Virtual Serial Ports Emulator 64 Bits Crack

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Edelberto White

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Aug 21, 2024, 5:38:39 AM8/21/24
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I have discovered this FREEWARE virtual serial port emulator from HHD Software at -serial-ports which will work with 64-bit Windows 7 (and 32-bit Windows as well, so they say). I have tested the program with FSX-WideFS/GPSout to interface between WideClient and Jeppesen FliteDeck/Flitemap on a networked PC running Win 7 x64, and can confirm that it works in a 64-bit environment.

virtual serial ports emulator 64 bits crack


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You can emulate serial port in a system on several different Windows versions and interconnect them virtually. So if you have some problem or may be want alternative software, you can try Serial Port Emulator ( -port-emulator/)

VSPE is intended to help software engineers and developers to create/debug/test applications that use serial ports. It is able to create various virtual devices to transmit/receive data. Unlike regular serial ports, virtual devices have special capabilities: for example, the same device can be opened more than once by different applications, that can be useful in many cases. With VSPE you are able to share physical serial port data for several applications, expose serial port to local network (via TCP protocol), create virtual serial port device pairs and so on.

This license allows you to use VSPE API in 32/64 bit Windows environments and you get your unique vendor ID.
Please contact Eterlogic Support and describe your usage scenario to find out if this license is applicable for you.

But ... I'm developing on a machine without an physical RS232 serial ports, but I would like to make fake serial ports that I can connect to and output data from with the aim of faking input from hardware sensors.

It provides pairs of virtual COM ports that are linked via a nullmodem connetion. You can then use your favorite terminal application or whatever you like to send data to one COM port and recieve from the other one.

One good option is Virtual Serial Port Emulator (VSPE) from EterlogicIt provides an API for creating kernel mode virtual comport devices, i.e. connectors, mappers, splitters etc. This is a small company but continues to expand and maintain their product list. (noted early 2023)

Another very good option is Eltima. This product worked as advertised in all aspects of its virtual comport offering, and included good technical support. Product options include both desktop applications, as well as software development kits with APIs. This company remains active and growing, with expanding product categories. (noted early 2023)

Pro tips:1) Windows may assign new COM ports to the adapters after every device sleep or reboot.2) The market leaders in chips for USB to serial are Prolific and FTDI. Both companies are battling knockoffs, and may be blocked in future official Windows drivers. The Linux drivers however work fine with the clones.

That way you can work directly with the sensors, and you do not have to try and emulate data. That way you are maybe even save from building an anemic system.(Due to your emulated data inputs not covering all cases, leading you to a brittle system.)

I have software that can only print to a printer on COMx, a printer with a USB port, and a computer with a USB port but no serial ports, so the oft-suggested physical Serial-to-USB adapter isn't a solution. I'm looking for software that tricks Windows 7 into mapping a virtual COM port to a physical USB port. I'm certain that if the software I'm using sends its stream of bits to the USB port that the printer will work just fine. How do I trick the software into thinking it's printing to COMx when it's actually printing to USBx?

Internet searches only turn up drivers for some specific hardware Serial-to-USB adapter, but that's not what I'm looking for as I don't have that hardware. I found a Microsoft forum where they suggested changing the USB port's label in Device Manager, but we never found anything like what they described; perhaps that's possible with a different USB controller than we have.

There is a simple way to do it using standard Windows commands. Lee Harrison's link shows this command, but here's a short description. Start by making the printer shareable (from Printer Properties > Sharing tab).

As your program only knows about COM1, I assume it will send plain text to the printer. Many USB-only printers do NOT understand plain text, and will just ignore it altogether. Printers that do this are called host-based printers, where the Windows graphics engine converts the page into dots on the paper, rather than letting the printer do the conversion. They are mostly the low cost printers, especially inkjets but also some lasers. Printers that do understand text need to support a language called PCL5. PCL6 printers usually also support PCL5, but PCL3 printers do not.

Virtual COM port (VCP) drivers cause the USB device to appear as an additional COM port available to the PC. Application software can access the USB device in the same way as it would access a standard COM port.

However, I don't know if COM connections will even be selectable in your case since your PC doesn't have any to begin with. You may be able to purchase a USB/COM adapter just to gain access to these values, then use the above directions to forward to your USB printer.

I know the electronics behind game ports are very rudimentary - the majority of the time there's a lot of "bit-banging" and "fake" A to D conversions going on instead of a dedicated IC to read the analog values.

Can't DOSBox do this already (at least the Windows version)? I think that any joystick supported by Windows - USB or gameport - should work for DOS games running inside of DOSBox. You might have to play with config/mapping files to get it to behave the way you expect though.

DOSBOX does not care whether it is a USB or a gameport joystick as long as Windows know it.
However there is a catch here: using non-USB joystick takes a lot of DOSBOX performance, so it is not recommended. The reason is the way in which the state of a gameport joystick is read in Windows (I do not know details...). I have no idea whether this is fixable or not.

It isn't. The problem with non-USB joysticks on PCs is that they are analogue, and use some kind of capacitator to indicate the position of the stick. Reading X/Y values is done by writing to the joystick port, and then start polling the joystick port until a specific bit in the read byte changes. The time it took to change is a measure of the X/Y-value (X and Y have different bits in the register). The big problem with this scheme is of course the polling (not to mention timer resolution). Polling is a Bad Thing (TM). It cannot be fixed, it is inherent of the way stuff works (ok, it could be fixed, but only in hardware, not in software). I never understood why there weren't any COM or LPT port joysticks (LPT with passthrough), that would have been so much easier.

I always thought that analog gameport joysticks used variable resistors and thus would report analog axes positions by varying the voltage returned to the gameport. In fact, I remember that my brother and I once built a steering wheel for racing games out of a potentiometer and a frisbee when we were kids (yes, it worked surprisingly enough!).

I think the reason things were designed that way was because it made the hardware in the joysticks themselves extremely simple (a couple of variable resistors for the stick and a couple of button switches for the buttons). If they were to have used the COM or LPT ports, it would have been necessary to digitize (and possibly even serialize) the analog data inside of the joystick. What's silly is that when "digital" joysticks and gamepads came along, they used voltage stepping on the gameports instead of using the COM or especially LPT ports so that the data wouldn't have had to be converted to analog and back. Now with everything using USB it doesn't really matter anymore.

What's silly is that when "digital" joysticks and gamepads came along, they used voltage stepping on the gameports instead of using the COM or especially LPT ports so that the data wouldn't have had to be converted to analog and back.

Digital joysticks usually signal via the button lines; there's no conversion to analog. Some controllers (e.g. SpaceOrb) did use the serial port; I imagine this wasn't widespread because people were used to plugging game controllers into the gameport and because often both serial ports would be used up (mouse plus modem).

Have just discovered DOSBox because my new motherboard has no ISA slots for my gameport soundcard, and I've invested in a new USB joystick. Reason I reply is that I'm going to try it with wing commander III (although I have many other older games that I would still like to play).

Updating Windows existing USB virtual serial COM ports version with either (usb_dev_serial.inf), (usb_dev_cserial.inf) or (usb_chidcdc_serial.inf) serial port driver will update the driver without error yet loose the ICDI USB virtual transport path to either COM ports.

We did the update after discovering ICDI USB is causing random bus faulting of TM4C1294NCPDTi3 MCU two different Launch Pads with or without a virtual terminal running on the desktop. This bus faulting has been occurring for a vey long time and who would ever suspect leaving ICDI plugged into the host USB port would do that. The GTO port has a USB bulk device client running and the ICDI reports slower debug status via virtual COM port dumb terminals.

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