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| systems:c64 [2021/12/05 20:11] – [ROMs] kugelblitz | systems:c64 [2022/02/07 13:02] (current) – [Emulators] (x64sc) kugelblitz | ||
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| <WRAP group> | <WRAP group> | ||
| <WRAP round box twothirds column> | <WRAP round box twothirds column> | ||
| - | {{ https:// | + | {{ https:// |
| ====== Commodore 64 ====== | ====== Commodore 64 ====== | ||
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| ^ Emulators ^ Accepted ROM formats ^ | ^ Emulators ^ Accepted ROM formats ^ | ||
| | [[# | | [[# | ||
| + | | [[# | ||
| | [[# | | [[# | ||
| | [[# | | [[# | ||
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| Games for the C64 basically can come in three different physical formats (Cartridge, Tape, Disk) and each of those can have different filetypes. Games can also be loaded as a C64 program (PRG file) directly, bypassing any emulated physical media. Therefore this section is more detailed than with other systems. | Games for the C64 basically can come in three different physical formats (Cartridge, Tape, Disk) and each of those can have different filetypes. Games can also be loaded as a C64 program (PRG file) directly, bypassing any emulated physical media. Therefore this section is more detailed than with other systems. | ||
| - | ==== Programs (.prg) ==== | + | ==== Programs (PRG) ==== |
| A " | A " | ||
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| Most PRGs are " | Most PRGs are " | ||
| - | ==== Cartridges (.crt) ==== | + | ==== Cartridges (CRT) ==== |
| - | The C64 has a cartridge port and .crt files emulate these cartridges. In the early days of the C64, commercial games were released on cartridges that are usually 8KB or 16KB in size. Late in the eighties developers created cartridges that could store up to a megabyte of data via bank switching. The emulators in Batocera support nearly all these formats automatically. There are a few cartridges specifically produced for the obscure C64GS that will require you to set the **MODEL TYPE** to **C64 GAMES SYSTEM PAL** in the metadata for that game (not recommended for other C64 games). | + | The C64 has a cartridge port and '' |
| - | {{: | + | {{: |
| A lot of popular disk based games have been hacked into cartridge games (and as of November 2021 there still is active development in this area), most often for the Easyflash3 cartridge. These modified versions usually have the shortest load times and also avoid diskette changes. | A lot of popular disk based games have been hacked into cartridge games (and as of November 2021 there still is active development in this area), most often for the Easyflash3 cartridge. These modified versions usually have the shortest load times and also avoid diskette changes. | ||
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| Easyflash cartridges can be modified (for example for Gamesaves) and when you properly exit the emulator, the modified cartridge is written back to the '' | Easyflash cartridges can be modified (for example for Gamesaves) and when you properly exit the emulator, the modified cartridge is written back to the '' | ||
| - | There are also several utility cartridges which contain fast loaders or " | + | There are also several utility cartridges which contain fast loaders or " |
| - | This is possible with the stand alone emulators (VICE: X64) by entering their main menu via '' | + | This is possible with the stand alone emulators (VICE: X64) by entering their main menu via '' |
| - | {{: | + | {{: |
| In [[# | In [[# | ||
| - | ==== Tapes (.tap, .t64) ==== | + | ==== Tapes (TAP, T64) ==== |
| - | Loading from tapes is a long process and if you want the full experience, there are .tap images for many games that are representations of the audio on the tape and therefore you enjoy the same load times of several minutes for one game. As many later C64 games actually include extra music and graphics during the load, these large (several 100 KB) files are important for digital preservation. If a tape file is smaller than roughly 40KB most likely it is actually just a PRG file hiding inside a wrapper that can be loaded instantly. | + | Loading from tapes is a long process and if you want the full experience, there are '' |
| For multi-load games on tape you can access a full tape emulation including a tape counter, fast forward and rewind, either by opening the Virtual Keyboard in [[# | For multi-load games on tape you can access a full tape emulation including a tape counter, fast forward and rewind, either by opening the Virtual Keyboard in [[# | ||
| - | ==== Disks (.d64, .d81) ==== | + | ==== Disks (D64, D81) ==== |
| The Commodore 64 used a separate floppy disk drive, the 1541, which in itself is a complete computer with a nearly identical CPU to the C64. The 1541 reads single sided disks with about 170 KB of contents. The data of one diskette can be stored in a .d64 file which contains the data for all the tracks and sectors as the C64 would see it, but not the full data that the 1541 would access, so .d64 files usually do not contain any information about the copy protection used. There are file formats for raw disks (for example .g64) which are not directly supported by Emulation Station but can be loaded manually in the standalone emulators if required. | The Commodore 64 used a separate floppy disk drive, the 1541, which in itself is a complete computer with a nearly identical CPU to the C64. The 1541 reads single sided disks with about 170 KB of contents. The data of one diskette can be stored in a .d64 file which contains the data for all the tracks and sectors as the C64 would see it, but not the full data that the 1541 would access, so .d64 files usually do not contain any information about the copy protection used. There are file formats for raw disks (for example .g64) which are not directly supported by Emulation Station but can be loaded manually in the standalone emulators if required. | ||
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| By default all emulators have **Accurate Drive Emulation** turned on which emulates the full 1541 drive. This can be turned off in the RetroArch settings (not EmulationStation) to speed up disk access but this reduces compatibility especially with games on multiple disks. | By default all emulators have **Accurate Drive Emulation** turned on which emulates the full 1541 drive. This can be turned off in the RetroArch settings (not EmulationStation) to speed up disk access but this reduces compatibility especially with games on multiple disks. | ||
| - | ==== Multi Disk Games (.zip, .m3u) ==== | + | ==== Multi Disk Games (ZIP, M3U) ==== |
| - | Many games use two sided disks or more than one disk. A two sided disk must be flipped manually on a 1541, so you would eject the disk, flip it around and re-insert it. The standard naming convention for such disks is Disk 1 - Side A and Disk 1 - Side B, followed of course by Disk 2 - Side A and so on. | + | Many games use two sided disks or more than one disk. A two sided disk must be flipped manually on a 1541, so you would eject the disk, flip it around and re-insert it. The standard naming convention for such disks is Disk 1 - Side A and Disk 1 - Side B, followed of course by Disk 2 - Side A and so on. |
| When using the LIBRETRO: VICE X64 emulator (the default), the easiest way to switch disks is to just insert all required disk images into one ZIP file. When loading this ZIP, the emulator will temporarily unzip all disks into a save folder and build an .m3u file on the fly. To switch between the disks you can use '' | When using the LIBRETRO: VICE X64 emulator (the default), the easiest way to switch disks is to just insert all required disk images into one ZIP file. When loading this ZIP, the emulator will temporarily unzip all disks into a save folder and build an .m3u file on the fly. To switch between the disks you can use '' | ||
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| </ | </ | ||
| - | You can of course create .m3u files yourself for better naming of disks as well as saving progress inside the .d64 images. By default, RetroArch will display the filename (without extension) of each M3U entry when selecting a disk via the **Current Disc Index** drop-down menu. Custom display labels may be set for each disk using the syntax: '' | + | You can of course create |
| < | < | ||
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| ==== Save Disks ==== | ==== Save Disks ==== | ||
| - | Some games require you to supply your own empty disk for saving games. This requires an .m3u file. On the first line(s) you should point out to the program __which does not need to be a disk but can be any supported file type__ (so you can use Save Disks also with PRGs or cartridges and even tapes). The last line in the '' | + | Some games require you to supply your own empty disk for saving games. This requires an '' |
| < | < | ||
| #SAVEDISK: | #SAVEDISK: | ||
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| ===== Emulators ===== | ===== Emulators ===== | ||
| - | There are four emulators included for the C64 group. The default is [[# | + | There are five emulators included for the C64 group. The default is [[# |
| There are three supplementary standalone variants: VICE: X64, VICE: X64DTV and VICE: XSCPU64. The first one, X64, emulates a standard C64. The X64DTV is for the C64DTV [[WP> | There are three supplementary standalone variants: VICE: X64, VICE: X64DTV and VICE: XSCPU64. The first one, X64, emulates a standard C64. The X64DTV is for the C64DTV [[WP> | ||
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| ==== VICE ==== | ==== VICE ==== | ||
| - | The three standalone versions basically use the same emulator engine as the RetroArch version, but expose a lot more of the internal features (like switching Soundchip emulation) in their own UI (and not in Emulation Station). They are recommended only if you need access to these features. The full documentation for these emulators is available on [[https:// | + | The three standalone versions basically use the same emulator engine as the RetroArch version, but expose a lot more of the internal features (like switching Soundchip emulation) in their own UI (and not in EmulationStation). They are recommended only if you need access to these features. The full documentation for these emulators is available on [[https:// |
| === VICE configuration === | === VICE configuration === | ||
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| The following features were added in Batocera **v33**. | The following features were added in Batocera **v33**. | ||
| - | | + | The controls have been changed to be more accessible. |
| </ | </ | ||
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| <WRAP center round todo> | <WRAP center round todo> | ||
| - | todo box | + | todo |
| </ | </ | ||
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| ==== Border Graphics and Zoom Mode ==== | ==== Border Graphics and Zoom Mode ==== | ||
| - | While the C64 officially has a screen resolution of 200 lines, in reality the video chip draws the equivalent of 288 lines (for PAL) - 200 lines of image (interlaced) and 88 extra lines above and below that image. Some these are never visible due to overscan, but on a real C64 you always have a large visible border on the display. Officially this border can only be set to one of the 16 colors of the C64 palette, so the default setting of LIBRETRO: VICE X64 is to moderately zoom into the screen | + | While the C64 officially has a screen resolution of 200 lines, in reality the video chip draws the equivalent of 288 lines (for PAL) - 200 lines of image (interlaced) and 88 extra lines above and below that image. Some these are never visible due to overscan, but on a real C64 you always have a large visible border on the display. Officially this border can only be set to one of the 16 colors of the C64 palette, so most games will fill the screen |
| {{: | {{: | ||
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| **Left:** Zoom active, border graphics cut off. **Right:** Zoom deactivated. | **Left:** Zoom active, border graphics cut off. **Right:** Zoom deactivated. | ||
| - | With programming tricks this border are can be used to display graphics, extending the screen for example for score displays and life counters. These would appear cut off with the default settings. This requires you to turn off the zoom so that you can see the full graphics. | + | With programming tricks this border are can be used to display graphics, extending the screen for example for score displays and life counters. These would appear cut off with the default settings. This requires you to turn off the zoom so that you can see the full graphics. |
| ==== Color Palettes ==== | ==== Color Palettes ==== | ||
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| </ | </ | ||
| - | The C64 has two joystick ports and every joystick only has four digital directions and one fire button. The C64 also has a keyboard that is extensively used in many games. The controller mapping has been optimized to cover most use cases for known C64 games, but there will be limitations. There also is a virtual keyboard available for those keys that are not mapped. | + | The C64 has two joystick ports and every original |
| + | |||
| + | Many Jump' | ||
| Here are the default Commodore 64's controls shown on a [[: | Here are the default Commodore 64's controls shown on a [[: | ||
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| | D-Pad | Joystick directions | Joystick directions | | | D-Pad | Joystick directions | Joystick directions | | ||
| | Left Stick | Joystick directions | Joystick directions | | | Left Stick | Joystick directions | Joystick directions | | ||
| - | | {{: | + | | {{: |
| - | | {{: | + | | {{: |
| - | | {{: | + | | {{: |
| - | | {{: | + | | {{: |
| | '' | | '' | ||
| | '' | | '' | ||
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| | '' | | '' | ||
| | '' | | '' | ||
| - | | '' | + | | '' |
| | '' | | '' | ||
| | '' | | '' | ||
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| Pushing '' | Pushing '' | ||
| - | Pushing '' | + | Pushing '' |
| Using '' | Using '' | ||
- systems/c64.1638735068.txt.gz
- Last modified: 5 years ago
- by kugelblitz