"CaSTaway" Atari ST emulator originally by Joachim Hoenig. "CastCE" port for Pocket PC by Ludovic Olivencia and Andrew Gower. "CaSTaway/GP" port for GP32 by Jeff Mitchell. "CaSTaway/Palm" port for Palm OS by Jeff Mitchell. "Atari" is copyright "Atari", "Infogrames", and whatever else they may be called now.
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The emulation core is entirely derived from the SourceForge Castaway and CastCE projects; credit must go to them first and last to me for this work would not have been possible without them. The GUI, games database and many extensions and ports (such as GP32 and Palm OS work) are all homegrown. Database content is donated from the public as part of a project to catalogue Atari ST games.
Thanks also to the great community that has come up around CaSTaway/GP and CaSTaway/Palm! The games database is mostly populated by data submitted by users of the GP32 application. The compatability website is donated (thanks DWN!) and the data is again entered by you guys. Thanks for the eternnal comments and questions that drive me forward!
Thanks to the developers of yesteryear who made the Atari ST scene what it was :)
Of course, the CaSTaway/Palm homepage is useful and contains links to other resources and things of use: Codejedi CaSTaway/Palm
You might also be interested in our GP32 version: Codejedi Castaway/GP
Or write: support@codejedi.com
Other assorted links:
CaSTaway/Palm is very stable and highly compatible. Crashes are rare if you ever see one at all, and most Atari ST game disk images will work well. However, for an emulator of such a fantastic machine to work on handhelds, sacrifices must be made, so it is not a perfect emulation of the entire hardware, so some games will not work right or well, though most are quite right. Many "demos" will not work, due to how mcuh they pushed the hardware and depended on it working in specific undocumented ways.
We recommend using disk images of original disks where possible; the various crack groups sometimes made the game loaders more complex than needed, or broke the game a little, etc. Original disks tend to be more compatible than cracked ones.
Various file extensions are used by CaSTaway/Palm. In general you needn't concern yourself too much, but for reference here they all are:
.ST | Atari ST raw disk image |
.MSA | Atari ST compressed disk image (Magic Shadow Archiver) |
.ZIP | Atari ST raw or compress disk image, zipped (not supported in early versions of the emulator) |
.RAW | A CaSTaway/Palm savestate (for fast loading!) |
.SAV | An Atari ST disk image saved from CaSTaway/Palm (a savegame probably) |
.CNF | CaSTaway/Palm config file |
.TXT | CaSTaway/Palm config file |
.IMG | Atari TOS ROM (The ST operating system, dumped from ROM chips) |
Emulating an Atari ST is a pretty big job, so we need a certain level of device to be capable of running such an emulator halfway well. CaSTaway/Palm can run in two main modes.. an "ideal mode" (where it runs with all the resources it wants), and a "low ram mode" (where it runs with fewer resources than it would like, but can still run).
CaSTaway/Palm needs about 2.5MB of "heap runtime RAM" to run in low ram mode, and needs about 4.6MB of heap RAM to run in ideal mode. When you run CaSTaway/Palm, the About window will show in the bottom corner how much heap RAM you have in your device. (So you can pull down the menus and hit About to find out)
To summarize, no OS4 or earlier device is capable, and many early OS5 devices are also ineligible. The Palm Tungsten T and T|T2 are not workable, nor is the T|E for example. The Palm Tungsten T|T3 and T|C work very well, however. For Sony units, the UX-50 should work very well (aside form lacking good control keys), and the later NX units shoudl be okay (The NX80 in ideal mode, the NX70 in low RAM mode, and maybe some of the others). I will try to reduce RAM requirements over time, but it is rather tedious, so may take awhile if its possible to do at all.
Expansion media is required. Atari ST disk images and ROMs are quite large and it would just not be overly useful to cram a few dozen 1MB files into your main RAM. I can build a loader for such files if required, but early versions of the emulator do not support that sort of thing.
You can assume Atari ST disk images to be between 600k and 1MB each. The TOS ROM file you need is usually 200k in length, so is not a large concern.
BLANK.ST is a dummy that doesn't have much useful stuff, but they do boot to the desktop so you can mess around, and do include a ROM dumping tool for dumping a TOS.IMG file from your very own Atari ST!
CaSTaway/Palm needs every ounce of performance it can get from your device's processor in order to run efficiently. Many or most "hacks" for OS5 cause severe slowdowns to CaSTaway/Palm; for instance, the Palm Keyboard driver when activated slows down CaSTaway/Palm by more than 50% due to how they interact. So please please turn off your keyboard drivers, ScreenShot hacks, launcher hacks, etc, while CaSTaway/Palm is running otherwise it will perform terribly.
CaSTaway/Palm supports the TOS 1 series, which is to say TOS 1.0, TOS 1.02 ("1.2"), 1.04 ("1.4", "Rainbow TOS"), and even some others like KaosTOS. The TOS 2 and later are not supported.
It is recommended to use TOS 1.02 for maximum game and emulator compatability, however. TOS 1.0 had some bugs while TOS 1.4 was a superior TOS overall, didn't like all games. Since you're not (likely) using the Atari ST for serious work, game compatability is your main concern here, so use TOS 1.02 which is readily available across the Internet. (There is also the FreeTOS project to create a new TOS, but I have not investigated it at all.)
So use TOS 1.02
For maximum compatability, it is usually best to work with disk images made from the original disks of a game. Often the cracking process or the cracking groups compressed loader or the like introduced some complexity that could screw up CaSTaway/Palm, or sometimes even a real Atari ST. Most cracked disk images will work well, but a few have shown problems that originals have not.
For example.. it is known that Automation 97 (Dungeon Master and OIDs) will not always work with TOS 1.02 on CaSTaway/Palm, but will work with TOS 1.04 in CaSTaway/Palm. However, the original Dungeon Master disk images will work on any version of TOS that CaSTaway/Palm supports.
Installing non-Palm files to a Palm OS handheld is always a little tricky, but there are a few approaches you can take.
As of version 0.7.11, you can just hotsync disk images over! You will need to install and run 0.7.11 at least once.. itneeds to have been run for Hotsync to recognize that it is taking over. Then just use the Palm Install Tool and drag your .MSA or .ST images into it. Make sure to use "Change Destination" if you need to, to make sure they're going to the right expansion media slot or card. Then close the Install Tool and just press hotsync! CaSTaway will put the .ST and .MSA files into its own directory on the expansion card without any tricks.. but be prepared to wait.. Hotsync is not really fast when it comes to this sort of large file!
With a card reader/writer plugged into your desktop machine, you can just copy disk images and ROMs to your memory stick or SD card or the like VERY FAST. This is the best method. With a USB card writer, you can plug it in, copy disk images, and unplug it, very quickly.
With Card Export (shareware) or the Sony MSExport/Import tools, you can use your handheld device itself like a card writer; this is a good option, too, but could cost a few bucks for non-Sony handheld. Sony owners should use this option, or the card writer option above.
If you're stuck, you can trick Palm Desktop; Palm Desktop knows how to install .mp3 music files to an expansion card; you can rename an Atari ST disk image to "A_097.mp3" for instance, and then use Palm Quick Install to install it to your card -- just drag A_097.mp3 to the Quick Install lower window and hotsync. Once done, you can use Filez for example (freeware) to move the file to /PALM/Programs/AtariST, and then rename it back to its original .ST or .MSA file extension, and all will be well. This is a little work, and slow, but it does work!
You can at any time head over to Codejedi's CaSTaway/Palm homepage to find the latest versions of the application or the game database.
Upgrading is generally easy... copy castaway.prc to your handheld and you're done :)
The latest game database at the time of a distribution is included in the distributed application but a later version of the emulator will let you also update it yourself through editting a text file on your expansion card. So you can always download the latest emulator version to get the latest database version, or inquire if you'd like to know about editting and adding to the database.
Early versions of the emulator do not have an introduction screen.
CaSTaway/Palm uses a simple interface:
In general, firing up the emulator (assuming your TOS.IMG is properly installed) follows this flow:
Of course, you may also wish to hit "Look up in database" to find out whats on the disk (if its been entered into our database -- and if it is not you can help us add to the database!)
When you tap on a disk image, you are presented with the action menu:
The options are as follows
:By default on most devices, sound is enabled (checked). For Sony devices it defaults to OFF, since Sony chose to use a proprietary sound system which is not supported in early versions of the emulator. This option turns on or off the emulators *generation* of audio, so turning it off will slightly speed up the emulation as it has less work to do. If you turn audio on, and then later MUTE audio, it will not speed up the emulator as it is still generating the sound, just not playing it, so if you need to squeeze that last bit of performance out, just turn off sound entirely, by unchecking this option in the bottom of the Picker.
By default, FPS is always suppressed as most people do not need it, and its not really accurate anyway. However, if you'd like to fiddle with options and see how they impact performance, you can turn on the FPS checkbox and a little display will occur in the top right of the emulation runtime screen, so you can see how its performing more or less.
The games database is included in the main emulator application to make your life easier. When you tap on a disk image while in the disk picking menu the disk will be looked up in the games database. If an exact match is found there, the listing of games will be shown onscreen so you know what is on the disk.
The games database has been built up by volunteers.. people just like yourself. If you would like to help add to the games database, write to support@codejedi.com and let us know!
The games database is fairly complete currently, in that it has all the Automation disks, all the Super GAU disks, all the Zuul and Medway and Pompey Pirates disks, and various other ones. But it is not 100% complete by any means. We have tried to put both .ST and .MSA versions into the database but if your disk image has a different number of tracks or sectors, or is perhaps an alternate version, or perhaps has an anti-virus or the like in it, then it may not match up to anything in the database. If you have a lot of disks that don't turn up results, perhaps consider contacting us to add your disks into the database!
When you tap on the application tab to pull down the menus, the emulator will pause; you can also push the "Pause" button at the top of the PDA screen to toggle between Paused and Unpaused.
The top right of the screen has a few buttons; Pause (discussed above), Mute, and Fire. Mute simply toggles audio on and off while the emulator is running. Fire is quite useful for saving your fingers and device buttons, as it turns on or off Autofire which is the emulator rapid firing the the joystick button on your behalf.
Once you've inserted the disk images you would like to have, simply press the "GO" button on the Picker screen and CaSTaway/Palm will try to launch the emulator. If it cannot find a TOS.IMG file, or cannot allocate sufficient runtime RAM, or has other issues, then warnings or errors will be shown. If it acquires sufficient resources to run in low RAM mode, it will do so, though it will always attempt to go for ideal RAM mode when it can, of course.
Make sure your keyboard driver and other hacks are disabled!
Due to the variety of input devices the Atari ST could take and the limited input options on a PDA or handheld, you must select which inputd are being fed by the PDA controls into the emulator. For example, you can have the PDA working the ST mouse, joystick or keyboard.
The default input mode is Mouse/Joystick Mode -- the first part of a mode is the mouse effect, while the second part is the PDA hardkey effect. So in Mouse/Joystick mode, you can intuit that tapping on the screen will move the ST mouse, and pushing buttons on the device will send joystick events. Other modes can be chosen from the Modes pulldown menu.
If your device has a built in keyboard, or is using the keyboard driver and an external keyboard like the Palm Wireless or Connected keyboards, then you may use them to enter ST keyboard events like key presses, too. Keyboard drivers greatly slow down CaSTaway/PAlm's performance, however.
Additional usage modes are coming as the emulator ages.
Each input mode operates a little differently:
Summarized, using the mouse is as simple as tapping on the screen, and using the joystick means using the hardkeys on your device. One tap means to "place the mouse pointer here", while tapping again quickly means "click".
For example, if you tap once, the mouse gets moved there; tapping again quickly not only moves the mouse there (on the first tap) but then left-clicks the ST mouse (on the second tap); a third tap in short order adds another left-click (wihch you'll know as a double-tap as far as the ST is concerned.
Dragging the stylus around is like dragging the mouse; tap-and-drag to drag the mouse around, or tap-tap-and-drag to left-click and drag the mouse around while clicked.
Tapping the stylus | Tells the mouse to move to where you tapped, or if the pen tapped only a moment ago it also does a left click (so double tapping the stylus will both move the mouse there and do a left-click). (If the mouse moves to off the side of where you tapped, try tapping in a corner where the mouse is leaning towards, to cause it to become calibrated again. Some games are naughty and move the mouse around, so you need to push the mouse to the edge of the screen by tapping there in order to get it all sorted out.) |
Double-tapping the stylus | Clicks the left mouse button; of course, triple-tapping the button will move the mouse to the first tap, the second tap will be a double tap, and the next tap will cause a double tap in the ST world. But to us, its just a series of taps! |
Dragging the stylus | Dragging the stylus drags the mouse around; you can "tap and drag" to pull the mouse around, or you can "tap, tap and drag" to left-click and then drag the mouse around while clicked. (Just like a normal left-click, but instead of letting go you keep the stylus moving around) |
Tungsten 5-Way D-Pad | Pushes the joystick around; pressing the Select button pushes fire. |
Hardkeys (like Datebook, etc) | The hardkeys are mapped to joy left, right, nothing, and fire. The page up and down buttons are mapped to up and down on the joystick, of course. |
Stylus | Same as for Mouse/Joystick Mode. |
Tungsten 5-Way D-Pad | Pushes ST keyboard cursor keys. This letd you use your d-pad to move units around using the ST keyboard. Very handy! |
Hardkeys (like Datebook, etc) | The hardkeys are mapped to cursor left and right. The page up and down buttons are mapped to up and down of course. |
Shows "Custom" so you know you're in this mode. This is a special mode in which all the PDA buttons are defined by you. When you first enter this mode via the Options menu, if no configuration is loaded you will be presented with a warning and given the option to load a config file if you've made one.
This mode is only useful if you have created one or more config files to define how it works.
See the section on config files to learn how to build one.
Many very useful operations are hidden inside the emulator's runtime pulldown menus. The menus work like you would expect in Palm OS, except that by summoning the menus you implicitly pause the emulator (otherwise it draws over the menus and you get shot down in your game :)
To unpause the emulator, tap inside the emulator display.
There are various menus:
EMU -- this menu has options effected the entire emulator. This is where you find out how to save states for instance, as well as set the current frameskip and throttle and volume and other goodies.
A -- this is where you eject or insert new disks into drive A:, or even save the current emulated floppy to a ST disk image on your expansion media for later re-loading or use on a desktop Atari ST emulator.
B -- same as for drive A:, but with drive B: instead.
MODE -- for picking the current runtime input mode.
HELP -- for the About window
So if a game is multiple disks, you'll need the pulldown menus in order to change to the second or subsequent disks. If a game takes awhile to load, then you may wish to drop a savestate so that you can skip all that slow loading next time, and you'll use the Emu menu to facilitate this.
Pull down the Emu menu while the emulator is running, and hit "Adjust Settings" to get this menu. It is your runtime control panel -- it is available while the emulation is running and not from the disk selection menu.
Most of this dialog is just sliders to adjust the options:
NOTE: Floating point math can be hard on the emulation and will slow it down; raytracing, lots of 3d vector calculation and.. *unpacking* can be slow. So if you're using compacted-disks (like Automation, Flame of Finland, etc etc) chances are the games are *packed*, and unpacking (where the screen is flickering) is slower sometimes on large games.
Some original disks (like Dungeon Master) include compression normally. While Dungeon Master loads, it may take a good minute or two to get to the game itself, while it looks like nothing is going on. Rest assurred that even on a real ST it took a bit of time, though not that much.. its just working the handheld really hard, so it can take a moment.
This is where Frameskip is useful .. if the game is going to be reading disks for 2 minutes, you might as well crank Frameskip up to 90 or so and shave off 50% of your load time by not rendering the screen. In practice this can work really well, or barely at all, depending on what the game is doing.
Again, for Dungeon Master, it is best to play at frameskip 1 or 0, but load at Frameskip 90. The left and right shoulder buttons, while in Frameskip mode, are plus or minus 90 frameskip. Perfect!
The A and B pulldown menus provide options for ejecting and inserting disks. If you eject the disk, then any emulated disk in the emulated drive will be tossed out and erased and the ST told its drive bay is now empty. If you insert a disk, any existing disk is ejected and then you are prompted to pick a disk to insert.
For example, Civilization is 4 disks (in some distributions anyway). You boot "Civilization (A)" to get it going. At some point it will ask for Disk B, so just pull down the A menu, pick Insert, and tap on the disk image that holds "Civilization (B)". You may need to wait a moment while the ST loads up the disk image.
You can also save the cached in PDA memory disk image to expansion card as a brand new .SAV disk image. This lets you save a game to emulated floppy, and then store the now modified floppy image to card as a real ST disk image. Thus you can load your real saved games from the emulated floppy disk, no problem. Or you could just use a saved state -- see below.
A savestate is where you copy the entire RAM of the emulated machine, along with current values for all the registers and equipment there-in (like the state of the CPU, sound chips, keyboard processors, etc etc) and write it out to storage. The goal is that you can load from the savestate again much faster than going through an entire boot process. This is especially true for something like a 4 disk game (like Civilization) where booting it up can take 5 minutes of your life away. In this case it is best to do the 5 minute boot once, then save your state out to card so that next time you wish to load, you can open the savestate and be up and going in about 2 seconds. Thats a serious time and battery saver!
Another popular use of savestates is to save where you are when your batteries are getting low. If you're afraid of losing your game... pop out a savestate.
Lastly of course, you can cheat.. every time you get somewhere in a game, drop a savestate. This is cheating, but at the same time.. maybe we're a little older or wiser and don't have as much free time as we used to :)
When you drop a savestate, you are prompted for a filename; you can name it whatever you like, but keepit short (about 20 or 30 characters), and it must end with .raw for it to work next time. Its good to name it after the game you're in, maybe with a number to show how far along you are.
To load a savestate, just restart CaSTaway/Palm and pick the .raw savestate in the picker; it'll ask you if you wish to launch the savestate or delete it. Launching a savestate is very fast since we just load up the entire ST state and go.. no loading of the game form emulated disk is needed.
Note that savestates are rather large (about 1MB or so) since they contain an Entire ST in them!
This option is designed to simulate the Atari ST save game experience. For example, if your game allows you to save to Atari ST floppy disks, thats cool. Most RPG's for example support this, so you can play from day to day. The problem with an emulator is that when the ST saves to disk, its actually saving to an emulated disk in the device RAM.. not to a real ST floppy. So the Save to Card option in the menu lets you get this emulated ST floppy and write out a ST disk image.. a .ST file. So that you know its a savegame disk, we use. SAV instead of .ST.
You could, for example, get the .SAV file and copy it to your PC and rename it to .ST and use it in a desktop-side Atari ST emulation. This could be handy someday :)
The main purpose however is to save those games, if you don't want to use a savestate.
To open the .SAV disk image later, just pick it from the Floppy Selection Menu instead of its .ST disk. It has the same filename proper, so will sort right in beside it. Just rememebr to use the .ST if you want the original untouched disk image, or the .SAV if you want the save disk.