annotate README @ 781:51c3e571eeb1

Remove debug printf from EEPROM code
author Michael Pavone <pavone@retrodev.com>
date Mon, 20 Jul 2015 23:18:29 -0700
parents 69cfdc81a87c
children 0e5f14d9a579
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1 BlastEm 0.2.0
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2 -------------
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3
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4 Installation
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5 ------------
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6
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7 Extract this tarball to a directory of your choosing. If you wish to change the
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8 configuration settings, copy default.cfg to ~/.config/blastem/blastem.cfg and
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9 modify the copy. You may also whish to add the blastem directory to your PATH
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10 environment variable.
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11
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12 Configuration
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13 -------------
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15 Configuration is read from the file at ~/.config/blastem/blastem.cfg if it
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16 exists othwerise it is read from default.cfg from the same directory as the
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17 blastem executable. Sections are denoted by a section name followed by an open
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18 curly bracket, the section's contents and a closing curly bracket. Individual
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19 configuration values are set by entering the value's name followed by a space
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20 or tab and followed by the desired value.
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21
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22 Bindings
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23 --------
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24
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25 The keys subsection of bindings maps keyboard keys to gamepad buttons or UI
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26 actions. The key name goes on the left and the action is on the right.
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27 Most keys are named for the character they produce when pressed. Additionally,
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28 the arrow, enter and escape keys have the symbolic names up, down, left, right,
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29 enter and esc respectively. Other keys that do not produce characters are not
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30 yet supported.
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31
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32 The pads subsection is used to map gamepads and joysticks. Analog axes are not
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33 currently supported. An example configuration is provided in default.cfg to map
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34 SDL joystick 0 to the second controller.
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35
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36 Video
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37 -----
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38
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39 The video section currently has three settings: "width", "vertex_shader" and
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40 "fragment_shader". "width" sets the width of the window in pixels. Height is
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41 calculated from this value. Both width and height can be overridden from the
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42 command line. "vertex_shader" and "fragment_shader" control which GLSL shader
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43 files are used for rendering the display when in Open GL rendering mode.
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44 Shaders can be used to implement graphical filters and other effects.
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45
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46 Audio
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47 -----
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48
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49 The audio section has two config values: rate and buffer. rate selects the
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50 sample rate and buffer sets the size of the output buffer in samples. 512 is
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51 generally a good value, but if you're experiencing audio dropouts you might
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52 want to increase it to 1024.
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53
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54 Debugger
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55 --------
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56
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57 BlastEm has an integrated command-line debugger loosely based on GDB's
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58 interface. The interface is very rough at the moment. Available commands in the
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59 68K debugger are:
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60 b ADDRESS - Set a breakpoint at ADDRESS
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61 d BREAKPOINT - Delete a 68K breakpoint
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62 a ADDRESS - Advance to address
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63 n - Advance to next instruction
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64 o - Advance to next instruction ignoring branches to
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65 lower addresses (good for breaking out of loops)
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66 s - Advance to next instruction (follows bsr/jsr)
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67 c - Continue
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68 p[/(x|X|d|c)] VALUE - Print a register or memory location
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69 vs - Print VDP sprite list
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70 vr - Print VDP register info
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71 zb ADDRESS - Set a Z80 breakpoint
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72 zp[/(x|X|d|c)] VALUE - Display a Z80 value
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73 q - Quit BlastEm
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74 Available commands in the Z80 debugger are:
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75 b ADDRESS - Set a breakpoint at ADDRESS
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76 de BREAKPOINT - Delete a Z80 breakpoint
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77 a ADDRESS - Advance to address
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78 n - Advance to next instruction
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79 c - Continue
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80 p[/(x|X|d|c)] VALUE - Print a register or memory location
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81 di[/(x|X|d|c)] VALUE - Print VALUE before every debugger prompt
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82 q - Quit BlastEm
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83
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84 The -d flag can be used to cause BlastEm to start in the debugger.
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85 Alternatively, you can use the ui.enter_debugger action (mapped to the 'u' key
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86 by default)to enter the debugger while a game is running.
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87
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88 GDB Remote Debugging
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89 --------------------
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90
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91 In addition to the native debugger, BlastEm can also act as a GDB remote
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92 debugging stub. To use this, you'll want to configure your Makefile to produce
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93 both an ELF executable and a raw binary. Invoke an m68k-elf targeted gdb with
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94 the ELF file. Once inside the gdb session, type:
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95
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96 target remote | BLASTEM_PATH/blastem ROM_FILE.bin -D
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97
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98 where BLASTEM_PATH is the relative or absolute path to your BlastEm
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99 installation and ROM_FILE.bin is the name of the raw binary for your program.
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100 BlastEm will halt at the beginning of your program's entry point and return
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101 control to GDB. This will allow you to set breakpoints before your code runs.
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102
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103 Trace points and watch points are not currently supported.
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104
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105 License
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106 -------
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107
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108 BlastEm is free software distributed under the terms of the GNU General Public
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109 License version 3 or higher. This gives you the right to redistribute and/or
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110 modify the program as long as you follow the terms of the license. See the file
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111 COPYING for full license details.
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112