1.4 - 3d Imager support! Finally I had some time to look at it. It sort of works, it is not perfect yet, but... First some drawbacks... I have no 3d imager, neither have I seen one working yet, I don't really know what the games look like, so if I have some color settings wrong, feel free to do better... Right now I'm emulating a fixed speed for the spinning wheel. Vectrex usually wants to fiddle with that speed, that is not suported yet (dunno if it ever will be...). "Narrow Escape" and "Crazy Coaster" work just about fine. "Mine 3d" so so, I suspect it to change the rate of the color wheel during the startup screen, since I can't find a speed setting that will satisfy both the game and the startup... There are some new settings for the *.vol files, as e.g.: 3D_IMAGER_GAME WHEEL_TICKS #number# COLOR_1_DEGREES #number# COLOR_2_DEGREES #number# COLOR_3_DEGREES #number# IMAGER_MODE #number# Most of these are fairly selfexplanatory, but here is what they do anyhow. 3D_IMAGER_GAME - tells the emulator, that the game for this *.vol file is a GOGGLE-GAME. WHEEL_TICKS #number# - you tell the *.vol file the speed with which the wheel has to spin. One tick is 1/1500000 second. (vectrex 6809 runs at 1.5Mhz) Good values to start with are between 40000 and 60000. COLOR_?_DEGREES #number# - these three things are used to tell the emulator, what the wheel looks like. In degrees how much of the half wheel is covered by the corresponding color. It is very strongly recomended, that these three values add up to 180 degrees, though I don't check it... BTW..., COLOR1 is 15, COLOR2 is 13, COLOR3 is 14... IMAGER_MODE #number# - number between 0 - 6. This determines how the imager is to be emulated to the screen. At some time there was sort of a discussion going on in some newsgroup how the goggles could at all be satisfyingly emulated. Well probably can't suit you all, but I couldn't think of much more, save to insert some goggles to the joystick port... (no, I won't do that!) Here is what these 7 modes do: # 0 only the 'left' side is displayed, unicolor, therefor an overlay picture can be used # 1 only the 'right' side is displayed, unicolor, therefor an overlay picture can be used # 2 red/blue for left and right side, if you have some glasses you might be lucky and get a glimps of true 3d :-) # 3 only the 'left' side is displayed, in the colors corresponding to the wheel colors (overlays must be enabled nonetheless) # 4 only the 'right' side is displayed, in the colors corresponding to the wheel colors (overlays must be enabled nonetheless) # 5 both sides are displayed in colors corresponding to the wheel colors (overlays must be enabled nonetheless) this most probably looks like a real vectrex seen without the helmet on :-) # 6 left side is displayed on the leftmost side of the screen right side is displayed on the rightmost side of the screen (scaling must be set manually to fit...) Actually I like this setting a lot... Strangly these different mode sometime need different values for the other above described settings. I don't really know why. You just have to keep experimenting with the values a bit. Whatever mode suits you most... you probably must find the settings on your own. 1.3 - Clay wrote the following: "The emulator has some quirks-- it will display vector intensities with the high bit set (the Vectrex shows black for any intensity of %1xxxxxxx)" fixed! - new ini command "force_vesa12", if set to one a banked (VESA 1.20 compatible) mode will be forced, hopefully that will work with people who have trouble with VESA 2.0 modes, though it is about 10% slower... - thanks to Clay I added digital sound support this can be heard in spike or in clays moon lander (or the sample file he gave me :-)) New ini command "digital_volume", can be set to a procentage. The digital volume can be regulated with that (with my system, it is quite another volume than the non digitized...). In order to enable digital samples, a soundblaster/compatible card must be used AND the BLASTER environment variable must be set! Note: If emulation runs to fast, the samples will all speed up! The speed settings will not work fine with digitized audio, since speed is regulated by a timer interrupt (18.2 times per second), the emulator runs sort of in small burst if the machine is to fast. This has weird effects on samples (which are written directly to the DSP DAC). I tried setting the timer interrupt up to 1000 times per second and synchronizing to that, but it doesn't really make any difference. What I did was add another ini command: "force_single_processor" (boolean, 0 or 1) If set that will slow down emulation considerably and probably will be to slow (unless you have a fast processor :-)). Whenever I get a really fast processor, I will add a delay to the above single_processor_mode, that should fix the speed things with digital samples once and for all, since the emulator will than be able to run cycle exact at 100% speed... 1.2f - save format changed slightly - a bit speed improve I think - keys don't react quite as good (well a bit of loss somewhere) - old overlay style fixed, though display colors now start with pen 1 instead of zero pen 1 is white pen 2 is red ... as in the pcx overlays pen 0 color 1 -14 are used for erase pen colors, pen 0 1 is erase color for pen 1 pen 0 2 is erase color for pen 2 ... because of that some changes must be made to existing *.vol overlays, though they shouldn't be dramatic and in vectrex.ini display_color only ranges from 1 to 14 instead from 0 to 15... (old default is 0 now is 1) - two new overlay comands (old style) border triangle pen intensity x1 y1 x2 y2 x3 y3 overlay triangle pen x1 y1 x2 y2 x3 y3 wonder what they do? (on demand... didn't test them all that much...) 1.2e - Carousel overlay bug fixed 1.2d - Two new *.vol file options (I don't like) - ALT W saves game in progress (ALT 1 - ALT 9 save different games) - ALT L loades saved game (1 - 9 load different games) - Vectrex.ini: restore_on_start=0/1 save_on_exit=0/1 - Bugfix, lighpen was broken in 1.2c 1.2c - Bugfix, overlay color shades 1.2b - ??? Clay - continous capture version? 1.2a - ALT G screen capture - Overlay background colors - new color table format o 0-15 background for overlays o i 1-14 14 vectrex pen colors o i+0-i+15 intensities of pen i o 240-245 solid colors 1.2 - Initial release of Chris's DVE changes. DVE developed solely by Keith Wilkins!!! BUGS: - sound leaves a lot to be desired overall - Clean sweep ... - 3d games