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Amiga Emulator for *nix Systems
License: GNU General Public License v2.0
This project forked from voorhees1979/puae
Amiga Emulator for *nix Systems
License: GNU General Public License v2.0
PUAE --------------------------------------------------- PUAE tries to continue where E-UAE left off.. PUAE versioning is based on the merged WinUAE version.. Work until 2.8.1 was done by: Mustafa 'GnoStiC' TUFAN ([email protected]) GnoStiC disappeared from github a couple years ago, so I (rofl0r) am maintaining it now. GIT --------------------------------------------------- http://github.com/rofl0r/PUAE PUAE Binaries --------------------------------------------------- I don't supply binaries for any OS. You should also check FS-UAE: http://fengestad.no/wp/fs-uae and WinUAE: http://www.winuae.net PUAE Ports (those i'm aware of) --------------------------------------------------- Pandora : http://apps.openpandora.org/cgi-bin/viewapp.pl?/Emulator/puae.inf XBOX360 : http://lantus360.com Android : http://droidpuae.blogspot.com : https://github.com/pelya/commandergenius/tree/sdl_android/project/jni/application/puae PS3 : http://metaneutrons.blogspot.com/2011/07/porting-puae-to-playstation-3.html Raspberry : http://www.valvers.com/raspberry-pi#toc-amiga-emulation-puae PNaCl : http://pnacl-amiga-emulator.appspot.com AROS : http://aminet.net/package/misc/emu/p-uae.i386-aros Retroarch : https://github.com/libretro/libretro-uae About PUAE --------------------------------------------------- PUAE (and EUAE) traditionally offered tons of configuration options, which resulted in a maintenance nightmare, with most of the untested combinations broken. recently the build system was refactored to allow only a minimal set of configurable options, in the hope that this will ease the situation. At this time, only a GTK+2 and SDL frontend are supported, as well as a subset of host operating systems and machines. Development is mainly focused on linux and SDL 1.2. Since SDL2 was supported at some point it should be possible to make it work again with some minor tweaks. File a PR if you're interested. See also the docs directory (might be partially outdated). Difference to FS-UAE --------------------------------------------------- UAE was originally written in C, and WinUAE basically continued using only the C subset of C++ but renamed files to .cc so MSVC's C++ compiler could be used instead of its crippled C compiler which produces abysmally bad code. When merging changes from WinUAE, PUAE renames the files to .c before diffing and compiles everything as C. FS-UAE otoh embraces C++ and its new features which leads to a lot longer compile times. Additonally it makes heavy use of OpenGL and 3D effects for its UI, so if your GPU isn't that great or you don't have OpenGL at all, it's unusable. Additionally FS-UAE introduced a dependency on GLib. PUAE works just fine without OpenGL. Compiling PUAE --------------------------------------------------- check out the sources from git, then run `autoreconf -i` to generate the configure script. run `./configure --help` to read which `--with-...` options are available. then run `./configure` with the options you require, followed by `make -jN` where N is the number of CPU cores. See also docs/compiling.txt (which may be outdated). Tested environment: Linux, x86_64, GCC 6.5.0. Using PUAE ---------- after build, cd to src, and put your kickstart roms into `roms` and your adf files into `disks`. then run `./uae`. in the SDL gui you may now select a ROM (confirm selection with `b` button either on keyboard or joypad), and an adf file. using button b will put the file into DF0, while button a will put it into DF1. you can get back into the menu using `F12` key - while inside the menu you can save/load savestates and toggle fullscreen mode with (right)ALT-enter. Note that PUAE sometimes gets stuck when selecting `exit` - therefore it's a good idea to quit fullscreen mode before doing that. About the JIT --------------------------------------------------- The JIT featured by {P/FS/Win}UAE is mostly useless - unless you want to run an Amiga Workbench. Even though very fast, due to timing issues it's not very compatible to games, and it requires to use a CPU >= 68030 and is only implemented for x86[_64] archs. Also compiling support for it increases build time by about 2x - so you are probably better off not enabling it. Bug Reports/Contact --------------------------------------------------- Open an issue here on github.
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