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 Readme for:  Emulation » Computer » funnymu.lha

Funnymu

Description: A Whizzard, Funvision and Creativision emulator.
Download: funnymu.lha       (TIPS: Use the right click menu if your browser takes you back here all the time)
Size: 1Mb
Version: 0.41
Date: 31 Jan 2007
Author: cherryripe/bigfoot.com, AmigaOS 4.0 compile by Spot / Up Rough
Submitter: Spot / up Rough
Email: spot/triad se
Category: emulation/computer
License: Other
Distribute: yes
Min OS Version: 4.0
FileID: 2551
 
Comments: 0
Snapshots: 0
Videos: 0
Downloads: 295  (Current version)
295  (Accumulated)
Votes: 0 (0/0)  (30 days/7 days)

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FunnyMu
=======

FunnyMu is an emulator of the Whizzard, Funvision and Creativision 
computer/games consoles that were sold in the early 1980s. I happened to have
bought a Funvision. As far as I know the Whizzard and Funvision have identical 
hardware, just the casing differs. The fundamental hardware is:

  2MHz 6502A CPU
  9929 Video chip with 16kbytes of RAM
  76489 Sound chip
  1Kbyte system RAM
  6821 PIA keyboard/sound/other interface chip

The fact that it has a 9929 and a 76489 makes it very very similar to a
Colecovision. The major difference is the CPU.

What I've done is to take Marat Fayzullin's ColEm Colecovision emulator, swap
in his 6502 emulation core and voila almost a Funvision. My major effort has 
been to get the keyboard/joysticks and sound to work.

License
=======

You are not allowed to sell or profit from Funnymu. This also applies to any
code derived from Funnymu.

Warranty
========

None. 


Code Base
=========

Most of Funnymu is the source code to ColEm v1.0 and the 6502 Emulation
Package both by Marat Fayzullin. He is the author of a number of great
emulators. His web site can be found at http://fms.komkon.org.

Sound is currently from the Generator emulator which in turn took its
sound from the MAME project.

With the SDL versions a lot of code has been changed and much removed (SDL
is rather good). 

Status
======
 0.41   29 Nov 2001. Tidied up the SDL code a bit and removed Unix.c and 
        LibUnix.c that aren't really required any more. Sound still works
        fine under Linux but varies on Win32. May depend on your sound card.
 0.40   28 Nov 2001. Have made an SDL only version. Seems to work well. Have
        cross compiled to Win32 and wow it works, except that sound is
        dodgy (NB: sound works perfectly on Linux)
 0.32   23 Nov 2001. Tidied up some of the ROM loading routines and
        added license info to this file.
 0.31   Tuned the sound a bit and enabled the RDOP. Now Sound works almost
        spoton on my P133. Try playing with SCREEN_DELAY in funny.h. Seems OK
        at 20000 for my P133, but works better if 10000 on my Duron. Have
        also got the missing keys on the keyboard working.
 0.30   First attempt at getting better sound using the sound engine from
        'Generator' (which is from the MAME project). Seems to go fine on
        fast machines. Is a little dodgy on my P133 but fine on my Duron.
 0.21   Tries to slow it down a lot on fast machines. Remapped most of the
        keyboard to what it should be. Still don't know how to map '1' and
        'ENTER'. Chopper Rescue now kinda goes. Sound is still bad.
 0.2    Games run. You'll get sound but it'll probably be awful (try running 
        with ./funnymu -nosound . Parts of the boot rom are missing, so
        you'll get some text appear as garbage. I'm not sure if the key
        mappings are very accurate as I don't have a BASIC cartridge
        handy to check against.




Keys
====

  ESC         - RESET button. Most games require you to press the
                RESET button to select a level (often with the fire buttons)
  Left Shift  - Fire button
  Tab         - Fire button
  Ctrl        - Fire button
  Right Shift - Fire button
  F12         - Exit

Compiling for Linux
===================

You need the SDL library. Go to www.libsdl.org, download the latest version
of SDL. Follow its instructions to install it, then look at the Makefile for 
FunnyMu. All the default defines should be OK. 

Just type 'make' to compile it.

Compiling for Windows
=====================

I have only tested this using the Ming cross compiler available from the SDL
web site. Once you've followed the instructions to install Ming and rebuild 
SDL for Win32, you should be able to compile a win32 version using:

  make clean
  cross-make.sh -f Makefile.w32

Now you need to rename 'funnymu' to funnymu.exe' and copy it to a directory
accessible to your Windows installation.

To run the Windows funnymu, you'll need the SDL.dll. Either download it from 
the SDL website, or use the one created when you recompiled SDL for cross 
compilation.

And remember, that sound doesn't seem to work properly in the Win32 version.

Running it
==========

Just type 

  ./funnymu <cartridge file>

It will load the 'cartridge file' and run it (otherwise it will load the file
CART.ROM). Remember you probably have to press RESET (ie the Escape key)
before you can do anything. For example, in Sonic Invaders, you press 
RESET, then select a level using the fire buttons, then press any key to 
start a game. Use the left and right arrow keys to steer and left shift
to fire.


Cartridge Image format
======================

Funnymu expects cartridge dumps to be in a particular format:

 - The first 16K is read into 8000 - BFFF. If the cart file is less than 16k
   then the cartridge is read into 8000, then replicated to fill up the 16k
   (eg. a 4k cartridge file is written to 8000 - 8FFF, then replicated at
   9000-9FFF, A000-AFFF and B000-BFFF).
 - The next 16k is read into 4000 - 7FFF. If this extra bit is less than 16k,
   then the data is replicated throughout 4000 - 7FFF.

For example, an 18k cartridge dump has its first 16k read and written into
memory at 8000-BFFF. The remaining 2K is written into 4000-47FF, then 
replicated 8 times to appear at 4800, 5000, 5800, 6000, 6800, 7000 and 7800.

Contact
=======

Before you try to email, please read the FAQ and keep in mind the following
points:

 - I don't know where any ROMs are.

 - I'm interested in the technical side of emulation and getting things to
   work. I'm not interested in making the greatest Funvision emulator of all
   time

 - If you haven't used Linux much before and cannot even compile the program
   then there are other resources on the net you should read first.

So if you must email me, try cherryripe()bigfoot.com

     .___________________________________________________________.
     |                                                           |
     |       A M I G A   O S   4 . 0   C O M P I L E   B Y       |
    ._______                                        .______.     |
    |  ____/________________________________________|      |__   .
  ._|____._         |      ._       |      ._       |       _/______.
  |      |/         |      |/       |      |/       |      |/       |
  |                 |      _________|               |               |
  |_________________|______|spt/up  |_______________|_______________| 
     .                                                           .
     |                                                           | 
     |              A B O U T   T H I S   P O R T                |
     |                                                           | 
     |   The readme states that the sound sounds  crappy under   | 
     | Windows, this is also true under AmigaOS 4.0,  The source |  
     |     is included though, so feel free to try to fix it.    |
     |                                                           | 
     |   I am in a shitty economical situation, so if you feel   | 
     |  that what I do is  worth anything, use paypal to donate  |  
     |         to my email addy, spotATtriadDOTse, thanx!        | 
     |                                                           | 
     |                    Spot / Up Rough 2006                   | 
     |___________________________________________________________|



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