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- From: tsrken@voicenet.com (tsr/hornet)
- Newsgroups: comp.emulators.cbm,comp.answers,news.answers
- Subject: COMP.EMULATORS.CBM: Emulation FAQ for Commodore 8bit Computers (2/4)
- Followup-To: comp.emulators.cbm
- Date: 5 Jan 1997 23:42:59 GMT
- Organization: Voicenet - Internet Access - (215)674-9290
- Lines: 461
- Approved: news-answers-request@MIT.EDU
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- Reply-To: tsrken@voicenet.com
- NNTP-Posting-Host: omni1.voicenet.com
- Summary: Emulation FAQ for Commodore 8bit Computers.
- Keywords: cbm commodore 8bit emulation faq CBM FAQ
- X-Newsreader: TIN [version 1.2 PL2]
- Xref: senator-bedfellow.mit.edu comp.emulators.cbm:16264 comp.answers:23494 news.answers:91285
-
- Archive-name: 8bit-emulation-faq/part2
- Comp-answers-archive-name: commodore/8bit-emulation-faq/part2
- News-answers-archive-name: commodore/8bit-emulation-faq/part2
- Comp-emulators-cbm-archive-name: 8bit-emulation-faq/part2
- Posting-Frequency: twice a month (monthly to news.answers)
- Version: 3.5
-
- CBM EMULATION FAQ - (Version 3.5, 4 November 1996)
- =================
-
- This FAQ is usually posted twice a month on the 4th and 19th to
- comp.emulators.cbm. Since comp.emulators.cbm was set up to remove the
- emulator discussion from comp.sys.cbm, this FAQ will not be posted there.
-
- Lines preceeded by a '+' have been added or modified since the last version
- was posted.
-
- The FAQ is in four parts due to its size.
- Part 1 is general information and a list of available emulators.
- Part 2 is questions and answers.
- Part 3 is mostly data.
- Part 4 is basically reviews of various emulators.
-
- ---------------------------------------------------------------------------
-
-
- 3. Questions & Answers
- ----------------------
-
- A section to answer common questions that emulator users pose. Please
- forward any questions or answers you think would be appropriate for this
- section to the faq maintainer, or just post to the newsgroup!
-
- 3.1 General.
-
-
- Q: Is it legal to get copyrighted games for the C64 for free on the net?
- A: Good question. It is true that most of the games on the net are still
- copyrighted, and will be for a long while. However, the companies
- and authors that hold these copyrights have not taken any action
- against anyone offering games via ftp or www.
- So, it seems that most copyright holders of old C64 games do not
- especially care about what happens to those games which are not
- selling anymore. As a result, it's mostly up to your sense
- of morality to decide whether to support sites that offer commercial
- software.
-
- But, keep in mind that the C64 as a viable market to sell software
- is not dead yet! In general it's a good idea not to put on the net
- anything released very recently. If you do, you are robbing what's
- left of the commercial scene from growing and prospering, and I hope
- you spontaneously combust.
-
- Q: Hey, I have this really cool game/demo/utility for emulators. Can
- I post it on this newsgroup for all to share?
- A: No, you may not. Firstly, it annoys people who read news offline due
- to high rates, who now have to spend over double the time d/ling
- because of your posting. Secondly, it causes the group's traffic to
- skyrocket, which could get the group deleted from your news server.
- It does happen!
-
- Q: How can I use the emulator that comes with the Activision C64 Action
- Pack to play games other than those which came with it?
- A: You can't, as the emulator refuses to load anything that is not on
- the cd-rom that it comes on. The only way around this would be to
- try to 'crack' the cd-rom protection, which I have not seen a way to
- do yet. Anyone?
-
- On the good side, the games are on plain .d64 files, and these can be
- copied to your hard-drive and played on the emulator of your choice.
-
- Q: Why would you want to emulate a CBM 8 bit computer?
- A: 1. As a coding exercise, to show it can be done.
- 2. Nostalgia.
- 3. Takes up less space than another computer, monitor, and disk drive
- 4. Don't have to worry about hardware going down or disks going bad.
- 5. 'cos the software still rules :>
-
- Q: Is there a way to read C64 disks on an IBM PC drive?
- A: No. The PC's disk controller is too "dumb" to be able to be
- programmed to read non-MFM disks. The C64 uses GCR. This limitation
- is why the PC cannot read Amiga disks either.
-
- Q: So, how can I get my C64 disks from the C64 to the PC, then?
- A: One possibility is to set up a null-modem cable between the 64 and
- the emulator machine, and use a serial transfer. If you have a 1571 or
- 1581, then you can use either the Big Blue Reader (BBR) or the Little
- Red Reader (LRR) to read/write DOS formatted disks. BBR is commercial
- and can still be purchased, and LRR is a freeware version of BBR.
-
- A better way (if you still have access to a C64 disk drive) is to use
- the transfer utilities that come with the emulators C64S and PC64, or
- a specialized transfer utility such as X1541, Trans64, Star Commander
- and so on. These utilities require a special cable that connects the
- C64 drive to your PC's parallel port; the schematic for this cable
- comes with the emulators.
-
- 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: Opinions vary, naturally. Since the majority of emulators are either
- freeware or shareware, your best bet is to download which ones interest
- you and see which you like the best.
-
- The two main emulators for the PC are C64S and PC64, and both have
- their own advantages and disadvantages. C64S has somewhat better
- graphics emulation and supports fastloaders, but is very slow on older
- computers when fully emulating the 1541, and is fairly expensive to
- register. PC64 has a superior user interface and can do some things
- C64S cannot, but its sound capabilities are not as good as C64S's.
- Ultimately, of course, it's your choice :)
-
- Q: How can I 'grab' graphic images of the screen while an emulator is
- running?
- A: In C64S, just hit the Print Screen key and a file (C64Sxxxx.bmp, xxxx
- being a number) will be outputted to your directory. Other emulators
- do not have a built-in screen grabber, so your best bet is to use a
- TSR screen-grabber such as Screen Thief to get graphic images.
-
- Q: How do I use more than one disk at a time on either PC64 or C64S?
- A: Have both disks in your directory, for example:
- disk-1.d64
- disk-2.d64
- When the game asks for disk 2, hit F9 in C64S (or F5 in PC64) and
- change the disk to disk-2.d64.
-
- Q: Can somebody post me the BASIC and KERNEL ROM code in order to get my
- C64 emulator working?
- A: ftp.funet.fi, in the dir /pub/cbm/c64/firmware, has all versions of
- the BASIC and KERNEL roms there, with a good index.
-
-
- 3.2 C64S.
-
- Q: How do I run other .d64 files with the C64S emulator demo version 1.0c?
- A: Just rename the .d64 file you are interested in to testdisk.d64. It
- will work just fine under c64s10cd.
-
- Q: OK, but how do I get multi-disk games to work in C64S shareware v1.0c?
- A: Create a number of subdirectories, containing the .d64 files of the
- game you want to play in C64S 1.0c. Rename them all to testdisk.d64,
- and then use the DOS utility 'subst' to substitute those dirs with
- drive letters.
- For example: subst e: c:\c64\disk2
- When your game asks you to change the disk, use the CD command in
- the disk menu to change the disk and press E. Then return to
- the game and press space or whatever to continue loading.
-
- Keep in mind that none of this is necessary with C64S v1.1b, since
- it allows you to select any disk you want.
-
- Q: What kind of machine is best for running C64S?
- A: C64S reaches 100% speed on a 486-33, but with a lowered frame rate.
- On a 486dx2/66 it runs at 100% with a 1/1 or 1/2 frame rate, and on a
- fast enough Pentium you can get it running at up to 600%. If C64S is
- too slow on your computer, try adjusting the frame rate, as the VGA
- card you have is probably the main bottleneck that the emulator has.
-
- Q: There are some objects on the screen that you will just pass through
- as if they didn't exist. I noticed it on Miner 2049'er and Jumpman.
- Is this fixable or just a bug?
- A: Read the manual! If the screen refresh is not set to Original, some
- games may have spotty collision detection.
-
- Q: Why is C64S 2.0 so slow on my computer?
- A: Probably because you have "Full 1541 emulation" turned on. In order
- for C64S to be able to emulate the 1541 100% it unfortunately has to
- devote a lot more time to the 1541 emulation; hence the slowdown. To
- get around it, simply set the 1541 emulation to "Regular" in the
- config utility; you don't need full emulation except for fastloading/
- copy-protected programs.
-
- Q: So, what's in store for the next version of C64S?
- A: The next version appears to be _the one_ where Miha will go for true
- near-100% c64 emulation. The CPU, timer, and sprites will be 100%
- correctly emulated, most if not all VIC tricks will work correctly,
- there will be several new Super VGA video modes with blends and inter-
- laces, digitized tapes will be supported, the "freeze" file format
- will be finalized, the emulator will be made a bit speedier, and in
- short, Miha will have a very busy year ahead of him. :)
-
- Q: Shouldn't it be possible to stick all the C64 games in one HUGE .T64
- file, and thus have easy access w/ descriptions to all the games?
- A: Theoretically it is possible; however, for practicial reasons (DOS is
- low on memory etc.) C64S limits the maximum number to 64.
-
-
-
- 3.3 PC64.
-
- Q: What are the keys for the joystick?
- A: Use the arrows on the numeric keypad and Ctrl to fire. Don't forget to
- turn Num Lock off.
-
- Q: Can you use a printer with PC64?
- A: You can connect the devices 4..7 either to a device like PRN or a DOS
- file. There are 4 code mappings CBM -> ASCII:
- channel 0 = big letters, channel 7 = small, rest = unchanged
- all big letters
- all small letters
- leave everything unchanged
- If you want mapping *AND* graphics, you can open 2 files with
- different channels (e.g. 7 and 1).
-
- Q: Can PC64 do PC speaker sound?
- A: Sorry, no. The SID voices 1 to 3 are mapped to the Adlib FM part of a
- Soundblaster compliant card, and the samples over $D018 go to the DSP.
-
- Q: Is there a way to get an analog IBM compatible joystick to work in pc64?
- A: IBM analog joysticks on a game card and C64 digital joysticks on the PC64
- cable are supported only in the registered version.
-
- Q: Do ISEPICed files work with PC64?
- A: Yes, but only if they are in .P00 format (and not on a .d64 disk image).
- The ISEPIC loader tries to read the disk via 'M-R', and if this fails
- it will load the data file with the standard routines.
-
- Q: How does the sound support work?
- A: PC64 maps SID voices 1 to 3 to Adlib and digitized samples to
- Soundblaster DAC. Voice synchronisation, ring modulation and filters
- aren't supported. The Adlib sounds a little different from the original,
- but the tunes are cleaner than the sample approach of C64S, C64Alive and
- SIDPlay. Digital drums and noises sound good, but digitized speech has
- timing problems if the <Options / Timing / Update screen every x.
- vertical refresh> is higher than 1.
-
- Q: What are all these ROMS that come with PC64? Are these legal?
- A: r1.64k, r2.64k, r3.64k different revisions of kernal
- original.64k kernal r3 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
-
- As for legality.. the author of PC64 has asked both the German sites of
- Commodore and Microsoft if they would let him distribute the ROMs.
- Commodore Germany directed him to Commodore USA, and he hasn't heard
- anything from anyone at all since; so, he decided to include the ROMs
- without permission. If this situation suddenly changes, you can still
- read the ROMs from a connected C64 if you need to (the Manager/Read
- ROMs command).
-
- Q: Can you please list the extra commands / features of the two kernal
- replacements that come with PC64?
- A: Here are the main features of the 64'er System 1 ROM:
- - Fast loader, about 6 times (useless on the emulators (: ). You need
- a second ROM for the 1541.
- - Additional keys:
- F1 = (directory)
- F2 = sys4096*
- F3 = list[return]
- F4 = old, restores Basic programs after reset
- F5 = [cls]run[return]
- F6 = off, disables extensions
- F7 = load[return]
- F8 = device 8/9, sets default drive
- Ctrl+CursorDown = go to last screen line
- LeftShift = Stop scrolling
- - Shift+Run/Stop default is floppy
- - "Wedge", i.e. floppy commands and status with @
- - The 1541 @ replace bug has been fixed
-
- Q: How can I set PC64 up with Linux dosemu?
- A: This is an excerpt of the PC64 user manual (thanks to Marko Makela):
- Linux dosemu
- The emulator has been used on Linux with kernel versions 1.1.64 to 1.1.73
- and dosemu 0.53.35. If you get a newer version of dosemu, you may need to
- upgrade the Linux kernel as well.
- This instruction assumes that dosemu is already running. Note that the
- configuration file /etc/dosemu.conf must be edited to allow graphics.
- Disable the video BIOS shadowing and use the setting "allowvideoportaccess
- on". Uncomment the "video" line that corresponds to your display adapter.
- You should be able to start PC64 from the DOS command line, just like you
- would do in MS-DOS. If you want to use the joysticks or the L64 link, you
- may need to edit /etc/dosemu.conf to grant access to the corresponding I/O
- ports. The sound is not likely to work, even though you grant access to
- the AdLib or Soundblaster registers. The SoundBlaster registers are at
- 0x210-0x29f, depending on the jumper settings.
- ports { 0x201 } # analog joystick
- ports { 0x378 0x379 0x37a 0x37b } # LPT1
- ports { 0x3bc 0x3bd 0x3be 0x3bf } # LPT2
- ports { 0x278 0x279 0x27a 0x27b } # LPT3
- ports { 0x2bc 0x2bd 0x2be 0x2bf } # LPT4
- ports { 0x388 0x389 } # AdLib
- Note that there is a bug in dosemu: If a DOS program is running in
- graphics mode, and you switch to another console with Ctrl+Alt+Function
- key (F1-F8) and back to dosemu, the graphics screen will not be updated.
- If you haven't set the option "VGA card on local bus" in Options /
- Desktop, you have to press ESC and F5 after switching back to PC64 in
- order to refresh the C64 screen.
-
- Q: How can I load the p00 files that I have converted from the tape
- images(.t64)?
- A: <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: Certain games (most EA games, for example) generate CPU jam errors
- no matter what I do. Is this a problem with fastloaders or with disk
- copy protection?
- A: There are certain illegal opcodes ($02, $22, ...) which halt the 6510
- CPU. Neither IRQ nor NMI can change this state; only a RESET works.
- When the emulators encounter such an illegal opcode, they print out
- an error message (PC64 uses some of the opcodes as ROM traps).
-
- If a CPU jam happens, first copy the disk image back to a 1541 and run
- the program on a real C64. If it doesn't work, it's either a copy
- protection or your disk image has been crippled. Some transfer programs
- between 1541 and PC do not use checksums.
-
- If the program runs on a real C64 but not on PC64, it is using C64
- features which aren't emulated yet. Try 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.
-
-
- Q: What are all the timing settings(what do they do and mean?)...
- A:
-
- Update screen every nth vertical refresh
- A C64 updates the screen 50 (PAL) or 60 (NTSC) times per second. One
- Update is called "vertical refresh". As the VIC consumes 80% of the
- emulation time, you can increase speed by increasing this value. If
- you set it to 60, the screen updates once per second. Then you get 500
- percent on a 486DX2-66. This is only useful for applications. For games,
- use settings between 1 and 5. The default is 2 which means 25 fps
- (frames per second).
-
- Limit 6510 performance to n percent
- A C64 is always 100 percent fast. The emulator will run as fast as
- possible, e.g. 150 percent on a 486DX2-66 with schreen refresh 1:2.
- To get original C64 speed, you should set this value to 100 percent.
- The PC will then waste the 50 percent difference between 150 and 100
- with waiting.
-
- Use VideoCounter algorithm #n
- If a game doesn't scroll correctly (Boulder Dash, Rambo, 1942), then
- try settings 2 or 3.
-
- Start of interrupt consumes n cycles
- VIC[12h]: Report new line at n percent
- The first setting is for Raster IRQ, the second for Raster Polling.
- Change them if there is a single wrong line at the beginning or at
- the end of a screen switch (scolling region <-> non scrolling region
- or text <-> graphics) or if there is a single flickering line. The
- shortcuts are <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.
-
-
-
-
- 3.4 Other emulator specific.
-
- Q: I have problems extracting the files from AMIGA .lha sidtune archives,
- which I downloaded from Ami-Net or <frodo.hiof.no>, on my PC running
- DOS ! Further I can't get SIDPLAY to accept the extracted files !
- A: Consult the FAQ to SIDPLAY. It is available in the latest SIDPLAY
- package or by asking the author <3schwend@informatik.uni-hamburg.de>
- to send you the latest version (SIDPLAY v1.25b handles fixed
- *.INF/*.info files).
-
- Q: Has anyone been able to get the A64 emulator for the Amiga running?
- Every time I start it up, the system crashes.
- A: What version? If it's V2, then it always crashes under Kickstart 3.1.
- V2 works under Kickstart 3.0, but not if you use the OCS/ECS chips
- (using AGA scrambles the display :-P).
- To be sure of getting A64 to work you have to use Kickstart 2.0.
- If it's V3, then you may have to turn the data cache off on faster
- (68040) Amigas.
-
- Q: Hey, could it be possible for Frodo to take over the whole system
- like A64 does? Would it speed up the emulation much?
- A: The author informs me that there will never be a non-multitasking
- version of Frodo, as the speed gain would be marginal enough (1-2%)
- that it wouldn't be worth it.
-
- Q: Anyone ever get C64 Alive working? I can't seem to figure out what to
- call the ROM files, and the docs are of no help.
- A: (Part 1) You don't have to call ROM files, just type 'c64alive.exe' - if
- this doesn't work - for me it works fine - there must be some other
- problem like the extended video mode (on my Speedstar 24 (ET4000)) C64S
- does not run instead ...
- (Part 2) Load NO drivers except himem.sys. It worked fine from there.
- It only loads single files, and in raw format which trans64 converted
- fine. (from George A Neal <gneal916@netcom.com>)
-
- Q: I'm running A64 v3 on my AGA machine and the sprites are messed up!
- A: Questronix fix: Set your sprite pointer to lo-res.
- BETTER FIX: Use the PD utility KILLAGA to trick your Amiga!
- 1) From the CLI, type ED A64! (Be sure to specify directory!)
- 2) Type KILLAGA A64 (specify directory of KILLAGA)
- 3) Save A64! (In same place as A64)
- 4) Go into ICONEDIT and save A64!.icon as a PROJECT
- 5) Go to Workbench and get info on A64!. Enter ICONX as the default
- tool.
-
- Q: I'm having some trouble getting Trans64 to work.
- A: Don't just press the "test" button once, press it ten times and
- if any one of the test's fail then adjust your delay. I say 10 because
- if your delay is not long enough it will show up in one of the 10 tests.
- I have the delay set to 40; the machine I have is a 486 DX/2 66 and
- my parallel port comes off one of these vesa local bus ide multi i/o
- cards.
- If I drop the delay to less than 40 then sometimes I get unpredictable
- results with the test.
-
- ===========================================================================
-
-
-