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X65 emulator

This is Emu Emu The X65 Computer Emulator.

Emu is based on chip emulators by Andre Weissflog.

The USP of the chip emulators is that they communicate with the outside world through a 'pin bit mask': A 'tick' function takes an uint64_t as input where the bits represent the chip's in/out pins, the tick function inspects the pin bits, computes one tick, and returns a (potentially modified) pin bit mask.

A complete emulated computer then more or less just wires those chip emulators together just like on a breadboard.

Dependencies

Fedora:

dnf install libX11-devel libXi-devel libXcursor-devel mesa-libEGL-devel alsa-lib-devel libunwind-devel

Ubuntu:

apt install libx11-dev libxi-dev libxcursor-dev libegl1-mesa-dev libasound2-dev libunwind-dev

Download

Get the latest snapshot release at: https://github.com/X65/emu/releases

Build

CMake on multiple platforms

Build using CMake and a modern C/C++ compiler.

Tip

This repository uses submodules. You need to do git submodule update --init --recursive after cloning or clone recursively.

TL;DR

git clone --depth=1 --recursive --shallow-submodules https://github.com/X65/emu.git
cd emu
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build --parallel
build/emu --help

WASM

Install Emscripten toolchain. Next, run the following commands:

mkdir wasm
cd wasm
emcmake cmake -DCMAKE_BUILD_TYPE=Release ..
cmake --build .

The web build plays audio through a Wasm AudioWorklet, which runs on the browser's real-time audio thread rather than the main one. That takes shared memory, which browsers only grant to a cross-origin isolated page, so the server has to send:

Cross-Origin-Opener-Policy: same-origin
Cross-Origin-Embedder-Policy: require-corp

Without those headers the failure is total rather than silent -- creating the shared WebAssembly.Memory throws and the emulator never starts. python -m http.server does not send them; for local testing use:

tools/serve_wasm.py wasm
# http://127.0.0.1:6816/emu.html?file=roms/buzzer.xex

Testing

Tests are built as part of the normal CMake build and run with CTest:

cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
cmake --build build --parallel
ctest --test-dir build --output-on-failure

X65Test covers execution tick accounting and frame publication, CPU/direct memory routing, timer IRQ and CGIA VBI NMI delivery, SGU inspection and PCM snapshot continuation, and local seeded RAM/RNG repeatability. It uses the same machine sources as the application. The existing CPU conformance runners remain part of CTest; the optional SingleStepTests corpus is not downloaded by the build.

On Linux, CMake also registers EmuScriptSmoke, EmuScriptSeedRepeatability, and EmuScriptCheckFailure when xvfb-run is available. Install Xvfb, xauth, and Mesa software rendering support before configuring. These tests run the real executable with a virtual display and a process-local ALSA null sink. Each invocation has a 30-second timeout; each CTest test has a 90-second timeout. Windows runs the portable native suites. See fixture regeneration instructions; normal builds consume the committed XEX and need no assembler.

When xdotool and Python 3 are also available, CMake registers EmuGuiJoystickInput. It sends host W/A/Z key events and reads the fixture's guest-visible joystick byte through DAP, covering the X11-to-Sokol input path. With xprop and Openbox, CMake also registers EmuGuiWindowLifecycle, which verifies window creation, title and geometry, fullscreen round trips, debug-UI hide/show, and a clean Ctrl+Q exit. Openbox supplies the EWMH fullscreen behavior that a bare Xvfb server lacks.

Run a single suite with -R, e.g. ctest --test-dir build -R ArgsTest.

The tests use doctest, so you can also run a suite's binary directly to filter individual cases:

cmake --build build --target argstest
build/src/tests/argstest --test-case="*crt*"
build/src/tests/argstest --list-test-cases

Running

Linux

> build/emu --help
Usage: emu [OPTION...] [ROM.xex]

> build/emu roms/SOTB.xex

Windows

> build/emu.exe roms/SOTB.xex

Options use the GNU --option style; run emu --help for the full list.

Headless scripting

--script FILE drives the machine from a small line-oriented script instead of the keyboard: advance frames, feed joystick lines and gamepad reports, take PNG screenshots, dump or check memory, print CPU/CGIA state, trace instructions, stop at an address. Emulation runs at a deterministic 60 Hz (several frames per host frame), a failed check exits with code 1, and exit ends the run, so scripts double as CI smoke tests. Combine with --disable-gui and xvfb-run for a fully headless run. --screenshot FILE [--frames N] is a shortcut for run N / shot FILE / exit.

> cat drive.scr
run 60
joy up left
run 120
regs
shot "turning.png"
dump 0xD000 32
exit 0
> xvfb-run -a build/emu --disable-gui --script drive.scr roms/game.xex

joy [1|2] ... drives either DE-9 joystick port; the two are independent and hold at the same time. Its buttons are a, b, x and y. A DE-9 stick conventionally has one or two buttons, so only A and B are standard; X and Y name the other two after the gamepad, as the platform's controller example does, and c/d are accepted as aliases. Beyond those two, players come from the USB HID gamepads, which are normally fed only by real SDL devices, so pad <1..15> [button ...] injects a report into one of the fifteen HID slots and pad <n> off hands the slot back to whatever is plugged in. Its lup/rup style directions drive the analog sticks' digital encoding, the byte programs usually merge with the dpad so either input works:

joy 1 up
joy 2 down b
pad 3 right a
pad 4 lup b
key w lshift
run 120
joy 2 none
pad 3 off
key none

key holds a set of keyboard keys, named (w, up, lshift, kp0, ...) or as raw USB HID usage ids; like joy, each call replaces the set.

The verbs are documented in src/script.h. peek and dump use debugger-style inspection: timer interrupt status and SGU service status remain pending, and SGU sample-data reads preserve the sample offset. CPU bus reads still acknowledge status and advance SGU sample offsets. RIA FIFO/API-stack inspection returns $FF. Other read effects, including consuming hardware RNG bytes, remain unchanged. Direct debugger/loader access also bypasses expansion-window routing.

--seed N optionally seeds randomized RAM and the hardware RNG. Values are unsigned decimal or 0x/0X hexadecimal through 4294967295; leading-zero values are decimal, and zero is a valid supplied seed. Repeated options use the last valid value. Full initialization/reboot restarts the seed; ordinary reset continues the stream. --zero-mem zeros RAM without changing the seeded guest RNG sequence.

Repeatability requires the same C runtime, initialization options, and inputs: C runtimes may produce different rand() sequences, and unrelated rand() calls share the stream. Snapshot restoration does not rewind RNG state. The SGU snapshot test covers PCM playback continuation within one executable, not complete machine replay or restoration of the host audio resampler. Omitting --seed retains the existing initialization behavior.

Opcode Breakpoints

The emulator supports opcode based breakpoints, if an specified opcode is executed, the emulator will stop. Possible breakpoint values are EA (NOP) 42 (WDM #xx) and B8 (CLV).

> build/emu --break EA roms/SOTB.xex

WASM URL arguments

The web build has no command line, so arguments come from the page URL query string. file=VALUE becomes the positional ROM argument, and every other token maps to a long option (only the --option[=value] form is supported, but the -- prefix may be omitted). For example:

emu.html?file=roms/SOTB.xex&crt=1,2,3&fullscreen

is equivalent to the native command line:

build/emu --crt 1,2,3 --fullscreen roms/SOTB.xex

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X65 microcomputer emulator

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