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- PC64. !!!!!!THE BEST!!!!!!
-
- 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.
-
-