############################################################################## #......##...###...##...##...##...#####....###......##...####.....###...###...# #......##....#....##...##...##...#####....###......##...###......###....##...# #......##....#....##...##...##...#####.....##......##...###.......##....##...# #......##....#....##...##...##...#####.....##......##...##........##.....#...# #...#####....#....##...##...##...#####.....###...####...##....#....#.....#...# #...#####....#....##...##...##...#####..#..###...####...##...###...#.....#...# #.....###....#....##...##...##...####...#..###...####...##...###...#.........# #.....##.....#....##...##...##...####...#...##...####...##...###...#.........# #.....##...#...#...#...##...##...####...#...##...####...##...###...#.........# #...####...#...#...#...##...##...####.......##...####...##...###...#...#.....# #...####...#...#...#........##......#.......##...####...##.........#...#.....# #......#...#...#...##.......##...............#...####...###.......##...##....# #......#...#...#...##.......##...............#...####...###.......##...##....# #......#...#...#...###.....###.........###...#...####...####.....###...##....# #......#...##.##...####...####.........###...#...####...#####...####...###...# ############################################################################## <============================================================================> | The ALL Format Newsletter Issue #2 - 23/07/96 | <----------------------------------------------------------------------------> -=[Introduction]=- Welcome back! I've had a huge response since releasing Issue 1. Thankyou to all those who've forfeited themselves for interview. Another thankyou to everyone who suggested FTP sites, or offered to provide webspace for EMULATION. Hopefully, the deals will be completed by next issue :) Unfortunately, the articles have not yet come streaming in, in their hundreds and thousands, so a bit of arm twisting will have to be done! I welcome any submissions for EMULATION. Please mail them to me in plain ASCII text, using no high-ASCII, and formatted to *79* columns. I reserve the right to edit whatever you send me and all the rest of that stuff :) I also welcome your comments good and bad, and any suggestions. PoiNT BLaNK (Editor of EMULATION) point.blank@ukimage.demon.co.uk -=[Contents]=----------------------------------------------------------------- <-News-> 1. VSMC's new Brain 2. VGB's Final Fantasy 3. Dave's Arcade Emulator confused with God <-Articles-> 4. Since games were this good... was ages <-Interview-> 5. Thomas Djafari, author of VCS 2600 <-Review-> 6. Pengo arcade emulator 0.2 =----------------------------------------------------------------------------= -=[News]=- [PoiNT BLaNK] .,/\ 1. VSMC's new Brain /\,. VSMC, the Snes emulator known for causing much controversy in the unending war with SPW has received another facelift, in the form of an improved GUI and ninja Meta Engine. This will produce increased speeds of 200-600%. Whilst previous versions of VSMC were fast, some programs like Final Fantasy 2 were hideously slow. Eventually, the Meta Engine will push VSMC into the same league as SPW. The new GUI looks more attractive than the previous one, but the emulator itself is not yet as functional. At the time of writing it has returned to the Tic Tac Toe dark ages, but is expected to improve rapidly. The GUI doesn't yet offer the option to change drives or even directories, so all the .SMC images must be copied into the VSMC directory. Improvements include a new debugger, the option to redefine the keys, adjust the screen and more emulation options are included. It remains to be seen if The Brain will ever finish VSMC, but he can rest assured that his commitment and effort have been appreciated by the majority. .,/\ 2. VGB's Final Fantasy /\,. Unbeatable Gameboy Emulator, VGB, has caused many broken hearts amongst Final Fantasy lovers. Apparently VGB 0.7 and 0.81b have decided to stop running the games. Marat assures those contemplating confining themselves to a life of mental torture that a fix will soon be released. .,/\ 3. Dave's Arcade Emulator confused with God /\,. As RetroArcade fever sweeps the newsgroup, the demand for a new version of Dave's Arcade Emulator grows. Die-hard fans have spent the long, hot, summer (well those who don't live in Norway) re-arranging ROM images in the vague hope of getting something to work. The hard work has paid of as the emulator continues to amaze. Here are some new games which will work: * War of the Bugs (Centipede Rip-off) [ Replacing Galaxian Roms ] WOTB.1 --> GALAXIAN.U WOTB.2 --> GALAXIAN.V WOTB.3 --> GALAXIAN.W WOTB.4 --> GALAXIAN.Y WOTB.5 --> GALAXIAN.Z WOTB.H1 --> GALAXIAN.1H WOTB.L1 --> GALAXIAN.1K Delete GALAXIAN.X Bugs Include: - Wrong colours - Game ends after 1 life - Can't move up and down This results in a super-hard version, that should keep you going until Dave cooks up something new. Surprisingly, the sound works too. * Super Galaxians (Harder Galaxians) [ Replacing Galaxian Roms ] GALAXIAN.U --> GALAXIAN.U GALAXIAN.V --> GALAXIAN.V GALAXIAN.W --> GALAXIAN.W GALAXIAN.Y --> GALAXIAN.Y GALAXIAN.Z --> GALAXIAN.Z Delete GALAXIAN.X Keep GALAXIAN.1H Keep GALAXIAN.1K This version gives you more lives, but the swarms of aliens attacking your ship are greater in number. Similar to the Pacman add-ons, so not really a new game. * Pleaides (Untested by myself) [ Replacing Phoenix Roms ] PHOENIX.23 PLEAIDES.44 PHOENIX.24 PLEAIDES.45 PHOENIX.39 PLEAIDES.26 PHOENIX.40 PLEAIDES.27 PHOENIX.45 PLEAIDES.47 PHOENIX.46 PLEAIDES.48 PHOENIX.47 PLEAIDES.49 PHOENIX.48 PLEAIDES.50 PHOENIX.49 PLEAIDES.51 PHOENIX.50 PLEAIDES.52 PHOENIX.51 PLEAIDES.53 PHOENIX.52 PLEAIDES.54 Until then, if anyone can write me an emulator for Out Run, you can win 5 broken Spectrums, housing spiders under my bed ;) ------------------------------------------------------------------------------ -=[Articles]=- .,/\ 4. Since games were this good... was ages /\,. [PoiNT BLaNK] It appears that commercial companies are eager to cash in on the new wave of retro gamers, keen to remember the days of garish graphics combined with great gameplay. Despite being on the forefront of games using new techniques and technology, Sega is no exception. Sega are due to release a compilation featuring a number of old arcade hits, under the name "Sega Ages" for the Saturn. The first CD will contain Out Run, a racing game and Afterburner, two immensely popular games which differ in replay value. Afterburner, whilst being graphically superior, boasted little gameplay, in contrast with Atari's StarWars machine. Due to the limits of home platforms at the time, the conversions only sold due to the arcade's success. Both games used clever techniques to achieve a 3D effect whilst using 2D hardware. But, it remains to be seen if gamers will see much in a game with poor playability and outdated graphics. However, Out Run, my personal favourite of all time, is a different story. The arcade machine was a work of art, one of Sega's finest hours. The graphics were outstanding, and the pace at which they moved, breathtaking. It blew away the old birds-eye-view racing games which lingered at the time. The music was excellent too, three tunes that you'd actually want to whistle. The old 8-bit conversions had the soundtrack included on a tape, in the pack. The audio and visuals were backed up with fine-tuned gameplay. The difficulty was just right, the car handled well, and you felt like you were really moving. But how does it compare with Daytona and Virtual Racing? It no longer has the looks to draw gasps and I'm sure the CD will only be bought by a minority. However, Sega promises that Space Harrier and Super Hang-On will follow on a subsequent CD, so does it expect to cash in? Companies like Sega and Activision reap huge benefits by cheaply re-releasing classics. There are always new formats coming out, and the punters seem prepared to buy the same games, revamped for their new format. Games like Out Run have already paid for themselves. Out Run has been released for the Master System, released again in 3D, then for the Megadrive and now for the Saturn. It can still be found in arcades, showing that perhaps the gameplay does keep people coming back. But can we see Daytona being released again 10 years in the future? Do today's games have the same appeal? Will the market for 80's games have shrunk as everyone downloads Pentium emulators to run Doom? Only time will tell! ------------------------------------------------------------------------------ -=[Interview]=- .,/\ 5. Thomas Djafari, author of VCS 2600 /\,. This interview remains in its original form, despite some spelling corrections and reorganisation for clarity, due to the lag experienced in IRC. Tom (frogger@ppp23.micronet.fr) has nearly completed VCS 2600, an Atari 2600 emulator, written in ASM for DOS. I went along with my decompiler to investigate. Session Start: Sun Jul 21 21:38:43 1996 > right ok, ready to be bombarded with questions? > These are actually written as a textfile, and I will cut and paste to make things quicker no problems, I've something to eat next to me; that's ok ! > hahaha, dont spill stuff over the keyboard > Ok loading notepad hehe :) I have to shake it sometimes ! > Here we go - Ok, just for the EMULATION readers, introduce yourself and tell them what project you are currently working on. I started computers at the beginning of the game (ping pong systems) I went through all consoles (videopac/odyssey, 2600, etc) then to the atari 800 at this point I started programming (basic first then asm ) and I had a c64 and appleII then ST, amiga, PC I have been working in the game industry for several years > What have you programmed? on amiga, PC, super nintendo, megadrive/genesis I made a very very shitty game on the super nintendo called time cop (about van damme's movie) That's the only complete game I worked on, because I've been specialiez in fast engines so I made a platform engine for super nintendo/ megadrive (genesis I don't know how you call it) > Did your engines get used in anything? (Megadrive in the UK) I made 75% of a game called Athanor on PC, it should be marketed in a few months I know they've been resold to tengen and cryo ( I don't know what they did with it) I made a 3d engine for Time Warner (and a soccer game prototype that turned to be changed in a hockey game !) totally appart from games, I leaded the development of a server for the French minitel ( u know it ?) > Heard of it, but I've never used it. (don't use it, keep your money ! it's very expensive !) > When did you first become interested in emulators? when I saw miha peternel's C64s I wanted to make a coleco emulator the day after I decided to make a coleco emu, I saw Marat's work ! > So what prompted you to start Atari 2600 emulation? as the 2600 was the one I wanted to do just after the coleco, I turned toward the Atari but I wasn't expecting the 2600 was working the way it works ! > What were the major hurdles you encountered then? I was expecting a classic video memory system, with blocks, like all other older computers and classic consoles > So what was different? but I found that the 2600 hadn't any video memory, this was the first problem > and the second? the second one was that everything could be changed and would act at any time so you can change anything on the fly at precise timings like if you plot these sprites : one of the features of the 2600 is that you can plot three times the same sprite : like xxx xxx xxx it's used in games like space invaders BUT ! in games like space invaders, sometimes one of the sprites is being hit so you'll have something like xxx xxx yyy ok ? > yup. so this is something the pc doesn't do? the cpu will change the datas between the second xxx and the yyy so the program is sychronized clock tick by clock tick with the video this is the only console with this scheme it has been a big surprise > what is the benefit of using this method? Precision? no, they have no video memory, so you can't set up an image, the cpu draws line by line while the electron beam goes for this line > Did this slow the emulator down a lot? yes, otherwise it would run very very VERY fast; actually the cpu emulation takes 4% of the cpu time > So apart from this what has particularly pleased you with the emulator so far? the games ! I could play with all games I never had the moneuy to buy !!! when I was younger I saw lots of games didn't cross the atlantic and I would like to know them ! > Haha! How do you think your emulator compares with its counterparts? It's totally different from those I saw under dos because I can run more than 400 roms images and at real time; > Overall why would you advise the punters to use your emulator over any other 2600 emulator? the only competitor I have is Mike Livesay's emulator > What about Activision's Windows effort? Activion's pack = M.Livesay's emulator > Hehe ah! I do actually have it, but didn't know the name. But as I know he has a project to do, he won't have much time to improve it !!! > Hahaha, time for you to get one up? but mine isn't portable at all, it's written 100% asm (but the adlib part !!) and uses lots of tricks. it's actually impossible to port it for the mac > What are your views on crippling emulators and writing them solely for material gain e.g. Windows VGB compared with Dos VGB? for my emulator there will be 2 things : the emulator itself will be totally free, I want a registration system only to put a name on each copy and avoid people selling it with games > like The Brain has done with vsmc? > or the fate of Dave Spicer? and there will be a commercial version; things changed in the last days, I was planning to do like Activision's pack : emu +roms but it changed to : emu+cart reader cable+ real cartridges > Was this due to copyright issues? no, Atari was ready to authorize me using some roms (not for free of course) but a company has a huge stock of cartridge (very huge : 1.300.000 !) to sell; with them lots of 7800 carts too. I'll probably make a 7800 emu too, I'll get the docs in a few days > So, how much are you paying per cartridge? I don't know how it will work, they will sell it in retail store; I'm actually looking for the way to minimize the cart reader's cost (it's already very cheap) unfortunatly they can only sell it in the US I've to find something else for Europa > I guess, people will like getting the original boxes and instructions rather than just the .rom file, which isn't as nice for the collector-type. yes and they are still shrinkwrapped > What do you think about the legal issues concerned with emulators like ROM and software distribution? It's a complicated matter; I should say it depends on the author's opinion but all carts are under copyrights by company; I got lots of infos by Ed English (frogger, etc) and Howard Scott Warshaw (Adventure, Yars Revenge) and they told me CBS and Atari were owning all their rights [Tom points out in a subsequent E-mail that Howard wrote Yar's revenge, ET and Raiders of the Lost Ark, but not Adventure] > But if I wanted to buy Frogger for the 2600, the only place to get it would be a garage sale! yes, and Atari told me they haven't any stock left, > It wouldn't be harming profits to download the ROM unless Activision re-released it. no, but I think companies should sell the roms, for very cheap, like $4 > Do you think uae + kickstart rom would stop someone buying a real Amiga if they really wanted to do serious stuff? no I don't think; I've 4 amigas and never felt the desire to get UAE ! that's the contrary ! > Back to porting, which you can't do, what do you think are the pros and cons of writing for different operating systems and platforms? > is is better to write for, say, Linux when 95% use Dos and Windows? the only problem of porting is that it will require lots of time. It could be nice if someone had time to do it but it's often very long to translate an asm programm if you're not the author for windows, it's quite easy , it's the same for my job : it always refuse (matter of principle) to support a microsoft product > Which OS do you like writing for best? in fact DOS, as dos is very primitive, it's quite like on a console, only the hardware, no OS !! that's why I refused to make a playstation version of the game we're working on the playstation has an OS you MUST support or you can't market the product > Ok, so finally, how do you see emulators developing in the future? unfortunatly like game programming : in C and this will lead to slow products; I hope many people will port them in asm btw, a port to os/2 can be easily done; if enough requests, I'll do it > Do you think as cpus increase in speed, the programming languages become slacker, and the programmers lazier? not lazier, most good programmers started years ago, on the 8 bits and they learned a way to work modern programmers don't know; they 're not lazier, they're not as good; in my work all good game programmers I met started on the 8 bits, all 'newer' were never good If well used, a C compiler can lead to good results, but you need to disassemble his code to know what to do and what not to do > So do you have more respect for older games, which pushed the machine to the edge, rather than PC slugs like Nascar? > do you think the games were better 10 years ago? yes, lots; for example the game we're working on runs between 35 and 70 frames per second on a p100, and we're in late, we could have already done it but it would run at 15 frame/sec; I don't want to market a product of this kind and what I hate nowadays are products like daedalus encounter, myst, etc multimedia products called games > Basically, info from books with video clips? yes, click and wait > click and you need another 8mb memory > thats multimedia hehe one good point : this kind of product has been made for the 'newcomers' (called like this by the companies) those people who bought their first computer this year and can't understand why the graphics can't be like on tv, and these products didn't sell like expected so some real games are in work > ok anything you'd finally like to add or tell the masses before we terminate this interview :) yes : don't buy windows ! if you support windows, it will lead to worse and worse products every year > ok, thanks very much tom I suggest you talk with adam roach and markus gietzen, they're very nice and the most talented I met in the 'emulator world' > Ok, but you have been well behaved. one other thing : I still need scans of cartridge docs (for the menus) > Ok well I'll put your email in the mag so people can contact you. > I'll let you get back to the food now. > jolt cola I presume? A programmers drink. no, I gave up coca years ago, I drank it too much !! > no teeth left? now it's only tea, orange juice ! don't speak about teeth ! I got 2 of them off some weeks ago it's painfull ! > Ok thanks, shall I let you zip off now.. whilst I think about life, the universe and everything etc ok, cu soon ! > yup nice chatting, you'll be famous :) bye -=[Reviews]=- .,/\ 6. Pengo arcade emulator 0.2 /\,. [PoiNT BLaNK] The Pengo arcade emulator's function speaks for itself. Pengo is an arcade game developed by Sega, in which you play a penguin hell-bent on squashing bees in blocks of ice. The game itself is very playable, and a wise choice for emulation. The emulator uses the original ROMS from the arcade machine. These aren't included, so you will need to get them for yourself. Don't ask me for them :) Emulation looks promising, despite the wrong palette of colours being used. There is no sound yet either and the emulator crashes, on exit, under Win95. It is important to remember that this is only version 0.2, and these problems will be corrected. It is great to see others having a crack at the arcade emulation whip, rather than leaving it all to the overworked, underpaid Dave Spicer! The range of arcade machines available for emulation provides an excellent way to get started, producing a product that many will use. Why bother writing another Spectrum emulator when there are already about 15? Overall, I believe this project will be great when finished, and look forward to seeing the final release. .............................................................................. Title: Pengo Arcade Emulator 0.2 Publisher: Sergio Mu¤oz Sites: http://www.csun.edu/|hbbuse08/classic.html Registration: Freeware Emulation: Pengo Arcade Machine, Z80 CPU. System: Unspecified. DPMI server required and Pengo ROMS. Recommended: Pentium. No QEMM/Win95 due to crash on exit. Speed: 5/10 (Fine on P90, slow on DX2 66) Compatibility: 6/10 (No sound, incorrect colours) Overall: 6/10 (Remember it isn't finished yet!) .............................................................................. =----------------------------------------------------------------------------= -=[Shutdown]=- Emulation can be obtained from the following places: Newsgroups: comp.emulators.misc alt.binaries.emulators.cbm alt.binaries.emulators.gameboy alt.binaries.emulators.nintendo (Any other suggestions?) FTP Sites: ftp://x2ftp.oulu.fi/pub/msdos/programming/reviews/ ftp://ftp.komkon.org/incoming/misc If anyone has an FTP site or Webpage, please consider making space for copies of Emulation. IRC Info: If you are a programmer, then I want to interview YOU! The usual meeting place is EFNet: #emumag Best times for me, are Saturdays and Sundays. If you want to arrange a time, e-mail me or simply drop in. You never know, I could be there. Editor: PoiNT BLaNK.................point.blank@ukimage.demon.co.uk Staff: COULD BE YOU!........ASCII artists, writers, programmers etc Emulation (c) 1996 - PoiNT BLaNK Publishing, All Rights Reserved. <=--------------------------------------------------------------------------=>