CBM EMULATION FAQ - (Version 2.20 02 Mar 95)
=================
This FAQ is usually posted twice a month on the 4th and 19th of the month
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 to
comp.sys.cbm.
Lines preceeded by a '+' have been added or modified since the last version
was posted.
+ This 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 essentially data.
+ Part 4 is basically reviews of various emulators.
---------------------------------------------------------------------------
Table of Contents - Part 1.
---------------------------
1. Introduction.
1.1 What's new this time :-)
2. What emulators are available?
2.1 C64 Emulators.
2.1.1 C64 Emulators for the Amiga.
2.1.2 C64 Emulators for the PC.
2.1.3 C64 Emulators for the Atari.
2.1.4 C64 Emulators for the Macintosh.
2.1.5 C64 Emulators for Unix.
+ 2.1.6 C64 Emulators for Super Nintendo.
2.2 VIC20 Emulators.
2.3 C128 Emulators.
2.4 PET Emulators.
2.5 SID Emulators.
2.6 Non-Emulators.
2.7 Other utilities & files.
2.7.1 Utilities
2.7.2 Data files.
+ (Part 2).
+ ---------
+ 3. Questions & Answers.
+ 3.1 General.
+ 3.2 C64S.
+ 3.3 PC64.
+ 3.4 Other emulator specific.
+ 3.5 How-to... (moved from Appendix B).
+ 1. Infocom adventures with PC64
+ 2. Playing multi disk-image games with C64S 1.0C
+ 3. Using VIC-EMU.
+ 4. Mule, and other multi-parters.
+ (Part 3).
+ ---------
4. A list of ftp sites where emulation programs can be obtained.
+ 4.0.1 Site Maintainers.
+ 4.0.2 Site IP addresses.
+ 4.0.3 Site info.
4.1 C64 Emulators.
4.1.1 C64 Emulators for the Amiga.
4.1.2 C64 Emulators for the PC.
4.1.3 C64 Emulators for the Atari.
4.1.4 C64 Emulators for the Macintosh.
4.1.5 C64 Emulators for Unix.
4.2 VIC20 Emulators.
4.3 C128 Emulators.
4.4 PET Emulators.
4.5 SID Emulators.
4.6 Non-Emulators.
4.7 Other utilities & files.
4.7.1 Utilities
4.7.2 Data files.
5. Emulator File Formats.
5.1 C64 Emulators standard files - overview.
5.2 Table of supported file formats.
5.3 Standard data files - internal formats.
5.4 Converting between file formats.
6. How to extract the Rom images required by the emulators.
6.1 C64 roms - Basic, Kernal & Charset.
6.2 1541 rom.
7. Other information.
7.1 Newsgroups worth reading.
7.2 Emulator benchmarks.
(C64 Kernal rom versions has been moved to part 2 of the faq).
7.3 Emulator detection.
7.4 Other sources of information.
+ (Part 4).
+ ---------
8. Credits.
9. Data.
9.1 C64 Kernal rom versions.
+ 9.2 C128 BASIC rom versions.
(Part 3).
---------
Appendices:
A. Reviews:
+ 1. MC64 / C64NEU / PC64
2. A64 V3
3. C64S (commercial)
4. PlaySID V3.0
5. C64S File Manager
+ 6. PC64 vs C64S
---------------------------------------------------------------------------
1. Introduction
---------------
Welcome to the "cbm emulation faq". This file covers any program that
emulates any features of any of the 8-bit Commodore range of computers,
such as the C-16, C-64, and C-128, on all platforms, and endeavours to
answer the Frequently Asked Questions that appear in the comp.emulators.cbm
+ newsgroup.
+ Important Note:
+ ===============
+ There is no such thing as an Amiga emulator for the PC, and there is never
+ likely to be one either. Anyway, this FAQ is concerned with the emulation of
+ 8 bit Commodore computers only.
+ This faq is maintained by Russell Alphey (R.Al...@dce.vic.gov.au) and may
be obtained from the following ftp sites:
ftp.csv.warwick.ac.uk : /tmp/c64
ftp.funet.fi : /pub/cbm/faq
watson.mbb.sfu.ca : /c64/faq
ccnga.uwaterloo.ca : /pub/cbm/comp.sys.cbm
Note that the author's ftp access is zero at present, so there are no
guarantees that the ftp sites have up to date copies, unless someone takes
it upon themselves to upload it!
Also available via the C=Hacking mailserver, simply send a message to
"du...@pembvax1.pembroke.edu" with a subject line of "MAILSERV" and then
with "send emulation.faq" in the body of the mail message.
You can now also obtain this faq via world wide web. Use the URLs:
http://http.ecn.bgu.edu/users/xavf/cbm.emu.faq.toc.html
+ http://www.hut.fi/~msmakela/faq/
The HTML version of the FAQ is maintained by Adrian Forte (gfo...@bgu.edu)
He would like any Commodore related GIFs to enhance the FAQ.
A copy of the last posted faq is also available from the author's machine.
Simply send a message to "c65list...@dce.vic.gov.au" with a subject of
"send latest/cec.faq1 latest/cec.faq2 latest/cec.faq3".
Note that I haven't necessarily used or even sighted any product or
program mentioned in this FAQ. I will try to add to the write-ups of each
product. Any review should not be seen as an endorsement of that product,
nor should the lack of a detailed review be taken as an indication of a
product's suitability, or lack thereof!
1.1 What's new this time :-)
The FAQ is now in 4 parts! This is due to the sheer volume of information.
Unfortunately, part 2, the Q&A, is almost 64k in itself! ):
Another word on 64Alive (PC).
Absolutely *tons* of Q&A about PC64 from the author, 485 lines or 27k to be
fairly exact! Note that I haven't been through what's there, so there's
undoubtedly duplication!
New WWW locations.
Tidied C64 Kernnel ROM versions, added C128 BASIC ROM revisions - thanks
Peter Weighill!
New email address for Miha.
Much better intro to SID emulators.
Mention of a 64 emulator for SNES.
Several new C64 emulators for the Amiga.
Site IP addresses section added.
Site info. section added.
New ftp & WWW sites.
2. What emulators are available?
--------------------------------
The list of emulators is as comprehensive as possible, with some brief
decriptions of what is emulated, and although something may be emulated
it may not be 100% compatible with the original. More details "reviews"
of some of the emulators may be found in the second part of this faq.
2.1 C64 Emulators.
2.1.1 C64 Emulators for the Amiga.
PROGRAM: The A64 Package
+ VERSION: 2.0 shareware, 3.01d demo, 3.?? commercial.
FILE: TheA64Package.lha
MACHINE: Commodore Amiga
AUTHOR: Cliff Dugan, Christopher P. Zura & Douglas Decicco
+ COMMERCIAL CONTACT:
+ QuesTronix
+ P.O. Box 340265
+ Hartford, CT 06134-0265
+ U.S.A.
+ Phone: (203)296-6037 (voice and fax)
DETAILS: Sid: Yes (except filter).
Vic: Yes.
6510: Yes, with Undocumented opcodes.
Peripherals: 1541 & printer via hardware interface with
registered version.
Other: Different character sets available instead of default.
COMMENTS: The emulator is pretty fast and includes: Monitor, support for
Amiga drives (HD, Ram disk, floppys, etc), expansion Ram.
+ Demo on aminet in misc/emu/TheA64Package.lha restricted to 10
+ minutes.
PROGRAM: Go-64!
FILE: unknown
MACHINE: Commodore Amiga
AUTHOR: Chris Zura & Cliff Dugan
DETAILS: Unknown.
COMMENTS: A precursor to A64.
PROGRAM: Sys
+ VERSION: 1.0 (1.5.94)
FILE: sys.lha and sys.readme
MACHINE: Commodore Amiga
+ AUTHOR: Michael Bauer (bauerm...@student.uni-tuebingen.de)
DETAILS: Unknown.
COMMENTS: A new, very small part of a C64 emulator.
PROGRAM: The 64 Emulator
FILE: unknown
MACHINE: Commodore Amiga
AUTHOR: Randy Linden
DETAILS: Peripherals: Disk drives and printers supported by serial bus
adaptor (up to 4 units). 1764 RAM expander emulation.
COMMENTS: Reported by Jason J. Tucker, from Ahoy! Feb. 1988. Believed to
+ have been superseded by The 64 Emulator II.
+ PROGRAM: AXP (?)
+ VERSION: Alpha 13 (I guess?)
+ FILE: AXF-64.a13.lha
+ MACHINE: Commodore Amiga
+ AUTHOR: bor...@hstud2.cs.uit.no
+ COMMENT: You need the Kernal, Basic, and Font rom files from a real C= 64
+ to use this! No sound, no multicolor mode, no bitmap mode. Sorry,
+ this is an alpha version that I decided to release because I might
+ not be able to finish my project in a long time.
+ You can try the included 'bars2' file to see the emulator working:
+ LOAD"BARS2",8,1
+ SYS49152
+ PROGRAM: Frodo
+ VERSION: First post-beta release
+ FILE: Frodo.lha
+ MACHINE: Commodore Amiga
+ AUTHOR: Christian Bauer (ce...@ng-box.wwb.sub.de)
+ COMMENT: OS2.1 and a 68020 (or better) are required, as well as copys of
+ the original C64 ROMs, which are not included.
+ This emulator focuses on the exact reproduction of special graphical
+ effects possible on the 64, and is therefore not very fast (using a
+ 68040/25 and a Piccolo card gives about half of the original C64
+ speed).
+ However, using a line-based VIC model, it is capable of running most
+ games and demos correctly, even those with FLI, FLD, DYCP, open
+ top/bottom borders, multiplexed sprites etc. (but not AFLI and other
+ effects depending on exact VIC/6510 synchronization).
+ EGS and Picasso graphics cards are supported for faster display.
+ Using Amiga modes is possible, but slower.
+ Some small demo programs and the full source code in assembler are
+ included in the archive.
2.1.2 C64 Emulators for the PC.
PROGRAM: c64.zip
FILE: c64.zip
MACHINE: IBM PC running DOS
AUTHOR: Johannes Kiehl (hannes%complx.st...@ira.uka.de)
REQUIRES: Hercules graphics card.
DETAILS: Sid: No.
Vic: Text mode only.
6510: No, Interpreted Basic commands only.
Peripherals: 1541.
COMMENTS: Very primitive. Documentation in German, although a partial
English translation exists.
PROGRAM: c64s PD / commercial
VERSION: 1.1 B
FILE: C64S11BD.ZIP & c64s11bd.exe
OLD FILES: c64s09a.lzh / c64emu.zip, c64s09b.arj, c64s09c.exe
c64s10cd.zip / c64s10ed.zip
MACHINE: IBM PC running DOS
+ AUTHOR: Miha Peternel
+ Try the following addresses:
+ mi...@hermes.si
+ miha.p...@bbs.abm.si (formerly ...@abm.gn.apc.org)
+ mi...@ferlin.fer.uni-lj.si
+ domi...@luz.fer.uni-lj.si (use this one when all of the above fail)
COMMERCIAL CONTACT:
For sales and support in North America, contact Seattle Lab:
Seattle Lab
214 First St.
Kirkland, WA 98033
U.S.A.
Phone: 206.828.9001
Fax: 206.828.9011
Email: l...@seattle.wa.as.com
CompuServe: 71202,560
+ FTP: ftp.seattlelab.com (204.29.31.1)
+ WWW: http://www.seattlelab.com/c64s.htm
REQUIRES: 386 and VGA. Comm. release requires > 500k low RAM free.
DETAILS: Sid: Yes - To pc speaker or soundcard, but no filters
Vic: Sprites, All screen modes, raster effects.
6510: Yes, with Undocumented opcodes.
Peripherals: Tape, 1541 & joystick emulation. Commercial release
supports analogue joysticks.
Other: Supports NTSC and PAL.
COMMENTS: 100% machine language. Commercial release contains a number of
useful utilities. Demo release of C64S 1.0C will only allow
access to TESTTAPE.T64 and TESTDISK.D64. Version 1.0 is very
different to 0.9. Version 1.0e doesn't allow the same degree
of flexibility with respect to testing as 1.0c did.
PROGRAM: ???? (Still in development)
FILE: ????
MACHINE: IBM PC running DOS
AUTHOR: Peter Andersson (pa...@kullmar.se)
REQUIRES: DOS2.0, 386, 512k memory and VGA.
DETAILS: Sid:
Vic:
6510: Yes, with Undocumented opcodes.
Peripherals:
COMMENTS: Alpha testing. Source code included. Author recently had 2 hard
drive crashes, which has slowed work considerably.
PROGRAM: C64 Alive
VERSION: 0.9ax
FILE: c64a09as.zip
OLD FILE: c6409ah.zip, c64alive.zip
MACHINE: IBM PC running DOS
AUTHOR: Frank Littmann (joc...@mubo.saar.de)
REQUIRES: 386, 256k memory + 2560k XMS and VGA.
DETAILS: Sid: Yes - To soundcard.
Vic: Sprites, Basic raster & sprite collision
6510: Yes, with Undocumented opcodes.
Peripherals: Joystick, Printer, Disk2Dos drive,
Reu ram expansion supported.
Other: Machine code monitor.
COMMENTS: 100% machine language. Get from ftp.uni-kl.de /pub/pc/dos/misc
Reported to be very incompatible with most machines.
+ PROGRAM: Personal C64 (PC64)
+ VERSION: 1.10
+ FILES: pc64_d.zip (German) or pc64_e.zip with English desktop
+ OLD FILES: c64.zip, c64neu.zip, mc64.zip, pc64.zip, pc64sh.zip
+ MACHINE: IBM PC/AT 386 (486DX2-66 recommended), DOS 3.3 or higher,
+ Windows 3.1, OS/2 2.1, Windows NT 3.1,
+ Linux 1.1.62/63 with dosemu 0.53.pl32
+ AUTHOR: Wolfgang Lorenz (CIS 100112,220 = 10011...@compuserve.com)
+ REQUIRES: VGA in mode 13h (VLB or PCI recommended), 500 Kbyte low RAM free,
+ 1.5 Mbyte disk space free.
+ DETAILS: SID: Voices 1-3 to Adlib, digitized samples to Soundblaster DSP.
+ No filters, no syncs.
+ VIC: Sprites, collisions, all screen modes, raster effects,
+ optionally DMA. No open borders, no light pen.
+ CIA: Ports and directions A and B, reversed keyboard matrix,
+ timers A and B, cascaded timers, TOD with alarm, userport
+ mapping to external program. No SDR, no timer-to-port
+ connection, no IEC connection.
+ 6510: Decimal mode, all undocumented opcodes, partially $00/$01
+ emulation. No tape connection.
+ Keyboard: National keyboard driver or original C64 mapping.
+ Joysticks: IBM analog, C64 digital (on PC64 cable) or keyboard
+ emulation (white arrows and right Ctrl). No mouse.
+ Peripherals: Harddisk emulation via PC filesystem (PC64 files,
+ *.P00), 1541 emulation via disk images (*.D64), any
+ CBM drive connected to an external C64, printer to DOS
+ file or device with CBM->ASCII translation. No tapes.
+ SHAREWARE RESTRICTIONS: No file transfer between PC and C64, no external
+ joysticks, nag screen at exit.
+ COMMENTS: Documentation in German, but large help file. Windows compliant
+ desktop in DOS text mode. Built-in file manager. Multiple virtual
+ C64s in different windows. Trace function with commented port
+ access. Multiple system ROMs and modules. Fast loader with 1:40
+ min per 1541-to-D64 conversion. T64 to P00 file conversion
+ utility. Commercial German version available from the author: PC64
+ cable with C64 joystick adaptor, 150 page manual, 110 bundled
+ games from the 64'er Magazin (see BESTELL.TXT).
+ REVIEW: Yes, version BETA 12.
+ Maybe you should note to the FAQ that PC64 1.x requires a 486DX2-66 to get
+ 100% speed and at least 500 KByte of DOS RAM.
+ (I have, Wolfgang! :)
PROGRAM: Sally c64 Emulator
FILE: c64sally.zip
MACHINE: IBM PC running DOS
AUTHOR: Morten Welinder (te...@diku.dk)
REQUIRES: 386, 280Kb memory and VGA.
Details: Sid No.
Vic: Sprites & screen modes.
6510: Yes, with Undocumented opcodes.
Peripherals: Joystick, 1541 via PC filesystem.
COMMENTS: Pascal and Assembly source included. A beta tester judged that he
could spread it around the world. One thing I would like to have
corrected is that although the archive found out there includes
the roms, that is totally against my will -- the documentation
clearly says "get it elsewhere." Also, by the way, the emulator
can take rom images without the load address.
The emulator was never completely finished -- I simply don't have
the time for it.
2.1.3 C64 Emulators for the Atari.
+ PROGRAM: c64.tos
+ VERSION: 3.0
FILE: c64.lzh / c64.lha
MACHINE: Atari ST
AUTHOR: Uwe Seimet
DETAILS: Sid: No.
Vic: No, just text mode with screen at $0400
6510: Yes.
Peripherals: EPSON printer, disk drive (limited 1541 emulation)/
COMMENTS: Very rough emulation. No banking, no shadow I/O.
The documentation is in German only. Assembly source included.
2.1.4 C64 Emulators for the Macintosh.
PROGRAM: Mac 64
VERSION: 4
FILE: mac64-04.hqx
OLD FILES: mac64sea.hqx, mac64col.hqx, mac64-02.hqx, mac64-03.hqx
MACHINE: Apple Macintosh
AUTHOR: Earle F. Philhower III (st91...@dunx1.ocs.drexel.edu)
DETAILS: Sid: No.
Vic: Hi-res gfx, sprites, scrolling.
6510: Yes.
Peripherals: 1541 emulation, hard drive & printer, tape images.
COMMENTS: Source code included.
2.1.5 C64 Emulators for Unix.
PROGRAM: x64
VERSION: 0.2.2
FILES: x64-0.2.2.tar.gz, petcat.tar.gz, x64_patch_021_to_022.tar.gz
OLD FILES: x64-0.1.tar.gz, x64-0.2.0.tar.gz, x64-0.2.1.tar.gz
MACHINE: Unix with X windows
AUTHORS: Jarkko Sonninen (sonn...@lut.fi)
Jouko Valta (jo...@stekt.oulu.fi)
Teemu Rantanen (t...@cs.hut.fi)
DETAILS: Sid: No.
Vic: Mono Sprites, All screen modes except multi-colour.
6510: Yes, with Undocumented opcodes.
Peripherals: 1541 emulation with disk images.
Access to filesystem via drive 9.
Joystick #1 to cursor keys.
Reu ram expansion supported.
ROM modules supported too.
Other: Basic lister/cruncher program.
Machine code monitor & runtime trace.
Kernal rom patcher vers 0, 3, 67, 100.
Option to copy T64 tape images into x64 disk images.
COMMENTS: C source code included. 65xx/8502 CPU documentation included.
Offical World wide web site for x64 at:
http://stekt.oulu.fi/~jopi/x64.html
+ 2.1.6 C64 Emulators for Super Nintendo.
+ PROGRAM: unknown
+ VERSION: unknown
+ MACHINE: Super Nintendo
+ AUTHORS: Image
+ COMMENT: Believed to be Europe only.
+ Reported by Donald Moore (mi...@primenet.com)
+ Ok it's not exactly an emulator it's got the c64 games (original format)
+ The image is 4mbit, uses mode 20 (32k banks), it has the JAPAN (NTSC)
+ country code but i fear that this is more of a hack job since none of the
+ text is in japanese.
+ This is the order of how the image works
+ [1st screen]
+ IMAGE
+ PRESENTS
+ [2nd screen]
+ [C64 Logo] COMMODORE 64
+ GAME COLLECTION
+ Press START to play
+ Press SELECT for info
+ IMAGE
+ Jan/1995
+ [3rd screen]
+ 64 GAMES
+ IMAGE Productions 1995
+ [The games it has in it are]
+ ANNIHILATOR
+ BOOGA-BOO
+ CHICKEN CHASE
+ CLOWNS
+ KICKMAN
+ MATRIX
+ PAKACUDA
+ SERPENTINE
+ SLICKER
+ TANX
+ All games play like the originals!!!!! In fact they are the originals,
+ 'cause the text in the games still refer to the F1 key, and the graphics
+ are the same.
2.2 VIC20 Emulators.
PROGRAM: vic-emu
FILE: vic-emu.lha (programs are vic-00 and vic-20)
MACHINE: Commodore Amiga
AUTHOR: Pieter van Leuven (etm...@crosby.ericsson.se)
DETAILS: 6502: Yes.
Ram expansions:
COMMENTS: vic-00 is for 68000s and vic-20 for 68020/30/40s
PROGRAM vic-emulator
FILE: vic-emulatorC64.lnx
MACHINE: Commodore 64
AUTHOR: Fausto Ibarra
DETAILS: Ram expansions: 3k, 8k, 16k & 24k.
COMMENTS: Screen size not emulated.
2.3 C128 Emulators.
Two C128 emulators are (planned/in development) at the moment.
Would their authors care to say a few words about them?
+ It appears that one author has had a hard disk crash (& he was only a
+ "might" write one). The other 128 emulator is very much alpha testing
+ only at this stage.
2.4 PET Emulators.
PROGRAM: "The PET Emulator"
FILE: ???
MACHINE: Commodore 64
AUTHOR: Commodore 64 Software Bonus Pack
DETAILS: Emulates 2001 series, 4032 series & basic 4.0
COMMENTS: From their blurb: "The PET Emulator allows most existing
PET programs written in BASIC to be RUN on the Commodore 64".
2.5 SID Emulators.
+ Programs of this kind emulate the Sound Interface Device chip (MOS 6581),
+ the Micro Processor Unit (MOS 6510) and few additional hardware components
+ of the C64/128 on machines where these chips don't exist. Their only aim is
+ to give you the possibility to listen to many unforgettable soundtracks
+ from C64 games and demonstrations. This is done by executing 6510-machine
+ code routines that access the SID chip to produce music or sound output.
+ In general these subroutines are independent fragments of code and data
+ which can be ripped from games and demonstration programs and are
+ transfered directly from the C64.
+ The quality of a SID emulator's sound output is very machine dependent,
+ but due to the fact that only the necessary hardware components are
+ emulated, the sound quality should be higher and more realistic than the
+ output of the average C64 emulator.
+ Refer to chapter 2.7.2 and 4.7.2 of this FAQ on where to find more than
+ 1000 music files for the SID emulators.
PROGRAM: Play SID
VERSION: 3.0
FILE: PlaySID3.0.lha
OLD FILES: PlaySID-2.0.lha, PlaySID2.1.dms, PlaySID2.2.lha
MACHINE: Commodore Amiga
AUTHORS: Hakan Sundell & Ron Birk (d89...@nada.kth.se)
DETAILS: Sid: Yes, all except filter, also works with multi-tasking.
6510: Yes, with Undocumented opcodes.
COMMENTS: C64 Sid chip emulator.3.0 supports viewing of most C64 picture
formats, has a realtime waveform/envelope display, supports
"multiselect" in filerequester and has some other nice improvements.
PlaySID has full AREXX support. See a full review in the
appendix.
PROGRAM: SIDPLAY
VERSION: 1.22
FILE: sidpl122.zip
MACHINE: IBM PC running DOS
AUTHOR: Michael Schwendt (3sch...@rzdspc1.informatik.uni-hamburg.de)
DETAILS: SID: Yes, to Soundblaster or Pro AudioSpectrum compatible card.
+ 6510: Yes, with undocumented opcodes.
COMMENTS: C64 SID-chip emulator. Compatible to PlaySid (Amiga) music
data files. This program is not related to Compute!'s sidplayer
on the C64.
PROGRAM: Midi Music Maker
VERSION: v2.26
FILE: mmm226.lzh
MACHINE: Atari ST
AUTHOR: Dave Henry
DETAILS: Plays Sid Player Music (including stereo and lyrics ) & Master
Composer files.
COMMENTS: Also plays music from other computer systems.
2.6 Non-Emulators.
PROGRAM: C64Emulator
FILE: 64Emulator.lha / C64Emul.lha
MACHINE: Commodore Amiga
AUTHOR: Eddy Carroll
COMMENTS: Joke C64 emulator written on April 1st. Source code included.
PROGRAM: 64blaz76.exe
FILE: 64blaz76.exe
MACHINE: IBM PC running DOS
AUTHOR: Mark D. Rejhon (mdre...@csclub.uwaterloo.ca
/ ag...@freenet.carleton.ca)
REQUIRES: 286 with EGA/VGA.
COMMENTS: CBM modem terminal with CBM graphics in colour.
2.7 Other utilities & files.
There are many different transfer programs which you can use to transfer
data from a c64 to another machine. In this section I will only be listing
those which transfer whole disk images. I will also be listing utilities for
the emulators and 'ready to run' data files that are available.
2.7.1 Utilities
disk64e.arj - Creates .d64 files using 1541 for IBM PC.
x1541.zip - Copy files directly from 1541 to PC.
c64uti5.zip - Disk utilities for c64s09 emulator for IBM PC.
maketape.arj - A tape utility for c64s09 emulator for IBM PC.
copy2d64.arj - Convert files into .d64 inmages.
zip2d64.arj - Convert !*zip files into .d64 images.
d64.lha - Utility for AMIGA.
maketape.arj - Makes .t64 files, includes source.
dir_d64.zip - List catalog of .d64 files for IBM PC.
d64util.zip - .d64 utils.
d64_10.zip - Transfer files between standard, .t64 & .d64 on IMB PC.
d64zipcode.c - Convert d64 files back to zipcode files.
unt.lzh - Tape utility for Amiga.
+ tr64_117.zip - Trans64 v1.17 - main features are:
- transfer files between 1541, virtual disks, virtual tapes, dos and
PC64 (c64neu) format. Supports C64S 1.0E.
- transfer whole disks between 1541 and virtual disks. Added an
error detection to continue after a read error.
- fastloader for 1541 and 1581 (problems from version 1.02 are fixed)
- German and English user interface
- Source is in tr_src11.zip
Author is Bernhard Schwall (sch...@athene.informatik.uni-bonn.de)
1541-dos - Read MS-DOS disks on a modified 1541.
Author is Richard Hable (Richar...@jk.uni-linz.ac.at)
+ scbeta5.zip - The Star Commander - beta version 5.
This program is able to handle the .D64 and .T64 files of C64S: copy
in/out, rename, delete, validate, reformat etc. This new release can even
copy files and disks from/to a real 1541 drive connected to your PC via the
X1541 interface - 1571/81 owners should use the 1541 compatible mode!!!
The program is FREEWARE which means you can do with it whatever you want
but PLEEZ spread it in the original package with all files unmodified!!!
All kinds of reports about ideas and bugs would be appreciated!!!
The 1541 read/write routines in this version are not yet calibrated
depending on the system clock so here's an external calibration routine for
you to try.
You MUST report if the calibrations values worked for you or not!!!
And don't forget to read all the texts and the online help before you start
working!!!
Author: Joe Forster/STA (s...@ludens.elte.hu)
+ fvcbm20.zip - List directories of Commodore archives.
+ I've just released ver. 2.0 of fvcbm, a program which lists the directories
+ of Commodore archives. This new version handles many new archive formats -
+ all the ones I could find which are usable on the Commodore 64 and 128 or
+ Commodore 64 emulators.
+ The supported formats are:
+ ARC230 (ARC)
+ self-extracting ARC230 (SDA)
+ Lynx
+ CS-DOS (LZH)
+ self-extracting CS-DOS (SFX)
+ PC64 emulator files (R/S/U/P00)
+ emulator tape images (T64)
+ emulator disk images (D64 and X64)
+ The C source is public domain and has been tested under MS-DOS, SCO UNIX,
+ and Linux. The program requires a little-endian CPU to run so Sparc and
+ most other workstation users are out of luck.
+ The package is available from
+ ftp://ftp.wimsey.com/pub/msdos/misc/fvcbm20.zip
+ (anonymous uucp from van-bc is also available). The man page can also be
+ found <A HREF="http://www.wimsey.com/~danf/fvcbm(1).html">here</A>.
+ If you know of an archive type that isn't supported, please send me an
+ example and I'll look into adding it.
+ Author is Daniel Fandrich (d...@fch.wimsey.bc.ca)
2.7.2 Data files.
The ftp site watson.mbb.sfu.ca, and its mirrors (frodo.hiof.no) have a huge
+ selection of .t64 & .d64 disk images. Section 4.7.2 also lists some other
+ sites that may be of interest.
Also available for PlaySID for the AMIGA are a number of music collections:
C64MusicShow-1.lha
C64MusicShow-2.lha
Addition.lha
C64Sounds.lha
+ ===========================================================================
--
| You are now the proud recipient of a genuine Ralphey .sig! Gomez/Menace |
| Accept no imitations! Keeper of the comp.emulators.cbm.FAQ!! |
| R.Al...@dce.vic.gov.au : Ph. +61-3-651-3057 Fax +61-3-651-4073 |
--
| You are now the proud recipient of a genuine Ralphey .sig! Gomez/Menace |
| Accept no imitations! Keeper of the comp.emulators.cbm.FAQ!! |
| R.Al...@dce.vic.gov.au : Ph. +61-3-651-3057 Fax +61-3-651-4073 |
CBM EMULATION FAQ - (Version 2.20 02 Mar 95)
=================
This FAQ is usually posted twice a month on the 4th and 19th of the month
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 to
comp.sys.cbm.
Lines preceeded by a '+' have been added or modified since the last version
was posted.
+ This 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 essentially 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: The ftp sites are down/unreachable. Can somebody post XYZ to the
+ newsgroup please?
+ A: No! If you do, some NewsServers will drop this NewsGroup! Besides,
+ sending probably copyrighted material around is sure to raise the ire
+ of certain individuals/organisations, who might otherwise turn a blind
+ eye to the whole emulator concept.
Q: I haven't used a C64 in years, and I've forgotten how to get a disk
directory listing!
A: Shame on you! :)
Try: load"$",8 - when that finishes, list
Q: I can't connect to Watson via anonymous ftp.
A: 1. It's a busy place, try again later.
2. It runs OS/2 ftp, so things aren't exactly as you might expect - try
doing a dir instead of ls
3. After logging on, you need to cd .. before you will be able to see
anything.
Note that watson now runs linux much of the time, so points 2 and 3
may no longer be applicable.
4. Try using one of the mirror sites to relieve the traffic.
Q: Why would you want to emulate a CBM 8 bit computer?
A: 1. Why not?
2. As an intellectual exercise, to prove it can be done.
3. Nostalgia.
4. Convenience - why pull out the old 64, disk drive, and monitor, when
you can just boot up the emulator?
Q: I have recently downloaded a C64 emulator. It does not however allow me
to read C64 disks. Is there a way to read a C64 disk on an IBM PC drive?
A: No. The PC's floppy disk system 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: How do I get my old 64 games across from the 64 to the emulator?
(AKA: How do I read my 1541 formatted disks on a XXX?)
A: Firstly, the PC *cannot* read 1541 formatted disks, no way, no how.
The Amiga might be able to(?). But, the best way to transfer files
(not whole disks) 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. There are
packages available that allow you to access a 1541 drive from your
emulator machine, eg X1541, DISK64E. It is possible to read/write DOS
formatted disks with a 1541, which requires a small hardware
modification to the 1541, and a program like 1541-dos. Finally,
utilities like 64NET allow you to copy files from the 64 to the PC's
disk drives, and as a matter of convenience allow you to access your
D64 files from the 64.
Q: Which is the best emulator?
A: You really know how to start a flame war, don't you? :)
Opinion varies, naturally. Comp.emulators.cbm is a good place to
watch, not ask! The merits and quirks of the various emulators are
discussed there regularly.
The main two PC emulators used are C64S and PC64 (aka C64NEU & MC64).
The fact that C64S's author previously was impossible to contact is seen
as a negative for that program, although some users insist it's a better
emulator for some programs. Others maintain that the lack of English
+ documentation, and the fact that it's commercial, make PC64 worse.
Recent report indicate that Seattle Labs (marketers of C64S) are very
responsive and helpful.
My advice is try both and see which you prefer!
Q: What ever happened to Ron Hubbard? :)
A: 1. Rob Hubbard, who wrote lots of great music tracks on the C64 now
works on Sega (?) systems.
2. L. Ron Hubbard (author, and founder of Scientology) is dead.
Note that this has nothing to do with emulators, but the topic sure
is alive and well in comp.emulators.cbm!
Q: Has game X been converted to filetype Y and uploaded anywhere?
A: Your best option is to have a look in the index files kept on each
site.
Q: Would somebody please upload my favourite program X to Watson?
A: There's an unofficial "Most Wanted" list moderated and updated by
Dave Smith (da...@marsbar.demon.co.uk). Please read that list if you
are looking for a particular program and can't find it - email Dave
if you want to add a program. Feel free to reduce the list by
uploading something that's been requested! :)
Q: I'm writing my own emulator for machine "X". Where can I get
information about the undocumented 65xx opcodes?
A: The following sources are good places to start!
1. Description of the full insruction set
ftp.funet.fi: /pub/cbm/documents/64doc
2. C= Hacking, Issue 1
(some inaccuracies)
ccnga.uwaterloo.ca: /pub/cbm/hacking.mag/Issue1.Z
3. C64 Programmer's Reference Guide, pp. 416-417
(Standard instructions only.)
+ Q: How to use more than one disk at a time on either pc64 or the c64s
+ emulators? I can't use games that uses more than one disk.
+ A: Have both disks in your dir, for instance:
+ disk-1.d64
+ disk-2.d64
+ when the game asks for disk 2, hit F9 and change disk to disk-2.d64 or
+ whatever the diskname. When hitting enter on the disk, it will change it.
+ Q: Is there anyone who knows if an where I can download C64 and Spectrum
+ games for my emulators on Compuserve?
+ A: for C64 shareware games and graphics, try GO CBMAPP and GO CBMART.
+ Q: How do I get a listing of what's contained in my C64 games archives?
+ The utility DIR64.EXE works similar to the DOS dir command, but goes
+ into D64 and T64 files and lists their contents. It also lists the
+ PC64/P00 files with their full 16 char name. To get a complete listing
+ of all your C64 programs, type
+ dir64 c:\ /s >c64.dir
+ at the DOS command line. You can then look into C64.DIR with a text
+ browser when you search a certain C64 file.
+ Q: How are the keyboard keys laid out? I know the cursor keys seem to
+ be the joystick movement, but what about fire etc.?
+ A: C64S these are user definable. PC64 one of the alt keys is used
+ for fire.
+ Q: Can I use a joystick and/or gamepad?
+ A: Yes
+ Q: How do you use a multidisk game? I tried Below the Root. It
+ boots up, then asks for disk 2.
+ A: On both emulators you can press F9 and change the disk image,
+ then return to the program and continue on your way.
+ 3.2 C64S.
+ Note that most of these answers have been provided
+ by C64S author, Miha Peternel, to comp.emulators.cbm.
Q: Some letters don't appear when I press the keyboard in c64s09c
A: Press F8 and turn off keyboard joystick emulation!
Q: Is there a program out there that will allow me to capture
screens from one of the C64 emulators and dump it into a PCX file or
something? I tried to run C64S in a window under both Windows and OS/2
to use a capture program there, but apparently C64S uses a slightly
abnormal VGA mode, because it wouldn't run either way.
A: 1. A64 V2.x and 3.x support screen captures directly. Although the
default format is Amiga IFF, it can be easily converted to PCX with
the many graphics conversion programs.
2. For C64S, on a PC, use Screen Thief. It's capable of nicking *any*
screen (almost, only prog not working with it is FC's Second Reality
demo). I've used it, and it works OK with C64S.
Found under name ST101.ZIP or similar on BBS's, shareware.
+ 3. Just thought you might like to know that even Screen thief will not get
+ anything on the new version of C64S. They must have done something...
+ (From Scott Hagie <ha...@netcom.com>)
Q: How do I run other .d64 files with the C64S emulator demo version?
A: Just rename the .d64 file you are interested in to testdisk.d64. It
will work just fine under c64s10cd. Multi-disk games are out though. :-(
[Not necessarily! By placing each of the multi-disks on separate
floppies, and running C64s10cd to read from floppy you should be able
to do it! :) ]
Another way of running multi part games comes from PATRICK
(pcwit...@et.tudelft.nl). He writes:
Create a number of sub-directories, containing the .d64 files of the
game you want to play in the c64s10ed. rename them all to testdisk.d64
(use trans64 1.14 to create the new format). Use the subst command in
DOS to substitute those sub-dirs with drive letters.
For example: subst e: c:\c64s\disk2
When your game asks you to change the disk, use the CD command in
the alt-F9 disk menu to change the disk and press E. Then return to
the game and press space or whatever to continue loading.
+ Q: Which is faster, PC64 or C64S?
+ A: C64S reaches 100% speed on a 486-33, but with lowered frame rate.
+ On a 486-66 it runs at 100% with 1/1 or 1/2 frame rate, depending on
+ the program. Of course, you can set the speed to maximum which is
+ up to 500% on a 486-66 with screen refresh disabled, that is 250%+
+ with lower frame rate like 1/17. I wish VGA's were faster.
+ 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? I e-mailed the author (Miha) but
+ have not heard back yet.
+ A: Read the docs! If the screen refresh is not set to Original, some games
+ may not detect all collisions correctly.
+ Q: Do anyone know when the new version of the c64s is coming out? Miha (the
+ programmer) mentioned a new version capable of running Fort Apocalypse,
+ and some other improvements, some time ago.
+ Info on price and date appreciated.
+ A: The new version will come out as soon as fastloaders work ok. This
+ is the most critical emulation problem at the moment, I think most
+ of you will agree. Apart from that many graphics problems were
+ solved (including the one with Fort Apocalypse) and the problem with
+ PC printer (this one can be solved by upgrading ROMCODE.C64).
+ The new version will also introduce a new .D64 format (it will
+ use/make the old one, too), so a disk image will also contain GCR
+ coded tracks where necessary (yeah, this will copy protections, too).
+ I'll post "New D64" format in a few days, so everyone can comment
+ it and I can add a few fields before making it official.
+ Q: I'm trying to use the image (.d64) files on frodo on C64s emulator,
+ with no success... I'm running 1.0E unregistered... I changed the
+ A: 1.0E only works with TESTDISK and TESTTAPE. Grab the latest shareware
+ version from FTP.SEATTLELAB.COM.
+ 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 to put nearly 64 kilo files in one .T64.
+ For practical reasons (DOS is low on memory) C64S limits the max
+ number to 64 or something. If someone feels the number is too low,
+ I can make it higher.
+ 3.3 PC64.
+ Note that most, if not all, of these answers have been provided
+ by PC64's author, Wolfgang Lorenz, to comp.emulators.cbm.
Q: Has anyone got "jammin'" to work? ... PC64 gives me a File Not Found
error when I try to run it (it's only one .p00 file)
A: Try NEWNAME.EXE. This utility corrects the old 16-to-8 name mapping
which was not CD-ROM compliant (no ' are allowed, only A-Z, 0-9 and _).
+ Jammin' works fine, if you increase the <Options / Timing / Update
+ screen every x. vertical refresh> from 2 to 3 or 4, because
the flashing colors strain the screen cache.
Q: I don't know how to use the fire joystick with the keyboard
A: Fire is <Right Ctrl>, and the directions are the white arrows. Switch
<Num-Lock> off, or you are entering numbers.
Q: Is there a converter from .p00 to normal c64 files that A64 understands?
A: In PC64, <Manager / Exportieren> will remove the P00 header and save it
as a standard DOS file. If you don't have PC64, you'll have to strip the
26 header bytes somehow, e.g. with a debugger. They are necessary
because DOS allows only 8.3 file names.
Q: I was wondering if you can print inside of PC64 to a printer hooked to
your pc
A: You can connect the devices 4..7 either to a device like PRN or a DOS
file. 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: Does anyone know how to swap disks under PC64?
A: Press <F9>, then select disk with <Up>/<Down> and press <Enter> to
confirm.
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: Is there a way to get an analog IBM compatible joystick to work in pc64?
There seem to be settings for it under OPTIONEN/JOYSTICK, but its greyed
A: IBM analog joysticks on a game card and C64 digital joysticks on the PC64
cable are supported only in the licensed version. The other Shareware
restriction is no file transfers to a real C64 over the PC64 cable.
You'll have to use Trans64 or X1541 for this.
Q: To speed up the german emulator, find the emulator configuration window
(german word starting with Z..) and change the number at the top (2) to a
bigger number like 3 or 4..
A: That's <Options / Timing / Update screen every x. vertical refresh> in the
English version.
Q: I recently downloaded c64neu and 64copy20. I also got some games
in the *.t64 and *.d64 formats. My question is when I convert (using
64copy20 I turn the .t64 and .d64 files into .P00, c64neu says they are
incompatable and don't work. Any suggestions??
A: Forget C64NEU, its name is Personal C64 now (PC64.ZIP or the English
version PC64_E.ZIP). For T64 to P00 conversion use T64TOP00.EXE. It comes
with PC64. D64 disk images can be used in PC64 like normal directories.
Q: There are some differences between the beta releases of PC64 and the
release.
A: You should use the original 16-to-8 name mapping function. It's
ReduceName() in T64TOP00.CPP. The Beta 10 and 11 used a slightly
different name mapping which allowed other characters than [A-Z0-9_].
This is illegal on CD-ROMs. The program NEWNAME.EXE corrects all P00
files on your harddisk to the new name mapping so that PC64 can load them.
Q: Does ISEPICed files work with PC64?
A: ISEPICed files work with PC64 if they not on a D64 disk image but simple
P00 files. The loader tries to read some location in the floppy via "M-R",
and if this fails he will load the data file with the standard IEC
routines. For C64S, use the ISEPIC replacement loader earlier in this
thread.
+ Q: How is the sound support?
+ 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 <Options / Timing / Update screen every x.
+ vertical refresh> is higher than 1. It sounds like a croaking raven
+ then. <g>
+ Q: ...but there is no sound
+ A: The SID-to-Adlib mapping cannot output sound to a PC speaker, it needs a
+ real sound card. Under Windows 3.1 Enhanced Mode, the BETA 12 keeps
+ quiet because some old SBPFM.DRV together with VSBD.386 caused two error
+ messages when accessing the Adlib and Soundblaster IO registers ("The
+ sound card is used by another application", or so). In the meantime,
+ I've downloaded the updated drivers from the CompuServe Blaster forum,
+ and now the sound also works under Windows 3.1 Enhanced Mode. The
+ release version contains an additional checkbox <Options / Desktop /
+ Sound in Windows Enhanced Mode> to prevent the error messages for users
+ with old sound drivers.
+ Q: I have found nothing that won't work with the version of C64NEU
+ A: As a rule of thumb, copy protected original software (except simple read
+ errors) and fast loaders don't work. Almost every disk image based game
+ and some freezed programs have built-in fast loaders. There is also a
+ problem with the synchronisation between CPU and VIC. Instead of running
+ parallel, the emulator switches them every 64 us. For a real-time 1 us
+ task emulation, a 486DX2-66 is too slow -- or I'm not good enough to
+ write it. <g>
+ Q: ...it's a little slow
+ A: The recommended CPU for PC64 is a 486DX2-66 with a VLB or PCI VGA card.
+ You could try to insert additional blank screens with <Options / Timing
+ / Update screen every x. vertical refresh> or switch of the screen cache
+ with <Options / Desktop / VGA has VL or PCI bus>.
+ Q: I finally found one game, Bruce Lee, that doesn't work perfectly under
+ PC64.
+ A: Bruce Lee seems to have a problem and sometimes even crashes my real
+ C64. This happens if you enter the 3rd screen. Just restart the game.
+ Q: Are there any rom-patches which would make loading programs from the
+ (emulated) drive and showing directories a little easier?
+ A: PC64 comes with several ROMs, e.g. the 64'er System V1 from the German 64'er
+ Magazine. It has some nice features: F1=Dir, F2=Sys4096*, F3=List, F4=Old,
+ F5=Run<Return>, F6=Off, F7=Load<Return>, F8=Dev#8/9, @=floppy wedge. There
+ is another extended DOS called Exos V3 which comes with PC64, and you can
+ patch Jiffy DOS 6.01 (or 6.03?) with the instructions in SPIELE.TXT.
+ If you merge one of the *.64K files into ROMCODE.C64, they may work on C64S,
+ too. The convention for PC64 is to no more use C64 commands but to handle
+ all file operations in the manager.
+ Q: I really can't tell how good the joystick controls will be?
+ A: In BETA 12, the joystick was read over the BIOS. The versions 1.x and
+ above read the port at 0201h directly which is 50 times faster. The
+ thresholds are a little closer to the center than in C64S, so you
+ don't have to move the joystick so much. But this is only a slight
+ difference. The joysticks are centered automatically each time you
+ enter the emulation with <F5>.
+ In C64S, you have to press <Alt+F10>.
+ Q: Or a patch for the PC64 emulator?
+ A: PC64 1.x has a built-in virus checker which doesn't allow patches.
+ Q: how to use more than 1 disk at a time on either pc64 or the c64s
+ emulators?
+ A: In PC64, press <F9>, then <Down> for the next *.D64 image and <Enter>
+ to confirm. Most multi-disk games have a built-in fast loader and
+ won't work with PC64 1.x.
+ Q: Isn't it possible to use a PC, X1541-cable and a real C64 to emulate a
+ 1541 diskdrive on your HD?
+ A: Such a program exists. It makes a IBM PC with a harddisk look like a CBM
+ harddisk to the C64. I think it's name is CMD Swift Link (about $60), but
+ I'm not sure.
+ Sorry, that was not correct. The program which makes a PC look like a
+ harddisk to a C64 is called 64NET. The Australian distributor for 64NET is
+ Russell Alphey, keeper of the FAQ in this newsgroup. (hey, that's me! :)
+ CMD Swift Link is a fast RS232 cartridge, I believe <g>.
+ Q: I'm looking for this emulator.... [c64neu.zip]
+ A: C64Neu/MC64 has been renamed to Personal C64 (PC64). You can find the
+ latest version 1.10 on ftp.rz.uni-hildesheim.de, amongst other places.
+ Q: I would also like to know whether you can re-configure the keys used for
+ joystick.
+ A: in version 1.x, there is no way to change the keys for the joystick
+ emulation. But you can map both joysticks to the keyboard in the
+ <Options/Joysticks> dialog and exchange the keyboard between the players.
+ The windows version 2.0 (fall '95) can handle individual keyboard and
+ joystick mappings for each program.
+ Q: I would be very pleased to receive any future changes to my document that
+ you find, especially with any new versions of PC64.
+ A: The Version 2.0 for Windows will come out in Fall '95. It will support
+ fast loaders, open borders and some GCR-based copy protection. I haven't
+ started to write it yet... <g>
+ Q: Is there somewhere outside the US or Europe that people can register PC64?
+ A: That's a big problem for me, as the German customers take already 50% of
+ my developement time away (orders, buying parts, building cables,
+ delivering, support at the customer's site when he encounters hardware
+ problems). So I've decided to sell the registered version to Germany,
+ Austria and Switzerland only.
+ Negotiations are underway with potential US and Australian distributors.
+ Q: How many PC emulators include the actual 64 ROM images, including
+ Microsoft BASIC?
+ A: Personal C64 (ftp.rz.uni-hildesheim.de /pdsoft/pub/c64/emulation/pc64
+ pc64e112.zip) comes with several system ROMs:
+ r1.64k, r2.64k, r3.64k different revisions of kernal
+ original.64k kernal r3 with load default #8 and 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
+ original.64b Microsoft Basic V2
+ original.64c 4K character ROM
+ vc1541.64d 16K VC1541-I floppy ROM
+ I've asked both the German sites of Commodore and Microsoft if they will
+ allow me to distribute their ROMs with PC64. One week later, Commodore
+ Germany directed me to Commodore USA. After this time I didn't hear
+ anything from the two companies. So I decided to deliver the ROMs without
+ explicit permission. This strategy can be changed at any time, because
+ PC64 has a built-in feature to read the ROMs from a connected C64
+ (the <Manager / Read ROMs> command). This newsgroup's FAQ contains also
+ references to programs which write the images to a 1541 disk if someone
+ uses Trans64 or the Star Commander.
+ Q: Can you please list the extra commands / features of the two kernal
+ replacements listed above?
+ A: I don't know much about EXOS V3 as I'm mostly working with the 64'ER
+ SYSTEM V1. Its features are:
+ - Fast loader, about 6 times (useless on the emulators <g>). You need
+ a second ROM for the 1541.
+ - Additional keys:
+ F1 = (directory)
+ F2 = sys4096*
+ F3 = list<CR>
+ F4 = old, restores Basic programs after reset
+ F5 = <CLS>run<CR>
+ F6 = off, disables extensions
+ F7 = load<CR>
+ F8 = dev#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: Re. ISEPICed files:
+ A: ISEPICed files work with PC64 if they not on a D64 disk image but simple
+ P00 files. The loader tries to read some location in the floppy via
+ "M-R", and if this fails he will load the data file with the standard
+ IEC routines. For C64S, use the ISEPIC replacement loader earlier in
+ this thread.
+ Q: can you speed up PC64 like you can C64s?
+ A: The recommended computer for PC64 is a 486DX2-66 with VL or PCI bus.
+ You can set <Options / Timing / Update screen at every x. vertical
+ refresh> to 3 or 4, because the VIC consumes 80% of the PC's horse power.
+ Klick <Default for new emulator windows> to use the current setting for
+ all programs which are not in the program data base (PC64.PDB contains
+ the individual settings for C64 programs).
+ Q: I have a P90 and can only get atound 3 to 4 times faster than a C64
+ A: For time consuming applications which don't require fast screen updates,
+ set the screen updates to 60 (one times a second) and raise the CPU limit
+ from 100 to 10000. Your programs should now run 9 times as fast as on a
+ original C64 (this is an estimated value, I have only a 486DX2-66 which
+ gives me about 500 percent).
+ Q: I just wish that someone would write an English version of PC64 so I
+ could understand what the errors mean
+ A: "Der Befehl $xx an Adresse $yyyy hat einen Absturz der 6510 CPU bewirkt"
+ = CPU jam: opcode = $xx, address = $yyyy.
+ "Es ist kein Platz mehr fuer die LOG-Datei <name> vorhanden"
+ = Not enough HD space for the LOG file <name>.
+ Or do you mean the messages in protocol mode? Do you have the english
+ version pc64*e*112.zip?
+ Q: Does anyone know if PC64 supports ".T64" files?
+ A: PC64 does not support T64 files in the current version, but comes with a
+ converter called T64toP00.exe. It will simply make P00 copies of all the
+ T64 files in the specified directory tree, except memory snapshots.
+ Q: All the emulators on net are demos, and do not work completely,
+ isn't that so?
+ A: The 3 limitations in the Shareware version of PC64 are:
+ - No built-in transfer between PC and C64 (use Trans64, the Star
+ Commander...)
+ - No external joysticks, use the white arrows and right ctrl
+ - Nag screen at exit
+ Q: Has anyone had any experience setting up the C64s emulator on a Linux
+ box? Or, does anyone know of a C64 emulator for Linux?
+ 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: I am the author of the "1942" Commodore 64 game
+ A: if you want to run 1942 on PC64, you must set the <Options / Timing /
+ Algorithm> to 3, otherwise the scrolling will flicker. The rest of the
+ game seems to run fine. :)
+ Q: The D64 is required for certain games, thus they do not run on
+ PC64, which does not as of yet have D64 support.
+ A: PC64 is supporting D64 disk images since version 1.00 which has been
+ released in October last year. Simply select a disk image in the directory
+ tree, press <tab> to go into the file list and run the program with
+ <enter>.
+ Q: Some games will try to read the disk header, e.g. the disk name, to find
+ which disk is in.
+ A: Those games run fine on disk images, if they don't have a fast loader or
+ access the floppy's hardware directly.
+ Q: and the next version will have built-in .T64 support, supposedly.
+ A: Yes, I'm planning to add this feature in version 2.0, although neither T64
+ tapes nor P00 files are longer necessary under Windows '95 and Windows NT.
+ Both OSs can handle file names with more than 16 characters. The naming
+ conversion will be probably published in Summer '95 (DOS does not allow
+ all characters in a file name and even NT handles files like
+ con.something as devices so there must be an escape character)
+ Q: I have not observed any video flicker on it, either.
+ A: You should try Paper Boy <g>. It's scrolling is very jumpy.
+ Q: The registered version ... also allows you to connect a real Commodore
+ drive and use it instead of the .P00 files.
+ A: Note that you connect the drive not to the PC's LPT but to the C64 or C128
+ and then connect the LPT with the C64 Userport via the PC64 cable. This
+ approach allows you to use CBM floppies and HDs which are connected to a
+ parallel IEC module in the expansion port. It's main purpose, however, was
+ to read the ROMs from the C64 with the <Manager / Read ROMs> command
+ because when writing the emulator, it was not clear if Commodore and
+ Microsoft were allowing us to distribute their Software.
+ You can start programs directly from the external drive on the C64 but this
+ is not recommended. This feature is only for programmers who want to save
+ the object file to drive #9 directly from the assembler on the PC.
+ PC64 2.0 for Windows will support the X1541 cable, as it has become a
+ standard. For the approximately 5% of the LPT cards which do not work with
+ it (the EPP consortium recommends the control lines to be no longer open
+ -collector), I will develop an alternative.
+ Q: The most recent version is 1.12
+ A: Version 1.13 is out since 2 weeks. (Note, this response applies to any
+ version number question, so always check to see if a new version is
+ available!).
+ Q: I have not played with C64NEU
+ A: Forget that, it's an old Beta version of PC64. There is another emulator
+ out there called C64Alive, but it runs only on some PCs.
+ Q: PC64 appears to have support for cartridge images
+ A: Currently only the ROMs are emulated. Version 2.1 will allow customizable
+ hardware too, like Simons' Basic banking register at $DE00.
+ Q: and video refresh is sometimes smoother
+ A: PC64 has a built-in screen cache which transfers only the changes to the
+ screen. This gives you an 100% speed increase on slow VGA cards in the ISA
+ bus.
+ Q: and it wins by far on sound since it supports GUS
+ A: Unfortunately, there will be no additional sound support in PC64 1.x,
+ because all energy now flows into PC64 2.0 for Windows.
+ Q: I have not gotten sound to work
+ A: Look into <Options / Sound>. What does the detection say? Is the Adlib
+ there? I'm using the original detection algorithm from Adlib, but if it
+ doesn't work, I can add another switch to <Options / Desktop>. This is
+ treated as an error, and errors will continue to be fixed in Version 1.x.
+ Q: How can I load the p00 files that I have converted from the tape
+ images(the .t64)?
+ A: <Manager / New>, select the directory with the cursor keys, press <tab> to
+ go into the file list, select the program and press <enter>. 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 dx280 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 <Options / Timing / Update screen every nth vertical
+ refresh> 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 <Options / Timing / Limit
+ 6510 performance to n percent> from 100 to 110 or somewhat.
+ Q: I sometimes get the same error (CPU jam) when I run C64S (usually on EA
+ games) ... Is this a problem with fastloaders or 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 it then on C64S or C64Alive.
+ The quality of the emulation in PC64 1.x will no longer be improved
+ because all energy now flows into Personal C64 2.0 for Windows. The
+ new versions 1.12, 1.13 and so on contain only bug fixes and
+ solutions for hardware conflicts.
+ 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. I'm trying to make PC64 2.0 more compatible so that most of
+ the programs will run. PC64 2.0 will probably come out in Fall '95.
+ Q: Wasteland doesn`t load at all (fastloader ?) and Impossible Mission
+ crashes when you leave a room.
+ A: Impossible Mission works if you increase <Options / Timing / VIC report
+ new line at x percent> from 80 to 100. This is automatically done if the
+ name of the game is IMPOSSIBLE MISS. and you start it from the manager.
+ If your Impossible Mission has another name, PC64 will remember the
+ settings the next time and set the 100 percent itself. Just run it from
+ the manager and not by typing in LOAD"IMP*",8 by hand.
+ I don't know Wasteland, but you can recognize a fast loader the
+ following way 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.
+ The next version of C64S and the new PC64 2.0 for Windows (Fall '95)
+ will both support fast loaders.
+ Q: also does anyone know how to utilize *.p00 files with pc64?
+ A: Open a new manager window and select the directory in the tree view.
+ Press <Tab> to go to the file list. Move the cursor onto the program
+ you want to run and press <Enter>.
+ Q: Any hints how to run Pc64 on a Notebook
+ A: The registered version of PC64 supports a digital C64 joystick connected
+ to the LPT port. This is ideal for laptops. If you want to stay
+ unregistered, you can get C64S. It has a time limit of 10 minutes but
+ allows you to re-define the keys for cursor emulation. PC64 2.0 for
+ Windows which comes in Fall '95 will have a complete user-definable
+ keyboard layout.
+ Q: How are the keyboard keys laid out? I know the cursor keys seem to
+ be the joystick movement, but what about fire etc.?
+ A: Grey arrows are cursor, white arrows are joystick, right ctrl is fire,
+ end is <-, tab is stop, F12 is restore.
+ Q: Can I use a joystick and/or gamepad?
+ A: The registered version supports IBM analog, IBM digital and C64 digital
+ joysticks.
+ Q: How do you use a multidisk game? I tried Below the Root. It
+ boots up, then asks for disk 2.
+ A: Press F9, go one down to the next disk, press enter to go back to the
+ game and confirm the disk change to the game.
+ Q: can someone tell me where to find the new version of pc64 that
+ supports d64 and t64 images?
+ A: PC64 doesn't support T64 images in version 1.x. Version 2.0 for Windows
+ which comes in Fall '95 will do. You will find the latest versions of PC64
+ Q: 1st, what are all the timing settings(what do they do and mean?)...
+ A: I don't speak English very well, so ask again if you don't understand
+ these explanations:
+ 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 <Ctrl+Grey+/-> and <Alt+Grey+/->.
+ 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. <Emulator /
+ New>. Otherwise only the settings for the program in the title bar
+ of the dialog box will be saved.
+ Q: How do I load the p00 files into the emulator.
+ A: <Manager / New>, select the directory with cursor keys, press <tab>,
+ select the program and press <enter>.
+ Q: Is there a way to directly load c64 games?
+ A:.From a D64 disk image on your harddrive: Exactly the same as P00. A
+ D64 disk image is treated the same as a DOS directory.
+ .From a CBM file on your harddisk: <Manager / New>, <tab> to enable
+ import, <Manager / Import>, select source directory and file, OK,
+ enter 16 char name and type, OK. Now you have a P00 file. Press
+ <enter> to start it.
+ .From an external drive: Only in the registered version, and not with
+ all multi-file games. This feature is only for C64 developers who
+ want to program on the emulator and run on the real C64.
+ Q: Are there plans to optimize some of the code?
+ A: The code is already written in optimized 32 bit 386 assembler. As the
+ big performance killer is the VIC, you can increase <Options / Timing /
+ Update screen every nth vertical refresh> to 3 or 4.
+ Q: why not include in your next version the option of assigning the
+ second PC joystick button
+ A: this feature will be implemented in PC64 2.0.
+ 3.4 Other emulator specific.
Q: I downloaded three emulators, c64alive, c64sally and c64s09c
and only c64sally seems to work in my machine, 486DX/33. C64alive
stops to on XMS-error. That happens even after when I had removed my
autoexec.bat and config.sys. And c64s09c stucks my PC completely.
A: (part 1) c64s09c requires that you also get 'romcode.c64', which should
be in watson.mbb.sfu.ca, /emulator. C64S 1.0CD comes with the ROM
code, so you would probably be better off grabbing that.
(part 2) You should download C64S09A.ZIP, unpack it, copy C64S09C.EXE to
the _same_ directory, copy all programs (.D64 and .T64 files) _also_ to
the same directory, and then run C64S09C.EXE; it's more like an update
than a stand-alone program. And you are probably better off using C64S09B.
I even went one step futher: I unpacked C64S09A.ZIP to a directory, and
renamed the executables C64S.EXE and C64S386.EXE to C64SA286.EXE and
C64SA.EXE. Then I unpacked C64S09B.ARJ to the same directory and renamed
the executable C64S.EXE to C64SB.EXE. Finally, I copied C64S09C.EXE to
the same directory and renamed it to C64SC.EXE. The result: I have all
distinct versions of the C64S simulator in the same directory, and I may
run them with a command C64S[A|B|C]. I also have the 286-version of C64A
ready, although I never use it (I own a 386).
(Thanks to Frodo Looijaard (fro...@sci.kun.nl) for this explanation.)
Q: I have problems extracting the sidtunes from the AMIGA .lha archives
on watson.mbb.sfu.ca and other sites on my PC running DOS !
A: Use lha, lzh or lharc with option -m2 to enable renaming of double
files, caused by the conversion from the AmigaDOS file-system to the
limited filename length (filename.ext <=> 8.3) of the DOS file-system.
Q: How do I load .d64 files into the A64 emulator on the Amiga?
A: From 00Index.txt in watson's c64/emulator directory:
tape2bin.lzh Converts .t64 files to binary (runs on Amigas)
und64_374.lha Extracts and lists files from .d64 images (runs on Amigas)
Both of these ran on my A3000/25/50, WB2.04. Tape2bin extracts a useable
binary for TheA64Package, v2.
Q: How do I convert PO0 files to T64, D64 or any other Amiga unpackable
format?
A: There is a section of this faq dedicated to conversions, check there.
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). Can someone please fix this?
To be sure of getting A64 to work you have to use Kickstart 2.0.
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. Thanks much in advance.
+ 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 ...
BTW, c64a09ah.zip is a shareware demo version that terminates after 5 min.
+ (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 <gnea...@netcom.com>)
Q: I have TheA64Package... it looks pretty good but I could not get a *.t64
file going on it.
A: Get "UNT" and extract the file(s) from the .t64 archive. It will run
after that.
Q: Do the *.d64 files work on this emulator? What files do work with this
emulator?
A: Get UND64. It will extract any standard files. Anything that accesses
tracks or sectors directly will not extract/work with A64.
Q: How can I move a disk image to an actual C64 disk? I'd like to play
some of the games on my C64, but don't know how to get a .D64 file to
a C64 disk.
A: My method of choice is running d64zipcode by Tony Ambardar. I got it
off of watson, in the emulators directory. I convert the .d64 file to
Zipcode files, transfer them over, and use Zipcode 2.0 to put them on a
floppy. [Thanks Dan Nelson (dne...@xnet.com) for this answer.]
+ Q: What is this "mac 64" thing? I've got a mac classic II and am an old C64
+ user. Does this thing allow the mac drive to emulate a 1581?
+ I have a ton of text files on my 64 that I'm converting to my mac, but
+ in order to do it, I first have to use a program that converts 64 files to
+ ibm dos format, then put the ibm disk in my mac. it takes forever!
+ if I could just pop my 64 disks into the mac this would save lots o time.
+ A: I am in the process of writing a program for the Mac which does just that.
+ It will allow you to use standard .d64 image types (that are used on with
+ both the IBM emulators and the Mac64 emulator) and manipulate them on the
+ Mac (basically a DT64 program for the Macintosh), however, it will also
+ convert many of the standard Commodore 64 wordprocessor formats (Easy
+ Script, Speedscript, PaperClip).
+ Most of the program is done, and depending on how much work I get done
+ over Thanksgiving (most people sit around and watch football, I
+ program...go figure :) ) it should be in a beta form to distribute for
+ public testing.
+ The initial featurs will be coping files to and from diskimage to the Mac
+ in both binary and ASCII form - (ASCII form will have the conversions done
+ automatically).
+ Future features (implemented after the initial version is being banged on
+ by interested parties, unless I get real productive) will include direct
+ copying between images, deleting, and renameing files).
+ Anyone interested in beta copying or wanting more information can send me
+ email and I will inform you when it is completed (or if you wish to help
+ test, when it is in beta).
+ Documentation for the program will be sparse at first (i.e. beta version
+ there will be very little) but I think the program will be pretty
+ self-explanatory.
+ Email me at jls...@uci.edu if you are interested...Johnathon
+ Q: Those who have purchased A64 v3 and have an AGA Amiga may find that
+ sprites on some games are messed up.
+ A: Questronix fix: Set your sprite pointer to lo-res.
+ BETTER FIX: Use 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.
+ (from mac...@cabell.vcu.edu (James B. Grubic))
+ Q: Re: Trans64
+ 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 use 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
+ result with the test.
+ In trans64 I also have the turbo mode enabled and my drive is a 1571.
+ (From Mike Paull <mi...@dino.eng.monash.edu.au>)
+ Q: Hi, I have a question about the commodore 64 emulator for the Amiga;
+ How fast will it run on a stock 68000 A500? Is it worth using or is it
+ going to be hideously slow?
+ A: A64 2.0
+ A64 3.0
+ The 64 Emulator
+ The 64 Emulator 2
+ GO64!
+ Frodo
+ AXP-64
+ WHICH C64 Emulator for the Amiga are you talking about?
+ Frodo is slow, but VERY compatible. A64 x.x is fast (and will convert the
+ code to native 680x0 code for VERY fast execution) but the hardware
+ emulation (sprites, rasters, etc.) is poor. AXP-64 is a nice start, but
+ very rough around the edges and doesn't support much. The rest - I don't
+ know about performance, but they aren't as compatible as later ones.
+ (From Maxwell Daymon <mda...@rmii.com>)
+ 3.5 How-to... (moved from Appendix B).
+ Here's how to perform some task that might be moderately involved!
+ 1. Infocom adventures with PC64
+ 2. Playing multi-disk-image games with C64S 1.0C
+ 3. Using VIC-EMU.
+ 4. Mule, and other multi-parters.
==========================================================
+ 1. Infocom adventures with PC64
Author Peter Yew (p....@BoM.GOV.AU)
+ I have figured out how to save and restore Infocom adventure games in PC64.
Now I don't have to do the game in one sitting (- gee, that was hard).
This is what I did:
==========================================================
To save and restore adventure games on separate disk images
+ (particular full disk Infocom story) in PC64
+ First in PC64 directory, create a clean sub-directory: Infocom
In that put gamename.d64 (as the STORY disk) and a clean save.d64 (as the
SAVE disk).
To load game:
+ 1) Choose Manager, select New
2) Find and click Infocom directory
3) Find and click gamename.d64 and double click it to load the game.
(Answer N at "Loading from a C1541 disk drive?" prompt)
+ While in PC64 , press f5 as often as needed to refresh directory
reading.
To save game while adventuring:
1) Type save
2) At "Position 1-5 (Default 1)>", type 1 (or what you can remember later)
3) At "Drive 8 or 9 (Default 8) >", type 8 (don't try 9, or it will crash)^?
4) At "Are You Sure (Y/N) >", type y (why waste time if you answer no?)
5) At "Insert SAVE disk into Drive 8. Press [RETURN] to continue >",
+ press alt + f9 to PC64 dialog box, click save.d64, click OK and
come back to C64 game screen, then press ENTER key. You
should have "saving position 1 ..." message and then
6) At "Insert STORY disk into Drive 8. Press [RETURN] to continue >",
+ press alt + f9 to PC64 dialog box again, click gamename.d64, OK and
come back to C64 game screen, then press ENTER key.
Now you can continue the game.
To restore game anytime:
1) Type restore
2) Give number of position: 1 (if you can remember?)
3) Give number of drive: 8 (don't try 9, or it will crash)
4) At Are You Sure (Y/N): y (why waste time if you ask no?)
5) At Insert SAVE disk .....: press alt + f9, click save.d64, click OK &
come back to C64 game screen, then press ENTER key. You
should have position restoring .... message.
6) At Insert STORY disk ...: press alt + f9, click gamename.d64, OK &
come back to C64 game screen, then press ENTER key.
Now you can continue the game.
+ Instead of saving to a separate disk, one can also use <Emulator / Save as>
+ to "freeze" the virtual C64 into a *.C64 file. Later you can <Emulator /
+ Open> this file or simply type it at the command line. This works also for
+ games which have no built-in saving capabilities. A shortcut for Save is
+ <Shift+F11>. If you lost your life and want to restore the game to the last
+ saved state, simply press <F11>.
+ ---------------------------------------------------------------------------
2. Playing multi-disk-image games with C64S 1.0C
Author: J. Kevin Wells - nstn...@fox.nstn.ca
"I am Ohm of Borg. Resistance is
voltage divided by electric current."
There is a method of playing multi-disk-image games with C64S 1.0C shareware.
The method is a bit cumbersome and works best with games that involve
infrequent disk changes.
1. Copy the first disk-image file as TESTDISK.D64.
2. Start C64S.
3. Load and play the game until you are prompted for a new disk.
4. Press F9 to bring up the utility options. Press Alt-T to enter the
tape-image section and press enter on TESTTAPE.T64.
5. Press F to select the Freeze option and type in a file name. Your game
will be saved to the tape drive. If the tape drive is full, delete a file
you do not need.
6. Press ESC to exit to the C64 emulator.
7. Press CTRL-BREAK to quit C64S and exit to DOS.
8. If the game has altered the disk-image in any way (saved your game to the
disk, for example), copy TESTDISK.D64 back to its original file name from
step 1.
9. Copy the requested disk-image file (usually Disk 2) to TESTDISK.D64
10. Start C64S again.
11. Press F9. Press Alt-T to enter the tape-image section and press enter on
TESTTAPE.T64.
12. Select the file you froze in step 5. Press ESC to exit to the emulator.
13. Press Shift-TAB to load and run the frozen program. The game should be
at the point where it is requesting the disk change. Follow the program's
instruction for signaling that you've changed the disk.
14. When prompted for another disk, repeat the process at Step 4.
One thing to keep in mind is that the Frozen program is kept on the tape
drive until you delete it. You might want to delete the frozen file when
you're finished playing the game, or between disk swaps. Remember that you
can use this frozen file to restore your game at the point it was frozen
again and again. The Freeze option is a very powerful feature, similar to
the Snapshot cartridge on the original C64. You can use it to save virtually
any program at any point - even games that don't have a save function.
I haven't tested this method of using multiple disks with every game out
there, but the ones I did try seemed to work. Try the method out with a
particular game, if possible, before getting into any heavy gaming sessions.
+ ---------------------------------------------------------------------------
+ 3. Using VIC-EMU.
+ Question:
+ Hi, I'm currently trying to use Peiter van Leuven's VIC-EMU to run some
+ VIC-20 software on my AMIGA. I have some VIC files on Amiga Formatted
+ floppy's as well, but the documentation doesn't say how to run it with the
+ emulator! It does suggest that you have to use memory addresses, but how
+ do us non-programmers know what memory addresses to use for a binary file
+ or a BASIC file? I've had no success. The command structure is like this;
+ vic-00 $???? filename
+ What is the proper address for ???? in order to get a program to run?
+ Answer 1:
+ Well, you might be asking about at what position Basic starts on the VIC.
+ On an unexpanded machine, it starts at $1000 (and load file at $1001).
+ On a +3k machine (as the emulator default), it starts at $0400 ($0401)
+ On a +8k machine and more, Basic starts at $1200. (load at $1201)
+ Binary files normally load with LOAD "name",device,1 and you have to
+ find out where to load it yourself. (I know there's a method by looking
+ at the first bytes of the file, but I don't know how).
+ BTW: The version of VIC-EMU doesn't seem to load files inside the emulator
+ good (e.g the load-command hangs, and there's no RESTORE key)
+ Answer 2:
+ Well, Pieter sent me a message letting me know how to load a BASIC or
+ disk image file into the VIC-EMU. There is a way to find out what position
+ a file starts at, you look at the first four bytes of the file and then
+ switch them around, or something to that effect. Once you have done that you
+ use that number as the memory address:
+ vic-20 $1000 filename
+ Then from the VIC emulator screen you type LOAD "filename",8 and it will
+ load it. However, my problem is that from the CLI command, I'm not clear
+ on what filename I'm supposed to include! The filename for the program I
+ want to load or what? The emulator won't activate unless you include a
+ filename in the CLI command, but putting the filename for the disk-image
+ file you want doesn't seem to do anything, you still have to load it the
+ old fashioned way (LOAD "",8) to get it to show up. I guess my question
+ is; how do I just make the emulator activate (i.e. just like a vic after
+ power up) without having it run a program, etc
+ ---------------------------------------------------------------------------
+ 4. Mule, and other multi-parters.
+ Question:
+ Hold on a sec..Ive got this version of the c64s thingy and renaming the
+ d64 disk images to testdisk.d64 works fine with mine-ive been able to
+ load all files on all the disks ive tried.
+ The tape files aren't encrypted either.
+ My version is not registered-and it works fine.
+ Why not try c64s09c? Its got the disk selection bit and a more sensibly
+ placed (although not arranged) joystick emulator on the keyboard.(The
+ space isn't used so games like green beret (using spacebar) can be
+ played a little better,if you are a contorsionist(?)).
+ Answer:
+ you must be thinking of the wrong version...
+ There is indeed ONE version of C64S which DOES do that encryption. I'm
+ pretty sure it was 1.0e One of the programs that makes disk images MAKES
+ ENCRYPTED .D64 FILES. So if your other file is already encrypted, it
+ will work. Go check the FAQs on multidisk play with the emulators..
+ I very distinctly remember that when I tried to use a different tape,
+ renamed to testtape, it DID NOT WORK. When I tried to do the same with a
+ working disk image, it DID NOT WORK.
+ I prefer tape images to disk, as they read really fast. :)
+ I actually made myself a version of MULE that would work off the .t64
+ image. After the selections were made, you then had to reset the
+ emulator with ctrl-alt-ins, then load thecurrent tape file, then run it.
+ But it works! I changed the "disk error" message to read "Press
+ <ctrl-alt-ins> then press <shift-tab> to complete loading." If you do
+ that, it works! It's real easy to do this yourself.
+ 1) export all three files (assuming you have the version in
+ /pub/c64/games/m on frodo or watson while it was up)
+ 2) when you export, export them as mule1, mule2, and mule3
+ 3) import mule1, mule2, mule1 again (important step), then mule3 onto the
+ tape image, in that order.
+ 4) Give the files in the tape image appropriate names.
+ 5) position the cursor on the first one.
+ 6) press l to load (or press shift-tab from blue screen)
+ You end up at the title screen. Do option setting.
+ 7) Computer hangs with am error message. Pressing ctrl-alt-delete won't
+ work. But pressing ctrl-alt-INS WILL work, and return you to the blue
+ screen.
+ 8) Pres shift-run/stop (the tab key is run/stop)
+ 9) Sit back as MULE completes loading in a split second. (assuming you
+ have it on your hard disk, and not a floppy. flppys take longer..)
+ If you want the descriptive message, just hex-edit the .t64 file, and
+ find the string text of the error mesage. Be sure not to stray out of
+ the length of each original line of text.
+ If I had access, I'd put it up at frodo if it isn't there already.
+ I have hacked many games with ml loaders to work off tape. One good way
+ to do this is look for the hex sequence A2 08 and change the 8 to a 1.
+ sometimes this will be a false alarm, so keep a backup, but it works
+ pretty well.
+ If you cannot find that sequence, you don't even need to change it! That
+ means that it is using the active device instead. Then you just need to
+ import files to tape in order of loading process. Much better than
+ "freezing" the game to tape, as the freeze takes up lots of space.
+ some basic loaders actually check the active device. Every loader ever
+ written by this certain pirate did this. You will know these loaders in
+ that they always displayed two lines. One was a few lines above center
+ of scren, and stated "loading <game mane>.." The other stated "* use
+ joystick in port #x" where x was either 1 or 2. This pirate also never
+ plastered his name all over the game. Once loaded, such a game is
+ indistinguishable from the real thing. His loaders had useful
+ information, looked good, and worked from any device number.
CBM EMULATION FAQ - (Version 2.20 02 Mar 95)
=================
This FAQ is usually posted twice a month on the 4th and 19th of the month
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 to
comp.sys.cbm.
Lines preceeded by a '+' have been added or modified since the last version
was posted.
+ This 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 essentially data.
+ Part 4 is basically reviews of various emulators.
---------------------------------------------------------------------------
4. A list of ftp sites where emulation programs can be obtained.
----------------------------------------------------------------
Some of the emulation programs are duplicated at other sites. I have not
listed every site that has a certain emulator, although I may have listed
more than one site that has that emulator.
If you would like to more about other cbm ftp sites the read the ftp list
which is posted to this comp.sys.cbm regularly by Howard Herman
(72560...@CompuServe.COM).
Any site maintainer who wishes their site listed here only needs to send
me mail advising me of that fact!
Format for listing:
Site.Name /Directory
MACHINE - program name
+ 4.0.1 Site Maintainers.
If you have any questions about specific emulator sites, then please
contact the person named below.
Site:
-----
ftp.funet.fi cbm...@ftp.funet.fi
+ watson.mbb.sfu.ca c...@watson.mbb.sfu.ca (Jeff Bryer)
+ frodo.hiof.no c...@hiof.no (Inge Morten Lillesand)
+ ftp.seattlelab.com d...@seattlelab.com (Derek Smith)
+ www.seattlelab.com d...@seattlelab.com (Derek Smith)
+ apricot.com dre...@netcom.com (Lee & Melissa Thompson)
+ 4.0.2 Site IP addresses.
+ Some sites have problems resolving ftp names. This section provides the
+ IP numbers required when that's the case. Hopefully it'll be of use to
+ somebody!
+ Site:
+ -----
+ frodo.hiof.no 158.36.33.4
+ ftp.seattlelab.com 204.29.31.1
+ seattlelab.com (206) 827-5580 [BBS]
+ watson.mbb.sfu.ca 142.58.213.31 - port 21 for FSP access.
+ 4.0.3 Site Info.
+ This section provides a little information about each site, gathered from
+ wherever possible.
+ Site:
+ -----
+ frodo.hiof.no
+ -------------
+ The archive contains nearly the whole Watson-site. There's something missing
+ in the misc directory I believe, but I hope to get these files later.
+ Total archive contents is about 92 mb. At the moment, the capacity is
+ about 380mb. All of this space is granted to c64-emulation, but might
+ later be devoted to some true c64 users, if there's no need for that
+ much extra space. We'll see..
+ User access is limited to 10 users. I know that this is little, but please
+ be patient, and let us experiment a little. This computer is also being used
+ by 80 local users, so we'll have to see how much we can offer for the
+ ftp-users. Hopefully, it will rise to 20 or 30. There is much heavy
+ activity at this computer from 08 - 16 CET, and I recommend all users
+ to use this site from 16 - 08 CET.
+ Users have write access to "/incoming", so please put all software there,
+ together with information about where I should put it, which emulators it
+ supports, etc. Same as for Watson. It will help me a lot, and will make
+ this site stay up longer. I have very little spare time to administer
+ this site, but I'll try to tidy up two times a week.
+ apricot.com
+ -----------
+ I have opened a new c64 image file site, it is not really a mirror of
+ frodo or watson. And this site contains ONLY games.
+ The name of the site is: apricot.com
+ The directory you want is /pub/games/c64
+ I will be adding more ande more to this site this week. In addition the
+ temporary , SLIP run, site I announced earlier is still up. Both have
+ a limit of 5-10 users so be patient. Both are reportedly faster than frodo.
+ Apricot does NOT have the RIK collection online since it is available on
+ watson.
4.1 C64 Emulators.
Note: faui43.informatik.uni-erlangen.de:
/mounts/epix/public/pub/pc/msdos/emulators/c64
appears to be mirroring watson.mbb.sfu.ca /c64/emulator directory,
and are they therefore listed together.
4.1.1 C64 Emulators for the Amiga.
faui43.informatik.uni-erlangen.de
/mounts/epix/public/pub/pc/msdos/emulators/c64
watson.mbb.sfu.ca /c64/emulator
AMIGA - thea64package.lha
ftp.funet.fi /pub/cbm/c64/emulation
AMIGA - TheA64Package.lha
ccnga.uwaterloo.ca /pub/cbm/emulation
AMIGA - thea64package.lha
src.doc.ic.ac.uk /packages/aminet/misc/emu
AMIGA - C64Emulator.lha
ftp.wustl.edu /systems/amiga/boing/utilities/emulators/c64
AMIGA - a64v2d1.lzh & a64v2d2.lzh (TheA64Package.lha)
/systems/amiga/aminet/misc/emu
AMIGA - sys.lha and sys.readme
+ /pub/aminet/misc/emu
+ AMGIA - Frodo.lha
4.1.2 C64 Emulators for the PC.
faui43.informatik.uni-erlangen.de
/mounts/epix/public/pub/pc/msdos/emulators/c64
watson.mbb.sfu.ca /c64/emulator
* Note that Watson is now an official mirror site of seattlelabs ftp site
(204.29.31.1)
It is legal for me (and others) to continue to distribute the old
versions of C64S (v0.9a(b,c)). I will NOT be distributing the
registered version of C64S (like anyone thought I would).
Seattlelabs are aware of the existance of watson and it's collection
of software. Hopefully they will find it useful for testing purposes.
IBM PC - c64.zip
- c64s09a.zip
c64s09b.arj
c64s09c.exe
- c64alive.zip
c64a09ah.zip
- c64sally.zip
- c64neu.zip
ftp.funet.fi /pub/cbm/c64/emulation
IBM PC - c64.zip
- c64emu.zip
c64s09b.arj
ftp.uni-kl.de /pub/pc/dos/misc
IBM PC - C64ALIVE.ZIP
C64_09AS.ZIP
- c64_emu.zip
c64s09b.arj
ccnga.uwaterloo.ca /pub/cbm/emulation
IBM PC - c64.zip
wilbur.stanford.edu /pub/emulators/c64
IBM PC - c64.zip
ftp.uni-passau.de /pub/ibmpc/msdos/emulator
IBM PC - C64S09B.ZIP
- c64alive.zip
ftp.uni-giessen.de /pub/incoming/pc
IBM PC - c64s09b.arj
- c64alive.zip
+ ftp.rz.uni-hildesheim.de
+ /pdsoft/pub/c64/emlators/pc64
+ IBM PC - pc64_d.zip
+ - pc64_e.zip
+ CompuServe Magna forum, Library 4 (DOS programs)
+ IBM PC - pc64_d.zip
+ - pc64_e.zip
4.1.3 C64 Emulators for the Atari.
faui43.informatik.uni-erlangen.de
/mounts/epix/public/pub/pc/msdos/emulators/c64
watson.mbb.sfu.ca /c64/emulator
ATARI ST - c64-st.lzh
faui43.informatik.uni-erlangen.de
/mounts/faui45/atari/applications/emulators/c64
ATARI ST - c64.lha
ftp.funet.fi /pub/cbm/c64/emulation
ATARI ST - c64.lzh
4.1.4 C64 Emulators for the Macintosh.
faui43.informatik.uni-erlangen.de
/mounts/epix/public/pub/pc/msdos/emulators/c64
watson.mbb.sfu.ca /c64/emulator
APPLE MAC - MAC64-04.HQX
ftp.funet.fi /pub/cbm/c64/emulation
APPLE MAC - mac64-04.hqx
4.1.5 C64 Emulators for Unix.
faui43.informatik.uni-erlangen.de
/mounts/epix/public/pub/pc/msdos/emulators/c64
watson.mbb.sfu.ca /c64/emulator
UNIX/X - x64-0.2.2.tar.gz
ftp.funet.fi /pub/cbm/c64/emulation
UNIX/X - x64-0.2.2.tar.gz
ccnga.uwaterloo.ca /pub/cbm/emulation
UNIX/X - x64-0.2.2.tar.gz
wilbur.stanford.edu /pub/emulators/c64
UNIX/X - x64-0.2.2.tar.gz
http://stekt.oulu.fi:/~jopi/x64.html
x64 emulator documents, not the program itself.
4.2 VIC20 Emulators.
ftp.hrz.uni-kassel.de /pub/machines/vic-20/vic-emulator
AMIGA - vic-emu.lha
src.doc.ic.ac.uk /packages/aminet/misc/emu
AMIGA - vic-emu.lha
ccnga.uwaterloo.ca /pub/cbm/util64
C64 - vic-emulatorC64.lnx
4.3 C128 Emulators.
No emulators available yet.
4.4 PET Emulators.
No sites known.
4.5 SID Emulators.
watson.mbb.sfu.ca /pub/c64/sidmusic
IBM PC - sidpl???.zip
AMIGA - playsid3.lha
delisid.lha
ATARI ST - mmm226.lzh
cnam.cnam.fr /pub/Amiga/mus/play
AMIGA - PlaySID2.2.lha
ftp.germany.eu.net /pub/comp/amiga/music
AMIGA - PlaySID2.1.dms
ftp.uni-hamburg.de /pub/dos/incoming
IBM PC - sidpl???.zip
ftp.funet.fi /pub/amiga/audio/apps/playback
AMIGA - PlaySID-2.0.lha
"We`ve finally succeeded in uploading the largest SIDtune collection ever
available to some major PC/DEMO sites" - Michael Schwendt.
ftp.uni-paderborn.de /pcsoft2/msdos2/pc-demos/music/songs/c64
IBM PC - sidpmus1.zip
sidpmus2.zip
sidpl120.zip
Mirrors:
ftp.engl.ufl.edu .../demos/music/.../c64 - different directories
ftp.uwp.edu
ftp.luth.se
ftp.uni-erlangen.de
4.6 Non-Emulators.
nic.funet.fi /pub/cbm/c64/emulation
AMIGA - C64Emulator.lha
ftp.cnam.fr /pub2/Amiga/emu
AMIGA - C64Emulator.lha
ftp.germany.eu.net /pub/newsarchive/comp.sources.amiga/volume89/fun
AMIGA - c64.1.Z (C64Emulator.lha)
watson.mbb.sfu.ca /c64/emulator
IBM PC - 64blaz76.exe
4.7 Other utilities & files.
4.7.1 Utilities
watson.mbb.sfu.ca /c64/emulator
IBM PC - disk64e.arj
c64uti5.zip
maketape.arj
copy2d64.arj
zip2d64.arj
d64util.zip
d64_10.zip
d64zipcode.c
tr64_114.zip
tr_src11.zip
AMIGA - maketape.arj
unt.lzh
ftp.funet.fi /pub/msdos/utilities/diskutil
IBM PC - copy2d64.arj
zip2d64.arj
ftp.funet.fi /pub/cbm/emulation
AMIGA - d64.lha
IBM PC - dir_d64.zip
cnam.cnam.fr /pub2/Amiga/emu
AMIGA - d64.lha
ccnga.uwaterloo.ca
IBM PC - tr64_114.zip
tr_src11.zip
+ 64copy20.zip
4.7.2 Data files.
watson.mbb.sfu.ca /c64/games/ (.t64 * .d64 files)
watson.mbb.sfu.ca /c64/misc/ (.t64 * .d64 files)
watson.mbb.sfu.ca /c64/sidmusic/ (PlaySID * sidplay music)
AMIGA - C64MusicShow-1.lha
C64MusicShow-2.lha
Addition.lha
C64Sounds.lha
nic.funet.fi /pub/amiga/audio/misc/sid-tunes
AMIGA - C64MusicShow-1.lha (for use with PlaySID/sidplay)
C64MusicShow-2.lha
Addition.lha
ftp.cnam.fr /pub2/Amiga/mods/PlaySid
AMIGA - C64MusicShow-1.lha (for use with PlaySID/sidplay)
C64MusicShow-2.lha
Addition.lha
ftp.cs.tu-berlin.de /pub/amiga/audio/mods-c64
AMIGA - C64Sounds.lha (for use with PlaySid/sidplay)
+ ftp://ftp.wustl.edu/systems/amiga/aminet/mods/chip/
+ ftp://src.doc.ic.ac.uk/packages/aminet/mods/chip/
+ AMIGA - NemeSIDs-* (collection of C64 music)
+ - note: these at just some of the aminet sites where the files should be
+ available.
+ micros.hensa.ac.uk
+ - amiga incoming directory contains a number of disk images for either
+ PC64 or C64S.
+ =====================================================================
5. Emulator File Formats.
-------------------------
As there are several emulators for different platforms, they all
cannot be made directly usable by other emulators, unless the author
has provided that facility. Utilities to convert back into CBM
binary generally exist fortunately.
5.1 C64 Emulators standard files - overview.
This section shows the "normal" files used by each emulator.
Program File type Identification Contents
(name or method)
c64.zip (PC) disk image VC1541.000 683 pcs 256-byte sectors
tape image - not used
C64S (PC) basic rom } contains binary data for:
kernel rom }- romcode.c64 VC1541 (16384 bytes), chargen
chargen rom } (4096),basic (8192) and kernel
disk drive rom} (8192) = total 36864 bytes
program - not used
disk image 09c *.d64 683 pcs 256-byte sectors
09a,b testdisk.d64
tape image *.t64 ?
Note: the kernel part is modified.
c64sally.zip basic rom A000BFFF.64F 8194 bytes of binary data (1)
(PC) kernel rom D000DFFF.64P 8194 bytes of binary data (1)
chargen rom E000FFFF.64P 4098 bytes of binary data (1)
disk drive rom - not used
program *.64P C64 program with load address
also SEQ files via *.64S
disk image - not used
tape image - not used
+ pc64*.zip basic rom *.64B 8192 bytes of binary data
+ (PC) kernel rom *.64K 8192 bytes of binary data
chargen rom *.64C 4096 bytes of binary data
+ module at $8000 *.64M 8192 or 16384 bytes of binary
+ data (8K at $A000 = *.64B)
+ disk drive rom VC1541.64D 16384 bytes of binary data
program *.P00 C64 program with load address
preceded by 24 byte header.
+ SEQ data file *.S00 same as *.P00 with different
+ USR data file *.U00 | extensions. The 00 can be
+ DEL data file *.D00 | any numbers if the 16-to-8
+ REL data file *.R00 | mapping leads to duplicates.
+ disk image *.D64 683 pcs 256-byte sectors, plus
+ optionally 683 bytes error info
tape image - not used
c64.lzh (ST) basic rom c64/_basic 8192 bytes of binary data
kernel rom c64/_kernal 8192 bytes of binary data
chargen rom c64/_font 4096 bytes of binary data
disk drive rom - not used
program - C64 program with load address
disk image - not used
tape image - not used
x64 (UNIX) basic rom basic 8192 bytes of binary data (2)
kernel rom kernel 8192 bytes of binary data (2)
chargen rom - not used
disk drive rom - not used
program - C64 program with load address
disk image magic header 64 byte magic header and
683 pcs 256-byte sectors
tape image - not used
rom module filename 8192 or 16384 byte cartridge,
stored in binary format
ram image ram RAMSIZE + 4103
(x64 will load a ram image, eg. "the contents of RAM as
in warm start" at startup, if one exists)
Only the RAM is loaded at startup. CPU registers and I/O
are loaded only via 'undump' in the monitor. (That way it
won't keep crashing all the time.)
(1) Includes load address.
(2) Default load address allowed.
5.2 Table of supported file formats.
This section shows which emulators can access which file formats,
unaltered. It is quite incomplete!
Legend used in table:
+ (Legend changed for fast grasp, thanks Wolfgang!)
+ x = yes, fully supported, c = convertor provided, - = no, and
+ empty = unknown.
x64dsk d64 t64 p00 CBM
+ X64 x c x
+ PC64 1.10 - x c x c
+ C64S 1.1A - x x c c
+ C64Alive 0.9ah - - - - x
5.3 Standard data files - internal formats.
This section shows the internal format used by each filetype. Most of
it was taken from the compatibility section of the x64 manual, and was
provided by Jouko 'Jopi' Valta. That section is based on the information
acquired from news articles written by:
bl...@mathematik.uni-ulm.de (Guntram Blohm)
kbri...@tsegw.tse.com (Kevin Brisley)
File: ram (x64) Total Size: RAMSIZE + 4013
---------------------------------------------------
Offset Bytes Description
0 RAMSIZE contents of the RAM
The following data is not included yet:
RAMSIZE 4096 I/O area with shadows
7 CPU Registers: PC (LO/HI), AC, XR, YR, PS, SP
File: x64 Disk File Total Size: 174912
------------------------------------------
Offset Bytes Description
0 4 Magic header: 'C',0x15, 0x41, 0x64
4 4 Header Version:
C1541 Version Major
C1541 Version Minor
Device Type: 0 = 1541
Max Tracks: 35 (from disks v1.2 upwards)
64 256 byte sectors
File: *.d64 disk image Total Size: 174878
------------------------------------------
D64 File Structure was developed by Miha Peternel for use in C64S.
D64 file contains all sectors as they appear on the 1541 formatted disk.
Each sector is 256 bytes long. Error information (1 byte per sector)
can be added in the end of file.
__________________________________
File types currently supported
174848 bytes = 35 tracks
175531 bytes = 35 tracks + 683 bytes error information
196608 bytes = 40 tracks
197376 bytes = 40 tracks + 768 bytes error information
_______________
Track sizes
Tracks, size
1-17 21 sectors * 256 bytes
18-24 19 sectors * 256 bytes
25-30 18 sectors * 256 bytes
31-35 17 sectors * 256 bytes
*36-40* 17 sectors * 256 bytes
Tracks 36-40 are non-standard.
____________________________________
Actual layout for 35 track image
Offset, size, description
0*256, 256 track 1, sector 0
1*256, 256 track 1, sector 1
...
20*256, 256 track 1, sector 20
21*256, 256 track 2, sector 0
...
682*256, 256 track 35, sector 16
683*256, 683 error info (byte per sector in the same order)
Sectors are 256 bytes. Sector 0 is at offset $00000 in the .d64 file.
Sector 1 is at offset $00100 in the .d64 file, and so on.
A normal 1541-format disk is divided into 4 'zones' -
zone 1 = tracks 1-17 with 21 sectors (numbered 0-20)
zone 2 = tracks 18-24 with 19 sectors (numbered 0-18)
zone 3 = tracks 25-30 with 18 sectors (numbered 0-17)
zone 4 = tracks 31-35 with 17 sectors (numbered 0-16)
The directory lies on track 18. The following info is for
track 18 -
sector 0 = Block Availability Map (bytes 00-8f, bitmapped)
bytes 90-9f = disk name (16 chars, space padded)
The first 2 bytes are track and sector to the
first directory block. Usually the first directory
block is the very next block on the disk
directory blocks:
byte 0 = track of next directory block
byte 1 = sector of next directory block
bytes 2-31 = file entry #1
bytes 32-33 = unused (should be 0)
bytes 34-63 = file entry #2
bytes 64-65 = unused, etc etc
The first byte of a file entry is the type of file ($82 = PRG,
$81 = SEQ, $83 = USR, $80 = DEL, $84 = REL). The next two bytes
point to the track & sector of the first sector of the file.
The next 16 bytes is the filename (padded). The last two bytes
(i.e. bytes 30 & 31) gives the block count of the file (in low
byte/high byte format).
Each file block has 254 bytes of data, unless it is the last block. The
first 2 bytes of each block are the track and sector of the next block.
If the track is zero then this is the last block, and the sector # really
tells the number of bytes used out of the 254 possible. The use count is
the number of bytes used plus 1--so if the sector # has a $05, then really
only $04 bytes were used out of the last block.
The directory is at offset $16500 in the .d64 files. Tracks references
start at 1. Sector references start at 0. So if the first 2 bytes of a
block are $06 04, the absolute location is at
5 * $1500 + 4 * $100.
(5 because that's $06 minus 1. $1500 because at track $06 there are 21
sectors per track, or $1500 bytes. 4 because that is the sector number,
and $100 because that's the number of bytes in a sector.)
The disk has a total of 35 tracks. There are 17 trachs with 21 sectors (357
sectors total), 7 tracks with 19 sectors (133 sectors total), 6 tracks
with 18 sectors (108 sectors total), and 5 tracks with 17 sectors (85
sectors total). So total sectors per disk (or .d64 image) is
357+133+108+85 = 683 total, or 174,848 bytes total, which is the exact
size of the .d64 files.
File: *.t64 tape image Total Size: Varies
------------------------------------------
Offset Bytes Description
0 64 Tape Record:
0 32 Tape description + EOF (for type)
32 2 Tape version: $0100
34 2 Max number of files, in LO/HI
36 2 Number of existing files, in LO/HI
38 2 -
40 24 User description, as displayed in file menu
64 32*n File Record(s) for each of n files:
+0 1 Slot allocation flag:
00 = free entry
01 = normal tape file
03 = memory snapshot v0.9, uncompressed
02..FF = reserved for memory snapshots
+1 1 File type
+2 2 Start address in C64 memory, in LO/HI
+4 2 End address in C64 memory, in LO/HI
+6 2 -
+8 4 File start address on the image, in LO/HI
+12 4 -
+16 16 C64 filename
64+32*n ??? File contents.
+ Wolfgang Lorenz (author of PC64) posted the following in an open letter
+ to Miha Peternel (author of C64S). AFAIK there's been no reply.
+ There is some ambiguity in the T64 file format. Could you please make a
+ statement if the following assumptions are correct?
+ Tape Record
+ Offset, size, description
+ 0, 32 DOS tape description, ASCII charset, contains either
+ "C64S tape file",13,10,"Demo tape",26,"......" (no 0!) or
+ "C64S tape image file",0,0,0,0,0,0,0,0,0,0,0,0 or
+ "C64 tape image file",13,10,0,0,0,0,0,0,0,0,0,0,0
+ To identify a T64 file, search for the sub-strings "C64" and
+ "tape".
+ 32, 2 tape version, currently $0100 or $0101
+ 34, 2 number of directory entries, mostly $001E
+ 36, 2 number of used entries (0 for unknown)
+ 38, 2 free
+ 40, 24 user description as displayed in tape menu, CBM charset,
+ padded with space
+ File Record
+ Offset, size, description
+ 0, 1 entry type
+ 0 = free entry
+ 1 = normal tape file
+ 3 = memory snapshot v0.9, uncompressed
+ 2..255 reserved (for memory snapshots...)
+ 1, 1 C64 secondary address, mostly 1
+ 2, 2 start address
+ 4, 2 end address
+ 6, 2 free
+ 8, 4 offset of file contents start within T64 file
+ 12, 4 free
+ 16, 16 C64 file name, CBM charset, padded with space
+ Example Structure Definitions for C and C++
+ struct {
+ char acTag[32];
+ word wVersion;
+ word wEntries;
+ word wUsedEntries;
+ word wReserved;
+ byte abName[24];
+ } T64Header;
+ struct {
+ byte bType;
+ byte bSecAdr;
+ word wStartAdr;
+ word wEndAdr;
+ word wReserved;
+ long lOffset;
+ long lReserved;
+ byte abName[16];
+ } T64Entry;
File: CBM Files Total Size: Varies
---------------------------------------
Offset Bytes Description
0 2 Load address in LO/HI format.
File: *.p00 file image Total Size: Varies
------------------------------------------
Offset Bytes Description
0 9 String "C64File" terminated by 00.
9 17 Original C64 Filename.
10 1 Record size for REL files.
26 Original file
5.4 Converting between file formats.
Instructions on how to interconvert between all of the formats used
by the various C64 emulators.
Formats:
1) .d64 - Disk image used by C64s
2) .t64 - Tape image used by C64s
+ 3) .p00 - image format used by PC64
Conversions:
1) .p00 to .t64
+ a) Start PC64
b) First get a "Manager" window up
c) Place the cursor on the *.P00 file you want converted
d) Then use "Manager/Export" (ALT-M-E). This will save it as a *.PRG.
e) Then use MAKETAPE.EXE to make a *.t64 file.
2) .t64 to .p00
+ Use t64top00.exe, which comes with PC64 and creates p00 copies of all the
+ t64 files in a directory tree.
6. How to extract the Rom images required by the emulators.
-----------------------------------------------------------
Type in the following files on your C64 and run them to get the rom image
files. Then transfer those files onto the machine that you require.
See the comp.sys.cbm FAQ section 7 for some details on transfers.
Alternatively, You could get TheA64Package.lha and extract the file called
TheA64Package/64Prgs/SaveROMs. This will extract the basic and kernal roms
from a C64.
6.1 C64 roms - Basic, Kernal & Charset.
C64 BASIC ROM extractor:
10 OPEN 5,8,2,"64BASIC,P,W"
20 FOR X=40960 TO 49151:PRINT#2,CHR$(PEEK(X));:NEXT
30 CLOSE 5
C64 KERNEL ROM extractor:
10 OPEN 5,8,2,"64KERNEL,P,W"
20 FOR X=57344 TO 65535:PRINT#2,CHR$(PEEK(X));:NEXT
30 CLOSE 5
C64 BASIC and Kernal ROM extractor:
10 OPEN5,8,5,"0:C64ROM,S,W"
20 FOR X=40960 TO 49151
30 A$=CHR$(PEEK(X))
40 PRINT#5,A$;:NEXT
50 FOR X=57344 TO 65535
60 A$=CHR$(PEEK(X))
70 PRINT#5,A$;:NEXT
90 CLOSE5
C64 Character ROM extractor:
10 POKE 56334,0:POKE 1,51
20 FOR X=16384 TO 20479:POKE X,PEEK(X+36864):NEXT
30 POKE 1,55:POKE 56334,1
40 OPEN 5,8,5,"64CHARGEN,P,W"
50 FOR X=16384 TO 20479
60 PRINT#5,CHR$(PEEK(X));:NEXT
70 CLOSE 5
6.2 VIC20 roms - Basic, Kernel & Charset.
VIC20 BASIC ROM extractor:
10 OPEN 5,8,2,"V20BASIC,P,W"
20 FOR X=49152 TO 57343:PRINT#5,CHR$(PEEK(X));:NEXT
30 CLOSE 5
VIC20 KERNEL ROM extractor:
10 OPEN 5,8,2,"V20KERNEL,P,W"
20 FOR X=57344 TO 65535:PRINT#5,CHR$(PEEK(X));:NEXT
30 CLOSE 5
VIC20 Character ROM extractor:
10 OPEN 5,8,2,"V20CHARGEN,P,W"
20 FOR X=32768 TO 36863:PRINT#5,CHR$(PEEK(X));:NEXT
30 CLOSE 5
6.3 1541 rom.
C1541 ROM extractor:
Extract area $C000-$FFFF
100 B=16384:I=B
110 OPEN 15,8,15
120 FOR H=192 TO 255:PRINT H;
130 FOR L=0 TO 255
140 PRINT#15,"M-R";CHR$(L);CHR$(H)
150 GET#15,A$
160 Z=FRE(0)
170 POKE I,ASC(A$+CHR$(0))
180 I=I+1:NEXT L
190 NEXT H
200 CLOSE 15
210 OPEN 5,8,5,"0:C1541ROM,P,W"
220 FOR X=B TO I-1:PRINT#5,CHR$(PEEK(X));:NEXT
230 CLOSE 5
7. Other information.
---------------------
7.1 Newsgroups worth reading.
If you are wanting as a question about an emulator or read what other
people are saying, then I recommend that you read comp.emulators.cbm :)
Another good group to read for general info about Commodore 8bit machines
is comp.sys.cbm.
7.2 Emulator benchmarks.
Some people are interested in the relative speed of the emulators with
respect to the actual machine it's emulating. So far, only the following
simple test program has been used in benchmarking emulators. More tests
and more machines are needed!
Benchmark test #1.
10 a = ti
20 print "[clr/home]"
30 for i = 1 to 1000
40 print "[up][up]"; i ; i * i
50 next
60 print "[down][down] time = "; ti -a
Results:
"Machine" "Config" "Software" "Score"
C128 64 mode CBM BASIC 1590
C128 40 col CBM BASIC 2226
C128 40 col fast CBM BASIC 1071 (1)
C128 80 col CBM BASIC 4072
C128 80 col fast CBM BASIC 2062
Sun SPARC IPC 8Mb RAM x64-0.2.2 1452 (2)
Osborne 486 DX2/50 16Mb RAM c64hercules 286
Osborne 486 DX2/50 16Mb RAM c64sally 234
Osborne 486 DX2/50 16Mb RAM c64s10cd 1486
Osborne 486 DX2/50 16Mb RAM c64neu 2985
Osborne 486 DX2/50 16Mb RAM c64alive --- (3)
Amiga 3000/25 6Mb RAM A64v2 788
+ Atari 1040 STfm Hi-res c64.tos 3567 (58 s real)
+ Atari 1040 STfm Low-res c64.tos 3624 (58 s real)
Notes:
(1) Screen automatically blanked during test.
(2) "ti" clock doesn't necessarilly keep real time in x64. In x64 the ti
clock is relative to the virtual speed, not the wall clock time.
(3) c64alive wouldn't run on test machine.
7.3 Emulator detection.
Writers of software on the C64 or emulators may wish to know whether the
"machine" their code is executing on is a real C64, or not. A small
BASIC program was written by Wolfgang Lorenz, and posted by Paul David
Doherty, which tests this.
Critical addresses for the PIA expansion
The critical addresses of the device are 57216--57343 ($DF80--$DFFF).
There is the PIA chip to which you POKE the values to switch memory
blocks. The PIA does not have 128 registers, as one might think. There
are sixteen copies of its 4 addresses in that memory area. For instance,
the addresses 57216, 57284, 57288 and 57340 are equivalent to each
other.
here's a small CBM-BASIC program by Wolfgang Lorenz which tests
whether it is running on a real C-64 or on an emulator. It also
contains a suggested method for emulators to allow other programs
to detect them. This detection method is already implemented
+ in the PC64 and C64S emulators; it would be nice if other emulators
(A64, MAC64, C64ALIVE, X64) would adhere to it too.
100 rem *** where am i? ***
105 rem -------------------------------
110 rem this is the recommended method
115 rem how to detect a c64 emulator,
120 rem e.g. for disabling fast loaders
125 rem
130 rem - the byte at $dfff changes
135 rem between $55 and $aa
140 rem - the byte at $dffe contains
145 rem the manufacturer code letter:
150 rem a = c64alive
155 rem l = mc64 beta 10-12, now free
160 rem m = mc64 beta 13-17, now free
161 rem p = personal c64
175 rem s = c64 software emulator
180 rem x = x64
185 rem - the word at $dffc contains
190 rem the emulator version number,
195 rem e.g. $0120 for version 1.2
200 rem - the bytes from $dfa0 contain
205 rem a copyright string with
210 rem emulator name and version,
215 rem $0d, copyright and $00. this
220 rem was at $df00 in early mc64
225 rem betas, but had to be moved
230 rem because $df00 is reserved for
235 rem ram expansion units
240 :
245 print:x=57343:if peek(x)<>85 then if peek(x)<>85 then 360
250 if peek(x)<>170 then 360
255 if peek(x)<>85 then 360
260 if peek(x)<>170 then 360
265 m$=chr$(peek(57342)):print "manufacturer = '";m$;"' ";
270 if m$="a" then print "(c64alive)";
275 if m$="p" then print "(pc64)";
285 if m$="s" then print "(c64s)";
290 if m$="x" then print "(x64)";
295 print:v=peek(57340)+peek(57341)*256
300 for i=0 to 3:v$=mid$("0123456789abcdef",1+(v and 15),1)+v$:v=int(v/16):next
305 print "version = $";v$
310 print:poke 780,160
315 if (m$="m" or m$="l") and v$="0100" and peek(60686)<>2 then poke 780,0
320 poke 782,223:sys 43806:print:end
325 :
330 rem -------------------------------
335 rem these are manufacturer-specific
340 rem workarounds, which should be
345 rem replaced with the official
350 rem emulator detection method
355 :
360 if peek(60682)<>0 then 385
365 print "c64 software emulator"
370 print "(c)1991-94 miha peternel"
375 end
380 :
385 if peek(60686)<>0 then 410:rem untested
390 print "x64 (version 1 or 2)"
395 print "(c)1993-94 j.sonninen/t.rantanen/j.valta"
400 end
405 :
410 x=57087:if peek(x)+peek(x)+peek(x)<>0 then 435
415 print "c64alive"
420 print "(c)1993-94 f.littmann developments"
425 end
430 :
435 print "this is an original c64 or c128"
You can distinquish a real C128 from C64 by testing the VDC status register
at $D600/$D601: If the value written to $D601 remains intact, its a C128 in
either mode, otherwise a real C64. There is no way (or need) to tell C64
from C64c though.
7.4 Other sources of information.
"watson" has a copy of the C64S faq.
-- Anywhere else?????
There are a number of WWW addresses that may be of interest...
+ - The New Commodore 64 WWW Server.
(Has c64s and x64 documents)
+ http://www.hut.fi/~msmakela/emul/index.html
+ http://www.hut.fi/~msmakela/c64.html (c64 general stuff)
- WWW Personal Computing and Emulation Homepage
+ (General emulator pages, not just Commodore)
http://www.cs.umd.edu/users/fms/comp/
- Commodore emulation
(The Commodore section from the link above)
http://www.cs.umd.edu/users/fms/comp/Emulation/Commodore.html
- X64 Emulator / Simulator For Unix
(Offical site for x64)
+ http://stekt.oulu.fi/~jopi/x64.html
+ - Commodore 64 computing
+ (Home of the comp.sys.cbm FAQ)
+ http://www.msen.com/~brain
+ - A Swedish devotee has placed a new World Wide Web site into operation
+ which looks very interesting. Mainly devoted at present to some C64 games
+ it carries short tips and cheats on others plus samples of well-known SID
+ tunes. Under construction are connections to other WWW sites
+ such as the Peter Weighhill/Marko Makela one. The URL is:
+ http://www.nada.kth.se/~d93-alo/c64/
+ - Seattle Labs
+ (Marketers of C64S)
+ http://www.seattlelab.com/c64s.htm
+ http://www.engr.wisc.edu/~conover/c64.html
+ =========================================================================
CBM EMULATION FAQ - (Version 2.20 02 Mar 95)
=================
This FAQ is usually posted twice a month on the 4th and 19th of the month
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 to
comp.sys.cbm.
Lines preceeded by a '+' have been added or modified since the last version
was posted.
+ This 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 essentially data.
+ Part 4 is basically reviews of various emulators.
---------------------------------------------------------------------------
8. Credits.
-----------
If anyone has a better description for any of these emulators then send me a
copy, also if you know of any other emulators or ftp sites then send me them
as well so that I can update the information.
Is any one out there thinking of making an emulator for a machine other than
a C64. (eg C128, VIC20, Plus4, C16, PET) I will add this to the list also.
Thanks to:
All the emulator authors
- For writing your emulator.
+ All the utility authors
+ - For writing your utility.
ftp.funet.fi : ftp site
- For having a large selection of emulators available.
watson.mbb.sfu.ca : ftp site
- For having a large selection of emulators available.
+ frodo.hiof.no: ftp site
+ - For mirroring watson and taking some of the load.
Jim Sloan : jsl...@u.washington.edu
- For posting the rom extraction routines on comp.sys.cbm.
Jouko Valta : jo...@stekt.oulu.fi
- For sending me some documentation on the ATARI-ST emulator,
the rom extraction routines, and comments.
- For "5. Emulator File Formats" section.
- For sending me the updated Kernal ROM section.
+ - For sending me the regualr updates.
Jim Brain : br...@msen.com
- For his comments & questions on version number.
Jens-Uwe Rumstich : rums...@informatik.hu-berlin.de
- For pointing out some German ftp sites & c64alive emu.
Eli Mackenzie : eli.ma...@fleming.edu
- For noticing some mistyped words and additions for 2.6.
Fredrik Ekman : D9...@rby.hk-r.se
- For info on Pet emulators
Eric Brown : br...@sme.siemens.com
- For info on Pet emulators
Caronni : car...@tik.ethz.ch
- For SX-64 rom information.
Per Olofsson : cl3p...@cling.gu.se
- For info on A64 emulator.
Marko Samuli Makela : Marko....@hut.fi
- For PET 64 aka 4064 aka Educator 64 kernel rom differences
- For writing the C64 Kernal ROM revision section.
Wolfgang Lorenz
+ - For the program and description of emulator detection.
+ - For answering so many questions.
Paul David Doherty (h014...@fx2800.rz.hu-berlin.de)
- For posting the detection program and suggestions for standard
file formats for the emulators.
Guntram Blohm (bl...@mathematik.uni-ulm.de)
- For description of the P00 file format and converting it.
Kevin Brisley (kbri...@tsegw.tse.com)
- For description of the T64 file format and converting it.
+ Michael Schwendt (3sch...@informatik.uni-hamburg.de)
+ - For the excellant new intro to SID emulators.
And extra special thanks to:
Peter Weighill - st...@csv.warwick.ac.uk
- For all the hard work he put into getting this FAQ going.
- For all the hard work he puts in to providing updates to the
information presented here. :)
9. Data.
9.1 C64 KERNAL ROM versions.
+ 9.2 C128 BASIC ROM versions.
--------------------------------------------------------------------------
9. Data.
9.1 Commodore 64 KERNAL ROM versions.
Below is information on differences between the Commodore 64
KERNAL revisions R1, R2, R3 and the Commodore SX-64 and the
Commodore 4064 ROMs. The chronological order must be R1, R2, 4064,
R3 and SX-64.
The KERNAL ROM R1 was obviously used only in early NTSC systems.
It lacks the PAL/NTSC detection, and always uses white color while
clearing the screen. The white color feature is from the VIC-20
ROM, but the VIC had a white background by default. Thus, this
feature can be listed as a bug. The CIA 1 timer A will always
divide the system clock through $411C == 16668. The other ROMs use
the values $4026 an $4296, depending on the system version
(PAL/NTSC), so their interrupt frequency is 985248 Hz / 16422 ==
59.996 Hz or 1022727 Hz / 17046 == 59.998 Hz. Note that both
clock divisor values differ from the value used in the KERNAL R1.
The PAL/NTSC flag ($2A6) affects the RS-232 timer settings as well.
It seems that the new RS-232 tables for the PAL have been created on
the upper BASIC interpreter area ($E000--$E4FF), from the address
$E4EC on. Surprisingly also the original NTSC tables have been
changed. Very probably the units running the KERNAL R1 had a slower
clock frequency. Extrapolating from the interrupt timer values,
they ran at 1.0000 MHz. Now this makes sense, since the first
(NTSC) video chips had 262 lines per frame and 64 cycles per line.
The frame rate was thus 1 MHz / 262 / 64 == 59.637 Hz. The newer
NTSC units run at 1022727 Hz and draw 263 lines per frame and use 65
cycles per line. This produces a frame rate of 59.826 Hz. Well,
now it is very obvious that there has been at least one mother board
type that has only been used on NTSC units. Probably the processor
clock was created from a 8 MHz chrystal frequency, which served as
the dot clock. The latter NTSC units generate the processor clock
by dividing the chrystal frequency of 14318181 Hz by 14, and the dot
clock will be generated by octacoupling the processor clock.
The PAL systems have been developed later, and they always run at
the same clock frequency, 17734472 Hz / 18. The frame rate has
always been 17734472 Hz / 312 / 63 == 50.125 Hz on those puppies.
The changes in the latter ROM revisions were mainly cosmetical.
There were some bugs corrected in the R3 revision, though.
Format for list:
Address: 901227-01 (Commodore 64 KERNAL R1, $FF80 content $AA)
901227-02 (Commodore 64 KERNAL R2, $FF80 content $00)
901227-03 (Commodore 64 KERNAL R3, $FF80 content $03)
??????-?? (SX-64 or DX-64 KERNAL, $FF80 content $43)
??????-?? (4064 aka PET 64 aka Educator 64, $FF80 content $64)
E119: C9 FF
AD E4
AD E4
AD E4
AD E4
E42D: 20 1E AB
20 1E AB
20 1E AB
20 1E AB
4C 41 E4
E477: 20 20 2A 2A 2A 2A 20 43 4F 4D 4D 4F 44 4F 52 45 20 36 34 20 42 41
20 20 2A 2A 2A 2A 20 43 4F 4D 4D 4F 44 4F 52 45 20 36 34 20 42 41
20 20 2A 2A 2A 2A 20 43 4F 4D 4D 4F 44 4F 52 45 20 36 34 20 42 41
20 20 20 2A 2A 2A 2A 2A 20 20 53 58 2D 36 34 20 42 41 53 49 43 20
2A 2A 2A 2A 20 43 4F 4D 4D 4F 44 4F 52 45 20 34 30 36 34 20 20 42
-: 53 49 43 20 56 32 20 2A 2A 2A 2A 0D 0D 20 36 34 4B 20 52 41 4D 20
53 49 43 20 56 32 20 2A 2A 2A 2A 0D 0D 20 36 34 4B 20 52 41 4D 20
53 49 43 20 56 32 20 2A 2A 2A 2A 0D 0D 20 36 34 4B 20 52 41 4D 20
56 32 2E 30 20 20 2A 2A 2A 2A 2A 0D 0D 20 36 34 4B 20 52 41 4D 20
41 53 49 43 20 56 32 2E 30 20 2A 2A 2A 2A 0D 0D 00 20 20 20 20 20
-: 53 59 53 54 45 4D 20 20 00 2B
53 59 53 54 45 4D 20 20 00 5C
53 59 53 54 45 4D 20 20 00 81
53 59 53 54 45 4D 20 20 00 B3
20 20 20 20 20 20 20 20 20 63
E4AD: AA AA AA AA AA AA AA AA AA AA
48 20 C9 FF AA 68 90 01 8A 60
48 20 C9 FF AA 68 90 01 8A 60
48 20 C9 FF AA 68 90 01 8A 60
48 20 C9 FF AA 68 90 01 8A 60
E4C8: AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA
AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AD 21 D0 91
AA AA AA AA AA AA AA AA AA AA AA 85 A9 A9 01 85 AB 60 AD 86 02 91
AA AA AA AA AA AA AA AA AA AA AA 85 A9 A9 01 85 AB 60 AD 86 02 91
2C 86 02 30 0A A9 00 A2 0E 9D 20 D0 CA 10 FA 4C AA AA AD 21 D0 91
-: AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA
F3 60 69 02 A4 91 C8 D0 04 C5 A1 D0 F7 60 19 26 44 19 1A 11 E8 0D
F3 60 69 02 A4 91 C8 D0 04 C5 A1 D0 F7 60 19 26 44 19 1A 11 E8 0D
F3 60 69 02 A4 91 C8 D0 04 C5 A1 D0 F7 60 19 26 44 19 1A 11 E8 0D
F3 60 69 02 A4 91 C8 D0 04 C5 A1 D0 F7 60 19 26 44 19 1A 11 E8 0D
-: AA AA AA AA AA AA AA AA AA AA AA AA
70 0C 06 06 D1 02 37 01 AE 00 69 00
70 0C 06 06 D1 02 37 01 AE 00 69 00
70 0C 06 06 D1 02 37 01 AE 00 69 00
70 0C 06 06 D1 02 37 01 AE 00 69 00
E535: 0E
0E
0E
06
01
E57C: B5 D9 29 03 0D 88 02 85 D2 BD F0 EC 85 D1 A9 27 E8 B4 D9 30 06 18
B5 D9 29 03 0D 88 02 85 D2 BD F0 EC 85 D1 A9 27 E8 B4 D9 30 06 18
20 F0 E9 A9 27 E8 B4 D9 30 06 18 69 28 E8 10 F6 85 D5 4C 24 EA E4
20 F0 E9 A9 27 E8 B4 D9 30 06 18 69 28 E8 10 F6 85 D5 4C 24 EA E4
20 F0 E9 A9 27 E8 B4 D9 30 06 18 69 28 E8 10 F6 85 D5 4C 24 EA E4
-: 69 28 E8 10 F6 85 D5 60
69 28 E8 10 F6 85 D5 60
C9 F0 03 4C ED E6 60 EA
C9 F0 03 4C ED E6 60 EA
C9 F0 03 4C ED E6 60 EA
E5EF: 09
09
09
0F
09
E5F4: E6 EC
E6 EC
E6 EC
D7 F0
E6 EC
E622: ED E6
ED E6
91 E5
91 E5
91 E5
EA07: A9 20 91 D1 A9 01 91 F3 88 10 F5 60
A9 20 91 D1 20 DA E4 EA 88 10 F5 60
20 DA E4 A9 20 91 D1 88 10 F6 60 EA
20 DA E4 A9 20 91 D1 88 10 F6 60 EA
A9 20 91 D1 20 DA E4 EA 88 10 F5 60
ECCA: 1B 00
9B 37
9B 37
9B 37
9B 37
ECD2: 00
0F
0F
0F
0F
ECD9: 0E 06 01 02 03 04 00 01 02 03 04 05 06 07
0E 06 01 02 03 04 00 01 02 03 04 05 06 07
0E 06 01 02 03 04 00 01 02 03 04 05 06 07
03 01 01 02 03 04 00 01 02 03 04 05 06 07
00 00 00 00 00 00 00 00 00 00 00 00 00 00
EF94: 85 A9 60
85 A9 60
4C D3 E4
4C D3 E4
85 A9 60
F0D8: 0D 50 52 45 53 53 20 50 4C 41 59 20 4F 4E 20
0D 50 52 45 53 53 20 50 4C 41 59 20 4F 4E 20
0D 50 52 45 53 53 20 50 4C 41 59 20 4F 4E 20
4C 4F 41 44 22 3A 2A 22 2C 38 0D 52 55 4E 0D
0D 50 52 45 53 53 20 50 4C 41 59 20 4F 4E 20
F387: 03
03
03
08
03
F428: D0 0B AD 95 02 0A A8 AD 96 02 4C 3F F4 0A AA BD C0 FE 0A A8 BD C1
F0 1C 0A AA AD A6 02 D0 09 BC C1 FE BD C0 FE 4C 40 F4 BC EB E4 BD
F0 1C 0A AA AD A6 02 D0 09 BC C1 FE BD C0 FE 4C 40 F4 BC EB E4 BD
F0 1C 0A AA AD A6 02 D0 09 BC C1 FE BD C0 FE 4C 40 F4 BC EB E4 BD
F0 1C 0A AA AD A6 02 D0 09 BC C1 FE BD C0 FE 4C 40 F4 BC EB E4 BD
-: FE 2A 48 98 69 C8 8D 99 02 68 69 00 8D 9A 02
EA E4 8C 96 02 8D 95 02 AD 95 02 0A 20 2E FF
EA E4 8C 96 02 8D 95 02 AD 95 02 0A 20 2E FF
EA E4 8C 96 02 8D 95 02 AD 95 02 0A 20 2E FF
EA E4 8C 96 02 8D 95 02 AD 95 02 0A 20 2E FF
F459: 4C
20
20
20
20
F4B7: 7B
7B
7B
F7
7B
F5F9: 5F
5F
5F
F7
5F
F762: 91 C9 FF F0 FA
A1 20 E0 E4 EA
A1 20 E0 E4 EA
A1 20 E0 E4 EA
A1 20 E0 E4 EA
F81F: 2F
2F
2F
2F
2B
F82C: 2F
2F
2F
2F
2B
FCFC: 18 E5
5B FF
5B FF
5B FF
5B FF
FDDD: A9 1B 8D 04 DC A9 41 8D 05 DC A9 81 8D 0D DC AD 0E DC 29 80 09 11
AD A6 02 F0 0A A9 25 8D 04 DC A9 40 4C F3 FD A9 95 8D 04 DC A9 42
AD A6 02 F0 0A A9 25 8D 04 DC A9 40 4C F3 FD A9 95 8D 04 DC A9 42
AD A6 02 F0 0A A9 25 8D 04 DC A9 40 4C F3 FD A9 95 8D 04 DC A9 42
AD A6 02 F0 0A A9 25 8D 04 DC A9 40 4C F3 FD A9 95 8D 04 DC A9 42
-: 8D 0E DC 4C 8E EE
8D 05 DC 4C 6E FF
8D 05 DC 4C 6E FF
8D 05 DC 4C 6E FF
8D 05 DC 4C 6E FF
FEC2: AC 26 A7 19 5D 11 1F 0E A1 0C 1F 06 DD 02 3D 01 B2 00 6C
C1 27 3E 1A C5 11 74 0E ED 0C 45 06 F0 02 46 01 B8 00 71
C1 27 3E 1A C5 11 74 0E ED 0C 45 06 F0 02 46 01 B8 00 71
C1 27 3E 1A C5 11 74 0E ED 0C 45 06 F0 02 46 01 B8 00 71
C1 27 3E 1A C5 11 74 0E ED 0C 45 06 F0 02 46 01 B8 00 71
FF08: 93 02 29 0F D0 0C AD 95 02 8D 06 DD AD 96 02 4C 25 FF 0A AA BD C0
95 02 8D 06 DD AD 96 02 8D 07 DD A9 11 8D 0F DD A9 12 4D A1 02 8D
95 02 8D 06 DD AD 96 02 8D 07 DD A9 11 8D 0F DD A9 12 4D A1 02 8D
95 02 8D 06 DD AD 96 02 8D 07 DD A9 11 8D 0F DD A9 12 4D A1 02 8D
95 02 8D 06 DD AD 96 02 8D 07 DD A9 11 8D 0F DD A9 12 4D A1 02 8D
-: FE 8D 06 DD BD C1 FE 8D 07 DD A9 11 8D 0F DD A9 12 4D A1 02 8D A1
A1 02 A9 FF 8D 06 DD 8D 07 DD AE 98 02 86 A8 60 AA AD 96 02 2A A8
A1 02 A9 FF 8D 06 DD 8D 07 DD AE 98 02 86 A8 60 AA AD 96 02 2A A8
A1 02 A9 FF 8D 06 DD 8D 07 DD AE 98 02 86 A8 60 AA AD 96 02 2A A8
A1 02 A9 FF 8D 06 DD 8D 07 DD AE 98 02 86 A8 60 AA AD 96 02 2A A8
-: 02 A9 FF 8D 06 DD 8D 07 DD AE 98 02 86 A8 60
8A 69 C8 8D 99 02 98 69 00 8D 9A 02 60 EA EA
8A 69 C8 8D 99 02 98 69 00 8D 9A 02 60 EA EA
8A 69 C8 8D 99 02 98 69 00 8D 9A 02 60 EA EA
8A 69 C8 8D 99 02 98 69 00 8D 9A 02 60 EA EA
FF5B: AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA
20 18 E5 AD 12 D0 D0 FB AD 19 D0 29 01 8D A6 02 4C DD FD A9 81 8D
20 18 E5 AD 12 D0 D0 FB AD 19 D0 29 01 8D A6 02 4C DD FD A9 81 8D
20 18 E5 AD 12 D0 D0 FB AD 19 D0 29 01 8D A6 02 4C DD FD A9 81 8D
20 18 E5 AD 12 D0 D0 FB AD 19 D0 29 01 8D A6 02 4C DD FD A9 81 8D
-: AA AA AA AA AA AA AA AA AA AA AA AA AA AA AA
0D DC AD 0E DC 29 80 09 11 8D 0E DC 4C 8E EE
0D DC AD 0E DC 29 80 09 11 8D 0E DC 4C 8E EE
0D DC AD 0E DC 29 80 09 11 8D 0E DC 4C 8E EE
0D DC AD 0E DC 29 80 09 11 8D 0E DC 4C 8E EE
FF80: AA
00
03
43
64
FF82: 18 E5
53 FF
53 FF
53 FF
53 FF
FFF8: 42 59
42 59
42 59
42 59
00 00
9.2 Commodore 128 BASIC ROM versions.
Below is information on differences between the Commodore 128
BASIC releases 1985 and 1986.
Format for list:
Address: 1985 release
1986 release
41F0: 35
36
4D70: 8E 0C 12
20 D1 7E
5C87: 8F 5C
8E 7E
5ED7: C8 D0 F8 E6 62 E6 27 AD 11 12 C5 27 B0 ED
E6 61 D0 02 E6 62 20 94 7E 90 F0 EA EA EA
5EF8: 4C 37 4D
60 00 00
5F02: 0C
2E
66A5: 8D 57 11 08 A2 23 20 4A 9D 28 B0 11 AD 54 11 8D
B0 11 AD 54 11 8d 56 11 AD 55 11 24 D8 10 04 0E
66B7: AD 55 11 24 D8 10 04 0E 56 11 2A 8D 57 11
2A 8D 57 11 A2 23 20 4A 9D EA EA EA EA EA
6839: 8D 92
82 7E
6845: 0C C0
88 7E
6860: 0C C0
88 7E
6F45: BD 05 70
20 A6 7E
6FF9: 2F B6 83 99 FC D1 BD 25 EF 20 BE D1 4C 50 55 5A 5F 65 6B 72 78 80
0F 0C 45 BF 7D 83 D6 79 73 C7 7C 97 43 47 4B 4F 54 59 5E 64 6A 70
-: 87 8F
77 7E
7A31: B7 FF
51 92
7E82: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
20 45 A8 4C F0 FF 20 45 A8 4C 0C C0 20 8F 5C 4C 86 03 E6 26 D0 02
-: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
E6 27 38 A5 26 ED 10 12 A5 27 ED 11 12 60 2C 03 0A 30 04 BD 05 70
-: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
60 BD B9 7E 8D 2D 12 BD C5 7E 60 9C BF 22 C8 B4 EB 71 4C 7F 12 08
-: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
68 45 49 4E 52 57 5C 62 68 6E 75 7C 83 8E 0C 12 A2 1B 86 18 60
7FC0: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
28 43 29 31 39 38 36 20 43 4F 4D 4D 4F 44 4F 52 45 20 45 4C 45 43
-: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
54 52 4F 4E 49 43 53 2C 20 4C 54 44 2E 20 41 4C 4C 20 52 49 47 48
-: FF FF FF FF FF FF FF FF FF FF FF FF
54 53 20 52 45 53 45 52 56 45 44 2E
7FFC: FF FF 00 4C
EF 8D 01 61
8323: 10
08
839C: 10
08
8A3C: 55
5B
8A4B: 55
5B
8A57: 38
EA
98BB: 38 6E 25 01
20 6E AA EA
9F18: 12 88
C0 6D
A153: 38 4C 75 92
EA 4C B2 A3
AA6E: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
20 D3 42 C9 2C D0 07 AD 33 01 20 EB 98 C8 38 6E 25 01 60
BFC0: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
28 43 29 31 39 38 36 20 43 4F 4D 4D 4F 44 4F 52 45 20 45 4C 45 43
-: FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
54 52 4F 4E 49 43 53 2C 20 4C 54 44 2E 20 41 4C 4C 20 52 49 47 48
-: FF FF FF FF FF FF FF FF FF FF FF FF
54 53 20 52 45 53 45 52 56 45 44 2E
BFFC: FF FF 00 3A
C8 CD 01 C5
+ ===================================================================
Appendices:
The things that don't really belong in the body of the faq, such as:
A. Reviews:
Lengthier comments about particular emulators, as they come to hand.
These may, or may not, be "biased"! You are invited to add to or
correct what is here.
+ 1. PC64
2. A64 V3
3. C64S (commercial)
4. PlaySID V3.0
5. C64S File Manager
+ 6. PC64 vs C64S
---------------------------------------------------------------------
+ 1. PC64
+ This review was deleted at the request of the emulator author, as it
+ contained outdated information. He has, however, provided some
+ additional information for the Q&A section. A "new" review would be most
+ welcome!
+ ---------------------------------------------------------------------------
2. A64 V3.
Review 1:
Review by:
James O. Shank Jr. HEE! v131...@ubvms.cc.buffalo.edu
AKA: Ninstar Cybermage I or sh...@acsu.buffalo.edu
Black Phoenix Rising... A or aa...@freenet.acsu.buffalo.edu
as posted in comp.sys.cbm, 16 Jun 1994.
I've recently had the opportunity to play around with a copy of A64 V3.
I've found that alot of programs run. Not necessarily as well as on a c64,
and slow, but alot more programs work than under version 2. On the other
hand, some programs which worked fine under version 2 (times of lore, for
example) do not work under version 3 because the graphics emulation, though
faster, does not handle multiple graphics banks very well. Those of you who
know alot about graphics are going "Uh-Oh" right now, but the problem doesn't
seem to appear in all that many programs. One thing I've noticed is that the
graphics Emulation runs a bit slower than the rest of the emulator at times,
which means that if you play something very complicated, like a flight
simulator, the input will be processed faster than the graphics, meaning that
you can make a 90 degree angle turn between two frames.
The convert software can solve alot of these problems by skipping the middle
man where processing is concerned, and speeding up things by letting the
Amiga do the work without the emulations help. It basically looks for the
densest blocks of code and converts them into Amiga assembly language.
Whenever the program tries to emulate a block that was translated, it
executes the Amiga block instead. Under V2, this was a long and complicated
process that most people lacked the expertise to perform, as you had to
search through the assembly language yourself and tell the computer which
blocks it had to convert. Under version 3, the entire process is automated,
allowing you to load a memory map, tell the computer to convert it, and
watch it go. I like the results I've had thus far, though I lack the
memory(stock amiga 600) to do any large programs. The code files tend to
be large.
The sound emulation is much better. Under version 2, you needed an
accelerated machine to get decent sound and often the sound was horrible
anyway. Under V3, the sound is still distorted by speed at times, but the
tones and sounds are mostly right on the money. If the program doesn't do
a great deal of other processing, the sound is nearly perfect. Sidplayer,
for example, was great, running almost up to speed with graphics and at
speed without. Sidplayer can run at speed with graphics on if you boost
the CIA rate, but occasionally the graphics will cause timing problems
which make a note last a little too long or too short, etc.
Advice: Run A64 on an accelerated machine if possible. Though it is
possible to get enjoyment from games on a slower machine if you fiddle with
the settings long enough and use convert, having an accelerated machine will
make your life easier. If you're going to be using C64 roms and converting
alot, then you may want to pick up an extra Meg of Memory. 2 Meg should be
enough, though you can emulate the ram expanders if you have 3 or four 8-).
(one Meg ram disk on a C64, who would have thought 8-) ).
Review 2:
From: korc...@oasys.dt.navy.mil (Joseph Korczynski)
Newsgroups: comp.sys.amiga.reviews
Subject: REVIEW: The A64 Package, version 3.0
Date: 11 May 1994 19:29:31 GMT
REVIEW
The A64 Package is a hardware and software product. The hardware
consists of a small box which has a male DB25 and 8 pin DIN connectors along
with some special circuitry. This box connects to your parallel port and
allows you to connect Commodore 8-bit serial peripherals such as the 15XX
series disk drives and printers. NEVER PLUG THE INTERFACE INTO YOUR AMIGA
WHILE THE AMIGA IS TURNED ON. You could damage your Amiga and peripherals
by doing so. If you have an Amiga 1000 you will require an additional cable
specifically made to connect A500/2000 devices to an A1000 parallel port.
The hardware interface can stay plugged in at all times without interfering
with any programs on your Amiga as long as they do not use the parallel
port. If you want to use your parallel port with some other pieces of
hardware like a printer or digitizer, you must either remove the hardware
interface and install the other device or use an A-B switch box (Centronics
parallel with female connectors).
The software is a collection of Amiga programs which lets you access
and run C64 software. The main program, A64, is the Commodore 64 emulator.
The other programs allow you to transfer files between the C64 and Amiga
disks (with 15XX disk drives).
After you install The A64 Package and run the A64 program, you will
notice that the BASIC startup screen is different from that of a real C64.
This is because the Commodore 64 ROMs (two computer chips located inside a
real C64 which contain the operating system) are not present in A64. The C64
ROMs are not included because they are copyrighted by Commodore. The A64
contains a complete C64 ROM emulation which allows A64 to run most C64
programs. A64 ROM emulation is very compatible with the C64 ROMs, but there
may be some C64 programs that will not run because of the lack of real C64
ROMs. The A64 Package utilities includes a C64 BASIC program which can be
transferred to a real C64 via a 15XX disk drive connected to the A64
hardware interface. This program when run on the C64 will dump the C64 ROMs
to a file which can then be transferred back to the Amiga and used in the
A64 emulation.
A64 is a complete Commodore 64 emulator. Sound, graphics, BASIC and
machine language are all emulated. A64 fully integrates with the Amiga by
allowing you to use Amiga disk drives, hard drives, ram drives, printers and
modems.
A64 operates in two modes: Pause Mode and C64 Mode. When in Pause
Mode, you have access to the A64 Prefs (preferences) and A64Mon (machine
language monitor). The current C64 program that A64 is running will be
paused. Pause Mode gives you complete access to the Amiga system, and
multitasking is completely functional. The C64 Mode runs the C64 program. In
C64 mode you do not have access to the Amiga system. Multitasking is not
disabled, but A64 controls a majority of the Amiga system. To enter Pause
mode from C64 Mode, press the two ALT keys simultaneously.
A64 emulation speed will depend on the program you are running and
the type of microprocessor that your Amiga uses. On 68000 based Amigas, A64
is not capable of running all programs at usable speed. Accelerated Amigas
can see emulation speeds over 300%. Most games will not run over 100% no
matter how fast your Amiga is.
I've done most of my evaluation of A64 with public domain software.
I have been able to run everything I can throw at it. I do enjoy browsing
the ABCUG user group monthly C64 public domain program disk.
A great deal of effort was spent trying to make the A64 as
compatible as possible. The biggest problem with compatibility is related to
disk I/O and custom disk drive routines. Custom disk drive routines "Fast
Loaders" are extremely time critical and must run at exactly 100% speed in
order to function properly. "Fast Loaders" vary from program to program. The
only way to emulate "Fast Loaders" is to write a custom loader for each
program which is impossible since there are hundreds of variations. A64 V3.0
supports some "Fast Loaders" using Patch Files. There are Patch Files for
ISEPICed archived programs, SID/PIC V3.4, SIDPlayer, and GEOS. (GEOS is
supported only on 68000 Amigas and 1541/1571 disk drives because of the
time-critical nature of the GEOS operating system.)
One method of speeding up A64 emulation is to convert the C64
program from 6510 opcodes to 68000 opcodes. This has the potential to double
your emulation speed. This is accomplished with a utility called "CONVERT".
The CONVERT utility converts C64 machine language into Amiga machine
language. This conversion process eliminates a lot of work the A64 has do
while running the emulation.
A64Tools is the file transfer and file conversion utility. It allows
you to copy, convert and print files using any combination of Amiga and C64
disk drives and printers. Text files can easily be converted between
PetASCII and ASCII. Amiga drives only support PRG and SEQ files under A64
emulation. ":" and "/" are illegal characters for Amiga filenames. When
A64Tools encounters on of these characters in a filename, the character will
automatically be changed to a "-".
As an original A64 V2.0 registered user, I am impressed with the
enhanced SID chip support, increased speed and compatibility. I also welcome
the addition of Patch Files for "Fast Loader" support along with support for
GEOS. It was worth the $25 upgrade fee.
DOCUMENTATION
Documentations consists of a professionally printed softbound
manual. It has an extensive index and table of contents. The manual assumes
that you are familiar with the basic operation of the Amiga and the terms
used to describe it. The manual also assumes you are familiar with the basic
use of the Commodore 64.
LIKES AND DISLIKES
I like the professionally bound manual.
I like the patch file support.
I like the improved SID support.
I dislike the software not working in native AGA graphic mode.
I would like to see 1581 emulation using native Amiga disk drives.
CONCLUSIONS
I enjoy the ability to emulate other computers. As Newsletter Editor
the ABCUG user group which supports the Amiga and Commodore 64/128 computer
users, I find A64 a valuable tool for reviewing C64 public domain software
and writing tutorials for the monthly newsletter. Understanding the
limitations of software emulation, I give this product **** (4 out of 5
stars).
COPYRIGHT NOTICE
Copyright 1994 Joseph F. Korczynski. All rights reserved.
+ ---------------------------------------------------------------------------
3. C64S commercial.
Reviews by:
1. Paul David Doherty (h014...@fx2800.rz.hu-berlin.de)
As posted in comp.emulators.cbm,4 Jul 1994.
2. Robert Rusbasan (rrus...@nyx10.cs.du.edu)
As posted in comp.emulators.cbm, 20 Jun 1994.
Review 1. by Paul David Doherty.
I have spent an hour testing software which didn't work with the
0.9x versions of C64S, and none of them works with the 1.0c
demo version, so I'd say that compatibility has not improved much.
There are lots of cosmetic changes, but the emulator core seems
to be the same as in the 0.9 versions.
Some games I have tested:
- Fahrenheit 451 (with copy protection AND fastloader removed)
= doesn't work
- Critical Mass (adventure) = the graphics are still messed up, no
matter whether I chose NTSC or PAL mode
- Masquerade = still doesn't show the pictures
A new feature (?) seems to be a requester "CPU JAM AT ... : PRESS ANY KEY"
which pops up with some games (Mask of the Sun, Amnesia) instead of
crashing the emulator. However, C64S still crashes pretty often (and
this means that neither will CTRL-ALT-INS reset the emulator, nor will
you be able to leave it with CTRL-PAUSE, nor will you be able to reset
your PC with CTRL-ALT-DEL! The only way out is the reset button.)
This never happens with MC64/C64NEU, and it's a shame that Miha wasn't
able to fix it. (As a rule of thumb, whenever "DISK IO" appears in
the lower right corner of the screen you can press the reset button :-)
Games which crashed totally in the above described way:
- Infocom games (only if you use the fastloader)
- Buckaroo Banzai
- Fantastic Four (if you use the fastloader)
- Lane Mastodon (and the other InfoComics)
To put it straight, I don't expect C64S to support fastloaders (yet), but
it shouldn't crash and lock up the PC. Besides, some of the games that
don't work run flawlessly on MC64 (Lane Mastodon, Fahrenheit 451), so
it's not just a fast loader issue.
All in all, I'm not terribly impressed. If others found significant
compatibility improvements, maybe they could post their experiences.
Review 2. by Robert Rusbasan.
Although I have generally preferred the C64NEU emulator, I got my tax
return today and thought I'd call Seattle Lab and give them a chance
to talk me into getting their commercial version of C64S.
I was generally pleased with what I heard.
The person I talked with seemed competent enough. When I told him that
I had been impressed but also frustrated by the public version of C64S
that Miha had released, he assured me that they have made a *lot* of
changes. He said the pre-beta releases and the commercial release
were "like night and day".
I told him that I couldn't get my analog joystick to work, and the keyboard
joystick emulation only seems to make sense to the author since I have yet
to run across anyone that likes it. He replied that the analog joystick
support has been radically improved, and that you can map the joystick to
any keys you want in the commercial release.
He said that it supports limited disk protection schemes, and they are going
to continue to work on this.
I whined that I and others have been unable to get any kind of response
from Miha and asked if they planned to support the product. He told
me they are going to have *strong* support for it, including phone, fax,
email, and an ftp site! I asked if the ftp site was up now, and he said
it sure was. You can access it at as.seattlelab.wa.com (204.29.31.1).
Since it is very new, you might have to use the IP address.
So far they only have the docs at the ftp site, but the list of enhancements
indicates that there may indeed be some merit to the "night and day" claim.
In particular, the sound and timing seems to have been improved. It
seems you don't have to guess at the speed anymore, since you can set it to
run at the original Commodore 64 speed, as fast as possible, or at a custom
speed. Version 0.9 basically just gave you the custom speed and let you try
to match the C64's original speed. Unfortunately, the docs still list
Miha's email addresses as the source of email support. I assume that is
out of date and they will have a Seattle Lab address soon.
He also told me that there *will* be a new shareware version of the product
out soon, and it will be put on the ftp site. That is a very smart move,
in my opinion, because currently the people who found the program floating
around have no way of knowing about the commercial version at all.
I decided to go for it, which got me a bit of negative news. Right now
they only ship COD, which adds $5 and brings the price to $60. He told
me that they'll be able to take credit card payment shortly and offered
to put my name on a list and call me when they could process my order
that way, but I told him to go ahead and ship it COD.
If anyone wants to take the plunge now, here is the order info:
Seattle Lab
214 1st St.
Kirkland, WA 98033
(206) 828-9001 (Voice)
(206) 828-9011 (Fax)
$55.00
---------------------------------------------------------------------------
4. PlaySID.
Short: Version 3.0 of the famous SID emulator
Author: r...@ios.se (Ron Birk)
Uploader: kun...@informatik.uni-muenchen.de (Peter Kunath)
Type: mus/play
NEW FEATURES:
V3.0 (1994)
* Uses PLAYSID.LIBRARY (please read separate docs)
* Support of XPK Data Compression
* Realtime waveform and envelope display (uses low priority task)
* Shows C64 pictures (Koala, Blazing Paddles, Doodle, Adv Art Studio etc.)
* TV System detection and selection
* Channel on/off selection
* PlaySID is now a commodity
* Uses a config file for settings
* Multifile selection (music and pictures)
* Ability to show and hide PlaySID windows
* Second PlaySID instance redirect modules to the running one
* PlaySID font removed
* More arexx commands
* Many major bugs corrected
PRODUCT INFO:
This is a utility which uses the playsid.library to emulate the SID
and 6510 chip. The SID chip is the component in the C64 computer that
handles sound. The 6510 chip is the CPU of the C64, that means the
component that actually executes all programs. Because the Amiga
does not have these chips and others, you can't run C64 programs
directly on Amiga.
Now this utility lets you play all those C64 programs that produce
sound. As you probably know, the C64 has three sound channels (the
amiga has four). But this utility also allows use of the fourth
channel. This channel is the product of some special programming on
the C64, it isn't really a channel.
The purpose of this product is to make the best conversion of C64
sound on Amiga ever possible. If you think some sound isn't correctly
converted please let us know.
This utility is designed to work with true multitasking, under any
system version and any amiga model. It can be run from both Workbench
and CLI/Shell. It should work with any other program that don't use
sound or timing. If this isn't the fact please let us know.
Some time ago we released a similar product called "The 100 most
remembered C64 game-tunes". This product is the version 3.0 of that
program. The tunes on that demonstration disk are now also available
to this version. And up to date there are more than 400 tunes
available. We and others are also working with more.
+ ---------------------------------------------------------------------------
5. C64S File Manager.
Commodore 64S File Manager Version 1.0 (C) 1994 John Risby
===========================================================
In this first version of the file manager, only one feature is implemented.
This lets you list your C64S tapes in a scrolling window with a description
of the Game, i.e:-
Attack the the Mutant Camels
Archon
Galaga
Sanxion
Zolyx
You can then scroll up and down and when you select the highlighted game
by pressing RETURN, the file associated with it is copied onto testtape.t64
and C64S is run.
This saves having to constantly manualy copy files in able to use the
shareware version of C64S.
If I feel it is worth it, or I get requests, I may add mouse support,
disk support, automatic entry of games etc... Then again you may all just
say, "Hey, I've got my own batch file, why do I wanna use a 20K program?!".
Whatever, I like it.
INSTALLATION
============
1) Copy the file FM64.EXE to your C64S directory.
2) Create a file called FM64.INI using your favourite text editor and enter
your games as follows :-
#Attack of the Mutant Camels
aoftmc.t64
#Archon
archon.t64
#Bounces
bounces.t64
#Burning Rubber
burnrubb.t64
The lines preceded by # are the descriptions of the games. The next line
must contain the filename of the game. A sample INI file is included and
is called SAMPLE.INI.
3) Backup testtape.t64 by typing :-
copy testtape.t64 backup.t64
Help and Support
================
This has only been tested on my system, by me, with c64s01cd.zip so in effect
this is a beta release. Hopefully there won't be any problems but if there
are I would very much like to hear from you.
If you need any help or further information regarding the file manager, or you
want to suggest any improvements, report bugs, criticize or just chat, feel
free to contact me by email: jo...@enville.demon.co.uk
DISCLAIMER
==========
Ok now for the legal crap.
This version of the File manager is released into the public domain on
15/9/94 by John Risby (jo...@enville.demon.co.uk). The File Manager is
provided as-is WITHOUT ANY WARRANTY, either express or implied, including
but not limited to the implied warranties of merchantability and fitness
for a particular purpose. You use this program at your own risk.
+ ---------------------------------------------------------------------------
+ 6. PC64 vs C64S.
+ Article by Jeremy Blackman, AKA Ranma Saotome <ra...@eskimo.com>
+ in comp.emulators.cbm, 18 Feb '95.
+ Q:I am thinking about buying a C64 emulator, but I need some advice which
+ C64 emulator to buy, the PC64 or the C64s? All the emulators on net are
+ demos, and do not work completely, isn't that so? Or do they work just
+ fine? I would appreciate any help.
+ A:Someone oughta put together a small FAQ on these emulators. If no one
+ else has, I suppose I could.
+ (What's this, chopped liver? :)
+ * Both C64S (my personal choice, cause PC64 don't support GUS for sound)
+ and PC64 have ALMOST fully working demo versions. The limitations are
+ that on C64S you cannot use an analog joystick until you register, you
+ must use keyboard controls to simulate a joystick, and on PC64 you
+ cannot use a joystick, nor can you access directly off a Commodore drive,
+ which you can in the registered version.
+ TO compare the two:
+ * C64S is nice in that it supports GUS, which none of the others do
+ (hey, PC64 person...hint hint hint <grin>). It has a fairly easy-to-
+ understand setup and interface, and overall works fairly well.
+ I have run across a few games that don't work on it, for example,
+ I cannot get the T64 of "Pharoah's Curse" to run on C64S, any version,
+ though it runs on PC64. C64S also supports .D64 disk images, which is
+ very nice. This allows you to use games which require swapping disks,
+ like Adventure Construction Set, the Last Ninja (hey, why does this game
+ die after the first level?), Racing Destruction Set, etc.
+ * PC64 has a much less intuitive interface, but many more options. I
+ particular like the option of using some of the alternative ROM set
+ images, such as the 64SX image and the EXOSV3 images. (I've almost got
+ a copy of EXOSV3 hacked into C64S...<grin>...little side project. It
+ sometimes crashes however, so I'm working on it). It however only
+ supports Soundblaster, where C64S also supports GUS. It also refuses
+ to acknowledge a GUS in SB mode, and also refuses to work off the SB
+ clones (sound16a) in the other machine here. So for sound, C64S wins
+ hands down. This emulator has shown more success in loading certain
+ games, but due to the lack of support for .D64 type disk images, it can
+ be a _REAL_ pain to run multidisk games, or games that require saved
+ data disks. I current have written a program to take a .D64 and extract
+ it into a directory so you can use the Manager for PC64 to set up
+ subdirectories to fake the disk sides. Unfortunately, some games check
+ the disk volume label, and PC64 automatically has the volume label be
+ the DOS drive and path. So it cannot run some of these games.
+ * I have not played with C64NEU, though I will, so I cannot give a review
+ or info on it.
+ * Neither C64S nor PC64 can load Fastloader games at the present time,
+ though there ARE programs out there to shut off Fastloader support.
+ (I had one for use on my C64 since I had a Super Snapshot cartridge
+ which was very much faster than any of those fastloaders, and it
+ could conflict). Unfortunately, I have not seen any of these
+ programs put out as D64 or T64 or P00 files.
+ * PC64 appears to have support for cartridge images, but I'm not sure.
+ (Could someone confirm or deny this?) If it does, it'd be nice if
+ someone could take an image of the Super Snapshot cartridge...
+ * It is possible to get VIC chip problems, such as flickering (try MULE,
+ leave it on the title screen long enough and the credits begin to flicker,
+ and Realm of Impossiblity loses the stat bar to static on rare occasions)
+ on C64S. I have not managed to get these errors on PC64, and the video
+ refresh is sometimes smoother. I have a 486DX2/66 before you ask, and
+ local bus video. I am running under MSDOS, not Linux. I didn't feel like
+ playing with Dosemu. <grin>
+ In summary - I like C64S's simplicity of interface, and it wins by far on
+ disk system since it supports those D64 images (though it'd be nice to
+ have support for multiple disk drives, so you could select a disk image
+ for drive 8, one for 9, etc...) and it wins by far on sound since it
+ supports GUS. PC64 has more power, with the ROM set options, the Charset
+ and Basic options (hey, I want some of those enhanced basic sets, anyone
+ got an image?), but I have not gotten sound to work and I don't like the
+ disk system as much, though the ability to set up multiple drives is very
+ nice.
+ PC64 has much more expandability, since it can use those ROM images (hey,
+ anyone got a ROM image of the Commodore 65DX? I have the support and
+ demo disks for it, and I'd love to play with the thing...I somehow doubt
+ the hardware was 100% compatible, though.). C64S is the easier one to
+ get up, running, and playing games with.
+ So, for the moment, I leave both on. PC64 is for playing with hacking
+ around on, and C64S is for the games. Again, I know there is a third one
+ out, C64NEU, but I haven't played with it at all.
+
+ Any further questions about experiences/testing whatever can come to me
+ via e-mail, any suggestions for the FAQ if I am gonna be the one to write
+ it as well, and major technical questions go to the people who wrote the
+ emulators, so they can spend all their time answering mail instead of
+ writing the next emulator versions.
+ Oh, lastly on another note - does anyone know about contacting Seattle
+ Labs to be a full beta tester? As I live in Seattle, it'd be nice to