User:Gpz
readme
nailing down Problems and what are none
if attaching a cart (from the commandline) does not work as expected, please do the following (and report all results):
- first try with "-config nosuchfile" as first arg. if this solves the problem then it is likely no bug in the cart system itself. (phew)
- second try with "+cart" as first arg. if this also works, then unfortunately there is a chance that the cart related settings in your config conflict with the cart you are trying to attach, and since we are aiming to support more than one cart at a time there is also a chance that the combination of carts you are trying to use simply doesnt work (as on the real thing) - however, due to the way the cart system works right now (associating most carts with the "Main Slot", which means only one of those can be active at a time) still in many cases, if only one other cart in the "Main Slot" has been set as default, attaching a cart should "just work". hence...
- try without any additional args, this should replicate your problem.
- check if any cart which is not in the "Main Slot" is active, and if so disable them. they might be the cause of the conflict (save settings, and try again. if this solved it, it is not a bug)
- try without *any* args (ie, just start the emu). check the log for errors
in *any* case, attach your vicerc and binaries to your bug reports
list of "slots"
- "Slot 0"
- MMC64
- Magic Voice
- all carts that have a passthrough connector go here
- only one cart of this type can be active at a time (although some UIs might currently allow to enable more than one at a time - this will most certainly not work)
- "Slot 0" carts have individual "enable" switches, enabling it means enabling permanently
- "Slot 1"
- Expert
- Isepic
- dqbb
- ramcard
- all carts that use memory resources may go here. however to keep the list low, we only put those here that somehow make sense to be active at the same time as one of the other "Main Slot" carts.
- theoretically any number of "Slot 1" carts can be active at a time (although the current WIP system will probably not work with that)
- "Slot 1" carts have individual "enable" switches, enabling it means enabling permanently
- "Main Slot"
- all other carts go here
- only one "Main Slot" cart may be active at a time
- carts in the "Main Slot" must be explicitly set as default to get them enabled permanently
- all other carts go here
- "I/O Slot"
- reu
- georam
- all carts that use only I/O resources go here.
- any number of "I/O Slot" Carts may be active at a time (this should actually even work)
- "I/O Slot" carts have individual "enable" switches, enabling it means enabling permanently
Expected Behaviour
startup
- when the emu is run without arguments, all settings from the config file should be applied
- arguments override settings from the config file
- when saving the settings to the config file it is expected that on the next run of the emulator all settings will be in the same state as when they were saved.
- there is an exception to this rule: the cartridge in the "Main Slot" must be explicitly set as default before it gets saved to the config file
command line
- +cart should disable ALL cartridges, including eventually activated REU, Swithlink and all similar expansionport devices.
- -cartXYZ options should generally attach AND activate a cart of type XYZ
- as a consequence, attaching carts this way which are NOT in the "Main Slot" will also enable the cart permanently
TODO
Cart System
general
- update all i/o resource structs to contain proper initializers for peek/dump
- when enabling/attaching "Slot 0" carts, make sure only one of them is enabled at a time
- on i/o conflict, make sure the cart from the right slot(s) are detached.
Expansion Port Resource
- rewrite c64export.c to maintain a list of attached expansion port resources (similar to how the i/o system works)
individual Carts
Capture
- Disabling Cart/Exit to Basic does not work
Digimax
- improperly combines samples to mono
Expert
- mapping is partially broken
Freeze Machine
- Fastloader does not work, several other weird things happen
Magic Formel
- accessing any of the "extra ROM" features does not work
- (CZ) cartconv converts a magic formel bin into a 128k crt file. normally mf images are 96k, so the resulting crt should honour that.
Magic Voice
- NMI stuff is broken
- debug interaction with TPI
Retro Replay
- (CZ) problems with rr+reu
- how to reproduce?
- rearrange bin/crt saving
Snapshot64
- (CZ) ?
- works for me
- (CZ) "Snapshot64" != "SuperSnapshot64", the cmdline option should be "-carts64"
f3 schmiert bei mir ab - monitor auch f1 freeze fängt an zu speichern und semmelt dann weg f5 ist ja lustig - formatiert und will dann direkt das snapshot speichern - crash dann halt f7 geht :)
Stardos
- (CZ) file copier produces garbage
- (CZ) disk copier crashes
Super Snapshot 4
- (CZ) ?
- works for me
Warpspeed
- (CZ) "x64 -cartcrt WarpSpeed_v2_1987.crt" gives "IO read collision detection de47 between warpspeed and warpspeed"
- can not reproduce. tried with and without rr as default cart in vicerc, and with or without +cart
new Carts
http://moogle-tech.com/blog/?p=104
Buglist
PLEASE NOTE: THIS IS NOT THE OFFICIAL BUGLIST. PLEASE USE THE BUGTRACKER. THIS LIST IS ONLY FOR MYSELF - AND MOST THINGS IN THIS LIST ARE SUBJECT TO BE MOVED INTO THE BUGTRACKER AS WELL SOONER OR LATER.
this is work in progress, if you want to help with this document send mail to <groepaz@gmx.net> things that are needed: - more examples of programs that do not work correctly - small testcase programs that show a certain bug - small testcase routines that exploit a certain bug to detect an emulator - confirmation whether programs listed here work (or not) on the real c-64, or another emulator, or even a specific version of some emulator if you report a certain problem, please include the following info to make maintaining this list easier: - what program are we talking about? provide a web link to the program, if possible use csdb as a resource - what emulators misbehave, which don't - does it work on the real thing? if reporting whether it works on the real thing (or not), also report what kind of c64 was used (model, kernal version etc) - sometimes very old programs rely on old buggy kernal for example. - if you are describing a generic problem, try to be as detailed as possible to make it easier to find out what's the cause. please notice that list is NOT meant to only focus on vice. its just that: a) my main desktop is a linux box, so i am using vice most of the time b) vice seems to have the most bugs :) many of the problematic programs in the list work fine in ccs, and even more in hoxs. so yes, ANY emulator bugs/problems are subject to be described in this list (that is, stick to CCS, VICE and HOXS ... i don't think any other emus can compete yet) thanks for contributions must go to: Fungus (some drive stuff) assiduous (testing lots of stuff on the real thing, list of emu checks) iAN CooG (some more problematic programs, more testing) GRG (confirming NTSC bugs) Mason (more problematic programs) Andreas Matthies (confirmed some vice bugs) and last not least: various ppl at csdb for their comments on specific programs. ------------------------------------------------------------------------------- ============================================================================== C64 Emulator Issues List v0.7, last updated 13/04/2010 (w) Groepaz/Hitmen ============================================================================== ------------------------------------------------------------------------------- Emulator Versions represented here: - VICE v2.2 (last release) - VICE v2.2.x(SVN) (current development version) - HOXS64 v1.0.4.24 (OUTDATED - PLEASE TEST A RECENT (1.0.5.29) VERSION!) - CCS64 v3.3 (OUTDATED - PLEASE TEST A RECENT (3.8) VERSION!) Contents: RULES OF THUMB "official" buglists Test Programs System Checks Programs that contain an Emulator Check Programs that contain a Cartridge Check Ideas C64 Emulation Issues SID related issues addressed by VICE x64sc Cartridge related NTSC related things that aren't actual bugs that you should be aware of 1541 Emulation Issues VICE GUI Issues Appendix NON WORKING PROGRAMS - NOT EMULATOR ISSUES BUGGY PROGRAMS - NOT EMULATION ISSUES WORKING PROGRAMS - EMULATOR ISSUES THAT HAVE BEEN FIXED WORKING PROGRAMS - FALSE ALARM! SOMEONE FUCKED IT UP! =) ============================================================================== RULES OF THUMB ============================================================================== - always use d64, plain prg and t64 seem to be problematic - always use true drive emulation - switch virtual device traps off - do not use more than one drive on the virtual drive chain - set memory reset pattern to "normal". some (buggy) programs will not work if eg the memory is cleared with all zeros - use exact pal emulation (some color-mixing tricks will not work without) - when using VICE, select resid-fp (some things do not work without) - when using VICE, also try with x64sc (it is more accurate) - first and foremost, always use the latest version of the emulator - test without a cartridge and the most important one: DO ALWAYS TEST ON THE REAL THING! if testing on the real thing and reporting results, it would be great if you could also the results of the <Box Check "Type"> program mentioned below run on your reference C64. - Amber Cow/Charged http://noname.c64.org/csdb/release/?id=4820 "The demo was coded on Vice 1.7 and made heavy use of its bugs. Hence it crashes on a real C64 and bugs/flickers heavily on CCS64 and all versions of VICE after 1.7... - LOL!!! Get the old VICE 1.7 on funet, if you want to see the demo as it was intended." ============================================================================== "official" buglists ============================================================================== VICE team has a known bugs list: http://www.viceteam.org/plain/BUGS VICE bug tracker: http://sourceforge.net/tracker/?group_id=223021&atid=1057617 ccs forum: http://www.computerbrains.com/ccs64/forum/viewforum.php?f=4 hoxs ? ============================================================================== Test Programs ============================================================================== since the move to sourceforge, and during the partial rewrite of x64 (which is now x64sc), a lot of test programs have been collected and/or written: https://vice-emu.svn.sourceforge.net/svnroot/vice-emu/testprogs/ additionally, the following programs are known that do more or less specialized hardware tests: ------------------------------------------------------------------------------ System Checks ------------------------------------------------------------------------------ Y - works as expected, N - does not give expected result(s) CCS VICE VICE Hoxs64 3.8 2.2 2.2.x(SVN) v1.0.4.24 x64 x64sc Box Check "Type" Y *1) Y *2) Y N *3) *1) gives typical breadbox, C64 DL 6569 6526 6526 *2) gives typical breadbox, C64 DL 6569 6526 6526; SID model affects detected SID if reSID-fp is used *3) although hoxs tries to model a c64c with new SID, "old" CIAs are emulated - this is odd to say at least, and considering how anal the creator is about it being a c64c, it is considered a bug here. Links: Box Check "Type" http://noname.c64.org/csdb/release/?id=89406 ------------------------------------------------------------------------------ Programs that contain an Emulator Check ------------------------------------------------------------------------------ Y - test passed, N - emu detected CCS VICE VICE Hoxs64 3.3 2.2 2.2.x(SVN) v1.0.5.29 x64 x64sc Cucumber Juice 2 Y Y Y Y Deus Ex Machina Y Y Y Y Demus Interruptus Y Y Y Y +h Emu-Fuxx0r v1 N N Y Y +h Emu-Fuxx0r v2 Y N Y Y Waveform Composer Y Y *1) Y *1) Y Aurora 90% N Y Y Y Krestage 3 Y Y Y Y Box Check "Sprite A" N N Y Y *1) needs reSID-fp - [ccs] Aurora90%: "i write into unused bits in $01, and measure how long it takes to loose the info emus either don't take that bit at all, or keep it forever while real thing accepts bits, and loose value after some time" (Works in Hoxs64 v1.0.4.24+, Works in Vice 2.2+ with resid-fp) Links: Waveform Composer http://dekadence64.org/wavecomposer.prg Box Check "Sprite A" http://noname.c64.org/csdb/release/?id=88933 ------------------------------------------------------------------------------ Programs that contain a Cartridge Check ------------------------------------------------------------------------------ Y - test passed, N - cartridge (wrongly) detected CCS VICE VICE Hoxs64 3.3 2.2 2.2.x(SVN) v1.0.4.24 x64 x64sc Typical/Beyond Force ? Y(*1) Y(*1) N *1) Needs special RAM init pattern. Choose "First byte: 255" to make it work in VICE. - [hoxs] Typical/Beyond Force http://noname.c64.org/csdb/release/?id=4136 the cartridge check (first file) seems to fail on vice, it gets a bit further in hoxs but also craps out :) "IIRC Typical upscroller reads some $de00/$df00 byte every frame after calling the music routine, and if it gets the same byte back multiple times (16? 32?) it crashes the demo. I think some part which didn't work correctly with some cartridge, or maybe I did that just to piss people off :) org $4145 LDA $DF00 .cmp CMP #$00 BEQ .same STA .cmp+1 LDA #$F0 STA $4251 .x RTS .same INC $4251 BNE .x I think I should add my comment after Hoxs64 failed it: (Now I'm wondering if Typical works on all C64s or not!)" Rubi: Needs special RAM init pattern. Choose "First byte: 255" to make it work in VICE. This "cartridge check" will also fail on real C64 with the memory init pattern that VICE uses by default. CPU reading from disconnected memory at $DF00 will get the values from the VIC-II reading on Phi1. This is graphic data for most the time (depending on the cycle) and can be the same value for 16 times or more so this "cartridge check" is crap. ------------------------------------------------------------------------------ Ideas ------------------------------------------------------------------------------ "Is it fair to use the 1541 as EMU faxxor? It's very simple to set up some drive code that would rely on the analogue properties of the serial cable, which would be tricky to emulate. It's all a very simple test which I implemented some years ago. Simply generate a square waveform from the drive to the C64 in f.e. 1KHz. Sample this waveform on the C64 in a much higher frequency. In a pure digital world (Emulator) you would count equally many zeros as ones but in the real world this number will differ greatly due to the CMOS logic levels and charge times." (TESTCASE WANTED) ============================================================================== C64 Emulation Issues ============================================================================== *** [vice] NMI timing is wrong when NMI interrupts an IRQ "A bug I discovered in VICE when I coded on The Wild Bunch was that the timing when an NMI interrupts an IRQ setup was incorrect. IIRC it was 4 cycles too much in comparison to the real thing. All I remember was that I had to take special precautions to old CIA, new CIA and VICE CIA. I'll try setup a test case someday or if somebody else cares to look at it." (TESTCASE NEEDED!) *** crash/hang for no apparent reason - [ccs] Intoxication http://noname.c64.org/csdb/release/?id=4431 A: Fails on the title screen in CCS64. Works on the real C64, in Hoxs64 and VICE. *** other strange behaviour - [vice] Ultima IV Gold http://noname.c64.org/csdb/release/?id=39893 "The IFFL scanner sometimes hangs when you flip 1541 disks in VICE" "Please note that I have not done extensive testing on real hardware. I've never experienced a hang on real hardware, but while I have tested in VICE hundreds of times, I've only tested on real 1541s a dozen or so times. However, I've never managed to reproduce the bug while I have breakpoints set in VICE, which is mysterious..." (TESTCASE NEEDED!) *** [vice] problem with keyboard emulation - [vice 2.2] AB/Zap http://noname.c64.org/csdb/release/?id=17634 A: works with VICE v2.2.x(SVN) (r22447) "In part 2 (the one with Drago's Porsche picture) the space detection works badly (not at all in VICE). Simply pop into the monitor and continue from $139c to go on." "abo: There is a single raster interrupt from line 0 to line 305 each frame. Within the remaining lines space is checked by the main loop. The problem is that the irq terminates by calling $ea31. This routine consumes much more time if some key is pressed, so the irq extends to line 15 - just to be re-entered. So effectively main loop is not executed if any key is pressed. This means one has to press space exactly in the moment main loop is executed in the last 8 lines of a frame. No wonder space detection works badly. It does not work in VICE because keystrokes are only distributed randomly up to 16383 cycles starting from line 0. I will raise this limit to 312*63-1=19655 cycles in post 1.22 releases, so this demo will "work" like on the real thing then. The proper fix for the demo is to jump to $ea81 instead of $ea31 to exit interrupt as the main loop directly checks $dc01 and thus does not need any lengthy keyboard scan." - [vice] Krestology VIC-II shows wrong colours when switching from hires background to idle with borders open. (NEED INFO) - [vice, ccs, hoxs] http://c64tapes.org/taps/Spectipede_1006.zip Tracker: https://sourceforge.net/tracker/?func=detail&aid=2110948&group_id=223021&atid=1057617 Wrong emulation of illegal opcode ANE (aka XAA) makes some Mastertronic tape loader fail. (MORE TESTCASES WANTED) - [vice 2.2] CIA TOD counts incorrectly, and 50/60hz bit is ignored 10 ? chr$(147): c=56320 20 t=c+8: s=c+9: m=c+10: h=c+11: b=c+14 30 poke b,peek(b) and 127: gosub 100 40 poke b,peek(b) or 128: gosub 100 50 end 100 poke h,0:poke m,0:poke s,0:poke t,0 110 for i=1 to 9350: nexti 120 rh=peek(h): rm=peek(m) 130 rs=peek(s): rt=peek(t) 140 rs=int(rs/16)*10+rs-int(rs/16)*16 150 ? str$(rs)":"right$(str$(rt),1) 160 return correct output: PAL: 12:5 - 15:1 NTSC: 14:6 - 17:6 (TODO: rewrite testcase in ML for better accuracy) nojoopa: Fixed/improved in r22472, but needs a better test. ------------------------------------------------------------------------------- SID related ------------------------------------------------------------------------------- - [ccs] Demo IV http://noname.c64.org/csdb/release/?id=30802 the last part flickers "A: And so it does on the real thing, however the flickers are much less frequent and perfectly predictable. They occur 3 times per tune duration - at the very beginning, then 8 seconds into the tune, and the third one occurs when the melody sees a rapid change. In VICE, the flickers are very frequent and they cause the tune to restart at times." "Yet another emulator that can't handle Demo IV properly: CCS64. Flickers madly and the music is prone to restarting." (Works in Hoxs64 v1.0.4.24+, Works in v2.2.x(SVN) if resid-fp is selected) - [ccs] pico/sounddemon http://noname.c64.org/csdb/release/?id=17603 "SounDemons noise waveform hacks does not work in emus too, since they don't emulate the aspect of the SID used here" "CCS64 can't playback the waveforms as intended (although it passes the emulator check in Waveform Composer), but did you check with Hoxs64? Numerous fixes were made to it in the past to ensure that these waveforms are handled properly." (Works in VICE 2.2+ if resid-fp is selected.) ------------------------------------------------------------------------------- issues addressed by VICE x64sc ------------------------------------------------------------------------------- nojoopa: To clarify... these will never be emulated in the regular x64, unless we end up replacing x64 with x64sc. *** [vice (x64), ccs] inline gfx data changes are not emulated https://vice-emu.svn.sourceforge.net/svnroot/vice-emu/testprogs/VICII/gfxfetch/ "Simple test for support of in-line graphic _data_ changes. Check for horizontal splits. Does not work in VICE 2.2 (x64) or CCS V3.2. Should probably set $d800 too, but I leave that as an exercise. :) .C:c000 78 SEI .C:c001 A9 1F LDA #$1F .C:c003 8D 18 D0 STA $D018 .C:c006 A2 00 LDX #$00 .C:c008 8A TXA .C:c009 9D 00 04 STA $0400,X .C:c00c E8 INX .C:c00d D0 FA BNE $C009 .C:c00f AD 01 38 LDA $3801 .C:c012 49 FF EOR #$FF .C:c014 8D 01 38 STA $3801 .C:c017 EA NOP .C:c018 EA NOP .C:c019 4C 0F C0 JMP $C00F" (Works in Hoxs V1.0.4.15, Works in VICE 2.2.x(SVN) x64sc) *** [vice (x64), ccs] The VIC-II implementation lacks cycle exact sprite collision support (Works in VICE 2.2.x(SVN) x64sc) ------------------------------------------------------------------------------- Cartridge related ------------------------------------------------------------------------------- *** [vice] AR/RR cartridge freeze/restart issues insert ar, freeze, restart , unfreeze a few times. vice will randomly jam. it will fuck up eventually, and you have to actually close vice and re-execute vice to make it work again GPZ: seems to work in VICE v2.2.x(SVN) with AR and RR *** [vice] Freeze is always triggered at same rasterline - Turrican http://noname.c64.org/csdb/release/?id=35705 Tracker: https://sourceforge.net/tracker/?func=detail&aid=2459243&group_id=223021&atid=1057617 "The Freeze function with the Action Replay does not function yet as at the real C64. Example: With the freezing of game with Splitscreen (Turrican), the VICE always freezes with the lowest grid line. This not possibly makes a changing, with the text editor of the Freezemenu, the playing field." GPZ: confirmed, freeze events should probably randomly distributed over a frame just like keyboard events *** [vice] RR cartridge incomplete emulation (flash jumper, should use flash040) - Crypt Game Cartridge http://noname.c64.org/csdb/release/?id=51254 *** [vice] Capture Disabling Cart/Exit to Basic does not work *** [vice] Freeze Machine Fastloader does not work, several other weird things happen *** [vice] Magic Formel accessing any of the "extra ROM" features does not work *** [vice] Attaching V4.1 IDE64 ROM image fails in WinVICE Tracker: https://sourceforge.net/tracker/?func=detail&aid=2466527&group_id=223021&atid=1057617 (TESTCASE NEEDED) *** [vice] Digimax driver improperly combines samples to mono Tracker: https://sourceforge.net/tracker/?func=detail&aid=2483496&group_id=223021&atid=1057617 (TESTCASE NEEDED) *** [vice] JAM at $9243 Stationfall + REU (file attached at tracker) Tracker: https://sourceforge.net/tracker/?func=detail&aid=2828706&group_id=223021&atid=1057617 nojoopa: JAMs with 2.2.1ish but not with current trunk. Must have been that DMA -to-REU-regs thing. *** [vice 2.2] ISEPIC - switch does not work as expected GPZ: partially fixed in trunk. still something wrong it seems :( ------------------------------------------------------------------------------- NTSC related ------------------------------------------------------------------------------- *** [vice 1.21] Borders have wrong dimensions in NTSC mode should be ? lines in top- and ? lines in bottom border (NEED INFO) "NTSC should have at LEAST 8 more lines visible in bottom border, and about 6 or 7 in the top" "Here on my real ntsc c64 the right border has 8 more pixels to display raster colours and siderborder sprites. PAL Vice emulation displays 384 pixels width. So, correct NTSC vice emulation would be 392 pixels width. The reason for the extra 8 pixels is ntsc being 65 cycles ? ------------------------------------------------------------------------------- things that aren't actual bugs that you should be aware of: ------------------------------------------------------------------------------- *** [css, hoxs] missing feature: lightpen emulation (yes not a bug) nojoopa: Added in 2.2, but currently (r22442) disabled for x64sc nojoopa: recently added to x64sc as well. *** [vice] emulator system state is always the same when starting various methods of randomizing data will fail on vice (ie, always give the same result) when using the autostart feature. *** [ccs] strange problematic patched kernal (?) "I've been made aware of a significant CCS64 flaw. Namely it comes packaged with Kernal Revision 2. However iAN CooG claimed to have checked "Leftovers/ Shadi Software" with Kernal Rev2 in CCS64 and wrote here that the intro part was all black, while it's blue with the Kernal that CCS64 comes with. Could it be that there are different Rev2 Kernals around?" "CCS always has a PATCHED rev2, which load $0286 instead of $d021 during jsr $e544. An ugly hybrid I never understood why not simply replace it with a rev3. I tried with a real rev2, I have something like 40 different kernal roms in CCS\ROMS\ dir to make tests with ;)" Audio: ------------------------------------------------------------------------------- *** [vice 2.1] audio/video timing problems due to audio buffering - 15 Years Oxyron Party - Invitation http://noname.c64.org/csdb/release/?id=45690 "Audio buffering is a requirement for any software based audio playback. The option is there to set the buffer to a lower value for those with fast machines, which makes the problem less apparent. Impossible to work around." "still there is no option to set it below 100msec. And that's still quite a lot! why not allow 50msec? or 20msec (== 1 frame). My pc wouldn't be bothered by it." "For windows there are ASIO or WDM drivers for many soundcards that will allow near realtime audio (a couple of milliseconds or less in latency). A selectable buffered video to match the lag of the audio could be useful for watching timed demos." "Simply delay the video update to be in sync with the audio..." A: this has drastically improved in 2.2, much smaller buffers (and thus less latency) can be used now. Video: ------------------------------------------------------------------------------- *** [vice,ccs] palette has "wrong colors" this is often complained about, but it is _not_ a bug. read peptos research page to understand how vic colour generation works (http://www.pepto.de/projects/colorvic/) the essence is, that there are infinite "correct" palettes. whether the palette matches what you know from your c64 depends on many factors, like your c64, your monitor, the operating system you use on your pc, and your pc monitor. what you have to do to get the most "accurate" colours is enabling "exact pal emulation" in the emulator, and then tweak the various parameters until you are satisfied with the result. this is basically the same as tweaking the various knobs at your monitor of your C64. (Works if "PAL emulation" or equivalent colour generation is active) *** [vice 1.21] PAL Emulation does not emulate horizontal Chroma "bleeding" correctly - Vandalism News #36 Dialogue 3 http://noname.c64.org/csdb/release/?id=46312 "...Another piece of evidence of the malfunctioning Vice emulator. Here two different shades of purple colour appear differentiated (different in general) on a real C64/c128 connected to a typical television generating a nice Gaussian blur to the picture (built in CRT feature??) Now why is it that people seem to have forgot to implement that? (Not the Gaussian thing), but what the different colors look like if they are started on a different y-position and with this type of pattern drawn??" (Works in VICE v2.2+) - Play With Colors 1/Wrath Designs http://noname.c64.org/csdb/release/?id=50555 "The reason why I never liked the emulators was (and unfortunately up to this date) still is the fact that the colours are not 100% emulated. When drawing a field 121212 and 212121 made a great difference on a normal television and computer-monitor. On the emulator with the PAL-emulation activated there is still no difference which is a shame. Fix it!" A: much improved since the new exact PAL emulation. (Works in VICE v2.2+) *** [vice, ccs] "missing thing in the emulation, is CRT phosphor emulation also" *** [vice] missing feature: NTSC emulation Tracker: https://sourceforge.net/tracker/?func=detail&aid=2911887&group_id=223021&atid=1057617 A: proper NTSC emulation is in the making, see the link below. *** [vice] "wrong picture size/dimensions" - [vice] Darwin/The Dreams http://noname.c64.org/csdb/release/?id=12732 "Where CCS fails Vice goes like a charm, and the digi part works fine. :) The only pitiful thing is that Vice renders only 272 pixels on Y axis (instead of 282 rendered by CCS) so on the last part the lower border scroller seems going too far under the screen." nojoopa: VICE "Full" border mode shows 293 lines, showing the scroller (almost) completely. There is an ongoing effort to improve the video output much further, have a peek at http://hitmen.c02.at/temp/palstuff/ ============================================================================== 1541 Emulation Issues ============================================================================== *** [vice 1.21] gcr stream wraparound bug drive emulation can not handle a sync mark that is located on the track wraparound (ie starts at the end of a track and continues at the beginning) *** [vice,ccs] unidentified problems with protected disks - DarkStar BBS V3.1 http://noname.c64.org/csdb/release/?id=47911 The protection (STAGGER TRAX 64) is imagable by mnib but vice or ccs64 won't run it. *** [vice 2.1] JAM with protected games - Grand Monster Slam - Turrican 2 Tracker: https://sourceforge.net/tracker/?func=detail&aid=2789689&group_id=223021&atid=1057617 (TESTCASES NEEDED!) - [vice 2.0] "The Toy Shop" by Broderbund Tracker: https://sourceforge.net/tracker/?func=detail&aid=2371598&group_id=223021&atid=1057617 "Trying to start an original The Toy Shop-Copy from a G64 freezes the emulator. When I try to print, WinVICE quits (with a segfault) and tells me: An unexpected error occurred. Received signal 11()." (TESTCASE NEEDED!) *** [vice] serial timing latency is not implemented. (1 cycle per foot of cable or so). (NEED INFO) *** [vice] "1571 has extra delay on on reading sync inside the drive, "you cannot use BVC in 2mhz mode!" (NEED INFO) *** [vice] "clk has one cycle extra delay or so also in 1541 when data also changes... (or something)" (NEED INFO) *** [vice 1.21] Exos V3 loader doesn't work in C64 emulation + 1541 in Vice-1.21 Confirmed, Exosv3 works only with 1541-II GPZ: works fine in VICE 2.2 (even with 1541) ============================================================================== VICE GUI Issues ============================================================================== The following are not "emulation bugs" per se, but the remaining few things from the official buglist that did not fit into any of the sections above. from BUGS: ---------- - Xaw UI context popup menu for drive attach is broken if more than two drives are active. - Screenshots with activated PAL emulation do not deliver the expected (blurry) result. - When a key which is shifted on the real machine but unshifted on the PC or Unix keyboard you are using is pressed, the virtual shift is pressed together (i.e. at the same clock cycle) with the main key; this could not work with some keyboard routines. If you have to use the function keys, press the (real) shift key manually (e.g. F2 = Shift + F1, F4 = Shift + F3 and so on); this also works with other keys. - Using X11 XAW it is not possible to enter the disk name in the create empty disc image dialogue. - In the win32 port keyboard input can be garbled after issuing a reset on CPU JAM. - Commandline `-logfile SOME/FILE.log' fails to record logs to `SOME/FILE.log' when resources are loaded via menu (load settings). other: ------ - "Also in WinVICE, "always on top" doesn't work when switched on at boot. Frankly, I'm amazed that this isn't the 'known bugs' list already" ############################################################################## ============================================================================== ---------------------- CUT HERE, REST IS OLD STUFF --------------------------- ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ ============================================================================== Appendix ============================================================================== ------------------------------------------------------------------------------ ============================================================================== NON WORKING PROGRAMS - NOT EMULATOR ISSUES ============================================================================== i just collect those here to post them somewhere else later so the entries in csdb can get fixed: - Zamzara/RSI http://noname.c64.org/csdb/release/?id=19658 A: It shows the same behaviour on a real thing, so it's not a bug in the emulator. ... now fixed in csdb! - [vice] Lifeboat/Dover Dodge http://noname.c64.org/csdb/release/?id=42776 "crashes on both VICE/CCS after pressing the key..." A: Corrupt, it doesn't work on a real C64 either. - [vice] Violator +4/X-Ray http://noname.c64.org/csdb/release/?id=42716 "Not working in VICE, No option now to test it on real c64" A: The same behaviour on a real thing. - [vice] Coop/Spench, The Sixth Sense http://noname.c64.org/csdb/release/?id=41267 "Not working in VICE or CCS64" crashes shortly after run in vice 1.20 A: Doesn't work on a real thing either. - [vice] Compressor V1/AFL http://noname.c64.org/csdb/release/?id=31542 crashes after intro (syntax error?) A: The same error on a real thing - not an emulator issue. - [vice 1.20] The Movie Writer V1.2 http://noname.c64.org/csdb/release/index.php?id=33771 "directory routine doesn't seem to work in vice1.20" A: Neither does it on a real C64. *** [Vice, CCS, HOXS] Die Donnernde Kataun/Abyss http://noname.c64.org/csdb/release/?id=2396 "irq does not trigger correctly. Patching it like this will do: 0873 20 D4 08 JSR $08D4 08D4 8D 1A D0 STA $D01A 08D7 8D 19 D0 STA $D019 08DA A9 1B LDA #$1B 08DC 8D 11 D0 STA $D011 08DF 60 RTS" "A: It fails on the real thing, too." unpatched version works in vice1.22 - [vice] Nobby the Aardvark +6/RSI http://noname.c64.org/csdb/release/?id=48068 "Loader crashes on VICE 1.21, both with 1541 and 1541-II." "A: Doesn't load on the real thing (1541-II), either." - [vice] A New Type/Alloy Graphic Design http://noname.c64.org/csdb/release/index.php?id=23182 "does not seem to work in either vice or ccs (pressing space in the first part does nothing)" "A: And it does nothing on the real C64, for that matter." - [vice] Sailing/Popeye http://noname.c64.org/csdb/release/?id=21902 "Messed up graphics after the intro (atleast in vice), bad file?" "A: The same garbage rendered by the real VIC." - [vice 1.20] Mad Springs +2/The Ruling Company+The Blasters Incorporated http://noname.c64.org/csdb/release/?id=38408 graphic in the crack intro is messed up "A: Not an emulator fault, it's the same on the real thing." - [vice] The Plague http://noname.c64.org/csdb/release/?id=9524 crashes after some parts "Collision Pt: Really nice picture (FLI) of a red car. The highlite of the demo. 1x1 hires dycp and tune _Loader Pt: Picture, No Music Pt: The parts failed to work on Vice :( Pt: 0F (Load direct from Dir). Hires sprite dycp over Bitmap logo in upper screen area. Large char scroller in lower screen area _Loader Pt: Good picture of Judge Dread. Pt: Good looking swinging logo, 3 1x1 DYCP and a really nice tune :) _Loader Pt: Picture, better than Loader pt 4 picture Pt: Flashing hires image of 2 people, followed by the real Pt Restire FAILED TO WORK TO EXIT PT (on Vice) -?- (Load part 0H direct from Dir) Part 0H - Last Pt: Good logo with some rasters inside it." "It is possible to load the parts separately. The part after the "Really nice picture (FLI) of a red car" won't work if you start the demo from the very beginning, or "0A", or "0B". It will work, however, provided you start the demo from the "0C" file (which is the part preceding the troublesome one) or load the part directly ("0D"). The same quirk occurs on the real thing. As for the "Restire" key failing to work in the part 0H, it does work if you press any other key beforehand. For instance, press space and "Page Up" (Restore) subsequently to exit the part. This is how it works on the real thing too - the problem lies in the code, not in the emulation." - [vice] Beyond Dark Castle http://noname.c64.org/csdb/release/?id=51001 http://noname.c64.org/csdb/release/?id=51002 Rubi: Crashes on real C64 and even in Hoxs-1.0.4.24 and CCS3.3 if you select "normal" load. "I got problems running these 2 versions of Beyond Dark Castle. After typing in the doc-check (FBR in the FBR version or just Enter in the NEC version) it loads a bit and then just writes ready on the commodore screen. It works perfect in CCS. Tried it both on 1.20 and 1.21." ============================================================================== BUGGY PROGRAMS - NOT EMULATION ISSUES ============================================================================== - Comic Art 9/Mayhem http://noname.c64.org/csdb/release/?id=38695 Main file crashes in Vice 1.19/1.20, works in CCS64 V3.0 Beta 1.7 "A: As a matter of fact, it's CCS64 that's inaccurate in this case - the collection crashes on a real C64 in the same way as in VICE and Hoxs64." "Actually not an emu issue but it's only a fault on the cruncher used, which expects all the mem filled with zeroes(!!) Fill the memory with zeroes yourself, or set the memory fill pattern to all zeroes and it will work everywhere. Easy to patch :) In CCS works because the mem fill pattern is REVERSED (00 instead of ff and viceversa). Fill the mem with ff's and you'll see it failing on ccs too." - Leftovers/Shadi Software http://noname.c64.org/csdb/release/?id=22677 "The intro part has light blue background where it should be black. (atleast in VICE)" "A: It's light blue in Hoxs64, CCS64, and on the real thing. Looks to me like a bug in the code or a bad visual taste." "This is probably a kernal revision issue. One of the things that differ is the color in colorram after printing a #147 (CLR). IIRC the different behaviours are: - colorram set to 1 (white) - colorram set to the contents of $d021 - colorram set to the contents of 646 (i.e cursor color) A lot of older demos relied on the two last of these." "Confirmed, kernal rev 2 in all 3 emulators and the part is in black" - [vice] Alternate Reality/Mr. Zeropage http://noname.c64.org/csdb/release/?id=26135 hangs after the character selection/randomizing "A: There's only 1 disk side to download, where are the others? Fails on the real thing too." "No wonder it doesn't work, file "AA" has a bad sector with illegal link to 13/77 (as stated by 64copy)" - [CCS] Rick Dangerous/Myth http://noname.c64.org/csdb/release/?id=20577 (does NOT work on real c64) "Nope, it's not a bank switching issue. Looking at the code (as you've obviously done), you can see that every memory configuration works, as long as I/O mem is switched on. The bug is caused by the program switching off timer interrupts (lda #$7f sta $dc0d) without acknowledging any pending timer interrupts (by doing e.g. lda $dc0d). Sometimes, a timer interrupt has been triggered before they're switched off, and hence, as soon as the interrupt flag is cleared, a timer interrupt occurs, which is never acknowledged." "A: It doesn't work on the real thing, which was confirmed by j0x in the comments ("I did this because I was curious why it didn't always work under Vice - or on the real thing, for that matter"). Again, the fact it does work flawlessly in CCS64 suggests that an inaccuracy exists in this emulator." "I found out that "Rick Dangerous/Myth" fails in CCS64 v3.3 with Kernal copied from Hoxs64, which suggests that it's merely a Kernal revision issue. It should be noted that the game works solely with Kernal Rev2 and will fail in any emulator using Kernal Rev3." - Brutal Blue/Orbs http://noname.c64.org/csdb/release/?id=41886 "Had some problems with the loader. I remember this working on an older version of Vice though." "A: Doesn't work on the real thing, which indicates there was a problem with an older version of VICE." "I just tested it, works in every emu only if you use exos v3, would be nice if someone can test it on the real thing with that kernal rom." "Definately bugged, the author must have coded and tested this under exos only(?) This is the proof, it always fail to load the "Z.*" turboloader at $cd00 C248 A9 01 LDA #$01 C24A A8 TAY C24B A2 08 LDX #$08 C24D 20 BA FF JSR $FFBA C250 A9 03 LDA #$03 C252 A2 80 LDX #$80 C254 A0 C2 LDY #$C2 C256 20 BD FF JSR $FFBD C259 20 D5 FF JSR $FFD5 << a=3 here, so does NOT load but verify C25C A9 41 LDA #$41 apparently exos always loads, which is weird C25E 8D FD 9F STA $9FFD C261 A9 2E LDA #$2E C263 8D FE 9F STA $9FFE C266 A9 2A LDA #$2A C268 8D FF 9F STA $9FFF C26B 4C 00 CD JMP $CD00 << and here executes "random" code lda #$00 before the jsr $ffd5 is enough (and mandatory)" - [vice] Defcom/Jazzcat http://noname.c64.org/csdb/release/?id=29387 "Another one for the collection of weirdness. This one crash on Vice, but works fine in CCS." "Works in CCS and on the real thing but not in Vice." "Almost the same issue as in Comic Art #9/Mayhem, decruncher relies on memory contents and most probably filesize ($ae/$af contents after loading). Patch the main file adding 16 zeroes at end and it always works. Actually both this and Comic Art 9 will run unpatched if you reset after the crash and reload them." - never ending http://noname.c64.org/csdb/release/?id=36312 "I am not able to find any code that would load next part... are we sure that is meant to load the next part pressing space? Plus I noticed this 7600 A9 0F LDA #$0F 7602 8D 18 D4 STA $D418 7605 78 SEI 7606 A9 35 LDA #$35 7608 85 01 STA $01 760A 20 10 E8 JSR $E810 ; play music 760D A9 37 LDA #$37 760F 85 01 STA $01 7611 58 CLI 7612 A2 00 LDX #$00 ;some delay loop 7614 A0 F4 LDY #$F4 7616 C8 INY 7617 D0 FD BNE $7616 7619 E8 INX 761A D0 F8 BNE $7614 761C 60 RTS ; never reaches here, irq happens during ; previous loop 7630 20 00 76 JSR $7600 ; calls previous routine but 7633 4C 81 EA JMP $EA81 ; never reaches here, too someting strange is happening here." "(C:$7616) m 100 >C:0100 32 76 fc 88 37 a0 16 76 32 76 f7 88 37 a0 17 76 2v..7..v2v..7..v >C:0110 32 76 f8 88 37 a0 16 76 32 76 f5 88 37 a1 17 76 2v..7..v2v..7..v >C:0120 32 76 fb 89 37 a1 17 76 32 76 fe 82 37 a1 17 76 2v..7..v2v..7..v >C:0130 32 76 f6 8a 37 a1 17 76 32 76 f5 8b 37 a1 17 76 2v..7..v2v..7..v >C:0140 7d ea fc 3f 37 a1 17 76 32 76 f7 87 37 a0 16 76 }..?7..v2v..7..v >C:0150 32 76 fb 89 37 a0 16 76 32 76 f5 88 37 a0 16 76 2v..7..v2v..7..v >C:0160 32 76 ff 89 37 a0 17 76 32 76 fe 83 37 a0 17 76 2v..7..v2v..7..v >C:0170 32 76 f5 8b 37 a0 17 76 32 76 fe 8b 37 a0 17 76 2v..7..v2v..7..v >C:0180 32 76 fb 87 37 a0 17 76 32 76 f7 8c 37 a0 17 76 2v..7..v2v..7..v >C:0190 32 76 f8 8e 37 a0 17 76 32 76 00 8f 37 a0 1a 76 2v..7..v2v..7..v >C:01a0 32 76 00 8f 37 22 17 76 32 76 f6 8e 37 a0 17 76 2v..7".v2v..7..v >C:01b0 32 76 f7 90 37 a0 16 76 32 76 fb 8f 37 a0 17 76 2v..7..v2v..7..v >C:01c0 32 76 f7 90 37 a0 16 76 32 76 fa 8e 37 a0 16 76 2v..7..v2v..7..v >C:01d0 32 76 f8 8e 37 a0 17 76 32 76 fb 8c 37 a0 17 76 2v..7..v2v..7..v >C:01e0 32 76 fc 8c 37 a0 16 76 32 76 fa 7f 37 a0 16 76 2v..7..v2v..7..v >C:01f0 32 76 f7 8a 37 a0 16 76 32 76 00 89 37 a0 1a 76 2v..7..v2v..7..v \o/ ahrahr Demo title makes some sense now :)" - [vice] Invest-TRC&Blasters http://noname.c64.org/csdb/release/?id=50335 Rubi: A. reports that it doesn't work on real C64. So why is this in the emulator issue section? For the list of bugreports for emulators. Invest works perfect on the real c64 without any problems. A: Doesn't work on the real thing nor in any emulator. I suspect a disk error, as the drive head rattles before the program exits to BASIC. - [vice] Quadra-Lazer http://noname.c64.org/csdb/release/?id=51005 Rubi: Needs special RAM init pattern. Choose "First byte: 255" to make it work in VICE. "Just found this one which crashes on Vice, but works fine in CCS" - [vice,ccs] Skull & Crossbones/Faces http://noname.c64.org/csdb/release/?id=51007 Rubi: Freezes on my real C64 too. "the game freeze after the trainer screen on Vice (or doesnt get that far in CCS). When running this on my real C64 then it starts loading after the trainerscreen, but it doesnt do on Vice." - [vice] Hollywood Poker Pro [pal/ntsc]/Hotline + International Network of Chaos http://noname.c64.org/csdb/release/?id=43460 Rubi: This is only reproducable if you have virtual device traps enabled and use Autostart feature. The intro is buggy and would probably show the same beahviour on the real machine if you enter RUN in the wrong moment (raster line 191). Rule of thumb: switch virtual device traps off would help. "Although this game works on both PAL and NTSC computers, VICE has problems when in PAL mode getting past the HTL/INC intro (which is PAL compatible and works okay in CCS64). NTSC mode will get you farther in Vice. Due to the loading routine, this game may also give some emulators problems." - [CCS64] FlyingSharkPreview+-Ikari&FAC http://noname.c64.org/csdb/release/?id=21889 Rubi: Needs special RAM init pattern. Choose "First byte: 255" to make it work in VICE. "Another one here... When running it in Vice it goes into grey screen and gives cpu jam. If I run it on the real c64 and on ccs it works fine." A: It crashes on my C64C, just like in Hoxs64 and VICE. This suggests an inaccuracy exists in CCS64 because it SHOULDN'T work. - [vice 1.21] Relax #03 http://noname.c64.org/csdb/release/?id=20394 "Switch off true drive emulation in order to have it working in Vice." Relax #3 often crashes, but randomly works. I don't understand why it should work, and actually it should NEVER work IMHO. The irq init is completely f**ked up, and prone to lock-ups or crashes. 081E 00 BRK ;here some stuff is missing: 081F 00 BRK ;SEI? DCOD/D012 setup? 0820 A9 08 LDA #$08 ; 0822 8D 86 02 STA $0286 ; 0825 20 60 0E JSR $0E60 ;Only does LDA #$93 JSR $FFD2 RTS 0828 A2 00 LDX #$00 ; 082A 8E 14 03 STX $0314 ;WHY THE F**K ONE WANTS TO DO IT THIS WAY? 082D 8E FF 38 STX $38FF ;(setting only the lower byte while irq are active 0830 8E FB 09 STX $09FB ; is plain stupid, is like seeking for crashes) 0833 8E 1A D0 STX $D01A ;Set to 0 and will be never set to 1 (=no irq?) Even in Hoxs64 1.0.4.24 sometimes locks up. Works on Vice without TDE active, or simply loading the .prg alone. I think this is a side effect of inaccurate emulation when TDE is off. Here's a quick fix, there is enough room for a (almost) correct init. 0805 78 SEI 0806 A9 7F LDA #$7F 0808 8D 0D DC STA $DC0D 080B AD 0D DC LDA $DC0D 080E A9 37 LDA #$37 0810 8D 12 D0 STA $D012 0813 A9 1B LDA #$1B 0815 8D 11 D0 STA $D011 0818 A9 01 LDA #$01 081A 8D 19 D0 STA $D019 081D 8D 1A D0 STA $D01A 0825 20 44 E5 JSR $E544 0833 2C 1A D0 BIT $D01A unpatched version works in vice1.22 - [vice] Dylan Dog/X-factor http://noname.c64.org/csdb/release/?id=51003 "This one crash after the intro in Vice, but no in CCS." A: It crashes on my C64C, just like in Hoxs64 and VICE. This suggests an inaccuracy exists in CCS64 because it SHOULDN'T work. Rubi: Cannot reproduce. Works perfectly in 1.22. Is this bad as it should fail just like on a C64C? GPZ: on my c64 it hangs randomly, either right at the beginning, or after pressing space in the crack intro, or after the trainer screen nojoopa: Got it to hang (after pressing space) by loading manually. Seems like a case of "autostart has lucky timing". "Here's what I found debugging DylanDog/X-Factor. IRQs are not properly stopped when intro starts, and while calling music init at $E000 an irq triggers using vector at $FFFE (which points at $F000, hence the crash) to fix, before running: break 2800 x and then the usual missing one: > dc0d 7f x and intro starts. Too bad that even the end sequence loading will lead to a crash. It should do a jsr $1031 to set $01 and other stuff before but doesn't. fix: break 1029 x now press 4 keys N-I-C-O together, release and press LeftShift+Q > 01 36 x to make it load." ============================================================================== WORKING PROGRAMS - EMULATOR ISSUES THAT HAVE BEEN FIXED ============================================================================== listed here to prevent duplicated reports, and to document what issues have been fixed in which emulator versions - [vice] Skate Crazy/Shining 8 http://noname.c64.org/csdb/release/?id=37001 "Heres another weird one where part 2 crashes, but if I run it on CCS then it works fine. I havnt tested on the real c64 yet, but I guess they work there without problems." "It randomly works in VICE v1.21, the problem is due to an incorrectly initialized IRQ." second part crashes in vice, works in ccs A: It's already fixed, works in VICE v1.21. "I noticed that *randomly works* on all 3 emulators, just wait some seconds before running and it will eventually work. It's a problem of this release only, a simple lda #$7f sta $dc0d, that SHOULD be there to properly init the irq, will fix it. load but don't run, enter monitor break 819 x then after run: > dc0d 7f x will work. Part one properly sets $dc0d in the intro and seems enough." "Ah now I see that it randomly refuses to work, also in Hoxs64. " - [CCS] Darwin/The Dreams http://noname.c64.org/csdb/release/?id=12732 "This demo won't run with CCS as it cannot handle DreamLoad's ShutUp-Feature. Then, I don't think any emu up to now can play the digi-part in original quality." "A: The demo works in CCS64 v3.3, so it must have been fixed at some point." Hoxs64 v1.0.4.24 has been released, it can now handle the following titles: -Aurora 90% ($01 fading corrected, passes the emu check, there's no need to press run/stop to proceed at the beginning anymore) -Locomotion/Hitmen (IRQ timing adjusted, works now) -Demo IV (it doesn't crash anymore and flickers in the same manner my C64C does) *** [vice] Latch X and Y ($d013 and $d014) are not emulated properly Rubi: fixed in 1.22.2 "I tested this by repeatedly printing their read values on the screen by every frame, alongside the values stored in $dc00 and $dc01 - as I wanted to test this after seeing a very nice raster stable routine in an old Crest demo. On Vice, when you press and hold the space bar or any of the keys in the bottom row, the values in $d013 and $d014 only change once, where as on CCS64 and a REAL c64, they change every frame - which is of course what they SHOULD be doing on Vice. The stable routine by the way, was found in the mega split-raster part in Blow Job 5/Crest, i'm not too sure if it was either Crossbow or Vision who coded the routine. loop: LDA $DC00 ; Keyboard write/Joyport 1 STA $0400 ; LDA $DC01 ; Keyboard read/Joyport 2 STA $0401 ; LDA $D013 ; Latch X STA $0403 ; LDA $D014 ; Latch Y STA $0404 JMP loop Doesn't matter how IRQ is setup etc. The effect relies on when you press various bottom row keys or hit fire button in Joyport 1. Try it on Vice and then the real machine and you'll see the difference." *** [Vice 1.20+] Elven warrior: during game does not display in PAL. Works in NTSC mode. Rubi:Fixed in 1.22.2 "It's one of the bugs I noticed in Hoxs64 too, and David fixed it promply few days after, like every bug reports I sent him from version 1.0.4.16 :)" Elven Warrior + by Doughnut Cracking Service http://noname.c64.org/csdb/release/?id=30269 Elven Warrior +6 by Ikari, Talent http://noname.c64.org/csdb/release/?id=17184 Any will do, even the original tape http://tapes.c64.no/tapes/ElvenWarrior.zip "Bug confirmed (related to DEN bit handling), not yet fixed, more investigation will follow" *** [vice 1.21] sprite fetches in border (9th sprite on a line) is not emulated Rubi:Fixed in 1.22 Krestage 3 - More Weird Stuff/Crest http://noname.c64.org/csdb/release/?id=48577 "Will work in 1.22 (25/50 pixel sprites and "9 sprites on a row" are emulated now)" *** [vice 1.21] 50 pixel wide sprites not emulated Rubi:Fixed in 1.22 Krestage 3 - More Weird Stuff/Crest http://noname.c64.org/csdb/release/?id=48577 "Will work in 1.22 (25/50 pixel sprites and "9 sprites on a row" are emulated now)" *** [vice] at a JAM instruction the emulator halts immediatly and does not update the screen properly Rubi: WinVice-1.22.3 offers an option to continue without resetting the machine or entering the monitor. - Info Everybody http://noname.c64.org/csdb/release/?id=51177 - [vice 1.22] Borderless/The Dreams http://noname.c64.org/csdb/release/?id=16121 Rubi: Both fixed in 1.22.3 Works in earlier version and all the others. In 1.22 only a light blue screen. Changing VIC-II settings/border doesn't produce differences. The notefile works in normal and full borders mode, not in debug mode. - [vice 1.22] Demode/Chorus http://noname.c64.org/csdb/release/?id=15101 Rubi: Fixed in 1.22.3 "4th part, works only with normal borders. With full borders you read "HE POP inside", few pixels only instead of letter T With debug borders you read "POP inside", few pixels only instead of THE" - [vice] bubble tale/crest http://noname.c64.org/csdb/release/?id=3098 Rubi: Fixed in 1.22.3 (both the border size issue and the bug in the "stretch routine") "When I watched the part "undulation" (can be accessed via the shortcut and press fire, and then load undulation from the good old Crest demo, the Bubble Tale I noticed that with the Vic II border set to Debug. It looks like crap. the sprites are bouncing of the rasterbar and everything is fucked. with the Vic Ii border set to full, it is a bit more close to the original but there is a bug in the stretch routine which was not even there in vice 1.21 or displayed in c64." "abo: The new VICII border modes were introduced by Krill but he oversaw that the borderwidth variable is used for some essetial calculation which needs to be fixed." - [Vice 1.22] +H2K/Plush http://noname.c64.org/csdb/release/?id=11755 Rubi: Fixed in 1.22.2. The 1541-II ROM is needed to be used to avoid the "endscroller crash". "Choose "Chessboard spin" in part requester, the anticlockwise wipe effect shows some dirty lines. I have to add that the endscroller crashes just after the last japanese text. In Hoxs64 continues correctly." - [vice 1.20,CCS] Aurora 90%/Level64 http://noname.c64.org/csdb/release/?id=41457 Rubi: Fixed in 1.22.2 "On emus, there will appear a strangely-patterned screen. Get yourself the real thing or expect major vic-bugs after pressing run/stop." "btw, aurora80% displays same on emu then on realthing, i just did that emucheck for the fun of it, its temperature measuring via unused bits in $01" "A: This one's interesting. First of all, in both the 85% and the 90% versions, I've spotted no VIC bugs - neither in VICE nor in Hoxs64. Secondly, that strangely patterned screen is visible on a C64 as well, but it disappears after a while. In emus, a user interaction is required to proceed, and this seems to be the only difference. This affects CCS64, VICE" (Works in Hoxs64 v1.0.4.24+) - [vice] Camel Park/Camelot http://noname.c64.org/csdb/release/?id=11652 Rubi: Fixed in 1.22.2. "Not really a goof but the FLI picture by Rob'93 part flickers in VICE." - [vice 1.22] So-phisticated/I.C.E. Squad http://noname.c64.org/csdb/release/?id=930 Rubi: Fixed in 1.22.6 "in vice 1.21 it wont work properly, but hurray, CCS provides the needed c64 bugs to view these pictures." "Bug confirmed (related to CIA timer handling and maybe more...), many more investigation needed..." - [vice,hoxs] Tsunami/Booze Designs http://noname.c64.org/csdb/release/?id=17913 Rubi: Fixed in 1.22.3 "The interlaced girl in the demo Tsunami features 8 bad pixels on her nose when running on VICE (as HCL stated in the note IIRC)" "Well spotted, the glitch is visible in Hoxs64 too. CCS64 v3.3 isn't affected by this." "abo: Problem is identified, patch needs further investigation" *** [vice 1.21] Sprites in left border are positioned wrong in NTSC mode Rubi: Fixed in 1.22.6 examples: Nostalgia Intro http://cosine.org.uk/n0s/games/183_ArcticFox_1986_EOA.d64.zip "One more thing : The $d010 emulation in vice ntsc mode bugs. Try watching my intros in vice ntsc mode: http://intros.c64.org/inc_download.php?iid=2803 http://intros.c64.org/inc_download.php?iid=2047 http://noname.c64.org/csdb/release/download.php?id=56326 Left side siderborder sprites are off 8 pixels They work fine on a real ntsc .." - TRC+TBI Intro: Fixed in 1.22.3 - Trilight: Graphic glitch fixed in 1.22.5 - Volume slider problem: Fixed in 1.22.5 *** [vice 1.21] truedrive emulation auto toggle problems (fixed in vice 2.2) - truedrive emulation is switched off/on automatically when the emulator auto- runs d64s, this causes problems (drivecode not beeing initialised properly for example) sometimes. - some plain .prg files do not run when autostarted with the emulator. they DO run however if you put them into a d64 first. - t64 files seem to have similar problems as prg - [vice] Enforcer+4M-Enigma http://noname.c64.org/csdb/release/?id=51004 Rubi: Confirmed. nojoopa: Works on x64 & x64sc 2.2.1-ish, maybe on 2.2 already. "Found another one that doesnt work. When you press fire at the intro and it loads level 1 then it crash. It doesnt even scan in CCS, but works perfect on the real C64." loading endsequence works A: It works on the real thing, in Hoxs64, and contrary to the statement above, CCS64. Crashes on loading the first level in VICE. - [vice 1.20] Locomotion +2/Hitmen http://noname.c64.org/csdb/release/?id=23897 "Simple bug in the code: change the code at $4d33 from jmp $8000 to jmp $7fe0 while showing the trainer screen. It does work on the real machine, but it is a bug (changing irq settings with irq enabled, thus firing a raster irq that is never acknowledged). The proper init code is there, it's just not executed." "A: works on the C64 (at least all of the attempts to run the game were successful)." (Works in Hoxs64 v1.0.4.24+) nojoopa: Works on x64 & x64sc 2.2.1-ish, maybe on 2.2 already. ============================================================================== WORKING PROGRAMS - FALSE ALARM! SOMEONE FUCKED IT UP! =) ============================================================================== - [vice, ccs] Crazy News Preview http://noname.c64.org/csdb/release/index.php?id=23799 crashes/hangs after selecting something in the main menu of the game (start loading, drive hangs at track 25) "does not work on CCS nor Vice - works on the real thing" "I can only wonder how it was verified to work on the real thing. In order to make it work in CCS/VICE, make use of the hint in the directory, which says: "rest on side two". Amazingly, the rest is on the side B on the real thing too. ;D" *** [vice 1.21] strange issues with $01 seems that switching $01 quickly makes VICE make mistakes in thinking what is RAM and what is ROM... Interestingly, this one fucks up in WinVICE v1.20 at max. speed and warp mode, but not @ 100% speed. Brings up (a seemingly long-time known bug) that toggling RAM/ROM quickly (init tune at $E000) confuses VICE. Zax-Ripp #006/Hurricane http://noname.c64.org/csdb/release/?id=44749 "A: I cannot reproduce it. The warp mode is turned on, the maximum speed is there, it just doesn't fuck up - neither in the interpolating SID sampling mode (at 800% speed), nor in the fast sampling one (3200%)." - [vice] Non Plus Ultra 64%/Singular http://noname.c64.org/csdb/release/?id=32442 "A: Rule of thumb #3: "switch virtual device traps off"." - [vice, ccs] Brave/Laxity http://noname.c64.org/csdb/release/?id=51006 Rubi: Tested with 1.22. Work for me too. "when Im running this in Vice (and it got the same problem in CCS) then I get to the game intro and press fire - nothing happends. When I run it on my real C64 then it works perfectly. It might be something about the way they fade out the sound - Im not sure just a wild guess." mmmh works for me in vice 1.20 - [vice] Lethal Bombs/Vision http://noname.c64.org/csdb/release/?id=30118 Rubi: Tested with 1.22. Work for me too. "when Im running this in Vice it gives CPU jam. when I got through trainerscreens and intros - then it loads and gives CPU JAM. If I run it on my real C64 it got no problems and my friend tried it in Vice 1.15 and it works. I tried that too, but no luck." mmmh works for me in vice 1.20 - [vice] Paradox [NTSC]/Shade http://noname.c64.org/csdb/release/?id=35918 "Horribly broken in Vice unless you load the pages manually" can't press space in first part nojoopa: confirmed, Space still doesn't work. rubi: it does not work in ccs64 either gpz: the code implies that "press space" was intentionally disabled. (maybe this is a half finished release, or they didnt make it in time, or who knows =P) putting a watchpoint on dc01 reveals that the code to detect space has been NOPed out: first part: .C:5108 AD 01 DC LDA $DC01 .C:510b C9 EF CMP #$EF .C:510d EA NOP .C:510e EA NOP second part: .C:5201 AD 01 DC LDA $DC01 .C:5204 C9 EF CMP #$EF .C:5206 EA NOP .C:5207 EA NOP .C:5208 EA NOP .C:5209 EA NOP .C:520a EA NOP third part: .C:5115 AD 01 DC LDA $DC01 .C:5118 C9 EF CMP #$EF .C:511a EA NOP .C:511b EA NOP