programming specs.<P>
|
||||
|
||||
<B>Downloads</B><BR>
|
||||
<TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 WIDTH=100%><TR><TD>
|
||||
<A HREF="no$2k6-w.zip">no$2k6 v1.1 Windows 32bit version</A> (ca. 140 Kbytes, October 2012)<BR>
|
||||
<B>Older downloads:</B><BR>
|
||||
<A HREF="no$2k6-x.zip">no$2k6 v1.0 DOS version XT/AT compatible</A> (ca. 100 Kbytes, July 2005)<BR>
|
||||
<A HREF="no$2k6-4.zip">no$2k6 v1.0 DOS version 80486 and worse</A> (ca. 100 Kbytes, July 2005)<BR>
|
||||
<A HREF="no$2k610.zip">no$2k6 v1.0 Windows 32bit version</A> (ca. 130 Kbytes, July 2005)<BR>
|
||||
</TD><TD VALIGN=TOP>
|
||||
<A HREF="donate.htm"><IMG SRC="donate.gif" WIDTH=62 HEIGHT=31></A>
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
|
||||
<B>News</B><BR>
|
||||
<A HREF="2k6new.htm">release notes</A><BR>
|
||||
<P>
|
||||
|
||||
<B>Programming Specs</B><BR>
|
||||
<A HREF="2k6specs.htm">2k6specs.htm</A> atari 2600 programming specs, HTML version<BR>
|
||||
<A HREF="2k6specs.txt">2k6specs.txt</A> atari 2600 programming specs, TXT version<BR>
|
||||
<A HREF="2k6schem.gif">atari 2600 schematic</A> originally drawn by Jerzy Sobola (with some additions by myself)<BR>
|
||||
|
||||
<P>
|
||||
|
||||
<B>Homebrew Games</B><BR>
|
||||
<A HREF="magicflr.htm">Magic Floor</A> - a search game (with sample source code for the no$2k6 assembler)<BR>
|
||||
<A HREF="http://www.pdroms.de/">pdroms.de</A> - webpage for homebrew games (nice idea, but doesn't work on any of my browsers)<BR>
|
||||
And, don't miss Oystron and Thrust - the best homebrew games I've ever seen.
|
||||
<P>
|
||||
|
||||
<B>Links</B><BR>
|
||||
<A HREF="http://www.atariage.com/">AtariAge</A>
|
||||
- nice webpage with games, schematics, faq (unfortunately all ultra-bloated html)<BR>
|
||||
<P>
|
||||
|
||||
<A HREF="index.htm">nocash homepage</A><P>
|
||||
<HR><CENTER><FONT SIZE=-1>
|
||||
According to the specs, it can make sounds like a "flute", a "rocket motor", and an "explosion".
|
||||
</FONT><P>
|
||||
</TD></TR></TABLE>
|
||||
</BODY></HTML>
|
26
2k6new.htm
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|
@ -0,0 +1,26 @@
|
|||
no$2k6 release notes
|
||||
<PRE>
|
||||
16 Oct 2012 - no$2k6 v1.1
|
||||
- controls: emulates lightgun (via mouse)
|
||||
- help: updated atari 2600 programming specs (2k6specs.txt and 2k6specs.htm)
|
||||
- help: added lightgun and trackball specs, and fine-tuned some chapters
|
||||
- a22i: sample source code for no$2k6 assembler (see magic2k6.zip package)
|
||||
- a22i: conditional jump "slow/fast" prefixes for exact cross-page jump timing
|
||||
- a22i: numeric expressions with brackets, and alu/booleans operations
|
||||
- a22i: added some macro support (parameter handling is rather crude though)
|
||||
- gui: memorizes recent files (for reloading them via file menu)
|
||||
- plus: some other details that may have crept into no$xxx gui/emu cores
|
||||
|
||||
24 July 2005 - no$2k6 v1.0 - first release
|
||||
- Precise timing emulation synchronizes CPU with the cathode ray beam
|
||||
- Auto-detects pal/ntsc frame rates & cartridge memory banking types
|
||||
- Emulates joysticks, paddles, keypads, and steering controller
|
||||
- Debugger: with breakpoints, symbolic debug info (labels)
|
||||
- Debugger: automatic I/O disassembler comments, built-in
|
||||
- assembler/disassembler supports native/nocash syntaxes
|
||||
- upload to real atari function (via parallel port cable)
|
||||
- help text includes full atari programming specs (also in 2k6specs.txt/htm)
|
||||
|
||||
18 March 2003 - no$2k6 project started
|
||||
30th August 2001 - started with 6502 cpu emulation (for no$c64)
|
||||
</PRE>
|
BIN
2k6schem.gif
Normal file
After Width: | Height: | Size: 58 KiB |
2340
2k6specs.htm
Normal file
1792
2k6specs.txt
Normal file
BIN
630ori35.jpg
Normal file
After Width: | Height: | Size: 15 KiB |
BIN
630rear.jpg
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
630side.jpg
Normal file
After Width: | Height: | Size: 40 KiB |
51
about.htm
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|
@ -0,0 +1,51 @@
|
|||
<FONT SIZE=+3><CENTER>
|
||||
About
|
||||
</CENTER></FONT>
|
||||
<HR>
|
||||
<B>Curious info about my Fantastic Career and Forthcoming Empire</B>
|
||||
<P>
|
||||
I have been born in Hamburg, Germany at 3rd June 1972, grew up, and still
|
||||
living in Hamburg. Learned programming from my father, quitted school when
|
||||
I have been around 20 years old, teached myself more about computers, and
|
||||
spent some time on inactivity, on civil services, and more inactivity.
|
||||
<P>
|
||||
Then got bored about computers and inactivity, and visited a school for
|
||||
kindergarden teachers instead. Unfortunately that's been mostly theoretical
|
||||
stuff, they didn't even show us at least pictures of children. After one
|
||||
and a half year of underlining words, and discussing these words with my
|
||||
neighbours, I decided to stay in bed and to quit school again.
|
||||
<P>
|
||||
Well, at that time I had sold no$gmb registration keys to the first
|
||||
commercial users, allowing me to survive without money from my parents,
|
||||
and without having to care for a 'real' job. The downside about programming
|
||||
at home is that you sometimes loose most social contacts, and if you get
|
||||
paid for it then it's even more comfortable to get trapped...
|
||||
<P>
|
||||
Uh, I hope I find a better way to manage my spare time (if any) sooner or
|
||||
later, preferably soon. At the moment I am looking for a new flat in
|
||||
Hamburg, and and everyting will get better when I found it (hopefully). The
|
||||
problem is that I'd love to live in a quarter that appears to have established
|
||||
itself as mainstream quarter, so the few unoccupied flats in that area are
|
||||
either too expensive, or get rent to people with 'real' jobs.
|
||||
<P>
|
||||
<B>The Nocash Concept</B>
|
||||
<P>
|
||||
Well, I did choose this possibly silly pseudonym a couple of years ago, but
|
||||
alltogether it still represents my lifestyle quite good. Nocash is meant as a
|
||||
statement against consum and luxory.
|
||||
<P>
|
||||
In case of computers that means that I am partly amused, and partly worried
|
||||
about the craze for newer and faster computers, and for more bloated and
|
||||
inefficent programs. And the people <I>really</I> believe that they would
|
||||
need the hitrash stuff. I mean, give list of five million numbers to one of
|
||||
these guys, and tell him to add all that numbers together, how long would that
|
||||
take? One week? A month? But he would still treat a computer that handles that
|
||||
calculations within a single second as 'slow'.
|
||||
<P>
|
||||
In my programs I attempt to point out that the quality of a program doesn't
|
||||
depend on it's size, or on the hardware. Yes, yes, that might be a senseless
|
||||
attempt, but I like it that way.
|
||||
<P>
|
||||
<HR>
|
||||
Okay, that's it, click <A HREF="index.htm">here</A> to get to the main page.<P>
|
||||
|
BIN
ace-map.gif
Normal file
After Width: | Height: | Size: 166 KiB |
BIN
ace-sch.gif
Normal file
After Width: | Height: | Size: 80 KiB |
77
address.htm
Normal file
|
@ -0,0 +1,77 @@
|
|||
<HTML><HEAD>
|
||||
<TITLE>Nocash Mailing Address</TITLE>
|
||||
<META NAME="GENERATOR" CONTENT="nocash XED editor">
|
||||
<META NAME="Author" CONTENT="Nocash / Martin Korth">
|
||||
<META NAME="Description" CONTENT="My mailing address, use this to register no$gmb for example.">
|
||||
<META NAME="KeyWords" CONTENT="no$gmb,registering,mail,mailing address,snailmail,airmail,cash,cheques"
|
||||
</HEAD><BODY bgcolor="#ffffff" text="#000000" link="#0033cc" vlink="#0033cc" alink="#0033cc">
|
||||
<!----------------->
|
||||
<CENTER>
|
||||
<FONT SIZE=+3>My Mailing Address</FONT><BR>
|
||||
<FONT SIZE=-1>
|
||||
Yup, that's my <I>current</I> address, this webpage is <I>guaranteed</I> to
|
||||
be updated if I should move to a new headquarter.
|
||||
<P><HR>
|
||||
OK, here's my mailing address. Monetary donations (cash or cheque) are very
|
||||
welcome and will allow & motivate me to continue, questions like <I>"I want
|
||||
to play games, but don't know how?"</I> will only keep me away from programming.
|
||||
<P>
|
||||
<TABLE BORDER=0>
|
||||
<TR><TD WIDTH=30%>
|
||||
<FONT SIZE=-1>
|
||||
<B>Legible email address for replies</B><BR>
|
||||
Include a reply-to email address! Please use your best handwriting or
|
||||
printer, in either case be sure that addresses like "IOl10@aol.com"
|
||||
("i,oh,L,one,zero") could be identified as such.
|
||||
</FONT>
|
||||
</TD><TD WIDTH=20%>
|
||||
<CENTER><TABLE BORDER=1 BGCOLOR="#ffffff"><TR><TD><FONT SIZE=+0>
|
||||
Martin Korth<BR>
|
||||
Ringheide 44<BR>
|
||||
21149 Hamburg<BR>
|
||||
Germany<BR>
|
||||
</FONT></TD></TR></TABLE></CENTER>
|
||||
</TD><TD WIDTH=40%>
|
||||
<FONT SIZE=-1>
|
||||
<B>No questions about no$gmb/gba!</B><BR>
|
||||
I know that computers often show up with various problems that might be
|
||||
very frustating for beginners (and experienced users). In any case:
|
||||
Don't ask me. I really don't have the time to reply.
|
||||
</FONT>
|
||||
</TD></TR></TABLE><P>
|
||||
Just to be sure, that is a complete valid german address, there are no
|
||||
additional ZIP codes required. Note: My <B>old address</B> (at Ringheide)
|
||||
still works either, but mail send to that address may get delayed by a couple
|
||||
of weeks.
|
||||
<P><HR>
|
||||
Also, here's my bank account:<BR>
|
||||
<TABLE BORDER=1 BGCOLOR="#c0c0c0"><TR><TD>
|
||||
Account Holder: Martin Korth<BR>
|
||||
Account Number: 1276 456 231<BR>
|
||||
Bank Institute: Hamburger Sparkasse (Haspa)<BR>
|
||||
Bank Code Number: 200 505 50<BR>
|
||||
City and Country: Hamburg, Germany
|
||||
</TD></TR></TABLE><BR>
|
||||
For transfers from other countries - recommended only for bigger amounts -
|
||||
additional info below may be helpful.<BR>
|
||||
These numbers have been recently announced to be used as new standard
|
||||
in Europes eurozone, please ask your bank office if they are of any use
|
||||
in other continents - otherwise use the 'normal' bank details shown above.
|
||||
<TABLE BORDER=1 BGCOLOR="#c0c0c0"><TR><TD>
|
||||
BIC: HASPDEHHXXX<BR>
|
||||
IBAN: DE04 2005 0550 1276 4562 31<BR>
|
||||
That is,<BR>
|
||||
BIC = Bank Identifier Code<BR>
|
||||
IBAN = International Bank Account Number
|
||||
</TD></TR></TABLE><BR>
|
||||
Please notify me per <A HREF="email.htm">email</A> when wiring any money.
|
||||
<P><HR>
|
||||
</FONT>
|
||||
Back to <A HREF="gmb.htm">no$gmb</A> page,
|
||||
<A HREF="gba.htm">no$gba</A> page,
|
||||
<A HREF="cpc.htm">no$cpc</A> page,
|
||||
<A HREF="msx.htm">no$msx</A> page,
|
||||
or <A HREF="index.htm">nocash</A> homepage.
|
||||
</CENTER>
|
||||
<!----------------->
|
||||
</BODY></HTML>
|
64
amt630a.htm
Normal file
|
@ -0,0 +1,64 @@
|
|||
<HTML><HEAD>
|
||||
<TITLE>AMT630A</TITLE>
|
||||
<META NAME="GENERATOR" CONTENT="XED">
|
||||
<META NAME="Author" CONTENT="Nocash / Martin Korth">
|
||||
<META NAME="Description" CONTENT="AMT630A video controller for mini TFT">
<META NAME="KeyWords" CONTENT="8031,8051,803x,805x,8051,
|
||||
AMT630,AMT630A,MT630,FLASH,firmware,SPI,spi bus,video,lcd,tft,backlight">
|
||||
</HEAD>
|
||||
<!----------------->
|
||||
<B>AMT630A</B><BR>
|
||||
The AMT640A is a relative common video controller chip found in cheap
|
||||
mini TFT screens with composite input.<BR>
|
||||
Those screens are often sold as "car rear view monitor" (or by similar names),
|
||||
although they are essentially fully-fledged portable TVs (minus tuner/speaker,
|
||||
and without advanced inputs like S-video or RGB).<BR>
|
||||
The chip contains a 8031/8051 microprocessor, with firmware stored on an
|
||||
external SPI-bus FLASH memory chip.
|
||||
<P>
|
||||
Theoretically, it could be used as miniture monitor for gaming consoles.
|
||||
Unfortunately, it's working rather disappointing in practice:<BR>
|
||||
<LI>(fixed) original firmware has Backlight is at max brightness and cannot be changed.</LI>
|
||||
<LI>(fixed) original firmware doesn't recognite C64 video signals.</LI>
|
||||
<LI>(fixed) original firmware is having GUI annoying timeouts.</LI>
|
||||
<LI>(fixed) original firmware doesn't support proper power-saving in standby mode.</LI>
|
||||
<LI>(more or less fixed) PAL60 produces wrong colors.</LI>
|
||||
<LI>(more or less fixed) PAL60 forgets to update some scanlines (and draws wrong/older lines).</LI>
|
||||
<LI>With 320x240 pix screen, resampling is smeared, possibly a bit uglier than required...
|
||||
<LI>For NTSC, one could theoretically leave blank lines (with black borders)</LI>
|
||||
<LI>For PAL, one could theoretically crop lines (eg. on homecomputers with 200 lines)</LI>
|
||||
</LI>
|
||||
<LI>Display seems to have some vertical-interlace-style flickering (even on non-interlaced pictures) (not sure if that's caused by the display or by scanline resampling).
|
||||
<P>
|
||||
Most of that issues are firmware related, so I've spent 2-3 weeks on
|
||||
disassembling it, and a bunch of more weeks on making my own firmware:<BR>
|
||||
<A HREF="amt630a.zip">new custom AMT630A firmware</A> (109Kbytes) (includes several improvements, some hardware diagnostics tool, and <A HREF="magicflr.htm">magic floor</A> game)<BR>
|
||||
<A HREF="engels.zip">original AMT630A firmware disassembly</A> (256Kbytes) (includes a mess of HLL coded stuff)<BR>
|
||||
The source code (and also the disassembly) can be re-assembled
|
||||
via <A HREF="x51.htm">no$x51</A>. Rev-engineered AMT630A hardware specs can be also found on the no$x51 page.<P>
|
||||
Currently supported display types:
|
||||
<LI>Tianma 3.5" 320x240 (4:3) (tested/working)</LI>
|
||||
<LI>Noname 3.5" 320x240 (4:3) (not tested, but should work)</LI>
|
||||
<LI>Innolux 4.3" 480x272 (16:9) (not tested, but should work)</LI>
|
||||
<LI>Innolux 5.0" 480x272 (16:9) (not tested, but should work)</LI>
|
||||
<P>
|
||||
I would be also interested in dumps from other firmware versions...
|
||||
<LI>firmware for screens with other resolutions</LI>
|
||||
<LI>firmware with RC-5 infrared IR input support or I2C support</LI>
|
||||
<LI>firmware with volume control support</LI>
|
||||
<LI>AMT630 firmware (to see if it's similar/compatible to AMT630A)</LI>
|
||||
<LI>other older/newer firmware revisions</LI>
|
||||
<LI>etc.</LI>
|
||||
<BR>
|
||||
That stuff would help on finding which I/O ports have which functions (eg. for changing the screen resolution/resampling).
|
||||
<P>
|
||||
<IMG SRC="630side.jpg" ALT="AMT630A 3.5inch TFT side" WIDTH=200 HEIGHT=222>
|
||||
<IMG SRC="630ori35.jpg" ALT="AMT630A 3.5inch TFT original" WIDTH=244 HEIGHT=226>
|
||||
<IMG SRC="630rear.jpg" ALT="AMT630A 3.5inch TFT rear" WIDTH=200 HEIGHT=193>
|
||||
<BR>Photos showing the original 3.5inch display comes in black/silver case with dangling cables, and rather unfortunate 16:9 form factor despite of the nice small 4:3 display, and my own case with true 4:3 form factor & rear connectors.
|
||||
<P>
|
||||
<A HREF="http://forums.nesdev.com/viewtopic.php?f=23&t=16825">AMT630A thread in nesdev forum</A> (english)<BR>
|
||||
<A HREF="https://www.forum64.de/index.php?thread/78809-amt630a-based-mini-tft-screens/&s=62126d0e382a45c892a7e39dc57c6a425c5389cd">AMT630A thread in forum64</A> (german)<BR>
|
||||
<A HREF="email.htm">Email</A>.
|
||||
<BR>
|
||||
<A HREF="index.htm">Back</A>.
|
||||
<P>
|
BIN
amt630a.zip
Normal file
30
assdis.htm
Normal file
|
@ -0,0 +1,30 @@
|
|||
<FONT SIZE=+1>A22I-ex nocash PC assembler for nintendo gameboy
|
||||
</FONT><P>
|
||||
This is the emulator-excluded version of the no$gmb-included source code
|
||||
assembler. It assembles Z80-machine code and special Nintendo Gameboy-machine
|
||||
code (which is almost Z80).
|
||||
<P>Language: Assembler. Category: Fast/Exciting. Year: 1999.
|
||||
<P><A HREF="a22i.zip">DOWNLOAD</A><P>
|
||||
<HR>
|
||||
<!----------------------------------------------------------------->
|
||||
<FONT SIZE=+1>A22 nocash PC assembler for nintendo gameboy
|
||||
(turbo pascal source)
|
||||
</FONT><P>
|
||||
An assembler for Z80-machine code and for special Nintendo Gameboy-machine code
|
||||
(which is almost Z80). This is a different (older) assembler than above A22I-ex!
|
||||
<P><B>Better use above A22I-ex which is much faster and newer instead!</B>
|
||||
<P>Language: Turbo Pascal. Category: Slow/Exciting. Year: 1993.
|
||||
<P><A HREF="a22.zip">DOWNLOAD</A><P>
|
||||
<HR>
|
||||
<!----------------------------------------------------------------->
|
||||
<FONT SIZE=+1>Z80 / gameboy disassembler</FONT><P>
|
||||
A disassembler for Z80-machine code and for special Nintendo Gameboy-machine code
|
||||
(which is almost Z80).
|
||||
Disassembled code can be written to an ascii-file, so that you can edit and
|
||||
comment de file. You might also want to reassemble the disassembled code...<P>
|
||||
<P>Language: Turbo Pascal. Category: Slow/Exciting. Year: 1993.
|
||||
<P><A HREF="z80.zip">DOWNLOAD</A><P>
|
||||
<HR>
|
||||
<!----------------------------------------------------------------->
|
||||
<A HREF="gmbfreew.htm">BACK TO GAMEBOY FREEWARE OVERVIEW</A><P>
|
||||
|
39
beamride.htm
Normal file
|
@ -0,0 +1,39 @@
|
|||
<TITLE>Beamrider</TITLE>
|
||||
<HTML><BODY bgcolor="#ffffff" text="#000000" link="#0033cc" vlink="#0033cc" alink="#0033cc">
|
||||
<TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 WIDTH=610><TR><TD>
|
||||
<FONT SIZE=+0>
|
||||
<CENTER>
|
||||
<FONT SIZE=+2>Beamrider</FONT><BR>
|
||||
<I>Ich bin der Strahlenreiter und wenn mich eine fliegende Untertasse
|
||||
mit ihrem Raketenziegelstein angreift, dann schiesse ich sie mit
|
||||
meinem Laserlasso ab.</I>
|
||||
<!---------------------->
|
||||
<HR>
|
||||
<B>ZX81 Version</B><BR>
|
||||
......
|
||||
<BR>
|
||||
<A HREF="beamzx.zip">download beamrider zx81 version</A><BR>
|
||||
<IMG SRC="zxbeam1.gif" ALT="Beamrider / ZX81 version" WIDTH=320 HEIGHT=212>
|
||||
<IMG SRC="zxbeam2.gif" ALT="Beamrider / ZX81 version" WIDTH=320 HEIGHT=212>
|
||||
<BR>
|
||||
<!---------------------->
|
||||
<A HREF="zx.htm">nocash no$zx emulator</A><BR>
|
||||
<A HREF="index.htm">nocash homepage</A><BR>
|
||||
<A HREF="donate.htm"><IMG SRC="donate.gif" WIDTH=62 HEIGHT=31></A>
|
||||
<!---------------------->
|
||||
<HR>
|
||||
Requirements:<BR>
|
||||
<B>32Kbyte (48K recommended) Hires-compatible RAM Expansion</B>
|
||||
<BR>
|
||||
The cassette file fits into 16Kbyte, but after decompression it will
|
||||
occupy around 24Kbytes, and additionally requires 6Kbyte bitmap memory.
|
||||
On a 48Kbyte computer it'll also do some video caching for smoother graphics.
|
||||
<BR>
|
||||
<B>Joystick (wired to A12 line in keyboard matrix)</B><BR>
|
||||
The game can be also played via Cursor or Q,A,O,P,Space keyboard keys,
|
||||
but a joystick will greatly help to control the game.
|
||||
<!---------------------->
|
||||
</FONT>
|
||||
<HR>
|
||||
</TD></TR></TABLE>
|
||||
</BODY></HTML>
|
BIN
beamzx.zip
Normal file
BIN
bitcoin.gif
Normal file
After Width: | Height: | Size: 3.2 KiB |
BIN
boycotta.gif
Normal file
After Width: | Height: | Size: 4.5 KiB |
BIN
breath2.gif
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
btclogo.gif
Normal file
After Width: | Height: | Size: 2.2 KiB |
86
c64.htm
Normal file
|
@ -0,0 +1,86 @@
|
|||
<HTML><HEAD>
|
||||
<TITLE>no$c64 - nocash commodore 8bit emulator/debugger</TITLE>
|
||||
<META NAME="GENERATOR" CONTENT="nocash XED editor">
|
||||
<META NAME="Author" CONTENT="Nocash Martin Korth">
|
||||
<META NAME="Description" CONTENT="commodore 64 emulator with excessive
|
||||
debugging functions. for dos and windows.">
|
||||
<META NAME="KeyWords" CONTENT="C64,c64,commodore,commodore 64,64,cbm,
|
||||
emulator,emu,emus,debugger,devtool,devkit,dev,devr,devrs,kit,dev-kit,
|
||||
dev-tool,tool,debuggers,emulators,8bit,ports,docs,doc,specs,programming,
|
||||
programmers,home,computer,debugging,emulation,homepage,webpage,page,
|
||||
shareware,freeware,professional,support,windows,win9x,win,pc,ibm,upload,
|
||||
martin,prg,p00,martin,korth,martin korth,by,from,the,a,and,Martin Korth,
|
||||
nocash,no$,game,vic,sid,coding,coders,code,specifications,dox,reference,
|
||||
9x,io,tech,technical,info,information,informations,details,opcodes,65xx,
|
||||
6502,6510,80x86,386,486,compatible,nocash@work.de,new,newest,update,i/o,
|
||||
updates,demo,demos,cable,no$c64,no$cbm,small,good,fast,quality,features,
|
||||
dos,DOS,msdos,drdos,source code,sym,debug,info,symbolic,labels">
|
||||
</HEAD><BODY bgcolor="#ffffff" text="#000000" link="#0033cc" vlink="#0033cc" alink="#0033cc">
|
||||
<!---------------------->
|
||||
<CENTER>
|
||||
<FONT SIZE=+2>no$c64</FONT><BR>
|
||||
nocash commodore 8bit emulator by martin korth
|
||||
</CENTER><HR><P>
|
||||
|
||||
Welcome to the C64 emulator with the <B>biggest</B> range of debugging
|
||||
functions!
|
||||
In the current version, the emulation has been improvements, and the debugging
|
||||
part makes no$c64 a <B>must-have</B> for professional C64 programmers
|
||||
(if any/alive).<P>
|
||||
|
||||
<B>Features</B><BR>
|
||||
Emulates cpu, memory, video, keyboard, joysticks, timers.
|
||||
Supports single file cassette loading (.PRG or .P00 files).
|
||||
Local keyboard support.
|
||||
Fast boot and fast intro/memcopy mechanisms.<BR>
|
||||
Fully featured debugger with breakpoints, symbolic debug info (labels),
|
||||
automatic I/O and Kernal disassembler comments, vram viewer, built-in
|
||||
assembler/disassembler supports native/nocash syntaxes, upload to real
|
||||
C64 function, help includes built-in C64 programming specs.<P>
|
||||
|
||||
<B>Downloads - Version 1.1 - July 2005</B><BR>
|
||||
<TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 WIDTH=100%><TR><TD>
|
||||
<A HREF="no$c64-d.zip">no$c64 DOS version</A> version 1.1 (ca. 180 Kbytes)<BR>
|
||||
<A HREF="no$c64-w.zip">no$c64 windows version</A> version 1.1 (ca. 225 Kbytes)<BR>
|
||||
</TD><TD>
|
||||
<A HREF="donate.htm"><IMG SRC="donate.gif" WIDTH=62 HEIGHT=31></A>
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
<B>Specs</B><BR>
|
||||
<A HREF="pagezero.htm">pagezero.htm</A> programming specs, HTML version<BR>
|
||||
<A HREF="pagezero.txt">pagezero.txt</A> programming specs, TXT version<BR>
|
||||
<P>
|
||||
|
||||
<B>New in Version 1.1</B><BR>
|
||||
Emulates Video Waitstates, improved vertical scrolling/timings, vertical
|
||||
border with optional sprites in border area, supports all stable undocumented
|
||||
opcodes, emulates read-modify and page-wrap CPU glitches.
|
||||
Version 1.1 additionally includes C16, Plus/4, and VIC-20 emulation modes,
|
||||
about all of the C64 emulation/debugging features have been customized for
|
||||
these new emulation modes.
|
||||
<P>
|
||||
|
||||
<B>Missing</B><BR>
|
||||
Still doesn't have sound support, and no disk drive emulation.
|
||||
<P>
|
||||
|
||||
<B>Links</B><BR>
|
||||
|
||||
<A HREF="http://project64.c64.org/archive.htm">Project 64</A> - various
|
||||
C64 documentation in clean text format<BR>
|
||||
<A HREF="http://www.funet.fi/pub/cbm/c64/">Funet</A> - various C64 related
|
||||
categories including schematics<BR>
|
||||
<A HREF="http://oxyron.net/graham/opcodes.html">Graham</A> - documented and
|
||||
undocumented 65xx processor series opcodes<BR>
|
||||
<A HREF="http://www.c64.sk/">News</A> - about daily updated C64 news<BR>
|
||||
<A HREF="http://arnold.c64.org/">Arnold</A> - big collection of old C64 games<BR>
|
||||
<P>
|
||||
|
||||
<A HREF="index.htm">nocash homepage</A><P>
|
||||
<HR><CENTER><FONT SIZE=-1>
|
||||
Connect 1st Joystick (Joystick A) to Port 2.
|
||||
Connect 2nd Joystick (Joystick 1) to the other Port.
|
||||
Then be pressing Shift+Right to move Left.
|
||||
</FONT><P>
|
||||
</BODY></HTML>
|
||||
|
BIN
char-a.gif
Normal file
After Width: | Height: | Size: 201 B |
BIN
char-b.gif
Normal file
After Width: | Height: | Size: 202 B |
BIN
char-c.gif
Normal file
After Width: | Height: | Size: 191 B |
BIN
char-d.gif
Normal file
After Width: | Height: | Size: 203 B |
BIN
char-dot.gif
Normal file
After Width: | Height: | Size: 166 B |
BIN
char-e.gif
Normal file
After Width: | Height: | Size: 195 B |
BIN
char-f.gif
Normal file
After Width: | Height: | Size: 200 B |
BIN
char-g.gif
Normal file
After Width: | Height: | Size: 219 B |
BIN
char-i.gif
Normal file
After Width: | Height: | Size: 194 B |
BIN
char-k.gif
Normal file
After Width: | Height: | Size: 216 B |
BIN
char-l.gif
Normal file
After Width: | Height: | Size: 194 B |
BIN
char-m.gif
Normal file
After Width: | Height: | Size: 239 B |
BIN
char-n.gif
Normal file
After Width: | Height: | Size: 212 B |
BIN
char-o.gif
Normal file
After Width: | Height: | Size: 216 B |
BIN
char-odd.gif
Normal file
After Width: | Height: | Size: 217 B |
BIN
char-p.gif
Normal file
After Width: | Height: | Size: 202 B |
BIN
char-r.gif
Normal file
After Width: | Height: | Size: 207 B |
BIN
char-s.gif
Normal file
After Width: | Height: | Size: 205 B |
BIN
char-t.gif
Normal file
After Width: | Height: | Size: 206 B |
BIN
char-u.gif
Normal file
After Width: | Height: | Size: 200 B |
BIN
char-w.gif
Normal file
After Width: | Height: | Size: 206 B |
BIN
cpc-amst.gif
Normal file
After Width: | Height: | Size: 242 B |
BIN
cpc-icon.gif
Normal file
After Width: | Height: | Size: 277 B |
87
cpc.htm
Normal file
|
@ -0,0 +1,87 @@
|
|||
<HTML><HEAD>
|
||||
<TITLE>NO$CPC</TITLE>
|
||||
<META NAME="GENERATOR" CONTENT="nocash XED editor">
|
||||
<META NAME="Author" CONTENT="Nocash / Martin Korth">
|
||||
<META NAME="Description" CONTENT="nocash amstrad cpc emulator">
|
||||
<META NAME="KeyWords" CONTENT="amstrad,cpc,464,664,6128,plus,cpc+,cpc plus,464+,6128+,kx4000,kx 4000,console,schneider,emulator,emu,8-bit,8bit,8 bit,homecomputer,home computer,msdos,dos,windows,win95,win98,32bit,pc,ibm,clones,free,freeware,download,dsk,.dsk,*.dsk,disk image,cpr,.cpr,cartridge,games,no$cpc,no$cpc.zip,no$cpc.exe,cpcemu,cpe,nocash,emulation,emu,martin korth,update">
|
||||
</HEAD><BODY bgcolor="#ffffff" text="#000000" link="#0033cc" vlink="#0033cc" alink="#0033cc"><CENTER><TABLE WIDTH=615><TR><TD>
|
||||
<!----------------->
|
||||
<FONT SIZE=-1>
|
||||
<HR><CENTER><TABLE>
|
||||
<TR><TD><IMG SRC="cpc-icon.gif" WIDTH=32 HEIGHT=32 ALT="CPC"></TD>
|
||||
<TD><CENTER><FONT SIZE=+1>NO$CPC - version 1.8</FONT><FONT SIZE=+0><BR>
|
||||
Nocash Amstrad/Schneider CPC Emulator/Debugger for DOS/Windows</FONT></CENTER></TD>
|
||||
<TD><IMG SRC="cpc-amst.gif" WIDTH=32 HEIGHT=32 ALT="CPC"></TD></TR>
|
||||
</TABLE></CENTER><HR>
|
||||
<!----------------->
|
||||
<B>Hello to No$cpc</B><BR>
|
||||
This is my first emulator, worked on it since 1995, the features are:
|
||||
fastest CPC emulation worldwide, integrated debugger with
|
||||
graphics user interface, breakpoints, online assembler, various
|
||||
keyboard languages supported, popup-menues, full mouse control, supports
|
||||
arj/pkzip compressed DSK-files, adlib and digital sound support,
|
||||
video mode/color splitting, joystick support, disk copy
|
||||
protection emulation.<P>
|
||||
Written in memory of the golden age of 8bit computers,<BR>
|
||||
Martin<BR>
|
||||
<!----------------->
|
||||
<!----
|
||||
<HR><B>Need Help!!! Does anybody know this game?</B><BR>
|
||||
It's one of my favourite CPC shooter games, first because it's fun, and second
|
||||
because it's sized only 9 Kbytes, half written in BASIC, and half written in
|
||||
machine code. I would assume that it's been released in a german magazine
|
||||
sometimes around 1984-1987.<P>
|
||||
<IMG SRC="starfig1.gif" WIDTH=300 HEIGHT=183 ALT="Starfight Title Screen">
|
||||
<IMG SRC="starfig2.gif" WIDTH=300 HEIGHT=183 ALT="Starfight Game Screen"><P>
|
||||
The whole story is this: I liked it so much that I disassembled it, and ported
|
||||
it to Nintendo Gameboy, and released it as freeware game. Well, and the
|
||||
problem is that I don't know the authors name, and couldn't ask him for his
|
||||
permission and/or if he likes it. So, if anybody knows his name, or at least
|
||||
knows in which magazine the game has been released - please please email me!
|
||||
<!----------------->
|
||||
<HR><B>Downloading No$cpc</B><P>
|
||||
<U>CPC Plus versions</U><BR>
|
||||
<B>Advantages:</B> Supports CPC Plus functions, supports 'oversize' video
|
||||
modes, colors and resolution may be changed each scanline, slightly more
|
||||
accurate CPU emulation. <B>Disadvantages:</B> Very slow, requires at least a
|
||||
fast 66MHz computer, not supporting older HGC, CGA, EGA graphic cards.
|
||||
<BR>
|
||||
<TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 WIDTH=100%><TR><TD>
|
||||
<TABLE>
|
||||
<TR><TD><A HREF="no$cpc.zip"><IMG SRC="suck.gif" WIDTH=16 HEIGHT=16 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="no$cpc.zip"><B>CPC Plus Windows 32bit version</B></A></TD></TR>
|
||||
<TR><TD><A HREF="no$cpc-p.zip"><IMG SRC="suck.gif" WIDTH=16 HEIGHT=16 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="no$cpc-p.zip"><B>CPC Plus DOS version</B></A></TD></TR>
|
||||
</TABLE>
|
||||
</TD><TD>
|
||||
<A HREF="donate.htm"><IMG SRC="donate.gif" WIDTH=62 HEIGHT=31></A>
|
||||
</TD></TR></TABLE>
|
||||
<BR>
|
||||
<U>Normal versions</U><BR>
|
||||
<B>Advantages:</B> Much faster (working smooth on 33MHz computers),
|
||||
supports VGA, EGA, CGA and Hercules graphics carts, separate versions
|
||||
available optimized for different CPUs, supports XTs and ATs.
|
||||
<B>Disadvantages:</B> No CPC Plus support, display may be split into 5
|
||||
sections of different colors/modes only, not supporting 'oversize' video modes.
|
||||
<BR><TABLE>
|
||||
<TR><TD><A HREF="no$cpc-g.zip"><IMG SRC="suck.gif" WIDTH=16 HEIGHT=16 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="no$cpc-g.zip"><B>DOS 80486 Real Mode version</B></A></TD><TD><FONT SIZE=-1>Particulary optimized for 80486, but compatible with windows.</TD></TR>
|
||||
<TR><TD><A HREF="no$cpc-i.zip"><IMG SRC="suck.gif" WIDTH=16 HEIGHT=16 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="no$cpc-i.zip"><B>DOS 80486 Protected Mode version</B></A></TD><TD><FONT SIZE=-1>Fully optimized for 80486, super fast.</TD></TR>
|
||||
<TR><TD><A HREF="no$cpc-c.zip"><IMG SRC="suck.gif" WIDTH=16 HEIGHT=16 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="no$cpc-c.zip"><B>DOS 80386 Real Mode version</B></A></TD><TD><FONT SIZE=-1>Particulary optimized for 80386, but compatible with windows.</TD></TR>
|
||||
<TR><TD><A HREF="no$cpc-e.zip"><IMG SRC="suck.gif" WIDTH=16 HEIGHT=16 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="no$cpc-e.zip"><B>DOS 80386 Protected Mode version</B></A></TD><TD><FONT SIZE=-1>Fully optimized for 80386, super fast.</TD></TR>
|
||||
<TR><TD><A HREF="no$cpc-a.zip"><IMG SRC="suck.gif" WIDTH=16 HEIGHT=16 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="no$cpc-a.zip"><B>DOS XT/AT version</B></A></TD><TD><FONT SIZE=-1>Slow, but fully compatible to 8086..80286 and anything.</TD></TR>
|
||||
<TR><TD><A HREF="no$cpc-b.zip"><IMG SRC="suck.gif" WIDTH=16 HEIGHT=16 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="no$cpc-b.zip"><B>DOS XT/AT Quick'n'Dirty version</B></A></TD><TD><FONT SIZE=-1>Same as above, but a bit faster - and less accurate.</TD></TR>
|
||||
</TABLE><BR>
|
||||
All versions include the required ROM images and are sized about 150 KBytes each.<BR>
|
||||
<!----------------->
|
||||
<HR><B>Games & Docs & Tools & Mail & Homepage</B><BR>
|
||||
<TABLE>
|
||||
<TR><TD><A HREF="ftp://ftp.nvg.ntnu.no/pub/cpc/games/"><IMG SRC="link.gif" WIDTH=18 HEIGHT=18 ALT="LINK"></A></TD><TD><FONT SIZE=-1><A HREF="ftp://ftp.nvg.ntnu.no/pub/cpc/games/"><B>FTP.NVG - CPC Software Archive</B></A></TD><TD><FONT SIZE=-1>Hundreds of CPC Games, Tools, etc. (changed, new address!)</TD></TR>
|
||||
<TR><TD><A HREF="http://www.terra.es/personal/rt95plus/plusroms.htm"><IMG SRC="link.gif" WIDTH=18 HEIGHT=18 ALT="LINK"></A></TD><TD><FONT SIZE=-1><A HREF="http://www.terra.es/personal/rt95plus/plusroms.htm"><B>Link to CPC Plus Games</B></A></TD><TD><FONT SIZE=-1>Some Games for the CPC Plus.</TD></TR>
|
||||
<TR><TD><A HREF="no$cart.htm"><IMG SRC="suck.gif" WIDTH=18 HEIGHT=18 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="no$cart.htm"><B>NO$CART</B></A></TD><TD><FONT SIZE=-1>Tool that converts CPC Disk Images into CPC Plus/GX 4000 Cartridges.</TD></TR>
|
||||
<TR><TD><A HREF="myrampos.zip"><IMG SRC="suck.gif" WIDTH=18 HEIGHT=18 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="myrampos.zip"><B>Myrampos</B></A></TD><TD><FONT SIZE=-1>A game that I've written back in 1990.</TD></TR>
|
||||
<TR><TD><A HREF="tape2hdd.htm"><IMG SRC="suck.gif" WIDTH=18 HEIGHT=18 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="tape2hdd.htm"><B>TAPE2HDD</B></A></TD><TD><FONT SIZE=-1>Copies CPC cassettes to PC by using the soundcards line-in channel.</TD></TR>
|
||||
<TR><TD><A HREF="cpcnew.htm" ><IMG SRC="suck.gif" WIDTH=18 HEIGHT=18 ALT="SUCK"></A></TD><TD><FONT SIZE=-1><A HREF="cpcnew.htm" ><B>No$cpc History</B></A></TD><TD><FONT SIZE=-1>Release notes, what's new, what's old?</TD></TR>
|
||||
<TR><TD><A HREF="email.htm"> <IMG SRC="mail.gif" WIDTH=18 HEIGHT=18 ALT="MAIL"></A></TD><TD><FONT SIZE=-1><A HREF="email.htm"><B>Email</B></A></TD><TD><FONT SIZE=-1>Email.</TD></TR>
|
||||
<TR><TD><A HREF="index.htm"> <IMG SRC="nope.gif" WIDTH=18 HEIGHT=18 ALT="BACK"></A></TD><TD><FONT SIZE=-1><A HREF="index.htm"><B>Back</B></A></TD><TD><FONT SIZE=-1>Back to Nocash Funware Overview.</TD></TR>
|
||||
</TABLE>
|
||||
<!----------------->
|
||||
</TD></TR></TABLE></CENTER></BODY></HTML>
|
||||
|
274
cpcnew.htm
Normal file
|
@ -0,0 +1,274 @@
|
|||
<FONT SIZE=+3>MORE AND FASTER HERE WE COME</FONT>
|
||||
<HR>
|
||||
<B>Summary</B><BR><FONT SIZE=-1>
|
||||
Here are the release notes for all no$cpc versions. I didn't log all news
|
||||
for the older versions, but attempted to compile that information as good as
|
||||
I could remember it. First, here's the summary - more detailed info follows
|
||||
below.</FONT><PRE>
|
||||
v1.8 11/00 cpc plus, oversize display, scanline based, a22i/xed interaction..
|
||||
v1.7 09/00 digital sound, windows version, automatic keyboard language...
|
||||
v1.6 09/98 some small details & bugfixes...
|
||||
v1.5 01/98 various details, bugfixes, speedup...
|
||||
v1.4 08/97 extra fast protected mode, detailed F10 hw-info screen
|
||||
v1.3 08/96 mouse support, dizzy colors, online assembler, exe-format..
|
||||
v1.2 03/96 called it 'no$cpc', snapshots, disk copyprotections, multisplits..
|
||||
v1.0 11/95 the first 2 months - most things are basically working
|
||||
-- 09/95 cpc emulator project started
|
||||
-- XX/86? my first own computer: got a cpc 6128 from my parents
|
||||
|
||||
</PRE><B>Version 1.8 - 2nd November 2000</B>
|
||||
<BR><FONT SIZE=-1>
|
||||
New in this version are: CPC Plus support, more accurate video emulation,
|
||||
and various bugfixes and details. The XED editor and A22i assembler may be
|
||||
used as integrated development environment, ie. hitting F9 in the editor will
|
||||
automatically assemble the file, copy the resulting binary into a diskimage,
|
||||
and automatically start it in the emulator (for the DOS version this requires
|
||||
separately downloading XED from my webpage).
|
||||
</FONT><PRE>
|
||||
|
||||
* cpc plus: 4096 color palette, realizes/freshens palette changes
|
||||
* cpc plus: ASIC memory, unlock sequence, relock sequence
|
||||
* cpc plus: cartridge LOW and UPPER rom / EMS memory
|
||||
* cpc plus: cartridges (CPR files) may include header+data or just clean data
|
||||
* cpc plus: ROM image optimize patches (differences to 6128)
|
||||
* cpc plus: ROM image rescue patch (kills ugly burnin' rubber menu)
|
||||
* cpc plus: ROM image datazones (differences to 6128 and amsdos)
|
||||
* cpc plus: hardware sprites, x- and y-magnification, parts offscreen, softswap
|
||||
* cpc plus: sound DMA (no idea if it works), sound interrupts
|
||||
* cpc plus: raster interrupts, soft scrolling, split facility
|
||||
* cpc plus: CRTC Register 0Ch: 8th printer bit, and 32K vram bit?
|
||||
* cpc plus: help: cpc plus hardware description
|
||||
* cpc plus: no$gmb style color pool for up to 240 different colors on screen
|
||||
* cpc plus: recognizes/ignores FDC command 0 (amsdos coldboot vs |cpm conflict)
|
||||
* cpc plus: stack initialized at C000 instead 0000 (No Exit doesn't init SP)
|
||||
* a22i/copy/edit: supports data exchange with MV/EXT dsks instead no$-dsks only
|
||||
* a22i: xed/a22i interaction (lineno, autostart from editor, autoedit errors)
|
||||
* a22i: fixed indirect 16bit ix/iy load commands like LD IX,(NNNN)
|
||||
* a22i: copies assembled BIN files to BOOTDISK.DSK and autoloads/starts that
|
||||
* a22i: autoloads and autostarts assembled cartridge CPR files
|
||||
* a22i: assembler directive ".cpr" generates cpc plus cartridge (max 16Kbyte)
|
||||
* video: supports multiple vertical-total areas per screen (netherworld)
|
||||
* video: optional 360x240 oversize video mode, 256 color 640x200 and 720x240
|
||||
* video: new video modes supporting VESA bios/driver and Tseng ET3000/ET4000
|
||||
* video: scanline based display redraw mode (slow but more accurate)
|
||||
* video: windows version invalidates/redraws screen border only if changed
|
||||
* snapshots: new SNA format (v3) includes more details and supports cpc plus
|
||||
* snapshots: uses SAVE-dialog (windows), fixed crash when hitting ESC (dos)
|
||||
* file popup menu: added eject disk a/b functions
|
||||
* setup: separate LK4 option (screen refresh), new LK7 option (bootsector)
|
||||
* printer: defaults to new setting (none) - avoids windows NT lock ups
|
||||
* rom: reduced 464/664/6128/PLUS system roms from 160K to 70K (cpc-pack.asm)
|
||||
* rom: attached 464/664/6128/PLUS system roms as overlay to no$cpc.exe
|
||||
* debugger: I/O Map shows state of BDIR/BC1
|
||||
* debugger: I/O Map screen updated after run/trace in windows version also
|
||||
* filemenu: allows more than 3 extensions/filetypes (DSK,ZIP,ARJ, and new CPR)
|
||||
* about: aboutbox in dos version, icon: new amstrad icon (diagonal red line)
|
||||
* emudetail: better offgrid interrupt emulation clears bit 5 (thanks ulrich)
|
||||
* emudetail: gate array may manually acknowledge crtc interrupt (arnold5.rtf)
|
||||
* emudetail: DAA instruction returns 100% correct AF for all 65536 incoming AF
|
||||
* emudetail: enabled logic-command trueflags (undoc mask 28h) (shogun loader)
|
||||
* emufix: enabled interseg_pipe/reljumps in windows & dos-rmode version (gryzor)
|
||||
* emufix: unused keyboard rows (night shade, thanks cesario for bug report)
|
||||
* emufix: fixed _@ADJUST_SP with SP=0000 in windows version (guild of thieves)
|
||||
* emufix: major bug in _@mov_eintcount_ax macro didn't clear upper bits of eax
|
||||
* emufix: refixed outi in 486 dos version (bh was set to zero before bl,[xbx])
|
||||
* emufix: repaired fast write char in rmode dos version (symbol after 0, cp/m+)
|
||||
* flat32: anal_sticks resets whole 8bit stick_present if absent (stuck 56rtttt)
|
||||
* speedup: implemented no$msx boost-method (no delays during disk-io and reset)
|
||||
* speedup: megaboost, switches to hispeed mode if more than 5 wrchr per frame
|
||||
* speedup: uses spus/spop dummy macros instead push/pop ds/es in flat32 version
|
||||
* calmdown: unlimted mhz disaster settings 100% and 50% frames working now
|
||||
* internal: no$gmb shared init_path_sub,disksethomedir
|
||||
* help: recognizes mouseclicks to place cursor/follow links (dos version)
|
||||
* help: new chapter about repairing monitor (brightn/contrast/vhold regulators)
|
||||
* help: added chapter about registering, exitmsg/aboutbox realizes reg-key file
|
||||
* btw: programmed NO$CART (converts DSK-images to CPR-images, see webpage)
|
||||
|
||||
</PRE><B>Version 1.7 - 5th September 2000</B>
|
||||
<BR><FONT SIZE=-1>
|
||||
After not updating no$cpc for almost two years, and working on my gameboy
|
||||
emulator instead, I became pissed off by the gameboy users whom are too cheap
|
||||
to pay lousy $5 for that emulator - and turned back to the roots. So here's
|
||||
a new no$cpc update, beside for various small details it's now available as
|
||||
fully decadent windows version also, and it's now including a digital sound
|
||||
engine.
|
||||
</FONT><PRE>
|
||||
* utility: filecopy should work form CPC to DOS now either (no$cpc DSKs only)
|
||||
* keyb: DOS version supports AUTOMATIC keyboard translation (not drdos6 keyb)
|
||||
* option: override protection for files that are saved as SAVE"FILENAME.BAS",P
|
||||
* help: layout, 128K size, bold, hardware specs, repairing, connectors, etc.
|
||||
* sound: beside for old adlib sound also got a fine new digital sound engine
|
||||
* operating system ROMs moved to single file NO$CPC.ROM
|
||||
(Content: 464,664,6128,AMSDOS) (as side effect offers better compression)
|
||||
* alternate name for FILES.LST could be also NO$CPC.LST
|
||||
* recombined MSX and CPC sources:
|
||||
Z80 core, HACK debugger, PSG core, various SETup and other GUI/System things
|
||||
in result, no$cpc news are:
|
||||
windows version, doskey .INP file
|
||||
new FILES.LST format: "Description>Dskname [Runname]"
|
||||
- 11 july 00 started with flat32 port / 16 july, 01:20 AM: amstrad basic works!
|
||||
* fix: emu restarts at @@backreset instead @@cpuloop (brucelee title/486rmode)
|
||||
* debugger can also follow DJNZ instructions via cursor right (as no$msx)
|
||||
* DOS shell hotkey (no$gmb like ctrl+O)
|
||||
* disassembler: dis2file starts at TOP of codewin, bit/res/set as ONE digit N
|
||||
* utility: particulary filecopy (from dos to cpc works okay) (no$cpc DSKs only)
|
||||
* filemenu: fixed small glitch, happened in version 1.6 when showing [CPC]
|
||||
* f11/f12 keys: new xkey compatibility
|
||||
|
||||
</PRE><B>Version 1.6 - 5th September 1998</B>
|
||||
<BR><FONT SIZE=-1>
|
||||
This has been the last no$cpc version - at least for the next two years.
|
||||
I meanwhile spent most of my energies on improving my gameboy emulator, but
|
||||
still spent some time on some final details:
|
||||
</FONT><PRE>
|
||||
* toad security: removed except in dirt versions and added more secure rate 64
|
||||
* printer port emulation: fixed script file bug in protected mode version
|
||||
* setup: win98 CPU resources option (must be disabled if not supported!!!;-)
|
||||
* source: removed all IFDEFs (tasm4 compatibility, but tasm4 is TOO SLOW anyway)
|
||||
* no$cpc.exe: compressed 386/486 exefiles to a size less than happy 60KBytes
|
||||
* setup: saved to external .cfg file, allows no$cpc.exe to be renamed/compressed
|
||||
* hercules: /h on VGA uses B800 instead B000 (compatible to illegal QEMM)
|
||||
* no$cpc.zip: eee.bat auto-installs directory-structure if somebody forgot -d
|
||||
* speedup: re-defaults to LK=50Hz (makes uninitialized games more secure)
|
||||
* speedup: temp-defaulted to LK=60Hz (made uninitialized games faster)
|
||||
* speedup: optionally reduced display refresh rates 50% and 20% (if any)
|
||||
* combifix: 2x25 lines/diskextract combination fixed (display bug)
|
||||
* speedup: optionally fast toad mem refresh (but it is a bit DANGEROUS!)
|
||||
* extended disk format: discovered & fixed more differences to mv-format
|
||||
* versions: removed non-pmode dirty versions, use pmode if you want fast code
|
||||
* CPU: identifies CPU and gives errmess if it's not supported :-)
|
||||
* Performance: Optionally shows speed relative to real CPC (no$gmb like)
|
||||
* Snapshot: saves filenames for disks in drive a: and b: format as follows:
|
||||
75-81 13 bytes for 'FILENAME.DSK' of drive A terminated by 00
|
||||
82-8E 13 bytes for 'FILENAME.DSK' of drive B terminated by 00
|
||||
an empty string or invalid filename indicates 'disc missing'
|
||||
* Filemenu: quicksearch (entering first letters of filename) (code from no$gmb)
|
||||
* Filemenu: recognizes additional harddisks, CD-ROMS, etc (from no$gmb/rusty)
|
||||
* Internal: source code segment alignment cleared
|
||||
* Keyboard: PC keyboard compatibility (code taken from no$gmb)
|
||||
|
||||
</PRE><B>Version 1.5 - 19 January 1998</B>
|
||||
<PRE>
|
||||
* bugfix for hercules display routines in protected mode (hardly really used)
|
||||
* bugfix for out block command (bug implemented months ago during speedup)
|
||||
* bugfix for block search command (bug noticed and forgetten in former days)
|
||||
* bugfix for load snapshot (128K only or something)
|
||||
* optimized block transfer command
|
||||
* bugfixes are for feud,elevator action,duet (probably some more)
|
||||
* files.lst search command does not need pressing 'S' first, not no more
|
||||
* hercules bugfixed (scrolling), cga support, ega merely supported in cga mode
|
||||
* both herc & cga support delicious true grayscale emulation in 16 color mode
|
||||
Previous Version's Date: 27 November 97
|
||||
* xtra-fast protected mode version got vcpi (emm386) compatible
|
||||
(this is not in standard version, as stupid windows offers no vcpi)
|
||||
* keypad"+" Whoosh button, no delays as long as pressed (very useful for elite)
|
||||
* supports DOS Commandline parameters (dsk-name, optional run-name)
|
||||
* optimized waitstate emulation so guild of thieves (etc) won't shutdown anymore
|
||||
* supports illegal stupid ED-commands (those are generally never used)
|
||||
* speedup: if your adlib/sb likes quick delays, you can enable in sound setup
|
||||
* supports the senseless extended dsk format (the pawn at ftp.nvg.unit.no)
|
||||
* setup option to modify/disable key repeat rate (useful for basic or cpm
|
||||
prompts and for text-adventures in unlimited mhz disaster)
|
||||
* fixed debugger bug in pmode versions (F2-breakpoints)
|
||||
Also new (according to the August/September release):
|
||||
The version released at end of August was speeded up violently - and
|
||||
had some new bugs implemented (oops). So here comes a BUG FREE
|
||||
release:
|
||||
* cpm plus will work yet again
|
||||
* the new pmode versions will load snapshots as other versions do
|
||||
* cpm 2 will always work yet again
|
||||
* RTC timer works again. INT 1C will be automatically used if RTC fails.
|
||||
Also, there are some new features (According to August/September):
|
||||
* emulation setup contains new 'intelligent flyback' option (which will
|
||||
speedup various games (e.g. zynaps)
|
||||
* re-implemented zynaps title background ink flash
|
||||
* added 'sticks disabled until button press' option (speedup)
|
||||
* hercules HGC display supported
|
||||
* removed 286 version (since 286 commands slow down 286 cpu, oops)
|
||||
* added two new keyboard drivers (spain, netherlands)
|
||||
* added the *PENTIUM* version update.
|
||||
|
||||
</PRE><B>Version 1.4 - August 1997</B>
|
||||
<BR><FONT SIZE=-1>
|
||||
Well, I have been sure that I would have programmed the fastest possible CPU
|
||||
emulation worldwide and happily enjoyed that feeling - until I have seen
|
||||
Herman Dullinks <I>CPC03</I> emulator. He used the memory banking facility
|
||||
of 80386+ CPUs in protected mode, and that made his emulator a good bit faster
|
||||
than mine. So I added protected mode support either - and now it's (hopefully)
|
||||
the fastest emulation on earth :-)
|
||||
</FONT><PRE>
|
||||
* extra fast protected mode versions (still not vcpi/emm386 compatible though)
|
||||
* invented version numbers (v14 in this case) or at least attempted to do so
|
||||
* Special version for trashy Hercules Graphix available (contact me).
|
||||
* utility menu: edit file (external edit), assemble file, disassemble to file
|
||||
* fullscreen F10 HW-info displays info about all I/O regs
|
||||
* fixed-settings screen
|
||||
|
||||
</PRE><B>Version 1.3 - August/September 1996</B>
|
||||
<BR><FONT SIZE=-1>
|
||||
As far as I remember, this is possibly the first public released version
|
||||
of no$cpc - uploaded it to the incoming directory of
|
||||
ftp://ftp.nvg.unit.no/pub/cpc/, as I still didn't owned an own webpage.
|
||||
</FONT><PRE><!---- see also 24.09.96 letter.asc (included copy in no$cpc16.arj) --->
|
||||
* program code exceeds 64K, ported it to EXE format with separate code segments
|
||||
* debugger: dizzy colors, menubar, popup menues, mouse control, online assembler
|
||||
* simple HW-info screen (crtc, psg, inks only)
|
||||
* setup engine with separate emu/debug screens
|
||||
* os-shell
|
||||
* mouse pause menu, mouse stick emulation, mouse-copy-chr-on-screen
|
||||
|
||||
</PRE><B>Version 1.2 - March 1996</B>
|
||||
<BR><FONT SIZE=-1>
|
||||
Okay, meanwhile I discovered that no$cpc wasn't the first and/or only CPC
|
||||
emulator. Added the following things (after recovering from that discovery).
|
||||
</FONT><PRE>
|
||||
* renamed the program from "cpc EMU-lator" to "No$cpc"
|
||||
* more detailed help text, separated into 10 chapters
|
||||
* debugger supports standard 50 lines mode (additionally to tseng-only 60 lines)
|
||||
* supports snapshots (using MV format either)
|
||||
* supports MV-disk format additonally to my own nocash disk format
|
||||
* largescr (home/end:anarachy, pgup/dn:solomkey,bionic,tempest,feud,donkey,gothic)
|
||||
* 3..5zone vmode split (renegade start,return to oz)
|
||||
* 3..5zone color split (elite,buggy boy,super cycle?)
|
||||
* keyboard yline readback = 0 bzw. y (barbarian / starstrike,starglider)
|
||||
* emulated (barbarian=rnd, commando=b7) or real refresh count (speedlock)
|
||||
* disk sector-ID, control marks, secsize, etc. (copy protections)
|
||||
* partical read track support (summer games 1, copy prot.)
|
||||
* same sec IDs (bob winner, copy prot.)
|
||||
* new british & french keyboard drivers
|
||||
|
||||
</PRE><B>Version 1.0 - End of November 1995 - The first two months</B>
|
||||
<BR><FONT SIZE=-1>
|
||||
My first emulator - I didn't even see any other emulator before, and when I
|
||||
started to make no$cpc I have been still sure that it'd be mostly impossible
|
||||
to emulate all hardware properly - and that it would run at least 100 times
|
||||
slower than a real CPC - well, and then it's been a nice discovery that it
|
||||
worked quite fine & fast on my 80386-33. The features have been:
|
||||
</FONT><PRE>
|
||||
* video emulation (VGA only), optionally color or "green monitor"
|
||||
* adlib sound: three tone channels and 1 noise channel
|
||||
* debugger with breakpoints, borland-style GUI, tracing, datazones
|
||||
* F11 setup screen, F12 files.lst menu (allowing 4-character names CPC-NNNN.DSK)
|
||||
* basic FOR I=1 TO 20000:NEXT almost as fast as real CPC (tested with 80386-33)
|
||||
* 286-16 version exists, but it is not very fast
|
||||
* vmode splitting (sorcery, antiriad, hexenkueche, escape from s.c., etc.)
|
||||
* color splitting (sorcery,eidolon,mercenary,elite, buggy boy, wizball, etc.)
|
||||
* max scan line modifications (buggy boy, live & let die)
|
||||
* im_2 (boulder dash)
|
||||
* illegals (ix) (many programs)
|
||||
* illegals (cb30..7) (eidolon, way of the tiger)
|
||||
* stupid illegals (DDCAnnnn, DD00) (topgun) (thrust2 ?)
|
||||
* optional real refresh count (speedlock)
|
||||
* ldi block detect (many games)
|
||||
* adlib sound support
|
||||
* joystick support, and keyboard emulated joystick support
|
||||
* supports ARJ compressed dsk files (requires arj.exe)
|
||||
* german/us keyboard driver
|
||||
|
||||
</PRE><B>End of September 1995 - Project Started</B>
|
||||
|
||||
<P>
|
||||
<TABLE>
|
||||
<TR><TD><A HREF="cpc.htm"> <IMG SRC="nope.gif" WIDTH=36 ALT="BACK"></A></TD><TD><FONT SIZE=+1>Back to emulator page</TD><TR>
|
||||
</TABLE>
|
||||
|
BIN
desmume.gif
Normal file
After Width: | Height: | Size: 3.2 KiB |
39
donate-p.htm
Normal file
|
@ -0,0 +1,39 @@
|
|||
<HTML><HEAD>
|
||||
<TITLE>nocash project donations</TITLE>
|
||||
<META NAME="GENERATOR" CONTENT="nocash XED editor">
|
||||
<META NAME="Author" CONTENT="Nocash Martin Korth">
|
||||
</HEAD><BODY bgcolor="#ffffff" text="#000000" link="#0033cc" vlink="#0033cc" alink="#0033cc">
|
||||
<CENTER>
|
||||
Nocash Project Donations
|
||||
<P>
|
||||
<HR>
|
||||
Here you can donate something to support the no$xxx projects.
|
||||
Some small amount like $2 or $3 would be nice. More would be wonderful.
|
||||
And less is also possible (though amounts below 50 cents would be a bit
|
||||
pointless, as paypal would keep most or all of it as transaction fee).
|
||||
<P>
|
||||
The money is mostly used to get the rent paid for my two rooms,
|
||||
and to eat and drink something.
|
||||
My actual software development expenses are near zero,
|
||||
but, even trivial expenses on food can become quite ruinously
|
||||
when wasting some months or years on fulltime software projects.
|
||||
If you like the no$projects - your donations would <B>really help</B> me to keep wasting my time on those things.
|
||||
|
||||
<form action="https://www.paypal.com/cgi-bin/webscr" method="post">
|
||||
<input type="hidden" name="cmd" value="_s-xclick">
|
||||
<input type="hidden" name="hosted_button_id" value="CQJ8B4KA5UCPY">
|
||||
<input type="image" src="donate.gif" border="0" name="submit" alt="PayPal">
|
||||
</form>
|
||||
Click above to <B>Donate any amount</B> (as much you as like to share)
|
||||
|
||||
<P>
|
||||
<HR>
|
||||
back to<BR>
|
||||
<A HREF="index.htm">nocash homepage</A>
|
||||
<P>
|
||||
<TABLE WIDTH=100% BORDER=0 CELLSPACING=0 CELLPADDING=0><TR ALIGN=CENTER>
|
||||
<TD width=100% bgcolor="#c0c0c0"><FONT SIZE=-1>
|
||||
debugging - development - emulation - machine code - tools - research - specifications
|
||||
</FONT></TD></TR></TABLE><P>
|
||||
</CENTER>
|
||||
</BODY></HTML>
|
BIN
donate.gif
Normal file
After Width: | Height: | Size: 857 B |
224
donate.htm
Normal file
|
@ -0,0 +1,224 @@
|
|||
<HTML><HEAD>
|
||||
<TITLE>nocash project donations</TITLE>
|
||||
<META NAME="GENERATOR" CONTENT="nocash XED editor">
|
||||
<META NAME="Author" CONTENT="Nocash Martin Korth">
|
||||
<META NAME="ROBOTS" CONTENT="NOINDEX, NOFOLLOW">
|
||||
</HEAD><BODY bgcolor="#ffffff" text="#000000" link="#0033cc" vlink="#0033cc" alink="#0033cc">
|
||||
<!----------------->
|
||||
<B><FONT SIZE=+2>Nocash Project Donations</FONT></B><P>
|
||||
Donations would very welcome! Either as reward for the work that I've already
|
||||
done, or for covering my expenses on future projects/updates
|
||||
(that's mainly food/rent, unfortunately even those minimal expenses for basic
|
||||
requirements can sum up when spending 1-3 months on researching or developing
|
||||
new stuff).
|
||||
<P>
|
||||
<!----------------->
|
||||
<HR>
|
||||
<B><FONT SIZE=+2>Patreon</FONT></B><P>
|
||||
For becoming a patron,
|
||||
<A HREF="https://www.patreon.com/martin_korth">click here</A>.<BR>
|
||||
Patreon is some sort of fundraiser, allowing to support creators with
|
||||
<I>monthly</I> donations.
|
||||
<P>
|
||||
<!----------------->
|
||||
<HR>
|
||||
<B><FONT SIZE=+2>Credit Cards</FONT></B><P>
|
||||
For credit cards,
|
||||
<A HREF="https://secure.problemkaputt.de/checkout.php">click here</A>,
|
||||
select currency and amount, then key in your card details.<BR>
|
||||
Credit card transfers should work worldwide, with international transaction
|
||||
fees are less than 3% plus some cents (paid by the recipient; not by the
|
||||
sender), which is ways cheaper than overseas bank transfers.
|
||||
<P>
|
||||
<!----------------->
|
||||
<HR>
|
||||
<TABLE><TR><TD>
|
||||
<CENTER>
|
||||
<B><FONT SIZE=+2>Bitcoin Donations</FONT></B>
|
||||
<BR>
|
||||
<IMG SRC="bitcoin.gif" WIDTH=252 HEIGHT=252>
|
||||
<BR>
|
||||
<A HREF="bitcoin:16HLwn5o9DQuCPot8btPLZEG6xXsCwm612?label=NocashProject">16HLwn5o9DQuCPot8btPLZEG6xXsCwm612</A>
|
||||
<BR>
|
||||
<!---img src="http://ansrv.com/png?s=donations so far: &size=3" WIDTH=126 HEIGHT=14--->
|
||||
<!--- donations so far:
|
||||
<img src="http://ansrv.com/png?s=http://blockexplorer.com/q/getreceivedbyaddress/16HLwn5o9DQuCPot8btPLZEG6xXsCwm612&c=000000&b=FFFFFF&size=3">
|
||||
btc - many thanks!
|
||||
--->
|
||||
<!---img src="http://ansrv.com/png?s= btc&size=3" WIDTH=28 HEIGHT=14--->
|
||||
<BR>
|
||||
</CENTER>
|
||||
</TD><TD>
|
||||
For bitcoin donations scan the QR code on the left, or click the wallet number underneath of the QR code (or copy/paste the wallet number if your browser doesn't handle bitcoin links), and then chose how much would like to donate.
|
||||
<P>
|
||||
If you've never used bitcoins: First you'll need to create a wallet,
|
||||
ie. simply <A HREF="https://bitcoin.org/en/choose-your-wallet">download</A>
|
||||
a bitcoin utility (I've picked Electrum). The tool will automatically generate
|
||||
a random seed based wallet for you (be sure to <i>backup</i> that seed value,
|
||||
and to keep it <i>secret</i> in safe place, there's no 'bitcoin authority' that
|
||||
could help you to recover your money if you've lost that seed value, or if
|
||||
somebody steals the value).
|
||||
<BR>
|
||||
Next, to receive bitcoins: Ask somebody to send bitcoins to your wallet, or
|
||||
buy bitcoins at some marketplace or exchange service, eg. if you are in US,
|
||||
search for "exchange USD to BTC" or the like.
|
||||
Another option would be mining bitcoins - but that requires a lot of
|
||||
processing power (and it's mostly done special mining farms with bitcoin
|
||||
dedicated hardware).
|
||||
<P>
|
||||
Advantages are that bitcoins have very low transfer fees (without extra fees
|
||||
for international transactions), and there aren't any paypal-like institutions
|
||||
envolved (which could ban you because they don't like your appearance).
|
||||
<P>
|
||||
Concerning anonymity, my understanding is that wallet-to-wallet transaction
|
||||
are fairly transparent, so bitcoins aren't as anonymous as most people think,
|
||||
and governments might track down your identity as soon as the transaction
|
||||
enters the real world (eg. when exchanging bitcoins for real money).
|
||||
On the other hand, the raw transactions are done without information on the
|
||||
sender's name and without information on the purpose of the transaction, so
|
||||
the recipient may have no clue where the money came from what for.
|
||||
</TD></TR></TABLE>
|
||||
<BR>
|
||||
<P>
|
||||
<!----------------->
|
||||
<HR>
|
||||
<B><FONT SIZE=+2>Classic Money Transfers</FONT></B><P>
|
||||
<TABLE><TR><TD WIDTH=30></TD><TD>
|
||||
<IMG SRC="acc-a.gif" WIDTH=134 HEIGHT=18> Martin Korth<P>
|
||||
</TD></TR><TR><TD></TD><TD>
|
||||
<IMG SRC="acc-c.gif" WIDTH=134 HEIGHT=18> Hamburger Sparkasse (Germany)<P>
|
||||
</TD></TR><TR><TD></TD><TD>
|
||||
<IMG SRC="acc-i.gif" WIDTH=134 HEIGHT=18> DE04200505501276456231<P>
|
||||
</TD></TR><TR><TD></TD><TD>
|
||||
<IMG SRC="acc-b.gif" WIDTH=134 HEIGHT=18> HASPDEHHXXX<P>
|
||||
</TD></TR></TABLE>
|
||||
<B>Within Europe</B>, bank offices shouldn't charge any extra fees for
|
||||
sending money from one country to another (within <A HREF="http://en.wikipedia.org/wiki/Single_Euro_Payments_Area">
|
||||
SEPA region</A>).<BR>
|
||||
If anybody should consider sending moderate monthly donations: That would <I>really</I> help me to keep working without getting too much distracted about monetary problems!<P>
|
||||
<B>From outside Europe</B>, there may be quite high transaction fees
|
||||
(something like $20 for sending money from US to germany,
|
||||
which is rather ridiculous for small amounts).<BR>
|
||||
Workarounds could be using services like
|
||||
<A HREF="https://transferwise.com/de/">TransferWise</A> or
|
||||
<A HREF="http://www.westernunion.com/">Western Union</A>
|
||||
which allow to send money to foreign bank accounts at lower fees.
|
||||
<P>
|
||||
<!----------------->
|
||||
<HR>
|
||||
<B><FONT SIZE=+2>Why no paypal?</FONT></B><P>
|
||||
After joining the being banned on paypal club, I've had to investigate
|
||||
alternatives - there are in fact dozens or hundreds of alternatives for online
|
||||
transactions, but most aren't really suitable for donations on freeware
|
||||
projects:<BR>
|
||||
Many services are available only in usa, or only in other countries,
|
||||
or donation buttons are supported only on business accounts, or only
|
||||
to registered charity organizations, or the services are allowing only
|
||||
payments for material goods, but not donations. And, they aren't exchangeable;
|
||||
one cannot send money from service A to service B.<BR>
|
||||
After all, I came up with two methods which seemed to be most reliable and
|
||||
most trustworthy to me: Bitcoins, and transfers to regular bank accounts.<BR>
|
||||
As by now, I can't say how they will work out in practice. But I can say one
|
||||
thing: Never rely on paypal. They can close your account without warning, and
|
||||
without even explaining why they are closing it. If you are relying on that
|
||||
company then there's really something wrong. Better stop using them now,
|
||||
else they may kick you out when you least expect it.
|
||||
<form action="https://www.paypal.com/cgi-bin/webscr" method="post">
|
||||
<input type="hidden" name="cmd" value="_s-xclick">
|
||||
<input type="hidden" name="hosted_button_id" value="TZVX3G6HYFLZW">
|
||||
<input type="image" src="donate.gif" border="0" name="submit" alt="PayPal">
|
||||
</form> this is no good
|
||||
<P>
|
||||
<!----------------->
|
||||
<HR>
|
||||
<B><FONT SIZE=+2>Why donating anyways?</FONT></B><P>
|
||||
Only reason for sending donations would that people might appreciate the
|
||||
work that I am doing, and might want to enable me to continue
|
||||
doing that work.<P>
|
||||
<B>What I am doing</B> is working on <A HREF="index.htm">several</A>
|
||||
emulation, debugging, and hardware documentation projects for
|
||||
<A HREF="index.htm">several</A> systems. All of them are still in development,
|
||||
although I have focused on NDS/DSi, PSX, and SNES in past some months, but the
|
||||
older 8bit projects are also updated once or when, or at least planned to be
|
||||
so someday.<BR>
|
||||
I am normally working <B>seven days a week</B>, or around 350 days per year,
|
||||
though updates are released less frequently: I am normally collecting a bunch
|
||||
of new features to get a massive and stable update together, one drawback is
|
||||
that I am often working slower and slower when getting close to the release day
|
||||
(getting stuck on evil "final details" which have summed up on the todo list,
|
||||
and which are somewhat required to be implemented before release).<BR>
|
||||
The <B>emulation part</B> is maybe just one emulator among dozens of similar
|
||||
ones, the only special feature might be that the no$emus are aimed at being
|
||||
faster than others, mainly because I like efficient software that runs on
|
||||
low-end hardware, and because the emulation (and debugger and user interface
|
||||
and everything) is written in plain assembler (ASM) code, without a single
|
||||
line of high-level-language (HLL) code.<BR>
|
||||
The <B>debugging functions</B> are probably more
|
||||
<A HREF="gbapics.htm">confusing</A> and less interesting to most people,
|
||||
however, homebrew programmers have reported them to be useful, or even
|
||||
extremly useful. In the past, the CGB, GBA, and NDS debuggers have been also
|
||||
used by a number of professional game developers.
|
||||
Some people also reported that they started learning programming after they
|
||||
first got in touch with the no$debuggers in their childhood.<BR>
|
||||
The <B>hardware docs</B> like <A HREF="gbatek.htm">gbatek</A>,
|
||||
<A HREF="psx-spx.htm">psx-spx</A>, and <A HREF="fullsnes.htm">fullsnes</A>
|
||||
started as some side-effect, where I've scribbled down everything that
|
||||
I've learned when studying the systems. The docs are quite comprehensive,
|
||||
and well, many programmers seem to be really liking those docs.
|
||||
Surprisingly, even non-programmers are occassionally confessing that <I>they
|
||||
have read the whole document, although they didn't understand anything</I>.
|
||||
<BR>
|
||||
One of my <B>project goals</B> is helping people to get in touch with
|
||||
the functionality of daily-life electronics like gaming consoles, which are
|
||||
being a nice example because they are widespread and many children grew up
|
||||
with them, and, they are having standarized hardware which can be programmed
|
||||
directly without going through operating system functions or software drivers
|
||||
- and modern consoles might appear to be mysteriously working magic toys,
|
||||
but they are still programmed by, and programmable by mere humans.
|
||||
<P>
|
||||
<B>What I need</B> to keep the project going is around 600 EUR/month.
|
||||
That is, for a cheap flat (one working room, one living/sleeping room, and
|
||||
a kitchen with leaking roof), food, tobacco, coffee, electricity, internet,
|
||||
occassional drinks at local underground discos, plus unexpected expenses
|
||||
like hair shampou.<BR>
|
||||
That 600 EUR is pretty close to the limit needed for living in hamburg/germany,
|
||||
still it's quite a lot of money.
|
||||
When I am up to some new hardware, I can forget about time and everything
|
||||
and spend a month or two on reasearching formerly undocumented hardware details.
|
||||
And when I am done with it, I am often ending up as <I>That was cool, but,
|
||||
oops, where's the money gone that I did have when I started working on that
|
||||
project?</I><BR>
|
||||
<B>Oh, and what I have</B> is nothing: No regular income. I am working
|
||||
fulltime on the no$project and I really like doing that work.
|
||||
I might be able to keep the projects going when working halftime on some
|
||||
real-world job, but I would really prefer to be able to continue working
|
||||
fulltime.
|
||||
With thousands of downloads per day it could be probably possible to collect
|
||||
20 EUR/day just via donations. But of course, it's up to everybody to decide
|
||||
whether or not they want to donate something for my stuff
|
||||
(and whether they can afford to do so).
|
||||
<!----------------->
|
||||
<HR>
|
||||
<CENTER>
|
||||
<P>
|
||||
<B><FONT SIZE=+4>Many Thanks</FONT></B><P>
|
||||
<FONT SIZE=+1>
|
||||
to everybody who is donating something,
|
||||
or who already donated something in the past,
|
||||
no matter if it's a big or small amount,
|
||||
- your support is really valuable to me!
|
||||
<P>
|
||||
And thanks for reading. Or if you didn't read any of the above the stuff,
|
||||
sorry about writing that much crap.
|
||||
<P>
|
||||
<!----------------->
|
||||
<HR>
|
||||
back to<BR>
|
||||
<A HREF="index.htm">nocash homepage</A>
|
||||
<P>
|
||||
<TABLE WIDTH=100% BORDER=0 CELLSPACING=0 CELLPADDING=0><TR ALIGN=CENTER>
|
||||
<TD width=100% bgcolor="#c0c0c0"><FONT SIZE=-1>
|
||||
debugging - development - emulation - machine code - tools - research - specifications
|
||||
</FONT></TD></TR></TABLE><P>
|
||||
</CENTER>
|
||||
</BODY></HTML>
|
40
dos.htm
Normal file
|
@ -0,0 +1,40 @@
|
|||
<FONT SIZE=+1><CENTER>
|
||||
<IMG SRC="char-u.gif">
|
||||
<IMG SRC="char-t.gif">
|
||||
<IMG SRC="char-i.gif">
|
||||
<IMG SRC="char-l.gif">
|
||||
<IMG SRC="char-i.gif">
|
||||
<IMG SRC="char-t.gif">
|
||||
<IMG SRC="char-i.gif">
|
||||
<IMG SRC="char-e.gif">
|
||||
<IMG SRC="char-s.gif">
|
||||
<BR>
|
||||
NOCA$H UTILITIES OVERVIEW
|
||||
</CENTER>
|
||||
<HR>
|
||||
<TABLE>
|
||||
<TR><TD><A HREF="x51.htm"> <IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+0><B>No$x51</B> 8051-chip-family Emulator/Debugger (for DOS and Windows)</TD></TR>
|
||||
<TR><TD><A HREF="hack.htm"> <IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+0><B>Hack</B> Disassembler/Debugger (for DOS)</TD></TR>
|
||||
<TR><TD><A HREF="xed.htm"> <IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+0><B>XED</B> Ascii/Text Editor (for DOS)</TD></TR>
|
||||
<TR><TD><A HREF="xkey.htm"> <IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+0><B>XKEY</B> Optimized Keyboard Driver (for PC)</TD></TR>
|
||||
<TR><TD><A HREF="shit&bye.htm"><IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+0><B>Shit & Goodbye</B> Program for exiting Windows...</TD></TR>
|
||||
<TR><TD><A HREF="reset.htm"> <IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+0><B>Reset</B> Mini program for resetting the computer under DOS...</TD></TR>
|
||||
<TR><TD><A HREF="exec.htm"> <IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+0><B>Exec</B> A program that executes a DOS 'stub' under windows...</TD></TR>
|
||||
<!-- <TR><TD><A HREF="prom.htm"> <IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+0>Eprommer Software / ISA-slot cartridge</TD></TR> -->
|
||||
<TR><TD><A HREF="ibm.htm"> <IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+0>PC Hardware Reference (Ascii, German)</TD></TR>
|
||||
</TABLE>
|
||||
For Gameboy and Amstrad CPC related tools and games check the Gameboy and CPC sections,
|
||||
and the Freeware sub-section of the Gameboy section!
|
||||
<HR>
|
||||
<TABLE>
|
||||
<TR><TD><A HREF="inf.htm"> <IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+1>Interpreter for Infocom Adventure Data Files (turbo pascal)</TD></TR>
|
||||
<TR><TD><A HREF="hardfire.htm"><IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+1>Hardfire - Old shoot-em-up (for DOS)</TD></TR>
|
||||
</TABLE>
|
||||
<HR>
|
||||
<TABLE>
|
||||
<TR><TD><A HREF="swf-3500.htm"><IMG SRC="yep.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+1>Ghettoblaster SWF-3500 Super Woofer (service info)</TD></TR>
|
||||
</TABLE>
|
||||
<HR>
|
||||
<TABLE>
|
||||
<TR><TD><A HREF="index.htm"> <IMG SRC="nope.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+1>Back to Nocash Products Overview</TD></TR>
|
||||
</TABLE><P>
|
BIN
dsi-boot.gif
Normal file
After Width: | Height: | Size: 82 KiB |
BIN
dualis.gif
Normal file
After Width: | Height: | Size: 7.9 KiB |
BIN
elogba.gif
Normal file
After Width: | Height: | Size: 2.9 KiB |
92
email.htm
Normal file
|
@ -0,0 +1,92 @@
|
|||
<HTML><BODY bgcolor="#ffffff" text="#000000" link="#0033cc" vlink="#0033cc" alink="#0033cc">
|
||||
<!----------------->
|
||||
<TABLE WIDTH=100%><TR bgcolor="#c0c0c0"><TD><FONT SIZE=+2><CENTER>
|
||||
Emailing me...
|
||||
</TD></TR></TABLE><P>
|
||||
<B>Gameboy Classic</B><BR>
|
||||
<B>Gameboy Color</B><BR>
|
||||
<B>Gameboy Advance</B><BR>
|
||||
No questions on how to use gameboy emulators, thanks.
|
||||
I do not have the time to reply to questions.
|
||||
If you don't know how to use the program, how to use the internet, how
|
||||
to load a game, how to use a zip file, any questions like that - very sorry,
|
||||
I cannot help you, I WILL NOT REPLY, please don't even try to ask me,
|
||||
it'd be just a waste of time.
|
||||
<P>
|
||||
|
||||
<B>No Attachments. No Html Messages.</B><BR>
|
||||
No unrequested attachments. If you want to send any attachments, please let
|
||||
me know <I>what</I> and how many <I>kilobytes</I> you'd like to send, and ask
|
||||
me if I would like to have it. Or, just give me an URL where I can download it.
|
||||
<BR>
|
||||
Please no emails in Html format, if neccessary configure you mail program to
|
||||
<I>plain text</I>, thanks! Nocash project is non-commercial and low-end,
|
||||
I don't have a fast modem like everybody else.
|
||||
<P>
|
||||
|
||||
<B>Hotmail Users</B><BR>
|
||||
Hotmail is typically <B>deleting all</B> emails that I am sending, and especially<BR>
|
||||
registration keys which it is deleting, and killing, and destroying,<BR>
|
||||
and <I>it's laughing</I> when doing it.<BR>
|
||||
<A HREF="hotmail.htm">more info</A>.<P>
|
||||
<P>
|
||||
Monopolists like gmail.com won't accept any messages sent from my mail server.
|
||||
<P>
|
||||
|
||||
<B>Constructive Feedback, Suggestions, Comments, Bug Reports</B><BR>
|
||||
Very welcome, especially from programmers, please no gamers questions.
|
||||
For any messages, please be aware that <I>you must know</I> what you are
|
||||
talking about, and, furthermore, that <I>I must understand</I> what you
|
||||
are talking about. That is very important.
|
||||
<P>
|
||||
|
||||
<!----------------->
|
||||
|
||||
|
||||
<TABLE bgcolor="#ffe0c0" BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
<CENTER><B>Contacting me (Martin Korth)</B></CENTER>
|
||||
</TD></TR><TR bgcolor="#fff0e0"><TD>
|
||||
|
||||
<BR>
|
||||
<CENTER>
|
||||
<TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
</TD><TD bgcolor="#c0c0c0">
|
||||
</TD><TD>
|
||||
</TD><TD bgcolor="#c0c0c0">
|
||||
<IMG SRC="char-a.gif" WIDTH=20><IMG SRC="char-b.gif" WIDTH=20><IMG SRC="char-g.gif" WIDTH=20><IMG SRC="char-e.gif" WIDTH=20><IMG SRC="char-w.gif" WIDTH=20><IMG SRC="char-r.gif" WIDTH=20><IMG SRC="char-a.gif" WIDTH=20><IMG SRC="char-c.gif" WIDTH=20><IMG SRC="char-k.gif" WIDTH=20><IMG SRC="char-t.gif" WIDTH=20><IMG SRC="char-odd.gif" WIDTH=16><IMG SRC="char-p.gif" WIDTH=20><IMG SRC="char-r.gif" WIDTH=20><IMG SRC="char-o.gif" WIDTH=20><IMG SRC="char-b.gif" WIDTH=20><IMG SRC="char-l.gif" WIDTH=20><IMG SRC="char-e.gif" WIDTH=20><IMG SRC="char-m.gif" WIDTH=20><IMG SRC="char-k.gif" WIDTH=20><IMG SRC="char-a.gif" WIDTH=20><IMG SRC="char-p.gif" WIDTH=20><IMG SRC="char-u.gif" WIDTH=20><IMG SRC="char-t.gif" WIDTH=20><IMG SRC="char-t.gif" WIDTH=20><IMG SRC="char-dot.gif" WIDTH=20><IMG SRC="char-d.gif" WIDTH=20><IMG SRC="char-e.gif" WIDTH=20>
|
||||
</TD><TD>
|
||||
</TD></TR></TABLE>
|
||||
</CENTER>
|
||||
<BR>
|
||||
|
||||
<TABLE><TR><TD WIDTH=20%>
|
||||
<TABLE bgcolor="#c0c0ff" BORDER=1 CELLSPACING=0 CELLPADDING=0 ALIGN=CENTER WIDTH=95%>
|
||||
<TR ALIGN=CENTER><TD WIDTH=10% bgcolor="#ffffff">a</TD><TD WIDTH=10% bgcolor="#ffffff">b</TD><TD WIDTH=10% bgcolor="#ffffff">g</TD><TD WIDTH=10% bgcolor="#ffffff">e</TD><TD WIDTH=10%>a</TD><TD WIDTH=10%>#</TD><TD WIDTH=10%>x</TD><TD WIDTH=10%>@</TD><TD WIDTH=10%>p</TD></TR>
|
||||
<TR ALIGN=CENTER><TD>?</TD><TD bgcolor="#ffffff">w</TD><TD bgcolor="#ffffff">r</TD><TD bgcolor="#ffffff">a</TD><TD bgcolor="#ffffff">c</TD><TD bgcolor="#ffffff">k</TD><TD bgcolor="#ffffff">t</TD><TD>-</TD><TD>5</TD></TR>
|
||||
<TR ALIGN=CENTER><TD bgcolor="#ffffff">@</TD><TD>x</TD><TD bgcolor="#ffffff">p</TD><TD bgcolor="#ffffff">r</TD><TD bgcolor="#ffffff">o</TD><TD bgcolor="#ffffff">b</TD><TD bgcolor="#ffffff">l</TD><TD bgcolor="#ffffff">e</TD><TD bgcolor="#ffffff">m</TD></TR>
|
||||
<TR ALIGN=CENTER><TD>d</TD><TD bgcolor="#ffffff">k</TD><TD bgcolor="#ffffff">a</TD><TD bgcolor="#ffffff">p</TD><TD bgcolor="#ffffff">u</TD><TD bgcolor="#ffffff">t</TD><TD bgcolor="#ffffff">t</TD><TD>_</TD><TD>3</TD></TR>
|
||||
<TR ALIGN=CENTER><TD>v</TD><TD>?</TD><TD>e</TD><TD bgcolor="#ffffff">.</TD><TD>g</TD><TD>+</TD><TD bgcolor="#ffffff">d</TD><TD bgcolor="#ffffff">e</TD><TD>q</TD></TR>
|
||||
</TABLE>
|
||||
</TD><TD>
|
||||
My <B>email address</B> is encoded in above GIF symbols, and hidden in
|
||||
the <I>spam-shielded box</I>
|
||||
left of this text, please copy only the white character cells (from left
|
||||
to right, starting in topmost line).
|
||||
Alternately, decipher the hex dump (ascii character codes):<BR>
|
||||
<FONT SIZE=-1>- 61 62 67 65 77 72 61 63 6b 74 40 70 72 6f 62 6c 65 6d 6b 61 70 75 74 74 2e 64 65 -<BR></FONT>
|
||||
If you think that <B>programmers must work for free</B>, please find useful
|
||||
inspiration <A HREF="gbapub.htm">here</A> before contacting me.
|
||||
My <B>mailing address</B> and <B>bank details</B> can be found
|
||||
<A HREF="address.htm">here</A>.
|
||||
The email address is subject to be removed or changed in case of incoming
|
||||
garbage. My email address can be also found, as clean text, in the about box
|
||||
of registered no$gba versions.
|
||||
</TD></TR></TABLE>
|
||||
</TD></TR><TR><TD><CENTER>
|
||||
<B>Caution: Emails with attachments are deleted automatically without notice!</B>
|
||||
</CENTER>
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
|
||||
<A HREF="index.htm">Back to nocash mainpage</A>.<P>
|
||||
</BODY></HTML>
|
BIN
engels.zip
Normal file
BIN
ereader.zip
Normal file
BIN
errors/inc/error_top.jpg
Normal file
After Width: | Height: | Size: 9.8 KiB |
83
errors/inc/errordocs.css
Normal file
|
@ -0,0 +1,83 @@
|
|||
/**
|
||||
* i-MSCP - internet Multi Server Control Panel
|
||||
*
|
||||
* @copyright 2006-2010 by ispCP | http://isp-control.net
|
||||
* @copyright 2010-2013 by i-MSCP | http://i-mscp.net
|
||||
* @link http://i-mscp.net
|
||||
* @author ispCP Team
|
||||
* @author i-MSCP Team
|
||||
*
|
||||
* @license
|
||||
* The contents of this file are subject to the Mozilla Public License
|
||||
* Version 1.1 (the "License"); you may not use this file except in
|
||||
* compliance with the License. You may obtain a copy of the License at
|
||||
* http://www.mozilla.org/MPL/
|
||||
*
|
||||
* Software distributed under the License is distributed on an "AS IS"
|
||||
* basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
|
||||
* License for the specific language governing rights and limitations
|
||||
* under the License.
|
||||
*
|
||||
* The Original Code is "ispCP - ISP Control Panel".
|
||||
*
|
||||
* The Initial Developer of the Original Code is moleSoftware GmbH.
|
||||
* Portions created by Initial Developer are Copyright (C) 2001-2006
|
||||
* by moleSoftware GmbH. All Rights Reserved.
|
||||
* Portions created by the ispCP Team are Copyright (C) 2006-2010 by
|
||||
* isp Control Panel. All Rights Reserved.
|
||||
* Portions created by the i-MSCP Team are Copyright (C) 2010 by
|
||||
* i-MSCP - internet Multi Server Control Panel. All Rights Reserved.
|
||||
*/
|
||||
|
||||
body {
|
||||
font-family: Geneva, Arial, Helvetica, sans-serif;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
h1 {
|
||||
color: rgb(255,0,0);
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
p {
|
||||
font-size: 16px;
|
||||
letter-spacing: 7px;
|
||||
}
|
||||
|
||||
.main {
|
||||
height: 1px;
|
||||
left: 0;
|
||||
overflow: visible;
|
||||
position: absolute;
|
||||
text-align: center;
|
||||
top: 40%;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.mainContent {
|
||||
background: url(/errors/inc/error_top.jpg) no-repeat;
|
||||
border: 1px solid rgb(204,204,204);
|
||||
height: auto;
|
||||
left: 50%;
|
||||
margin-left: -227px;
|
||||
padding-bottom: 12px;
|
||||
padding-top: 90px;
|
||||
position: absolute;
|
||||
text-align: center;
|
||||
top: -94px;
|
||||
width: 453px;
|
||||
}
|
||||
|
||||
.path, a {
|
||||
font-weight: bold;
|
||||
color: rgb(102,102,102);
|
||||
text-decoration: none;
|
||||
font-size: 14px;
|
||||
letter-spacing: normal;
|
||||
}
|
||||
|
||||
#backlink {
|
||||
text-align: right;
|
||||
padding: 0 10px;
|
||||
}
|
35
errors/inc/errordocs.js
Normal file
|
@ -0,0 +1,35 @@
|
|||
/**
|
||||
* i-MSCP - internet Multi Server Control Panel
|
||||
*
|
||||
* @copyright 2006-2010 by ispCP | http://isp-control.net
|
||||
* @copyright 2010-2013 by i-MSCP | http://i-mscp.net
|
||||
* @link http://i-mscp.net
|
||||
* @author ispCP Team
|
||||
* @author i-MSCP Team
|
||||
*
|
||||
* @license
|
||||
* The contents of this file are subject to the Mozilla Public License
|
||||
* Version 1.1 (the "License"); you may not use this file except in
|
||||
* compliance with the License. You may obtain a copy of the License at
|
||||
* http://www.mozilla.org/MPL/
|
||||
*
|
||||
* Software distributed under the License is distributed on an "AS IS"
|
||||
* basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
|
||||
* License for the specific language governing rights and limitations
|
||||
* under the License.
|
||||
*
|
||||
*/
|
||||
|
||||
function getUri() {
|
||||
uri = 'unknown';
|
||||
|
||||
if (document.location.pathname !== undefined) {
|
||||
uri = document.location.pathname.replace( /[<]/g, "<").replace(/[>]/g, ">");;
|
||||
|
||||
if(document.location.search !== undefined) {
|
||||
uri = uri + document.location.search;
|
||||
}
|
||||
}
|
||||
|
||||
return uri;
|
||||
}
|
37
euro.htm
Normal file
|
@ -0,0 +1,37 @@
|
|||
<B>VERY IMPORTANT EURO INFORMATION</B>
|
||||
<P>
|
||||
The german currency changes from german marks (DM) into euro (EUR) at
|
||||
1st January 2002. During the time from 1st January through 28 February 2002
|
||||
I will keep accepting both DM and/or EUR, except that DM cannot be accepted
|
||||
from 15th Feb-28th Feb (postage stamp date), also, EUR cannot be accepted
|
||||
during 5th Jan-17th Jan (postage stamp date), during the time from 30th
|
||||
Jan-3rd Feb (delivery date!) neither DM nor EUR are accepted and US$ must be
|
||||
send instead, and during 1st Feb-18 Feb (postage stamp date); at 4:00 PM-5:00 PM
|
||||
(myself checking the mailbox time) only crowns or gulden will be accepted.
|
||||
<P>
|
||||
<B>
|
||||
Because of technical reasons, your money will be destroyed and I cannot
|
||||
send a registration key if you are sending the wrong money at the wrong time!
|
||||
</B>
|
||||
<P>
|
||||
When sending euros, the registration order forms which do not correctly
|
||||
specify the euro currency symbol will be ignored, that means, the order
|
||||
form MUST include the "[--not recognized character code(ISO1432.238) --
|
||||
this computer does not support japanese and korean fonts--]" symbol.
|
||||
<P>
|
||||
<HR>
|
||||
<P>
|
||||
Okay, here's some additional information, I'll accept whatever currency you
|
||||
send, if it's Euro would be fine, if it's money from an non-Euro country
|
||||
(eg. USA, canada, japan, UK, and the whole rest of the world) would be fine
|
||||
either.
|
||||
<P>
|
||||
If you still have "old" money (from Austria, Belgium, Finland, France,
|
||||
Germany, Irland, Italy, Luxembourg, Netherlands, Portugal, or Spain) -
|
||||
send that before somewhat mid February 2002, if possible (at a later time
|
||||
I might have problems to change it into "new" money).
|
||||
<P>
|
||||
Asides, this is your 'last chance' to get rid of the olde cash!<BR>
|
||||
[Ah, but please no foreign coins - my bank office changes paper money only.]
|
||||
<P>
|
||||
|
16929
everynes.htm
Normal file
13980
everynes.txt
Normal file
29
exec.htm
Normal file
|
@ -0,0 +1,29 @@
|
|||
<FONT SIZE=+1><B>NO$EXEC</B></FONT>
|
||||
<HR>
|
||||
This program executes a program as DOS program instead as Windows program.
|
||||
(Got that? Maybe repeated the program-word a bit too many times, sorry!)
|
||||
<P>
|
||||
The windows executable format contains two entry points, one pointing to
|
||||
the actual windows program, and one pointing to a DOS program, which are
|
||||
both included in the executable file. In most cases the DOS entry point
|
||||
refers to a short procedure (stub) that outputs a short message like
|
||||
"This program must be run under Win32" and exits.
|
||||
<P>
|
||||
However, a few programs might include both fully functional DOS and Windows
|
||||
programs in the same executable. That isn't necessarily very user-friendly
|
||||
because it makes the exefile twice as large as required. And when started in
|
||||
a DOS box (ie. with windows loaded) it'll automatically execute the windows
|
||||
version of the program, even though the user might have desired to run the
|
||||
(possibly superior) DOS version.
|
||||
<P>
|
||||
In most cases it'll only display the stub-message (which might be eventually
|
||||
useful for programmers whom want to test their stubs) and in a few cases it
|
||||
might unlock access to a fully featured DOS program. The only program that I
|
||||
know about would be MFT.EXE (quarterdecks fine diagnostics tool that is
|
||||
included in the QEMM package).
|
||||
<HR>
|
||||
<TABLE>
|
||||
<TR><TD><A HREF="exec.zip"><IMG SRC="suck.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+0>Download EXEC (ca. 2 KBytes)</TD></TR>
|
||||
<TR><TD><A HREF="dos.htm"> <IMG SRC="nope.gif" WIDTH=20 HEIGHT=20></A></TD><TD><FONT SIZE=+0>Back</TD></TR>
|
||||
</TABLE>
|
||||
|
BIN
foolsgba.gif
Normal file
After Width: | Height: | Size: 3.2 KiB |
30433
fullsnes.htm
Normal file
25895
fullsnes.txt
Normal file
2
funware.htm
Normal file
|
@ -0,0 +1,2 @@
|
|||
This page moved to index.htm, please click <A HREF="index.htm"> here</A> to continue.<BR>
|
||||
|
BIN
gba-1024.gif
Normal file
After Width: | Height: | Size: 80 KiB |
BIN
gba-640x.gif
Normal file
After Width: | Height: | Size: 27 KiB |
BIN
gba-cond.gif
Normal file
After Width: | Height: | Size: 915 B |
355
gba-dev.htm
Normal file
|
@ -0,0 +1,355 @@
|
|||
<HTML><HEAD>
|
||||
<TITLE>no$gba - nocash gameboy advance / nintendo ds debugger</TITLE>
|
||||
<META NAME="GENERATOR" CONTENT="nocash XED editor">
|
||||
<META NAME="Author" CONTENT="Nocash Martin Korth">
|
||||
<META NAME="Description" CONTENT="Gameboy Advance / Nintendo DS Debugger for Windows.
|
||||
For professional use only. Source level debugging, VRAM Viewer, and
|
||||
various other features.">
|
||||
<META NAME="KeyWords" CONTENT="GBA,gba,AGB,agb,emulator,emu,emus,debugger,
|
||||
devtool,devkit,dev,devr,devrs,kit,dev-kit,dev-tool,tool,debuggers,emulators,
|
||||
32bit,nintendo,ports,docs,doc,specs,programming,programmers,console,hand,
|
||||
held,handheld,debugging,emulation,homepage,webpage,page,shareware,cutdown,
|
||||
freeware,professional,support,windows,win9x,win,pc,ibm,multiboot,mb,martin,
|
||||
korth,martin korth,by,from,the,a,and,Martin Korth,nocash,no$,gameboy,game,
|
||||
boy,advance,advanced,coding,coders,code,specifications,dox,reference,9x,io,
|
||||
tech,technical,info,information,informations,details,opcodes,arm,arm7tdmi,
|
||||
thumb,16bit,80x86,386,486,compatible,nocash@work.de,new,newest,update,i/o,
|
||||
updates,demo,demos,cable,no$gba,no$agb,small,good,fast,quality,features,
|
||||
dos,DOS,msdos,drdos,source code,source level,sourcelevel,elf,dwarf,dwarf2,
|
||||
nds,nintendo ds,ds,dual screen,lite,ds-lite,dslite">
|
||||
</HEAD><BODY bgcolor="#ffffff" text="#000000" link="#0033cc" vlink="#0033cc" alink="#0033cc">
|
||||
<!---------------------->
|
||||
<CENTER>
|
||||
<FONT SIZE=+2><B>No$gba Gameboy Advance / Nintendo DS Debugger Homepage</B></FONT>
|
||||
<TABLE WIDTH=100% BORDER=0 CELLSPACING=0 CELLPADDING=0><TR ALIGN=CENTER>
|
||||
<TD width=8% bgcolor="#f0f0c0"> </TD>
|
||||
<TD width=12% bgcolor="#c0c0a0"><A HREF="gba.htm">Downloads</A></TD>
|
||||
<TD width=12% bgcolor="#e0e080"><A HREF="gbanew.htm">History</A></TD>
|
||||
<TD width=12% bgcolor="#c0c0a0"><A HREF="gbapics.htm">Screenshots</A></TD>
|
||||
<TD width=12% bgcolor="#e0e080"><A HREF="email.htm">Contact</A></TD>
|
||||
<TD width=12% bgcolor="#c0c0a0"><A HREF="#links">Links</A></TD>
|
||||
<TD width=12% bgcolor="#e0e080"><A HREF="index.htm">Home</A></TD>
|
||||
<TD width=8% bgcolor="#f0f0c0"> </TD>
|
||||
</TR></TABLE><P>
|
||||
</CENTER>
|
||||
<!---------------------->
|
||||
<TABLE bgcolor="#a0ff80" BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
<CENTER><B>The Main Debug Screen consists of
|
||||
Code, Data, Stack, and Registers windows.</B></CENTER>
|
||||
</TD></TR><TR><TD>
|
||||
<TABLE CELLSPACING=0 BORDER=0 CELLPADDING=0 bgcolor="#d0ffc0"><TR>
|
||||
<TD WIDTH=3%> </TD>
|
||||
<TD VALIGN=TOP WIDTH=45%>
|
||||
The <B>Code window</B> displays disassembled code and/or <B>source
|
||||
code</B>, the built-in assembler allows to <B>modify</B>, or NOP-out,
|
||||
single opcodes.
|
||||
The <B>status bar</B> gives additional information on the currently
|
||||
selected opcode, for example: "[3001248h]=0114h" for a "ldrh r0,[r1]"
|
||||
opcode.
|
||||
Arrow up/down <B>symbols</B> indicate the jump direction
|
||||
(backwards/forwards, ie. loop/skip) for any branch opcodes, the arrow
|
||||
right symbol indicates jumps to sub-routines.
|
||||
Automatic 'true/false' comments are generated when the current
|
||||
instruction is a conditional opcode, making it much <B>easier</B> to
|
||||
determine if a jump opcode is about to be executed.<BR>
|
||||
The <B>memory addresses</B> of code/data/stack windows can be changed by
|
||||
cursor keys, mouse scroll bars, by <I>search</I> function, or by <I>goto
|
||||
address</I> (or goto label) functions.
|
||||
</TD><TD WIDTH=6%>
|
||||
</TD><TD VALIGN=TOP WIDTH=45%>
|
||||
Another very <B>comfortable</B> feature is the 'follow' function: Pushing
|
||||
right cursor key moves the code window to the <B>target address</B> of the
|
||||
currently selected branch opcode. On load or store opcodes it moves the data
|
||||
window to the target address. Left cursor key moves the window back to the
|
||||
old location(s). That feature also works with return values in stack
|
||||
window.<BR>
|
||||
The <B>Stack window</B> gives a list of pushed and allocated words,
|
||||
including detailed <B>stack information</B> for each word, for example:
|
||||
"pushed r7", "allocated [1Ch]", or "return from game_initialization".<BR>
|
||||
The <B>Data window</B> allows to view (and modify) a memory dump in
|
||||
hexadecimal and ascii text format.<BR>
|
||||
The <B>Registers window</B> displays the CPU registers and flags.
|
||||
</TD><TD WIDTH=3%>
|
||||
</TD></TR></TABLE>
|
||||
</TD></TR><TR><TD><CENTER>
|
||||
The debug user interface is based on nine years of programming, experience,
|
||||
fine tuning, and feedback from users.
|
||||
</CENTER>
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
|
||||
<TABLE bgcolor="#ffe0c0" BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
<CENTER><B>Source Level Debugging and Profiling</B></CENTER>
|
||||
</TD></TR><TR><TD>
|
||||
<TABLE CELLSPACING=0 BORDER=0 CELLPADDING=0 bgcolor="#fff0e0"><TR>
|
||||
<TD WIDTH=3%> </TD>
|
||||
<TD VALIGN=TOP WIDTH=45%>
|
||||
The no$gba disassembler displays any <B>labels</B> that are used in
|
||||
source code (and of course, that labels are also recognized in user
|
||||
input). Mixed <B>Thumb and Arm</B> opcodes are automatically disassembled
|
||||
as such.
|
||||
Additionally, your <B>source code</B> can be displayed in <B>stacked</B>
|
||||
view mode, that is, the associated disassembled opcodes are displayed
|
||||
below of each line of source code. For better legibitly, the source
|
||||
lines are drawn by light blue background color, moving the cursor onto
|
||||
a source line displays the corresponding <B>line number</B> and source
|
||||
filename in status bar.<BR>
|
||||
No$gba supports debug info in .ELF, DWARF2, and .SYM formats.
|
||||
</TD><TD WIDTH=6%>
|
||||
</TD><TD VALIGN=TOP WIDTH=45%>
|
||||
No$gba displays the <B>execution time</B> in clock cycles each time when
|
||||
starting and stopping the emulation, eg. after executing a sub-routine.
|
||||
The <B>power gauge</B> displays the current CPU load (assuming that unused
|
||||
CPU time is spent in low power state).
|
||||
The nocash <B>clock cycle comments</B> display the execution time for each
|
||||
disassembled opcode, different view modes are available - it can display
|
||||
formulas (eg. "1N+3S+1I") (optionally split into separate code and data
|
||||
cycles), and it can resolve that formula into actual number of clock
|
||||
cycles (by automatically recursing the current address and waitstate
|
||||
configuration, etc. - the results are <B>kinda interesting:</B> some
|
||||
opcodes take only 1 cycle, others may eat up about 100 cycles).
|
||||
And, it can calculate the sum of cycles for a sequence of instructions.
|
||||
</TD><TD WIDTH=3%>
|
||||
</TD></TR></TABLE>
|
||||
</TD></TR><TR><TD><CENTER>
|
||||
Profiling and clock cycle counting allows to make faster and smoother
|
||||
software, and to free up more CPU time - either for battery power saving,
|
||||
or for additional effects.
|
||||
</CENTER>
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
|
||||
<TABLE bgcolor="#ffc0c0" BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
<CENTER><B>Conditional Breakpoints & Automatic Warnings</B></CENTER>
|
||||
</TD></TR><TR><TD>
|
||||
<TABLE CELLSPACING=0 BORDER=0 CELLPADDING=0 bgcolor="#ffe0e0"><TR>
|
||||
<TD WIDTH=3%> </TD>
|
||||
<TD VALIGN=TOP WIDTH=45%>
|
||||
The debugger covers a wide range of <B>breakpoints</B>, which are able
|
||||
to 'freeze' the emulation - even when debugging interrupt handlers.
|
||||
Aside from normal 'stop' breaks, it also supports conditional breaks
|
||||
(for example when writing a specific value to specific address, or
|
||||
when writing or changing a value inside of a specified memory area).
|
||||
Also, there's possibilty to define breakpoints (and text messages) in
|
||||
source code. Of course, basic operations like tracing (either single
|
||||
opcodes, or complete sub-routines) and stopping when reaching the
|
||||
currently selected line are supported as well.
|
||||
</TD><TD WIDTH=6%>
|
||||
</TD><TD VALIGN=TOP WIDTH=45%>
|
||||
Aside from user configured breaks, the debugger also includes built-in
|
||||
<B>warning messages</B> which are (optionally) notifying the user of
|
||||
suspicious operations, such like writes into ROM, accesses of invalid
|
||||
or mis-aligned memory addresses, etc. These features are helpful to
|
||||
locate both 'obvious crashes' as well as 'hidden bugs' which may show up
|
||||
only in certain situations, or only in later builts - or not until the
|
||||
game is released (in fact, no$gba finds bugs in most distributed
|
||||
commercial titles).
|
||||
</TD><TD WIDTH=3%>
|
||||
</TD></TR></TABLE>
|
||||
</TD></TR><TR><TD><CENTER>
|
||||
NB. Such features are likely to be found only in software debuggers -
|
||||
which are more flexible than hardware debuggers.
|
||||
</CENTER>
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
|
||||
<TABLE bgcolor="#ffe0c0" BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
<CENTER><B>General Emulation Features</B></CENTER>
|
||||
</TD></TR><TR bgcolor="#fff0e0"><TD>
|
||||
In <B>multi-player</B> mode, up to four GBAs can be <B>linked</B> together
|
||||
by emulating normal, multiplay, or automatic cable connection, this feature
|
||||
also supports <B>single gamepak</B> software.
|
||||
The video engine supports real <B>blurred colors</B> and dark
|
||||
<B>intensities</B>, giving the same picture as on real GBA/NDS displays, the
|
||||
<B>screenshot</B> function allows to capture the current picture to
|
||||
clipboard or file.
|
||||
The <B>stereo sound</B> emulation provides exact reproduction of all six
|
||||
sound channels. The <B>snapshot</B> function allows to save and restore the
|
||||
state of the complete hardware to or from file.
|
||||
No$gba emulates most <B>GBA/NDS BIOS</B> functions, and can be <I>upgraded</I> by
|
||||
installation of the BIOS rom-image (details <A HREF="gbabios.htm">here</A>),
|
||||
which provides complete emulation of <I>all</I> functions and <I>highest</I>
|
||||
timing accuracy. Of course, no$gba <B>can skip the BIOS intro sequence</B> -
|
||||
you can to start your cartridge directly, without having to see the nintendo
|
||||
logo each time when testing a new built.
|
||||
</TD></TR><TR><TD><CENTER>
|
||||
Forget everything that you have experienced with normal emulators.
|
||||
No$gba is not like that.
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
|
||||
<TABLE bgcolor="#c0ff80" BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
<CENTER><B>I/O Map and VRAM Viewer</B></CENTER>
|
||||
</TD></TR><TR><TD>
|
||||
<TABLE CELLSPACING=0 BORDER=0 CELLPADDING=0 bgcolor="#e0ffc0"><TR>
|
||||
<TD WIDTH=3%> </TD>
|
||||
<TD VALIGN=TOP WIDTH=45%>
|
||||
The <B>I/O Map</B> Window lists the name, address, and content of all
|
||||
hardware registers, including undocumented ports. Additionally,
|
||||
the separate control bits are resolved for each register (eg. Bit6 Irq=On,
|
||||
Bit7 Start=Off). All values are, optionally, updated also when the
|
||||
emulation is running.
|
||||
The information can be viewed either in a tabbed window (with tabs for
|
||||
Video, BG0-3, Sound, DMA, Timers, and Other registers), or in all at once in one
|
||||
huge single window, (requires at least 1024x768 pixels screen resolution).
|
||||
</TD><TD WIDTH=6%>
|
||||
</TD><TD VALIGN=TOP WIDTH=45%>
|
||||
The built-in <B>VRAM Viewer</B> allows to view the various BG layers,
|
||||
the BG and OBJ tile memory, OAM content, and color palettes. Moving the
|
||||
mouse arrow onto a specific OBJ or BG tile displays a zoomed copy of that
|
||||
tile, as well as associated attributes (screen position, memory address,
|
||||
color depth and palette, OBJ mode and size, flip or scaling parameters,
|
||||
etc.) BG layers can be viewed with/without grid. A 'laser arrow'
|
||||
indicates the screen position of the currently selected OAM entry.
|
||||
</TD><TD WIDTH=3%>
|
||||
</TD></TR></TABLE>
|
||||
</TD></TR><TR><TD><CENTER>
|
||||
That is punk rock software debugging - it's a bit more than a gameboy
|
||||
connected to a PC user interface by some cables.
|
||||
</CENTER>
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
|
||||
<TABLE bgcolor="#ffe0c0" BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
<CENTER><B>Accuracy</B></CENTER>
|
||||
</TD></TR><TR><TD>
|
||||
<TABLE CELLSPACING=0 BORDER=0 CELLPADDING=0 bgcolor="#fff0e0"><TR>
|
||||
<TD WIDTH=3%> </TD>
|
||||
<TD VALIGN=TOP WIDTH=45%>
|
||||
Emulation has been programmed with love in <B>detail</B>. Most operations
|
||||
are having a timing accuracy of +/-0 clock cycles. Opcodes and hardware
|
||||
ports are giving 1:1 same results, bits, and flags as real hardware.
|
||||
The emulation covers undocumented ports, and exactly emulated 'garbage'
|
||||
readback from unused memory areas (which is actually required for many
|
||||
- apparently badly debugged - games).
|
||||
</TD><TD WIDTH=6%>
|
||||
</TD><TD VALIGN=TOP WIDTH=45%>
|
||||
Of course, it is nearly impossible to make a <B>perfect</B> emulator
|
||||
of total accuracy. At least, I am trying to. If you should come accross
|
||||
any details which are not working exactly as one real hardware, please
|
||||
let me know about it! Even if it is only a small glitch and looks
|
||||
unimportant. I'd even love to reproduce the undefined MUL carry flag,
|
||||
even though it is probably not - intentionally - used by any games.
|
||||
</TD><TD WIDTH=3%>
|
||||
</TD></TR></TABLE>
|
||||
</TD></TR><TR><TD><CENTER>
|
||||
I'd recommend to run your game frequently on real hardware (eg. by using
|
||||
flash-cards) for 100% proof bug-testing.
|
||||
</CENTER>
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
|
||||
<TABLE bgcolor="#c0ffc0" BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
<CENTER><B>Performance</B></CENTER>
|
||||
</TD></TR><TR><TD>
|
||||
<TABLE CELLSPACING=0 BORDER=0 CELLPADDING=0 bgcolor="#e0ffe0"><TR>
|
||||
<TD WIDTH=3%> </TD>
|
||||
<TD VALIGN=TOP WIDTH=45%>
|
||||
Most of the <B>user interface</B> was designed, and works smoothly on
|
||||
a 66MHz computer. That guarantees no nasty surprises in case that you
|
||||
don't own one of the latest 16GHz models. And, because the debugger
|
||||
does not need to communicate with external hardware it is likely to be
|
||||
ways faster than hardware debuggers.
|
||||
</TD><TD WIDTH=6%>
|
||||
</TD><TD VALIGN=TOP WIDTH=45%>
|
||||
Emulation of the <B>GBAs RISC processor</B> takes up more CPU load,
|
||||
most GBA games are working smoothly and at full speed on 500Mhz computers.
|
||||
If you do have a faster PC you may use the additional CPU time to
|
||||
emulate up to four GBAs at once - in multiplayer mode, or to let the
|
||||
emulation run at quad speed on keystroke (eg. to skip intro sequences).
|
||||
</TD><TD WIDTH=3%>
|
||||
</TD></TR></TABLE>
|
||||
</TD></TR><TR><TD><CENTER>
|
||||
All no$gba program code, both emulation and user interface, is
|
||||
all hand-crafted and pure assembler code.
|
||||
</CENTER>
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
|
||||
<TABLE bgcolor="#ffe0c0" BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
<CENTER><B>Additional Features</B></CENTER>
|
||||
</TD></TR><TR bgcolor="#fff0e0"><TD>
|
||||
The built-in <B>manual</B> contains help about debugging functions
|
||||
(see <A HREF="gbahlp.htm">help</A> html version),
|
||||
as well as complete <B>specifications</B> for the GBA/NDS hardware
|
||||
(see <A HREF="gbatek.htm">specs</A> html version).
|
||||
The built-in <B>source code assembler</B> provides two-way interfacing
|
||||
with the built-in <B>text editor</B>.
|
||||
The <B>upload function</B> allows to run small programs (max 256K)
|
||||
in Work RAM of attached GBAs by simple <A HREF="gba-xboo.htm">xboo</A> cable
|
||||
connection, that feature is significantly faster and more comfortable than
|
||||
'flash-cards' even though the limited size restricts it to small games (or
|
||||
to fragments of larger games, it might be suitable to test a sound engine
|
||||
or intro sequence, for example).
|
||||
Also, a <B>disassemble</B> to file function is included.
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
|
||||
<TABLE bgcolor="#ffe0c0" WIDTH=100% BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
<CENTER><B>Contacting me (Martin Korth) - Developers only (no gaming questions)</B></CENTER>
|
||||
</TD></TR><TR bgcolor="#fff0e0"><TD>
|
||||
<CENTER><A HREF="email.htm">Contact per email</A></CENTER>
|
||||
</TD></TR><TR><TD><CENTER>
|
||||
<B>Caution: Emails with attachments are deleted automatically without notice!</B>
|
||||
</CENTER>
|
||||
</TD></TR></TABLE>
|
||||
<P>
|
||||
|
||||
<!---------------------->
|
||||
<A NAME="links"></A>
|
||||
<TABLE bgcolor="#c0c0c0" BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
|
||||
<CENTER><B>Related info & tools & links</B></CENTER>
|
||||
</TD></TR><TR bgcolor="#f0f0f0"><TD>
|
||||
<A HREF="gbanew.htm">release notes</A><BR>
|
||||
Info about newer (and older) no$gba updates.
|
||||
</TD></TR><TR bgcolor="#e0e0e0"><TD>
|
||||
<A HREF="gba-xboo.htm">gba-xboo</A> - <FONT SIZE=-1><B>Updated 15th August 2002</B> - new function for downloading the <B>GBA BIOS</B> to file</FONT><BR>
|
||||
Stand-alone DOS version of the 'multiboot' upload program and instructions
|
||||
on how to built the cable, use that for testing games on real hardware,
|
||||
the new version should be also working with fast >100MHz computers.
|
||||
</TD></TR><TR bgcolor="#f0f0f0"><TD>
|
||||
<A HREF="gbatek.htm">gbatek.htm</A> and <A HREF="gbatek.txt">gbatek.txt</A>
|
||||
- <FONT SIZE=-1><B>New Feb 2006 with NDS specs</B></FONT><BR>
|
||||
Standalone version of the no$gba tech docs in Html and Text format (ca. 500
|
||||
KBytes each). Describes the complete GBA/NDS hardware, memory map, I/O ports,
|
||||
BIOS functions, cartridge header, undocumented features, CPU instruction set, etc.
|
||||
</TD></TR><TR bgcolor="#e0e0e0"><TD>
|
||||
<A HREF="magicflr.htm">magicflr</A><BR>
|
||||
Magic Floor, freeware puzzle game for the GBA, includes assembler source code.
|
||||
Aside from playing with it, I hope this will delight some programmers whom seem
|
||||
to be confused about terms such like interrupts, sound, halts, and multiboot.
|
||||
</TD></TR><TR bgcolor="#f0f0f0"><TD>
|
||||
<A HREF="http://gbadev.org/">gbadev.org</A><BR>
|
||||
<A HREF="http://www.gbaemu.com/">gbaemu.com</A><BR>
|
||||
<A HREF="http://devrs.com/gba/">devrs.com/gba</A><BR>
|
||||
Links related with news in gba programming scene. Tools, docs, emulators,
|
||||
jobs, competitions, freeware games, demos, examples, etc.
|
||||
</TD></TR><TR bgcolor="#e0e0e0"><TD>
|
||||
<A HREF="http://www.pdroms.de">pdroms.de</A><BR>
|
||||
Big collection of freeware games. Also check the games/demos section at gbadev.org (see link above).
|
||||
</TD></TR><TR bgcolor="#f0f0f0"><TD>
|
||||
<A HREF="gmb.htm">no$gmb</A><BR>
|
||||
Emulator/debugger for the old 8bit monochrome gameboy, super gameboy, and color
|
||||
gameboy, some of the users killed the program, but it's netherless still a
|
||||
useful dev tool with similiar features as no$gba.
|
||||
</TD></TR><TR bgcolor="#e0e0e0"><TD>
|
||||
<A HREF="gbapub.htm">gbapub</A><BR>
|
||||
The public opinion. Feedback & lyrics on no$gba project...
|
||||
"YOu SuCK MAn!!!I'm ThE EVIl!!, and i want to cook your soulI WANT TO MURDER
|
||||
YOUyour fucking emulators are PURE TRASH!!!SHUTDOWN YOUR SITE NOW, and use
|
||||
another emulator!!!LOSER!!!"
|
||||
</TD></TR><TR bgcolor="#f0f0f0"><TD>
|
||||
<A HREF="ereader.zip">ereader.zip</A> - <B>New (June 2007)</B><BR>
|
||||
Contains four dotcode games/demos: Magic Floor, e-Reader Camera Viewer demo,
|
||||
Yarin's Rotris, and Snowbro's Bomb Sweeper. Including some sample source code.
|
||||
</TD></TR></TABLE>
|
||||
<!---------------------->
|
||||
<P><CENTER><HR>
|
||||
<A HREF="index.htm">Back to nocash mainpage</A>.<BR>
|
||||
<HR>
|
||||
<FONT SIZE=-1>
|
||||
2 ^ 10 = 1024 ;
|
||||
C programmers should be careful not to misread this notation as exclusive-or.
|
||||
</FONT>
|
||||
<BR>
|
||||
</BODY></HTML>
|
BIN
gba-dmsg.gif
Normal file
After Width: | Height: | Size: 4.8 KiB |
BIN
gba-fnt.gif
Normal file
After Width: | Height: | Size: 1.6 KiB |
BIN
gba-io1.gif
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
gba-io2.gif
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
gba-io3.gif
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
gba-io4.gif
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
gba-io5.gif
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
gba-io6.gif
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
gba-life.gif
Normal file
After Width: | Height: | Size: 5.7 KiB |
8
gba-pp.htm
Normal file
|
@ -0,0 +1,8 @@
|
|||
<html>
|
||||
<head>
|
||||
<meta http-equiv="refresh" content="0;url=donate.htm">
|
||||
</head>
|
||||
<body>
|
||||
<A HREF="donate.htm">Page moved</A>
|
||||
</body>
|
||||
</html>
|
BIN
gba-pro1.gif
Normal file
After Width: | Height: | Size: 9.7 KiB |
BIN
gba-pro2.gif
Normal file
After Width: | Height: | Size: 4.1 KiB |
BIN
gba-pro3.gif
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
gba-scr1.gif
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
gba-scr4.gif
Normal file
After Width: | Height: | Size: 23 KiB |
BIN
gba-set1.gif
Normal file
After Width: | Height: | Size: 10 KiB |
BIN
gba-set2.gif
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
gba-set3.gif
Normal file
After Width: | Height: | Size: 11 KiB |