this is a draft, not for publication (yet). 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 wether 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 weblink 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 wether it works on the real thing (or not), also report what kind of c64 was used (modell, 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 ment 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 dont 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) and last not least: various ppl at csdb for their comments on specific programs ============================================================================== C64 Emulator Issues List v0.5, last updated 20/07/2007 (w) Groepaz/Hitmen ============================================================================== 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) and the most important one: DO ALWAYS TEST ON THE REAL THING! - 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 maintains a known bugs list: http://www.viceteam.org/plain/BUGS ccs forum: http://www.computerbrains.com/ccs64/forum/viewforum.php?f=4 hoxs ? ============================================================================== Programs that contain an Emulator Check ============================================================================== Y - test passed, N - emu detected CCS VICE Hoxs64 Cucumber Juice 2 Y Y Y Deus Ex Machina Y Y Y Demus Interruptus Y Y Y +h Emu-Fuxx0r v1 N N Y +h Emu-Fuxx0r v2 Y N Y Waveform Composer Y N Y Aurora 90% N N Y Krestage 3 Y N Y valid for: CCS64 v3.3, VICE v1.21, Hoxs64 v1.0.4.24 - Aurora90%: (Works in Hoxs64 v1.0.4.24+) "i write into unused bits in $01, and measure how long it takes to loose the info emus either dont take that bit at all, or keep it forever while realthing accepts bits, and loose value after some time" - [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 :) 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." ============================================================================== C64 Emulation Issues ============================================================================== *** [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 ;)" *** [Vice 1.20+] Elven warrior: during game does not display in PAL. Works in NTSC mode. "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 *** [vice 1.21] VIC memory access not accuratly emulated "vice detection with sprite collisions and sprites at $1000" *** [vice 1.21] 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 reexecute vice to make it work again *** [vice 1.21] sprite fetches in border (9th sprite on a line) is not emulated Krestage 3 - More Weird Stuff/Crest http://noname.c64.org/csdb/release/?id=48577 *** [vice 1.21] 50 pixel wide sprites not emulated Krestage 3 - More Weird Stuff/Crest http://noname.c64.org/csdb/release/?id=48577 *** [vice 1.21] The VIC-II implementation lacks cycle exact sprite collision support *** [vice] "also there's no reset option without killing the ram when the machine hangs.argh..." *** crash/hang for no appearent reason - [vice] 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 - [vice] Beyond Dark Castle http://noname.c64.org/csdb/release/?id=51001 http://noname.c64.org/csdb/release/?id=51002 "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." - [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." - [vice] Enforcer+4M-Enigma http://noname.c64.org/csdb/release/?id=51004 "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 - [vice] FlyingSharkPreview+-Ikari&FAC http://noname.c64.org/csdb/release/?id=21889 "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." - [vice] Invest-TRC&Blasters http://noname.c64.org/csdb/release/?id=50335 For the list of bugreports for emulators. Invest works perfect on the real c64 without any problems. - [vice] Quadra-Lazer http://noname.c64.org/csdb/release/?id=51005 "Just found this one which crashes on Vice, but works fine in CCS" - [vice, ccs] Brave/Laxity http://noname.c64.org/csdb/release/?id=51006 "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 "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,ccs] Skull & Crossbones/Faces http://noname.c64.org/csdb/release/?id=51007 "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." *** other strange behaviour - [vice 1.20,CCS] Aurora 90%/Level64 http://noname.c64.org/csdb/release/?id=41457 "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 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+) - [vice] Camel Park/Camelot http://noname.c64.org/csdb/release/?id=11652 "Not really a goof but the FLI picture by Rob'93 part flickers in VICE." - [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..." - [vice,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. Which means that for the time being there's no emulator that would display this part accurately." (Works in Hoxs64 v1.0.4.24+) - [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." - [vice] Hollywood Poker Pro [pal/ntsc]/Hotline + International Network of Chaos http://noname.c64.org/csdb/release/?id=43460 "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." - [vice] So-phisticated/I.C.E. Squad http://noname.c64.org/csdb/release/?id=930 "in vice 1.21 it wont work properly, but hurray, CCS provides the needed c64 bugs to view these pictures." - [vice, 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 and VICE can't playback the waveforms as intended (although the former 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." - [vice,hoxs] Tsunami/Booze Designs http://noname.c64.org/csdb/release/?id=17913 "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." *** [vice 1.20] problem with keyboard emulation - [vice 1.20] 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 - [vice] AB/Zap http://noname.c64.org/csdb/release/?id=17634 "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." 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 colors 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 ?" *** [vice 1.21] Sprites in left border are positioned wrong in NTSC mode 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 .." things that aren't actual bugs that you should be aware of: ----------------------------------------------------------- *** [vice 1.21] missing feature: lightpen emulation (yes not a bug) *** [vice 1.21] PAL Emulation does not emulate horizontal Chroma "bleeding" correctly example: 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 color 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??" example: 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 colors are not 100% emulated. When drawing a field 121212 and 212121 made a great difference on a normal television and computermonitor. On the emulator with the PAL-emulation activated there is still no difference which is a shame. Fix it!" *** [vice, ccs] "missing thing in the emulation, is CRT phosphor emulation also" *** [vice 1.21] emulator system state is always the same when starting various methods of randomzing data will fail on vice (ie, always give the same result) when using the autostart feature *** [vice 1.21] audio/video timing problems due to audio buffering examples: 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 wouldnt 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..." *** [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 color generation works (http://www.pepto.de/projects/colorvic/) the essence is, that there are infinite "correct" palettes. wether 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" colors 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. ============================================================================== 1541 Emulation Issues ============================================================================== *** [vice 1.21] truedrive emulation auto toggle problems - 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 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] unidentified problems *** [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] serial timing latency is not implemented. (1 cycle per foot of cable or so). [need more info] *** [vice] "1571 has extra delay on on reading sync inside the drive, ask graham or krill about this. (you cannot use BVC in 2mhz mode!)" [need more info] *** [vice] "clk has one cycle extra delay or so also in 1541 when data also changes... (or something)" [need more 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 ============================================================================== GUI Issues ============================================================================== * [vice 1.21] Xaw UI context popup menu for drive attach is broken if more than two drives are active. * [vice 1.21] Screenshots with activated PAL emulation do not deliver the expected (blurry) result. * [vice 1.21] When loading a snapshot, the monitor break/watchpoints break. (at least in xpet) * [vice 1.21] The Linux/DGA2 code is known to be unstable, especially when switching back to window mode under some circumstances. DGA2 shows strange keyboard behavior (shifted keys sometimes do not work) with certain XFree drivers (e.g. NVIDIA drivers). The code won't be improved significantly by the current author (deprecated). * [vice 1.21] The Linux/DGA1 and Linux/VIDMODE fullscreen support may be unstable on some systems. Double size/scan does not work currenty. * [vice 1.21] openGL sync is not well integrated in the current vsync code - switching back and forth xrandr fullscreen when openGL sync is activated might lead to strange vsync behavior; ie. very long time until 100% and decent fps rate is reached again. To avoid this deactivate openGL sync before leaving or entering fullscreen modes. * [vice 1.21] Xaw/XRandR fullscreen doesn't maximize the window automatically; for some reason the window manager hint is ignored. See also comment in src/arch/unix/x11/xaw/x11ui.c:1443. In the Gnome port the window is only expanded when XVideo HW scaling is enabled. Otherwise the window remains in its original size, as resizing is inhibited in the Gnome port without HW scaling. * [vice 1.21] The Image preview does not make use of CBM font in the Gnome2 port. * [vice 1.21] The custom TextField widget is buggy and can cause crashes on DEC/Alpha machines, and possibly on other systems too. If you get weird X protocol errors or the file selector makes the emulator die when you close it, this might be the cause. In that case, recompile with the `--disable-textfield' option. If it still does not work, please tell us. * [vice 1.21] Some DEC/Alpha machines crash due to the XAW implementation. Compile VICE with GNOME support `--enable-gnomeui' instead. * [vice 1.21] 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. * [vice 1.21] Using X11 XAW it is not possible to enter the disk name in the create empty disc image dialog. * [vice 1.20] on the right side of the display window there is one column of pixels that appears to not beeing updated correctly, appearently these are related to sprites. * [vice 1.21] display window will be 0 pixel high under certain circumstances, seems to be related to KDE somehow * [vice 1.21] the ALT state is not properly restored when switching from/to the vice window with alt-tab * [vice] "Also in WinVICE, "always on top" doesn't work when swiched on at boot. Frankly, I'm amazed that this isn't the 'known bugs' list already" ============================================================================== 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." - [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." ============================================================================== 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." ============================================================================== 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) ============================================================================== 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"."