All Projects → barotto → IBMulator

barotto / IBMulator

Licence: GPL-3.0 license
The IBM PS/1 emulator.

Programming Languages

C++
36643 projects - #6 most used programming language
c
50402 projects - #5 most used programming language
M4
1887 projects

Projects that are alternatives of or similar to IBMulator

osnine-java
6809 and OS-9 emulator in Java
Stars: ✭ 17 (-72.58%)
Mutual labels:  emulator, retrocomputing
x86e
A simple x86 emulator, debugger, and editor in JavaScript.
Stars: ✭ 89 (+43.55%)
Mutual labels:  emulator, x86
Bddisasm
bddisasm is a fast, lightweight, x86/x64 instruction decoder. The project also features a fast, basic, x86/x64 instruction emulator, designed specifically to detect shellcode-like behavior.
Stars: ✭ 540 (+770.97%)
Mutual labels:  emulator, x86
mos6502
MOS 6502 emulator written in Rust
Stars: ✭ 25 (-59.68%)
Mutual labels:  emulator, retrocomputing
V86
x86 virtualization in your browser, recompiling x86 to wasm on the fly
Stars: ✭ 12,765 (+20488.71%)
Mutual labels:  emulator, x86
Dosbox Staging
DOS/x86 emulator focusing on ease of use
Stars: ✭ 412 (+564.52%)
Mutual labels:  emulator, x86
Emu
cybozu labs youth 7th
Stars: ✭ 51 (-17.74%)
Mutual labels:  emulator, x86
FEX
A fast usermode x86 and x86-64 emulator for Arm64
Stars: ✭ 650 (+948.39%)
Mutual labels:  emulator, x86
Microx
Safely execute an arbitrary x86 instruction
Stars: ✭ 120 (+93.55%)
Mutual labels:  emulator, x86
Bap
Binary Analysis Platform
Stars: ✭ 1,385 (+2133.87%)
Mutual labels:  emulator, x86
miniqubit
Quantum emulator of the IBM Quantum experience
Stars: ✭ 24 (-61.29%)
Mutual labels:  emulator, ibm
blog
retrohunblog
Stars: ✭ 46 (-25.81%)
Mutual labels:  retrocomputing, 80286
chip8emu
A Terminal Based Chip-8 Emulator
Stars: ✭ 28 (-54.84%)
Mutual labels:  emulator, retrocomputing
Unicorn
Unicorn CPU emulator framework (ARM, AArch64, M68K, Mips, Sparc, PowerPC, RiscV, X86)
Stars: ✭ 4,934 (+7858.06%)
Mutual labels:  emulator, x86
retro-computing
🤓🕹💾 This hobby project contains software implementations of old microprocessors and complete computer systems. I'm very interested in retrocomputing and this is how I learn about the inner workings of these old, classic and amazing computers and game consoles.
Stars: ✭ 15 (-75.81%)
Mutual labels:  emulator, retrocomputing
Dustbox Rs
DOS emulator (work in progress)
Stars: ✭ 34 (-45.16%)
Mutual labels:  emulator, x86
ts-c99-compiler
ANSI C 16bit Compiler + NASM Assembler + Intel 8086 / 80186 + X87 emulator written entirely in TypeScript
Stars: ✭ 78 (+25.81%)
Mutual labels:  emulator, x86
emu
cybozu labs youth 7th
Stars: ✭ 50 (-19.35%)
Mutual labels:  emulator, x86
I8086.js
16bit Intel 8086 / 80186 + X87 emulator written in TypeScript with REPL assembly compiler and tiny C compiler
Stars: ✭ 54 (-12.9%)
Mutual labels:  emulator, x86
Pcjs
The original IBM PC and other machine emulations in JavaScript
Stars: ✭ 171 (+175.81%)
Mutual labels:  emulator, x86

IBMulator

WHAT IS IBMULATOR?

IBMulator is a free/libre, open source IBM PS/1 emulator, able to run with the original ROM. The goal is to create a faithful simulator capable of recreating the look and feel of the real machine.

IBMulator can emulate the following systems:

  • IBM PS/1 model 2011 (286 @ 10MHz)
  • IBM PS/1 model 2121 (386SX @ 16MHz ~ 20MHz)

In order to use the program you'll need the original ROM, which is copyrighted by IBM. You won't find it distributed with this package.

See the project site for screenshots, videos, FAQs, and additional information.

LICENSE

IBMulator is distributed under the GNU GPL version 3 or (at your option) any later version. See COPYING for details.

To obtain the source code go to https://github.com/barotto/IBMulator

HARDWARE REQUIREMENTS

A 64-bit Linux or Windows operating system and a 2GHz dual core processor.

At this stage of development optimizations have very low priority, so a modern-ish CPU and a discrete graphics card are recommended.

For shaders support you'll also need an OpenGL 3.3 compatible graphics adapter.

USAGE

Installation

First of all obtain the original ROM. You have the following options:

  1. if you have a real PS/1, take the program ROMDUMP.EXE in the 'extra' folder and put it in an empty floppy disk; insert the floppy disk in your PS/1 and launch the executable: it will create the ROM image on the floppy disk
  2. or open your PS/1, extract the EPROMs and read them with an EPROM reader (you also need to merge the 2 halves in 1 file, or 4 in 2 if you have a non-US model)
  3. or scour the Internet (there are various ROM sets available.)

Launch IBMulator. A window will inform you that the file ibmulator.ini has been created and where it is placed.

Put the ROM set anywhere you like (inside the same directory of ibmulator.ini is a good place) and update the ibmulator.ini [system]:romset setting with the file name of the ROM set.

From now on IBMulator is ready to run.

You're not required to do anything else but IBMulator is very configurable. For more information regarding the various configuration options, see the comments inside ibmulator.ini.

CMOS and system configuration

Being a faithful emulator of the PS/1, after a configuration change (for example if you add more RAM) you need to update the PS/1's CMOS data, otherwise you'll get various POST errors (162, 164) at boot.
Modern PCs have a built-in BIOS menu but unfortunately the PS/1 relies on a two DOS programs:

  • CONFIGUR.EXE: the system configuration updater
  • CUSTOMIZ.EXE: used to customize the way the system works

You can usually find these programs inside the DOS directory after you restore the IBM's original preloaded software from a backup disk-set.
Both files are copyrighted so you won't find them bundled with IBMulator.

ROM set

Unless you download a ready-to-go PS/1 ROM set, you have to prepare ROM files in a specific way.

A ROM set can be either:

  1. a compressed archive in the ZIP format
  2. or a file with the *.BIN extension, named as you like
  3. or a directory

Inside a ZIP file or directory there must be (file names are case insensitive):

  • FC0000.BIN: the system BIOS ROM, 256KiB
  • F80000.BIN: the regional ROM, 256KiB, optional, only for non-US versions. For international models, this bin file can be merged with FC0000.BIN to form a single 512KiB bin file. In this case FC0000.BIN, if present, is ignored.

Any other file present in the archive or directory is ignored.

HDD image

The first time you launch IBMulator an empty pre-formatted hard disk image will be created.

If you have an original PS/1 backup disk-set you can restore the machine to its factory state. In order to do so:

  1. insert a PC-DOS 4.0 floppy disk in drive A
  2. go to the DOS command prompt
  3. run "a:restore a: c: /s"

Under Linux you can mount the HDD image using this command:

$ udisksctl loop-setup -f hdd.img

In order to mount partitioned loop devices, you'll probably require to add this kernel parameter to your grub configuration:

loop.max_part=31

Alternatively you can use the mount command:

$ sudo mount -o loop,offset=16896 hdd.img /mnt/loop

The offset value is equal to "start sector"*512. The start sector value can be determined with:

$ fdisk -l hdd.img

Note: if you use the custom HDD type 47, the automatically created image will be 0-filled and you'll need to use 'fdisk' and 'format' in order to use it.

GUI modes

IBMulator has 3 different GUI modes.

  • Compact: in this mode the VGA image fills the available window space and the control panel, in the shape of a semi-transparent bar or the PS/1 system unit, auto-hides after a while and disappears when input is grabbed. Use this mode if you want an experience similar to DOSBox.
  • Normal: this is the default mode. The control panel / system unit places itself at the bottom of the VGA display and is always visible.
  • Realistic: this is the hardcore mode, for the retro enthusiasts who want to truly experience the PS/1. In this mode the system is rendered in its entirety, monitor included. There are no additional buttons and controls except the originals: volume, brightness, contrast, power, and floppy (you need to use the key bindings for any extra function). Two styles are available in this mode: "bright" (daytime) and "dark" (nighttime). You can also zoom in to the monitor to have a better view. See ibmulator.ini and the Key bindings section for more info.

You can select the starting GUI mode with the [gui]:mode setting of ibmulator.ini. You can also switch between Compact and Normal modes while using IBMulator (see below for the default key binding).

Integer scaling

If you like the pixel art style of the early '90 (who doesn't) you might want to enjoy it with the crispiest possible image quality.
In order to achieve image perfection, in Normal and Compact GUI modes you can use integer scaling.

To enable integer scaling set these variables in ibmulator.ini:

[gui]
mode=normal ; or compact

[display]
normal_scale=integer
normal_filter=nearest
normal_aspect=area

Other options are available for normal_aspect to try and force the image to a particular shape (see comments in ibmulator.ini for more info).

Savestates

IBMulator supports multiple savestates. Every savestate is stored in a folder (slot) called savestate_xxxx where xxxx is a number (except for the "quick" slot) inside the capture folder.

In every folder/slot there are various files that describe the savestate:

  • state.bin: the actual binary state of the machine (CPU registers, RAM, I/O devices, ...)
  • state.ini: the machine's configuration (not to be modified)
  • state.png: the VGA buffer image
  • state.txt: information about the savestate, ie. version, description, and a summary of the machine's configuration
  • state-hdd.img: the image file of the installed HDD

Only a subset of the settings memorized in state.ini are used to load a state, specifically those related to the hardware configuration. Any other setting pertaining the program (GUI, mixer, ...) are kept from the originally loaded ibmulator.ini.

By default any modification to a savestate's HDD image is discarded after a new savestate is loaded or when IBMulator is closed.
If you want the modifications to be permanent set [hdd]:save to yes so that the currently loaded HDD image can be used to overwrite the original image file, the path of which is memorized in state.ini.

Limitations

  1. Floppy disks are not saved like HDDs are. Saving a state while floppy disks are actively written to is not recommended. This will be addressed in a future version of IBMulator.
  2. Null modem connections cannot be restored (see below).

Audio DSP filters

Sound cards' channels can be filtered with IIR filters.

A filter is defined by a string containing the filter name followed by its parameters separated by commas, like so:

LowPass,order=5,cutoff=5000

Multiple filters can be concatenated with the '|' character, like so:

LowPass,order=3,cutoff=4000|HighPass,order=10,cutoff=500

A parameter's value is specified by an integer or real number. This is the list of available parameters:

Parameter name Description
order Filter's order (1-50)
cutoff Cutoff frequency (Hz)
center Center frequency (Hz)
bw Bandwidth (Hz)
gain Gain (dB)

This is the list of available filters with their accepted parameters:

Filter name Parameters
LowPass order, cutoff
HighPass order, cutoff
BandPass order, center, bw
BandStop order, center, bw
LowShelf order, cutoff, gain
HighShelf order, cutoff, gain
BandShelf order, center, bw, gain

The implemented DSP filter type is the Butterworth filter, a description of which can be found on Wikipedia.

A possible filter combination to emulate the response of the typical PC speaker could be:

LowPass,order=5,cutoff=5000|HighPass,order=5,cutoff=500

The most effective values depend on your particular audio setup so you'll have to experiment.

Joystick

IBMulator supports Game Port emulation with dual 2-axes / 2-buttons joysticks.

If your game controllers are already connected when IBMulator starts, joysticks A & B will be mapped according to the order by which the SDL library reports them.

Otherwise, joysticks A & B mapping will depend by the order you plug your game controllers in your system: the first one will be joystick A, the second one joystick B, and any subsequent controller will be ignored.

The axes and buttons mapping can be specified in the keymap.map file.

Emulation speed adjustments

The entire machine's emulation speed can be altered with CTRL+F11 (slow down) and CTRL+F12 (speed up). This is equivalent to warping time and it can go as low as 0.01% and as high as 500% the normal speed.

An indicator in the upper right corner of the screen will show the current speed when different from 100%. When the indicator is shown, video rendering will be desynchronized and tearing will be visible despite the vsync setting. Sound from emulated audio cards will accelerate or decelerate accordingly as well.

If capturing is enabled the resulting files will be at 100% speed regardless, without stuttering.

The speed actually achievable depends on how fast your PC is. Keep in mind that the higher the emulated CPU core frequency is, the hardest it is to then accelerate it.

Serial port

The serial port can be configured to connect to various devices via the [serial]:mode configuration option:

  • auto: the attached device is either a mouse or a dummy device without input/output; to connect a serial mouse set [gui]:mouse to serial.
  • dummy: dummy connection with no I/O.
  • file: dump the serial output to a file; the dev parameter must be set with the path to the file.
  • term: terminal connection for Linux systems. This can be a real serial line, or a pty. To use a pty launch a terminal emulator (eg. xterm), launch the tty command and use the result as the dev parameter.
  • net-server: network server that accepts incoming connections; the dev paramenter must be set with the address and port to listen to in the form address:port, for example dev=192.168.1.100:6667.
  • net-client: network client that connects to a network server at launch; the dev paramenter must be set with the address and port to connect to in the form address:port, for example dev=192.168.1.100:6667.

If you need to use both a mouse and a serial device, you have to configure a PS/2 mouse in [gui]:mouse (default).

The serial port will keep connections open when a state is restored. The only exception is for the serial mouse, which takes precedence and will always be reconnected if the machine is configured with one when a state is saved. In this case, any open connection will be closed before the serial mouse is reconnected.

Null modem connections

net-server and net-client modes can be used to create a null modem connection between two instances of IBMulator or between IBMulator and DOSBox.

To establish a network connection with DOSBox you need to configure DOSBox's serial port with transparent:1, for example:

serial1=nullmodem server:192.168.1.100 port:6667 transparent:1

Network connections with emulators other than DOSBox, while not tested are still expected to work, provided no data is transmitted other than what is generated by the running guest program.

It's currently not possible to use programs that rely on hardware handshaking to operate.

When IBMulator is configured as a server it will remain listening for incoming connections on the configured address:port after it is started, and will start listening again after a client disconnects.
If IBMulator is configured as a client and it fails to connect to a server, it has to be restarted to retry the connection.

You can enable the status indicators with [gui]:show_indicators or SHIFT+F4 to see the current status of the connection. When a connection is successfully established the NET indicator will appear green.

To reduce latency and improve responsiveness you can use two additional configuration options:

  • tx_delay: data is accumulated and sent every this amount of milliseconds (default: 20); the higher this value the higher the latency, but reducing this too much will also increase the network load.
  • tcp_nodelay: if yes the TCP_NODELAY socket option of the host OS will be enabled, which will disable the Nagle's algorithm (default: yes).

To reduce the chances of desynchronization try using the same configuration for both client and server.

Network modes have some limitations:

  • changing the emulator's speed will probably result in desynchronization;
  • savestates won't work while the serial port is in use, as it's currently not possible to save and restore the same state on both the client and the server (you can always save just before starting using the port, ie. just before establishing a null modem connection in a game).

MIDI output

In order to hear MIDI music you need to use an external sequencer, either software (FluidSynth, Munt, etc.) or hardware.

The MIDI device must be connected to the host system before IBMulator starts.

MIDI on Windows

The device key in the [midi] ini section should be set either with the MIDI device number you want to use or its name.

For example:

device=1

or

device=MT-32 Synth Emulator

If left empty then the default device #0 is used, which usually is the Microsoft GS Wavetable Synth.

MIDI on Linux

On Linux the ALSA subsystem is used. The [midi]:device key can be set with the ALSA port of the device you want to use. For example:

device=128:0

A string corresponding to the client name is also valid (port 0 will be used):

device=Munt MT-32

or if you want to use a specific port add its number after the name string:

device=My Synth:1

If you leave the device key value empty, IBMulator will use the first suitable port it will find.

To get the list of valid name strings and available ports you can launch IBMulator with the device configuration empty and look at the log file, or use the pmidi program:

$ pmidi -l

SysEx delays and the Roland MT-32 "Exc. Buffer overflow" error

Using the [midi]:sysex_delay ini parameter, SysEx messages can be delayed for a specified amount of milliseconds to accommodate external MIDI modules needs.

If you're the lucky owner of a real Roland MT-32 sound module and you're getting the "Exc. Buffer overflow" error, you can increase this value until the problem is solved.

Another symptom of a needed extra delay is when the wrong instruments or sounds are played. For example, in Sierra's adventure games, without a proper SysEx delay you would not get a buffer overflow error but still data would not be uploaded to the unit correctly and you would hear the wrong sound effects.

Set the value to auto to apply a default amount of delay to all MT-32 SysEx messages. Delays specified as a positive integer number will be applied regardless of the device model for which they are sent. A typical value for MT-32 external modules is 20 or more.

Higher values will increase the machine state restore times when SysEx data is present. If you're using the Munt MT-32 emulator or any other software synth you can set this parameter to 0 to disable all delays.

Keymaps

A keymap is a file that defines mappings between input events, like key presses, and emulator's events.

When IBMulator is launched for the first time a default keymap named keymap.map is copied inside the user's directory.

IBMulator can load multiple keymaps, although only one can be active at any given time. This can be useful for switching controls depending on the running program.

To specify the keymap(s) to load use the [gui]:keymap ini file value.
You can load multiple keymaps concatenating their name with the | character, like so:

keymap = my_keymap_1.map | my_keymap_2.map

Along with simple key presses or axes motion, a keymap allows you to specify macros with multiple timed commands too.

The general syntax for a binding line in the keymap file is:
INPUT_EVENT = IBMULATOR_EVENT [+IBMULATOR_EVENT...] [; OPTION...]

INPUT_EVENT can be:

  • SDLK_*: SDL keyboard keycode symbol
  • SDL_SCANCODE_*: SDL keyboard scancode symbol
  • KMOD_*[+KMOD_*...]: SDL keyboard modifier(s) followed by 1 of SDLK_* or SDL_SCANCODE_*
  • JOY_j_BUTTON_n: joystick/gamepad j's button number n (j and n start from 0)
  • JOY_j_AXIS_n: joystick/gamepad j's axis number n (j and n start from 0)
  • MOUSE_AXIS_a: mouse axis a (a=X or Y)
  • MOUSE_BUTTON_n: mouse button number n (1=left, 2=right, 3=center, other buttons have n>3)

IBMULATOR_EVENT can be:

  • KEY_*: an emulator (guest OS) keyboard key
  • JOY_j_BUTTON_n: joystick j's button number n (j=A or B, n=1 or 2)
  • JOY_j_AXIS_n: joystick j's axis n (j=A or B, n=X or Y), for params see below
  • MOUSE_BUTTON_n: mouse button n (1=left, 2=center, 3=right)
  • MOUSE_AXIS_n(p,t,a): mouse axis n (n=X or Y), for params see below
  • FUNC_*: GUI, program, or emulator function, see below
  • WAIT(x): wait x milliseconds before firing the next event
  • RELEASE(i): release key/button at index i (1-based); if i=0 or not specified then all keys will be released
  • SKIP_TO(i): skip event execution to event at index i (1-based)
  • REPEAT: equivalent to SKIP_TO(1)
  • AUTOFIRE(x): will be expanded to WAIT(x/2) + RELEASE + WAIT(x/2) + REPEAT; default for x is 50, ie. ~20 clicks per second

OPTION can be:

  • MODE:m: macro execution mode; possible values for m are:
    • default: default mode of execution, i.e. macro starts when the binding is activated and ends when deactivated
    • 1shot: macro starts and ends immediately; timed macros will run until their completion (endless macros will run forever)
    • latched: macro starts when the binding is activated and ends when it's activated again
  • GROUP:g: timed macros belonging to the same group g (a string) can't run concurrently
  • TYPEMATIC:NO: disables the typematic keyboard feature

To specify multiple binding options separate them with spaces.

For keyboard events IBMulator uses the SDL library's identifiers. Refer to https://wiki.libsdl.org/SDL_Keycode for the list of SDL symbols.

SDL keycodes depend on the current keyboard layout loaded in your operating system. SDL scancodes represent physical keyboard keys and are not affected by any OS remapping.

SKIP_TO and REPEAT commands have an implicit minimum wait time dependent on the screen refresh rate. To avoid event spamming, they should be used in conjunction with WAIT.

Valid KMOD_* keyboard modifiers are:

  • KMOD_SHIFT: any shift
  • KMOD_LSHIFT: left shift
  • KMOD_RSHIFT: right shift
  • KMOD_CTRL: any control
  • KMOD_LCTRL: left control
  • KMOD_RCTRL: right control
  • KMOD_ALT: any alt
  • KMOD_LALT: left alt
  • KMOD_RALT: right alt
  • KMOD_GUI: any meta (the "Win" key)
  • KMOD_LGUI: left meta
  • KMOD_RGUI: right meta

Key modifiers bindings have some limitations:

  • you must specify combos with the modifier(s) first, for example: KMOD_CTRL + SDLK_TAB = KEY_ALT_L + KEY_TAB
  • SDL key bindings for modifiers (e.g. SDLK_LCTRL) won't work as expected when their mode of operation is not default and they are also used in combos (e.g. KMOD_CTRL + SDLK_TAB)
  • on keyboards with the AltGr key the KMOD_RALT modifier might not work, as AltGr could be translated with LCTRL+RALT by the host OS.

Valid FUNC_* functions are:

  • FUNC_GUI_MODE_ACTION(x): GUI Mode action number x (see below)
  • FUNC_TOGGLE_POWER: toggle the machine's power button
  • FUNC_TOGGLE_PAUSE: pause / resume emulation
  • FUNC_TOGGLE_STATUS_IND: show / hide the status indicators
  • FUNC_TOGGLE_DBG_WND: show / hide the debug windows
  • FUNC_TAKE_SCREENSHOT: take a screenshot
  • FUNC_TOGGLE_AUDIO_CAPTURE: start / stop audio capture
  • FUNC_TOGGLE_VIDEO_CAPTURE: start / stop video capture
  • FUNC_SAVE_STATE: open the save state dialog
  • FUNC_LOAD_STATE: open the load state dialog
  • FUNC_QUICK_SAVE_STATE: save the state to the quicksave slot
  • FUNC_QUICK_LOAD_STATE: load the state from the quicksave slot
  • FUNC_GRAB_MOUSE: lock / unlock mouse to emulator
  • FUNC_SYS_SPEED_UP: increase emulation speed (whole system)
  • FUNC_SYS_SPEED_DOWN: decrease emulation speed (whole system)
  • FUNC_SYS_SPEED(x,m): set the emulation speed to x%, mode m (1=momentary, 0=latched)
  • FUNC_TOGGLE_FULLSCREEN: toggle fullscreen mode
  • FUNC_SWITCH_KEYMAPS: change the active keymap to the next available one
  • FUNC_EXIT: close IBMulator

MOUSE_AXIS_n events can have 3 arguments when mapped to joystick axes or buttons, all optional:

  • argument 1 (p): amount of pixels / maximum speed of the mouse pointer (per 10ms, default 10)
  • argument 2 (t): type of movement, 0=continuous/proportional, 1=accelerated, 2=single shot (default 0)
  • argument 3 (a): amount of acceleration (default 5, applied only when t=1)

For buttons to mouse axis you must specify the direction with the sign of p; for joystick/gamepad axes to mouse axes the direction is auto determined and a negative p value will invert the direction. These parameters won't apply when a mouse axis is mapped to a mouse axis; in that case a direct (relative movement) translation will be applied (only exception is the first parameter p that can be set to -1 to invert the axis).

JOY_j_AXIS_n events can have 3 arguments:

  • argument 1 (v): stop value, from -32768 to 32767 (sign sets the direction); you can also use -max and max strings (no default)
  • argument 2 (t): type of stick movement, 0=immediate, 1=constant speed (default 0)
  • argument 3 (a): speed of stick movement (default 500, applied only when t=1)

Parameters t and a are applied only for keys and buttons; movement is automatically determined when you map mouse and joystick axes (a negative v value will invert the direction).

KEY_* events have an implicit chain of commands at the end to emulate typematic repeats, but only when the key event is not part of a macro (except when combined with key modifiers).

Keywords and identifiers are case insensitive, so for example SDLK_a is the same as sdlk_a and SDLK_A.

Some examples:

  • Joystick A mapped into the numeric keypad, with emulated stick movement:
SDLK_KP_2 = JOY_A_AXIS_Y(max,1)
SDLK_KP_4 = JOY_A_AXIS_X(-max,1)
SDLK_KP_6 = JOY_A_AXIS_X(max,1)
SDLK_KP_8 = JOY_A_AXIS_Y(-max,1)
  • Normal 'D' key press, but if kept pressed for >250ms runs the DOS "dir" command instead of typematic repeats:
SDLK_d = KEY_D + wait(250) + KEY_I + KEY_R + KEY_ENTER

For the full list of identifiers and additional info please see the default keymap file.

Default key bindings

  • CTRL+F1 : GUI mode action 1:
    • in Compact mode: toggle the main interface window
    • in Realistic mode: toggle zoomed view
  • SHIFT+F1 : GUI mode action 2:
    • in Normal and Compact modes: switch between Normal and Compact modes
    • in Realistic mode: switch between bright and dark styles
  • CTRL+F3 : toggle the machine power button
  • SHIFT+F4 : show/hide the status indicators
  • CTRL+F4 : show/hide the debug windows
  • CTRL+F5 : take a screenshot
  • CTRL+F6 : start/stop audio capture
  • CTRL+F7 : start/stop video capture
  • SHIFT+F8 : open the save state dialog
  • SHIFT+F9 : open the load state dialog
  • CTRL+F8 : quick save state
  • CTRL+F9 : quick load state
  • CTRL+F10 : grab the mouse
  • CTRL+F11 : decrease emulation speed
  • SHIFT+F11 : set emulation speed to 10% (press again for 100%)
  • CTRL+F12 : increase emulation speed
  • SHIFT+F12 : set emulation speed to 500% (press again for 100%)
  • CTRL+DEL : send CTRL+ALT+DEL to the guest OS
  • CTRL+TAB : send ALT+TAB to the guest OS
  • CTRL+INS : send SysRq to the guest OS
  • CTRL+END : send Break to the guest OS
  • SHIFT+SPACE : change the active keymap to the next available one
  • SHIFT+PAUSE : pause/resume emulation
  • ALT+ENTER : toggle fullscreen mode
  • ALT+F4 : exit the program

The mouse can be grabbed with the central mouse button as well.

UI related key bindings

These keys apply only to UI dialogs and cannot currently be changed:

  • + / - : increase/decrease elements size in savestate and floppy select dialogs
  • ESC : cancel and close dialog

Command line options

  • -c PATH : Sets a configuration file to use
  • -u PATH : Sets a user directory from where the program reads the ini file and stores new files, like screenshots and savestates
  • -v NUM : Sets the logging verbosity level (from 0 to 2)

COMPILING

For Windows instructions see BUILD_WINDOWS.md

For Linux instructions see BUILD_LINUX.md

THANKS

I would like to thank the Bochs team. I've taken a huge amount of code from the project. Thank you guys, you made a terrific job! Without your work IBMulator would have taken at least a century to reach the point where it is now.
Also thanks to the DOSBox team. Some code from them as well and a lot of information and inspiration.

Note that the project description data, including the texts, logos, images, and/or trademarks, for each open source project belongs to its rightful owner. If you wish to add or remove any projects, please contact us at [email protected].