============================ RP6502-EMU ============================ RP6502 - Emulator Space Raiders ============= .. raw:: html - ``1`` one player, ``2`` two players, ``p`` pause, ``r`` restart. - Arrows move. Space, up, or down fires. - Gamepads: left stick to move, any button to fire. That's a real Picocomputer 6502 running a real ROM, and it's the same WebAssembly build you can put on your own page or share on `itch.io `__. The rest of this page is how. Introduction ============ The Picocomputer 6502 is a machine, and a **host** is bound with a thin wrapper that translates IO and OS services. There are eight hosts today — Linux on x86_64 and aarch64, macOS, Windows, the browser, Android, the :doc:`fpga`, and a pair of real Picos — and every one of them runs the same machine. This page is the software hosts. :doc:`fpga` is the one made of gates. :doc:`pico` is a standalone machine you can build. An emulator is expected to *be* an RP6502, not merely resemble one. It runs the same 6502 code, answers the same registers, and maps its own errors onto the same errno values the real hardware reports. What differs between the software hosts: .. list-table:: :widths: 30 25 25 20 :header-rows: 1 * - - Linux, macOS, Windows - Browser - Android * - On-screen debugger - yes - no - no * - DAP debug adapter - yes - no - no * - Scripting - yes - no - no * - Arguments - command line - config block - none * - Drop a ROM on the window - yes - no - no The browser build is three files — ``index.html``, ``rp6502.js``, and ``rp6502.wasm`` — and they are **one matched set from a single build**. It's why everything you configure lives in one block at the top of the page: upgrading is copying three files and re-applying that block. Install ======= Pre-built emulators are on the `releases page `__. A project made from the :doc:`sdk` template already fetched the right one into ``tools/``, so you may have it already. - **Linux** — a tarball. Built on Ubuntu 22.04, so it wants glibc 2.35 or later plus the GL, X11, and ALSA runtime libraries your desktop already has. The tarball preserves the execute bit; if something along the way stripped it, ``chmod +x rp6502-emu``. - **macOS** — drag ``rp6502-emu.app`` to Applications. Apple silicon, macOS 11 or later. It isn't signed or notarized, so Gatekeeper blocks the first launch — allow it under System Settings > Privacy & Security > "Open Anyway", or ``xattr -dr com.apple.quarantine rp6502-emu.app``. - **Windows** — ``rp6502-emu.exe`` needs no installer and a GPU with Direct3D 11. It isn't code signed, so SmartScreen warns on first launch; choose "More info" then "Run anyway". - **Android** — the APK from the same release. 6502 software is distributed as files ending in ``.rp6502``. Find them on Discord, which has a forum for ROMs, or on itch.io under the RP6502 tag: - https://discord.gg/TC6X8kTr6d - https://itch.io/games/tag-rp6502 Running Software ================ Hand the emulator a ROM, or drag one onto the window. .. code-block:: text rp6502-emu game.rp6502 ``--rom`` installs a ROM on the null drive instead of booting it, where it can be reached as ``:basename`` — the same way an installed ROM works on real hardware. It repeats up to sixteen times, and the first one boots if you didn't name a ROM to run. .. code-block:: text rp6502-emu --rom menu.rp6502 --rom game.rp6502 ``MSC0:`` is the directory you ran from, so a program's saves land beside you. ``--tmpdrive`` swaps that for a fresh throwaway instead, which is how you keep a ROM from writing anywhere you care about. Everything after a bare ``--`` becomes the ROM's ``argv[1..]``, reaching the program through `ARGV `__. .. code-block:: text rp6502-emu --tmpdrive editor.rp6502 -- notes.txt Arguments ========= .. note:: Arguments are beta and may change. There are no short options. Both ``--opt value`` and ``--opt=value`` work. .. list-table:: :widths: 20 25 45 10 :header-rows: 1 * - Option - Value - Description - Hosts * - ``--screenshot`` - ``file.png`` - Run headlessly, render one frame to PNG, and exit. - all * - ``--frames`` - number - Frames to run before the screenshot. Default 120. - all * - ``--scale`` - number - Window scale, fractional allowed. Default 1.5. - desktop * - ``--vsync`` - \- - Sync presentation to the display. The default. - desktop * - ``--no-vsync`` - \- - Present uncapped, pacing the machine in software instead. - desktop * - ``--filter`` - ``nearest``, ``linear``, ``sharp`` - How pixels are scaled to the window. Default ``sharp``, which prescales by an integer and then interpolates. - all * - ``--script`` - ``file``, or ``-`` - Drive input and check results. See `Scripting`_. Always headless; the script is the only clock. - desktop * - ``--tmpdrive`` - \- - Make ``MSC0:`` a fresh throwaway instead of the current directory. - all * - ``--rom`` - ``file`` - Install a ROM on the null drive, reached as ``:basename``. Repeatable to sixteen; the first one boots. - all * - ``--bgcolor`` - ``RRGGBB`` - Letterbox and pillarbox fill. Default ``000000``. - all * - ``--phi2`` - kHz - 6502 clock, 100 to 8000. Default 8000. - all * - ``--cp`` - number - OEM code page. 437, 720, 737, 771, 775, 850, 852, 855, 857, 860-866, or 869. Default 437. - all * - ``--seed`` - number - Fixed seed for the run, covering both the memory fill and the random numbers a program draws, for runs that repeat exactly. Default is host entropy, and a run that took it says which seed it used. - all * - ``--fill`` - ``random``, or a byte - What RAM and XRAM hold before anything writes them. Default is ``random``, which is what the hardware hands a program; give it a byte, as ``$00`` or ``0``, for a machine that starts clean. - all * - ``--mute`` - \- - No synthesis and no audio device opened at all. - all * - ``--debug`` - \- - The on-screen machine debugger. Also holds the window open after the program exits, so you can look at where it stopped. Opens no window alongside ``--script``, which runs headless. - desktop * - ``--dap`` - \- - Act as a DAP debug adapter on stdio. Implies ``--debug``. - desktop * - ``--ini`` - ``file`` - Where the debugger keeps its window layout. Defaults to your config directory; a project points it at ``.rp6502``. - desktop * - ``--credits`` - \- - Print third-party credits and licenses, then exit. - all * - ``--version`` - \- - Print the version and exit. - all * - ``--`` - words - Pass everything after this to the ROM as ``argv[1..]``. - all ``--dap`` and ``--script`` both want to drive the machine and both may want stdin, so asking for both is an error rather than a race. Web Builds ========== The itch.io package in the `releases `__ is a ready-to-publish HTML5 project that plays one Picocomputer program in a browser. It's generic on purpose — the page is the same for everyone, and the program is yours. Unpack it and you get the matched trio plus a sample program. Everything you change lives in one block near the top of ``index.html``: .. code-block:: text var CONFIG = { rom: 'adventure.rp6502', // your program, next to this file title: 'Colossal Cave Adventure', // browser tab title bg: '000000', // letterbox fill, no '#' filter: 'sharp', // nearest | linear | sharp db: '', // save database name; blank = the rom filename persist: false, // true = saves are kept in the player's browser }; Those turn into the same arguments the command line takes, so ``bg`` and ``filter`` mean exactly what ``--bgcolor`` and ``--filter`` mean. Drop your ``.rp6502`` next to ``index.html``, point ``rom`` at it, and delete the sample. Neither the package nor the tester works from a ``file://`` URL. The browser needs an HTTP origin to fetch a ROM or stream the WebAssembly. Any local server will do. .. code-block:: text python3 -m http.server 8000 Gamepads work with nothing to configure. So does paste — Ctrl-V or Cmd-V types the clipboard into the emulated keyboard. Publishing to itch.io --------------------- Zip the *contents* of the folder so ``index.html`` sits at the root of the archive, not inside a subfolder. Create a project, set the kind to HTML, upload the zip, and tick "This file will be played in the browser". For the embed settings, set the size manually to 640x480 or 640x360 — 320 wide programs scale up. Leave scrollbars off and leave SharedArrayBuffer off. Please tag your project **RP6502** so it turns up alongside everything else at https://itch.io/games/tag-rp6502. Saves and browser storage ------------------------- ``MSC0:/db`` is the working directory, and with ``persist: true`` anything your program writes there lands in an IndexedDB database in the player's browser, which is how players keep saved games and high scores. Without it, saves last until the player leaves the page and nothing touches browser storage at all. itch.io serves every HTML game from one shared origin, and IndexedDB is per-origin, so your database name shares a namespace with every other itch.io game the player runs. Two unrelated games that both ship ``game.rp6502`` will read and write each other's saves. Set ``db`` to something unique — ``yourname-yourgame`` — and the problem goes away. You can use this on purpose. Give several of your pages the same ``db`` and their programs share one ``MSC0:`` drive. Debugging ========= The emulator is a DAP debug adapter, so any editor that speaks the Debug Adapter Protocol can do source-level debugging of 6502 code. :doc:`sdk` covers the VS Code side, which is already wired up. Both compilers get breakpoints on a source line, conditional and hit-count breakpoints, logpoints, breakpoints on a function or an instruction, watchpoints on data, stepping in and over and out, a call stack with file and line, locals and globals and registers, watch and hover expressions, assignment to a variable, reading and writing memory, and disassembly. What you don't get depends on which compiler you chose. cc65 emits no DWARF, so the adapter reads the debug file ld65 writes instead. That file carries no C type information at all — widths are inferred from how the symbols sit in memory — and it describes no call frames, so the call stack is walked by inspection rather than read. A parameter passed in a register doesn't appear at all, and locals are trustworthy where you stopped rather than part-way through an expression. llvm-mos emits ELF with DWARF, so variables are typed, arrays and structs and pointers expand, and the call stack is read rather than guessed. Neither offers XRAM or XSTACK as variable scopes. Use the memory views. Fuller DWARF for llvm-mos is being worked on upstream, and there are two places to go look. The `DWARF overview `__ on the llvm-mos wiki is the write-up. The code is on the numbered ``feature/debug`` branches of `the fork it's developed in `__, highest number newest. Nothing is released, so trying it means building LLVM from source. The on-screen debugger ---------------------- ``--debug`` opens the machine debugger over the emulated screen: the CPU and VIA with their pins, the RIA's registers, an audio scope, disassembly, execution history, breakpoints, a stopwatch, memory editors for RAM and XRAM and XSTACK, a memory heatmap, and the linker's segments. Options sets window and UI scale, the theme, and shows the loaded ROM's own help. .. list-table:: :widths: 20 80 :header-rows: 1 * - Key - Action * - ``F5`` - Continue * - ``F6`` - Break * - ``F8`` - Step one cycle * - ``F9`` - Toggle a breakpoint at the program counter * - ``F10`` - Step over * - ``F11`` - Step into The Debug Adapter Protocol -------------------------- ``--dap`` speaks DAP on stdio. There's no port to connect to — the editor launches the emulator and talks to it over the pipe. The launch request takes ``program``, ``args``, and optionally ``elf`` or ``dbg`` to name the debug information. ``stopOnEntry`` breaks before the first instruction. ``stopOnExit`` is on by default and keeps the session alive after the program ends, so the final screen is still there to look at. Scripting ========= .. note:: Scripting is beta and may change. ``--script`` drives the machine with nobody at the keyboard. It types, works the gamepads and the pointer, waits for the console to say something, and checks what came out — enough to turn a ROM into a test that either passes or fails. .. code-block:: text rp6502-emu --mute --seed 1 --script adventure.txt adventure.rp6502 Given ``-`` instead of a filename it reads stdin a line at a time, which is what lets a driver written in any language work the machine with no protocol to implement. The machine waits for each line, so the driver is the clock. A script always runs headless, even with ``--debug``, and nothing paces it against the host's clock: a frame elapses because the script asked for one. ``run 600`` is six hundred frames, and six hundred VSYNCs, every time — so a run that reaches a different answer twice is telling you about the program, not the emulator. One command per line. ``#`` starts a comment. Text is always in double quotes and takes ``\n``, ``\r``, ``\t``, ``\\``, and ``\"``. Numbers may be decimal, C-style ``0xFF``, or MOS-style ``$FF``. .. code-block:: text wait "Colossal Cave Adventure" wait "Would you like instructions?" type "no\n" wait "standing at the end of a road" type "take lamp\n" wait "I see no lamp here" .. list-table:: :widths: 40 60 :header-rows: 1 * - Command - Description * - ``run [frames]`` - Let exactly that many frames elapse, one VSYNC each. Default 1. * - ``wait "text" [frames]`` - Run until the console says it. Default budget 600 frames. * - ``type "text"`` - Type it. ``\n`` is Enter, ``\t`` is Tab. * - ``key [+ctrl][+shift][+alt]`` - Send a key's escape sequence. * - ``press ...``, ``release ...`` - The direct HID bitmap, by name or usage ID. * - ``lock num|caps|scroll`` - Toggle a lock LED. * - ``pad connect [western|eastern|playstation] [sticks]``, ``pad disconnect`` - Attach or detach one of four gamepads, optionally saying how its buttons are labeled. * - ``pad press|release