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https://github.com/tomharte/clk

A latency-hating emulator of: the Acorn Electron, BBC Micro and Archimedes, Amstrad CPC, Apple II/II+/IIe and early Macintosh, Atari 2600 and ST, ColecoVision, Enterprise 64/128, Commodore Vic-20 and Amiga, MSX 1/2, Oric 1/Atmos, early PC compatibles, Sega Master System, Sinclair ZX80/81 and ZX Spectrum.
https://github.com/tomharte/clk

acorn-electron amstrad-cpc apple2 appleii archimedes atari-st atari2600 colecovision composite-video emulator ibmpc m68k master-system msx oric riscos vic20 zx-spectrum zx80 zx81

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A latency-hating emulator of: the Acorn Electron, BBC Micro and Archimedes, Amstrad CPC, Apple II/II+/IIe and early Macintosh, Atari 2600 and ST, ColecoVision, Enterprise 64/128, Commodore Vic-20 and Amiga, MSX 1/2, Oric 1/Atmos, early PC compatibles, Sega Master System, Sinclair ZX80/81 and ZX Spectrum.

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README

          

# Clock Signal

Clock Signal Application Icon Clock Signal ('CLK') is an emulator that seeks to be invisible. Users directly launch classic software, avoiding the learning curves associated with emulators and with classic machines.

macOS and source releases are [hosted on GitHub](https://github.com/TomHarte/CLK/releases). A Qt-based Linux build is available as a [Snap](https://snapcraft.io/clock-signal).

This emulator seeks to offer:

* single-click load of any piece of source media for any supported platform;
* with a heavy signal processing tilt for accurate reproduction of original outputs;
* avoiding latency as much as possible.

It currently contains emulations of the:

* Acorn Electron;
* Amstrad CPC;
* Apple II/II+ and IIe;
* Atari 2600;
* Atari ST;
* BBC Micro;
* ColecoVision;
* Commodore Vic-20;
* Enterprise 64/128;
* Macintosh 128K, 512K, 512Ke, and Plus;
* MSX 1 and 2;
* Oric 1/Atmos;
* Sega Master System;
* Sinclair ZX80/81; and
* Sinclair ZX Spectrum.

Also present but very much upcoming are the:

* Acorn Archimedes;
* Commodore Plus 4;
* Commodore Amiga; and
* early PC compatible.

On the Mac it is a native Cocoa and Metal application; under Linux, BSD and other UNIXes and UNIX-alikes it uses OpenGL and can be built either with Qt or with SDL.

## Single-step Loading

Through static and runtime analysis CLK seeks automatically to select and configure the appropriate machine to run any provided disk, tape or ROM; to issue any commands necessary to run the software contained on the disk, tape or ROM; and to provide accelerated loading where feasible.

With CLK installed the full process of loading a piece of software — even if you've never used the machine it runs on before — is:

1. locate it in your OS;
2. double click it.

![Loading a piece of software](READMEImages/JustDoubleClick.gif)

There's no need to wade through creating a new machine, inserting media into it or figuring out which loading command goes with this piece of software, and no import procedure — CLK does not attempt to take ownership of your files or to usurp your OS.

Keep your emulated titles on your desktop, in your dock, or wherever else you usually prefer to launch software from, and launch in a single step. Just like any other piece of desktop software.

## Signal Processing

Consider an ordinary, unmodified Commodore Vic-20. Its only video output is composite. Therefore the emulated machine's only video output is composite. In order to display the video output, your GPU must decode composite video. Therefore composite video artefacts are present and correct — not because of a post hoc filter but because the real signal is really being processed.

Similar effort is put into audio generation. If the real machine normally generates audio at 192Khz then the emulator generates a 192Khz source signal and filters it down to whatever the host machine can output.

### Samples



1:1 Pixel Copying
Composite Decoded

The Electron start screen, with a classic 1:1 pixel emulation
The Electron start screen, decoded from an interlaced composite feed

Repton 3 in game, with a classic 1:1 pixel emulation
Repton 3 in game, decoded from an interlaced composite feed

Stormlord with a classic 1:1 pixel emulation
Stormlord decoded from a composite feed

Road Fighter with a classic 1:1 pixel emulation
Road Fighter decoded from a composite feed

A segment of the ColecoVision Donkey Kong title screen with a classic 1:1 pixel emulation
A segment of the ColecoVision Donkey Kong title screen decoded from a composite feed

Sonic the Hedgehog with a classic 1:1 pixel emulation
Sonic the Hedgehog screen PAL decoded from a composite feed



1:1 Pixel Copying
Correct Aspect Ratio, Filtered

Amstrad text, with a classic 1:1 pixel emulation
Amstrad text, with correct aspect ratio and subject to a lowpass filter

The Amstrad CPC version of Stormlord, with a classic 1:1 pixel emulation
The Amstrad CPC version of Stormlord, with correct aspect ratio and subject to a lowpass filter

## Low Latency

The display produced is an emulated CRT, with phosphor decay. Therefore if you have a 140Hz 4k monitor it can produce 140 distinct frames per second at 4k resolution. Latency is dictated by the host hardware, not the emulated machine or emulator.

Audio latency is disjoint from frame rate and is generally restrained to 5–10ms.

## Accurate Emulation

Accuracy is a user-experience issue; the more accurate an emulator, the more likely that a user can run every piece of software they're interested in without further intervention.

This emulator attempts cycle-accurate emulation of all supported machines. In some cases it succeeds.

## Additional Screenshots



Apple IIe Prince of Persia
Archimedes Star Fighter 3000

Apple Macintosh MusicWorks
Atari ST Stunt Car Racer

Amiga Indianapolis 500
Acorn Electron Chuckie Egg

Amstrad CPC Chase HQ
MSX 2 Space Manbow

Amiga James Pond II
Atari 2600 Solaris

Microsoft Flight Simulator
BBC Micro Elite

ColecoVision Galaxian
SG1000 Chack'n'Pop

ZX81 3D Monster Maze
ZX80 Kong

Vic-20 Gridrunner
ZX Spectrum Chromatrons Attack

ZX Spectrum Menu
VIC-20 BASIC

MS-DOS Prompt
RISC OS

![macOS Version](READMEImages/MultipleSystems.png)
![Qt Version](READMEImages/MultipleSystems-Ubuntu.png)