[Coco] Best emulator for Windows nowadays?
Steve Strowbridge
ogsteviestrow at gmail.com
Tue Aug 29 10:39:03 EDT 2017
Reitveld I'm going to sound like a hypocrite by saying this, but I'll at
least be honest about that up front.
Here I am preaching that people should try something before they comment on
it, however, your suggestion to run emulated DOSbox to run an emulator that
hasn't been updated since the days of DOS sounds like two layers of
backwards to me, and honestly I won't even consider trying that, therein
lies my hypocrisy.
As good as it may be, I can't imagine a compelling enough reason to make
emulation more complex that it already is.
Again, this is just me, and I just being honest about my opinion on that
option.
Now where does it make sense? Not sure if it was you or someone else, but
somebody recently showed DOS box running on a Black Berry running the DOS
emulator, and that's actually a cool hack for a platform that doesn't have
a native emulator.
But when there are modern options that have gone through constant revisions
and tweaks, and can directly access media from your modern OS, those make
the most sense to me, but, to each their own.
On Aug 29, 2017 10:22 AM, "Rietveld Rietveld" <rietveldh at hotmail.com> wrote:
> I have both VCC and MAME, but my goto emulator is still jeff's via DOSBOX.
> I don't think we should discount how good this old coco2b emulator really
> is. Once u setup DOSBOX it is point and click easy
>
> Sent from my BlackBerry Passport Red Edition.
> Original Message
> From: Steve Strowbridge
> Sent: Tuesday, August 29, 2017 10:18 AM
> To: CoCo Mailing List
> Reply To: CoCoList for Color Computer Enthusiasts
> Subject: Re: [Coco] Best emulator for Windows nowadays?
>
>
> Yes at this point Xroar is the clear winner for best artifact color
> emulation, hands down. Also the easy way you can swap red and blue from
> the drop down is a nice touch.
>
>
> It helps to have current versions and current knowledge of each.
>
> Most general and vauge statements and claims simply aren't applicable if
> you have seen/used the latest builds.
>
> One recent example with MAME was discovered to be with the WD floppy
> controller that could actually corrupt disk images if you were copying
> between multiple floppy disks.
>
> This was reported and a work around was released for it, the bug went as
> far back as .162 and was discovered in the .188 release, thanks to David
> Ladd for finding and reporting the issue.
>
> With MAME and Xroar, issues can be reported and fixed fairly quickly as
> they are both being actively worked on.
>
> Anybody not aware of the fact that MAME and MESS are the same product and
> project, for examples are living in the past, and should update and try the
> latest version. If you're running anything less than .188 you're playing
> with broken versions.
>
> If you haven't tried Xroar recently give it a go an experience the multiple
> artifact options for yourself.
>
> Links to all of these emulators can be found at http://imacoconut.com
>
>
> On Aug 29, 2017 8:56 AM, "Ciaran Anscomb" <cocomalt at 6809.org.uk> wrote:
>
> > Steve Bamford via Coco wrote:
> > > > "2) MAME/MESS by far does a better job of displaying artifact colors
> > than
> > > > the other emulators."
> > >
> > > I think the received opinion is artefact colours are also pretty good
> on
> > > XRoar. :)
> >
> > Cheque's in the post ;)
> >
> > But yeah, if you pick "simulated" cross-colour renderer, XRoar will
> > calculate the artefacting, and supports:
> >
> > - normal NTSC hi-res red/blue artefacts
> > - "PAL-M" equivalent green/purple artefacts
> > - forced "both lines active during colour burst"
> >
> > Though that last one is based on some assumptions and I've not got a
> > good test case yet. I remember reading a thread where Sock Master had
> > demoed this, but can't for the life of me remember where it was.
> >
> > What XRoar *doesn't* do is extend the artefacting calculations across
> > arbitrary resolutions: whatever size screen you use, you'll have a
> > scaled-up version of the 640-pulse-wide screen used to render VDG output.
> > Some future OpenGL shader additions may tackle this (as well as
> horizontal
> > & vertical colour bleed etc.).
> >
> > ..ciaran
> >
> > --
> > Coco mailing list
> > Coco at maltedmedia.com
> > https://pairlist5.pair.net/mailman/listinfo/coco
> >
>
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