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- THE GRAFIX MENU
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- COLORS
-
- For a complete description of the COLORS option see the COLOR
- SCREEN section.
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- BORDERS
-
- KEY SEQUENCE: None
-
- The BORDERS menu option allows you to toggle the C64's borders on
- and off. Because the Amiga does not support a true border around
- its screen, a border around the entire C64 screen can not be
- emulated efficiently. To support programs that need borders, for
- such things as changing the border color to signify some status
- within the program, A64 supports a border on the top and bottom
- of the screen. Changing the status of the borders will have no
- effect on the operation of A64, but may make some programs look
- better.
-
- The BORDERS menu option has two settings: ON and OFF. You can
- select one or the other of these settings and selecting one
- automatically unselects the other. The current selected setting
- is shown by displaying a checkmark next to it.
-
- When ON is selected A64 will display a border at the top and
- bottom of the C64 screen.
-
- When OFF is selected there will be no visible border on the C64
- screen.
-
- NOTE: The borders will not be visible until you exit A64 Prefs to
- C64 mode.
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- SCRN REFRESH
-
- KEY SEQUENCE: None
-
- The SCRN REFRESH menu option allows to change the way and speed
- in which A64 draws the C64 screen.
-
- When selecting SCRN REFRESH you will be prompted with a requester
- containing several gadgets. The function of each gadget is as
- follows:
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- SCREEN REFRESH TYPE GADGET
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- A64 is capable of drawing the screen in two distinct ways and the
- SCREEN REFRESH TYPE GADGET allows you to switch between these two
- methods. This gadget has two settings: DIRECT and SAMPLE.
- Selecting DIRECT will force A64 to use DIRECT MODE and selecting
- SAMPLE will force A64 to use SAMPLE MODE. The meaning of each
- setting is as follows:
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- DIRECT MODE
-
- When A64 is in DIRECT MODE it writes to the Amiga's screen
- directly. This means, when the C64 is performing an operation
- that changes some part of the C64's screen A64 make the same
- change immediately to the Amiga's screen. This way of drawing
- directly to the Amiga's screen has the advantage of showing
- changes of the C64's screen immediately resulting in smoother
- screen updates, but has the disadvantage of having the tendency
- to slow down A64 when alot of changes are happening to the C64's
- screen seemingly at one time. For example, scrolling in games.
- DIRECT MODE is the default setting for the way A64 draws the
- screen and it is suggested that you try using this setting before
- trying SAMPLE mode for most C64 programs.
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- SAMPLE MODE
-
- When A64 is in SAMPLE MODE it draws the changes in the C64 screen
- at a set SAMPLE rate. This means that A64 will sample the C64
- graphics at a certain rate to see what has changed and then draw
- the changes. This way of drawing the screen has the advantage of
- being faster when alot of changes are happening to the C64's
- screen seemingly at one time. For example, scrolling in games,
- but has the disadvantage of making the screen updates appear
- jerky and at times out of sequence.
-
- NOTE: Out of the two ways of drawing the screen, SAMPLE MODE is
- the most compatible with the C64. It has the ability to
- handle up to 25 raster IRQs per screen, spaced as little as
- 1 scan line apart, while DIRECT MODE can handle up to 25
- raster IRQs per screen, spaced as little as 8 scan lines
- apart. Although DIRECT MODE has this limitation, it will
- handle most C64 programs with no problems, but if you do
- encounter a C64 program where the screen does not look
- like it should try switching to SAMPLE MODE to correct it.
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- SCREEN REFRESH RATE GADGET
-
- The SCREEN REFRESH RATE GADGET allows you to change the rate in
- which A64 checks if it should redraw the C64 screen. This
- gadget is a string gadget and it allows you to enter a five
- digit number that corresponds to A64's screen refresh rate.
- This number can range from 1-65535 and the way A64 interprets it
- is as follows:
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- A64 uses the SCREEN REFRESH RATE value as a countdown to check
- if it should redraw the screen. A64 subtracts 1 from this value
- 60 times per second and when the value counts down to 0 A64
- resets the counter and checks if it should redraw the screen.
- Depending on whether SAMPLE MODE or DIRECT MODE is selected and
- on what changes the C64 has made to its screen A64 will decide
- whether or not to redraw the screen.
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- For example if you set this setting to 1 then A64 would subtract
- 1 from it 60 times per second (1-1=0) and would result in A64
- checking if it should redraw the screen 60 times per second.
-
- See: REFRESH RATE TABLE in the GRAFIX section.
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- OK AND CANCEL GADGETS
-
- Selecting OK will preserve all changes to the SCRN REFRESH
- settings and selecting CANCEL will ignore any changes and abort
- the operation.
-
- NOTE: Both the SCREEN REFRESH TYPE and SCREEN REFRESH RATE
- settings can have major effects on A64's speed. We suggest
- you play around with these settings while using different
- C64 programs to see their effects.
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- RASTERS
-
- KEY SEQUENCE: None
-
- The RASTERS menu option allows you to change some settings
- related to the video scan line.
-
- When selecting RASTERS you will prompted with a requester
- containing several gadgets. The function of each gadget is as
- follows:
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- SCAN LINE READ GADGET
-
- Before explaining this setting we need to explain some basic
- principals of video circuitry and how the C64 uses them. Inside
- your computer's monitor (or TV) is an electron beam that sweeps
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- across the inside of your monitor's picture tube, refreshing the
- picture as it goes. This electron beam sweeps across the screen
- from left to right and refreshes the screen one horizontal line
- at a time. This horizontal line is called a scan line. The
- standard NTSC screen is made up of 262 of these scan lines. This
- process of refreshing the screen, one scan line at time, happens
- very rapidly. It takes your monitor 1/60th of a second to
- refresh one entire screen. This means that in one second the
- screen will have been refreshed 60 times.
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- Inside the C64 is a pair of registers (memory locations) that
- contain the current scan line number that is being refreshed by
- the monitor. These registers are used by MANY C64 programs for a
- variety of purposes. Seeing how these registers change at a
- regular rate many C64 programs use them for timing. Another
- popular use for these registers is for a program to wait for a
- specific scan line before continuing.
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- A64 is capable of handling reads of the scan line registers in
- two ways and the SCAN LINE READ GADGET allows you to switch
- between these two methods. This gadget has two settings: REAL
- and FAKE. The meaning of each setting is as follows:
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- REAL
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- When the SCAN LINE READ GADGET is set to REAL, A64 will use the
- Amiga's hardware to get the current scan line. This method is
- the more compatible of the two and should be used whenever
- possible. There is one problem with using this method. Because
- of internal timing in the Amiga some scan lines can not be read.
- Because of this, if a C64 program is waiting for one of these
- scan lines it will lock up waiting for something that will never
- happen (You can either select FAKE, described below, or reset A64
- to unlock the program). Because of this problem A64 supports
- another way of reading the scan line registers, explained below.
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- NOTE: It has been reported that with certain video devices
- connected to your Amiga, like GenLocks, A64 will fail to
- run with the SCAN LINE READ gadget set to REAL. Because of
- this problem the default setting is FAKE, but if you do not
- have one of these devices connected to your Amiga you
- should switch this setting to REAL.
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- FAKE
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- When the SCAN LINE READ GADGET is set to FAKE, A64 will simulate
- the function of the scan line registers. This method will allow
- some C64 programs to run that wouldn't ordinarily with the above
- mentioned REAL method. This method will allow all scan lines to
- be read, but because of the fact that it is a "fake" reading it
- will not be in sync with the true scan line. This will not cause
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- major problems with most C64 programs, but it will throw off the
- timing of any program that uses the scan line registers for that
- purpose.
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- ROUND SCAN LNS GADGET
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- The C64 has the ability to change its graphics modes many times
- during one screen. Because of a minor incompatibility with a
- small number of C64 programs A64 may not change graphics modes
- at the exact scan line that the C64 intended causing garbage
- graphics data to appear in a couple of scan lines on the screen.
- The ROUND SCAN LNS GADGET will allow you to correct this problem
- with some programs. This gadget has two settings ON and OFF.
- When ON is selected A64 will force the changes in the screen to
- drawn at the nearest 8 scan lines and when OFF is selected this
- feature will be disabled.
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- It is really difficult to explain the ROUND SCAN LNS GADGET
- without getting overly technical. Simply, if you are running a
- C64 program and parts of the screen do not look correct try
- turning ON the ROUND SCAN LNS setting to try and correct it.
- The ROUND SCAN LNS GADGET can also cause some program's screens
- to appear totally wrong. In this case the this option should be
- turned OFF.
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- OK AND CANCEL GADGETS
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- Selecting OK will preserve all changes to the RASTERS settings
- and selecting CANCEL will ignore any changes and abort the
- operation.
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- SPRITES
-
- KEY SEQUENCE: None
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- This section describes sprites. Sprites are independent graphic
- images that are not part of the screen in the normal sense. If
- you are unfamiliar with sprites we recommend reading one of the
- many books available on C64 graphics.
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- The C64's sprites and the Amiga's sprites are about as compatible
- as fire and water. Trying to get Amiga sprites to behave like
- C64 sprites is not an easy feat. One of the biggest problems
- that you will notice almost immediately is that the sprites will
- flicker. Because of size differences between Amiga and C64
- sprites there are not enough Amiga sprites to emulate all of the
- C64's sprites at one time. Because of this Amiga sprites need to
- be re-used, causing the flicker. The more C64 sprites that are
- used and if they are expanded horizontally the worse the
- flickering gets. There are also other problems created because
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- of incompatibilities between Amiga sprites and C64 sprites.
- Sprite collisions and sprite priorities are not 100% compatible.
- Most of the problems with emulating C64 sprites are caused by
- restrictions in the Amiga's hardware. It's hard to believe, but
- there are some things a C64 can do that an Amiga can't.
- compatibility with C64 sprites has been greatly improved since
- earlier versions of A64, but there are still problems that are
- not easily corrected. Many people have suggested using "BOBs"
- to emulate the C64 sprites, but unfortunately doing this would
- slow A64 down to a crawl. We will continue to work on sprites,
- but unfortunately there will always be incompatibilities.
-
- The SPRITES menu option allows you to change how A64 handles C64
- sprites.
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- When selecting SPRITES you will be prompted with a requester
- containing several gadgets. The function of each gadget is as
- follows:
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- MONO SPRITES GADGET
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- The C64 has two types of sprites: multi-colored sprites that use
- 4 colors and standard sprites that use 2 colors. The emulation
- of multicolored sprites can decrease the speed in which A64 runs
- some programs. The MONO SPRITES GADGET allows you to force A64
- to use standard sprites in place of multi-colored sprites. This
- will allow A64 to run some programs faster. This gadget has two
- settings: ON and OFF. Selecting ON will enable the replacement
- of multi-colored sprites with standard sprites and selecting OFF
- will disable this feature.
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- SPRITE COL GADGET
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- The C64 is capable of generating interrupts when two sprites
- collide with each other. Because of incompatibilities between
- the Amiga hardware and the C64 hardware these collisions are
- not emulated 100%. The SPRITE COL GADGET allows you to disable
- sprite to sprite collisions. This gadget has two settings: ON
- and OFF. Selecting ON will enable sprite to sprite collisions
- and selecting OFF will disable them.
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- FRGRD COL GADGET
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- The C64 is capable of generating interrupts when a sprite
- collides with part of the normal screen. Because of
- incompatibilities between the Amiga hardware and the C64
- hardware these collisions are not emulated 100%. The FRGRD COL
- GADGET allows you to disable sprite to foreground collisions.
- This gadget has two settings: ON and OFF. Selecting ON will
- enable sprite to foreground collisions and selecting OFF will
- disable them.
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- NOTES: Sprite to foreground collisions are more compatible than
- sprite to background collisions and less problems can be
- expected with this type of collision.
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- The SPRITE COL GADGET and FRGRD COL GADGET can be used
- to get endless lives in many C64 games by disabling
- collisions.
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- PRIORITIES GADGET
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- The C64 is capable of displaying sprites either in front of the
- rest of the screen or behind it. This capability is called
- sprite priorities. Because of incompatibilities between the
- Amiga hardware and the C64 hardware these priorities are not
- emulated 100%. The PRIORITIES GADGET allows you to select how
- A64 handles these priorities. This GADGET has three settings:
- NORM, FRONT and BACK. Selecting NORM will force A64 to do its
- best to emulate the C64's sprite priorities. Selecting FRONT
- will force A64 to display all sprites in front of the rest of
- the screen and selecting BACK will force A64 to display all
- sprites behind the rest of the screen.
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- DATA RATE GADGET
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- The DATA RATE GADGET allows you to change the rate in which
- A64 updates the C64 sprite images. This gadget is a string
- gadget and it allows you to enter a five digit number that
- corresponds to the rate in which A64 updates the C64 sprite
- images. This number can range from 1-65535 and the way A64
- interprets it is as follows:
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- A64 uses the DATA RATE value as a countdown to update the C64
- sprite images. A64 subtracts 1 from this value 60 times per
- second and when the value counts down to 0 A64 resets the
- counter and updates the sprite images.
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- For example if you set this setting to 1 then A64 would subtract
- 1 from it 60 times per second (1-1=0) and would result in A64
- updating the sprite images 60 times per second.
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- See: REFRESH RATE TABLE in the GRAFIX section.
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- HARDWARE RATE GADGET
-
- The HARDWARE RATE GADGET allows you to change the rate in which
- A64 updates the Amiga sprite hardware used to emulate the C64
- sprites. This includes such things as sprite colors, sprite
- positions and sprite re-use (what causes the flickering of
- sprites). This gadget is a string gadget and it allows you to
- enter a five digit number that corresponds to the rate in which
- A64 updates the Amiga sprite hardware. This number can range
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- from 1-65535 and the way A64 interprets it is as follows:
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- A64 uses the HARDWARE RATE value as a countdown to update the
- Amiga sprite hardware. A64 subtracts 1 from this value 60 times
- per second and when the value counts down to 0 A64 resets the
- counter and updates the Amiga sprite hardware.
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- For example if you set this setting to 1 then A64 would subtract
- 1 from it 60 times per second (1-1=0) and would result in A64
- updating the Amiga sprite hardware 60 times per second.
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- See: REFRESH RATE TABLE in the GRAFIX section.
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- OK AND CANCEL GADGETS
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- Selecting OK will preserve all changes to the SPRITES settings
- and selecting CANCEL will ignore any changes and abort the
- operation.
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- NOTE: All the SPRITES settings can have dramatic effects on C64
- programs utilizing sprites. By changing these settings you
- can dramatically change the speed, appearance and
- useability of many C64 programs, especially games.
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- When you bring up A64 Prefs you may notice some images
- disappear from the C64 screen, this is normal. These
- images are C64 sprites. A64 Prefs does not support C64
- sprites so they will disappear from the screen when it is
- entered.
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- ALL GFX
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- KEY SEQUENCE: None
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- The most time consuming part of A64 is the emulation of C64
- graphics. The ALL GFX menu option allows you to turn off all of
- A64's graphics allowing A64 to run at much greater speeds. This
- option can be useful to temporarily disable all graphics allowing
- a C64 program to perform some operation much faster than it
- normally would. For example if the program you're running does
- extensive calculations or if you want to listen to a program's
- sound at the fastest possible speed.
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- The ALL GFX menu option has two settings: ON and OFF. You can
- select one or the other of these settings and selecting one
- automatically unselects the other. The current selected setting
- is shown by displaying a checkmark next to it.
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- Selecting ON will enable all of A64's graphics.
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- Selecting OFF will stop A64 from updating any C64 graphics.
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- NOTES: If you turn off all of A64's graphics don't forget that
- you did or it will appear that A64 has locked up because
- the screen will not change, even when you reset A64.
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- This option is not saved as a configuration setting.
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- REFRESH RATE TABLE
-
- Listed below is a table of refresh values and their corresponding
- rates that can be used to set the SCREEN REFRESH RATE, SPRITE
- DATA RATE and SPRITE HARDWARE RATE settings. Your are not
- limited to the values in this table, but they can be used for
- reference.
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- REFRESH RATE VALUE REFRESH RATE
- ------------------ ----------------
- 1 60 x per second
- 2 30 x per second
- 3 20 x per second
- 4 15 x per second
- 5 12 x per second
- 6 10 x per second
- 10 6 x per second
- 15 4 x per second
- 30 2 x per second
- 60 1 x per second
- 120 1 x per 2 seconds
- 600 1 x per 10 seconds
- 6000 1 x per 100 seconds (1.66 minutes)
- 65535 1 x per 1092.25 seconds (18.20 minutes)
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- See: SCREEN REFRESH RATE GADGET, DATA RATE GADGET and HARDWARE
- RATE GADGET in the GRAFIX section.
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