CBM EMULATION FAQ - (Version 4.0beta, x March 1999)
=================
* This FAQ is usually posted twice a month on the 4th and 19th to
* comp.emulators.cbm. Since comp.emulators.cbm was set up to remove the
* emulator discussion from comp.sys.cbm, this FAQ will not be posted there.
Lines preceeded by a '+' have been added or modified since the last version
was posted. Lines preceeded by a '*' are most likely outdated and due to
change sooner or later.
The FAQ is in four parts due to its size.
Part 1 is general information and a list of available emulators.
Part 2 is questions and answers.
Part 3 is mostly data.
Part 4 is basically reviews of various emulators.
---------------------------------------------------------------------------
3. Questions & Answers
----------------------
A section to answer common questions that emulator users pose. Please
forward any questions or answers you think would be appropriate for this
section to the faq maintainer, or just post to the newsgroup!
3.1 General.
Q: Is it legal to get copyrighted games for the C64 for free on the net?
A: Good question. It is true that most of the games on the net are still
copyrighted, and will be for a long while. However, the companies
and authors that hold these copyrights have mostly not taken action
against anyone offering games via ftp or www.
So, it seems that most copyright holders of old C64 games do not
especially care about what happens to those games which are not
selling anymore. As a result, it's mostly up to your sense
of morality to decide whether to support sites that offer commercial
software.
But, keep in mind that the C64 as a viable market to sell software
is not dead yet! In general it's a good idea not to put on the net
anything released very recently. If you do, you are robbing what's
left of the commercial scene from growing and prospering, and I hope
you spontaneously combust.
+ One example (among others) is the good old GEOS, which you can still
+ buy from CMD (http://www.cmdweb.com). No kidding, CMD does get after
+ you if you feel like offering copies of GEOS! Same goes e.g. for
+ copyrighted Kernal-ROMs, like SpeedDOS, JiffyDOS or the Action Replay
+ cartridge, with the latter two still being distributed by CMD.
+ As a sidenote, some of the original programmers have agreed to free
+ distribution of their work, like Jeff Minter, Scott Adams, or Ian Bell
+ (co-author of the famous classic "Elite") who are offering free
+ downloads on their respective homepage. But when in doubt about the
+ status of some software that you have, better don't make it freely
+ available. Be fair, don't be square.
Q: Hey, I have this really cool game/demo/utility for emulators. Can
I post it on this newsgroup for all to share?
A: No, you may not. Firstly, it annoys people who read news offline due
to high rates, who now have to spend over double the time d/ling
because of your posting. Secondly, it causes the group's traffic to
skyrocket, which could get the group deleted from your news server.
It does happen!
+ Q: But how do I publish my cool game/demo/utility then?
+ A: If you have no WWW or FTP site where you could upload it, or don't
+ know someone who could, you may post it into the appropriate groups,
+ which are for instance:
+
+ alt.binaries.warez.cbm
+ alt.binaries.warez.commodore64
+ alt.binaries.emulators.cbm
+ comp.binaries.cbm
+
+ The latter group is moderated, and for non-commercial public domain
+ software only. Send your posting to your friendly moderator, who is
+ currently Cameron Kaiser, the moderation's general adress is
+ - please read the c.b.c-FAQ before posting
+ into the group.
+
+ Note: If you are willing to put C64-software on the net, be prepared
+ for some obstacles - many webspace-providers are unaware of the status
+ of such old C64-software and don't hesitate to kill your entire page
+ at the blink of an eye if they discover anything that _they_ somehow
+ consider "warez". Be sure to have backups of your webpage.
+ Q: How many usenet newsgroups for CBM-machines are there, anyway?
+ A: Last I checked there were:
+
+ comp.sys.cbm
+ comp.emulators.cbm
+ comp.binaries.cbm
+ alt.c64
+ alt.binaries.warez.cbm
+ alt.binaries.warez.commodore64
+ alt.binaries.emulators.cbm
+
+ Plus a huge variety of smaller/local groups that are not necessarily
+ available on an international scale, such as for instance the C64-related
+ groups in the german-language z-netz.*-hierarchy.
+ You may consider asking your newsmaster in case you don't have access
+ to some other CBM-newsgroup that you know of.
+ Q: Does 'CBM-emulation' include the Amiga-series of computers?
+ A: No. The term 'CBM-emulation' usually refers to 8-bit computers only
+ (PET-series, VIC20, C64, C16/116/+4, C128 and the like), while the Amiga
+ is 16-bit. Hence, topics related to the Amiga or the emulation thereof
+ somewhat annoy the regulars in both comp.emulators.cbm and comp.sys.cbm,
+ since the Amiga has own newsgroups and usenet-hirarchies.
+ If you have a question about, say, "UAE" or "Fellow", it might get
+ answered in comp.emulators.cbm, but in general it would be a wiser
+ decision to post it in groups like comp.sys.amiga.emulations,
+ alt.emulators.amiga or comp.emulators.misc.
Q: How can I use the emulator that comes with the Activision C64 Action
Pack to play games other than those which came with it?
A: You can't, as the emulator refuses to load anything that is not on
the cd-rom that it comes on. The only way around this would be to
try to 'crack' the cd-rom protection, which I have not seen a way to
do yet. Anyone?
On the good side, the games are on plain .d64 files, and these can be
copied to your hard-drive and played on the emulator of your choice.
Q: Why would you want to emulate a CBM 8 bit computer?
A: 1. As a coding exercise, to show it can be done.
2. Nostalgia.
3. Takes up less space than another computer, monitor, and disk drive.
4. Don't have to worry about hardware going down or disks going bad.
5. 'cos the software still rules! :>
+ 6. To take over workload from a real C64. Or do you have a C64 with
+ a built-in switch to speed it up to factor 1200x? See? :)
+ (Emulation can easily be speeded up, which is handy for things that
+ take ages on a real C64, e.g. crunching or compiling.)
+ Q: Hey, emulation is cool! I want to write a C64-emulator! Where should I
+ start?
+ A: Well, first of all you'd have to be sure if you really _need_ to write
+ yet another C64-emulator. There are so many of them that it is doubtful
+ whether the world really needs one more, and the available ones are so
+ good that there's little you could do better, unless you write it for
+ some rare OS (there's no C64 emulator for OS/2, for instance... :) or
+ incorporate previously unavailable features. Maybe you'd better write an
+ emulator for some other machine from the CBM-family than the C64. There
+ even are some rare ones where you could really be a pioneer and which
+ quite some people would simply _love_ to see emulated (C65...).
+ Q: Errrm, my question was "where should I start" ...
+ A: Get available freeware/GPL sources and learn from the code (no, _don't_
+ steal the code...). Browse some sites that offer help for interested new
+ emulation-programmers, like Marat Fayzullin's emulation site
+ at http://www.freeflight.com/fms/.
+ Q: Why are you constantly implying 'C64' when cou actually mean 'CBM'?
+ A: Well, sorry, but that's force of habit. Don't worry, this document of
+ *course* intends to cover the whole of CBM-emulation, but honestly: most
+ of what we'd call 'CBM' was actually 'C64' even back then, which makes
+ questions about emulation or software apart from the C64-scene just not
+ so terribly frequent, even today.
+ Q: Why doesn't game xyz run on my kewl emulator?
+ A: Dunno. You'll always encounter some kind of software that runs beautifully
+ on every emulator around except the one you are using most of the time...
+ Emulation really cannot be expected to be a 100% true reproduction of all
+ the hardware that makes a complete machine. Today's emulators are mostly
+ pretty darn close to the original, but there's always gonna be this tiny
+ 0.01% missing to perfection. Most (if not all) CBM-buffs prefer the real
+ machine to any emulator anyway.
+ If you encounter this problem, simply try a different emulator - there
+ are enough of 'em out there...
+ Q: How do I change discs in emulator xyz?
+ A: Please, by all means, read the manual before asking such questions!
+ Q: There's a new C64!! I've seen the announcement on the WWW!!
+ A: Well, no. What you saw was a machine called "Web.it". It's basically a
+ normal Wintel-PC (486@66MHz, no cache) with some non-relevant extras,
+ running a custom version of the CCS64 emulator. It actually has *nothing*
+ to do with a C64, and advertising it as a "new C64" is just a neat
+ marketing-trick. "The Scene" heavily frowns about this thing. Please don't
+ post announcements about this machine into the CBM-newsgroups, we've
+ gone through this far too often already...
+ Q: Is there a way to read C64 5.25"-disks on an IBM PC drive?
A: No way. The PC's disk controller is too "dumb" to be able to be
programmed to read non-MFM disks. The C64 uses GCR. This limitation
is why the PC cannot read Amiga disks either.
Q: So, how can I get my C64 disks from the C64 to the PC, then?
A: One possibility is to set up a null-modem cable between the 64 and
the emulator machine, and use a serial transfer. If you have a 1571 or
1581, then you can use either the Big Blue Reader (BBR) or the Little
Red Reader (LRR) to read/write DOS formatted disks. BBR is commercial
and can still be purchased, and LRR is a freeware version of BBR.
+ Another way is using a controller card that enables a drive to read
+ GCR-coded discs, such as 'Catweazel'.
A better way (if you still have access to a C64 disk drive) is to use
the transfer utilities that come with the emulators C64S and PC64, or
a specialized transfer utility such as X1541, Trans64, Star Commander
and so on. These utilities require a special cable that connects the
+ C64 drive to your PC's parallel port; the schematics for this cable
+ and the explanations how to properly use it come with the emulators
+ and/or the transfer software.
+ If you don't feel like soldering the cable yourself (you should try it,
+ it's really a piece of cake...) you may obtain one from the author of
+ 'Star Commander' himself: Joe Forster/STA , see also
+ his homepage at
+ Finally, utilities like 64NET, 64LAN or Server64 allow you to copy files
+ from the C64 to the PC and vice versa, and as a matter of convenience
+ allow you to access your C64-software stored on your PC right from your
+ C64. Mind you that this doesn't mean that the PC plays the role of a huge
+ and fully compatible "floppy disc drive", but the basic concept does work
+ nonetheless.
Q: Which is the best C64 emulator?
A: Opinions vary, naturally. Since the majority of emulators are either
freeware or shareware, your best bet is to download which ones interest
you and see which you like the best.
+ Long answer: There's a variety of emulators today, all of them have their
+ advantages and disadvantages regarding the emulation itself, the mere
+ handling of the emulator or the distribution policy (freeware or
+ shareware). It totally depends on what you need, what your computer is
+ able to run, what you are willing to pay and -of course- on your personal
+ taste. Download a couple of emulators for your platform (see Part 1 of
+ this FAQ) and decide yourself.
+ Short answer: CCS64 is. :)
+ CCS64 is by far the most compatible and most accurate emulator, being
+ second only to the real C64. It does run almost any software, with just
+ very few exceptions.
+ Q: Which emulator should I run on my old and slow 386 / 486?
+ A: Oh dear... :o) Emulators tend to require a good amount of horsepower.
+ A 386 is really not the machine to run an emulator on. Try PC64, it should
+ at least run on a 386 - C64S might still run, but I doubt that you'll have
+ much fun with it. A 486 is a better bet for C64S (PC64 of course runs fine
+ there), though the more MHz the better - 66MHz should give you full speed.
+ Bigger 486 CPUs (>=100MHz) already run the "HiFi" emulators like CCS64,
+ VICE or Frodo (though somewhat jerky), but a Pentium-ish CPU is definitely
+ recommended in that case.
Q: How can I 'grab' graphic images of the screen while an emulator is
running?
+ A: Well, again, RTFM! >:)
+ In CCS64 V1.09, hit either Print Screen or F12.
In C64S, just hit the Print Screen key and a file (C64Sxxxx.bmp, xxxx
being a number) will be outputted to your directory. Other emulators
do not have a built-in screen grabber, so your best bet is to use a
TSR screen-grabber such as Screen Thief to get graphic images.
+ Q: This emulator came without kernal/basic/charset/floppy-kernal.
+ Where do I get this from?
+ A: Check out ftp://ftp.funet.fi/pub/cbm/firmware, there are lots of
+ CBM Basic and Kernal roms there, with a good index. Or get them directly
+ from out of your very own computer - Part 3 of this FAQ tells you how to
+ extract them, see Section 6.
+ Q: I've downloaded this , but it seems to be all corrupt.
+ A: Corrupted downloads are a problem you'll most likely have with the
+ Netscape Navigator or Communicator. There's a couple of things you have
+ to bear in mind when using this browser:
+
+ -It wants to know the mime-type of the file. Be sure to assign
+ file-extensions like D64, T64, PRG etc. to 'application/octet-stream'
+ (which means "it shall be a binary download, not an ASCII-text") in
+ the browser's settings.
+ -Don't download by clicking on the link with the left mouse-button.
+ Click 'right' and choose from the submenu instead. Clicking 'left'
+ with the -key pressed might do the trick as well.
+ -The Navigator/Communicator has a bad habit of corrupting files when
+ they are finally copied from out of the browser-cache to the download
+ target on your harddrive. Yes, this means that the respective file
+ might still be in your browser's cache-directory in an intact form,
+ unless it's already expired/deleted. Flip through the cache and see
+ what's in there.
+ If you're unlucky and don't find the file there, it is possible to
+ repair the broken download: what NN/NC sometimes tries to do is a
+ Unix->Dos conversion, which means that it replaces every LF (linefeed,
+ 0Ah) with a CR/LF (carriage-return/linefeed, 0Dh 0Ah). In order to repair
+ the file, you just have to undo this conversion by changing every CR/LF
+ back to a LF. There's a tool by Joe Forster/STA called 'EOL' which does
+ exactly this, it is freeware and available on his homepage at
* http://www.ludens.elte.hu/~sta/
+ 3.1.1 About _the_ group, comp.emulators.cbm ...
+ Q: What is this 'Fort Apocalypse' thing you got going on there?
+ A: Shhh! Don't say the bAwD word... :o)
+ Hard to explain. Basically it's a running gag. In late '97/early '98
+ there was -for some reason- a wave of pretty stupid requests for this
+ particular game. The regulars got pretty annoyed by the repeating requests
+ not only because it was about the same game over and over again, but also
+ because those requests were just ridiculous in themselves - the very same
+ question would have been answered just a day ago, so the poor fellow would
+ have known the answer if he just _lurked_. And out of this frustration
+ about the increasing net.ignorance grew the FA-terminology, such as
+ "Fort you!", "he shall be forted" etc.
+ Q: So you regulars are a pretty evil bunch, aren't you?
+ A: No, we aren't. We fulfill requests and answer questions as good as we can.
+ But just like any other (real) group, c.e.c doesn't like being abused. So
+ if you're looking for help, you'd better make clear that you already did
+ a good amount of work yourself (lurking, searching the net, browsing
+ archives, reading manuals, whatever), that you really _need_ help. If it
+ is obvious that you just were too lazy for searching, you most likely
+ won't get a sensible answer, but rather "be Forted"... :)
+ Frankly, we really don't like the typical 3l33t3 wArEz-dOOd requesting
+ the latest kEwL ROMZ, and we have the one or other personality that might
+ react a bit more drastic than you'd like. But apart from that, we're a
+ pretty humorous bunch. :)
+ Q: What does 'The group is retromoderated' mean?
+ A: c.e.c is retromoderated, which means that we have some bots running that
+ cancel any posting advertising ROM-sites without referring to C64 or CBM.
+ Binaries are killed as well, HTML-postings might be added to the filter.
+ The retromod was started after a simple strawpoll, and this strawpoll is
+ held in regular terms.
+ Q: Why do you keep picking on the term "ROM"?
+ A: Because the word is misused way too often. Clueless newbies have a bad
+ habit of asking for some game they'd like to have, calling it a ROM
+ (basically because they've seen software for other emulators being called
+ "ROMZ", just think of NESticle or MAME). But software for CBM-machines
+ usually isn't distributed as ROM, but rather as a disc-image or a similar
+ format. Think about it: ROM means Read Only Memory - this applies to
+ cartridges, which is a way of distributing software native to consoles.
+ The only time that CBM-software can be called a ROM is when it truly
+ originates from hardware (cartridges, Kernals, etc.) or is distributed in
+ a portable cartridge format (namely .CRT).
+ Q: ARGH! Looks like it's way too easy to make a complete fool out of myself
+ in c.e.c ...
+ A: Ah, no. There are just some simple rules, most of which are native to
+ any other newsgroup as well:
+
+ -Thou shalt not post binaries.
+ -Thou shalt not post in HTML.
+ -Thou shalt not call a disc-image a ROM.
+ -Thou shalt not advertise your off-topic-homepage.
+ -Thou shalt not ask for help in an inpolite way.
+ -Thou shalt not appear as a kEwL dOOd l33ching wArEz...
+ -Thou shalt not ask really stupid questions when they've been
+ answered just lately. Use archives, lurk, learn.
+
+ And last but not least: "Thou shalt not piss against the wind", i.e. don't
+ swim against the stream when you've made a mistake. You're likely to find
+ friends and have fun when you simply admit your mistake, OTOH you'll end
+ up in countless killfiles when you insist on your point and start to
+ ramble and call the regulars names. Use your common sense. It might be
+ easy to be an idiot, but it isn't hard to be _none_ either.
+ 3.2 Specific emulators
+
+ Please make sure that you've read an emulators docs, readmes, manuals
+ before asking (stupid) questions about it. A great deal of questions
+ concerning emulators are typical RTFM-questions...
+ 3.2.1 CCS64.
+ Q: Why can't I save to disc in CCS64 V1.09?
+ A: You have the shareware version of CCS64, which has shareware/crippleware
+ restrictions. Buy the commercial version in order to enable saving.
+ Q: Can I print with CCS64?
+ A: No.
3.2.2 C64S.
+ Q: How do I run other .d64 files with the C64S emulator demo version?
+ A: You have to rename the .d64 file you are interested in to testdisk.d64.
+ Q: OK, but how do I get multi-disk games to work in C64S shareware?
A: Create a number of subdirectories, containing the .d64 files of the
game you want to play in C64S. Rename them all to testdisk.d64,
and then use the DOS utility 'subst' to substitute those dirs with
drive letters.
For example: subst e: c:\c64\disk2
When your game asks you to change the disk, use the CD command in
the disk menu to change the disk and press E. Then return to
the game and press space or whatever to continue loading.
Keep in mind that none of this is necessary with C64S v1.1b, since
it allows you to select any disk you want.
+ Q: What about the external peripherals with C64S V2.5x?
+ A: C64S can make use of the X1541-cable. You can connect an external 1541
+ drive to the parallel port of your PC and C64S is able to access the
+ disc in that drive as either device 8 or 9, though only on a rather
+ primitive level. You won't be able to play your original discs in that
+ drive - they behave as if they were an uncracked copy. Same goes for GEOS
+ and similar software.
+ Moreover, C64S is able to access a printer on the parallel port to a
+ certain basic extend.
Q: What kind of machine is best for running C64S?
A: C64S reaches 100% speed on a 486-33, but with a lowered frame rate.
On a 486dx2/66 it runs at 100% with a 1/1 or 1/2 frame rate, and on a
fast enough Pentium you can get it running at up to 600%. If C64S is
too slow on your computer, try adjusting the frame rate, as the VGA
card you have is probably the main bottleneck that the emulator has.
+ If you don't use a Gravis Ultrasound, having the sound run at a
+ lower sampling-rate and at 8bit also helps a great deal (you really
+ don't need 44k/16bit...).
Q: There are some objects on the screen that you will just pass through
as if they didn't exist. I noticed it on Miner 2049'er and Jumpman.
Is this fixable or just a bug?
A: Read the manual! If the screen refresh is not set to Original, some
games may have spotty collision detection.
Q: Why is C64S 2.x so slow on my computer?
A: Probably because you have "Full 1541 emulation" turned on. In order
for C64S to be able to emulate the 1541 100% it unfortunately has to
devote a lot more time to the 1541 emulation; hence the slowdown. To
get around it, simply set the 1541 emulation to "Regular" in the
config utility; you don't need full emulation except for fastloading/
copy-protected programs.
Q: Shouldn't it be possible to stick all the C64 games in one HUGE .T64
file, and thus have easy access w/ descriptions to all the games?
A: Theoretically it is possible; however, for practicial reasons (DOS is
low on memory etc.) C64S limits the maximum number to 64.
3.2.3 PC64.
Q: What are the keys for the joystick?
A: Use the arrows on the numeric keypad and Ctrl to fire. Don't forget to
turn Num Lock off.
Q: Can you use a printer with PC64?
A: You can connect the devices 4..7 either to a device like PRN or a DOS
+ file (PRINT.OUT). There are 4 code mappings CBM -> ASCII:
channel 0 = big letters, channel 7 = small, rest = unchanged
all big letters
all small letters
leave everything unchanged
If you want mapping *AND* graphics, you can open 2 files with
different channels (e.g. 7 and 1).
Q: Can PC64 do PC speaker sound?
A: Sorry, no. The SID voices 1 to 3 are mapped to the Adlib FM part of a
Soundblaster compliant card, and the samples over $D018 go to the DSP.
Q: Do ISEPICed files work with PC64?
A: Yes, but only if they are in .P00 format (and not on a .d64 disk image).
The ISEPIC loader tries to read the disk via 'M-R', and if this fails
it will load the data file with the standard routines.
+ Use the ISEPIC-loader that comes with PC64 (rename it to "" when
+ the ISEPICed game is "-" and off you go). If it is actually a
+ "Magic Formel"-freeze, use the tool MAGFORM.EXE on the file in order to
+ disable the speeder.
Q: How does the sound support work?
A: PC64 maps SID voices 1 to 3 to Adlib and digitized samples to
Soundblaster DAC. Voice synchronisation, ring modulation and filters
aren't supported. The Adlib sounds a little different from the original,
but the tunes are cleaner than the sample approach of C64S, C64Alive and
SIDPlay. Digital drums and noises sound good, but digitized speech has
timing problems if the is higher than 1.
Q: What are all these ROMS that come with PC64? Are these legal?
A: r1.64k, r2.64k, r3.64k different revisions of kernal
original.64k kernal r3, load default #8, short RAM test
sx64.64k kernal from SX 64
64ersys1.64k extended kernal from 64'er magazine
exosv3.64k another extended kernal from 64'er magazine
+ (note: these two seem have the speeder disabled)
original.64b Microsoft Basic V2
original.64c 4K character ROM
+ vc1541.64d 16K VC1541-I floppy ROM (actually not used
+ by PC64/DOS)
As for legality, the author of PC64 has asked both the German sites of
Commodore and Microsoft if they would let him distribute the ROMs.
Commodore Germany directed him to Commodore USA, and he hasn't heard
anything from anyone at all since; so, he decided to include the ROMs
without permission. If this situation suddenly changes, you can still
read the ROMs from a connected C64 if you need to (the Manager/Read
+ ROMs command). There isn't a high propability that the situation *does*
+ indeed change, though...
Q: Can you please list the extra commands / features of the two kernal
replacements that come with PC64?
A: Here are the main features of the 64'er System 1 ROM:
- Fast loader, about 6 times (useless on the emulators (: ).
- Additional keys:
F1 = (directory)
F2 = sys4096*
F3 = list[return]
F4 = old, restores Basic programs after reset
F5 = [cls]run[return]
F6 = off, disables extensions
F7 = load[return]
F8 = device 8/9, sets default drive
Ctrl+CursorDown = go to last screen line
LeftShift = Stop scrolling
- Shift+Run/Stop default is floppy
- "Wedge", i.e. floppy commands and status with @
- The 1541 @ replace bug has been fixed
Q: How can I set PC64 up with Linux dosemu?
A: This is an excerpt of the PC64 user manual (thanks to Marko Makela):
Linux dosemu
The emulator has been used on Linux with kernel versions 1.1.64 to 1.1.73
and dosemu 0.53.35. If you get a newer version of dosemu, you may need to
upgrade the Linux kernel as well.
This instruction assumes that dosemu is already running. Note that the
configuration file /etc/dosemu.conf must be edited to allow graphics.
Disable the video BIOS shadowing and use the setting "allowvideoportaccess
on". Uncomment the "video" line that corresponds to your display adapter.
You should be able to start PC64 from the DOS command line, just like you
would do in MS-DOS. If you want to use the joysticks or the L64 link, you
may need to edit /etc/dosemu.conf to grant access to the corresponding I/O
ports. The sound is not likely to work, even though you grant access to
the AdLib or Soundblaster registers. The SoundBlaster registers are at
0x210-0x29f, depending on the jumper settings.
ports { 0x201 } # analog joystick
ports { 0x378 0x379 0x37a 0x37b } # LPT1
ports { 0x3bc 0x3bd 0x3be 0x3bf } # LPT2
ports { 0x278 0x279 0x27a 0x27b } # LPT3
ports { 0x2bc 0x2bd 0x2be 0x2bf } # LPT4
ports { 0x388 0x389 } # AdLib
Note that there is a bug in dosemu: If a DOS program is running in
graphics mode, and you switch to another console with Ctrl+Alt+Function
key (F1-F8) and back to dosemu, the graphics screen will not be updated.
If you haven't set the option "VGA card on local bus" in Options /
Desktop, you have to press ESC and F5 after switching back to PC64 in
order to refresh the C64 screen.
Q: How can I load the p00 files that I have converted from the tape
images(.t64)?
A: , select the directory with the cursor keys, press to
go into the file list, select the program and press . Or associate
the extensions .P00, .C64 and .D64 with PC64.EXE if you are using a DOS or
Windows shell.
Q: How can I speed it up? I have a DX2-80 and Donkey Kong is running a
little slow compared to C64S.
A: Both Donkey Kongs from Nintendo and Ocean don't use heavily scrolling so
you should get about 200% with a 486DX2-80. PAL is about 4% slower than
NTSC. If you have set to 1, set it back to 2. The setting 1 is only necessary for 0.5%
of the games. You may also try to increase the from 100 to 110 or somewhat.
Q: Certain games (most EA games, for example) generate CPU jam errors
no matter what I do. Is this a problem with fastloaders or with disk
copy protection?
A: There are certain illegal opcodes ($02, $22, ...) which halt the 6510
CPU. Neither IRQ nor NMI can change this state; only a RESET works.
When the emulators encounter such an illegal opcode, they print out
an error message (PC64 uses some of the opcodes as ROM traps).
If a CPU jam happens, first copy the disk image back to a 1541 and run
the program on a real C64. If it doesn't work, it's either a copy
protection or your disk image has been crippled. Some transfer programs
between 1541 and PC do not use checksums.
+ If the program runs on a real C64 but not on PC64, it is using C64
+ features which aren't emulated yet. Try CCS64, VICE, Frodo, C64S, etc.
You can easily detect a fast loader in PC64: Run the program and wait
till it hangs, then press ESC once. Nothing happens? Then it has a fast
loader. You must press ESC again to go back to the desktop. If the first
ESC works, restart the program with SHIFT+F5. Wait 2 seconds and press
ESC. Now watch the protocol: Are there many red lines "Userport und
serieller IEC-Bus werden nicht unterstuetzt"? Then again, it's a fast
loader. You can go to the next and previous error with F4 and SHIFT+F4.
If it has no fast loader, it could hang in an endless IRQ loop. Press I
to go to the next IRQ event. Is the command above a RTI? If yes, the
program either uses some undocumented trick to issue an EOI or it is
timing dependent. As the disk access on the emulator is so much faster,
a program which expects an IRQ to clear $DC0D in the meantime will not
always run.
Q: What are all the timing settings (what do they do and mean?)...
A:
Update screen every nth vertical refresh
A C64 updates the screen 50 (PAL) or 60 (NTSC) times per second. One
Update is called "vertical refresh". As the VIC consumes 80% of the
emulation time, you can increase speed by increasing this value. If
you set it to 60, the screen updates once per second. Then you get 500
percent on a 486DX2-66. This is only useful for applications. For games,
use settings between 1 and 5. The default is 2 which means 25 fps
(frames per second).
Limit 6510 performance to n percent
A C64 is always 100 percent fast. The emulator will run as fast as
possible, e.g. 150 percent on a 486DX2-66 with schreen refresh 1:2.
To get original C64 speed, you should set this value to 100 percent.
The PC will then waste the 50 percent difference between 150 and 100
with waiting.
Use VideoCounter algorithm #n
If a game doesn't scroll correctly (Boulder Dash, Rambo, 1942), then
try settings 2 or 3.
Start of interrupt consumes n cycles
VIC[12h]: Report new line at n percent
The first setting is for Raster IRQ, the second for Raster Polling.
Change them if there is a single wrong line at the beginning or at
the end of a screen switch (scolling region <-> non scrolling region
or text <-> graphics) or if there is a single flickering line. The
shortcuts are and .
Enable char and sprite DMA
Takes away 43 cycles from the CPU on a bad line and 2 cycles for
each visible sprite in the current line. Switch it on if a game uses
C(h?)opper Bars, i.e. every raster line has another background. It
will also remove ghost sprites on some games.
Video
Leave that to PAL and switch it only to NTSC if a game doesn't run.
PAL consumes less time for VIC emulation.
Real time
If the emulation doesn't run with 100 percent, you can set certain
IO chips to work with real time. I.e. if you run with 500 percent
and your program uses IRQ music, you can hear it at original speed by
selecting real time for Timer 1A.
Default for new emulator windows
If you click this checkbox and press OK, the current settings will
be the new default settings for all unknown programs, e.g. . Otherwise only the settings for the program in the title bar
of the dialog box will be saved.
3.2.4 VICE.
+ Q: Where's the 80 column mode in x128?
+ A: There is none. X128 V0.11.0/Unix was the last version that featured the 80
+ column mode (note that there is no DOS port of that version).
+ The with the V0.15.0 reintroduced x128 (this time _with_ a DOS port)
+ features only the 40 column mode, due to lack of time on the programmers'
+ side. If you feel like contributing to VICE so that X128 will be enhanced,
+ I'm sure the VICE-team will appreciate it (see Part 1 of this FAQ for how
+ to contact them).
3.3 Other emulator specific questions.
Q: I have problems extracting the files from AMIGA .lha sidtune archives,
+ which I downloaded from the net, on my PC running DOS!
+ A: Use the DOS-tool LHA.EXE for extracting them, it doesn't insist on its
+ native PC-format (.LZH) but handles Amiga-.lhas as well. RAR and Winzip
+ may be handy for dealing with .lhas as well, and 64Copy (which you as a
+ C64/emulator-freak _should_ own anyway) copes with them too.
+ Q: Further I can't get SIDPLAY to accept the extracted files!
A: Consult the FAQ to SIDPLAY. It is available in the latest SIDPLAY
* package or by asking the author <3schwend@informatik.uni-hamburg.de>
* to send you the latest version (SIDPLAY v1.25b handles fixed
*.INF/*.info files).
Q: Has anyone been able to get the A64 emulator for the Amiga running?
Every time I start it up, the system crashes.
A: What version? If it's V2, then it always crashes under Kickstart 3.1.
V2 works under Kickstart 3.0, but not if you use the OCS/ECS chips
(using AGA scrambles the display :-P).
To be sure of getting A64 to work you have to use Kickstart 2.0.
If it's V3, then you may have to turn the data cache off on faster
(68040) Amigas.
Q: Hey, could it be possible for Frodo to take over the whole system
like A64 does? Would it speed up the emulation much?
A: The author informs me that there will never be a non-multitasking
version of Frodo, as the speed gain would be marginal enough (1-2%)
that it wouldn't be worth it.
Q: Anyone ever get C64 Alive working? I can't seem to figure out what to
call the ROM files, and the docs are of no help.
A: (Part 1) You don't have to call ROM files, just type 'c64alive.exe' - if
this doesn't work - for me it works fine - there must be some other
problem like the extended video mode (on my Speedstar 24 (ET4000)) C64S
does not run instead ...
(Part 2) Load NO drivers except himem.sys. It worked fine from there.
It only loads single files, and in raw format which trans64 converted
fine. (from George A Neal )
Q: I'm running A64 v3 on my AGA machine and the sprites are messed up!
A: Questronix fix: Set your sprite pointer to lo-res.
BETTER FIX: Use the PD utility KILLAGA to trick your Amiga!
1) From the CLI, type ED A64! (Be sure to specify directory!)
2) Type KILLAGA A64 (specify directory of KILLAGA)
3) Save A64! (In same place as A64)
4) Go into ICONEDIT and save A64!.icon as a PROJECT
5) Go to Workbench and get info on A64!. Enter ICONX as the default
tool.
Q: I'm having some trouble getting Trans64 to work.
A: Don't just press the "test" button once, press it ten times and
if any one of the test's fail then adjust your delay. I say 10 because
if your delay is not long enough it will show up in one of the 10 tests.
I have the delay set to 40; the machine I have is a 486 DX/2 66 and
my parallel port comes off one of these vesa local bus ide multi i/o
cards.
If I drop the delay to less than 40 then sometimes I get unpredictable
results with the test.
+ 3.4 Software-specific questions (mostly games...)
+ Q: Raid over Moscow (1):
+ How do I open the hangar doors and get out of the hangar?
+ A: Once you've been beamed into your craft, press fire to gain/maintain
+ height and use the stick for steering and acceleration.
+ Pressing F7 will open the hangar as soon as you're airborn. Now get out.
+ Q: Raid over Moscow (2):
+ When I play the game, the russian cities just explode upon the launch
+ of an ICBM and I get messages like "Atlanta destroyed"...
+ A: This is a problem that occurs only in C64S. Use a different emulator.
+ Q: Ghostbusters:
+ I can't for the life of me remember the various name/account-number
+ cheat combinations. (Anyone remember the algorhythm?)
* A: Try: [/458], [Martin/02203505],
+ Note that when you cheat up to the maximum amount of cash you are unable
+ to successfully complete the game, since you'll always have less money
+ than when you started your career.
+ Q: Maniac Mansion/Zak McKracken:
+ I have problems using the function-keys for loading and saving and such.
+ A: Both games obviously won't accept the even F-keys on some emulators. Use
+ the odd F-keys with instead. For example, instead of pressing F2,
+ press +F1, just like on a real C64.
+ Q: Impossible Mission:
+ There's a bug in the emulator! Every now and then I get zapped without
+ being near a robot!
+ A: No, it's not a bug in the emulator, but rather in the game (the effect
+ shows up on a real C64 as well). You get zapped every time a robot
+ fires into a wall when facing it directly (calling the bug a feature:
+ the robot charges the whole room, adding extra difficulty for the player
+ who will have to try to 'snooze' the bots). Go live with it (or -if
+ possible- switch the emulator into NTSC-mode - last I heard this is a
+ problem with timing -with I.M. being originally an NTSC-game- which
+ doesn't occur on NTSC-machines).
3.4.1 Fixing broken software.
...
3.4.2 Games that were never released on the C64.
From time to time, people ask about a game they remember playing, obviously
mixing up the machines they played it on.
The following titles were never released as a C64-version:
It came from the desert (Cinemaware)
King of Chicago
...
[END OF PART 2]
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