It is very likely that if SDL is supported on your system, then Yape can be compiled and run. Hence, an Android port is also possible, and Yape has been succesfully compiled on Windows and 64 bit Linux systems as well.

To be able to compile yapeSDL, you must have the latest SDL development package from The recent stable release as of time of this writing is 2.0.5. Note that you will need the development libraries:


The provided makefile is written for the GNU C++ compiler but can also be easily adjusted for other compilers. Once the libraries and header files are installed, you should extract the source tarball to a directory, and simply type:


Mac OS X

Other than downloading the relevant SDL development libraries, you also need to copy the SDL2.framework file to the /Library/Frameworks folder. From then on, just use the provided Xcode workspace.


It is recommended that you use the provided Microsoft Visual Studio 14 solution file. The Community 2015 Edition is a terrific and free IDE with an excellent debugger.

Other platforms

Alternatively you can install Code::Blocks on your relevant platform and use the provided workspace file.

Ready to go...

If the compilation finished with no error, you can type:

./yapesdl <filename>

to start the emulator, where filename is optional. Supported file formats are:
* PRG, P00 and T64 for instant loading
* TAP and WAV files for slow tape loading
* D64 format for disk drives


The user interface isn't quite ready yet, so you MUST memorise a couple of keyboard shortcuts:

  F12 or ESC  : exits the emulator
  F11	      : soft reset
  LCTRL + F11 : forced reset (memory remains intact)
  SHIFT + F11 : hard reset (clear memory, reloads ROMs, rewinds tape)
  F5          : press PLAY on tape
  F6          : press STOP on tape
  F7          : save screenshot to BMP file
  F8          : enter the user interface, press F8 again or ESC to quit.
                You can move around in the menus with the arrow keys, press ENTER for 
                for selection.
  F9          : quick debugger
  F10         : save current settings to user's home directory
  LALT + 1-3  : set window size
  LALT + E    : switch among emulators (C+4 cycle based; C+4 line based; C64 cycle based)
  LALT + I    : switch emulated joystick port
  LALT + M    : enter console based external monitor and disassembler
  LALT + P    : toggle CRT emulation
  LALT + R    : machine reset
  LALT + S    : display frame rate on/off  
  LALT + W    : toggle between unlimited speed and 50 Hz frame rate (original speed)
  LALT + ENTER : toggle full screen mode
  LALT + F8    : save memory pointed by $2B/$2C and $2D/$2E
  LALT + KPLUS : collate replay frequencies

Internal disk LOAD/SAVE operations are supported to the current file system directory - which is usually '/home/<username>/yape' - in C+4 modes. Any PRG files you may wish to load, should go there, although you can browse the directory tree from the user interface, too.

This means that an exact filename match will load the requested program, similarly can you save a file.

Full ROM banking is supported, currently only via the yape configuration file. You must fill in the path for the relevant ROM image you intend to use. However, Yape supports some internal ROMs already. These are:

* 'BASIC' - the ROM image containing the BASIC interpreter
* 'KERNAL' - the system kernal ROM image
* '3PLUS1LOW' - the low bank ROM image of the built-in plus/4 software
* '3PLUS1HIGH' - the high bank ROM image of the built-in plus/4 software


For the keys at different positions, the emulator relies on SDL, so your mileage may vary.

There are a few keys that need to be mapped to the emulator keyboard differently. These are:

  Commodore       emulator
  Pound 	= END
  Clr/Home	= HOME

Last edited Dec 11, 2016 at 8:41 PM by calmopyrin, version 12