Planetoids Mac OS

  1. Planetoids Mac Os Update
  2. Planetoids Mac Os Catalina
  3. Planetoids Mac Os X
  4. Planetoids Mac Os Download

You'll spearhead space missions to new and undiscovered Planetoids, transport resources between bases, and manage multiple worlds on the fly to build a bustling megacolony that not only survives, but hopefully, thrives. Have support for Mac OS X and Linux? Oxygen Not Included - Spaced Out! (Early Access) Minimum System. Download PREY for Mac OS X. The video game Prey is a kind of shooting game which may be played by one player. It utilizes a version of id Tech 4 that is greatly modified so that it would be able to make use of portals as well as gravity for the creation of the environment where the player is going to move about.


A Freeware BBC Micro Emulator for DOS, Windows and Mac OS X

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Click here to download the latest version of B-EM for DOS (version 1.1).
Click here to download the latest version of B-EM for Windows (version 2.2) (source code included).
Click here to download the latest version of B-EM for Linux (version 2.2) (source code included).
Click here to download the previous version of B-EM for Linux (version 2.0a) (source code included).
Click here to download the latest version of B-EM for Mac OS X (version 1.0).
Click here to download the B-EM source code (version 1.5).
Gentrifry mac os.

June 3rd 2012
B-em v2.2 released.

Changes from v2.1a:

  • MOS 3.50 emulation
  • Fixed CRTC bug when programmed with stupid values (MOS 3.50 startup)
  • ADFS disc corruption bug fixed (Carlo Concari)
  • Fixed ACIA bug - Pro Boxing Simulator tape version now works
  • Fixed bug which created endless blank hard disc images
  • Printer port DAC emulation
  • AMX mouse emulation
  • Master 512 mouse now works properly
  • Master Compact joystick emulation
  • IDE emulation available in non-Master models
  • UI fixes (some from Carlo Concari)
  • Improvements to VIA emulation
  • PAL video filter
  • Bugfixes in ARM and 65816 coprocessors
  • Debugger fixes
  • Tidying up of code
  • Windows version can now build on MSVC as well as GCC
February 14th 2011
B-em v2.1a released.

Changes from v2.1:

  • Keyboard bug fixed, Dr Who : The First Adventure now works
  • Video ULA bug, Atic Atac now has correct colours
  • Cursor inversion now works properly
  • Linux screenshots now work
  • Save states in Linux
November 15th 2010
B-em v2.1 Linux version released.
v2.1 has a more involved installation process than v2.0a, so the latter is still available. October 25th 2010
B-em v2.1 released.

Changes from v2.0x:

  • IDE hard disc emulation
  • OpenGL video support (mainly for Linux)
  • Fixed 360k discs in Master 512 mode
  • Fixed some hanging bugs in Windows (mainly when resetting)
  • Resizeable window in Windows
  • Debugger improvements
  • VIA and video fixes, cassette version of Lunar Jetman now works
  • Lightpen fix, Pharaoh's Curse works
  • Some mode 7 fixes
  • Speed control
  • Savestates
Linux version should be updated shortly. August 26th 2010
B-em v2.0b released.
Fixes (hopefully) a keyboard bug on some machines running Windows 7. March 16th 2010
B-em v2.0a released.
Fixes a few bugs in v2.0. Also Linux port is now available. March 14th 2010
B-em v2.0 released.

Changes from v1.5:

  • Most of the emulator re-written
  • Cycle-accurate video emulation
  • Higher quality mode 7
  • Added 80186 (Master 512) and 65816 second processors
  • BeebSID emulation (using resid-fp)
  • FDI support is back
  • Improved sound overall
  • Much more stable
  • Debugger
  • Redefineable keyboard
  • Now licensed under the GPL
Linux version should be out in a couple of days. May 20th 2008
B-em v1.5 released.

Changes from v1.4a:

  • Acorn Z80 tube emulation
  • Various fixes to video and sound
  • New bandpass sound filter - recommended! (sounds very BBC-ish)
  • Fixed crash bug on exit
June 10th 2007
B-em v1.4a released.
This fixes the problems with modes 3 and 6. However, due to licensing problems, FDI disc images are no longer supported.
May 15th 2007
B-em v1.4 released.

Changes from v1.3:

  • 65c012 tube emulation (+ Master Turbo) - from 4mhz to 64mhz
  • Fixed bug in ARM tube emulation
  • Sideways ROMs supported in Master emulation
  • Windows version now releases unneeded CPU time
  • Sound should hopefully be better
December 13th 2006
B-em v1.3 released.

Changes from v1.2:

  • Better sound in Windows version
  • Better CSW support
  • Bugfix in mode 7
  • Bugfix in cursor handling - Frogman works again, no more random crashes in some games
  • Periodic noise pitch now correct - see Icarus, Cute To Kill
  • Video can now use hardware scaling - should be faster
  • Removed colour errors with 2xSaI filter
  • File dialogs now (finally!) work properly

Only Windows port updated at the moment, DOS version should be brought up to date before the end of the year.

July 28th 2006
B-em v1.2 released.

Changes from v1.1:

  • Preliminary CSW support
  • Improved timing, more protected games work (eg Nightshade, Tapper, Beach Head etc)
  • E00 DFS now supported
  • Disc writing works properly again
May 7th 2006
B-em v1.1 released.

Changes from v1.0:

  • Can now emulate a Model B with 1770 FDC
  • Better mode 7 emulation - many programs improved, eg Granny's Garden
  • Added cursor to modes 0-6
  • Altered video timing a little
  • Added more commands to 1770 FDC - Watford DDFS now works (single density only)
  • Some optimisations to video code
  • Update VGM logging to latest spec
February 1st 2006

Roadblocks game ipad. The OS X port has been updated to version 1.0, thanks to Thomas Harte.

December 24th 2005
B-em v1.0 released.

Changes from v0.82:

  • FDI support. Allows use of copy protected disc images. A few bugs in FDC emulation remain, however about 75% of FDI images dumped so far work.
  • Improvements to timing, Joust now works, along with some Kevin Edwards protected games.
  • Master Compact emulation (largely for some of the dumped FDI images).
  • Slight improvements to cassette emulation, loader on Joust now works, speedup now available.
  • Fixes and optimisations to ARM emulation.

A load of FDI files will be available at www.acornpreservation.org later today, thanks to Dave Moore.

August 11th 2005
B-em v0.82 released.

Changes from v0.81b:

  • ARM Evaluation System emulation. Beware that this is quite slow and probably buggy (I don't have any software to test on it)
  • Fixed ADC/SBC BCD flags that were broken in 0.8 - Exile works again
  • Added read ID commands to 8271 FDC - Superior Collection now works
  • Ported to OS X
August 4th 2005

The first OS X alpha of B-em is now available, thanks to Thomas Harte.

July 28th 2005
B-em v0.81b released.

Changes from v0.81a:

  • Audio buffer length now user selectable (Windows only)
  • Fixed bug with instructions like STA $FFFF,x - 3D Grand Prix no longer crashes
  • A few other fixes
July 27th 2005
B-em v0.81a released.

Changes from v0.81:

  • Adjusted audio a bit, less lagging in Windows port
  • Fixed VGM logging
July 26th 2005
B-em v0.81 released.

Changes from v0.8:

  • Fixed bugs in 8271 and 1770 FDCs, all write operations should now work, along with formatting. The Hobbit also now works correctly
  • Fixed some crash bugs
  • Added command line options, mainly for use by frontends
July 2nd 2005
B-em v0.8 released.

Changes from v0.71b:

  • Timing improvements, some stuff that encrypts via timers (eg Frogman) now works
  • VIA improvements - fixed Planetoids/Super Defender/whatever, Volcano and Pharoah's Curse
  • Improvements to sound accuracy, Ghouls and Killer Gorilla (and probably others) have better sound
  • Cassette emulation now much more reliable, and supports HQ-UEF files
  • Save states are implemented again
  • Config file now in English
  • Added high pass sound filter and SID waveform
  • Vastly improved Windows port
July 27th 2004
B-em v0.71b released.

Changes from v0.71/0.71a:

  • 8271 FDC now supports writing
  • FDC no longer crashes B-em in The Hobbit
  • Windows version should be more responsive
July 6th 2004
B-em v0.71a released (Windows only update).

This release fixes a stupid bug relating to system resources on Windows.

July 5th 2004
B-em v0.71 released.

Changes from v0.7:

  • Stupid bug in Master 128 fixed - most Master stuff should work now
  • High resolution video now supported
  • 2xSaI filter
  • Bugs fixed in CRTC, Uridium and Psycastria now look better
  • Sound volume now logarithmic
  • Couple of other bug fixes
  • Win32 port can now run in a window
June 23rd 2004
Elkulator moved.

It is now at http://elkulator.acornelectron.co.uk

April 5th 2004
B-em v0.7 released.

Changes from v0.61:

  • Master 128 emulation (buggy)
  • Better video timing, Uridium works
  • VIA interrupt bug fixed, many games better
  • Interrupt bug fixed, Empire Strikes Back now working
  • Disc write (B+ and Master 128 only)
  • Sound mixing now 16 bit
  • Low pass filter for sound
  • Improved disc drive noise
  • More reliable tape emulation
January 28th 2004
B-em v0.61 released.

Changes from v0.6:

  • ADFS support
  • Model A support
  • Model B+ fixed a bit, Level 9 adventures now show pictures
  • Win32 version improved a bit
  • Some undocumented sound stuff emulated - Crazee Rider now has correct drums
  • Some other misc changes
July 31st 2003
B-em v0.6 released.

Changes from v0.5:

  • Model B+ support, along with 1770 emulation
  • Totally rewritten 6502 core - faster, more accurate
  • Fixed some VIA timing - Revs now works
  • UEF works better
  • New GUI
  • Improved sound core - now supports sample playback
  • Now emulates two disc drives
  • Win32 version now available
December 23rd 2002
B-em v0.5 released.

Changes from v0.4a:

  • Totally rewritten 6502 core - faster
  • Totally rewritten video - better split palette/mode emulation + R5 scrolling and some rupture
  • UEF support is back
  • New GUI
  • Blurring filter
  • Switchable sound waveforms
  • Samples no longer crash B-em
  • Sideways RAM emulation actually works
  • Joystick emulation

As usual, any feedback is appreciated. Send comments to : b-em@bbcmicro.com.

January 20th 2002
B-EM v0.4a released.

Changes from v0.4:

  • Some 6502 bugs fixed, Exile now working properly
  • Re-added Model A emulation
  • Disc drive noise added
  • Default config file no longer points to a non-existant file
  • Can now log sound - invented new file format for this (.sn - player and format description included)
  • Arrow keys and delete/copy now work again
  • Updated documentation.

(Still) wanted:

  • Replica 2 (good tape-to-disc menu prog)
  • Tube docs
  • Working ACIA emulation
  • Any ideas on how to get SN76489 samples working in Allegro's sound mixer
  • Pinouts for the BBC tape port (and to know if it's safe to poke wires in there - I can't be bothered to make a real cable).

As always, feedback is appreciated/welcomed/required(!) - the address to send any comments to is: b-em@bbcmicro.com.

January 13th 2002
B-EM v0.4 released.

New in this version:

  • Sound is *much* better
  • Speed increased 2-4 times
  • Video emulation improved. Full overscan is supported, and the colour generation is the same as on a real BBC
  • New GUI
  • UEF support removed, as it were crap
  • Directories semi-supported in TFS (for Dambusters and Sorcery)
  • Setup removed (no longer needed)
  • Some 6502 bugs fixed
  • Sideways RAM emulation added, but quite buggy
  • Exile now works! (just)
  • Elite is now playable!
April 23rd 2001
Uploaded a replacement source code zip that includes a couple of extra files, plus improved documentation.
April 22nd 2001
Uploaded the B-EM source code.

Can anyone help with any of the following?

  • Speed up the 6502 emulation
  • Speed up the video emulation
  • Fix the 6850 emulation
  • Fix some bugs in the 6522 emulation
  • Sort out sound emulation
  • Get bem.c to compile with optimisation
  • Neaten up the source code (no chance!).

If you think you can assist Tom in any way, please contact him at b-em@bbcmicro.com.

April 14th 2001
B-EM version 0.3a released.

Differences from the last version:

  • 'clear screen' command removed, as it was using the same key as change disc
  • stuff held in seperate directories:
    • roms - OS ROM and paged ROMs
    • inf - .INF files (with the extension-less files as well)
    • uef - .UEF files
    • discs - .SSD, .IMG, and .DSD files
  • You shouldn't get 'chunk ID' errors anymore with the UEF code
  • American BBC support.

*Please* let Tom know how you get on with the new version!!

Any feedback should be directed to b-em@bbcmicro.com.

April 1st 2001
First public release of B-EM (version 0.3).

Features:

  • Emulates the BBC Model B
  • All documented video modes supported
  • All documented and undocumented 6502 instructions
  • 8271 Floppy Disc Controller emulated (single drive, double sided, 80 track)
  • Supports five formats for BBC storage on PC - .ssd, .dsd, .inf, .uef (preliminary) and __catalog__
  • Sound emulation (preliminary)
  • Snapshots
  • Optional 6502 debugging to file.

This lab will guide you through coding up a web-based implementation of the classic video game asteroids. You will need to bring your laptop to the lab or use the available computers. Unfortunately, tablets will probably not work very well unless you have an external keyboard.

This example will use a programming language that is very similar to C and C++ programming. (Note: If you are familiar with C or C++ the main difference you will see is that there is no main() function and instead the draw() function serves this role.)

In the classic game of Asteroids, there is a little ship that flies around in space, very far away from stars and planets so that the gravitational acceleration is zero.

Step 1. Play around with a 1-dimensional version of Asteroids

Very Important: Sign up for an account! Then click 'Duplicate' so you can have your own version of the code!!!

In the top left corner, press and you'll see something like this:

Push up arrow to see the rocket accelerate. Unfortunately right now the ship can only accelerate in one direction. We will change this step-by-step to make the behavior more similar to the classic asteroids game. If the example doesn't work tell the instructor.

After you press all four arrow keys you will notice there are a couple of objectives that have not yet been completed:

If the program can detect that something is wrong with your code it will show a red next to that objective.

If the program can detect that you have completed the objective it will show a green check mark next to that objective.

But the program is not very smart and if it can't tell whether you have completed the objective it will indicate a question mark like this next to that objective.

By the end of this activity your goal is to have green check marks next to all the objectives like this:

The steps below will help you to achieve all these objectives!

Step 2. Look at the code

This is the code used to move the ship around in 1D version. Take a close look at the code and try to get an idea of what each part does:

Any thoughts on what this means and what each part is doing?

Step 3. Edit the source code to let the ship rotate!

After you click duplicate! to make sure that you're working on your own version of the code, change these lines of code:to look like this:

The asteroids game is now set up so so that only the x-component of the thrust is what accelerates the ship. Notice that allowing the ship to rotate means that we can speed up and slow down the ship because we can rotate the rocket and apply a force that is opposite to the velocity vector. Our asteroids game is already a lot more fun! For reference, the game should now behave like this.

Step 4. Enable multi-dimensional space travel (i.e. let the ship move in the y direction too)

Now take the code you've written and modify it so that the ship can move in the y direction. It will take a few different changes to get it to work.

Step 4a. Change the 'Update location' section

Look at the 'Update location' section. Right now it looks like this:

As you can see, only the x position is updated. The y position is not updated. Change the 'Update location' section to this:

Step 4.b. Change the 'Update velocities' section

If you did step 4a correctly, we can now update both the x position and the y position, but only if $v_x$ and $v_y$ are non-zero! This will only happen if we change the 'Update velocities' section so that both vx and vy are updated.

Change this:

Planetoids Mac Os Update

to this:

Step 4.c. Objects in motion move in a straight line unless acted on by a force

Planetoids Mac Os Catalina

Newton realized that objects move in a straight line with constant velocity if there are no forces acting on the object. For our computer program, we need to make sure that the velocity only changes when we push buttons on the keyboard. If we don't push any buttons then the change in velocity ($Delta v_x$ and $Delta v_y$) had better be zero.

This is the logic behind this part of the code:

Change this to make sure deltaVy is set to zero too:

This is an important step because if you do the next step correctly, but you forget to do this the ship will accelerate uncontrollably.

Step 4.d. Make sure that acceleration works in the y-direction

If you've done all the steps up to this point correctly, the ship still won't move in the y direction because we haven't told the ship how to accelerate in the y direction when the thrusters are turned on. Nowhere in the program do we set deltaVy equal to anything except zero!

Look closely at this part of the code:

You'll need to change this to something like this:

It's your job to replace the ???? with something that actually gives the correct acceleration in the y direction. (Hint: it is very similar to the code for accelx but the trig function might be different! Should you use cosine, sine or tangent for the trig function? If you're not sure just try one and see what happens!)

Step 5. Check that everything works as expected!

If you make all these changes your code should behave like this and your ship should be able to move in 2 dimensions!

Potential pitfall: Which trig function did you use to determine the y-component acceleration?

Step 6. Add code to show the path of the ship

Planetoids Mac Os X

After display(); you can add this code and it will show the path of the ship:

Step 7. Give the ship an initial velocity

Planetoids Mac Os Download

Change the ship so that it comes in from the left with an initial velocity. Modify the beginning of the code to this:

and just for fun change the angle of the ship so that it points straight up:

As you can see, the angle is being changed from 0 to $pi/2$ radians. If converted to degrees this would be 90 degrees. This should make the ship point straight up (click here if curious about why).

Step 8. Fire the thrusters and look closely at the trajectory of the ship

Let the ship drift a little bit and then fire the thrusters. How does the trajectory (the curve) look?

Play around with the ship for 2-3 minutes! Change the initial velocity, position and angle of the ship. See what happens!

Step 9. Add planetoids to your code

Near the beginning of the code add this line:

Planetoids Mac OS

If you add this to your code the program should behave like this

Note: later you can turn the planetoids off with this code:

Also go ahead and set the initial velocity back to zero vx = 0; vy = 0; and initial position back to x = 375; y = 250;

Step 10. Find the best value of the mass of the ship to survive!

Change the value for the mass until you find the best choice to survie the longest in the asteroid field. Which value for mass do you think is the best?

Optional: If you want to keep track of how much time has elapsed before you die you can add this code to the beginning:

And then put this code after the display(); function but not before the end of the draw function:

At this point you should have all green check marks! Yay!

Challenges: Choose one!

Option: Add Reverse thrusters

This is one of the easier challenges. Notice that your code has a section for when you press the down arrow:

Where it says 'Do nothing' how would you add code to fire the thrusters in reverse?

Hint: You want to accelerate in the opposite direction of the acceleration you get when the thrusters are turned on.

Option: Add a projectile to the game

You can add another if statement to check to see if you've pressed the spacebar:

How would you modify the code so that the spacebar shoots a projectile from the nose of the ship? Add two new float variables called xprojectile and yprojectile to the beginning of the program and use the 'drawPoint' function to show the position of the projectile:

Advice: Place this function just after display(); so that it is drawn every time but set xprojectile and y projectile to zero initially so that the point is drawn at the top left corner of the grid and you can't see it. When the spacebar is pressed set the xprojectile and yprojectile equal to the position of the ship. That at least will put a dot on the screen where the ship is. How would you make it move?

How to get full credit on this assignment!!!

0. Take the pre-survey

Make sure you take the pre-survey at the beginning of the activity in order to tell us about yourself and whether you'd like your responses to be used in the research project

1. Complete steps 1-4 and make absolutely sure that the ship can turn and move in two dimensions

Make sure your program behaves exactly like it does at this link to be sure you did steps 1-4 correctly

2. Add code to follow the path of the ship (Step 6)

Just copy the code to the clipboard and paste it into the code editor.

3. Complete one of the challenges

Most people choose the reverse thrusters, which is probably the easiest

4. Find the best value of the mass of the ship to survive!

This requires modifying a version of the code that includes planetoids

5. Submit your code before the deadline and take the post survey

Talk to your teacher about where to submit the code