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Forums > CSDb Discussions > C64 Emulator Bugs
2007-06-24 03:16
chatGPZ

Registered: Dec 2001
Posts: 11351
C64 Emulator Bugs

after stumbling about a bunch of VICE bugs myself in the last couple of days i have decided to compile a list with issues current emulators have. the goals for this are

- make people aware that emulators are by far not perfect (yet?)
- make it easier for emulator authors to improve the emulators, by showing problematic programs and possibly provide simple testcases
- allow c64 coders to implement emulator detection if desired

so well, check this: http://hitmen.c02.at/files/docs/c64/c64_emulator_bugs.txt

help welcomed :)
 
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2007-07-02 10:04
Jammer

Registered: Nov 2002
Posts: 1335
aah, i always thought that t64 and tap are more or less the same ;) human learns throughout the whole life ;) still TDE disabling is not really a bug, it's just an annoying help like creators in m$ applications :D
2007-07-02 16:52
Krill

Registered: Apr 2002
Posts: 2968
Afaik, the next VICE release is due in August. It will also include my fixes of PAL and NTSC border sizes, drive led PWM emulation, and single frame advance for WIN32. I am planning to implement further demo-oriented features and bugfixes.
2007-07-02 16:58
Oswald

Registered: Apr 2002
Posts: 5086
krill \\\o///
2007-07-02 17:00
chatGPZ

Registered: Dec 2001
Posts: 11351
Quote:
single frame advance for WIN32


why on earth would a feature like that be OS specific? *shrug*
2007-07-02 17:06
Krill

Registered: Apr 2002
Posts: 2968
It is because it's stuff that's specifically triggered and mainly maintained by the UI which is strictly platform dependent.
2007-07-02 17:12
chatGPZ

Registered: Dec 2001
Posts: 11351
Quote:

It is because it's stuff that's specifically triggered and mainly maintained by the UI which is strictly platform dependent.


aka the usual vice style horrible hack, ok :)
2007-07-12 22:07
assiduous
Account closed

Registered: Jun 2007
Posts: 343
About time for another cleanup.

*** [Vice, CCS, HOXS] (does not work on any emu, works on the real thing)
Die Donnernde Kataun/Abyss Die Donnernde Kataun

A: It fails on the real thing, too.

- [vice] Nobby the Aardvark +6/RSI Nobby the Aardvark +6
"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 A New Type
"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 Sailing
"Messed up graphics after the intro (atleast in vice), bad file?"

A: The same garbage rendered by the real VIC.

- [CCS] Darwin/The Dreams Darwin
"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.

- [vice 1.20] Mad Springs +2/The Ruling Company+The Blasters Incorporated Mad Springs +2
graphic in the crack intro is messed up

A: Not an emulator fault, it's the same on the real thing.
2007-07-12 22:28
assiduous
Account closed

Registered: Jun 2007
Posts: 343
Regarding:

- [vice] The Plague  The Plague

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.
2007-07-12 22:47
chatGPZ

Registered: Dec 2001
Posts: 11351
so the whole thing "works" in emu? (as good or bad as on the real thing that is)
2007-07-12 23:05
assiduous
Account closed

Registered: Jun 2007
Posts: 343
Yes, the behaviour is exactly the same.
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