fs-uae-wrapper

Automate archives support and state saves for fs-uae


Keywords
uae, fs-uae, amiga, emulator, wrapper, emulator-frontend, helper
License
BSD-3-Clause
Install
pip install fs-uae-wrapper==0.8.1

Documentation

FS-UAE Wrapper

This little utility is a wrapper on great FS-UAE emulator, to perform some actions, like uncompressing archived files (CD ROMs images, filesystems), launch the emulator and archive emulator save state.

As an example, if there is a collection of CDΒ³Β² game files and you want to provide configuration for each game, but want to keep ISO images with corresponding files in archive (due to size of those images) than FS-UAE Wrapper is a way to achieve this.

The reason behind writing this wrapper is a need for having a portable set of games/systems where there would be a way for storing the state of either entire filesystem or just console state (in case of CDΒ³Β²) and keeping size small, preferably in a archive file vs a bunch of files.

Requirements

  • Python 3
  • fs-uae (obviously :)

Fs-uae-wrapper supports several types of archives:

  • 7z
  • lha
  • lzx - decompress only
  • rar - if only unrar is available, than only decompression is supported
  • tar, also compressed with:
    • bzip2
    • gzip
    • xz
  • zip

All of those formats should have corresponding software available in the system, otherwise archive extraction/compression will fail.

Installation

FS-UAE Wrapper is available on CheeseShop (or python package index if you will). To install it, you can simply invoke (preferably in virtualenv) a command:

$ pip install fs-uae-wrapper

Note, that if virtualenv was used, there is no need for activating it every time, since if invoke wrapper like this:

$ /path/to/virtualenv/bin/fs-uae-wrapper

you should be able run the wrapper properly. Tested only on Linux :).

Usage

After installation you should be able to access new command fs-uae-wrapper (or use the full path to the virtualenv like on the section above), and it's invocation is identical like fs-uae binary:

$ fs-uae-wrapper [fs-uae-config-file] [parameters]

There is special option for passing wrapping module, which might be placed directly in fs-uae configuration or passed as an option:

[config]
# ...
wrapper = cd32
# ...

or

$ fs-uae-wrapper --wrapper=cd32

In this case there would several things happen. First, Config.fs-uae would be searched, read and there would be wrapper option searched. If found, specific module will be loaded and depending on the module, there would be performed specific tasks before fs-uae is launched and after it.

Assumption is, that configuration file are written in portable way, so the are saved as relative configuration file (hence the name Config.fs-uae), even if the are named differently. If certain wrapper is specified, it will create temporary directory and place the configuration file there as Config.fs-uae.

If no wrapper option would be passed either as an config option or command line argument, all command line options will be passed to the fs-uae executable as-is.

Note, that you can also pass all wrapper options via commandline in the very same way as you can pass config options to fs-uae, so you don't have to modify original configuration if you don't want to.

There is also new config variable introduced: $WRAPPER which have the same role as $CONFIG, but apply for copied config. For instance - in module archive there are filesystem extracted to new location - to access this filesystem relatively to the copied configuration file it is enough to provide a config option:

[config]
wrapper = archive
# ...

hard_drive_0 = $WRAPPER/my_hardrive

which means, that we are expecting to have system files on my_hardrive in directory, where configuration will be copied.

Modules

Currently, couple of wrapper modules are available:

  • plain
  • cd32
  • archive
  • savestate
  • whdload

plain

Options used:

  • None

Plain module is kind of dummy or failsafe if you will, since all it do is run fs-uae with provided configuration and command line options. It will be chosen in case when there is no wrapper option provided neither via the configuration file nor command line parameter.

cd32

Options used:

  • wrapper (required) with cd32 as an value
  • wrapper_archive (required) path to the archive with CD32 iso/cue/wav
  • wrapper_archiver (optional) archiver to use for storage save state - default 7z.
  • wrapper_gui_msg (optional) if set to "1", will display a graphical message during extracting files
  • wrapper_save_state (optional) if set to "1", will load/archive save state directory, defined as $WRAPPER/[save-state-dir-name] using provided wrapper_archiver archiver. If this option is enabled, wrapper_archiver will be required.

Module cd32 is used for running fs-uae with compressed CD images. For better understanding how it works, let's go through solid example. Here is an fragment of configuration file is saved as ChaosEngine.fs-uae:

[config]
wrapper = cd32
wrapper_archive = ChaosEngine.7z
wrapper_archiver = zip
wrapper_gui_msg = 1

amiga_model = CD32
title = The Chaos Engine CD32

cdrom_drive_0 = Chaos Engine, The (1994)(Renegade)(M4)[!][CDD3445].cue

save_states_dir = $WRAPPER/fs-uae-save/

joystick_port_1_mode = cd32 gamepad
platform = cd32
# ...

Command line invocation of the wrapper would be as follows:

$ fs-uae-wrapper ChaosEngine.fs-uae

Now, there several thing will happen:

  • Config file will be read, and wrapper module will be found
  • New temporary directory will be created
  • Archive with game assets will be extracted in that directory
  • Configuration file will be copied into that directory, and renamed to Config.fs-uae
  • If wrapper_save_state is set, and there is saved state archive, it also would be extracted there
  • fs-uae will be launched inside that directory

Next, after fs-uae quit, there will:

  • Optionally create archive containing save state with name like the configuration file with additional _save suffix. In this example it would be ChaosEngine_save.7z.
  • Wipe out temporary directory

archive

Options used:

  • wrapper (required) with archive as an value
  • wrapper_archive (optional) path to the archive with assets (usually means whole system directories, floppies or hard disk images), defaults to same name as configuration file with some detected archive extension. Note, that name is case sensitive
  • wrapper_archiver (optional) archiver to use for storage save state - default 7z.
  • wrapper_gui_msg (optional) if set to "1", will display a graphical message during extracting files
  • wrapper_persist_data (optional) if set to "1", will compress (possibly changed) data, replacing original archive
  • wrapper_save_state (optional) if set to "1", will archive save state directory, defined as $WRAPPER/[save-state-dir-name] using provided wrapper_archiver archiver. If this option is enabled, wrapper_archiver will be required.

This module is quite useful in two use cases. First is a usual work with Workbench, where there is a need to keep changes of filesystem. Second is the opposite - if there is a need to test some software, but not necessary keep it in a Workbench, than it will act as a temporary copy of the system, so that next time fs-uae will be run, there will be no files of tested software cluttering around.

Example configuration:

[config]
wrapper = archive
wrapper_archive = Workbench_3.1.tar.bz2
wrapper_archiver = lha
wrapper_gui_msg = 1
wrapper_persist_data = 1
wrapper_save_state = 1
# ...

And execution is as usual:

$ fs-uae-wrapper Workbench.fs-uae

This module will do several steps (similar as with cd32 wrapper):

  • create temporary directory
  • extract provided in configuration archive
  • extract save state (if wrapper_save_state is set to 1 and archive with save exists)
  • copy configuration under name Config.fs-uae
  • run the fs-uae emulator
  • optionally create archive with save state (if save state directory place is not a global one)
  • optionally create new archive under the same name as the original one and replace it with original one.

savestate

Options used:

  • wrapper (required) with archive as an value
  • wrapper_archiver (optional) archiver to use for storage save state - default 7z.

This module is primarily used to run emulator with read only media attached (like images of floppies or uncompressed CD-ROMs) and its purpose is to preserve save state which will be created as an archive alongside with original configuration file in selected archive format. Note, that there is required to provide wrapper_archiver, since option wrapper_save_state is implicitly set to value 1 in this module.

Example configuration:

[config]
wrapper = savestate
wrapper_archiver = 7z
# ...

And execution is as usual:

$ fs-uae-wrapper Sanity-Arte.fs-uae

The steps would be as follows:

  • create temporary directory
  • extract save state (if wrapper_save_state is set to 1 and archive with save exists)
  • copy configuration under name Config.fs-uae
  • run the fs-uae emulator
  • optionally create archive with save state (if save state directory place is not a global one)

whdload

Options used:

  • wrapper (required) with whdload as an value
  • wrapper_whdload_base (required) path to the whdload base system. Usually it's minimal system containing at least whdload executables in C, and config in S. Read on below for further details.
  • wrapper_whdload_options (optional) this option will replace the line in s:whdload-startup with specific whdload options for certain slave. For reference look at WHDLoad documentation and/or on s:WHDLoad.prefs. Note, that Slave= option must not be used.
  • wrapper_archive (optional) path to the whdload archive, defaults to same name as configuration file with some detected archive extension. Note, that name is case sensitive

This module is solely used with whdload distributed games (not just whdload slave files, but whole games, which can be found on several places on the internet).

Base image

To make it work, first the absolute minimal image need to contain following structure:

.
β”œβ”€β”€ C
β”‚Β Β  β”œβ”€β”€ DIC
β”‚Β Β  β”œβ”€β”€ Execute
β”‚Β Β  β”œβ”€β”€ Patcher
β”‚Β Β  β”œβ”€β”€ RawDIC
β”‚Β Β  β”œβ”€β”€ SetPatch
β”‚Β Β  β”œβ”€β”€ WHDLoad
β”‚Β Β  └── WHDLoadCD32
└── S
    β”œβ”€β”€ startup-sequence
    └── WHDLoad.prefs

where the minimum dependences are:

and the S/startup-sequence should at least contain:

setpatch QUIET

IF EXISTS S:whdload-startup
  Execute S:whdload-startup
EndIF

To leverage more pleasant UX, additionally those bits should be installed (or - copied into base image filesystem):

  • Assign and whatever commands you'll be use in scripts from your copy of
  • uaequit - this will allow to quit emulator, after quiting game Workbench
  • kgiconload - tool for reading icon and executing default tool with optionally defined tool types as parameters (in this case: WHDLoad)
  • SKick optionally - for kickstart relocations. Also images of corresponding kickstart ROM images will be needed.

and then s/startup-sequence might looks a follows:

Assign >NIL: ENV: RAM:
Assign >NIL: T: RAM:

setpatch QUIET

IF EXISTS S:whdload-startup
  Execute S:whdload-startup
EndIF

C:UAEquit

Creating base image archive

Now, the tree for the minimal image could look like that:

.
β”œβ”€β”€ C
β”‚Β Β  β”œβ”€β”€ Assign
β”‚Β Β  β”œβ”€β”€ DIC
β”‚Β Β  β”œβ”€β”€ Execute
β”‚Β Β  β”œβ”€β”€ kgiconload
β”‚Β Β  β”œβ”€β”€ Patcher
β”‚Β Β  β”œβ”€β”€ RawDIC
β”‚Β Β  β”œβ”€β”€ SetPatch
β”‚Β Β  β”œβ”€β”€ UAEquit
β”‚Β Β  β”œβ”€β”€ WHDLoad
β”‚Β Β  └── WHDLoadCD32
└── S
    β”œβ”€β”€ startup-sequence
    └── WHDLoad.prefs

to use relocation tables you'll need to place Kickstarts drawer into Devs drawer. Also keep in mind, that corresponding kickstart rom images need to be placed there as well, otherwise it may or may not work. Structure looks like this:

.
β”œβ”€β”€ C
β”‚Β Β  β”œβ”€β”€ Assign
β”‚Β Β  β”œβ”€β”€ …
β”‚Β Β  └── WHDLoadCD32
β”œβ”€β”€ Devs
β”‚Β Β  └── Kickstarts
β”‚Β Β      β”œβ”€β”€ 39115_ROMKick.PAT
β”‚Β Β      β”œβ”€β”€ 39115_ROMKick.RTB
β”‚Β Β      β”œβ”€β”€ …
β”‚Β Β      β”œβ”€β”€ kick40068.A4000.PAT
β”‚Β Β      └── kick40068.A4000.RTB
└── S
    β”œβ”€β”€ startup-sequence
    └── WHDLoad.prefs

Important: You'll need to prepare archive with base OS without top directory, i.e. suppose you have prepared all the files in /tmp/baseos:

$ pwd
/tmp
$ cd baseos
$ pwd
/tmp/basos
$ ls
C    S
$ zip -r /tmp/base.zip .
  adding: C/ (stored 0%)
  adding: C/Assign (deflated 31%)
  adding: C/WHDLoadCD32 (deflated 26%)
  adding: C/RawDIC (deflated 46%)
  adding: C/UAEquit (deflated 39%)
  adding: C/Execute (deflated 42%)
  adding: C/Patcher (deflated 56%)
  adding: C/DIC (deflated 33%)
  adding: C/kgiconload (deflated 49%)
  adding: C/SetPatch (deflated 39%)
  adding: C/WHDLoad (deflated 23%)
  adding: S/ (stored 0%)
  adding: S/startup-sequence (deflated 36%)
  adding: S/WHDLoad.prefs (deflated 51%)

You can do it with other archivers as well, like 7z: 7z a /tmp/base.7z . or tar with different compressions: tar Jcf /tmp/base.tar.xz ., tar zcf /tmp/base.tgz ., tar jcf /tmp/base.tar.bz2 .. It should work with all mentioned at the beginning of this document archivers.

Starting point is in S/startup-sequence file, where eventually S/whdload-startup is executed, which will be created by fs-uae-warpper before execution by fs-uae.

Configuration

Now, to use whdload module with any of the WHDLoad game, you'll need to prepare configuration for the wrapper.

Example configuration:

[config]
wrapper = whdload
wrapper_whdload_base = $CONFIG/whdload_base.7z
# ...

And execution is as usual:

$ fs-uae-wrapper ChaosEngine_v1.2_0106.fs-uae

Now, similar to the archive module, it will create temporary directory, unpack base image there, unpack WHDLoad game archive, search for slave file, and prepare s:whdload-startup, and finally pass all the configuration to fs-uae.

Limitations

There is one limitation when using save wrapper_save_state option. In case of floppies it should work without any issues, although save state for running Workbench or WHDLoad games may or may not work. In the past there was an issue with fs-uae where saving state was causing data corruption on the emulated system. Use it with caution!

License

This work is licensed on 3-clause BSD license. See LICENSE file for details.