- C 77%
- C++ 17.1%
- Python 4.2%
- CMake 1%
- Assembly 0.4%
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In emulation mode the stack is page 1 and S wraps within it: from $0100 a JSR leaves $01FE. The backtrace walk, step-over and step-out compared S directly, so that call looked like a return -- step-over stopped inside the callee and the backtrace lost its caller. They now compare an unwrapped stack height, built from S's signed change from one instruction to the next. X65Test steps over, backtraces and steps out of such a call. |
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| .github | ||
| .vscode | ||
| doc | ||
| ext | ||
| roms | ||
| src | ||
| tools | ||
| .clang-format | ||
| .clangd | ||
| .gitignore | ||
| .gitmodules | ||
| CMakeLists.txt | ||
| emu.gif | ||
| LICENSE | ||
| README.md | ||
| version.cmake | ||
X65 emulator
This is Emu
The X65 Computer Emulator.
Emu is based on chip emulators by Andre Weissflog.
The USP of the chip emulators is that they communicate with the outside world through a 'pin bit mask': A 'tick' function takes an uint64_t as input where the bits represent the chip's in/out pins, the tick function inspects the pin bits, computes one tick, and returns a (potentially modified) pin bit mask.
A complete emulated computer then more or less just wires those chip emulators together just like on a breadboard.
Dependencies
Fedora:
dnf install libX11-devel libXi-devel libXcursor-devel mesa-libEGL-devel alsa-lib-devel libunwind-devel
Ubuntu:
apt install libx11-dev libxi-dev libxcursor-dev libegl1-mesa-dev libasound2-dev libunwind-dev
Download
Get the latest snapshot release at: https://github.com/X65/emu/releases
Build
Build using CMake and a modern C/C++ compiler.
Tip
This repository uses submodules. You need to do
git submodule update --init --recursiveafter cloning or clone recursively.
TL;DR
git clone --depth=1 --recursive --shallow-submodules https://github.com/X65/emu.git
cd emu
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build --parallel
build/emu --help
WASM
Install Emscripten toolchain. Next, run the following commands:
mkdir wasm
cd wasm
emcmake cmake -DCMAKE_BUILD_TYPE=Release ..
cmake --build .
The web build plays audio through a Wasm AudioWorklet, which runs on the browser's real-time audio thread rather than the main one. That takes shared memory, which browsers only grant to a cross-origin isolated page, so the server has to send:
Cross-Origin-Opener-Policy: same-origin
Cross-Origin-Embedder-Policy: require-corp
Without those headers the failure is total rather than silent -- creating the shared
WebAssembly.Memory throws and the emulator never starts. python -m http.server
does not send them; for local testing use:
tools/serve_wasm.py wasm
# http://127.0.0.1:6816/emu.html?file=roms/buzzer.xex
Gamepads stay invisible to a web page until someone presses a button on one -- the Gamepad API hides them from a page that has not been played with, so a pad plugged in before the page loaded shows up on the status line only after its first button press, and the browser then reveals every pad at once. Browser pads use raw joystick reports, preserving the firmware's button order.
Testing
Tests are built as part of the normal CMake build and run with CTest:
cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
cmake --build build --parallel
ctest --test-dir build --output-on-failure
X65Test covers execution tick accounting and frame publication, CPU/direct
memory routing, timer IRQ and CGIA VBI NMI delivery, SGU inspection and PCM
snapshot continuation, and local seeded RAM/RNG repeatability. It uses the same
machine sources as the application. On Linux, CPU816Suite runs gilyon's 65816
instruction tests and WaiInterrupt checks interrupt wakeup from WAI.
The optional SingleStepTests/65816 runner checks CPU state and bus cycles. Fetch selected opcodes and register the corpus with CTest:
tools/fetch-sst65816.sh 3d 48 cb
cmake -S . -B build -DSST65816_DIR="$PWD/sst65816/v1"
cmake --build build --target sst65816
ctest --test-dir build -R SST65816 --output-on-failure
Omit the fetch arguments for the full corpus (~3 GB); builds never download it.
On Linux, CMake also registers EmuScriptSmoke, EmuScriptSeedRepeatability,
EmuScriptWholeFrame, and EmuScriptCheckFailure when xvfb-run is available.
Install Xvfb, xauth, and Mesa software rendering support before configuring.
These tests run the real executable
with a virtual display and a process-local ALSA null sink. Each invocation has a
30-second timeout; each CTest test has a 90-second timeout. Windows runs the portable
native suites. See fixture regeneration instructions;
normal builds consume the committed XEX and need no assembler.
When xdotool and Python 3 are also available, CMake registers
EmuGuiJoystickInput. It sends host W/A/Z key events and reads the fixture's
guest-visible joystick byte through DAP, covering the X11-to-Sokol input path.
With xprop and Openbox, CMake also registers EmuGuiWindowLifecycle, which
verifies window creation, title and geometry, fullscreen round trips, debug-UI
hide/show, and a clean Ctrl+Q exit. Openbox supplies the EWMH fullscreen behavior
that a bare Xvfb server lacks. GUI tests have a 120-second timeout.
Run a single suite with -R, e.g. ctest --test-dir build -R ArgsTest.
The tests use doctest, so you can also run a suite's binary directly to filter individual cases:
cmake --build build --target argstest
build/src/tests/argstest --test-case="*crt*"
build/src/tests/argstest --list-test-cases
Running
Linux
> build/emu --help
Usage: emu [OPTION...] [ROM.xex]
> build/emu roms/SOTB.xex
Windows
> build/emu.exe roms/SOTB.xex
Options use the GNU --option style; run emu --help for the full list.
--fill-mem=N fills RAM with byte N before loading the ROM. Values may be
decimal (--fill-mem=165) or 0x/0X hexadecimal (--fill-mem=0xA5), from
0 to 255; leading-zero values are decimal. Repeated options use the last
valid value. Without this option, RAM is randomized. --fill-mem=0 replaces
the former --zero-mem / -z option and preserves its zero-filled RAM behavior.
In the web build, use the URL query parameter fill-mem=N.
--fullscreen starts fullscreen; toggle with Alt+Enter (F11 in the browser).
Fullscreen inhibits the screensaver where supported. The status line shows
DE-9 joystick input and merged HID gamepad directions and buttons. The UI uses
the X65 mouse cursor.
Audio recording
--wav FILE records audio at 48 kHz, stereo, 32-bit float, before host resampling.
Recording lasts for the run and works with scripts, including scripted exits.
build/emu --wav music.wav roms/MontyOnTheRun.xex
Hardware and debugging
- SGU-1's service bank provides chip identification,
four 64 KiB PCM banks, master volume, clip status, and selective resets.
Emulator reset mutes the mixer; guest code must set
MASTER_VOLto enable output. Snapshots include PCM data. - Hardware > SGU-1 shows service state, clip events, and reset controls. The mixer slider controls master volume; the speaker icon turns red on clipping.
- CGIA supports 1–4 bpp sprites, mirroring, and double width. The CGIA debugger decodes sprite formats and colors; the VRAM debugger has a depth selector and a 16-entry sprite palette.
- RIA
EXT_IOmaps eight 64-byte chunks at$FC00–$FDFF: set bits select RAM, clear bits select the expansion bus. No expansion cards are emulated; bus reads return$FF. Debugger and loader access bypass this routing.
Headless scripting
--script FILE drives the machine from a small line-oriented script instead
of the keyboard: advance frames, feed joystick lines and gamepad reports, take
PNG screenshots, dump or check memory, print CPU/CGIA state, trace
instructions, stop at an address. Emulation runs at a deterministic 60 Hz
(several frames per host frame), a failed check exits with code 1, and exit
ends the run, so scripts
double as CI smoke tests. Combine with --disable-gui and xvfb-run for a
fully headless run. --script - reads stdin.
--screenshot FILE [--frames N] is a shortcut for run N / shot FILE / exit
(default 120 frames). shot writes 384×240 PNGs; shot FILE full uses full
resolution.
shot and crc capture what the host is shown, not the raster being drawn.
A script regains control only between fixed slices of emulated time, so a
run ends partway into the next frame; the capture is the frame CGIA last
finished, not that frame's top drawn over the next. After an until the
machine is stopped where the breakpoint caught it, and the capture is the
raster exactly as it stands there.
> cat drive.scr
run 60
joy up left
run 120
regs
shot "turning.png"
dump 0xD000 32
exit 0
> xvfb-run -a build/emu --disable-gui --script drive.scr roms/game.xex
joy [1|2] ... drives either DE-9 joystick port; the two are independent and
hold at the same time. Its buttons are a, b, x and y. A DE-9 stick
conventionally has one or two buttons, so only A and B are standard; X and Y
name the other two after the gamepad, as the platform's controller example
does, and c/d are accepted as aliases. Beyond those two, players come from
the USB HID gamepads, which are normally fed only by real SDL devices, so
pad <1..15> [button ...] injects a report into one of the fifteen HID slots and
pad <n> off hands the slot back to whatever is plugged in. Its lup/rup
style directions drive the analog sticks' digital encoding, the byte programs
usually merge with the dpad so either input works:
joy 1 up
joy 2 down b
pad 3 right a
pad 4 lup b
key w lshift
run 120
joy 2 none
pad 3 off
key none
key holds a set of keyboard keys, named (w, up, lshift, kp0, ...) or
as raw USB HID usage ids; like joy, each call replaces the set.
The verbs are documented in src/script.h. peek and dump use
debugger-style inspection: timer interrupt status and SGU service status remain pending, and SGU
sample-data reads preserve the sample offset. CPU bus reads still acknowledge
status and advance SGU sample offsets. RIA FIFO/API-stack inspection returns $FF.
Other read effects, including consuming hardware RNG bytes, remain unchanged.
Direct debugger/loader access also bypasses expansion-window routing.
An area before the address picks other memory: ram is raw RAM as the CGIA
sees it, bypassing MMIO at $FEC0–$FFFF (dump ram $00:FF00 32); vram:N
is one of the CGIA's four VRAM cache buffers and vram:pN the one plane N
reads (peek vram:p0 $4000 $A5); pcm:N is an SGU-1 sample bank. The XEX
loader warns when a bank-0 block crosses into the I/O window, where writes go
to registers instead of video memory.
Symbols come from cc65 debug info: link with ld65 --dbgfile game.dbg and a
game.dbg next to game.xex loads with it (or name one with --symbols FILE,
or the script's syms verb). Addresses may then be names, with an optional
offset — until main, peek score+1 $00, dump sub::table 16 — regs
reports the label and source line at the PC, and the debugger's disassembly
shows labels.
--seed N optionally seeds randomized RAM and the hardware RNG. Values are unsigned
decimal or 0x/0X hexadecimal through 4294967295; leading-zero values are decimal,
and zero is a valid supplied seed. Repeated options use the last valid value.
Full initialization/reboot restarts the seed; ordinary reset continues the stream.
--fill-mem=N fills RAM without changing the seeded guest RNG sequence.
Without --seed, the first boot chooses a random seed and logs the --seed=N
needed to repeat it. Reboots reuse that seed.
Repeatability requires the same C runtime, initialization options, and inputs:
C runtimes may produce different rand() sequences, and unrelated rand() calls
share the stream. Snapshot restoration does not rewind RNG state. The SGU snapshot
test covers PCM playback continuation within one executable, not complete machine
replay or restoration of the host audio resampler.
MCP server
--mcp makes the emulator a Model Context Protocol
server on stdin/stdout, so an AI agent can run, inspect and debug a program. It
speaks protocol revision 2026-07-28 only — every request carries its version
in _meta, and there is no initialize; a client that still opens with
initialize gets an error saying so. Linux only for now.
> build/emu --mcp --disable-gui --fill-mem=0 --seed 1 game.xex
The machine starts paused and runs only when a tool runs it — run_frames,
run_to_address, step_into/step_over/step_out, continue — in fixed 60 Hz frames as
fast as the host goes, so a session is repeatable with --seed/--fill-mem.
Those tools reply once the machine has stopped, with where (the PC, its symbol
and source line). The others read and write memory in all four areas, the CPU
registers and the CGIA, RIA, SGU-1 and GPIO state, disassemble, set breakpoints
and watchpoints on read/write address ranges (the same ones the debugger window
and DAP see), page through the log of the last 65536 instructions run (always
recorded, with their registers) and the calls still running rewound from it,
look symbols up, take screenshots (PNG), and press joystick, gamepad and keyboard controls,
alone or as a timed input_macro; tools/list describes each. Addresses
are "$00:2080", "0x2080" or symbol names. Closing stdin ends the emulator.
To give an agent the tools, register the command with its client, e.g. for Claude Code:
> claude mcp add --transport stdio x65 -- /path/to/emu --mcp --disable-gui /path/to/game.xex
Opcode Breakpoints
The emulator supports opcode based breakpoints, if an specified opcode is executed, the emulator will stop. Possible breakpoint values are EA (NOP) 42 (WDM #xx) and B8 (CLV).
> build/emu --break EA roms/SOTB.xex
WASM URL arguments
The web build has no command line, so arguments come from the page URL query
string. file=VALUE becomes the positional ROM argument,
and every other token maps to a long option (only the --option[=value] form is
supported, but the -- prefix may be omitted). For example:
emu.html?file=roms/SOTB.xex&crt=1,2,3&fullscreen
is equivalent to the native command line:
build/emu --crt 1,2,3 --fullscreen roms/SOTB.xex