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-
-
- I Introduction
-
- 1.1 What´s MagiC64 ?
- 1.2 A C64-Emulator in 1995 ?
- 1.3 System Requirements
-
-
- II Quick Start
-
- 2.1 Fast Introduction
-
-
- III The Emulator
-
- 3.1 Copyright and Registration
- 3.2 Save
- 3.3 Graphics
- 3.4 Cpu & Rom
- 3.5 Video
- 3.6 Sprites
- 3.7 Sound
- 3.8 Joysticks
- 3.9 Keyboard
- 3.10 Floppy
- 3.11 D64 Disks
- 3.12 T64 Tapes
- 3.13 P00 Files
- 3.14 C64 Files
- 3.15 Disk State
- 3.16 Start
- 3.17 Quit
-
-
- IV Floppy Emulation
-
- 4.1
- 4.2 Supported Functions
- 4.3 Non supported Functions
-
-
- V Frequently Asked Questions
-
- 5.1 How to speed up things ?
- 5.2 Programs which won´t work
- 5.3 No feedback of the emulator ?
- 5.4 Where can I get games ?
-
-
- VI Greetings and Thanks
-
-
-
- I Introduction
-
-
- 1.1 What´s MagiC64 ?
-
- MagiC64 is a C64 emulator for the Amiga, which tries to emulate
- a real C64 in an exact manner. The emulator has the following
- properties:
-
- - Complete emulation of the 6510-CPU
- (including illegal opcodes)
-
- - Line-by-line VIC emulation
-
- - All graphics modes
- - Horizontal and vertical scrolling
-
- - Complete sprite emulation
-
- - Sprite-sprite collisions
- - Sprite-background collisions
-
- - Sound emulation with 6581sid.library
- (only available in the registered version of MagiC64)
-
- - ROM emulation, you can also use the original Roms
-
- - Keyboard and joystick input
-
- - Floppy 1541 emulation
-
- - Fastload and fastsave for all programs
- - Nearly all 1541 commands are supported
-
- - Support for the following formats: D64, T64, P00
- and raw C64.
-
- - Conversion between all formats possible
-
- - Bitplane optimized graphics functions, on fast
- Amigas original C64 speed is possible.
-
- - The emulator is programmed OS-friendly, it runs
- in a fully multitasking environment
-
-
- 1.2 A C64-Emulator in 1995 ?
-
- This emulator was written in a time, when -in my opinion- there
- were no reasonable C64-Emulators for the Amiga. Prototype for
- MagiC64 also were the C64-Emulators for the PC, which have
- reached an impressive level today. As a consequence of that,
- MagiC64 supports the most common PC formats, because nearly all
- C64 programs are available in one of these formats. Another
- goal during the development of MagiC64 was a good speed of the
- emulation. That is why MagiC64 has very fast bitplane optimized
- graphic functions. There is no conversion from chunky to planar,
- which results in a dramatically improved graphics performance.
-
- Now Amiga owners have once again the possibility of using all
- the games and programs of a C64. Although these games and
- programs do not convince anymore for today´s sound and graphic
- standards, they often possess an amazing level of fun and
- excitement.
-
- Furthermore MagiC64 has the common features only emulators can
- offer e.g. Fastload, Fastsave and the possibility of freezing
- and continuing programs at any time.
-
-
- 1.3 System Requirements
-
- A C64 emulation is, if it works line-orientated like MagiC64,
- quite CPU intensive. MagiC64 needs at least a 68020 CPU, a
- fast 68030 or 68040 is recommended. The graphic functions are
- in need of some memory for lookup tables, there must be 1,7
- MB of free memory available, a high Fastram access speed has
- a positive effect. Using an A4000 or an Amiga with a 68030-
- turboboard should guarantee full pleasure during the use of
- MagiC64. On the software side one should have Kickstart 2.04
- or higher, the special features of Kickstart 3.0 with regard
- to screen double-buffering are used, too. Summarized:
-
- - 68020 or higher
- - 1,7 MB free memory
- - Kickstart 2.04 or higher
-
- Of course the emulator can also be used on Amigas without
- AGA chipset.
-
-
-
- II Quick Start
-
-
- 2.1 Fast Introduction
-
- The emulator can be started from CLI or Workbench. In the
- unregistered version there will be popped up a window, showing
- the copyright and registration conditions. It can be closed by
- clicking the OK button. After that you can see a window with
- several selection buttons. You can reach the C64 mode by
- clicking the START button, return to the emulator window by
- pressing the ESC key. By doing this the actual state of the
- emulation is frozen. To load and start a program the right
- format must be chosen under the point DISK & TAPE. At the same
- time D64 files, which are images of a 1541 disc, and T64 files,
- which contain several C64 programs, are supported. Finally the
- P00 files, which represent a single C64 program, are supported,
- too. Is T64 or P00 chosen all files in the actual T64 or P00
- directory are scanned and the C64 names of the programs appear
- in a requester. Double clicking on the name of a program loads
- and starts it, contemporary you return to the C64 mode. If you
- see an empty requester you can determine the directory in which
- the files reside by clicking on T64-DIRECTORY or P00-DIRECTORY.
- The requester will be actualized automatically. If you want to
- use D64 files, then you should first click LOAD D64. Select a
- D64 file now. The directory of this disk file will appear in
- the requester, again you can load and start a program by double
- cklicking it. In the C64 mode you can cause a reset by pressing
- F9, which is followed by a module check, so that module programs
- are started again. If you press F10 a hard reset is done, which
- always leads to the initial message of the emulator. Has a
- program been started the joystick port can be changed after
- clicking JOYSTICKS. If in your opinion the emulator is running
- too slowly, you can type in a value greater than 1 under VIDEO
- in the requester "DISPLAY EVERY (N)TH FRAME". On an A4000 you
- should gain full speed for every program with a value of 3.
- Changing this value also helps when music sounds strangely. The
- most important keys:
-
- - ESC Return to emulator window
- - F9 Reset with module check
- - F10 Reset without module check
-
-
-
- III The Emulator
-
-
- 3.1 Copyright and Registration
-
- There are two versions of MagiC64:
-
- - The unregistered version, in which some options are disabled.
- You can copy and distribute the unregistered version without
- any restrictions. In this version you don´t have sound, you
- can´t save anything, too.
-
- - The registered version with all options enabled. Copying or
- distributing this version is forbidden. The keyfile which
- enables all features is valid for all updates.
-
- Copyright for both versions:
-
- Michael Kramer
- Im Hirschfeld 28
- 52222 Stolberg
- Germany
-
- E-Mail: michael_kramer@pop.ac-copy.com
-
- You can register at the above address or by E-Mail. The
- registration fee is $25 US or 40 DM, payable cash or as
- euro cheque. If you send the money or the euro cheque,
- I´ll send you the keyfile which enables all features.
-
- Please note: For sound you will need the 6581sid.library too,
- which is NOT part of MagiC64. This library is
- part of A64. A demo version of A64, which contains
- this library, is available on AMINET.
-
-
- 3.2 Save
-
- Save all settings and paths in the MagiC64.prefs file. This
- option is only available in the registered version.
-
-
- 3.3 Graphics
-
- - Display Video
-
- If you turn off this option, only a window will pop up when
- clicking the START button. The emulation is running in
- background mode now. Use this, if you run programs which
- have no or only some visual output. Emulation speed is very
- fast in this mode.
-
- - Synchronize
-
- Turning on this option means that non displayed frames are
- synchronized with the real display. This will result in
- better music and sound effects. You should turn off this
- option if you have a very slow computer e.g. a plain A1200.
- This option has no effect if the value "Display every (n)th
- frame" in the "Video" menue is equal 1 because every frame
- is displayed in this case.
-
- - Screen Mode
-
- By clicking on "SELECT ..." a standard screenmode requester
- will appear where you can select the screen mode for the
- C64 mode. The emulation is running in 320x200, so you should
- select a mode like PAL or DBLPAL. In other modes e.g. EURO72
- you have a higher frequency, but only a quarter of the screen
- is used. You need Kickstart 2.1 for changing the screen mode,
- as standard mode you have PAL or DBLPAL.
-
- - Screen Type
-
- In this cycle gadget you can choose between "Amiga-View" and
- "Amiga-Screen". Because screen doublebuffering is supported
- first in Kickstart 3.0 with special operating system functions,
- you should use "Amiga-View" in lower Kickstart versions for
- optimum performance. Using Amiga-View you can´t use Amiga M
- for screen flipping. The multitasking is not impaired in
- other terms. "Amiga Screen" does *ONLY* work correctly in
- Kickstart 3.0 if you have installed SetPatch 40.14 or
- higher. If you don´t have, MagiC64 will crash when using
- "Amiga Screen".
-
- As a rule of thumb:
-
- - In OS 2.04 and OS 2.1 you should always use "Amiga
- View" for performance reasons.
-
- - In OS 3.0 you have to install SetPatch 40.14 or
- higher, otherwise "Amiga Screen" won´t work. If
- you haven´t installed SetPatch 40.14 or higher,
- choose "Kick 2 Double-Buffering" when prompted
- at start or use "Amiga View" instead.
-
- - In OS 3.1 "Amiga Screen" will correctly work.
-
- You can determine the version of your SetPatch program by
- typing Version C:SetPatch in the CLI.
-
- In some modes e.g. DBLPAL it can happen that the display
- is not centered or some parts are not displayed when
- using "Amiga View". Sorry, but this is a bug in the OS,
- use "Amiga Screen" in this case.
-
-
- 3.4 Cpu & Rom
-
- - Warning at crash opcode
-
- When the emulation executes a crash opcode e.g. $02, normally
- the C64 mode is left and a warning is given. A real C64 could
- only be restarted by Reset. As a consequence the warning
- requester gives the possibility of a Reset or a continuation
- of the emulation. Pressing the F10 key is the only action
- making sense in this case, when back in C64 mode.
-
- - Warning at break opcode
-
- The execution of the opcode $00 (BRK) is normally no action
- of a C64 program making any sense. You should switch off these
- warnings if you want to use monitor programs in the C64 mode.
-
- - Skip RAM Test
-
- Normally the RAM of the C64 is checked during a C64 reset.
- This test is switched off by a ROM patch, which speeds up the
- Reset remarkably.
-
- - ROM emulation / Original ROM
-
- Because of copyright reasons the original roms are not included,
- instead a ROM emulation is used. This emulation uses changed ROMs,
- if you read them out and put them into a real C64, it will not
- work. Whoever wants can also use the original ROMs. They must reside
- in the Roms directory, named BASIC.ROM, CHAR.ROM and KERNAL.ROM.
-
-
- 3.5 Video
-
- - Display every (n)th frame
-
- With this value you determine which frames of the emulation
- are really calculated and displayed on screen. The higher this
- value is the faster C64 programs will run because fewer
- processing time for the graphics is required. On values
- greater than 1 it may possibly happen that sprite collisions
- are later recognized. This is no severe effect for most
- programs. Recommendable values are in range 1 to 5. Also raise
- this value if music and sound effects are to slow. In this
- case the emulation can´t deliver the sound data for the
- sound library fast enough.
-
- - Rasterline Cycles
-
- This is a value for the VIC emulation determining how many
- cycles one rasterline will consume. You may change this value
- slightly (!) when raster interrupts cause flickering on
- screen. Recommendable values are in the range 60 to 66.
-
- - Badline Cycles
-
- This determines the number of cycles a badline is consuming.
- Badlines are rasterlines in which the CPU has fewer cycles
- available because these cycles are required by the VIC.
- Change only slightly. Recommendable values are in the range
- 20 to 24.
-
- - Start Cycle
-
- Determines the cycle in which the VIC will begin to fetch
- char data. For vertical scrolling it is important whether
- the scroll register is written before or after this cycle.
- Change this value when vertical scrolling doesn´t work
- properly. Recommendable values are in the range 10 to 14.
-
- - PAL / NTSC
-
- Determines how many lines the emulation is internally using.
- A few games only work in one of the two modes. If you use
- NTSC the emulation will run somewhat faster because fewer
- lines have to be calculated. On the other side the C64 CPU
- has fewer cycles per frame available.
-
-
- 3.6 Sprites
-
- - Display Sprites
-
- Turn on sprites. Turning off sprites speeds up the graphics,
- but makes no sense for most games.
-
- - Sprite-Sprite Collisions
-
- Turn on sprite-sprite collisions. If you turn off this option,
- graphics may speed up a little bit. Many games use their own
- collision detection instead of the hardware detection, so
- turning off this collisions can make sense.
-
- - Sprite-Background Collisions
-
- Turn on sprite-background collisions. Only few games use
- hardware sprite-background collision detection, so turning
- off these collisions may be helpful. Graphics performance
- is improved in this case.
-
- The above options act for all sprites together. In the individual
- settings options you can do the above settings for single
- sprites. You can construct trainer versions of games by turning
- off the collisions for the sprite the player is driving. This
- only works if games use hardware collision detection.
-
-
- 3.7 Sound
-
- Sound is only available in the registered version of MagiC64.
- For sound the 6581sid.library is required. This library is
- NOT part of MagiC64. A demo version of A64, another C64 emu-
- lator for the Amiga, contains this library. A64 is available
- in the Aminet, too.
-
- - Sound on
-
- Turn on music and sound effects. Turning off maybe useful
- in games with bad music.
-
- - Channels
-
- Turn on the three channels individually.
-
- - Loudness
-
- With this slider gadget you can regulate the maximum
- loudness for all three channels.
-
-
- 3.8 Joysticks
-
- Amiga and C64 both have two digital joystick ports. Because
- the Amiga uses port 0 for the mouse, you can direct the input of
- port 1 to the virtual ports 0 and 1 of the C64. It´s possible to
- direct one Amiga port to two C64 ports at the same time. If you
- choose these settings every game should work, independent of
- which port is used. There can be some strange effects if a game
- uses the C64 port 0 and the keyboard at the same time because at
- the C64 port 1 is connected parallel to the keyboard. Of course
- for games with a two-player mode the Amiga port 2 can also be
- used, but then the mouse must be taken off.
-
-
- 3.9 Keyboard
-
- - Original / National
-
- While the original mode is running there is the try to copy
- a C64 keyboard physically in a nearly exact way. In this mode
- are e.g. in German Y and Z exchanged, the #-key is covered
- with = ect. This mode makes sense for games, which depend
- upon a certain location of the keys on the keyboard. On the
- contrary in the national mode every key is treated corresponding
- to the national location of the keys and the key is translated
- into the adequate C64 key press.
-
- In both modes some keys have a special meaning:
-
- - ESC. The emulation is frozen and returns from C64 mode to
- the main window of the emulator. There you can change some
- settings, after that press START to continue in C64 mode.
-
- - F9. Reset of C64 emulation. A module check for a module at
- $8000 is done. If there is a module, the module program
- will be started, otherwise the initial C64 message will
- appear on the screen.
-
- - F10 Hard reset of the C64 emulation. There is no module check,
- the emulation always returns to power-up message.
-
- - Enter stops the emulation without leaving the C64 mode. After
- pressing the enter key for a second time the emulation is
- continued. This key is useful if you want to look carefully
- at a situation during a game. It is also possible to save the
- actual status of the screen with a screengrabber program.
-
- - Ctrl corresponds to the RUN/STOP key of the C64.
-
- - Help corresponds to the RESTORE key of the C64.
-
- - Tab corresponds to the Ctrl key of the C64.
-
- - Del corresponds to the CLR/HOME key of the C64.
-
- - The left Alt key corresponds to the Commodore key of the C64.
-
- - The right Alt key corresponds to the @ of the C64.
-
- - The right Amiga key corresponds to the ´ of the C64.
-
- - The left Amiga key starts a keyboard reset. Press this key
- when the keyboard is blocked.
-
- - All four Cursor keys of the Amiga cause the equivalent C64
- function.
-
-
- 3.10 Floppy
-
- Under this point adjustments are put on, which concern the
- emulation of a 1541 floppy. The 1541 emulation always works on
- D64 files. More about D64 files in chapter D64 disks.
-
- - Floppy on
-
- Here the 1541 emulation can be switched off; subsequently
- the C64 emulation assumes that there is no floppy. If you
- enter e.g. LOAD"$",8 the computer will announce DEVICE NOT
- PRESENT. Switching off the floppy can be senseful when P00
- or T64 files, which always have only one part, try to load
- some data again e.g. highscore lists.
-
- - Writeprotection
-
- Effects a writeprotection for the actual D64 file. Then this D64
- file will not be changed in the memory. This option will be
- useful if you want to prevent that files are written or changed.
-
- - Warning at non-supported commands
-
- A real 1541 normally represents an independent computer
- including a processor, Ram and an operating system. Never-
- theless the 1541 emulation only emulates a 1541 on the
- commanding level. Therefore some commands, e.g. M-E
- (Memory-Execute), which execute some own programs in the
- Ram of a 1541, are not supported. Unfortunately because
- of that some programs, which use fastloader or execute
- other complex actions (copy protection) in the floppy,
- do not work. If you try to execute such commands, the
- C64 mode is left and a warning is given. With this switch
- you can turn off these warnings.
-
- - Write on protected disk
-
- A warning is given, if you try to write on a writeprotected
- D64 disc. Turn off these warnings here.
-
-
- 3.11 D64 Disks
-
- D64 Diskfiles are files which represent one side of a 1541
- disk. This format was introduced with C64S, a C64 emulator
- for the PC. In the mean time it developed to one of the
- standard formats for C64 emulators. You can get nearly all
- C64 programs as a D64 file. MagiC64 loads the whole D64 file
- into memory, the 1541 emulation is doing all commands in
- memory, too. If you want to become write operations permanent,
- you have to save the D64 file explicitly. This Save option
- is only available in the registered version of MagiC64.
-
- - Selection Requester
-
- Here you will see the directory of a D64 file which was
- loaded into memory with "LOAD D64". The first line in
- the requester shows the name of the disk, followed by its
- ID and format sign. Clicking the first line makes no sense.
- The following lines show the single programs contained in
- the D64 file. The number on the left side of the name gives
- you the size of the program in blocks of 256 bytes. On the
- right side the type of the program is given. Doubleclicking
- one of these lines will lead to a reset in the background,
- next the C64 mode is entered and the program will be loaded
- and started. The last line of the requester gives information
- about the free blocks of the D64 file.
-
- - Load
-
- Loads a program from a D64 file into the memory. There is
- NO reset into the background and there is no automatic
- return to the C64 mode. Loading is very fast, even very
- big files (bigger than 200 blocks) will be loaded in few
- seconds. All data is loaded in the C64 memory, the I/O
- range is not touched during loading. Because of that it´s
- possible to load programs bigger than 202 blocks, on a
- real C64 you can´t do this without special loading
- functions.
-
- - Load+Run
-
- Same action like doubleclicking a program name in the
- selection requester. Contrary to "LOAD" a reset in the
- background is forced and there is automatic return to
- the C64 mode.
-
- - Load D64
-
- After clicking this button you can select a D64 file
- in a standard requester. The directory of this D64 file
- will appear in the selection requester. This is the
- same action like inserting a disk in a 1541, so use
- this if a C64 program asks you to change the disk.
-
- - Save D64
-
- A D64 file is saved. Click this button if you wish to
- make changes to a D64 file permanently, because the
- 1541 emulation will only work in memory. "SAVE D64"
- is only available in the registered version of MagiC64.
-
- - Save
-
- A C64 program is written to the actual D64 file in
- memory. The file is only changed in memory. To make
- the changes permanently you have to click "SAVE D64",
- too. Saving has the same properties like loading:
- High speed and it´s possible to save programs bigger
- than 202 blocks.
-
- - Format
-
- Formats a D64 file in memory. After klicking this button
- you have to enter the disk name and the disk ID. This is
- equivalent to the NEW command of the 1541. If you want to
- create an empty disk, load a D64 file with "LOAD D64",
- click "FORMAT" and save the file with "SAVE D64" under a
- *DIFFERENT* name. If no D64 file is loaded a new D64 file
- will be generated. This is another way to create an empty
- disk.
-
- - Delete
-
- After queryback a program in a D64 file is deleted in
- memory. This is equivalent to the SCRATCH command of the
- 1541.
-
- - Rename
-
- After queryback a program in a D64 file is renamed in
- memory. This is equivalent to the RENAME command of the
- 1541.
-
- - Initialize
-
- After queryback a D64 file is initialized in memory. The
- BAM of the disk is read into memory, so it´s possible
- to distinct disks with the same ID. This is equivalent
- to the INITIALIZE command of the 1541.
-
- - Validate
-
- After queryback a D64 file is validated in memory. All
- files still open are closed, the BAM is actualized.
- This is equivalent to the VALIDATE command of the 1541.
-
-
- 3.12 T64 Tapes
-
- The T64 format was introduced with C64S, too. There can
- be more than one program in a T64 file.
-
- - Selection Requester
-
- The contents of ALL T64 files are displayed. Double-
- cklicking selects the related T64 file, then the selected
- program is loaded in memory and started.
-
- - Load
-
- Loads a selected program from a T64 file into the C64
- memory. NO reset in the background is done and there is
- no automatic return to C64 mode.
-
- - Load+Run
-
- Same as doubleclicking a name in the selection requester:
- Reset in the background, return to C64 mode, loading
- and starting of the program.
-
- - Save
-
- After queryback a program is saved from C64 memory into
- a T64 file. The name you enter will appear in the selection
- requester. The range given in memory locations $2B/$2C and
- $2D/$2E is saved. It´s possible to save programs with an end
- address bigger than $CFFF. The T64 file written is new,
- existing files are overwritten. "SAVE" is only available in
- the registered version of MagiC64.
-
- - T64 Path
-
- A standard requester will appear where you can select the
- new T64 path. If you click "OK" all files in this directory
- are scanned. This can take a while when the directory contains
- many files. The contents of the T64 files will appear in the
- selection requester.
-
-
- 3.13 P00 Files
-
- The P00 format was introduced with the C64 emulator PC64.
- Every P00 file represents a single C64 program.
-
- - Selection Requester
-
- The contents of ALL P00 files are displayed. Double-
- cklicking selects the related P00 file, then the selected
- program is loaded in memory and started.
-
- - Load
-
- Loads a selected program from a P00 file into the C64
- memory. NO reset in the background is done and there is
- no automatic return to C64 mode.
-
- - Load+Run
-
- Same as doubleclicking a name in the selection requester:
- Reset in the background, return to C64 mode, loading
- and starting of the program.
-
- - Save
-
- After queryback a program is saved from C64 memory into
- a P00 file. The name you enter will appear in the selection
- requester. The range given in memory locations $2B/$2C and
- $2D/$2E is saved. It´s possible to save programs with an end
- address bigger than $CFFF. The P00 file written is new,
- existing files are overwritten. "SAVE" is only available in
- the registered version of MagiC64.
-
- - P00 Path
-
- A standard requester will appear where you can select the
- new P00 path. If you click "OK" all files in this directory
- are scanned. This can take a while when the directory
- contains many files. The contents of the P00 files will
- appear in the selection requester.
-
-
- 3.14 C64 Files
-
- C64 Files are files in the original C64 format. The first two
- bytes contain the start adress followed by program data. "Save"
- is only available in the registered version of MagiC64.
-
-
- 3.15 Disk State
-
- The curent state of the 1541 emulation is displayed. The
- message contains number, text, track and sector.
-
- - Read State
-
- Read the state and reset back to OK state.
-
-
- 3.16 Start
-
- Guess what ? The emulation is started or continued at the
- point it was frozen.
-
-
- 3.17 Quit
-
- Simply quit the emulation.
-
-
-
- IV Floppy Emulation
-
-
- 4.1
-
- The 1541 floppy is emulated on file and buffer level. The 6502
- CPU and the special hardware are NOT emulated. The only file
- type supported at the moment is PRG, sequential or random access
- files are not supported, but will be displayed in the directory.
-
-
- 4.2 Supported Functions
-
- - LOAD and SAVE of programs. The wildcards * and ? are possible.
-
- Saving to a D64 file is also possible in the unregistered
- version of MagiC64, but you can´t save the D64 file itself.
- Overwriting a file with a @ at the beginning of the name
- works always correct unlike to a real 1541.
-
- - Directory
-
- All file types, protected (<) and not closed (*) files are
- displayed. Wildcard and filetype selection while loading
- a directory is possible.
-
- - Direct Access
-
- It´s possible to reserve buffers in the floppy with #, some
- floppy commands will utilize these buffers.
-
- - Error Channel
-
- All error and state messages are supported.
-
- - Floppy Commands
-
- Scratch, Rename, Initialize, New and Validate are supported.
- The Copy command can´t append data to existing files, it´s
- only possible to duplicate files with this command. Block-
- Read, Block-Write, Block-Allocate and Block-Free are possible,
- the equivalent User commands are supported, too. The buffer
- pointer can be set with the Buffer-Pointer command. Memory
- commands will work in the buffer range.
-
-
- 4.3 Not Supported Functions
-
- All commands which execute their own code in the 1541 wont work,
- e.g. Block-Execute, Memory-Execute, the User commands 3 to 8,
- and the & command. So programs using their own fast loaders
- will run erroneous.
-
-
-
- V Frequently Asked Questions
-
-
- 5.1 How to speed up things ?
-
- The most important tuning facility is raising the value of
- "Display every (n)th frame" in the "Video" menue. If you switch
- from PAL to NTSC, internally only 256 instead of 312 lines
- are calculated, so the emulation will speed up. Many programs
- using sprites don´t use hardware detection for sprite-sprite
- or sprite-background collisions, so just turn them off in the
- "SPRITES" menue ! Turn off "SYNCHRONIZE" in the "GRAPHICS"
- menue, this will result in a reasonable speedup especially
- on slower computers.
-
-
- 5.2 Programs that don´t run with MagiC64
-
- All programs using their own fast loaders wont run with
- MagiC64. Border sprites will not be displayed, the sound
- emulation has problems with complex sound effects. In-Line
- graphics effects are not displayed correctly.
-
-
- 5.3 No feedback of the emulator ?
-
- Maybe you have pressed ENTER. Just press ENTER again and there
- you go. In national keyboard mode the keyboard sometimes is
- blocked, in this case press the left Amiga key (this should
- not be necessary in version 1.1). Maybe you have changed the
- screen with Amiga M and have clicked into another screen.
- When returning to the C64 screen, once click it, and input
- will be recognized again. Some games require the joystick in
- the other port, you can change the joystick port in the
- "JOYSTICK" menue. In any case it should be possible to leave
- the C64 mode by pressing ESC, if not this would be an error
- in the emulator.
-
-
- 5.4 Where can I get games ?
-
- Ftp to ftp.ac-copy.com. In the directory pub/amiga you will
- find a file c64progs.lha which contains about 100 games in P00
- format. All games were tested on MagiC64 and should run without
- any problems. You should read the newsgroup comp.emulations.cbm
- for further sources of C64 programs and games.
-
-
-
- VI Greetings and Thanks
-
-
- Thanks to:
-
- Jochen Wiedmann for Flexcat.
-
- Helmut Neumann for Beta-Testing.
-
- My sister Katja for help with the translation of the docs.
-
- My brother Markus who supported this product at any time :-)
-
-
- Greetings to:
-
- Amiga Technologies for re-releasing the AMIGA and offering
- this hightec product at unbelievable low prices. Sure
- everybody wants to spend $3000 for emulating a C64 =:-(
-