- WHAT IS IBMULATOR?
- LICENSE
- HARDWARE REQUIREMENTS
- USAGE
- COMPILING
- THANKS
IBMulator is a free/libre, open source IBM PS/1 emulator, able to run with the original ROM. The goal is to create a faithful simulator capable of recreating the look and feel of the real machine.
IBMulator can emulate the following systems:
- IBM PS/1 model 2011 (286 @ 10MHz)
- IBM PS/1 model 2121 (386SX @ 16MHz ~ 20MHz)
In order to use the program you'll need the original ROM, which is copyrighted by IBM. You won't find it distributed with this package.
See the project site for screenshots, videos, FAQs, and additional information.
IBMulator is distributed under the GNU GPL version 3 or (at your option) any later version. See COPYING for details.
To obtain the source code go to https://github.com/barotto/IBMulator
A 64-bit Linux or Windows operating system and a 2GHz dual core processor.
At this stage of development optimizations have very low priority, so a modern-ish CPU and a discrete graphics card are recommended.
For shaders support you'll also need an OpenGL 3.3 compatible graphics adapter.
First of all obtain the original ROM. You have the following options:
- if you have a real PS/1, take the program
ROMDUMP.EXE
in the 'extra' folder and put it in an empty floppy disk; insert the floppy disk in your PS/1 and launch the executable: it will create the ROM image on the floppy disk - or open your PS/1, extract the EPROMs and read them with an EPROM reader (you also need to merge the 2 halves in 1 file, or 4 in 2 if you have a non-US model)
- or scour the Internet (there are various ROM sets available.)
Launch IBMulator. A window will inform you that the file ibmulator.ini has been created and where it is placed.
Put the ROM set anywhere you like (inside the same directory of ibmulator.ini is
a good place) and update the ibmulator.ini [system]:romset
setting with the
file name of the ROM set.
From now on IBMulator is ready to run.
You're not required to do anything else but IBMulator is very configurable. For more information regarding the various configuration options, see the comments inside ibmulator.ini.
Being a faithful emulator of the PS/1, after a configuration change (for example
if you add more RAM) you need to update the PS/1's CMOS data, otherwise you'll
get various POST errors (162, 164) at boot.
Modern PCs have a built-in BIOS menu but unfortunately the PS/1 relies on a two
DOS programs:
CONFIGUR.EXE
: the system configuration updaterCUSTOMIZ.EXE
: used to customize the way the system works
You can usually find these programs inside the DOS directory after you restore
the IBM's original preloaded software from a backup disk-set.
Both files are copyrighted so you won't find them bundled with IBMulator.
Unless you download a ready-to-go PS/1 ROM set, you have to prepare ROM files in a specific way.
A ROM set can be either:
- a compressed archive in the ZIP format
- or a file with the *.BIN extension, named as you like
- or a directory
Inside a ZIP file or directory there must be (file names are case insensitive):
FC0000.BIN
: the system BIOS ROM, 256KiBF80000.BIN
: the regional ROM, 256KiB, optional, only for non-US versions. For international models, this bin file can be merged with FC0000.BIN to form a single 512KiB bin file. In this case FC0000.BIN, if present, is ignored.
Any other file present in the archive or directory is ignored.
The first time you launch IBMulator an empty pre-formatted hard disk image will be created.
If you have an original PS/1 backup disk-set you can restore the machine to its factory state. In order to do so:
- insert a PC-DOS 4.0 floppy disk in drive A
- go to the DOS command prompt
- run "a:restore a: c: /s"
Under Linux you can mount the HDD image using this command:
$ udisksctl loop-setup -f hdd.img
In order to mount partitioned loop devices, you'll probably require to add this kernel parameter to your grub configuration:
loop.max_part=31
Alternatively you can use the mount command:
$ sudo mount -o loop,offset=16896 hdd.img /mnt/loop
The offset value is equal to "start sector"*512. The start sector value can be determined with:
$ fdisk -l hdd.img
Note: if you use the custom HDD type 47, the automatically created image will be 0-filled and you'll need to use 'fdisk' and 'format' in order to use it.
IBMulator has 3 different GUI modes.
- Compact: in this mode the VGA image fills the available window space and the control panel, in the shape of a semi-transparent bar or the PS/1 system unit, auto-hides after a while and disappears when input is grabbed. Use this mode if you want an experience similar to DOSBox.
- Normal: this is the default mode. The control panel / system unit places itself at the bottom of the VGA display and is always visible.
- Realistic: this is the hardcore mode, for the retro enthusiasts who want to truly experience the PS/1. In this mode the system is rendered in its entirety, monitor included. There are no additional buttons and controls except the originals: volume, brightness, contrast, power, and floppy (you need to use the key bindings for any extra function). Two styles are available in this mode: "bright" (daytime) and "dark" (nighttime). You can also zoom in to the monitor to have a better view. See ibmulator.ini and the Key bindings section for more info.
You can select the starting GUI mode with the [gui]:mode
setting of
ibmulator.ini. You can also switch between Compact and Normal modes while using
IBMulator (see below for the default key binding).
If you like the pixel art style of the early '90 (who doesn't) you might want to
enjoy it with the crispiest possible image quality.
In order to achieve image perfection, in Normal and Compact GUI modes you
can use integer scaling.
To enable integer scaling set these variables in ibmulator.ini:
[gui]
mode=normal ; or compact
[display]
normal_scale=integer
normal_filter=nearest
normal_aspect=area
Other options are available for normal_aspect
to try and force the image to a
particular shape (see comments in ibmulator.ini for more info).
IBMulator supports multiple savestates. Every savestate is stored in a folder
(slot) called savestate_xxxx
where xxxx
is a number (except for the
"quick" slot) inside the capture
folder.
In every folder/slot there are various files that describe the savestate:
state.bin
: the actual binary state of the machine (CPU registers, RAM, I/O devices, ...)state.ini
: the machine's configuration (not to be modified)state.png
: the VGA buffer imagestate.txt
: information about the savestate, ie. version, description, and a summary of the machine's configurationstate-hdd.img
: the image file of the installed HDD
Only a subset of the settings memorized in state.ini
are used to load a state,
specifically those related to the hardware configuration. Any other setting
pertaining the program (GUI, mixer, ...) are kept from the originally loaded
ibmulator.ini.
By default any modification to a savestate's HDD image is discarded after a new
savestate is loaded or when IBMulator is closed.
If you want the modifications to be permanent set [hdd]:save
to yes
so that
the currently loaded HDD image can be used to overwrite the original image file,
the path of which is memorized in state.ini
.
- Floppy disks are not saved like HDDs are. Saving a state while floppy disks are actively written to is not recommended. This will be addressed in a future version of IBMulator.
- Null modem connections cannot be restored (see below).
Sound cards' channels can be filtered with IIR filters.
A filter is defined by a string containing the filter name followed by its parameters separated by commas, like so:
LowPass,order=5,cutoff=5000
Multiple filters can be concatenated with the '|' character, like so:
LowPass,order=3,cutoff=4000|HighPass,order=10,cutoff=500
A parameter's value is specified by an integer or real number. This is the list of available parameters:
Parameter name | Description |
---|---|
order | Filter's order (1-50) |
cutoff | Cutoff frequency (Hz) |
center | Center frequency (Hz) |
bw | Bandwidth (Hz) |
gain | Gain (dB) |
This is the list of available filters with their accepted parameters:
Filter name | Parameters |
---|---|
LowPass | order, cutoff |
HighPass | order, cutoff |
BandPass | order, center, bw |
BandStop | order, center, bw |
LowShelf | order, cutoff, gain |
HighShelf | order, cutoff, gain |
BandShelf | order, center, bw, gain |
The implemented DSP filter type is the Butterworth filter, a description of which can be found on Wikipedia.
A possible filter combination to emulate the response of the typical PC speaker could be:
LowPass,order=5,cutoff=5000|HighPass,order=5,cutoff=500
The most effective values depend on your particular audio setup so you'll have to experiment.
IBMulator supports Game Port emulation with dual 2-axes / 2-buttons joysticks.
If your game controllers are already connected when IBMulator starts, joysticks A & B will be mapped according to the order by which the SDL library reports them.
Otherwise, joysticks A & B mapping will depend by the order you plug your game controllers in your system: the first one will be joystick A, the second one joystick B, and any subsequent controller will be ignored.
The axes and buttons mapping can be specified in the keymap.map
file.
The entire machine's emulation speed can be altered with CTRL+F11 (slow down) and CTRL+F12 (speed up). This is equivalent to warping time and it can go as low as 0.01% and as high as 500% the normal speed.
An indicator in the upper right corner of the screen will show the current speed when different from 100%. When the indicator is shown, video rendering will be desynchronized and tearing will be visible despite the vsync setting. Sound from emulated audio cards will accelerate or decelerate accordingly as well.
If capturing is enabled the resulting files will be at 100% speed regardless, without stuttering.
The speed actually achievable depends on how fast your PC is. Keep in mind that the higher the emulated CPU core frequency is, the hardest it is to then accelerate it.
The serial port can be configured to connect to various devices via the
[serial]:mode
configuration option:
auto
: the attached device is either a mouse or a dummy device without input/output; to connect a serial mouse set[gui]:mouse
toserial
.dummy
: dummy connection with no I/O.file
: dump the serial output to a file; thedev
parameter must be set with the path to the file.term
: terminal connection for Linux systems. This can be a real serial line, or a pty. To use a pty launch a terminal emulator (eg. xterm), launch thetty
command and use the result as thedev
parameter.net-server
: network server that accepts incoming connections; thedev
paramenter must be set with the address and port to listen to in the formaddress:port
, for exampledev=192.168.1.100:6667
.net-client
: network client that connects to a network server at launch; thedev
paramenter must be set with the address and port to connect to in the formaddress:port
, for exampledev=192.168.1.100:6667
.
If you need to use both a mouse and a serial device, you have to configure a
PS/2 mouse in [gui]:mouse
(default).
The serial port will keep connections open when a state is restored. The only exception is for the serial mouse, which takes precedence and will always be reconnected if the machine is configured with one when a state is saved. In this case, any open connection will be closed before the serial mouse is reconnected.
net-server
and net-client
modes can be used to create a null modem
connection between two instances of IBMulator or between IBMulator and DOSBox.
To establish a network connection with DOSBox you need to configure DOSBox's
serial port with transparent:1
, for example:
serial1=nullmodem server:192.168.1.100 port:6667 transparent:1
Network connections with emulators other than DOSBox, while not tested are still expected to work, provided no data is transmitted other than what is generated by the running guest program.
It's currently not possible to use programs that rely on hardware handshaking to operate.
When IBMulator is configured as a server it will remain listening for incoming
connections on the configured address:port after it is started, and will start
listening again after a client disconnects.
If IBMulator is configured as a client and it fails to connect to a server, it
has to be restarted to retry the connection.
You can enable the status indicators with [gui]:show_indicators
or SHIFT+F4
to see the current status of the connection. When a connection is successfully
established the NET
indicator will appear green.
To reduce latency and improve responsiveness you can use two additional configuration options:
tx_delay
: data is accumulated and sent every this amount of milliseconds (default:20
); the higher this value the higher the latency, but reducing this too much will also increase the network load.tcp_nodelay
: ifyes
the TCP_NODELAY socket option of the host OS will be enabled, which will disable the Nagle's algorithm (default:yes
).
To reduce the chances of desynchronization try using the same configuration for both client and server.
Network modes have some limitations:
- changing the emulator's speed will probably result in desynchronization;
- savestates won't work while the serial port is in use, as it's currently not possible to save and restore the same state on both the client and the server (you can always save just before starting using the port, ie. just before establishing a null modem connection in a game).
In order to hear MIDI music you need to use an external sequencer, either software (FluidSynth, Munt, etc.) or hardware.
The MIDI device must be connected to the host system before IBMulator starts.
The device
key in the [midi]
ini section should be set either with the MIDI
device number you want to use or its name.
For example:
device=1
or
device=MT-32 Synth Emulator
If left empty then the default device #0 is used, which usually is the Microsoft GS Wavetable Synth.
On Linux the ALSA subsystem is used. The [midi]:device
key can be set with the
ALSA port of the device you want to use. For example:
device=128:0
A string corresponding to the client name is also valid (port 0 will be used):
device=Munt MT-32
or if you want to use a specific port add its number after the name string:
device=My Synth:1
If you leave the device
key value empty, IBMulator will use the first suitable
port it will find.
To get the list of valid name strings and available ports you can launch
IBMulator with the device
configuration empty and look at the log file, or use
the pmidi
program:
$ pmidi -l
Using the [midi]:sysex_delay
ini parameter, SysEx messages can be delayed for
a specified amount of milliseconds to accommodate external MIDI modules needs.
If you're the lucky owner of a real Roland MT-32 sound module and you're getting the "Exc. Buffer overflow" error, you can increase this value until the problem is solved.
Another symptom of a needed extra delay is when the wrong instruments or sounds are played. For example, in Sierra's adventure games, without a proper SysEx delay you would not get a buffer overflow error but still data would not be uploaded to the unit correctly and you would hear the wrong sound effects.
Set the value to auto
to apply a default amount of delay to all MT-32 SysEx
messages. Delays specified as a positive integer number will be applied
regardless of the device model for which they are sent. A typical value for
MT-32 external modules is 20
or more.
Higher values will increase the machine state restore times when SysEx data is
present. If you're using the Munt MT-32 emulator or any other software synth you
can set this parameter to 0
to disable all delays.
A keymap is a file that defines mappings between input events, like key presses, and emulator's events.
When IBMulator is launched for the first time a default keymap named
keymap.map
is copied inside the user's directory.
IBMulator can load multiple keymaps, although only one can be active at any given time. This can be useful for switching controls depending on the running program.
To specify the keymap(s) to load use the [gui]:keymap
ini file value.
You can load multiple keymaps concatenating their name with the |
character,
like so:
keymap = my_keymap_1.map | my_keymap_2.map
Along with simple key presses or axes motion, a keymap allows you to specify macros with multiple timed commands too.
The general syntax for a binding line in the keymap file is:
INPUT_EVENT = IBMULATOR_EVENT [+IBMULATOR_EVENT...] [; OPTION...]
INPUT_EVENT
can be:
SDLK_*
: SDL keyboard keycode symbolSDL_SCANCODE_*
: SDL keyboard scancode symbolKMOD_*[+KMOD_*...]
: SDL keyboard modifier(s) followed by 1 ofSDLK_*
orSDL_SCANCODE_*
JOY_j_BUTTON_n
: joystick/gamepad j's button number n (j and n start from 0)JOY_j_AXIS_n
: joystick/gamepad j's axis number n (j and n start from 0)MOUSE_AXIS_a
: mouse axis a (a=X or Y)MOUSE_BUTTON_n
: mouse button number n (1=left, 2=right, 3=center, other buttons have n>3)
IBMULATOR_EVENT
can be:
KEY_*
: an emulator (guest OS) keyboard keyJOY_j_BUTTON_n
: joystick j's button number n (j=A or B, n=1 or 2)JOY_j_AXIS_n
: joystick j's axis n (j=A or B, n=X or Y), for params see belowMOUSE_BUTTON_n
: mouse button n (1=left, 2=center, 3=right)MOUSE_AXIS_n(p,t,a)
: mouse axis n (n=X or Y), for params see belowFUNC_*
: GUI, program, or emulator function, see belowWAIT(x)
: wait x milliseconds before firing the next eventRELEASE(i)
: release key/button at index i (1-based); if i=0 or not specified then all keys will be releasedSKIP_TO(i)
: skip event execution to event at index i (1-based)REPEAT
: equivalent toSKIP_TO(1)
AUTOFIRE(x)
: will be expanded toWAIT(x/2) + RELEASE + WAIT(x/2) + REPEAT
; default for x is 50, ie. ~20 clicks per second
OPTION
can be:
MODE:m
: macro execution mode; possible values form
are:default
: default mode of execution, i.e. macro starts when the binding is activated and ends when deactivated1shot
: macro starts and ends immediately; timed macros will run until their completion (endless macros will run forever)latched
: macro starts when the binding is activated and ends when it's activated again
GROUP:g
: timed macros belonging to the same groupg
(a string) can't run concurrentlyTYPEMATIC:NO
: disables the typematic keyboard feature
To specify multiple binding options separate them with spaces.
For keyboard events IBMulator uses the SDL library's identifiers. Refer to https://wiki.libsdl.org/SDL_Keycode for the list of SDL symbols.
SDL keycodes depend on the current keyboard layout loaded in your operating system. SDL scancodes represent physical keyboard keys and are not affected by any OS remapping.
SKIP_TO
and REPEAT
commands have an implicit minimum wait time dependent on
the screen refresh rate. To avoid event spamming, they should be used in
conjunction with WAIT
.
Valid KMOD_*
keyboard modifiers are:
KMOD_SHIFT
: any shiftKMOD_LSHIFT
: left shiftKMOD_RSHIFT
: right shiftKMOD_CTRL
: any controlKMOD_LCTRL
: left controlKMOD_RCTRL
: right controlKMOD_ALT
: any altKMOD_LALT
: left altKMOD_RALT
: right altKMOD_GUI
: any meta (the "Win" key)KMOD_LGUI
: left metaKMOD_RGUI
: right meta
Key modifiers bindings have some limitations:
- you must specify combos with the modifier(s) first, for example:
KMOD_CTRL + SDLK_TAB = KEY_ALT_L + KEY_TAB
- SDL key bindings for modifiers (e.g.
SDLK_LCTRL
) won't work as expected when their mode of operation is notdefault
and they are also used in combos (e.g.KMOD_CTRL + SDLK_TAB
) - on keyboards with the
AltGr
key theKMOD_RALT
modifier might not work, asAltGr
could be translated withLCTRL+RALT
by the host OS.
Valid FUNC_*
functions are:
FUNC_GUI_MODE_ACTION(x)
: GUI Mode action number x (see below)FUNC_TOGGLE_POWER
: toggle the machine's power buttonFUNC_TOGGLE_PAUSE
: pause / resume emulationFUNC_TOGGLE_STATUS_IND
: show / hide the status indicatorsFUNC_TOGGLE_DBG_WND
: show / hide the debug windowsFUNC_TAKE_SCREENSHOT
: take a screenshotFUNC_TOGGLE_AUDIO_CAPTURE
: start / stop audio captureFUNC_TOGGLE_VIDEO_CAPTURE
: start / stop video captureFUNC_SAVE_STATE
: open the save state dialogFUNC_LOAD_STATE
: open the load state dialogFUNC_QUICK_SAVE_STATE
: save the state to the quicksave slotFUNC_QUICK_LOAD_STATE
: load the state from the quicksave slotFUNC_GRAB_MOUSE
: lock / unlock mouse to emulatorFUNC_SYS_SPEED_UP
: increase emulation speed (whole system)FUNC_SYS_SPEED_DOWN
: decrease emulation speed (whole system)FUNC_SYS_SPEED(x,m)
: set the emulation speed to x%, mode m (1=momentary, 0=latched)FUNC_TOGGLE_FULLSCREEN
: toggle fullscreen modeFUNC_SWITCH_KEYMAPS
: change the active keymap to the next available oneFUNC_EXIT
: close IBMulator
MOUSE_AXIS_n
events can have 3 arguments when mapped to joystick axes or
buttons, all optional:
- argument 1 (
p
): amount of pixels / maximum speed of the mouse pointer (per 10ms, default 10) - argument 2 (
t
): type of movement, 0=continuous/proportional, 1=accelerated, 2=single shot (default 0) - argument 3 (
a
): amount of acceleration (default 5, applied only when t=1)
For buttons to mouse axis you must specify the direction with the sign of p
;
for joystick/gamepad axes to mouse axes the direction is auto determined and a
negative p
value will invert the direction.
These parameters won't apply when a mouse axis is mapped to a mouse axis; in
that case a direct (relative movement) translation will be applied (only
exception is the first parameter p
that can be set to -1
to invert the
axis).
JOY_j_AXIS_n
events can have 3 arguments:
- argument 1 (
v
): stop value, from -32768 to 32767 (sign sets the direction); you can also use-max
andmax
strings (no default) - argument 2 (
t
): type of stick movement, 0=immediate, 1=constant speed (default 0) - argument 3 (
a
): speed of stick movement (default 500, applied only when t=1)
Parameters t
and a
are applied only for keys and buttons; movement is
automatically determined when you map mouse and joystick axes (a negative v
value will invert the direction).
KEY_*
events have an implicit chain of commands at the end to emulate
typematic repeats, but only when the key event is not part of a macro (except
when combined with key modifiers).
Keywords and identifiers are case insensitive, so for example SDLK_a
is the
same as sdlk_a
and SDLK_A
.
Some examples:
- Joystick A mapped into the numeric keypad, with emulated stick movement:
SDLK_KP_2 = JOY_A_AXIS_Y(max,1)
SDLK_KP_4 = JOY_A_AXIS_X(-max,1)
SDLK_KP_6 = JOY_A_AXIS_X(max,1)
SDLK_KP_8 = JOY_A_AXIS_Y(-max,1)
- Normal 'D' key press, but if kept pressed for >250ms runs the DOS "dir" command instead of typematic repeats:
SDLK_d = KEY_D + wait(250) + KEY_I + KEY_R + KEY_ENTER
For the full list of identifiers and additional info please see the default keymap file.
- CTRL+F1 : GUI mode action 1:
- in Compact mode: toggle the main interface window
- in Realistic mode: toggle zoomed view
- SHIFT+F1 : GUI mode action 2:
- in Normal and Compact modes: switch between Normal and Compact modes
- in Realistic mode: switch between bright and dark styles
- CTRL+F3 : toggle the machine power button
- SHIFT+F4 : show/hide the status indicators
- CTRL+F4 : show/hide the debug windows
- CTRL+F5 : take a screenshot
- CTRL+F6 : start/stop audio capture
- CTRL+F7 : start/stop video capture
- SHIFT+F8 : open the save state dialog
- SHIFT+F9 : open the load state dialog
- CTRL+F8 : quick save state
- CTRL+F9 : quick load state
- CTRL+F10 : grab the mouse
- CTRL+F11 : decrease emulation speed
- SHIFT+F11 : set emulation speed to 10% (press again for 100%)
- CTRL+F12 : increase emulation speed
- SHIFT+F12 : set emulation speed to 500% (press again for 100%)
- CTRL+DEL : send CTRL+ALT+DEL to the guest OS
- CTRL+TAB : send ALT+TAB to the guest OS
- CTRL+INS : send SysRq to the guest OS
- CTRL+END : send Break to the guest OS
- SHIFT+SPACE : change the active keymap to the next available one
- SHIFT+PAUSE : pause/resume emulation
- ALT+ENTER : toggle fullscreen mode
- ALT+F4 : exit the program
The mouse can be grabbed with the central mouse button as well.
These keys apply only to UI dialogs and cannot currently be changed:
- + / - : increase/decrease elements size in savestate and floppy select dialogs
- ESC : cancel and close dialog
-c PATH
: Sets a configuration file to use-u PATH
: Sets a user directory from where the program reads the ini file and stores new files, like screenshots and savestates-v NUM
: Sets the logging verbosity level (from 0 to 2)
For Windows instructions see BUILD_WINDOWS.md
For Linux instructions see BUILD_LINUX.md
I would like to thank the Bochs team. I've taken a huge amount of code from the
project. Thank you guys, you made a terrific job! Without your work IBMulator
would have taken at least a century to reach the point where it is now.
Also thanks to the DOSBox team. Some code from them as well and a lot of
information and inspiration.