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Article #599 (635 is last): From: Michael Current
Newsgroups: freenet.sci.comp.atari.news Subject: Atari800Win 2.4 Posted-By: xx004 (Atari SIG) Date: Sat Sep 26 17:05:40 1998 Date: Wed, 9 Sep 1998 06:59:33 CST From: email@example.com (Rich) I have updated Atari800win at the usual home page, http://www.cris.com/~Twist/atari800win Atari800Win is an Atari 8-bit emulator for the Win9X/NT environment. It emulates the Atari800, 800XL, XE series, and 5200 systems. Here is what is new in version 2.4: 09-08-98 Ver 2.4 - large update, some beta features * A request: I am looking for an image of the 8-bit Epyx game "Hellfire Warrior". I'm not sure if it was available for the Atari, but it was for the Apple][. I own this game, but only have the TRS-80 disk image.If you can help, please e-mail firstname.lastname@example.org * Big feature: support for save states (also known as "snapshots"). You must have ZLIB working (the DLL supplied with Atari800Win must be in the path) to use this. Saved states saves _everything_ about your Atari itself, the entire contents of memory, where you are in a program, etc. A save state does NOT save your display, input, or sound settings. When you load a state save, the Atari will be paused on a black screen. Hit F9 to start the saved state. Saved state file sizes will vary based on the machine type and what it was doing / had loaded. Use the File menu to access the Load/Save state features. There are two types of save: normal and verbose. Verbose is ONLY necessary if you have patched ROMS that somebody else wouldn't have. Verbose saves are larger. Save states should be considered a somewhat beta feature. Changes might affect the format as other Atari800 ports adopt it, making the current format obselete. Keep in mind that even if you snapshot a program it may still want to access the disk later; and save states do NOT save disks. If you know a program accesses the disk, you will have to keep the disk handy with your save state to resume later. Save state are machine independent; they will be useable on other ports of Atari800. * Machine language routines here and there; small speed difference. I spent considerable time rewriting some large sections in assembly, and found there was little speed increase in them even when heavily optimized.I'll continue investigating asm for things like Antic though. * Atari crashes are much less dramatic now, as you don't have to exit Atari800Win. The screen will simply go black, you then have the opportunity to change settings, and there is a new Atari/Restart menu option to fire the machine up again (Ctrl-F5 will also work). * Added 512x384 mode. Should help those on slow machines without 320 modes. Shows full overscan and on most cards has that "scanline" feel. * Completely rewrote the keyboard handler, many changes include: - A few layout changes; see README.TXT - Insert/Delete work correctly (char normally, line when shifted) - Clear character now on the Windows Home key - Option/Select/Start can be held down in combinations,fixes some demos - When holding a regular key, pressing then releasing a second key will have no effect (the first key will stay held). - Hold down a regular key, hold down a second. Release the first key.The Atari will register the second key as being held down after exactly 1 frame of no keys. - F1-F4 exist only for XL, returns no keyboard code for other machines. - Help returns no code for non XL/XE machine - With CTRL + SHIFT held, the following keys do NOT work on purpose: J K L ; + * Z X C V B F1 F2 F3 F4 and HELP In many cases the new behavior my seem more limiting than before; but it is now highly accurate compared to the real hardware. Many hours in testing with a real XE back this up. Since there is considerable new code there may be an errant key here or there; please e-mail me if you find keyboard oddities (or if you find things fixed!) * Keyboard templates option added (Options/Keyboard.. menu). This is a complicated feature for expert users, consult the README for details.Do not mess with it if you don't understand the purpose. Briefly, It allows you to remap almost the entire keyboard to anything you wish to define. Helpful for games that use whacked out directional keys like the Ultima series or if you want to exactly duplicate the Atari layout. * Keyboard joystick reworked. Now handles combination keys (numpad4 + numpad8 = diagonal up/right). Ignores your Windows key delay / repeat settings and works right off the keystroke (instant feedback). * Checkbox for "use AGP memory", which controls whether a surface is allocated as "local video memory" in Ddraw terms. This is basically for DDraw windowed modes, and could be faster, musch slower, or no change on any particular card - you'll just have to try it and compare. * Fixed a problem with small graphics selector dialog used in 320 modes. * All full screen modes clear their backgrounds. * Bolder, more ambitious icons, less filling but taste great. Any icon artists out there? * Machine type and speed shown in window title (status bar in full screen) * Finally remembered to add keyboard click. You will notice a slight delay between the keystroke and sound, can't be helped at present. * Fixed a display bug that had crept in when in windowed mode with the display partially off the desktop * If you exit while running full speed, the next time you launch sound will be (correctly) disabled until you switch back to normal speed * Pause shows paused text on Atari screen (for full screen modes) * Fixed crash bug that sometimes occurred changing artifacting modes.