msx
Sponsored Links
Sponsored Links
Secleted [ 0 ] software to compare
Results 1 - 15 of about 5
openMSX 0.6.2
openMSX is the MSX home computer system emulator that aims for perfection. more>>
openMSX is the MSX home computer system emulator that aims for perfection.
Almost all MSX machines are emulated: MSX1, MSX2, MSX2+, Turbo-R... And also quite some extra hardware is emulated: SCC, SCC+, FM-PAC, Music Module, PSG, Moonsound, Sunrise IDE, Disk Controllers, MIDI, almost all memory mappers, etc... Actually, more than any other MSX emulator!
It also features quite some extras: rendering using openGL acceleration, full screen, built in console (based on TCL), MSX debugging facilities, scalers, using directories as disk images (still buggy though), screenshots, speed settings, frame skip, scanlines, TV-blur, afterglow (GL), and more...
For a really long description: again, please see our home page.
Do note that openMSX is alpha software, which means that some things work but not all features are implemented yet.
<<lessAlmost all MSX machines are emulated: MSX1, MSX2, MSX2+, Turbo-R... And also quite some extra hardware is emulated: SCC, SCC+, FM-PAC, Music Module, PSG, Moonsound, Sunrise IDE, Disk Controllers, MIDI, almost all memory mappers, etc... Actually, more than any other MSX emulator!
It also features quite some extras: rendering using openGL acceleration, full screen, built in console (based on TCL), MSX debugging facilities, scalers, using directories as disk images (still buggy though), screenshots, speed settings, frame skip, scanlines, TV-blur, afterglow (GL), and more...
For a really long description: again, please see our home page.
Do note that openMSX is alpha software, which means that some things work but not all features are implemented yet.
Download (1.5MB)
Added: 2007-04-15 License: GPL (GNU General Public License) Price:
926 downloads
WLA DX 9.3
WLA DX is a GB-Z80/Z80/6502/65c02/6510/65816/HuC6280/SPC-700 macro assembler. more>>
Main features:
- Fast
- SNES support
- SMS/GG support
- Gameboy support
- PC-Engine support
- NO$GMB symbol file writing
- Support for object and library files
- You can patch ROM images with code
- WLA GB-Z80 disassembler included
- Numerous ways to comment code away
- ROM image and program file compiling
- Multilevel macros (actually, functions)
Compiles code for the following CPUs:
- 6502 (NES, etc.)
- 65C02 (VIC-20, etc.)
- 6510 (C64, etc.)
- 65816 (SNES, etc.)
- GB-Z80 (Game Boy)
- HuC6280 (PC-Engine)
- SPC-700 (SNES sound chip)
- Z80 (GG, SMS, MSX, Spectrum, Ti86, etc.)
... on the following platforms:
- AmigaOS 1-3 (680x0)
- AmigaOS 4 (PPC)
- Linux
- MSDOS
- Un*x
- Win32
Currently WLA can also be used as a patch tool. Just include the original
ROM image into the project with .BACKGROUND and insert e.g., OVERWRITE .SECTIONs
to patch the desired areas. Output the data into a new ROM image and there
you have it. 100% readable (asm coded) patches are reality!
Note that you can directly compile only object and library files. You must
use WLALINK to link these (or only one, if you must) into a ROM/program file.
About the names... WLA DX means all the tools covered in this documentation.
So WLA DX includes WLA GB-Z80/Z80/6502/65C02/6510/65816/HUC6280/SPC-700
macro assembler (what a horribly long name), WLAB, WLAD and WLALINK
GB-Z80/Z80/6502/65C02/6510/65816/HUC6280/SPC-700 linker. I use plain WLA to refer
to the macro assembler.
Enhancements:
- A couple of new directives, directive aliases, makefiles, and examples were added. .MEMORYMAP and .MACRO parsing were enhanced.
- This release incorporates a few 6502 related fixes.
<<less- Fast
- SNES support
- SMS/GG support
- Gameboy support
- PC-Engine support
- NO$GMB symbol file writing
- Support for object and library files
- You can patch ROM images with code
- WLA GB-Z80 disassembler included
- Numerous ways to comment code away
- ROM image and program file compiling
- Multilevel macros (actually, functions)
Compiles code for the following CPUs:
- 6502 (NES, etc.)
- 65C02 (VIC-20, etc.)
- 6510 (C64, etc.)
- 65816 (SNES, etc.)
- GB-Z80 (Game Boy)
- HuC6280 (PC-Engine)
- SPC-700 (SNES sound chip)
- Z80 (GG, SMS, MSX, Spectrum, Ti86, etc.)
... on the following platforms:
- AmigaOS 1-3 (680x0)
- AmigaOS 4 (PPC)
- Linux
- MSDOS
- Un*x
- Win32
Currently WLA can also be used as a patch tool. Just include the original
ROM image into the project with .BACKGROUND and insert e.g., OVERWRITE .SECTIONs
to patch the desired areas. Output the data into a new ROM image and there
you have it. 100% readable (asm coded) patches are reality!
Note that you can directly compile only object and library files. You must
use WLALINK to link these (or only one, if you must) into a ROM/program file.
About the names... WLA DX means all the tools covered in this documentation.
So WLA DX includes WLA GB-Z80/Z80/6502/65C02/6510/65816/HUC6280/SPC-700
macro assembler (what a horribly long name), WLAB, WLAD and WLALINK
GB-Z80/Z80/6502/65C02/6510/65816/HUC6280/SPC-700 linker. I use plain WLA to refer
to the macro assembler.
Enhancements:
- A couple of new directives, directive aliases, makefiles, and examples were added. .MEMORYMAP and .MACRO parsing were enhanced.
- This release incorporates a few 6502 related fixes.
Download (0.25MB)
Added: 2006-09-09 License: GPL (GNU General Public License) Price:
1150 downloads
Pasmo 0.6.0.20070113.0
Pasmo is a multi-platform Z80 cross assembler. more>>
Pasmo project is a Z80 cross assembler, written in standard C++ that compiles easily in multiple platforms. Actually can generate object code in the following formats: raw binary, Intel HEX, PRL for CP/M Plus RSX, Plus3Dos (Spectrum +3 disk), TAP, TZX and CDT (Spectrum and Amstrad CPC emulators tape images), AmsDos (Amstrad CPC disk) and MSX (for use with BLOAD from disk in Basic).
Starting with version 0.5.0, can also generate 8086 code from Z80 sources, in binary format for Ms-dos COM files or in CP/M 86 CMD format.
Pasmo is a multiplatform Z80 cross-assembler, easy to compile and easy to use. It can generate object code in several formats suitable for many Z80 machines and emulators.
Pasmo generates fixed position code, can not be used to create relocatable object files for use with linkers.
Pasmo is compatible with the syntax used in several old assemblers, by supporting several styles of numeric and string literals and by providing several names of the most used directives.
However, in Pasmo the Z80 mnemonics, register and flags names and directives are reserved words, this may require changes of symbol names conflicting in some programs.
Pasmo can also generate the 8086 equivalent to the z80 assembly code. It can create COM files for ms-dos, by using the binary generation mode, or CMD files for CP/M 86, by using the --cmd generation mode. This feature is experimental, use with care.
Installation:
To compile you need gcc version 2.95 or later, with the c++ language included (usually a package called g++-something).
Others compilers may also be used, any reasonable standard complaint c++ compiler must compile it with few or none corrections.
Just execute make in the pasmo directory, and the excutable will be generated. There is no install, you must manually copy the executable to a directory in the PATH, if you want.
Pasmo is invoked from command line as:
pasmo [options] file.asm file.bin [file.symbol [file.publics] ]
Where file.asm is the source file, file.bin is the object file to be created and optionally file.symbol is the file where the symbol table will be written and file.publics is the file for the public symbols table. Both symbol file names can be an empty string for no generation or - to write in the standard output. When the --public option is used this is handled in another way, see below.
Options can be zero or more of the following:
-d
Show debug info during second pass of assembly.
-1 (digit one)
Show debug info during both passes of assembly.
-8
Same as --w8080
-v
Verbose mode. Show progress information about loading of files, progress of assembly and maybe other things.
-I (upper case i)
Add directory to the list for searching files in INCLUDE and INCBIN.
-B
Same as --bracket
-E
Same as --equ
--86
Generate 8086 code instead of Z80. This feature is experimental.
--bin
Generate the object file in raw binary format without headers.
--hex
Generate the object file in Intel HEX format.
--prl
Generate the object file in CP/M PRL format.
--cmd
Generate the object file in CP/M 86 CMD format.
--tap
Generate the object file in .tap format.
--tzx
Generate the object file in .tzx format.
--cdt
Generate the object file in .cdt format.
--tapbas
Same as --tap but adding a Basic loader before the code.
--tzxbas
Same as --txz but adding a Basic loader before the code.
--cdtbas
Same as --cdt but adding a Basic loader before the code.
--plus3dos
Generate the object file in PLUS3DOS format.
--amsdos
Generate the object file in Amsdos format.
--msx
Generate the object file in MSX format.
--public
Only the public symbols table is generated, using the file.symbol name, file.symbol must not be specified when using this option.
--name
Name to put in the header in the formats that use it. If unspecified the object file name will be used.
--err
Direct error messages to standard output instead of error output (except for errors in options).
--nocase
Make identifiers case insensitive.
--alocal
Use autolocal mode. In this mode all labels that begins with _ are locals. See the chapter about labels for details.
--bracket
Use bracket only mode. In this mode the parenthesis are valid only in expressions, for indirections brackets must be used.
--equ
Predefine a symbol. Predefined symbol are treated in a similar way as defineds with EQU. Some possible uses are exemplified in the black.asm example file. The syntax is: --equ label=value where label must be a valid label name and value a numeric constant in a format valid in pasmo syntax. The part =value is optional, if not specified the value asigned is FFFF hex.
--w8080
Show warnings when Z80 instructions that have no equivalent in 8080 are used. Makes easy to write programs for 8080 processor using Z80 assembler syntax.
When no option for code generation is specified, --bin is used by default.
The -d option is intended to debug pasmo itself, but can also be useful to find errors in asm code. When used the information is showed in the standard output. Error messages goes to error ouptut unless the --err option is used.
Enhancements:
- This release fixes several bugs and adds warnings for unused LOCAL and PUBLIC symbols.
<<lessStarting with version 0.5.0, can also generate 8086 code from Z80 sources, in binary format for Ms-dos COM files or in CP/M 86 CMD format.
Pasmo is a multiplatform Z80 cross-assembler, easy to compile and easy to use. It can generate object code in several formats suitable for many Z80 machines and emulators.
Pasmo generates fixed position code, can not be used to create relocatable object files for use with linkers.
Pasmo is compatible with the syntax used in several old assemblers, by supporting several styles of numeric and string literals and by providing several names of the most used directives.
However, in Pasmo the Z80 mnemonics, register and flags names and directives are reserved words, this may require changes of symbol names conflicting in some programs.
Pasmo can also generate the 8086 equivalent to the z80 assembly code. It can create COM files for ms-dos, by using the binary generation mode, or CMD files for CP/M 86, by using the --cmd generation mode. This feature is experimental, use with care.
Installation:
To compile you need gcc version 2.95 or later, with the c++ language included (usually a package called g++-something).
Others compilers may also be used, any reasonable standard complaint c++ compiler must compile it with few or none corrections.
Just execute make in the pasmo directory, and the excutable will be generated. There is no install, you must manually copy the executable to a directory in the PATH, if you want.
Pasmo is invoked from command line as:
pasmo [options] file.asm file.bin [file.symbol [file.publics] ]
Where file.asm is the source file, file.bin is the object file to be created and optionally file.symbol is the file where the symbol table will be written and file.publics is the file for the public symbols table. Both symbol file names can be an empty string for no generation or - to write in the standard output. When the --public option is used this is handled in another way, see below.
Options can be zero or more of the following:
-d
Show debug info during second pass of assembly.
-1 (digit one)
Show debug info during both passes of assembly.
-8
Same as --w8080
-v
Verbose mode. Show progress information about loading of files, progress of assembly and maybe other things.
-I (upper case i)
Add directory to the list for searching files in INCLUDE and INCBIN.
-B
Same as --bracket
-E
Same as --equ
--86
Generate 8086 code instead of Z80. This feature is experimental.
--bin
Generate the object file in raw binary format without headers.
--hex
Generate the object file in Intel HEX format.
--prl
Generate the object file in CP/M PRL format.
--cmd
Generate the object file in CP/M 86 CMD format.
--tap
Generate the object file in .tap format.
--tzx
Generate the object file in .tzx format.
--cdt
Generate the object file in .cdt format.
--tapbas
Same as --tap but adding a Basic loader before the code.
--tzxbas
Same as --txz but adding a Basic loader before the code.
--cdtbas
Same as --cdt but adding a Basic loader before the code.
--plus3dos
Generate the object file in PLUS3DOS format.
--amsdos
Generate the object file in Amsdos format.
--msx
Generate the object file in MSX format.
--public
Only the public symbols table is generated, using the file.symbol name, file.symbol must not be specified when using this option.
--name
Name to put in the header in the formats that use it. If unspecified the object file name will be used.
--err
Direct error messages to standard output instead of error output (except for errors in options).
--nocase
Make identifiers case insensitive.
--alocal
Use autolocal mode. In this mode all labels that begins with _ are locals. See the chapter about labels for details.
--bracket
Use bracket only mode. In this mode the parenthesis are valid only in expressions, for indirections brackets must be used.
--equ
Predefine a symbol. Predefined symbol are treated in a similar way as defineds with EQU. Some possible uses are exemplified in the black.asm example file. The syntax is: --equ label=value where label must be a valid label name and value a numeric constant in a format valid in pasmo syntax. The part =value is optional, if not specified the value asigned is FFFF hex.
--w8080
Show warnings when Z80 instructions that have no equivalent in 8080 are used. Makes easy to write programs for 8080 processor using Z80 assembler syntax.
When no option for code generation is specified, --bin is used by default.
The -d option is intended to debug pasmo itself, but can also be useful to find errors in asm code. When used the information is showed in the standard output. Error messages goes to error ouptut unless the --err option is used.
Enhancements:
- This release fixes several bugs and adds warnings for unused LOCAL and PUBLIC symbols.
Download (0.12MB)
Added: 2007-01-14 License: GPL (GNU General Public License) Price:
1016 downloads
Fruit Land 1.13
Fruit Land is a nice and simple puzzle game. more>>
Fruit Land is the first PC-game that has been produced by MesSoft and you can get it for free! The game was programmed in C using DJGPP, RHIDE and Allegro. The first version of the game appeared in 1998 on the MSX, an old 8-bit home-computer and was fully coded in assembly language.
The graphics were done by Patrick Smeets and Jorrith Schaap composed the music. The game was published by STUFF, a group that produces the diskmagazine FutureDisk, which means at least 250 people have the game.
The PC-version of Fruit Land is not a straight conversion of the MSX-version, only the graphics and the level-data were ripped out of it. The game totally been reprogrammed in C without looking at the original Z80 Assembly source (which wasnt possible because I lost the source of the game) and it only took me less than 2 weeks to complete the game.
The only things that are missing in the PC-version are the musics and the sound-effects. Maybe Ill release a second version if someones kind enough to send me some midi-songs and samples...
Some technical information about the game. The game uses MODE-X with a resolution of 256*224. Thats pretty weird (at least for PC), but since the first version of game was done on an MSX (which has a resolution of 256*212) this was the easiest way to do it. Offcourse I could scale all images, but then the images become very ugly.
Anyway, I was very happy when I saw that resolution in the Allegro-documention because it made things easier for me. The graphics were ripped from the MSX-version, the only tricky thing about it was that I had to hack the game to get the right palette (I lost the original source code...).
<<lessThe graphics were done by Patrick Smeets and Jorrith Schaap composed the music. The game was published by STUFF, a group that produces the diskmagazine FutureDisk, which means at least 250 people have the game.
The PC-version of Fruit Land is not a straight conversion of the MSX-version, only the graphics and the level-data were ripped out of it. The game totally been reprogrammed in C without looking at the original Z80 Assembly source (which wasnt possible because I lost the source of the game) and it only took me less than 2 weeks to complete the game.
The only things that are missing in the PC-version are the musics and the sound-effects. Maybe Ill release a second version if someones kind enough to send me some midi-songs and samples...
Some technical information about the game. The game uses MODE-X with a resolution of 256*224. Thats pretty weird (at least for PC), but since the first version of game was done on an MSX (which has a resolution of 256*212) this was the easiest way to do it. Offcourse I could scale all images, but then the images become very ugly.
Anyway, I was very happy when I saw that resolution in the Allegro-documention because it made things easier for me. The graphics were ripped from the MSX-version, the only tricky thing about it was that I had to hack the game to get the right palette (I lost the original source code...).
Download (0.26MB)
Added: 2005-08-11 License: GPL (GNU General Public License) Price:
1537 downloads
Audio Overload 2.0b5a6
Audio Overload is a player for various types of music files which you may find on the Internet. more>>
Audio Overload is a player for various types of music files which you may
find on the Internet.
Whats it play:
21 console and home computer file formats are now supported.
.AY - Amstrad CPC/Spectrum ZX/Atari ST
.COP - Sam Coupe
.GBS - Nintendo Gameboy
.GSF - Nintendo Gameboy Advance
.GYM - Sega Megadrive/Genesis
.HES - PC Engine
.KSS - MSX
.MDX - Sharp X68000
.MOD - Commodore Amiga
.NSF - Nintendo NES
.ORC - TRS-80 Orchestra-90
.PSF - Sony PlayStation
.QSF - Capcom QSound
.RAW - PC-compatibles with an AdLib
.S3M - PC-compatibles with a GUS or SoundBlaster
.S98 - NEC PC-98
.SAP - Atari XL/XE
.SNDH - Atari ST
.SPC - Super Nintendo
.VGM - Sega Master System/Game Gear
.YM - Amstrad CPC/Spectrum ZX/Atari ST
Enhancements:
- Completely replaced the .NSF, .GBS, and .SNDH engines with substantially better-sounding and more-compatible versions. Big thanks to Shay Green
- (.NSF and .GBS, based on Game Music Box) and Benjamin Gerard (.SNDH based on the upcoming SC68 v2.3.0) for allowing us to use their code!
- CAB archive support. This is popular in Japan and many Japanese formats are commonly found in these containers.
- Fixed MOD note delay and note cut behavior.
- Added support for the S3M note cut effect.
- Fixed bug in the new RAR engine that caused crashes on some files.
- Fixed .RAW files that use a timer divider of 0.
- Fixed tempo of .QSF files.
- Fixed .S98 files using a tempo value other than 0.
- Fixed nasty pop/click at the start of .S98 files.
<<lessfind on the Internet.
Whats it play:
21 console and home computer file formats are now supported.
.AY - Amstrad CPC/Spectrum ZX/Atari ST
.COP - Sam Coupe
.GBS - Nintendo Gameboy
.GSF - Nintendo Gameboy Advance
.GYM - Sega Megadrive/Genesis
.HES - PC Engine
.KSS - MSX
.MDX - Sharp X68000
.MOD - Commodore Amiga
.NSF - Nintendo NES
.ORC - TRS-80 Orchestra-90
.PSF - Sony PlayStation
.QSF - Capcom QSound
.RAW - PC-compatibles with an AdLib
.S3M - PC-compatibles with a GUS or SoundBlaster
.S98 - NEC PC-98
.SAP - Atari XL/XE
.SNDH - Atari ST
.SPC - Super Nintendo
.VGM - Sega Master System/Game Gear
.YM - Amstrad CPC/Spectrum ZX/Atari ST
Enhancements:
- Completely replaced the .NSF, .GBS, and .SNDH engines with substantially better-sounding and more-compatible versions. Big thanks to Shay Green
- (.NSF and .GBS, based on Game Music Box) and Benjamin Gerard (.SNDH based on the upcoming SC68 v2.3.0) for allowing us to use their code!
- CAB archive support. This is popular in Japan and many Japanese formats are commonly found in these containers.
- Fixed MOD note delay and note cut behavior.
- Added support for the S3M note cut effect.
- Fixed bug in the new RAR engine that caused crashes on some files.
- Fixed .RAW files that use a timer divider of 0.
- Fixed tempo of .QSF files.
- Fixed .S98 files using a tempo value other than 0.
- Fixed nasty pop/click at the start of .S98 files.
Download (0.64MB)
Added: 2005-07-06 License: GPL (GNU General Public License) Price:
1580 downloads
Secleted [ 0 ] software to compare
- Page: 1 of 1
- 1
Copyright Notice:
Software piracy is theft, Using crack, password, serial numbers, registration codes, key generators is illegal and prevent future software development. The above msx search only lists software in full, demo and trial versions for free download. Download links are directly from our mirror sites or publisher sites, torrent files or links from rapidshare.com, yousendit.com or megaupload.com are not allowed