upload of entire dump from archive.org

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<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>

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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>

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<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>


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<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>
&nbsp; Martin Korth<BR>
&nbsp; Ringheide 44<BR>
&nbsp; 21149 Hamburg<BR>
&nbsp; 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>

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<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>

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<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>


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<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>

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<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>


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<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>
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</TD></TR></TABLE></CENTER></BODY></HTML>


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<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>


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<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>

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<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: &amp;size=3" WIDTH=126 HEIGHT=14--->
<!--- donations so far:
<img src="http://ansrv.com/png?s=http://blockexplorer.com/q/getreceivedbyaddress/16HLwn5o9DQuCPot8btPLZEG6xXsCwm612&amp;c=000000&amp;b=FFFFFF&amp;size=3">
btc - many thanks!
--->
<!---img src="http://ansrv.com/png?s= btc&amp;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>

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<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>

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<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>

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* 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
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* Version 1.1 (the "License"); you may not use this file except in
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* http://www.mozilla.org/MPL/
*
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* 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.
*/
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font-family: Geneva, Arial, Helvetica, sans-serif;
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/**
* 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/
*
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* under the License.
*
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<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>


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<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>


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This page moved to index.htm, please click <A HREF="index.htm"> here</A> to continue.<BR>


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<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">&nbsp;</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">&nbsp;</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%>&nbsp;</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%>&nbsp;
</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%>&nbsp;
</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%>&nbsp;</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$gba supports debug info in .ELF, DWARF2, and .SYM formats.
</TD><TD WIDTH=6%>&nbsp;
</TD><TD VALIGN=TOP WIDTH=45%>
No$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%>&nbsp;
</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%>&nbsp;</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%>&nbsp;
</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$gba finds bugs in most distributed
commercial titles).
</TD><TD WIDTH=3%>&nbsp;
</TD></TR></TABLE>
</TD></TR><TR><TD><CENTER>
NB. Such features are likely to be found only in software debuggers -
which are more flexible than hardware debuggers.
</CENTER>
</TD></TR></TABLE>
<P>
<TABLE bgcolor="#ffe0c0" BORDER=0 CELLSPACING=0 CELLPADDING=0><TR><TD>
<CENTER><B>General Emulation Features</B></CENTER>
</TD></TR><TR bgcolor="#fff0e0"><TD>
In <B>multi-player</B> mode, up to four GBAs can be <B>linked</B> together
by emulating normal, multiplay, or automatic cable connection, this feature
also supports <B>single gamepak</B> software.
The video engine supports real <B>blurred colors</B> and dark
<B>intensities</B>, giving the same picture as on real GBA/NDS displays, the
<B>screenshot</B> function allows to capture the current picture to
clipboard or file.
The <B>stereo sound</B> emulation provides exact reproduction of all six
sound channels. The <B>snapshot</B> function allows to save and restore the
state of the complete hardware to or from file.
No$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%>&nbsp;</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%>&nbsp;
</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%>&nbsp;
</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%>&nbsp;</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%>&nbsp;
</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%>&nbsp;
</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%>&nbsp;</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%>&nbsp;
</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%>&nbsp;
</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>

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