This file only lists options not already described in -h
.
The default frontend uses SDL2 + ImGui and requires an OpenGL ES2.0 implementation. It is possible to use plain SDL2 and select the renderer (pass --no-imgui
and look at -h
).
When libslirp
is used as backend for Uthernet cards, ports must be explicitly opened and forwarded to the guest (only MACRAW sockets for Uthernet 2).
Syntax is similar to Virtual Box
--nat 3,tcp,,8080,,http
Multiple nat
options can be specified at once
- default host address is 0.0.0.0
- default guest address is the first in the dhcp range
- service names are accepted
- the slot (3) is currently ignored
Parsing errors are fatal, listening errors are logged to the console.
The configuration GUI only works with ImGui: otherwise either manually edit the configuration file ~/.config/applewin/applewin.conf
or use qapple
and run sa2 --qt-ini
.
The format of the configuration file is the same as the Windows Registry of AppleWin.
Drag & drop works for floppy disks. With ImGui it is possible to select which drive they are dropped into (System
-> Settings
-> Hardware
-> D&D
).
If the filename ends with .yaml
, it will be loaded as a State file.
Individual options can be passed via arguments too: -r Configuration.Printer_Filename=Printer.txt
.
If you have a modern gamepad where the axes (LEFTX
and LEFTY
) move in a circle, the emulator will automatically map to a square: use --no-squaring
to avoid this.
The rendering is performed with Dear ImGui.
On a Raspberry Pi, a KMS driver is mandatory and best results are obtained on a Pi4 with FullKMS (full screen via F6
).
Output mentions the Dear ImGui version, e.g.: IMGUI_VERSION: 1.81 WIP
.
Some of the configuration options are exposed in the Settings
menu. This is not a modal dialog and options are applied immediately. You might need to Restart the emulator manually.
Press F1
to see a list of hotkeys.
The application terminates if the SDL_CONTROLLER_BUTTON_BACK
(i.e. SELECT
) button is pressed twice in one second.
When compiled for macOS, the delete
key (or if you use a non-Apple keyboard, then its backspace
key) is mapped to the emulated Apple ]['s Delete
key.
Audio works reasonably well, using AppleWin adaptive algorithm.
There is a command line argument to customise the SDL audio buffer: --audio-buffer 46
.
AppleWin target is between 92 and 185 ms, so any number above 90 will risk numerous underruns. It can be as small as 1, but it will probably put pressure on the host scheduling.
Use Ctrl-F1
during emulation to have an idea of the size of the audio queue
Channels: 2, buffer: 21780, 123.47 ms, underruns: 0
Channels: 1, buffer: 9760, 110.66 ms, underruns: 1
(1) is the speaker, (2) the Mockingboard.
At the end of the run, it will print stats about timings:
Video refresh rate: 60 Hz, 16.67 ms
Global: total = 7789.16 ms, mean = 7789.16 ms, std = 0.00 ms, n = 1
Events: total = 22.42 ms, mean = 0.05 ms, std = 0.17 ms, n = 471
Texture: total = 113.32 ms, mean = 0.24 ms, std = 0.06 ms, n = 471
Screen: total = 7624.87 ms, mean = 16.19 ms, std = 1.66 ms, n = 471
CPU: total = 647.21 ms, mean = 1.34 ms, std = 0.48 ms, n = 484
events
: SDL events and audiotexture
:SDL_UpdateTexture
screen
:SDL_RenderCopyEx
andSDL_RenderPresent
(this includesvsync
)cpu
: AW's code
For debugging and profiling (valgrind), it is best to switch off adaptive speed, as otherwise it enters a feedback loop and seems to hang.
Use --fixed-speed
.
If the OpenGL implementation does not support vsync
, the emulator will revert to sleep_until
from <thread>
; it is possible to force this behaviour with --timer
.