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1997-06-07
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===============================================================================
SSSS tt lll lll
SS SS tt ll ll
SS tttttt eeee ll ll aaaa
SSSS tt ee ee ll ll aa
SS tt eeeeee ll ll aaaaa
SS SS tt ee ll ll aa aa
SSSS ttt eeeee llll llll aaaaa
A Multi-platform Atari 2600 VCS Emulator
User Guide
===============================================================================
A Bradford W. Mott production in association with Aaron Giles,
Seunghee Lee, Jeff Miller, and Darrell Spice Jr.
===============================================================================
This guide explains how to install and use Stella to play Atari 2600 VCS
games on your computer. Please read this guide throughly before sending
questions to anyone. If you don't find the answers to your questions in
this guide please see the FAQ found on the Stella homepage. If you have
any suggestions for improvements to this document or to Stella please
send them to bwmott@eos.ncsu.edu.
DO NOT SEND EMAIL ASKING FOR ROMS BECAUSE THEY ARE COPYRIGHTED. DO NOT
SEND EMAIL ASKING FOR THE LOCATION OF ROMS ON THE INTERNET. ANY MAIL
RECEIVED OF THIS NATURE WILL BE DELETED AND NO RESPONSE GIVEN.
Stella License Information and Copyright Notice
===============================================
Stella is Copyright(c) 1995, 1996, 1997 by Bradford W. Mott.
Permission to use, copy, and distribute Stella in its entirety, for
non-commercial purposes, is hereby granted without fee, provided that
this license information and copyright notice appear in all copies.
If you redistribute Stella, the entire contents of this distribution
must be distributed. The software may be modified for your own
purposes, but modified versions may NOT be distributed without prior
consent from the author.
This software is provided 'as-is', without any expressed or implied
warranty. In no event will the author be held liable for any damages
arising from the use of this software.
If you would like to do something with Stella that this copyright
prohibits (such as distributing it with a commercial product, using
portions of the source in some other program, etc.), please contact
the author.
The author can be contacted via:
email: bwmott@eos.ncsu.edu
mail: Bradford Mott
Graduate Student
Department of Computer Science
North Carolina State University
Raleigh, NC 27695-8206, U.S.A.
TiaSound Library Copyright Notice
==================================
(Stella uses the TiaSound library written by Ron Fries. It can be be
downloaded from the Stella home page.)
TiaSound is Copyright(c) 1996, 1997 by Ron Fries
This library is free software; you can redistribute it and/or modify it under
the terms of version 2 of the GNU Library General Public License as published
by the Free Software Foundation.
This library is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more
details.
To obtain a copy of the GNU Library General Public License, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
Any permitted reproduction of these routines, in whole or in part, must bear
this legend.
Table of Contents
=================
1.0 Introduction
2.0 Installation
2.1 Linux Binary Distribution
2.2 DOS Binary Distribution
2.3 Power Mac Binary Distribution
2.4 Windows 95 & NT Binary Distribution
2.5 Unix Source Code Distribution
3.0 ROM Images
3.1 General
3.2 Supercharger
4.0 Playing Games
4.1 Unix and DOS
4.2 Power Macs
4.3 Windows 95 & NT
5.0 Keyboard Layout
6.0 Mailing List
7.0 Known problems with Cartridges
8.0 Adding Properties
9.0 Property Autodetection
10.0 Acknowledgements
11.0 Revision History
1.0 Introduction
================
Stella is a portable emulator of the old Atari 2600 video-game console
written in C++. You can play most Atari 2600 games with it. The latest
news, code and binaries for Stella can be found at:
http://www4.ncsu.edu/~bwmott/2600/
If you are having problems with Stella please visit the home page and
make sure you're running the lastest release before sending mail. There
are versions of Stella for Linux, DOS, OS/2, Power Macs, Unix/X, and
Windows. The maintainers are:
Aaron Giles (agiles@sirius.com) Power Macs
Jeff Miller (milnak@msn.com) Windows 95 & NT
Bradford W. Mott (bwmott@eos.ncsu.edu) Linux, Unix/X and DOS
Darrell Spice Jr. (spice@ibm.net) OS/2
If you would like to port Stella to another platform or would like to
help with something please take a look at the Todo.txt file for a list
of things that need to be done. Please note that although the source
code for Stella is freely distributed the code is NOT public domain.
2.0 Installation
================
Once you've downloaded a Stella distribution you should follow the
directions for the distribution you have.
2.1 Linux Binary Distribution
-----------------------------
This distribution contains the ELF binaries for Linux. The binaries were
built on a machine running Red Hat Linux 4.1. If these binaries do not
work on your system then download the Unix/X source code distribution and
compile it yourself. To install the distribution do the following:
1) Untar the distribution: tar -zxvf stella-0.7-linux.tar.gz
2) Login as root (or su) and cd to the distribution directory
3) Copy the executables: cp stella xstella stella-sound /usr/local/bin
4) Fix permissions: chmod u+s /usr/local/bin/stella
5) You may also need to execute 'chmod a+rw /dev/ttyS0' to get the paddles
to work under SVGALIB
The binaries were built with joystick support so if you have a joystick
module installed, such as joystick-0.8.0.tar.gz, you'll be able to use
your joysticks. The stella-sound program must be in your PATH when you
run Stella if you want sound to work.
2.2 DOS Binary Distribution
---------------------------
This distribution contains the binaries for DOS. To install the
distribution do the following:
1) Change directories to the root directory: CD \
2) Execute the self-extracting archive: STELLA07.EXE
3) Copy the STELLA.EXE program to a directory in your path or
add C:\STELLA to your path in the AUTOEXEC.BAT file
This version of Stella supports sound using a Sound Blaster card. For
it to work correctly you should set the BLASTER environment variable in
your AUTOEXEC.BAT file. If your card is at port 220, IRQ 5 and DMA 1
then you shouldn't need to set the variable. Sound cards with an
IRQ setting greater than 7 should be working now.
If you have problems with the joysticks you may have to unplug them
to use Stella.
This version also includes a zip file, gamemenu.zip, containing Jim Pragit's
"Game Menu". Game Menu provides a nice menu based interface to Stella for
DOS. To use Game Menu you need to unzip it in the directory where you
installed Stella. If you installed Stella in \Stella\ then:
cd \Stella\
unzip gamemenu.zip
Then read the file gamemenu.txt for more information about Game Menu.
2.3 Power Mac Binary Distribution
---------------------------------
This distribution contains the binaries for Power Macs. To install
the distribution do the following:
1) Decode the .hqx file (if it hasn't already been done)
2) Double-click the .sea file and extract the contents somewhere on
your hard disk
The Power Macintosh version of Stella should work with most joysticks that
emulate the keyboard (i.e., most of them). No configuration files are
provided, however.
2.4 Windows 95 & NT Binary Distribution
---------------------------------------
This distribution contains the binaries for Windows 95 & NT. To install
the distribution do the following:
1) Unzip the distribution stella-0.7-win32.zip
2) Execute the setup.exe program
3) Follow the on screen instructions to install Stella
The Windows version of Stella includes joystick support, however, it does
not support paddles.
2.5 Unix Source Code Distribution
---------------------------------
This distribution contains the source code for Stella. The source code
can be compiled under most Unix operating systems and DOS. The Unix
code has been developed with GCC 2.7.2, however, it should compile with
other C++ compilers. You'll need SVGALIB 1.2.10 or better to compile
the SVGALIB version of Stella. The DOS port has been developed with
Watcomm and DJGPP, however, it may compile with others.
1) Change directories to the .../stella-0.7/src directory
2) Edit the makefile to meet your needs
3) Type 'make' and follow the on screen instructions to build Stella
4) Install Stella in a directory that's in your path
5) Change directories to the .../stella-0.7/src/sound directory
6) Type 'make' and follow the on screen instructions to build stella-sound
7) Install stella-sound in a directory that's in your path
At this time there is no support for sound under Unix except for Linux. If
you have some free time please try to port the stella-sound program to your
favorite Unix.
3.0 ROM Images
==============
In order to play an Atari 2600 game you have to have a ROM image of the
game. A ROM image is a file that contains the data off the game cartridge
or cassette.
3.1 General
-----------
Most games for the Atari 2600, like many game systems, were stored on
cartridges. These cartridges usually contained a single ROM chip (Read
Only Memory) which had the program for the game stored on it. When you
plugged the cartridge into the 2600 it allowed the 2600's microprocessor,
a 6507 which is very similar to a 6502, to execute the program stored
on the cartridge.
Just like a cartridge had to be plugged into the 2600 you also have to
supply Stella with a copy of the cartridge you want to play. This is done
by having a ROM image (.BIN file) of the cartridge. ROM images are files
which contain the actual data off the cartridge (basically it contains
6507 machine code). There are several ways to get a ROM image:
1) It's possible to build a device that plugs into the printer port
of a PC and reads the data off the cartridge (See the Stella home
page for more information)
2) Purchase any of the Activision Atari 2600 Action Packs and use the
ROM images (.BIN files) from it
3) Search around the net and find some ROM images (.BIN files) to download
WARNING: It is illegal to have ROM images of games that you do not
actually own (i.e. you don't own the cartridge and you
didn't buy it from Activision)
In addition to the ROM image you may need to supply some properties for
the game. These properties inform Stella of the "best" settings for a
game. When Stella doesn't have properties for a game it tries to guess
the settings and uses defaults for settings it can't guess. For most
games you will NOT need to add properties to Stella since it contains
setting for a lot of games and can guess the settings for most of the
others, however, for best results you may decide you want to specify the
properties yourself. If you do you should read the "Adding Properties"
section of this guide.
3.1 Supercharger
----------------
Supercharger games were not stored on cartridges instead they were
stored on cassette tapes. The Supercharger, which plugged into the
Atari 2600's cartridge slot, loaded games into it's 6K of RAM using
a tape player. The Supercharger also supported multiloading which
allowed games to be broken into several 6K pieces and loaded at
different times. This was useful for long games that had distinct
parts (i.e. role playing type games).
Most Supercharger ROM images are stored as an 8448 byte file. However,
ROM images of multiload games are stored as a set of 8448 byte files.
The names of these files have a two character sequence number in them
which indicate what load they are (the sequence always starts at zero
but then skips a few numbers and then increments by one).
Stella supports multiload games, however, the set of ROM image files
has to be combined into a single large ROM image file. To create
a multiload ROM image file for Stella under Unix do the following:
% cat survivl0.bin survivl6.bin survivl7.bin > survivl.bin
Then you can play the game with Stella using the survivl.bin file.
Stella has properties builtin for most of the Supercharger games,
however, if you're developing your own Supercharger game you might
need to add some properties to Stella. See the "Adding Properties"
section of this guide for more information.
It is VERY important that the "M6507.Compatiblity" property be set
to "High" for Supercharger games. If it isn't the game will not run
correctly. Stella automatically sets this property if it sees a ROM
image who's size is a multiple of 8448.
4.0 Playing Games
=================
Once you've installed Stella and have some ROM images you can play
a game by following the directions for your operating system.
4.1 Unix and DOS
----------------
The Unix and DOS versions of Stella expect you to pass the name
the ROM image as a command line argument. For example:
stella FILENAME.BIN (xstella FILENAME.BIN for the X windows version)
For DOS you can also use Jim Pragit's "Game Menu" front end to
run Stella for you.
4.2 Windows 95 & NT
-------------------
After double-clicking on stella.exe a standard file dialog appears which
allows you to select the ROM image to load.
4.3 Power Macs
--------------
After double-clicking on Stella a standard file dialog appears which
asks you to choose a ROM image to load. Or, if a ROM image has the
proper creator type ('StLa'), you can simply double-click that file
to run the game directly.
5.0 Keyboard Layout
===================
The following keys are used:
[q] Quit (Unix, DOS and Power Mac)
[p] Pause (Unix, DOS and others maybe?)
[s] Select Game
[r] Game Reset
[c] Color television
[b] Black and white television
[1] Left player difficulty B
[2] Left player difficulty A
[3] Right player difficulty B
[4] Right player difficulty A
[Up Arrow] Left joystick up
[Down Arrow] Left joystick down
[Left Arrow] Left joystick left
[Right Arrow] Left joystick right
[Space] Left joystick fire button
[Enter] Left joystick fire button
[y] Right joystick up
[h] Right joystick down
[g] Right joystick left
[l] Right joystick right
[z] Right joystick fire button
[=] Change window size (X windows)
6.0 Mailing List
================
There is a mailing list for Stella. The mailing list is for discussions
concerning Stella including bug reports, enhancements reports, and general
usage tips. Anyone who uses Stella regularly should subscribe to the
mailing list.
To subscribe to the list send the following message to majordomo@csc.ncsu.edu:
subscribe stella
end
Once you've subscribed you can send messages to everyone on the
list by mailing them to stella@csc.ncsu.edu. Anything you mail to
stella@csc.ncsu.edu goes to everyone on the mailing list.
Make sure you really mean to send your message to stella@csc.ncsu.edu and
NOT majordomo@csc.ncsu.edu (i.e. if it's a mailing list server command it
should be sent to majordomo@csc.ncsu.edu not stella@csc.ncsu.edu).
For more information on using the majordomo mailing list server send the
following message to majordomo@csc.ncsu.edu:
help
end
7.0 Known problems with Cartridges
==================================
This section contains information about problems I know about with
some cartridges:
* Defender II - This cartridge is really an F8SC cartridge, 8K with
128 bytes of RAM, not an F6SC cartridge. There is
a 16K image of this cartridge floating around that
has the right code in it, however, it's the second
8K that's needed. If you're running Unix you can
fix it with the command:
tail --bytes=8192 DEFENDR2.BIN > tmp
mv tmp DEFENDR2.BIN
If you're running DOS you can fix it by
typing what's in <>s below:
<DEBUG DEFENDR2.BIN>
-<RCX>
CX 4000
: <2000>
-<W2100>
Writing 02000 bytes
-<Q>
(provided by plord@mail.pacificnet.net)
* Stargate - Same as Defender II above
8.0 Adding Properties
=====================
Properties inform Stella of the "best" settings for a game. Stella has
a set of builtin properties that supply default settings for all games
as well as specific settings for many games. New properties can be added
to Stella by creating a 'stella.vcs' file in the working directory where
you run Stella. This file should contain a VCS-Script program which sets
additional properties when Stella runs.
For example suppose you wanted to add properties to Stella for Adventure
then you would create a file called 'stella.vcs' with a text editor and
place the following in it:
--- Beginning of 'stella.vcs' ---
VCS-Script
(begin
;;
;; Properties for Adventure
;;
(if (member Cartridge.Image '("ADVNTURE.BIN" "advnture.bin"))
(begin
(set! Cartridge.Name "Adventure")
(set! Cartridge.Type "4K")
(set! Display.YStart "37")
(set! Display.Height "192")
(set! Controller.Joystick1 "None")))
)
--- End of 'stella.vcs' ---
A better way to do the same thing would be to use Cartridge.Id in
the 'if' statement instead of Cartridge.Image, however, you would
have to lookup the Cartridge.Id on the Stella home page to do that.
--- Beginning of 'stella.vcs' ---
VCS-Script
(begin
;;
;; Properties for Adventure
;;
(if (member Cartridge.Id '("7decb903"))
(begin
(set! Cartridge.Name "Adventure")
(set! Cartridge.Type "4K")
(set! Display.YStart "37")
(set! Display.Height "192")
(set! Controller.Joystick1 "None")))
)
--- End of 'stella.vcs' ---
A VCS-Script program has the following form:
* The first line of the program must contain "VCS-Script" which
tells the interpreter that it is a VCS-Script program
* The first statement following the "VCS-Script" line is executed
* Comments can be between the "VCS-Script" line and the first statement
* Everything after the first statement IS ignored
* Statements have the following form:
(set! property value)
---------------------
Sets the specified property to the specified value. For example:
(set! Cartridge.Type "4K")
(begin s1 s2 .. sn)
-------------------
Compound statement that sequentially executes the sub-statements
s1 to sn. For example:
(begin
(set! Cartridge.Name "Hi")
(set! Cartridge.Type "4K"))
(member property list)
----------------------
Boolean expression that returns true if and only if the specified
property's value is a member of the list. For example:
(member Cartridge.Image '("ADVNTURE.BIN" "advnture.bin"))
(if bool statement)
-------------------
Evaluates the boolean expression and executes statement if it
is true. For example:
(if (member Cartridge.Image '("ADVNTURE.BIN" "advnture.bin"))
(set! Cartridge.Name "Adventure"))
That's basically it for the syntax of a VCS-Script file. The only
thing left to do is to explain the various properties, their values
and their initial values.
Property Inital Value Purpose
-------- ------------ -------
Cartridge.Name "UNKNOWN" Full name of the game
Cartridge.Id Autodetected Checksum computed from the
contents of the ROM image
Cartridge.Image ROM image name Filename of the game's ROM image
Cartridge.Type Autodetected Cartridge bankswitching method
2K, 3F, 4K, AR, E0, E7, F4SC,
F6, F8, F8SC or FASC
See bankswitching paper on
Stella homepage for more info
Display.FrameRate "60" Number of frames to be displayed
per second
10, 15, 20, 30 or 60
Many games require 60
Display.YStart "38" Scanline to start displaying at
0 < YStart < 100
Display.Height "210" Number of scanlines to display
0 < Height < 220
Display.XStart "0" Pixel to start displaying
scanline at
0 < XStart < 80, mod 4 = 0
Display.Width "160" Number of pixels to display on
a scanline
0 < Width < 160, mod 4 = 0
Console.LeftDifficulty "B" Default value for left difficulty
A or B
Console.RightDifficulty "B" Default value for right difficulty
A or B
Console.TelevisionType "Color" Default television type
Color or Mono
Controller.Paddle0 "None" Physical paddle to use
0, 1, 2, 3, or None
Controller.Paddle1 "None" Physical paddle to use
0, 1, 2, 3, or None
Controller.Paddle2 "None" Physical paddle to use
0, 1, 2, 3, or None
Controller.Paddle3 "None" Physical paddle to use
0, 1, 2, 3, or None
Controller.Joystick0 "0" Physical joystick to use
0, 1, or None
Controller.Joystick1 "1" Physical joystick to use
0, 1, or None
M6507.Compatibility Autodetected Determines how close the
6507 emulation is to real thing
High or Low
9.0 Property Autodetection
==========================
When Stella loads a ROM image it does the following:
1) Uses the following default values:
Display.FrameRate = 60
Display.YStart = 38
Display.Height = 210
Display.XStart = 0
Display.Width = 160
Console.LeftDifficulty = B
Console.RightDifficulty = B
Console.TelevisionType = Color
Controller.Paddle0 = None
Controller.Paddle1 = None
Controller.Paddle2 = None
Controller.Paddle3 = None
Controller.Joystick0 = 0
Controller.Joystick1 = 1
2) Determines Cartridge.Type as follows:
a) If the name of the file matches any of the known 8K Parker Brother
games then set the type to E0
b) Use the "real" size of the ROM image to set the type to either
2K, 4K, AR, F8, F6 or F6SC
NOTE: The type is set to F6SC if the size is 16K and the first
256 bytes are all the same value
3) Computes the Cartridge.Id from the ROM image data
You can see that the guessing isn't all that smart and we can hopefully
make it better in later releases. You should also noticed that it doesn't
guess if the cartridge uses joysticks or paddles (it assumes joysticks).
10.0 Acknowledgements
=====================
The following people have had a part in bringing Stella to you:
Bob Colbert - Allowed "Okie Dokie" to be included in the Stella
distribution (rcolbert@novia.net)
Ron Fries - Author of the TiaSound library
Aaron Giles - Maintained the Power Mac version
Mark R. Hahn - Allowed "Elk Attack" to be included in the Stella
distribution and described the TIA HMOVE blanks
Kevin Horton - Author of the 2600 bankswitching method paper
Daniel Marks - Provided code to improve the keyboard joystick support
Jeff Miller - Maintained the Windows version
Bradford Mott - Maintained the core code, Linux SVGA version and X version
Jim Pragit - Creator of "Game Menu"
Chris Salomon - Provided information and code to implement Supercharger
support
Jason Scott - Organizer of the property file archive
(needed for versions before 0.7)
Raul Silva - Helped with the the design and graphics on the home page
Chris Snell - Maintained a mirror of the Stella FTP site
Darrell Spice Jr. - Maintained the OS/2 version
Eckhard Stolberg - Described TIA bug that produces stars in Cosmic Ark
Keith Wilkins - Maintained the DOS version until version 0.7
Jeff Wisnia - Provided technical data sheet for the 6532
Thanks to all the 2600 fans who've kept encouraging us to continue.
11.0 Revision History
=====================
The following is a list of changes to Stella:
0.6 to 0.7: (June 7, 1997)
* Improved emulation speed of TIA and 6507
* Added Starpath Supercharger support
* Added Tigervision bankswitching support (3F bankswitching)
* Added pause game feature for Unix and DOS
* VCS files combined into a single builtin property file
* Added TIA HMOVE "feature" to support Cosmic Ark stars
* Improved TIA VSYNC code so that it works more like the real
thing (0.6 VSYNC code caused the graphics of some games to
be off such as Alien and Battle Zone)
* Added two 6507 emulators: one is designed to act more like
the real thing, while the other is designed to be as fast as
possible (required for Supercharger support)
* Changed TIA peeking so lower nibble of byte read is the same
as the TIA address being accessed (Warlords now works)
0.5 to 0.6: (January 18, 1997)
* Fixed collision detection problem (Freeway works)
* Changed PIA timing code to fix screen jitters
* Added new bank switching methods: F4SC (Fatal Run), E7 (Burgertime)
* Fixed some code in the TIA emulation that caused SEGFAULTS
* Improved frame rate throttling code to work better on fast machines
* Improved TIA emulation (missle graphics are fully emulated now)
* Included Bob Colbert's "Okie Dokie" game
* Uses version 1.1 of the TIA Sound library by Ron Fries
0.4 to 0.5: (November 17, 1996)
* Added sound support
* Added new bank switching methods: F8SC (Defender II), FASC (CBS RAM+)
* Changed TIA so peeking $E and $F return $F not $0 for Haunted House
* Changed PIA timing code to fix screen jitters in Frogger
* Addressing scheme rewritten
* Optimized 6507 memory accesses
* Randomized memory in PIA upon startup
* Removed auto-disabling of objects at the start of a frame
so you can't walk through walls in Adventure
* Changed the X windows terminal update method to make it faster and
easier to understand
0.3 to 0.4 (August 28, 1996):
* TIA code has been optimized some
* Some games can be played with just a ROM image
* New search method for ROM images (no more STELLA_PATH)
* Delta screen update supported
* Better error handling added to the "core"
0.2 to 0.3 (July 12, 1996):
* Keyboard joystick support is much better (Daniel Marks)
* Paddles are now supported via the mouse (Bradford Mott)
* Many portability issues have been resolved (Keith Wilkins)
* Fixed a problem with the 6507 ADC and SBC instructions that caused
some games (Enduro) not to work correctly (Bradford Mott)
* Power Macintosh port (Aaron Giles)
* Windows 95 & NT port (Jeff Miller)