RP6502-EMU

RP6502 - Emulator

Introduction

This page documents the software hosts. The RP6502-FPGA is the host made of gates, and the RP6502-PICO is a standalone machine you can build.

An emulator is a first-class Picocomputer rather than a facsimile. It runs the same 6502 code, responds to the same registers, and maps its own errors onto the same errno values every other host reports.

What differs between the software hosts:

Linux, macOS, Windows

Browser

Android

RetroArch

On-screen debugger

yes

no

no

no

DAP debug adapter

yes

no

no

no

Scripting

yes

no

no

no

Arguments

command line

config block

none

none

Drop a ROM on the window

yes

no

no

no

Save states

by script

no

no

yes, with rewind and netplay

Install

Pre-built emulators are on the releases page. A project made from the RP6502-SDK template will fetch the right one into tools/, so you may have it already.

  • Windowsrp6502-emu.exe is the program itself, not an installer. Requires a GPU with Direct3D 11. It isn’t code signed, so SmartScreen warns on first launch; choose “More info” then “Run anyway”.

  • macOS — drag rp6502-emu.app to Applications. 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.

  • Linux — built on Ubuntu 22.04, so it needs glibc 2.35 or later plus the GL, X11, and ALSA runtime libraries. The tarball preserves the execute bit; if something along the way stripped it, chmod +x rp6502-emu.

  • Android — the APK from the same release.

  • RetroArch — the core is in the Online Updater, under “Picocomputer 6502”; see RetroArch below.

Running Software

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:

Start the emulator with a ROM, or drag one onto the window.

rp6502-emu game.rp6502

Arguments

Note

Arguments are beta and may change.

There are no short options. Both --opt value and --opt=value work.

Option

Value

Description

Hosts

--help

-

Print the options and the script commands, then exit.

all

--screenshot

file.png

Run headlessly, render the frames to PNG, and exit.

all

--crc

-

Run headlessly, render the frames, print the canvas as a CRC-32 on stdout, and exit.

all

--frames

number

Frames to run before the screenshot or the CRC. Default 120.

all

--scale

number

Window scale, fractional allowed. Default 1.5.

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 -

See Scripting.

desktop

--headless

-

No window and no picture. The program reads and writes the host’s stdin, stdout and stderr, and its exit code becomes the emulator’s. Implies --stdin.

desktop

--stdin

-

The host’s stdin becomes the machine’s console input. A terminal there becomes the console itself. Implied by --headless. See Standard Streams.

desktop

--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. 0 runs unpaced: the machine goes as fast as the host can take it.

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, so a run repeats exactly.

all

--fill

random, or a byte

What RAM and XRAM hold before anything writes them. The default is random. Supply a byte, as $00 or 0, to start with known memory.

all

--mute

-

No synthesis and no audio device opened at all.

all

--debug

-

The on-screen machine debugger. It also holds the window open after the program exits, so you can examine where it stopped.

desktop

--dap

-

Act as a DAP debug adapter on stdio. Implies --debug.

desktop

--ini

file

Where the debugger keeps its window layout.

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

Standard Streams

A program’s stdout and stderr both show on the VGA terminal, so someone at the screen sees an error even when the streams are redirected somewhere else. On the desktop hosts they also reach the process: stdout goes to the host’s stdout and stderr to the host’s stderr, so a console program written for the Picocomputer runs in a shell pipeline.

Host stdin becomes the machine’s console input under --stdin, which --headless implies. A pipe’s end of file reaches the program. Once the input is gone, a read of stdin returns 0 bytes.

rp6502-emu --headless --phi2 0 tool.rp6502 < input.txt > output.txt
rp6502-emu --headless adventure.rp6502
rp6502-emu --stdin game.rp6502           # a window, and the terminal too

Web Builds

The itch.io package in the releases is a ready-to-publish HTML5 project that plays one Picocomputer ROM in a browser. The zip file is deliberately correct for itch.io but is generic enough to use anywhere. The game on the home page is this package.

Unpack it to get the three matched files plus a sample program. Everything you change lives in one block near the top of index.html:

var CONFIG = {
  rom:    'adventure.rp6502',          // change to your program
  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
};

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.

python3 -m http.server 8000

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

/db is the working directory. 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, such as yourname-yourgame, to avoid this.

The same behavior is useful deliberately. Give several of your pages the same db and their programs share one filesystem.

RetroArch

The Picocomputer is also a libretro core, which is how it reaches RetroArch and the launchers built on it. Install it from Online Updater > Core Downloader, under “Picocomputer 6502”, then load a .rp6502 ROM as content the way you would a cartridge.

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. RP6502-SDK covers the VS Code side, which is already wired up.

Both compilers support 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.

The limitations depend 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, so 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 does not 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. The DWARF overview on the llvm-mos wiki describes the work, and the code is on the numbered feature/debug branches of the fork it’s developed in. 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. The Options menu sets window and UI scale and the theme, and it shows the loaded ROM’s own help.

The Debug Adapter Protocol

--dap speaks DAP on stdio. There is 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 remains on display. The program’s stdout and stderr reach the Debug Console as output events of those two categories, so VS Code shows stderr in red; the emulated terminal in the window shows both.

Scripting

Note

Scripting is beta and may change.

--script drives the machine with no one at the keyboard. It types, works the gamepads and the pointer, waits for expected console output, and checks what the program produced, which is enough to turn a ROM into a test that passes or fails.

rp6502-emu --mute --seed 1 --script adventure.txt adventure.rp6502

Given - instead of a filename it reads stdin a line at a time, so a driver written in any language can work the machine. The machine waits for each line, so the driver sets the pace. See Driving it from a program.

A script always runs headless, and nothing paces it against the host’s clock. Frames elapse only when the script asks for them, so run 600 is six hundred frames and six hundred VSYNCs every time.

One command per line. # starts a comment anywhere outside quotes. Text is always in double quotes and takes \n, \r, \t, \\, and \". Numbers may be decimal, C-style 0xFF, or MOS-style $FF.

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"

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.

wait [xram:|ram:]<addr> <byte> [frames]

Run until that byte reads that value. The byte is read once a frame, at the boundary.

type "text" [frames]

Type it. \r is Enter, \t is Tab. Waits for the keyboard ring to take it all; default budget 600 frames.

key <name>[+ctrl][+shift][+alt]

Send a key’s escape sequence.

press <key>..., release <key>...

The direct HID bitmap, by name or usage ID.

lock num|caps|scroll

Toggle a lock LED.

pad <n> connect [western|eastern|playstation] [sticks], pad <n> disconnect

Attach or detach one of four gamepads, optionally saying how its buttons are labeled.

pad <n> press|release <button>...

a b c x y z l1 r1 l2 r2 l3 r3 select start home up down left right

pad <n> stick <lx> <ly> <rx> <ry>

Each -128 to 127.

pad <n> trigger <lt> <rt>

Each 0 to 255.

mouse move <dx> <dy>, mouse wheel <n> [pan], mouse buttons <mask>

Work the mouse.

tablet at <x> <y> [buttons], tablet touch <x>,<y>..., tablet wheel <n> [pan], tablet clear

Work the absolute pointer, including multi-touch.

expect "text", expect-not "text"

Check the console since the last check. A match consumes up to and including it.

expect-exit <code> [frames]

Run until the program exits, then check its code.

peek [xram:|ram:]<addr> <byte>...

Compare memory.

poke [xram:|ram:]<addr> <byte>...

Write memory. The program reads what you wrote, so a test can skip ahead to the state it needs to exercise.

dump [xram:|ram:]<addr> [count]

Print memory as hex.

crc

Print the screen as a CRC-32.

mark, expect-same, expect-changed

Remember the screen, then check it against what you remembered.

shot "file.png"

Write the screen.

state save "file", state load "file"

Save the whole machine to a file, and load it back.

seed

Print the seed this run filled memory with.

install "path" [NAME], remove <NAME>

Install a ROM on the null drive as :NAME, and remove it again. The default name is the file’s own basename.

load "path"

Boot a program. The machine must be stopped, since loading writes the memory a running program is using.

sys run|stop|break

Start the machine, stop it, or interrupt it the way a break at the console would.

reply [on|off]

Answer every command on stdout. See Driving it from a program.

A failed check names the script and the line it was on, then exits 1, which is what a test runner needs.

Memory starts random, as it often does on real hardware. This will catch uninitialize memory usage… eventually. --fill 00 gives a test known memory when it needs it.

Driving it from a program

Note

Scripting is beta and may change.

A script file is a list of commands that drive the emulator. --script - is the other half: the machine reads one line at a time and waits, so a program on the other end of the pipe can test the machine.

reply turns on one line of answer per command — ok, ok <values> for dump and crc, or fail <why>. It is off until asked, so a driver writes its whole preamble without waiting for anything and reads the ok for reply itself as the moment the machine starts answering.

An answer comes when the command finishes, not when it parses. The ok for run 600 arrives six hundred frames later, and the one for wait $0200 $07 arrives when that byte reads 7.

reply                    -> ok
run 60                   -> ok            (sixty frames later)
pad 0 connect            -> ok
pad 0 press start        -> ok
run 10                   -> ok
dump xram:$FF00 4        -> ok 80 00 00 08
peek xram:$FF00 $99      -> fail $FF00+0 is $80, expected $99

Any language that can write a pipe and read a line back can drive the emulator. The arithmetic and the assertions belong in your driver program, which is why you don’t see any in this scripting lanugage.