Annotation of uae/docs/FAQ, revision 1.1.1.2

1.1       root        1: Some Frequently Asked Questions. Please read this carefully if you have
                      2: problems.
                      3: 
1.1.1.2 ! root        4: Q: Where can I download a Kickstart ROM/Amiga games?
        !             5: A: Read the docs again. You can't. It would be illegal to put a ROM image or
        !             6:    other copyrighted software on the net (yes, even if you once bought a
        !             7:    specific Amiga game and sold it together with the computer, downloading the
        !             8:    same game now would still be illegal. Sorry.)
        !             9: 
        !            10: Q: When will version 1.0 come out, and what will be in it?
        !            11: A: I have no idea. I don't give too much thought about the version numbers.
        !            12:    The only thing I can say about them is that they increase monotonically. I
        !            13:    also can't really say what features will be added. As many as useful, I
        !            14:    hope.
        !            15: 
        !            16: Q: Will you support CyberGFX (or some other standard) to make the Workbench
        !            17:    run in a higher resolution?
        !            18:    Couldn't you use ARDI's CPU emulation to speed it up?
        !            19: A: UAE is free software. It comes with sourcecode. ARDI's Executor, and as 
        !            20:    far as I know all the Amiga graphics card "standards" are proprietary and
        !            21:    sold commercially. The companies that make these programs have no reason at
        !            22:    all to give away their code for free, because they wouldn't make any more
        !            23:    money if they did.
        !            24:    The only option for better graphics support is to rewrite the graphics
        !            25:    library with a native equivalent. That's a huge amount of work.
        !            26:    (yes, I really get asked this kind of thing! I don't know where people take
        !            27:    these ideas from).
        !            28: 
        !            29: Q: Will there be any form of support for high-resolution graphics modes
        !            30:    (e.g. Workbench in 1024x768)?
        !            31: A: I don't know yet. I hope so, but there are some technical difficulties.
        !            32:    There are several options how it might be implemented:
        !            33:      - reimplement all of the Amiga OS: Painful. No, it wouldn't suffice
        !            34:        just to rewrite graphics.library native as I once thought naively.
        !            35:        That wouldn't work. You'd need a native kernel (i.e. exec.library)
        !            36:        to get it to work because graphics and esp. intuition multitask 
        !            37:        happily and that doesn't work in native emulation code yet.
        !            38:        (There are some bits and pieces in execlib.c, and it even occasionally
        !            39:        boots if you turn these on, so you may want to play with that if 
        !            40:        you're a programmer)
        !            41:      - emulate graphics card hardware: _should_ be rather easy, once you get
        !            42:        chipset documentation (maybe steal from Linux/68k, I think they have
        !            43:        some support for graphics cards in their X server). You'd still need
        !            44:        some form of commercial support software, i.e. a CyberGFX or EGS driver
        !            45:        or whatever for the particular graphics card model that's emulated.
        !            46: 
        !            47: Q: Does UAE run on the DEC Alpha/Sparcstations/SGIs/whatever?
        !            48: A: UAE should run on all Unix systems that have at least X11R5 and a decent
        !            49:    C compiler installed. So the answer is probably yes. Just use the generic
        !            50:    Unix source and follow the instructions in README.UNIX to compile it.
1.1       root       51: 
                     52: Q: Is it possible to read Amiga disks with a PC?
                     53: A: Ask that in comp.emulators.misc :-) The answer is: NO! Unless you invent
                     54:    and build some extra hardware yourself, which no one appears to have done
1.1.1.2 ! root       55:    yet. You'd also need some extra software driver; the whole setup would be
        !            56:    similar to the X1541 cable/software for C64 emulators.
1.1       root       57: 
                     58: Q: Couldn't I attach an Amiga floppy drive to the PC somehow, and use that to 
                     59:    read Amiga disks?
                     60: A: You can attach Amiga (low-density) drives to the PC, because they are
                     61:    completely identical to PC drives. This won't help you, because the problem
                     62:    is not the drive, but the PC floppy controller. You have to live with it.
                     63: 
                     64: Q: But...
                     65: A: No way.
                     66: 
1.1.1.2 ! root       67: Q: How can I transfer non-DOS disks that are used by many demos?
        !            68: A: With transdisk. The fact that they are unreadable by AmigaDOS does not
        !            69:    mean they are unreadble by transdisk. 
        !            70:    Long explanation: There are two things to consider when talking about the
        !            71:    "format" of a disk. First, the low-level format which divides each track
        !            72:    into sectors in a special way. Most Amiga disks are in the standard Amiga
        !            73:    format which has 11 sectors with 512 bytes each per track, with a total of 
        !            74:    880K per disk. There's also some extra information outside the sectors so
        !            75:    that the floppy controller can find the sectors. PC disks use a different 
        !            76:    format, which is the reason why a PC controller can't read Amiga disks.
        !            77:    If a disk is formatted this way, it can be copied with the normal AmigaDOS
        !            78:    diskcopy program or the Workbench equivalent, and transdisk can handle it.
        !            79:    Copy-protected disks have a different track layout (sometimes, they don't
        !            80:    divide the tracks into sectors at all, or use more sectors, or put
        !            81:    different things between the sectors. This type of thing can't be handled
        !            82:    by diskcopy or by transdisk.
        !            83:    Now, the second part of the "format" of a disk is the filesystem. If you
        !            84:    want to put files and directories on a disk, you have to write some special
        !            85:    information into some of the sectors on the disk. That information includes
        !            86:    (for example) the name of the disk (e.g. "Workbench1.3"), and what files it
        !            87:    contains. This information is called a "filesystem". The Amiga knows about
        !            88:    several filesystems: There is the original filesystem (called OFS), and the
        !            89:    newer Fast Filesystem (FFS) which was introduced with Kickstart 1.3.
        !            90:    If you don't put a filesystem on the disk, the data in the sectors can still
        !            91:    be read by programs like transdisk or diskcopy, but the data makes no sense
        !            92:    to them. The point is, it doesn't have to. It only has to make sense for
        !            93:    the Workbench which tries to determine what files there are on a disk. If
        !            94:    the Workbench can't find a filesystem it knows about on the disk, it will
        !            95:    be marked as a non-DOS disk.
1.1       root       96: 
                     97: Q: How can I change diskfiles?
1.1.1.2 ! root       98: A: Your version of UAE may have a user interface (the X11 version does) which
        !            99:    enables you to do this. Read your system-specific README file for details.
        !           100:    You can also use the UAE_CONTROL programs from the "amiga" subdirectory.
        !           101: 
        !           102: Q: UAE does not work with my Kickstart 1.2 image.
        !           103: A: You may need to turn off the harddisk and fastmem emulation with the "-a"
        !           104:    parameter. Kick 1.2 doesn't support the autoboot features that the harddisk
        !           105:    emulation requires.
1.1       root      106: 
                    107: Q: The "configure" script does not find Tcl/Tk, but I have it installed!
                    108: A: The script checks for an executable called "wish4.0". There is currently
                    109:    no better test. Unfortunately, this executable is not always present,
                    110:    even though Tk 4.0 is installed. If that is the case, find the "wish"
                    111:    executable, go into the directory where you found it and type 
                    112:    "ln -s wish wish4.0" (provided you have write rights in that directory,
                    113:    i.e. you are super-user). Then go back to the UAE directory, remove the
                    114:    file config.cache and rerun "configure". That should do the trick.
                    115: 
                    116: Q: Is it possible to read Amiga harddisks with a PC?
                    117: A: Yes. Linux 2.0 has an Amiga filesystem that can reportedly read Amiga
1.1.1.2 ! root      118:    OFS/FFS harddisks. Please don't ask for details, I didn't write the thing,
        !           119:    and I don't use it (yet).
1.1       root      120: 
                    121: Q: When UAE starts up, it says "Illegal instruction: 4e7b". Why?
                    122: A: That's normal, it's just the Kickstart CPU type test.
                    123: 
                    124: Q: When UAE starts up, it says "Illegal instruction: 00f8" (many times). Why?
                    125: A: That's because your Kickstart ROM was compiled for the 68020.
1.1.1.2 ! root      126:    (could also happen when there's a bug in UAE)
1.1       root      127: 
                    128: Q: When UAE loads <insert your favourite game> it says "Non-standard sync".
                    129: A: Your favourite game is copy-protected. There are ways to transfer such
                    130:    disks, but it's complicated and I won't help you because it would be much
                    131:    too time-consuming to figure out all sorts of copy-protection schemes.
                    132:    I hope there will be a general solution some day, but for now you're
                    133:    unlucky.
                    134: 
                    135: Q: While it compiles, it says "xxx illegals generated" or "16 mismatches".
                    136:    Is this a problem?
                    137: A: No. I can use this information to tell whether there is a problem, and
                    138:    there isn't.
                    139: 
                    140: Q: Why is there a blank area on the left side of the screen?
                    141: A: The Amiga can display graphics there, but usually doesn't because this
                    142:    would disable some sprites. The area is only used by some overscan demos.
                    143:    Normal screens are off-center. I'm not going to do anything about that.
1.1.1.2 ! root      144:    If you can't stand it, you can try to use 320x200 or 640x480 resolution,
        !           145:    which will attempt to center the screen. This is near impossible to get
        !           146:    right for every program. If your screen doesn't fit in lower resolutions,
        !           147:    use 800x600.
1.1       root      148: 
                    149: Q: Benchmark program <insert your favourite benchmark> gives weird results.
                    150: A: Amiga programs run by the emulator think the Amiga timers can be used to
                    151:    measure real time. But in UAE, they only measure "emulation time". Sysinfo,
                    152:    for example, gives the same results on all machines. So don't run
                    153:    benchmarks to test the emulator speed.
1.1.1.2 ! root      154:    Some benchmarks also use tight loops of DIV or MUL instructions to measure
1.1       root      155:    CPU speed, and in "emulation time" these instructions take as much time
                    156:    as any other instructions, and you'll get much too high values.
                    157: 
                    158: Q: Wasn't this called the Unusable Amiga Emulator?
                    159: A: Yes. But no one thought the name was very fitting anymore, though. It was
                    160:    only really appropriate for v0.1, which couldn't even boot.
                    161: 
                    162: Q: Sometimes, after UAE exits, there is no autorepeat for the keys!
                    163: A: Do "xset r on" (happens only in X, apparently mainly on Solaris boxes.
1.1.1.2 ! root      164:    Dunno why.). [Should be fixed by now. Note that this always happens when
        !           165:    UAE crashes]
1.1       root      166: 
                    167: Q: Would it be possible to speed it up by emulating the CPU native on, say,
                    168:    a 68k Mac?
                    169: A: I doubt it. UAE needs to be able to interrupt the CPU emulation anytime to
1.1.1.2 ! root      170:    perform tasks necessary for emulating the hardware. So you can't just let
        !           171:    it run all by itself.
1.1       root      172: 
                    173: Q: Would it be possible to speed it up by using graphics accelerator boards
                    174:    for example by using the blitter in S3 chips?
1.1.1.2 ! root      175: A: I doubt it. I'm no PC graphics card expert, but probably the only thing the
        !           176:    S3 blitter and the Amiga blitter have in common are seven lowercase
        !           177:    letters. Even if they were similar you'd have to keep all Amiga chip
1.1       root      178:    RAM in the graphics memory and that would most likely make everything
                    179:    painfully slow.
                    180: 
1.1.1.2 ! root      181: Q: How about adding special support for the GUS that uses hardware features
        !           182:    to speed up the sound emulation?
        !           183: A: Again, due to the differences in Amiga and PC (in this case: GUS) hardware,
        !           184:    this isn't really feasible. You _might_ get something like this to work in
        !           185:    some special cases (ProTracker modules might be a case that could be made
        !           186:    to work), but I don't think you can come up with something that emulates
        !           187:    all of the Amiga sound hardware.
        !           188:    The problem is that by just examining the values a program writes into the
        !           189:    audio hardware registers, you can hardly figure out what a program is
        !           190:    trying to do, and what it is going to do in the future. In contrast to
        !           191:    that, it's easy to write a SoundTracker module player for GUS cards because
        !           192:    you know exactly what you are playing, and how you have to do it.
        !           193:    (That doesn't mean you can't use the GUS for sound output; you just can't
        !           194:    use it to _speed up_ the sound output)
1.1       root      195: 
                    196: Q: Emulating all the hardware is a bad idea. Why don't you just emulate the
                    197:    OS? After all, that's what makes the Amiga the Amiga.
                    198: A: Short answer: I disagree. 
                    199:    Long answer: The OS is half of what makes the Amiga the Amiga. It is a very
                    200:    nice OS, and there are some features that I miss in any other OS, but it is
                    201:    also severely lacking in terms of (for example) memory protection and
                    202:    filesystem performance. 
                    203:    The other thing that made the Amiga special back in the 1980s is the custom 
                    204:    chip architecture. If you look into old (1985) computer magazines, you will 
                    205:    find that the capabilites of the Amiga OS are only mentioned as a side
                    206:    note, because people were not aware that it was revolutionary for a home 
                    207:    computer. They were aware, though, that the Amiga could display 4096 colors 
                    208:    at the same time and that it had a blitter and a copper that could do all
                    209:    sorts of stuff, like bouncing balls for instance. And I think it was the
                    210:    superiority of the hardware that made the Amiga a success.
                    211:    I see UAE as a program that is similar to C64 emulators: it allows you to
                    212:    run some old games and other programs that you can't replace with better
                    213:    equivalents on the PC. As such, it can already be used to run non-action
                    214:    games (like Monkey Island or Bard's Tale) at a satisfactory speed. Faster
                    215:    CPUs will eventually make it possible to run action games, just like faster
                    216:    CPUs have made it possible to emulate a C64 at full speed on a PC. UAE is 
                    217:    not (primarily) meant for the Amiga PowerUser who is running high quality
                    218:    applications on his A4000 with a 68060 board, but for people like me who
                    219:    switched from an A500 to the PC a few years ago because they wanted to make
                    220:    money by developing software.
                    221:    Besides, emulating an OS is far more difficult IMHO. Especially if the
                    222:    platform you are emulating it on is completely different than the platform
                    223:    that is being emulated. You'd have to mess with endianness conversions and
                    224:    other nightmares. The AmigaOS wasn't designed with portability in mind 
                    225:    either.
                    226: 
1.1.1.2 ! root      227: Q: How fast is it?
        !           228: A: This is the most difficult question to answer. The easy way to answer is
        !           229:    "It depends", but I'll try to do better. All timings I give here were 
        !           230:    measured on my machine, a P90, using SVGAlib, with the FASTER_CPU and 
        !           231:    DONT_WANT_SOUND options. Note that different versions of UAE generally run
        !           232:    at different speeds, so take these timings with a grain of salt.
        !           233:    The MC68000 emulation is more than twice as fast as a real A500. I measured
        !           234:    this by letting PowerPacker try to compress itself (it already was 
        !           235:    compressed). It took UAE about 6 minutes, my A500 took about 15. You can
        !           236:    get about twice the speed of an A500 for this type of program (not much
        !           237:    graphics activity) or if you set the frame skip rate to a high value.
        !           238:    For games and demos, the CPU speed does not matter, but the average frame
        !           239:    time is important. UAE can calculate this automatically. The SVGAlib 
        !           240:    version gives the number when you exit the emulator, to obtain the value
        !           241:    with the X version you need to interrupt it and type "c" in the debugger.
        !           242:    A real A500 has a constant frame time of 20ms (50 Hz).
        !           243:    If you have a game/demo that has lots of blitter activity, many copper/
        !           244:    sprite effects, dual playfields and scrolling, no one can help you.
        !           245:    Fortunately, this case is extremely rare. Normal games that have a number
        !           246:    of blitter objects, scrolling and maybe some sprites run at 1/3-1/4 the
        !           247:    speed of an A500 in the worst case, some run at 1/2 the speed. Lowering 
        !           248:    the frame rate helps enormously here, and at 1/5 frame rate, about 
        !           249:    everything runs somewhere between 50% and 100% the speed of an A500.
        !           250:    This still isn't the full story (I bet you start to see why the question is
        !           251:    hard to answer). A real A500 without fast memory gets slowed down to about
        !           252:    half its speed in Hires 16 color mode. More bitplanes also slow UAE down,
        !           253:    but not quite as much, so it can be several times faster than an A500 in 
        !           254:    that mode.
        !           255:    Finally, some remarks about the m68k->i386 code compiler that is available
        !           256:    in the Linux version of UAE. It shouldn't be used for games, it will
        !           257:    completely kill your frame rate. It's possible to use it for Workbench 
        !           258:    applications, though, and the frame rate shouldn't be a problem in this 
        !           259:    case.
        !           260:    I measured PowerPacker the same way as described above, and the time when 
        !           261:    using the compiler is slightly above 1 minute (10-15 times an A500). With 
        !           262:    the USER_PROGRAMS_BEHAVE option, it's as low as 40 seconds. I've also run
        !           263:    the BeachBall benchmark from AIBB 6.5. This takes around 10 minutes on an
        !           264:    A500, UAE is 3 times faster with the compiler. For some benchmarks that
        !           265:    use function calls heavily, the compiler isn't a win (although the current 
        !           266:    version should no longer be slower like previous ones). I have little 
        !           267:    "real world" data, please let me know if you made any experiences with the
        !           268:    compiler.
        !           269: 
        !           270: Q: How can I make it faster?
        !           271: A: Run the emulator in the lowest screen mode (320x200), set it to 256 colors,
        !           272:    make sure aspect correction is disabled, and set the frame rate to every 3rd
        !           273:    frame.  Finally, disable sound (if you have a version that lets you compile
        !           274:    your own executable, set "DONT_WANT_SOUND" in config.h). It won't look very
        !           275:    nice, but it will run as fast as your machine allows.
        !           276:    If you are running the X version, make sure you have commented
        !           277:    DONT_WANT_SHM in config.h. This option is "safer", but makes the emulator
        !           278:    very slow. Even better, when you run configure, say "configure
        !           279:    --enable-dga" if your X server (XFree86 3.2 or higher) supports it.
        !           280: 
        !           281: Q: What do I do if a game/demo/application doesn't work?
        !           282: A: If you're trying to run a game or a demo, enable some SLOW RAM, and try
        !           283:    running it again.  Some older software has compatability problems which SLOW
        !           284:    RAM can sometimes fix.  If it's an application, check for obvious things
        !           285:    like Kickstart version requirements, RAM, etc.  Also make sure the software
        !           286:    you're trying to run isn't for AGA equipped machines.
        !           287: 
        !           288: Q: Will there be a Windows version?
        !           289: A: Several people have mailed me in the past that they had started porting
        !           290:    UAE to WinNT/Win95. I never heard from most of them again. I assume they
        !           291:    found out that Windows sucks hard.

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