[Deutsch]
Willkommen im Control Center. Das Control Center ersetzt Handbuch, Hilfedatei und Dialogboxen normaler Windows Programme. Dadurch bleibt mehr Zeit für die Verbesserung der eigentlichen Emulation. Zu den weiteren Seiten gelangen Sie, indem Sie die linke Baumansicht mit den Cursortasten aufklappen.

Hier können Sie PC64Win auch konfigurieren, falls es mit den Standardeinstellungen nicht läuft. Ersetzen Sie die 1 in der folgenden Zeile durch eine 0:

<G> Show Keys at Startup (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~
Damit haben Sie die Anzeige der Tastaturbelegung beim Start von PC64Win ausgeschaltet. Wenn Sie mit <F10> hierher gelangt sind und jetzt das Control Center mit <Esc> wieder schließen, dann wird PC64Win neu gestartet, weil Sie eine Option geändert haben.


[English]
Welcome to the Control Center.  The Control Center replaces manual, help file and dialog boxes of normal Windows programs.  This leaves more time for improving the emulation.  To see the other pages, open the tree view on the left side with the cursor keys.

Here you can also configure PC64Win if it doesn't run with the default settings.  In the following line, replace the 1 by a 0:

<G> Show Keys at Startup (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~
By doing this, you have switched off the message concerning the keys at PC64Win's startup. If you came here with <F10> and close the Control Center now with <Esc>, PC64Win will be restarted because you have changed a setting.


[Italiano]
(*) added, please translate to Italian

Benvenuti al Control Center.  Il Control Center prende il posto del manuale, del file help e delle finestre di dialogo dei normali programmi Windows.  Questo lascia piu' tempo per migliorare l' emulazione.  Per vedere le altre pagine, sfogliare la finestra ad albero sulla sinistra con i tasti cursore.

Da qui' potete anche configurare PC64Win se non funziona con i parametri di default.  Nella linea che segue, sostituite l' 1 con uno 0:

<G> Show Keys at Startup (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~
Facendo questo, avete disattivato il messaggio riguardante i tasti alla partenza di PC64Win. Se siete entrati qui' con <F10> e chiudete Control Center adesso con <Esc>, PC64Win Sara' fatto ripartire perche' avete cambiato un sattaggio.






[Deutsch\Anleitung]
Die Systemvoraussetzungen für PC64Win sind:

    - Pentium PC mit 100 MHz und 256 kb PB Cache
    - PCI Grafikkarte mit DirectDraw Support
    - Windows 95, Windows NT 3.51 oder 4.0, Windows 3.1 mit Win32s

Die Systemvoraussetzungen für die Entwicklung mit dem EDK sind:

    - Pentium PC mit 32 Mb RAM
    - Windows 95, Windows NT 3.51 oder 4.0
    - Visual C++ 4.1 oder höher


[English\Manual]
The system requirements for PC64Win are:

    - Pentium PC with 100 MHz and 256 kb PB cache
    - PCI graphic card with DirectDraw support
    - Windows 95, Windows NT 3.51 or 4.0, Windows 3.1 with Win32s

The system requirements for developing with the EDK are:

    - Pentium PC with 32 Mb RAM
    - Windows 95, Windows NT 3.51 or 4.0
    - Visual C++ 4.1 or higher


[Italiano\Manuale]
Il sistema minimo per adoperare PC64Win deve comprendere:

    - PC Pentium a 100 MHz e 256 kb PB cache
    - scheda grafica PCI con supporto DirectDraw
    - Windows 95, Windows NT 3.51 o 4.0, Windows 3.1 con Win32s

Il sistema minimo per lo sviluppo di programmi con EDK deve comprendere:

    - PC Pentium con 32 Mb RAM
    - Windows 95, Windows NT 3.51 o 4.0
    - Visual C++ 4.1 o superiore




[Deutsch\Anleitung\C64 Programme laden\von Windows]
PC64 kann Dateien in den Formaten *.P00, *.C64 mit und ohne Header sowie *.D64 Diskimages verarbeiten.

    1. Rufen Sie den Windows Explorer auf. Er befindet sich im Start Menü unter dem Eintrag "Programme".

    2. Wechseln Sie in das Verzeichnis, in dem Ihre C64 Dateien sind.

    3. Doppelklicken Sie auf einen Dateinamen mit dem C64 Icon oder dem CBM Icon.

Der Emulator startet, lädt das angeklickte Programm und führt es aus. Wenn Sie auf ein Diskimage geklickt haben, erscheint eine Dialogbox mit dem Inhaltsverzeichnis. Dort können Sie dann ein Programm auswählen.

Wenn Sie bei 3. anstatt doppelzuklicken einmal mit der rechten Maustaste klicken, öffnet sich ein Kontextmenü. Dort können Sie das Programm dann auch mit anderen Emulatoren starten, soweit diese vom PC64 Setup auf Ihrer Festplatte gefunden wurden. Das funktioniert mit allen Emulatoren, bei denen ein Dateiname auf der Kommandozeile angegeben werden kann.


[English\Manual\Running C64 programs\from Windows]
PC64 can handle *.P00 files, *.C64 files with or without a header and *.D64 disk images.

    1. Run the Windows Explorer from the Start Menu in the "Programs" folder.

    2. Change to the directory where your C64 files are.

    3. Double-click on any file with the C64 icon or the CBM icon.

The emulator will pop up, load the file and run it.  If you have clicked on a D64 disk image, a dialog box comes up where you can select which file to load.

At step 3, if you press the right mouse button instead, a context menu will pop up. Here you can run the program with other emulators, too, which have been detected by PC64Win's setup. This works with all emulators which can handle a file name on the command line.


[Italiano\Manuale\Esecuzione programmi C64\da Windows]
PC64 supporta files *.P00, files *.C64 con o senza un header e copie fisiche dei dischi (disk images) in formato *.D64 .

    1. Fate partire il Windows Explorer dal Menu Avvio nella cartella "Programmi".

    2. Spostatevi nella directory dove sono i vostri files del C64.

    3. Fate doppio click su qualsiasi file con icona C64 o CBM .

Comparira' l' emulatore, che carichera' il file e lo fara' partire.  Se avete cliccato su una disk image con estensione .D64, verra' fuori una finestra di dialogo da dove potrete scegliere quale file caricare.

Al punto 3, se invece premete il tasto destro del mouse, un menu' contestuale verra' fuori. Qui' potete caricare il programma con un altro emulatore, anche, il quale sia stato riconosciuto dal setup di PC64Win . Questo funziona con tutti gli emulatori che supportano un nome di file sulla linea di comando.




[Deutsch\Anleitung\C64 Programme laden\über die Database]
Die Database kennt mehr als 4000 Spiele auf der High Voltage CD 1.

    1. Rufen Sie die Database auf. Sie befindet sich im Ordner "Personal C64" im Windows Start Menü.

    2. Tippen Sie Teile des Spielenamens ein.

    3. Fahren Sie mit <Cursor Oben/Unten> auf das gewünschte Spiel.

    4. Drücken Sie <Return>, um das Spiel mit PC64 für Windows zu starten.

Wenn die Datenbank das Spiel nicht findet, geben Sie das Hauptverzeichnis Ihres CD-ROM Laufwerks ein, zum Beispiel "F:\". Wenn Sie die High Voltage CD 1 nicht haben, aber ein Internet Zugang vorhanden ist, dann können Sie auf den "Download" Button klicken. Leider wurde der Childhood's End Server im September 1996 geschlossen, und ich weiß nicht, ob und wann er wieder geöffnet wird.

Die Datenbank kann Spiele auch mit anderen Emulatoren laden.

    1. Mit <Tab> kommen Sie in die obere Liste, wo die Jobs stehen.

    2. Fahren Sie mit <Cursor Oben/Unten> auf einen der anderen Emulatoren.

    3. Drücken Sie <Return> um das Spiel mit dem anderen Emulator zu starten.

Wenn der Emulator nicht gefunden wird, müssen Sie die Pfade anpassen. Das geht mit "Edit Database.ini" in der oberen Jobliste.



[English\Manual\Running C64 programs\from the Database]
The database knows the locations of more than 4000 games on the High Voltage CD 1.

    1. Start the database.  It's in the "Personal C64" folder in the Windows Start Menu.

    2. Type in parts of the game name.

    3. Move the selection bar with <Cursor Up/Down> to the game which you want to run.

    4. Press <Return> to run the game with PC64Win.

If the database doesn't find the game, type in the correct directory of your CD ROM drive, e.g. "F:\".  If you don't have the High Voltage CD 1 but your computer has access to the internet, you may try the "Download" button.  Unfortunately, the Childhood's End site has been closed in September 1996 and I have no idea whether or when it will be open again.

You can also use the database to run a game with another emulator.

    1. Press <Tab> to get into the upper list which contains the jobs.

    2. Move the selection bar with <Cursor Up/Down> to one of the other emulators.

    3. Press <Return> to run the game with the other emulator.

If the other emulator doesn't start, you'll have to set the correct path.  Execute "Edit Database.ini" in the upper job list.


[Italiano\Manuale\Esecuzione programmi C64\Dal Database]
Il database conosce la posizione di piu' di 4000 giochi sull' High Voltage CD 1.

    1. Fate partire il database.  E' nella cartella "Personal C64" delk menu' Avvio di Windows.

    2. Digitate parte del nome del gioco.

    3. Muovete la barra di selezione con <Cursore Su/Giu'> fino al gioco che volete caricare.

    4. Premete <Invio> per caricare il gioco con PC64Win.

Se il database non trova il gioco, Digitate la corretta directory del vostro lettore CD-Rom, es. "F:\".  Se non avete l' High Voltage CD 1 ma il vostro computer ha accesso ad Internet, potete provare il pulsante "Download" .  Purtroppo, Il sito Childhood's End e' stato chiuso nel Settembre 1996 e non ho idea di se e quando sara' riaperto.

Potete anche usare il database per far partire un gioco con un altro emulatore.

    1. Premete <Tab> Per accedere alla lista superiore che contiene le operazioni.

    2. Muovete la barra di selezione con <Cursore Su/Giu'> su uno degli altri emulatori.

    3. Premete <Invio> per caricare il gioco con un altro emulatore.

Se l' altro emulatore non parte, dovrete settare il percorso corretto.  Eseguite "Edit Database.ini" nella lista superiore delle operazioni.



[Deutsch\Anleitung\PC Tastaturbelegung]
Joystick			PC Tastatur
---------------------------------------------------------------------------------------------------------------------------
Richtungen		Weiße Pfeile auf dem Ziffernblock, auch schräg
Feuer			Rechte Strg Taste
Ports 1 und 2 tauschen	Alt+F10

Führen Sie Joystick.c64 im PC64Win Verzeichnis aus um zu sehen, ob die Joysticks funktionieren.

Emulator Funktion		PC Tastatur
---------------------------------------------------------------------------------------------------------------------------
Diskette wechseln		F9  (Bug: nur D64, nicht bei P00/C64!)
Control Center		F10
Fenster/Vollbild umschalten	Alt+Enter  (nur Windows 95 mit DirectDraw)
Bildschirmfoto (Windows)	Alt+Druck
Programm beenden		Alt+F4

Commodore Tastatur	PC Tastatur
---------------------------------------------------------------------------------------------------------------------------
CBM			Alt
Stop			Tab
Stop+Restore		Tab+F12
Reset			Ctrl+Alt+Backspace
Home			Pos1
^			Einfg
<-			Ende
Pfund			Entf

Sie können diese Tasten in Keys.ini umdefinieren. Das ist nötig für Notebooks, bei denen es keine weißen Pfeile gibt.


[English\Manual\PC keyboard mapping]
Joystick			PC key
---------------------------------------------------------------------------------------------------------------------------
Directions			White arrows on numeric keypad, also diagonal
Fire			Right Ctrl
Swap ports 1 and 2		Alt+F10

Run Joystick.c64 in the PC64Win directory to see whether the joysticks work.

Emulator function		PC key
---------------------------------------------------------------------------------------------------------------------------
Change disk		F9  (bug: D64 only, not P00/C64!)
Control Center		F10
Switch window/fullscreen	Alt+Enter (Windows 95 with DirectDraw only)
Screen snapshot (Windows)	Alt+PrtSc
Leave program		Alt+F4

Commodore key		PC key
---------------------------------------------------------------------------------------------------------------------------
CBM			Alt
Stop			Tab
Stop+Restore		Tab+F12
Reset			Ctrl+Alt+Backspace
^			Ins
<-			End
Pound			Del

You can redefine these keys by editing the file Keys.ini.  That's essential for notebooks which do not have white arrows.


[Italiano\Manuale\Mappatura della tastiera PC]
Joystick			Tasto PC
---------------------------------------------------------------------------------------------------------------------------
Direzioni			Frecce sul tastierino numerico, anche diagonali
Fuoco			Ctrl destro
Scambia porta 1 e 2		Alt+F10

Caricate Joystick.c64 nella directory PC64Win Per vedere se i joystiks funzionano.

Funzione dell'emulatore	Tasto PC
---------------------------------------------------------------------------------------------------------------------------
Cambia disco		F9  (bug: solo per D64, non P00/C64!)
Control Center		F10
Scambia finestra/fullscreen	Alt+Enter (solo Windows 95 con DirectDraw )
Screen snapshot (Windows)	Alt+PrtSc (*)
Chiudi programma		Alt+F4

Tasto Commodore		PC key
---------------------------------------------------------------------------------------------------------------------------
CBM			Alt
Stop			Tab
Stop+Restore		Tab+F12
Reset			Ctrl+Alt+Backspace
^			Ins
<-			End
Pound			Del

Potete ridefinire questi tasti editando il file Keys.ini.  Questo e' essenziale per i notebook che non hanno il tastierino.




[Deutsch\Anleitung\Die Diskette wechseln]
Drücken Sie <F9>. Sie kommen in eine Dialogbox, wo Sie ein Diskimage für Gerät #8 auswählen können. Fahren Sie mit <Cursor Unten> auf das nächste Diskimage und drücken Sie <Return>. Sie sind jetzt wieder im Emulator. Bestätigen Sie dem Spiel, daß Sie die Diskette gewechselt haben, zum Beispiel mit dem Feuerknopf.

<F9> funktioniert nur bei D64 Diskimages, nicht mit P00 oder C64 Dateien! Dieser Bug wird in einer der nächsten Versionen behoben sein.


[English\Manual\Changing the disk]
Press <F9>.  You are in the dialog where you can select a disk image for device #8.  Move the selection one entry down to the next disk image and press <Return>.  You are back in the emulator.  Confirm the game that you have changed the disk, for example by pressing the fire button.

<F9> works only if you have selected a D64 disk image, not with C64 or P00 files!  This bug will be fixed in one of the next versions.


[Italiano\Manuale\Cambiare disco]
Premere <F9>.  Vi trovate nella finestra di dialogo dove potete selezionare una disk image per la periferica #8.  Muovete la selezione piu' giu' per la successiva disk image e premete <Invio>.  Siete di nuovo all' emulatore.  Confermate al gioco che avete cambiato disco, per esempio premendo il tasto fire.

<F9> funziona solo se avete selezionato una disk image D64, non con i files C64 o P00 !  Questo bug verra' eliminato in una delle prossime versioni.




[Deutsch\Anleitung\1541 Disketten kopieren]
Wenn Sie die registrierte Version haben, benutzen Sie PC64 für DOS und das PC64 Kabel. Das ist schnell und sicher.

Andernfalls holen Sie sich den Star Commander oder Trans64 über das Startmenü " Programs / Personal C64 / Online Links / Pontus' C64 Tools Homepage". Bei beiden Programmen befindet sich der Schaltplan des X1541 Kabels in der Hilfedatei. Um das X1541 Kabel verwenden zu können, müssen Sie bei der LPT im BIOS Setup unbedingt ECP und EPP ausschalten!


[English\Manual\Transferring 1541 disks]
If you have the registered version, use PC64 for DOS and the PC64 cable.  It is fast and safe.

Otherwise get The Star Commander or Trans64 from the Start Menu "Programs / Personal C64 / Online Links / Pontus' C64 Tools Homepage".  They both have the pinout of the X1541 cable in their help files.  To use the X1541 cable, you must switch off the LPT modes ECP and EPP in the BIOS setup!


[Italiano\Manuale\Trasferimento di dischi 1541]
Se avete la versione registrata, usate PC64 per DOS e il cavo PC64 .  E' veloce e sicuro.

Altrimenti procuratevi Star Commander o Trans64 dal Menu Avvio "Programs / Personal C64 / Online Links / Pontus' C64 Tools Homepage".  Entrambi hanno la piedinatura del cavo x1541 nei loro help files.  Per usare il cavo X1541 , dovete disattivare i modi ECP and EPP dell' LPT nel setup del BIOS!




[Deutsch\Anleitung\Lange Dateinamen]
Sie können Ihre C64 Programme bis maximal 70 Zeichen umbenennen. Sie können auch die Erweiterung von P00 auf C64 ändern, um anderen Emulatoren mitzuteilen, daß dieses Programm für den C64 ist. So kann zum Beispiel die Datei Attckfmc.p00 umbenannt werden in "Attack of the Mutant Camels.c64".

Danach kann PC64Dos die Datei nicht mehr lesen. Um den Vorgang rückgängig zu machen, geben Sie "ren *.c64 *.p00" auf der DOS Kommandozeile ein und starten anschließend NewName.exe, um die Originalnamen wiederherzustellen.


[English\Manual\Long file names]
You can rename your C64 programs up to 70 characters.  You may also change the extension from P00 to C64 in order to tell other emulators that this Commodore file is for the C64.  For example, you can rename the file Attckfmc.p00 to "Attack of the Mutant Camels.c64".

After this change, PC64 for DOS will no longer be able to load the file.  To undo the renaming, enter "ren *.c64 *.p00" on the DOS command line and then run NewName.exe to restore the original names.


[Italiano\Manuale\Nomi lunghi di files]
Potete rinominare i vostri programmi C64 fino a 70 caratteri.  Potete anche cambiare le estensioni da P00 a C64 Per comunicare agli altri emnulatori che questo Commodore file e' per il C64.  Per esempio, potete rinominare il file Attckfmc.p00 in "Attack of the Mutant Camels.c64".

Dopo questo cambiamento, PC64 per DOS non riuscira' piu' a caricare il file.  Per annullare questa azione, digitate "ren *.c64 *.p00" al prompt del DOS e poi caricate NewName.exe per ricostruire i nomi originali.




[Deutsch\Anleitung\Kommandozeile]
    PC64Win.exe "Datei.p00"
    PC64Win.exe "Datei.c64"

Lädt das C64 Programm und startet es. P00 Header mit 26 Bytes werden erkannt, unabhängig von der Erweiterung. Damit können Sie jede CBM Binärdatei mit der Endung C64 versehen und vom Explorer aus starten.

    PC64Win.exe "Disk.d64"

Zeigt den Inhalt des Diskettenimages an, wo Sie eine Datei zum Laden auswählen können.

    PC64Win.exe -autotype "print $22hallo$22$0D"

Führt den Befehl aus, also ob Sie ihn im C64 Modus eingegeben hätten. Das Anführungszeichen " muß durch $22 ersetzt werden, und das Dollarzeichen $ durch $24. Die Taste <Return> erhalten Sie mit $0D.

    PC64Win.exe "Disk.d64" -autotype "load$22name$22,8,1$0Drun$0D"

Lädt aus einem Diskimage eine bestimmte Datei direkt, also ohne Auswahlbox.

    PC64Win.exe -extension "SimonBas.dll"

Lädt eine Extension in den Emulator.

    PC64Win.exe -control

Ruft das Control Center auf. Das ist nötig, wenn PC64Win wegen falscher Einstellungen nicht mehr startet.


[English\Manual\Command line]
    PC64Win.exe "File.p00"
    PC64Win.exe "File.c64"

Loads a C64 program and runs it. P00 headers are recognized, no matter what the file extension is. You can rename any CBM binary with the extension C64 and run it from the Explorer.

    PC64Win.exe "Disk.d64"

Shows the directory of a disk image and lets you select a file to run.

    PC64Win.exe -autotype "print $22hello$22$0D"

Executes the command as if you had typed it in. The quote " must be replaced by $22 and the dollar sign $ by $24. The <Return> key is $0D.

    PC64Win.exe "Disk.d64" -autotype "load$22name$22,8,1$0Drun$0D"

Loads a given file from the disk image without the selection dialog.

    PC64Win.exe -extension "SimonBas.dll"

Loads an extension into PC64Win..

    PC64Win.exe -control

Runs the control center. This is necessary if PC64Win doesn't start because of wrong settings.


[Italiano\Manuale\Linea di comando]
    PC64Win.exe "File.p00"
    PC64Win.exe "File.c64"

Carica in programma C64 e lo fa partire. Gli headers p00 sono riconosciuti, non importa quale estensione abbia il file. Potete rinominare qualsiasi file binario CBM con l' estensione C64 e caricarlo dall' Explorer.

    PC64Win.exe "Disk.d64"

Mostra la directory di una disk image e lascia scegliere a voi il file da caricare.

    PC64Win.exe -autotype "print $22hello$22$0D"

Esegue il comando come se voi lo aveste scritto. Le virgolette " devono essere sostituite da $22 e il segno di dollaro $ da $24. Il tasto <Invio> e' $0D.

    PC64Win.exe "Disk.d64" -autotype "load$22name$22,8,1$0Drun$0D"

Carica un dato file dalla disk image senza la finestra di selezione.

    PC64Win.exe -extension "SimonBas.dll"

Carica un' estensione in PC64Win.

    PC64Win.exe -control

Carica il control center. Questo e' necessario se PC64Win non parte a causa di parametri sbagliati.






[Deutsch\Performance]
<G> Performance\More Speed But Less Compatibility (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0 - Baue alle internen Frames auf (Default)
1 - Baue interne Frames nur dann auf, falls genügend Zeit vorhanden ist oder das Minimum von 5 fps unterschritten würde

Ein "Frame" ist ein einzelnes C64 Bild. Bei der Fernsehnorm PAL werden 50 Stück davon in einer Sekunde aufgebaut, bei NTSC sind es 60. "Interne" Frames werden zwar aufgebaut, aber nur dann angezeigt, falls genügend Zeit vorhanden ist.

Der Aufbau und die Anzeige eines Frames kosten enorm viel Zeit, beides zusammen ungefähr die Hälfte der verfügbaren Rechenleistung. Deshalb können Sie die Geschwindigkeit nahezu verdoppeln, wenn Sie den Schalter auf 1 setzen. Allerdings werden dann einige Spiele nicht mehr laufen.

<G> Sound\Use QuickSound (1 or 0)=1
<G> Sound\Use MMSound (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~
Sie können die Geschwindigkeit um 15% erhöhen, wenn Sie den Sound ausschalten. Setzen Sie hierzu diese beiden Optionen auf 0. Falls Sie auf Sound nicht verzichten wollen, können Sie die Qualität auf 8 Bit bei 22050 Hz oder gar 11025 Hz reduzieren. Das spart ebenfalls Rechenleistung.


[English\Performance]
<G> Performance\More Speed But Less Compatibility (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0 - Build every internal frame (Default)
1 - Build internal frames only if there is enough time or if the minimum of 5 fps has been reached

A "frame" is a single C64 screen. PAL displays 50 frames per second, and NTSC 60. "Internal" frames are always built, but only displayed when there is enough time left.

Building and displaying a frame is very time expensive. Both together are using up half of the PC's performance. That's why the emulation will run significantly faster if you set this switch to 1. Unfortunately, this will prevent some games from running.

<G> Sound\Use QuickSound (1 or 0)=1
<G> Sound\Use MMSound (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~
You can increase the performance by 15% if you switch off sound. Just set both options to 0. If you need sound, you can reduce the quality to 8 bit at 22050 Hz or even 11025 Hz. This will also get you some performance.


[Italiano\Prestazioni]
<G> Performance\More Speed But Less Compatibility (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0 - Disegna ogni frame interno (Default)
1 - Disegna frames interni solo se c' e' abbastanza tempo o se il minimo di 5 fps e' stato raggiunto

Un "frame" e' un singolo schermo del C64. Il sistema PAL mostra 50 frames al secondo, e l' NTSC 60. I frames "interni" vengono sempre calcolati, ma mostrati solo se c' e' abbastanza tempo disponibile.

Calcolare e mostrare un frame e' molto oneroso in termini di tempo. I due lavori uniti utilizzano meta' della potenza del PC. Questo e' il perche l' emulazione verra' eseguita molto piu' velocemente se settate lo switch su 1. Purtroppo, Questo impedira' di funzionare ad alcuni giochi.

<G> Sound\Use QuickSound (1 or 0)=1
<G> Sound\Use MMSound (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~
Potete incrementare le performance del 15% se disabilitate il suono. Basta settare entrambe le opzioni su 0. Se volete il suono, potete ridurne la qualita' a 8 bit a 22050 Hz o anche 11025 Hz. Anche questo vi fara' guadagnare sulle prestazioni.




[Deutsch\Performance\Grafikkarte]
Die größte Leistungssteigerung bewirkt eine Grafikkarte mit Hardware Scaler Chip und zugehörigem Treiber. Viele Grafikkarten in der Preisklasse um 400 Mark besitzen solch einen Chip, er ist auch unter der Bezeichnung "AVI Beschleuniger" bekannt. Wenn Betriebssystem, Grafikkarte und Treiber den Chip unterstützen, dann läuft der Emulator zirka doppelt so schnell. Der Abstand erhöht sich noch weiter, wenn Sie das Fenster zum Vollbild aufziehen.

Leider ist der Chip an und für sich recht nutzlos, solange er nicht von Betriebssystem und Treiber unterstützt wird.

Seitens des Betriebssystems ist DirectX erforderlich. Diese Erweiterung kommt von Microsoft und wird zu Windows NT 4.0 bereits mitgeliefert. Für Windows NT 3.5 und Windows 3.1 ist sie überhaupt nicht erhältlich, aber für Windows 95 gibt es ein Zusatzpaket, das in der Vollversion von PC64Win enthalten ist. Besitzer der Sharewareversion können sich DirectX über "Online Links" herunterladen.

Seitens der Grafikkarte hängt alles von der Unterstützung des Herstellers ab. Besitzer einer Elsa Winner 2000AVI können sich den Treiber v1.10 für Windows 95 von http://www.elsa.de laden. Besitzer anderer Grafikkarten müssen sich an die Mailbox oder die Hotline Ihres Herstellers wenden.

In der c't 6'96 auf Seite 168 wird die Geschwindigkeit einiger Grafikkarten gemessen. Wenn zwischen MPEG x1, MPEG x2  und MPEG Fullscreen fast kein Unterschied vorhanden ist, hat die Karte vermutlich einen Scaler Chip. Im einzelnen sind das:
- Matrox Millenium (schnellster DOS Modus)
- ATI Xpression Video
- Cardex Genesis EV 2 MB
- Mirage Video/TV
- Hercules Terminator 64/Video
- miroMedia View
- VideoLogic GrafixStar 400 (im DOS Modus halb so schnell wie der Durchschnitt)
- Diamond Edge 3D (im DOS Modus zehn mal langsamer als der Durchschnitt)

Karten ohne Scaler Chip und Treiberunterstützung sind hingegen:
- Elsa Winner 1000 Trio/V
- miroVideo SD 22 PD
- Number Nine 9FX Motion 331
- Einige Prototypen mit dem Virge 86C325
- ET6000
- Cirrus Logic GD 5446

Auch wenn Ihre Grafikkarte keinen Scaler Chip hat, sollten Sie DirectX unter Windows 95 installieren. Sie können dann mit <Alt+Enter> in den Vollbildmodus schalten. Hierbei läuft die Emulation fast so schnell wie in einem kleinen Fenster mit 320 x 200 Pixeln, bedeckt aber den gesamten Schirm. Unter Windows NT 4.0 ist das leider nicht möglich, dort wird der Vollbildmodus nicht unterstützt.

Wenn Sie kein DirectX installiert haben, können Sie den Grafikmodus 640 x 480 einschalten und das Fenster von PC64Win auf ein Viertel des Bildschirms aufziehen. Dann wird keine Vergrößerung durchgeführt, was besonders schnell geht. Probieren Sie auch aus, ob der Emulator mit 256 Farben oder mit HiColor schneller läuft.


[English\Performance\Graphic Card]
The greatest performance boost comes from a graphic card with a hardware scaler chip and a driver which supports it. Many graphic cards in the $250 price range have such a chip on board, they are also known as "AVI speeders". PC64Win will run about twice as fast if the graphic card, the operating system and the graphic driver support the chip. The difference will be even larger if you maximize the window to the whole screen.

Unfortunately, the blank chip is rather useless if it isn't supported by the OS and the driver.

For the OS, you'll need DirectX. This is an extension from Microsoft which comes with Windows NT 4.0. For Windows NT 3.5 and Windows 3.1, there is no chance to get DirectX working. But for Windows 95, there is an additional package which comes with the registered version of PC64. Shareware users can download DirectX from the "Online Links" command.

For the graphic card, everything depends from the driver support. If you have an Elsa Winner 2000AVI, you can get the driver v1.10 for Windows 95 from http://www.elsa.de. If you have another graphic card, check the vendor's mailbox or hotline.

The German c't magazine 6'96 on page 168 has measured the speed of some graphic cards. When there is almost no difference between MPEG x1, MPEG x2  and MPEG fullscreen, there is most probably a scaler chip on board. These cards are:
- Matrox Millenium (fastest DOS mode)
- ATI Xpression Video
- Cardex Genesis EV 2 MB
- Mirage Video/TV
- Hercules Terminator 64/Video
- miroMedia View
- VideoLogic GrafixStar 400 (DOS mode half as fast than the average)
- Diamond Edge 3D (DOS mode ten times slower than the average)

Cards without a scaler chip or driver support are:
- Elsa Winner 1000 Trio/V
- miroVideo SD 22 PD
- Number Nine 9FX Motion 331
- some prototypes with the Virge 86C325
- ET6000
- Cirrus Logic GD 5446

Even if your graphic card doesn't have a scaler chip, you should install DirectX under Windows 95. You can then switch into fullscreen mode with <Alt+Enter>. This means that the emulation will run almost as fast as in a small 320 x 200 window, but will cover the whole screen. Unfortunately, this is not possible under Windows NT 4.0, as it doesn't support fullscreen mode.

If you don't have DirectX installed, you can switch into graphics mode 640 x 480 and resize the window of PC64Win to 1/4 of the screen. Then there will be no scaling, which is fast. You should also try which display mode is faster, 256 colors or HiColor.


[Italiano\Prestazioni\Scheda grafica]
Il piu' notevole incremento di prestazioni proviene da una scheda grafica con un chip di scalatura hardware delle immagini e dei drivers che lo supportano. Molte schede grafiche nella fascia di prezzo dei $250 hanno un tale chip, esse sono anche conosciute come "AVI speeders". PC64Win lavorera' circa al doppio della velocita' se la scheda grafica, il sistema operativo e i drivers grafici supportano il chip. La differenza sara' anche piu' grande se massimizzate le dimenzioni della finestra fino al pieno schermo.

Purtroppo, il solo chip e' inutile se non e' sopportato dal sistema operativo e dai drivers.

Per il sistema op., avrete bisogno dei DirectX. Questa e' un' estensione della Microsoft che esce con Windows NT 4.0. Per Windows NT 3.5 e Windows 3.1, non c' e' modo di far funzionare le DirectX. Ma per Windows 95, C' e' un pacchetto addizionale che e' incluso nella versione registrata di PC64. Gli utenti shareware possono scaricare le DirectX dal comando "Online Links".

Per la scheda grafica, tutto dipende dal supporto del driver. Se avete un' Elsa Winner 2000AVI, potete procurarvi il driver v1.10 per Windows 95 da http://www.elsa.de. Se avete un' altra scheda grafica, controllate la casella postale vendor o l' hotline.

La rivista German c't magazine 6'96 a pagina 168 ha calcolato la velocita' di alcune schede grafiche. Quando non c' e' praticamente differenza tra MPEG x1, MPEG x2  e MPEG fullscreen, c' e', piu' probabilmente, uno scaler chip su scheda. Queste schede sono:
- Matrox Millenium (modo DOS piu' veloce)
- ATI Xpression Video
- Cardex Genesis EV 2 MB
- Mirage Video/TV
- Hercules Terminator 64/Video
- miroMedia View
- VideoLogic GrafixStar 400 (modo DOS veloce meta' della media)
- Diamond Edge 3D (modo DOS 10 volte piu' lento della media)

Schede senza uno scaler chip o senza supporto hardware:
- Elsa Winner 1000 Trio/V
- miroVideo SD 22 PD
- Number Nine 9FX Motion 331
- some prototypes with the Virge 86C325
- ET6000
- Cirrus Logic GD 5446

Anche se la vostra scheda grafica non ha uno scaler chip, dovreste installare le DirectX sotto Windows 95. Quindi potrete selezionare il modo a pieno schermo con <Alt+Enter>. Questo significa che l' emulazione andra' veloce quasi quanto in una piccola finestra 320 x 200, ma coprira' tutto lo schermo. Sfortunatamente, questo non e' possibile sotto Windows NT 4.0, perche' il modo a pieno schermo non e' supportato.

Se non avete le DirectX installate, potete cambiare al modo grafico a 640 x 480 e ridimensionare la finestra di PC64Win a 1/4 dello schermo. Cosi' non ci sara' scalatura, e sara' veloce. Dovreste anche provare quale modo grafico e' piu' veloce, se 256 colori o l' HiColor.




[Deutsch\Performance\CPU und Speicher]
Der Rechner sollte ein Pentium 100 sein oder höher. Pentiums mit 120, 150 oder 180 MHz sind nicht so gut, weil damit der externe Takt zum Speicher von 66 MHz auf 60 MHz reduziert wird. Beim PCI-Bus sind es entsprechend 33 MHz auf 30 MHz.

Ganz wichtig ist ein Pipelined Burst Cache mit 256 KByte, entweder als COAST Einsteckmodul oder gleich auf dem Board. Der kostet nur 40 Mark, bringt gegenüber einem asynchronen Cache aber 30% mehr. Eine Erweiterung auf 512 KByte lohnt sich hingegen nicht, die bringt gerade mal 3% zusätzlich. EDO-Ram ist ebenfalls nicht nötig, normale Fastpage PS/2 SIMMs sind nur 5% langsamer. Sie sollten aber eine Zugriffszeit von 60 ns haben, da sich Module mit 70 ns nicht immer reibungslos mit 66 MHz betreiben lassen. Die Größe des Speichers ist nicht so wichtig, PC64Win braucht nur 1 MByte.

Zum Schluß sollten Sie noch in das BIOS Setup Ihres Rechners gehen und dort im Extended Setup die Automatik abschalten. Dann stellen Sie bei den RAM Zugriffszeiten die kleinsten Werte ein, mit denen Ihr Rechner noch stabil läuft. Viele Händler liefern die Geräte mit äußerst konservativen Einstellungen aus, so daß hier oftmals noch 10% oder mehr rauszuholen sind. Wenn Sie schon mal hier sind, können Sie auch gleich überprüfen, ob L1 und L2 Cache eingeschaltet sind.

PC64Win wird weiter optimiert, so daß es auch auf einem Pentium 75 vernünftig läuft. Im Sommer 1998 sollte diese Version fertig sein. Ein 486er reicht hingegen nicht aus, da dieser Prozessor nicht zwei Befehle gleichzeitig ausführen kann.


[English\Performance\CPU and RAM]
The computer should be a Pentium 100 or higher. Pentiums with 120, 150 or 180 MHz are not so good because the external clock frequency is reduced from 66 MHz to 60 MHz. For the PCI bus, this means a decrease from 33 MHz to 30 MHz.

Very essential is a Piplined Burst cache with 256 kb, either as a COAST module or directly on the board. It costs only $25, but brings 30% more speed than an Async cache. The extension to 512 kb is not necessary, as it brings only 3%. EDO RAMs are not necessary, normal Fastpage PS/2 SIMMs are only 5% slower. But they should have an access time of 60 ns, because SIMMs with 70 ns don't always run safely at 66 MHz. The size of the RAM is not essential, PC64Win needs only 1 Mb.

Finally, you should enter the BIOS setup and switch the Automatic Detection off in the Extended Setup. Then change the RAM access times to the smallest values were your computer runs still stable. Many dealers deliver their computers with very safe settings, so you can get here another 10% or more. You should also ensure that the L1 and L2 caches are enabled.

PC64Win will be optimized so that it runs reasonable on a Pentium 75, too. This version will come in Summer 1998. A 486 is not enough, because this CPU cannot execute two commands at the same time.


[Italiano\Prestazioni\CPU e RAM]
Il computer dovrebbe essere un Pentium 100 o superiore. Pentium a 120, 150 o 180 MHz non vanno molto bene perche' la frequenza esterna di clock e' ridotta da 66 MHz a 60 MHz. Per il BUS PCI, questo significa un decremento da 33 MHz a 30 MHz.

Essenziali sono 256 KB di cache di tipo Piplined Burst, o come modulo aggiuntivo o direttamente su scheda. Costano solo $25, ma producono 30% in piu' di velocita' rispetto ad una cache asincrona. L' espansione a 512 kb non e' necessaria, dal momento che porta un beneficio solo del 3%. RAM EDO non sono necessarie, le normali SIMMs Fastpage PS/2 sono solo del 5% piu' lente. Ma dovrebbero avere un accesso di 60 ns, perche' le SIMMs da 70 ns non sempre funzionano bene a 66 MHz. La grandezza della RAM non e' essenziale, PC64Win necessita di un solo Mb.

In conclusione, dovreste accedere al BIOS setup e spegnere l' Automatic Detection nell' Extended Setup. Poi settare gli accessi alla RAM al valore piu' basso a cui il vostro computer sia ancora stabile. Molti venditori settano i propri computer con valori molto sicuri, cosi' potete guadagnare un altro 10% o piu'. Dovreste anche assicurarvi che la cache L1 e L2 siano abilitate.

PC64Win verra' ottimizzato cosi' che possa girare ragionevolmente bene anche su un Pentium 75. Questa versione uscira' nell' estate del 1998. Un 486 non e' abbastanza, perche' questa CPU non puo' eseguire due istruzioni alla volta.








[Deutsch\Display]
<G> Display\Window Border X (0..32)=12
<G> Display\Window Border Y (0..50)=24
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Damit stellen Sie die Größe des sichtbaren Randes ein. Je größer der Rand, desto mehr Daten müssen angezeigt werden, und desto langsamer läuft die Emulation.

<G> Display\Fullscreen Height (200 or 240)=200
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Unter Windows 95 können Sie mit <Alt+Enter> in den Vollbildmodus schalten, wenn DirectDraw installiert ist. Hier stellen Sie die Höhe der Anzeige ein. Es sind nur die beiden Werte 200 oder 240 zulässig. Bei 240 sehen Sie einen Teil des oberen und unteren Randes. Einige Spiele zeigen den Score im Rand an.


[English\Display]
<G> Display\Window Border X (0..32)=8
<G> Display\Window Border Y (0..50)=8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here you can set the size of the visible border. The larger the border is, the more data must be displayed, and the slower the emulation will run.

<G> Display\Fullscreen Height (200 or 240)=200
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Under Windows 95, you can switch to fullscreen mode with <Alt+Enter> if DirectDraw is installed. Here you can set the height of the fullscreen display. Only the values 200 and 240 are valid. With 240, you'll see a part of the upper and lower border. Some games use the border to display the score.


[Italiano\Display]
<G> Display\Window Border X (0..32)=8
<G> Display\Window Border Y (0..50)=8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Qui' potete settare la grandezza visibile del bordo. Piu' grande e' il bordo, piu' dati devono essere mostrati, e piu' lenta girera' l' emulazione.

<G> Display\Fullscreen Height (200 or 240)=200
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sotto Windows 95, potete cambiare al fullscreen mode con <Alt+Invio> se DirectDraw e' installato. Qui potete settare l' altezza del fullscreen mode. Solo valori tra 200 e 240 sono validi. con 240, vedrete una parte superiore e inferiore del bordo. Alcuni giochi usano il bordo per mostrare il punteggio.




[Deutsch\Display\DirectDraw]
<G> Display\Use DirectDraw (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Verwende DirectDraw (Default bei Win95 und NT)
0 - Probiere DirectDraw erst gar nicht, mache weiter mit DIBSection (Default bei Win31)

DirectDraw ist ein Teil von DirectX. Diese Erweiterung kommt von Microsoft und wird zu Windows NT 4.0 bereits mitgeliefert. Für Windows NT 3.5 und Windows 3.1 ist sie überhaupt nicht erhältlich, aber für Windows 95 gibt es ein Zusatzpaket, das in der Vollversion von PC64Win enthalten ist. Besitzer der Sharewareversion können DirectX über "Online Links" laden.

<G> Display\DirectDraw use Video RAM at 1*1 (1 or 0)=1
<G> Display\DirectDraw use Video RAM at n*n (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Damit können Sie DirectDraw auf einigen Rechnern beschleunigen. Je nach Grafikkarte, Treiber und Skalierung gibt es mindestens 32 verschiedene Kombinationen von Faktoren, welche die Darstellungsgeschwindigkeit beeinflussen. Das läßt sich nicht im voraus berechnen. Probieren Sie einfach aus, ob die Anzeige bei 1 oder 0 schneller ist. 1*1 steht für das kleine Fenster mit 320*200 Punkten, und n*n bedeutet, daß das Fenster vergrößert wurde.

Eventuell wird das Video RAM trotzdem nicht verwendet, weil kein Platz mehr frei ist. Das passiert zum Beispiel im Modus 1152*864 mit 16 Bit bei einer Grafikkarte mit 2 Mb Speicher. Dann befindet sich eine entsprechende Warnung in ErrorLog.txt.


[English\Display\DirectDraw]
<G> Display\Use DirectDraw (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Use DirectDraw (Default for Win95 and NT)
0 - Don't try DirectDraw, continue with DIBSection (Default for Win31)

DirectDraw is a part of DirectX. This is an extension from Microsoft which comes with Windows NT 4.0.  For Windows NT 3.5 and Windows 3.1, there is no chance to get DirectX working. But for Windows 95, there is an additional package which comes with the registered version of PC64. Shareware users can download DirectX from the "Online Links" command.

<G> Display\DirectDraw use Video RAM at 1*1 (1 or 0)=1
<G> Display\DirectDraw use Video RAM at n*n (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This options will speed up DirectDraw on some computers. Depending on the graphic card, the driver and the scaling factor, there are at least 32 different combinations which influence display speed. The result cannot be predicted. Just try it out whether the display works faster at 1 or 0. 1*1 means the small window with 320*200 pixels, and n*n means that the window has been resized.

Maybe the Video RAM will not be used because there is no more space left for offscreen bitmaps. For example, this happens in the mode 1152*864 at 16 bit when the graphic card has only 2 Mb RAM. Then you will find a warning message in ErrorLog.txt.


[Italiano\Display\DirectDraw]
<G> Display\Use DirectDraw (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Usa i DirectDraw (Default per Win95 e NT)
0 - Non adopera DirectDraw, continua con DIBSection (Default per Win31)

DirectDraw e' una parte di DirectX. Questa e' una estensione di Microsoft che esce con Windows NT 4.0.  Per Windows NT 3.5 e Windows 3.1, Non c' e' possibilita' di adoperare DirectX. Ma per Windows 95, c' e' un pacchetto aggiuntivo che esce con la versione registrata di PC64. Gli utenti shareware possono scaricare DirectX dal comando "Online Links".

<G> Display\DirectDraw use Video RAM at 1*1 (1 or 0)=1
<G> Display\DirectDraw use Video RAM at n*n (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quest' opzione velocizzera' DirectDraw su alcuni computers. A seconda della scheda grafica, il driver e il fattore di scaling, ci sono almeno 32 possibili combinazioni che influenzano la velocita' del display. Il risultato non puo essere presagito. Provate solo se il display lavora piu' velocamente a 1 o 0. 1*1 significa la finestra piccola a 320*200 pixels, e n*n significa che la finestra e' stata ridimensionata.

Forse al RAM video non sara' usata perche' non c' e' piu' spazio disponibile per le bitmap fuori dello schermo. Per esempio, questo accade alla modalita' 1152*864 a 16 bit quando la scheda grafica ha solo 2 Mb di RAM. Poi troverete un massaggio di avviso nel file ErrorLog.txt.




[Deutsch\Display\DIBSection]
<G> Display\Use DIBSection (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Verwende DIBSection (Default bei Win95 und NT)
0 - Probiere DIBSection erst gar nicht, mache weiter mit WinG (Default bei Win31)

DIBSection ist der Standardweg, um eine 256farbige Grafik möglichst schnell auf den Schirm zu bekommen. Unter Windows 3.1 mit Win32s funktioniert DIBSection leider nicht, so daß dort das externe WinG verwendet werden muß.


[English\Display\DIBSection]
<G> Display\Use DIBSection (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Use DIBSection (Default for Win95 and NT)
0 - Don't try DIBSection, continue with WinG (Default for Win31)

DIBSection is the standard way to get an image with 256 colors as fast as possible to the screen. It does not work under Windows 3.1 with Win32s, so you'll have to use the external WinG there.


[Italiano\Display\DIBSection]
<G> Display\Use DIBSection (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Usa DIBSection (Default per Win95 e NT)
0 - Non adopera DIBSection, continua con WinG (Default per Win31)

DIBSection e' il modo standard per ottenere un' immagine a 256 colori quanto piu' veloce sia possibile sulla schermo. Non funziona sotto Windows 3.1 con Win32s, cosi' dovrete usare WinG esterni qui'.




[Deutsch\Display\WinG]
WinG ist eine Erweiterung von Microsoft, die unter allen drei Versionen von Windows läuft. Die benötigten Dateien sind im Lieferumfang von PC64Win enthalten, im Gegensatz zu DirectX auch in der Sharewareversion.

WinG und DIBSection sind in der Regel gleich schnell. Sie sollten das aber besser selbst ausprobieren.


[English\Display\WinG]
WinG is an extension from Microsoft, which runs under all three versions of Windows. The WinG files are included in PC64Win, even in the shareware version (in contrary to DirectX).

WinG and DIBSection should have the same speed, but you'll better try that out yourself.


[Italiano\Display\WinG]
WinG e' un' estensione di Microsoft, che funziona sotto tutte e tre le versioni di Windows. I files WinG sono inclusi in PC64Win, anche nella versione shareware (al contrario di DirectX).

WinG e DIBSection dovrebbero avere la stessa velocita', ma fareste meglio a provare da soli.




[Deutsch\Display\Farben]
Hier können Sie die 16 Farben des C64 einstellen. Die Reihenfolge ist Rot,Grün,Blau, die einzelnen Werte liegen zwischen 0 und 255.

<G> Colors\0 Black (Default 32,32,32)=32,32,32
<G> Colors\1 White (Default 255,255,255)=255,255,255
<G> Colors\2 Red (Default 182,32,32)=182,32,32
<G> Colors\3 Cyan (Default 113,255,255)=113,255,255
<G> Colors\4 Purple (Default 182,32,182)=182,32,182
<G> Colors\5 Green (Default 32,182,32)=32,182,32
<G> Colors\6 Blue (Default 32,32,182)=32,32,182
<G> Colors\7 Yellow (Default 255,255,32)=255,255,32
<G> Colors\8 Orange (Default 182,113,32)=182,113,32
<G> Colors\9 Brown (Default 145,68,32)=145,68,32
<G> Colors\A Light Red (Default 255,113,113)=255,113,113
<G> Colors\B Dark Grey (Default 113,113,113)=113,113,113
<G> Colors\C Grey (Default 145,145,145)=145,145,145
<G> Colors\D Light Green (Default 113,255,113)=113,255,113
<G> Colors\E Light Blue (Default 113,113,255)=113,113,255
<G> Colors\F Light Grey (Default 182,182,182)=182,182,182

Tip: In Paintbrush gibt es einen Dialog, mit dem Sie eine Farbe mit der Maus einstellen können. Danach können Sie den angezeigten RGB-Wert hier übernehmen.

<G> Display\DirectDraw 16 bit force 5/6/5 (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wenn im DirectDraw Modus mit 16 Bit die Farben nicht stimmen, dann setzen Sie diesen Schalter auf 1. Einige Treiber liefern eine Farbverteilung von 6/5/5 zurück, obwohl sie in Wirklichkeit 5/6/5 ist.

Wenn Sie die führenden Leerzeichen der beiden Farbenblöcke vertauschen, dann erhalten Sie eine Schwarz/Weiß Darstellung.

 <G> Colors\0 Black (Default 32,32,32)=32,32,32
 <G> Colors\6 Blue (Default 32,32,182)=112,112,112
 <G> Colors\9 Brown (Default 145,68,32)=112,112,112
 <G> Colors\2 Red (Default 182,32,32)=128,128,128
 <G> Colors\B Dark Grey (Default 113,113,113)=128,128,128
 <G> Colors\8 Orange (Default 182,113,32)=146,146,146
 <G> Colors\4 Purple (Default 182,32,182)=146,146,146
 <G> Colors\E Light Blue (Default 113,113,255)=168,168,168
 <G> Colors\C Grey (Default 145,145,145)=168,168,168
 <G> Colors\5 Green (Default 32,182,32)=176,176,176
 <G> Colors\A Light Red (Default 255,113,113)=176,176,176
 <G> Colors\3 Cyan (Default 113,255,255)=200,200,200
 <G> Colors\F Light Grey (Default 182,182,182)=200,200,200
 <G> Colors\7 Yellow (Default 255,255,32)=208,208,208
 <G> Colors\D Light Green (Default 113,255,113)=208,208,208
 <G> Colors\1 White (Default 255,255,255)=255,255,255


[English\Display\Colors]
Here you can change the 16 colors of the C64. The order is Red,Green,Blue, and the values can be between 0 and 255.

<G> Colors\0 Black (Default 32,32,32)=32,32,32
<G> Colors\1 White (Default 255,255,255)=255,255,255
<G> Colors\2 Red (Default 182,32,32)=182,32,32
<G> Colors\3 Cyan (Default 113,255,255)=113,255,255
<G> Colors\4 Purple (Default 182,32,182)=182,32,182
<G> Colors\5 Green (Default 32,182,32)=32,182,32
<G> Colors\6 Blue (Default 32,32,182)=32,32,182
<G> Colors\7 Yellow (Default 255,255,32)=255,255,32
<G> Colors\8 Orange (Default 182,113,32)=182,113,32
<G> Colors\9 Brown (Default 145,68,32)=145,68,32
<G> Colors\A Light Red (Default 255,113,113)=255,113,113
<G> Colors\B Dark Grey (Default 113,113,113)=113,113,113
<G> Colors\C Grey (Default 145,145,145)=145,145,145
<G> Colors\D Light Green (Default 113,255,113)=113,255,113
<G> Colors\E Light Blue (Default 113,113,255)=113,113,255
<G> Colors\F Light Grey (Default 182,182,182)=182,182,182

Tip: There is a dialog in Paintbrush where you can change the color with the mouse. Then come back here and enter the RGB values.

<G> Display\DirectDraw 16 bit force 5/6/5 (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Set this option to 1 if the colors in 16 bit DirectDraw modes are wrong. Some drivers return a color mask of 6/5/5, even if it is 5/6/5 in reality.

By swapping the leading spaces of the two color blocks, you will get a B&W display.

 <G> Colors\0 Black (Default 32,32,32)=32,32,32
 <G> Colors\6 Blue (Default 32,32,182)=112,112,112
 <G> Colors\9 Brown (Default 145,68,32)=112,112,112
 <G> Colors\2 Red (Default 182,32,32)=128,128,128
 <G> Colors\B Dark Grey (Default 113,113,113)=128,128,128
 <G> Colors\8 Orange (Default 182,113,32)=146,146,146
 <G> Colors\4 Purple (Default 182,32,182)=146,146,146
 <G> Colors\E Light Blue (Default 113,113,255)=168,168,168
 <G> Colors\C Grey (Default 145,145,145)=168,168,168
 <G> Colors\5 Green (Default 32,182,32)=176,176,176
 <G> Colors\A Light Red (Default 255,113,113)=176,176,176
 <G> Colors\3 Cyan (Default 113,255,255)=200,200,200
 <G> Colors\F Light Grey (Default 182,182,182)=200,200,200
 <G> Colors\7 Yellow (Default 255,255,32)=208,208,208
 <G> Colors\D Light Green (Default 113,255,113)=208,208,208
 <G> Colors\1 White (Default 255,255,255)=255,255,255


[Italiano\Display\Colori]
Qui' potete cambiare i 16 colori del C64. L' ordine e' Rosso,Verde,Blu (RGB), e i valori possono essere tra' 0 e 255.

<G> Colors\0 Black (Default 32,32,32)=32,32,32
<G> Colors\1 White (Default 255,255,255)=255,255,255
<G> Colors\2 Red (Default 182,32,32)=182,32,32
<G> Colors\3 Cyan (Default 113,255,255)=113,255,255
<G> Colors\4 Purple (Default 182,32,182)=182,32,182
<G> Colors\5 Green (Default 32,182,32)=32,182,32
<G> Colors\6 Blue (Default 32,32,182)=32,32,182
<G> Colors\7 Yellow (Default 255,255,32)=255,255,32
<G> Colors\8 Orange (Default 182,113,32)=182,113,32
<G> Colors\9 Brown (Default 145,68,32)=145,68,32
<G> Colors\A Light Red (Default 255,113,113)=255,113,113
<G> Colors\B Dark Grey (Default 113,113,113)=113,113,113
<G> Colors\C Grey (Default 145,145,145)=145,145,145
<G> Colors\D Light Green (Default 113,255,113)=113,255,113
<G> Colors\E Light Blue (Default 113,113,255)=113,113,255
<G> Colors\F Light Grey (Default 182,182,182)=182,182,182

Consiglio: C' e' una finestra di dialogo nel Paintbrush dove potete cambiare i colori col mouse. Poi tornate qui' ed inserite i valori RGB.

<G> Display\DirectDraw 16 bit force 5/6/5 (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Settate quest' opzione a 1 se i colori ai modi 16 bit DirectDraw sono sbagliati. Alcuni drivers ritornano ad una maschera di 6/5/5, anche se e' 5/6/5 in realta'.

Scambiando gli spazi principali dei due blocchi di colori, otterrete un display in bianco e nero.

 <G> Colors\0 Black (Default 32,32,32)=32,32,32
 <G> Colors\6 Blue (Default 32,32,182)=112,112,112
 <G> Colors\9 Brown (Default 145,68,32)=112,112,112
 <G> Colors\2 Red (Default 182,32,32)=128,128,128
 <G> Colors\B Dark Grey (Default 113,113,113)=128,128,128
 <G> Colors\8 Orange (Default 182,113,32)=146,146,146
 <G> Colors\4 Purple (Default 182,32,182)=146,146,146
 <G> Colors\E Light Blue (Default 113,113,255)=168,168,168
 <G> Colors\C Grey (Default 145,145,145)=168,168,168
 <G> Colors\5 Green (Default 32,182,32)=176,176,176
 <G> Colors\A Light Red (Default 255,113,113)=176,176,176
 <G> Colors\3 Cyan (Default 113,255,255)=200,200,200
 <G> Colors\F Light Grey (Default 182,182,182)=200,200,200
 <G> Colors\7 Yellow (Default 255,255,32)=208,208,208
 <G> Colors\D Light Green (Default 113,255,113)=208,208,208
 <G> Colors\1 White (Default 255,255,255)=255,255,255








[Deutsch\Sound]
<G> Sound\Sample Resolution (8 or 16 bit)=8
<G> Sound\Sample Rate (11025, 22050, 32000 or 44100 Hz)=22050
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mit diesen beiden Optionen stellen Sie die Qualität des Sounds ein. Höhere Werte bedeuten bessere Qualität, aber die Emulation wird langsamer. Die Voreinstellung ist 8 Bit bei 22050 Hz.


[English\Sound]
<G> Sound\Sample Resolution (8 or 16 bit)=8
<G> Sound\Sample Rate (11025, 22050, 32000 or 44100 Hz)=22050
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These two settings are defining the quality of the sound. Higher values mean better quality, but the emulation will run slower. The default is 8 bit at 22050 Hz.


[Italiano\Sonoro]
<G> Sound\Sample Resolution (8 or 16 bit)=8
<G> Sound\Sample Rate (11025, 22050, 32000 or 44100 Hz)=22050
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Questi due parametri definiscono la qualita' del sonoro. Valori alti significano qualita' piu' alta, ma l' emulazione girera' piu' lentamente. La default e' 8 bit a 22050 Hz.




[Deutsch\Sound\QuickSound]
<G> Sound\Use QuickSound (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Verwende QuickSound (Default)
0 - Probiere QuickSound erst gar nicht, mache weiter mit MMSound

QuickSound ist kein offizieller Name. Ein einzelner großer Puffer wird mit den waveIO Funktionen angelegt und in einer Endlosschleife abgespielt. Die ausgegebenen Daten werden direkt in den Puffer geschrieben. Zur Synchronisation wird die aktuelle Wiedergabeposition bei jedem Frame ausgelesen. Das funktioniert unter allen drei Versionen von Windows.

Theoretisch könnte bei QuickSound der Ton wegbleiben, falls eine Soundkarte mit eigenem Speicher verwendet wird.

Der Vorteil von QuickSound ist, daß die Latenz mit 200 ms deutlich unter der Latenz von MMSound mit 800 ms liegt. Mit "Latenz" ist die Verzögerung gemeint, die zwischen dem Schreiben eines Sounds in den Puffer und der Ausgabe über die Soundkarte vergeht.

<G> Sound\QuickSound Latency (10..500 ms)=200
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Default ist 200 ms. Erhöhen Sie diesen Wert, falls der Sound verstümmelt wird. Wenn zum Beispiel die Anzeige eines Frames zulange dauert, schießt die Wiedergabeposition über die Schreibposition hinaus, und ein Stück der alten Daten aus dem letzten Pufferdurchlauf sind zu hören.

Im Gegenzug können Sie den Wert auf 150 ms oder noch weiter senken, wenn Ihr Rechner schnell genug ist. Dann liegt der Sound näher beim Geschehen auf dem Bildschirm.


[English\Sound\QuickSound]
<G> Sound\Use QuickSound (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Use QuickSound (Default)
0 - Don't try QuickSound, continue with MMSound

Quicksound is not an official name. The waveIO functions are used to create a single large buffer and play its contents in an endless loop. The sound data is directly written into that buffer. For synchronization, the playback position is polled at every frame. This works under all three versions of Windows.

Theoretically, there may be no sound if your soundcard has its own memory on board.

QuickSound's advantage is a low latency of only 200 ms, compared to MMSound's latency of about 800 ms. "Latency" means the delay between the time when a sound is written into the buffer and the time you'll hear that sound.

<G> Sound\QuickSound Latency (10..500 ms)=200
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Default is 200 ms. Increase this value if the sound comes crippled. When it lasts too long to display a frame on the screen, the playback position will overtake the recording position and you will hear a piece of old sound data.

On the other side, you can decrease this value to 150 ms or below if your computer is fast enough. Then the sound will come closer to the action on the screen.


[Italiano\Sonoro\QuickSound]
<G> Sound\Use QuickSound (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Usa QuickSound (Default)
0 - Non usa QuickSound, continua con MMSound

Quicksound non e' un nome ufficiale. le funzioni waveIO sono usate per creare un singolo grande buffer e suonare il suo contenuto in un loop finale. I dati sonori sono scritti direttamente nel buffer. Per la sincronizzazione, la posizione della riproduzione e' sondata ad ogni frame. Questo funziona sotto tutte e tre le versioni di Windows.

Teoricamente, potrebbe non esserci sonoro se la vostra scheda audio ha la sua memoria proprietaria.

Il vantaggio di QuickSound e' una bassa latenza di soli 200 ms, comparata alla latenza di MMSound di circa 800 ms. "Latenza" significa ritardo tra' il momento in cui il suono e' scritto nel buffer e il momento in cui ascolterete il suono.

<G> Sound\QuickSound Latency (10..500 ms)=200
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
la default e' di 200 ms. Incrementate questo valore se il suono e' incerto. Quando ci mette troppo tempo a mostrare un frame sullo schermo, la posizione di riproduzione superera' la posizione di registrazione e ascolterete un pezzo di dati sonori vecchio.

D' altra parte, potete decrementare questo valore a 150 ms o meno se il vostro computer e' abbastanza veloce. Cosi' il suono sara' piu' vicino all' azione sullo schermo.




[Deutsch\Sound\MMSound]
<G> Sound\Use MMSound (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Verwende MMSound, falls QuickSound nicht geht
0 - Probiere MMSound erst gar nicht, verwende gleich NoSound (Default)

MMSound sind die üblichen Soundfunktionen von Windows aus MMSystem.h. Die Puffer werden der Reihe nach gefüllt und zum Abspielen freigegeben. Zur Synchronisation wird der Status des nächsten zu füllenden Puffers abgefragt. Ist dieser noch nicht abgespielt, wird gewartet.

Der Nachteil dieser Lösung ist die hohe Latenz im Bereich von 800 ms. Das heißt, Sound und Geschehen auf dem Bildschirm passen nicht zusammen.

<G> Sound\MMSound Buffers à 100 ms (3..10)=8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hiermit legen Sie die Anzahl der von MMSound benutzten Puffer fest und bestimmen damit auch die Latenz. Die Standardeinstellung ist 8. Wenn es zu Aussetzern im Sound kommt, erhöhen Sie den Wert auf 9 oder 10. Im Gegenzug können Sie auf 6 oder darunter zurückgehen, falls Ihr Soundtreiber schnell genug ist.


[English\Sound\MMSound]
<G> Sound\Use MMSound (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Use MMSound if QuickSound doesn't work
0 - Don't try MMSound, continue with NoSound (Default)

MMSound are the usual sound functions from MMSystem.h. The buffers are filled with sound data and queued for playback. For synchronization, the state of the next buffer is queried. If it hasn't been played yet, PC64Win will wait.

The disadvantage of this solution is the high latency of about 800 ms. This means that sound and the action on the screen don't match.

<G> Sound\MMSound Buffers à 100 ms (3..10)=8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This value defines the number of buffers for MMSound and also the latency. The default setting is 8. If the sound has dropouts, increase it to 9 or 10. On the other side, you can decrease it to 6 or below if your sound driver is fast enough.


[Italiano\Sonoro\MMSound]
<G> Sound\Use MMSound (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~
1 - Usa MMSound se QuickSound non funziona
0 - Non usa MMSound, continua con NoSound (niente sonoro, Default)

MMSound sono classiche funzioni sonore da MMSystem.h. I buffers sono riempiti con dati di sonoro e incodati per la riproduzione. Per la sincronizzazione, lo stato del prossimo buffer e' controllato. Se non e' stato ancora suonato, PC64Win aspettera'.

Lo svantaggio di questa soluzione e' l' alta latenza di circa 800 ms. Questo significa che il suono e l' azione sullo schermo non coincidono.

<G> Sound\MMSound Buffers à 100 ms (3..10)=8
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Questo valore definisce il numero di buffers per MMSound e anche la latenza. Il settaggio di default e' 8. Se il suono ha incertezze, incrementatelo a 9 o 10. D' altra parte, potete decrementarlo a 6 o meno se il vostro driver sonoro e' abbastanza veloce.








[Deutsch\Joysticks]
Achtung: Die Joysticks funktionieren nur dann, falls sich eine gültige License.dat im selben Verzeichnis wie PC64Win.exe befindet! Bei der nicht registrierten Version müssen Sie die weißen Pfeiltasten auf dem numerischen Ziffernblock verwenden. Feuer ist die rechte Strg Taste. Für Laptops kann die Belegung in Keys.ini geändert werden.

<G> Joystick\Use Joystick 1 (1 or 0)=1
<G> Joystick\Use Joystick 2 (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~
Das sind die normalen PC Joysticks am Gameport, die mittels joyGetPos() von jedem Windows Programm aus verwendet werden können. Wenn Sie mehr als zwei Joysticks besitzen, können Sie hier zusätzliche Zeilen einfügen und dann bis zu 16 Eingabegeräte ansprechen. Ausgeschaltete Joysticks verbrauchen keine Rechenzeit.

<G> Joystick\Use C64 Joystick on LPT1 (1 or 0)=0
<G> Joystick\Use C64 Joystick on LPT2 (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hierbei handelt es sich um C64 Joysticks, die über den Alternativen Joystickadapter oder das PC64 Kabel an die parallele Schnittstelle angeschlossen sind. Auch hier können Sie zusätzliche Zeilen einfügen, wenn Ihr Rechner über mehr parallele Schnittstellen verfügt.

<G> Joystick\1 Same C64 Port as Numpad Keys (1 or 0)=1
<G> Joystick\2 Same C64 Port as Numpad Keys (1 or 0)=0
<G> Joystick\LPT1 Same C64 Port as Numpad Keys (1 or 0)=0
<G> Joystick\LPT2 Same C64 Port as Numpad Keys (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Der C64 hat zwei Joystickanschlüsse. Mit diesen Schaltern legen Sie fest, ob der entsprechende Joystick auf denselben Anschluß gelegt wird wie die weißen Pfeiltasten. Somit kann man auch zu zweit spielen.

Die beiden C64 Ports können im Spiel jederzeit mit <Alt+F10> getauscht werden.


[English\Joysticks]
Attention: The joysticks will only work when a valid License.dat file is in the same directory than PC64Win.exe! For the unregistered version, use the white arrows on the numeric keypad. Fire is the right Ctrl key. Laptop users can change this mapping in Keys.ini.

<G> Joystick\Use Joystick 1 (1 or 0)=1
<G> Joystick\Use Joystick 2 (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~
These are the standard PC joysticks on the game port, which can be queried by joyGetPos() from every Windows program. If you have more than two joysticks, you can add lines here and use maximal 16 input devices. Only joysticks which are on are consuming performance.

<G> Joystick\Use C64 Joystick on LPT1 (1 or 0)=0
<G> Joystick\Use C64 Joystick on LPT2 (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These are C64 joysticks which are connected to the parallel port via the Alternative Joystick Adaptor or the PC64 cable.

<G> Joystick\1 Same C64 Port as Numpad Keys (1 or 0)=1
<G> Joystick\2 Same C64 Port as Numpad Keys (1 or 0)=0
<G> Joystick\LPT1 Same C64 Port as Numpad Keys (1 or 0)=0
<G> Joystick\LPT2 Same C64 Port as Numpad Keys (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The C64 has two joystick ports. These switches tell the emulator whether the given joystick is connected to the same port than the white arrow keys. This makes two-player games possible.

You can swap both C64 joystick ports with <Alt+F10> in a game.


[Italiano\Joysticks]
Attenzione: I joysticks funzioneranno solo quando un valido file License.dat sia posto nella stessa diractory di PC64Win.exe! Per la versione non registrata, usate le frecce sul tastierino numerico. Il fire e' il tasto Ctrl destro. Gli utenti di laptop possono cambiare questa mappatura nel file Keys.ini.

<G> Joystick\Use Joystick 1 (1 or 0)=1
<G> Joystick\Use Joystick 2 (1 or 0)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~
Questi sono i joysticks PC standard sulla game port, che possono essere controllati da joyGetPos() da qualsiasi programma Windows. Se avete piu di due joysticks, potete aggiungere delle linee qui' e usare un massimo di 16 periferiche di input. solo joysticks in funzione consumano prestazioni.

<G> Joystick\Use C64 Joystick on LPT1 (1 or 0)=0
<G> Joystick\Use C64 Joystick on LPT2 (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Questi sono i joysticks C64 che sono connessi alla porta parallela attraverso l' Alternative Joystick Adaptor o il cavo PC64.

<G> Joystick\1 Same C64 Port as Numpad Keys (1 or 0)=1
<G> Joystick\2 Same C64 Port as Numpad Keys (1 or 0)=0
<G> Joystick\LPT1 Same C64 Port as Numpad Keys (1 or 0)=0
<G> Joystick\LPT2 Same C64 Port as Numpad Keys (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Il C64 ha due porte joystick. Queste opzioni dicono all' emulatore che se il joystick dato e' collegato alla stessa porta rispetto alle frecce del tastierino. Questo rende possibile il gioco a due giocatori.

Potete scambiare entrambe le porte dei joystic del C64 con <Alt+F10> durante il gioco.




[Deutsch\Joysticks\Analoge Schwellwerte]
Analoge PC Joysticks liefern je nach Auslenkung eine unterschiedlich große Zahl zurück. Digitale C64 Joysticks hingegen kennen nur einen Schalter für jede Richtung. Mit den folgenden Schwellwerten stellen Sie ein, wie weit der Hebel gedrückt werden muß, damit die Richtung erkannt wird:

<G> Joystick\1 Threshold Up (1..32767)=15000
<G> Joystick\1 Threshold Down (1..32767)=15000
<G> Joystick\1 Threshold Left (1..32767)=15000
<G> Joystick\1 Threshold Right (1..32767)=15000

<G> Joystick\2 Threshold Up (1..32767)=15000
<G> Joystick\2 Threshold Down (1..32767)=15000
<G> Joystick\2 Threshold Left (1..32767)=15000
<G> Joystick\2 Threshold Right (1..32767)=15000

Digitale Joysticks für den PC Gameport liefern immer die Maximalauslenkung zurück. Sie brauchen hier keine Schwellwerte einzustellen.

Analoge PC Joysticks müssen ab und zu zentriert werden. Gehen Sie hierzu in die Windows Systemsteuerung.


[English\Joysticks\Analog Thresholds]
Analog PC joysticks return different numbers when the stick is moved. Digital C64 joysticks have only one switch for each direction. The following thesholds will tell the emulator, how far the joystick must be moved for each direction:

<G> Joystick\1 Threshold Up (1..32767)=15000
<G> Joystick\1 Threshold Down (1..32767)=15000
<G> Joystick\1 Threshold Left (1..32767)=15000
<G> Joystick\1 Threshold Right (1..32767)=15000

<G> Joystick\2 Threshold Up (1..32767)=15000
<G> Joystick\2 Threshold Down (1..32767)=15000
<G> Joystick\2 Threshold Left (1..32767)=15000
<G> Joystick\2 Threshold Right (1..32767)=15000

Digital joysticks for the PC gameport will always return the maximum positions. You don't need to change the thresholds here.

Analog PC joysticks must be centered from time to time. You can do that in the Windows Control Panel.


[Italiano\Joysticks\Soglia analogica]
I joystick analogici per PC inviano numeri differenti quando li si muove. I joystick digitali per C64 hanno solo un interruttore per ogni posizione. Le seguenti soglie diranno all' emulatore, quanto deve essere mosso il joystick per ogni direzione:

<G> Joystick\1 Threshold Up (1..32767)=15000
<G> Joystick\1 Threshold Down (1..32767)=15000
<G> Joystick\1 Threshold Left (1..32767)=15000
<G> Joystick\1 Threshold Right (1..32767)=15000

<G> Joystick\2 Threshold Up (1..32767)=15000
<G> Joystick\2 Threshold Down (1..32767)=15000
<G> Joystick\2 Threshold Left (1..32767)=15000
<G> Joystick\2 Threshold Right (1..32767)=15000

I joystick digitali per la gameport PC invieranno sempre il massimo valore. Non c' e' bisogno di cambiare le soglie qui'.

I joystick analogici PC devono essere centrati di volta in volta. Potete fare questo dal pannello di controllo di Windows.




[Deutsch\Joysticks\LPT Kabel]
<G> Joystick\LPT1 on PC64 Cable (1 or 0)=0
<G> Joystick\LPT2 on PC64 Cable (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0 - Der C64 Joystick hängt am Alternativen Joystickadapter (Default)
1 - Der C64 Joystick hängt am PC64 Kabel mit eingebautem Joystickadapter

Es gibt zwei verschiedene Kabel, um einen C64 Joystick an die LPT anzuschließen:

Der Alternative Joystickadapter ist das 60 cm kurze einzelne Kabel. Es funktioniert an jeder LPT Schnittstelle.

Das PC64 Kabel mit eingebautem Joystickadapter kann gleichzeitig zum C64 übertragen und den Joystick abfrragen. Es benötigt einen LPT Anschluß mit Open Collector Steuerleitungen, den haben zirka 95% der Schnittstellen. Im PCI Setup des BIOS müssen ECP und EPP ausgeschaltet sein, manchmal auch Bidirektional.

Den Schaltplan beider Kabel finden Sie im Anhang der Hilfe von PC64Dos.


[English\Joysticks\LPT Cable]
<G> Joystick\LPT1 on PC64 Cable (1 or 0)=0
<G> Joystick\LPT2 on PC64 Cable (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0 - The C64 joystick is connected to the Alternative Joystick Adaptor (Default)
1 - The C64 joystick is connected to the combined PC64 cable with joystick adaptor

There are two different cables which connect a C64 joystick to the LPT:

The Alternative Joystick Adaptor is the 60 cm short single cable. It works with all LPT cards.

The PC64 cable with joystick adaptor can transfer data to the C64 and query the joystick at the same time. It requires a LPT card with open drain control lines, these are about 95% of the cards. In the PCI BIOS setup, ECP and EPP mode must be set off, sometimes also bidirectional mode.

The pinouts of both cables are described in the Appendix of the help in PC64Dos.


[Italiano\Joysticks\Cavo LPT]
<G> Joystick\LPT1 on PC64 Cable (1 or 0)=0
<G> Joystick\LPT2 on PC64 Cable (1 or 0)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0 - il joystick C64 e' connesso all' Alternative Joystick Adaptor (Default)
1 - Il joystick C64 e' connesso al cavo PC64 con adattatore joystick

Ci sono due differenti cavi che connettono un joystick C64 con l' LPT:

L' Alternative Joystick Adaptor e' il singolo cavo corto 60 cm. Il cavo funziona con tutte le schede LPT.

Il cavo PC64 con adattatore joystick puo' trasferire dati al C64 e accedere ai joystick allo stesso tempo. Esso necessita di una scheda LPT con "open drain control lines", il 95% delle schede e' cosi'. nel setup PCI del BIOS, i modi ECP e EPP devono essere settati su off, a volte anche il modo bidirezionale.

Le piedinature di entrambi i cavi sono descritte nell' appendice dell' help file di PC64Dos.


[Deutsch\Joysticks\Refresh]
<G> Joystick\1 Refresh (10..500 ms)=50
<G> Joystick\2 Refresh (10..500 ms)=50
<G> Joystick\LPT1 Refresh (10..500 ms)=50
<G> Joystick\LPT2 Refresh (10..500 ms)=50
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hier stellen Sie die Häufigkeit ein, wie oft ein Joystick abgefragt wird. Default sind 50 ms, das entspricht 20 Abfragen pro Sekunde. Je kleiner der Wert ist, desto schneller reagiert der Emulator auf Ihre Bewegungen. Kleinere Werte kosten aber auch mehr Performance, vor allem bei den analogen PC Joysticks.


[English\Joysticks\Refresh]
<G> Joystick\1 Refresh (10..500 ms)=50
<G> Joystick\2 Refresh (10..500 ms)=50
<G> Joystick\LPT1 Refresh (10..500 ms)=50
<G> Joystick\LPT2 Refresh (10..500 ms)=50
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here you can define how often the joysticks are queried. Default is 50 ms, that's 20 times per second. The smaller the value is, the faster will the emulator react to your movement. But small values will cost more performance, especially with analog PC joysticks.


[Italiano\Joysticks\Rinfresco]
<G> Joystick\1 Refresh (10..500 ms)=50
<G> Joystick\2 Refresh (10..500 ms)=50
<G> Joystick\LPT1 Refresh (10..500 ms)=50
<G> Joystick\LPT2 Refresh (10..500 ms)=50
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Qui' potete definire quanto spesso avviene l' accesso ai joysticks. Per default e' 50 ms, cioe' 20 volte al secondo. Quanto piu' piccolo e' il valore, tanto piu' velocemente l' emulatore rispondera' ai vostri movimenti. Ma valori bassi costeranno in termini di prestazioni, specialmente con joystick analogici PC.








[Deutsch\Extensions]
In der aktuellen Version können Sie Extensions ausschließlich über die Kommandozeile laden. Die Syntax lautet:

    PC64Win.exe -extension "SimonBas.dll" -extension "Another.dll"

Sie können die Anführungszeichen weglassen, falls der Name keine Leerzeichen hat.

In der Shareware Version sind Extensions leider gesperrt.


[English\Extensions]
In the current version of PC64Win, you can load extensions from the command line only. The syntax is:

    PC64Win.exe -extension "SimonBas.dll" -extension "Another.dll"

You can omit the quotes (") if the name doesn't contain spaces.

Unfortunately, the shareware version doesn't allow the loading of extensions.


[Italiano\Estensioni]
In (*) the current version of (*) PC64Win, potete caricare le estensioni solo dalla linea di comando. la sintassi e':

    PC64Win.exe -estensione "SimonBas.dll" -estensione "Another.dll"

Potete omettere le virgolette (") se il nome non contiene spazi.

Purtroppo, la versione shareware non permette di caricare le estensioni.




[Deutsch\Extensions\MIDI]
Sie müssen die Extension MIDI.dll geladen haben, was nur in der Vollversion geht.

<G> Extensions\MIDI\Output Device Number (0..n-1)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0	Eingebaute Soundkarte (Default)
1, 2, ...	Externer MIDI Anschluß 1, 2, ...
-1	Windows MIDI Mapper

Geben Sie hier das Gerät für den MIDI Output an. Die Erweiterung MIDI.dll wurde mit dem Scoretrack von C-Lab getestet.

Leider kann ich den Quelltext in MIDI.cpp nicht selbst um den Input Kanal erweitern. Mir fehlen die Geräte und die Erfahrung mit MIDI.


[English\Extensions\MIDI]
You must have the extension MIDI.dll loaded which is only possible in the registered version.

<G> Extensions\MIDI\Output Device Number (0..n-1)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0	Internal sound card (Default)
1, 2, ...	External MIDI port 1, 2, ...
-1	Windows MIDI Mapper

Here you can specify the device for the MIDI output. The extension MIDI.dll has been tested with C-Lab's Scoretrack.

Sorry for not implementing the input channel in MIDI.cpp myself, but I neither have the hardware nor the MIDI experience.


[Italiano\Estensioni\MIDI]
(*) You must have the extension MIDI.dll loaded which is only possible in the registered version.

<G> Extensions\MIDI\Output Device Number (0..n-1)=0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0	Scheda sonora interna (Default)
1, 2, ...	Porta MIDI esterna 1, 2, ...
-1	Mapper MIDI Windows

Qui' potete specificare la periferica per l' output MIDI. L' estensione MIDI.dll e' stata testata con Scoretrack di C-Lab.

Sono spiacente di non avere implementato il canale input in MIDI.cpp io stesso, ma non ho ne' l' hardware ne' l' esperienza necessaria in campo MIDI.





[Deutsch\Extensions\Userport]
Sie müssen die Extension Userport.dll geladen haben, was nur in der Vollversion geht.

<G> Extensions\Userport\LPT (1-4)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~
Legt die LPT Schnittstelle fest, wohin das Register $DD01 umgeleitet wird. Die Basic Befehle PRINT PEEK 56577 und POKE 56577,X greifen dann direkt auf die Hardware zu. Das funktioniert sogar unter Windows NT.

Userport	Ausgang	Eingang
----------------------------------------------------
PB0	D0 (2)	Error (15)
PB1	D1 (3)	Ack (10)
PB2	D2 (4)	Busy (11)
PB3	D3 (5)	PE (12)
PB4	D4 (6)	Select (13)
PB5	D5 (7)	AutoFD (14)
PB6	D6 (8)	Reset (16)
PB7	D7 (9)	SelIn (17)

Die Anschlüsse 18 bis 25 sind GND. Weil man bei der LPT Schnittstelle nicht die Richtung einer einzelnen Leitung festlegen kann, müssen Ein- und Ausgänge getrennt werden. Falls Sie einen Ausgang benötigen, dann verbinden Sie das Kabel mit dem entsprechenden Pin in der Spalte "Ausgang". Das sollte mit jeder LPT funktionieren.

Wenn Sie einen Eingang benötigen, dann müssen Sie das Kabel mit dem Pin in der Spalte "Eingang" verbinden. Da es auf einer LPT nur fünf Eingänge gibt, wurden PB5 bis PB7 mit den Open Collector Steuerleitungen verknüpft. Um diese als Eingänge benutzen zu können, müssen die Modi ECP und EPP der Schnittstelle ausgeschaltet werden. Bei Mainboards ab 1995 geht das im BIOS Setup.

Wenn Sie eine bidirektinale Leitung benötigen, dann müssen Sie eine Diode 1N4148 zwischen dem Eingang und dem zugehörigen Ausgang einlöten. Der schwarze Ring auf der Diode geht in Richtung Ausgang, und das Kabel wird am Eingang angeschlossen. Auch hier gilt wieder, daß PB5 bis PB7 nur dann funktionieren, wenn die Schnittstelle sich nicht im ECP oder EPP Modus befindet.


[English\Extensions\Userport]
You must have the extension Userport.dll loaded which is only possible in the registered version.

<G> Extensions\Userport\LPT (1-4)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~
Specifies the LPT where $DD01 is mapped to. The Basic commands PRINT PEEK 56577 and POKE 56577,X will then access the hardware directly. This even works under Windows NT.

Userport	Output	Input
----------------------------------------------------
PB0	D0 (2)	Error (15)
PB1	D1 (3)	Ack (10)
PB2	D2 (4)	Busy (11)
PB3	D3 (5)	PE (12)
PB4	D4 (6)	Select (13)
PB5	D5 (7)	AutoFD (14)
PB6	D6 (8)	Reset (16)
PB7	D7 (9)	SelIn (17)

Pins 18 to 25 are GND. As the LPT is not able to switch the direction of a single line, inputs and outputs must be separated. If you need an output line, just connect the cable to the pin specified in the output column. This should work for all LPT cards.

If you need an input line, then connect the cable to the pin specified in the input column. As the LPT provides only five inputs, PB5 to PB7 have been mapped to the open drain control outputs. In order to use them as inputs, you must switch the ECP and EPP modes of your LPT card off. On mainboards which are not older than 1995, this can be done in the BIOS.

If you need a bidirectional line, you must solder a diode 1N4148 between the input and its corresponding output. The black ring on the diode goes to the output, and the cable is connected to the input. Again, for PB5 to PB7 this will only work if your LPT card is not in ECP or EPP mode.


[Italiano\Estensioni\Userport]
(*)

You must have the extension Userport.dll loaded which is only possible in the registered version.

<G> Extensions\Userport\LPT (1-4)=1
~~~~~~~~~~~~~~~~~~~~~~~~~~
Specifies the LPT where $DD01 is mapped to. The Basic commands PRINT PEEK 56577 and POKE 56577,X will then access the hardware directly. This even works under Windows NT.

Userport	Output	Input
----------------------------------------------------
PB0	D0 (2)	Error (15)
PB1	D1 (3)	Ack (10)
PB2	D2 (4)	Busy (11)
PB3	D3 (5)	PE (12)
PB4	D4 (6)	Select (13)
PB5	D5 (7)	AutoFD (14)
PB6	D6 (8)	Reset (16)
PB7	D7 (9)	SelIn (17)

Pins 18 to 25 are GND. As the LPT is not able to switch the direction of a single line, inputs and outputs must be separated. If you need an output line, just connect the cable to the pin specified in the output column. This should work for all LPT cards.

If you need an input line, then connect the cable to the pin specified in the input column. As the LPT provides only five inputs, PB5 to PB7 have been mapped to the open drain control outputs. In order to use them as inputs, you must switch the ECP and EPP modes of your LPT card off. On mainboards which are not older than 1995, this can be done in the BIOS.

If you need a bidirectional line, you must solder a diode 1N4148 between the input and its corresponding output. The black ring on the diode goes to the output, and the cable is connected to the input. Again, for PB5 to PB7 this will only work if your LPT card is not in ECP or EPP mode.








[Game CDs]
Press <Cursor right> for a list of available Game CDs.

Warning: Most games on these CDs are cracks!  Although copying old C64 software is no longer pursued today, it is still illegal!  This is the reason why you cannot buy these CDs from the author of PC64.





[Game CDs\High Voltage CD 1 & 2]
The High Voltage CD 1 is also known as "Commodore C64: The Complete Collection". It contains the directories OldGames and NewGames which are catalogized in the PC64 Database.  In addition, the High Voltage CD 1 contains an Utils directory with 650 tools, a Demos directory with 7700 demos and diskmags, lots of SID tunes and some more tools for the PC and the Amiga.

The High Voltage CD 2 includes all the titles missing from the First CD along with all the new files since the First CD was pressed including C64 Games (4000+ new, old and fixed titles), Demos (850+) and Tools (650+), MS-DOS/Amiga Tools, Updated Emulators, More Sids etc.  This CD is meant as Volume 2 of a 2 CD set of Commodore 64 software.  The 2 CD Set will be the most complete collection of C64 Software that you will ever find.  We have spent over a year hunting down as many missing titles as possible.

    CD				Price
    -----------------------------------------------------------------------------
    High Voltage CD 1		35 Pounds
    High Voltage CD 2		30 Pounds
    Both CDs 1&2 Cash		55 Pounds
    Both CDs Money Order/Eurocheque	60 Pounds
    Update from CD 1 to CD 2 (Cash)	25 Pounds
    Update Money Order/Eurocheque	30 Pounds

You can send your payment by either sending Cash in UK Pounds, a Money/Postal Order for UK Pounds or a Eurocheque in UK Pounds.  We can not accept any other type of personal cheque or Foreign Currency.  Make your Money Orders or Eurocheques payable to "Darren Hagan" and send them to the following address:

    PO Box 5804,
    Basildon,
    Essex,
    SS14 2TE,
    England.

Note that this PO Box is valid until October 1997.  Please DO NOT write the names HIGH VOLTAGE or DARREN HAGAN on the outside of the envelope!

We are also selling a ZX Spectrum Emulator CD. Email me for more info if you are interested.

Leave me another mail after you have mailed the cash/money order to me and I will have a copy of the CD prepared ready to be shipped out within 24 hours of the arrival of your letter. Please also let me know if you are paying via cash or a money order.

If you have any further questions please feel free to ask.

mailto:darren@talent.demon.co.uk
http://www.talent.demon.co.uk/64






[Game CDs\Childhood's End CD]
The Childhood's End CD is no longer available. Basically, the Childhood's End CD is a copy of the High Voltage CD 1. It lacks the Demos directory but has some additional games from the Arnold site.

To use the Childhood's End CD with the PC64 database, just treat it as if were the High Voltage CD 1. You may change the entry in Database.ini to "hv1=Childhood's End CD..." so that it displays the right name.






[Game CDs\C64-CD-96]
The C64-CD-96 offers you the largest collection of C64-software in the world... 5650 disk, more than 30.000 programs. An index-file of all the 5650 disks can be downloaded from:

    ftp://utopia.hacktic.nl/pub/c64/Misc		file name: c64cd96.lha

The file is 750Kb, and when unpacked it's a 4Mb text-file.  Press <Shift> in Netscape while you click on the file name.  If it appears as text in the display and you save it, it will not decompress correctly!

The C64-CD-96 costs:

    Country	Price
    ---------------------------------------------
    Australia	50 Aus$
    Belgium	1310 Bef
    Canada	65 Can$
    Denmark	240 DKR
    Finland		210 FIM
    France		210 Ff
    Germany	60 DMark
    Holland	65 Dfl
    Italy		70000 Lire
    Japan		4400 Yen
    Norway	270 NKR
    Spain		5250 Pes
    Sweden	280 SKR
    U.K.		25 Pounds
    U.S.A.		40 US$

The money can be send cash, Eurocheque, Bankcheque, or International-Postal-Moneyorder:

    1. Cash: Better send via registered mail. (Most people send cash, registered)

    2. Eurocheque: Only Eurocheques in 65 Dfl are accepted, don't forget the number on the back-side of the cheque.

    3. Bankcheque: Add 10 US Dollars to the amount, that's the amount the banks charge over here for a Bankcheque.

    4. International-Postal-Moneyorder: It's safe, but more expensive.

Send to:

    F. Coolen
    Leyborch 33
    5247 SN Rosmalen
    The Netherlands

Please leave me an e-mail message when you posted it.  I will reply that message as soon as I received the money, so you will know it arrived safely.  The CD will be sent within 24 hours after receiving your letter.

mailto:gg@monet.telebyte.nl







[Game CDs\Arnold FTP site]
The Arnold FTP site contains about 230 MB of C64 games, mostly in ZIP and LHA format. You can reach the Arnold site at:

    ftp://arnold.hiof.no/games			(original)
    ftp://mursac.marshall.edu/sys/pub/c64	(mirror)

mailto:jonko@arnold.hiof.no
mailto:ingemli@sofus.hiof.no




[Game CDs\C64 Plus CD 2]
The "C64 Plus2" CD is great collection of Commodore programs.

This collection contains now also almost all games from HV1-2 and C64CD96.

This collection is directed especially to gamers.

The reason why this collection is made, is because we are bored to other collections that are filled with diskimages, without no good oder. Zipped and unsorted files are too much to handle. Making of this collection has taken a lot of time.

Contains:
 +6600 c64 games (about. 1700 disk d64-files + 5000 tape t64-files)
 +60mb c64 demos (275 disk d64-files, 23 tape t64-files)
 +20mb c64 utils (120 disk d64-files)
 +2000 c64 sid tunes
 +500 vic20 games (320 machine language, 200 basic)

All games are alphabetically sorted and unzipped and they work directly from cd.

The "C64 Plus2" CD costs:
 250 FIM (Finnish mark)
 50 USD (US Dollars)*
 85 DEM (Deutsche Mark)*
 30 GBP (British Pounds)*

* = check current valuerate rate. postage and hadling is included to price.

For the buyers of the "C64 Plus2" CD there are also special image collections available for a special price. Information is available at request.

To order the "C64 Plus2" CD, please send an email to drsepe@sci.fi in order to get my current address and to ensure that CDs are available for delivery. If you need the file list, I can send it via email (if you don't have access to my www-page).
The best way for sending the money is registered mail.

mailto:drsepe@sci.fi
http://www.sci.fi/~drsepe/c64.html








[Developers]
Press <Cursor right> for a list of developer related issues.




[Developers\File formats]
Press <Cursor right> for a list of C64 file formats.




[Developers\File formats\CBM Binaries (*.c64;*.*)]
CBM Binaries are just raw CBM files with no additional header.

To mark a CBM Binary as a C64 executable, the extension should be C64. Under Windows 95 and Windows NT, renaming a CBM Binary to *.C64 will change the icon into a little C64. It will also enable the context menu and running it by a doubleclick.

P00 files may be renamed to mark them for the C64, too. This means that a file with the extension C64 may either have a P00 header or not!



[Developers\File formats\P00 files (*.p00;*.s00;...)]
P00 files are CBM Binaries preceeded by a header. The format of the header is:


struct P00Header {
    char acTag[8];		// "C64File" + 0
    char acC64Name[17];	// 16 character name in CBM ASCII, padded by 0
    byte bRecordLength;	// record length for R00 files or 0 for sequential files
};

The header is 26 bytes long. After the header comes the original CBM binary data.

File extensions can be P00 for PRG, S00 for SEQ, D00 for DEL, U00 for USR and R00 for REL. You can change the type of a P00 file by renaming it in the Windows explorer. Because the 16 character names must be reduced to DOS's 8.3 convention, the 00 can turn into any number between 00 and 99 to prevent name conflicts.

Press <Cursor right> for a function which reduces 16 character names to 8 characters.

If a P00 file name doesn't match the convention of this function, PC64Dos will not be able to load it! PC64Win will only load it if the C64 program specifies the full P00 name. PC64Win will not load the file if the C64 program uses the 16 character name!


[Developers\File formats\P00 files (*.p00;*.s00;...)\ReduceName() ]
///////////////////////////////////////////////////////
// reduce file name from 16 characters to 8 characters

flag ReduceName(const char* pcC64Name, char* pcDOSName) {
  int iStart;

  // check length
  int iLen = strlen(pcC64Name);
  if (iLen > 16) {
    return false;
  }

  // search all files if the C64 name contains wildcards
  if (strpbrk(pcC64Name, "*?") != NULL) {
    strcpy(pcDOSName, "*");
    return true;
  }

  // copy C64 name to buffer
  char acBuf[16 + 1];
  memset(acBuf, 0, sizeof acBuf);
  strcpy(acBuf, pcC64Name);
  for (int i = 0; i <= 15; i++) {
    switch (acBuf[i]) {

    // replace space and dash by an underscore
    case ' ':
    case '-':
      acBuf[i] = '_';
      break;

    default:

      // lower case letters to upper case
      if (islower((byte)acBuf[i])) {
        acBuf[i] -= 32;
        break;
      }

      // upper case letters and digits are OK
      if (isalnum((byte)acBuf[i])) {
        break;
      }

      // remove invalid characters
      if (acBuf[i] != 0) {
        acBuf[i] = 0;
        iLen--;
      }
    }
  }

  // reduce name to 8 characters
  if (iLen <= 8) {
    goto Copy;
  }

  // remove underscores
  for (i = 15; i >= 0; i--) {
    if (acBuf[i] == '_') {
      acBuf[i] = 0;
      if (--iLen <= 8) {
        goto Copy;
      }
    }
  }

  // search for first non-vowel
  for (iStart = 0; iStart < 15; iStart++) {
    if (acBuf[iStart] != 0 && memchr("AEIOU", acBuf[iStart], 5) == NULL) {
      break;
    }
  }

  // remove vowels from the right
  for (i = 15; i >= iStart; i--) {
    if (memchr("AEIOU", acBuf[iStart], 5) != NULL) {
      acBuf[i] = 0;
      if (--iLen <= 8) {
        goto Copy;
      }
    }
  }

  // remove consonants from the right
  for (i = 15; i >= 0; i--) {
    if (isalpha(acBuf[i])) {
      acBuf[i] = 0;
      if (--iLen <= 8) {
        goto Copy;
      }
    }
  }

  // remove remaining digits from the left
  for (i = 0; i <= 15; i++) {
    if (acBuf[i] != 0) {
      acBuf[i] = 0;
      if (--iLen <= 8) {
        goto Copy;
      }
    }
  }

Copy:

  // create a dummy name if the string is empty
  if (iLen == 0) {
    strcpy(pcDOSName, "_");
    return true;
  }

  // copy DOS name
  char* pc = pcDOSName;
  for (i = 0; i <= 15; i++) {
    if (acBuf[i] != 0) {
      *pc++ = acBuf[i];
    }
  }
  *pc = 0;

  // check DOS name for device
  int hFile = _open(pcDOSName, _O_BINARY | _O_RDONLY);
  if (hFile == -1) {
    return true;
  }

  // add an underscore if the name is a device
  if (isatty(hFile)) {
    if (iLen < 8) {
      strcat(pcDOSName, "_");
    } else {
      if (pcDOSName[7] != '_') {
        pcDOSName[7] = '_';
      } else {
        pcDOSName[7] = 'X';
      }
    }
  }
  _close(hFile);

  // the name has been successfully reduced
  return true;
}



[Developers\File formats\Disk images (*.d64)]
D64 disk images are a sector-by-sector copy of a 1541 disk. Because a 1541 disk has 683 sectors of 256 bytes each, the size of a D64 disk image is 174848 bytes.

Some disk images are 175531 bytes. They have an additional array of 683 bytes at the end of the regular disk image, which contains the job return codes. A value of $01 means that the corresponding sector has no read errors.

PC64Dos recognizes the error information, but PC64Win does not yet. Although you can load a disk image with 175531 bytes into PC64Win, programs which query the error information for a simple copy protection may not run.



[Developers\File formats\Tape images (*.t64)]
T64 tape images contain one or more C64 files. They consist of a 64 byte T64Header followed by a number of T64Entries with 32 bytes each. T64Header.wEntries contains the number of T64Entries, and T64Entry[i].lOffset points to the actual data:

struct T64Header {
    char acTag[32];		// set this to "C64 tape image file",13,10, padded with zeros
    word wVersion;		// set this to $0101
    word wEntries;		// mostly 30, some programs crash if different
    word wUsedEntries;	// set this to 0
    word wReserved;		// set this to 0
    byte abName[24];	// tape image name, CBM charset, padded with spaces
};

struct T64Entry {
    byte bType;		// 0 = unused entry, 1 = normal file, other = memory snapshot
    byte bSecAdr;		// set this to 1
    word wStartAdr;		// C64 load address, for example $0801
    word wEndAdr;		// C64 address of last byte + 1
    word wReserved;		// set this to 0
    long lOffset;		// data offset within T64 file, length is wEndAdr - wStartAdr
    long lReserved;		// set this to 0
    byte abName[16];	// C64 file name, CBM charset, padded with spaces
};

To identify a file as T64 tape image, search T64Header.acTag[] for the substrings "C64" and "tape". There are tape images with a different tag than "C64 tape image file",13,10.






[Developers\Detecting emulators ]
Here is a method how a C64 program can find out whether it runs on the real thing or on an emulator. It could then switch off its own fast loader, because, on most emulators, the official load routines are much faster.

Some games do not run when registers at DFA0..DFFF are used. The emulator should provide a way to disable the detection on a local-by-program basis.

100 rem *** where am i? ***
105 rem -------------------------------
110 rem this is the recommended method
115 rem how to detect a c64 emulator,
120 rem e.g. for disabling fast loaders
125 rem
130 rem - the byte at $dfff changes
135 rem   between $55 and $aa
140 rem - the byte at $dffe contains
145 rem   the manufacturer code letter:
150 rem   a = c64alive
152 rem   f = frodo
161 rem   p = personal c64
175 rem   s = c64 software emulator
180 rem   x = x64
185 rem - the word at $dffc contains
190 rem   the emulator version number,
195 rem   e.g. $0120 for version 1.2
200 rem - the bytes from $dfa0 contain
205 rem   a copyright string with
210 rem   emulator name and version,
215 rem   $0d, copyright and $00.
240 :
245 print:x=57343:if peek(x)<>85 then if peek(x)<>85 then 360
250 if peek(x)<>170 then 360
255 if peek(x)<>85 then 360
260 if peek(x)<>170 then 360
265 m$=chr$(peek(57342)):print "manufacturer = '";m$;"' ";
270 if m$="a" then print "(c64alive)";
272 if m$="f" then print "(frodo)";
275 if m$="p" then print "(pc64)";
285 if m$="s" then print "(c64s)";
290 if m$="x" then print "(x64)";
295 print:v=peek(57340)+peek(57341)*256
300 for i=0 to 3:v$=mid$("0123456789abcdef",1+(v and 15),1)+v$:v=int(v/16):next
305 print "version = $";v$
310 print:i=223*256+160
320 x=peek(i):i=i+1:if x<>0 then print chr$(x);:goto 320
325 end
329 :
330 rem -------------------------------
335 rem these are manufacturer-specific
340 rem workarounds, which should be
345 rem replaced with the official
350 rem emulator detection method
355 :
360 if peek(60682)<>0 then 385
365 print "c64 software emulator"
370 print "(c)1991-94 miha peternel"
375 end
380 :
385 if peek(60736)<>0 then 410 :rem ed40
390 print "x64 (version 1 or 2)"
395 print "(c)1993-94 j.sonninen/t.rantanen/j.valta"
400 end
405 :
410 x=57087:if peek(x)+peek(x)+peek(x)<>0 then 435
415 print "c64alive"
420 print "(c)1993-94 f.littmann developments"
425 end
430 :
435 print "this is an original c64 or c128"




[Developers\Database compatibility]
The C64 Game Database supports all emulators which handle the following command line syntax:

C:\Any> D:\Other\Emu.exe E:\Path\BinDir -autotype load"DOSName",8,1$0Drun$0D
C:\Any> D:\Other\Emu.exe E:\Path\P00Dir -autotype load"C64Name",8,1$0Drun$0D
C:\Any> D:\Other\Emu.exe E:\Path\Tape.t64 -autotype load"C64Name",8,1$0Drun$0D
C:\Any> D:\Other\Emu.exe E:\Path\Disk.d64 -autotype load"C64Name",8,1$0Drun$0D

I could have modified the database to perform the file and command line conversion itself, but this would be a lot of work. See the file Other.bat how complicated it is to get all emulators run with all file formats.

Tips:

- argv[0] is the full path of the EXE file where the program directory can be extracted from.

- If a parameter starts with a double quote, it ends with a double quote, too. Otherwise, it ends with a space.

- When an emulator processes the -autotype parameter, the upper and lower case letters A-Z must be swapped. The CBM charset differs from standard ASCII in this way.

- DOS batch files cannot handle the comma in a parameter.

- To open a P00 file, an emulator should use "Developers\File formats\P00 files (*.p00;*.s00;...)\ReduceName()". If the DOS file cannot be found, an emulator may open all files in the current directory, see whether they have a P00 header ("C64File") and compare the 16 character names.







[Copyrights]
Personal C64 for DOS and Personal C64 for Windows
Copyright ©1992-1997 Wolfgang Lorenz

System ROMs Kernal, Charset and 1541 ROM
Copyright ©1981-1995 Commodore Business Machines, Inc.
Copyright ©1995-1997 Amiga Technologies GmbH

System ROM Basic V2
Copyright ©1979-1997 Microsoft

Alternative Kernals 64'er System and Exos
Copyright ©1986-1994 Markt & Technik
Copyright ©1994-1997 MagnaMedia

Simons' Basic ROMs
Copyright ©1983-1997 D.S. Software

Fastloader in L64
Copyright ©1994-1997 Michael Niemeyer

DirectNT.sys from German c't magazine 1'97 page 312
Copyright ©1996-1997 Matthias Withopf, Andreas Stiller

Italian translation of Control Center texts
Copyright ©1997 Mauro Grauso





[Register]
Press <Cursor right> for a list of order forms.

Australia
    Russell Alphey    R.Alphey@forestry.unimelb.edu.au
    phone +61-3-9344-8970, fax +61-3-9349-4172
Belgium
    Raf.Van.De.Vreugde@f870.n292.z2.fidonet.org
    phone +32-14-253483 (days), +32-3-4893945 (evenings)
    BBS +32-3-4893945 (22.00h - 06.00h CET)
Deutschland, Österreich und Schweiz
    Wolfgang Lorenz    pc64@compuserve.com
    Tel./Fax +49/0-9172-2885 Mo-Fr von 10 bis 20 Uhr
France
    Romuald Ferrand    rf12@calvanet.calvacom.fr
    tel. +33-35-46-58-83
Sweden
    Hans Persson    unicorn@lysator.liu.se
    Phone: 013 29 77 05
United Kingdom
    Lee Taylor    pc64uk@defender.demon.co.uk (main e-mail address)
    pc64@defender.demon.co.uk (backup e-mail address), phone 0973 402053
USA and Canada
    Ted Drude    tbdrude@aol.com
    phone (205) 730-8990 (days), (205) 461-7221 (nights)
Venezuela
    Gilberto.Mehtar@ccxbbs.uunet.ve
    phone (5868) 51.43.31 (office time), fax (5868) 51.20.97 (24h)
    Hot Line Plus BBS (5868) 52.00.48 * 28800 BPS (ANSI/MONO/RIP, 24h)
Other Countries
    Wolfgang Lorenz    pc64@compuserve.com











[Register\Australia ]

To
Russell Alphey
School of Forestry
University of Melbourne
Parkville, Victoria, 3052.




I hereby order the registered version of Personal C64:

(x) Emulators for both DOS and Windows       AUD 49.00
( ) X1541 cable LPT-1541/1571/1581, 2m       AUD 20.00
( ) Adaptor for C64 joystick on LPT, 60cm    AUD 25.00

Ordering cables alone is not possible.

Sum over all for control:                    AUD   .00

I have included payment with order.

Please deliver to:


---------------------------------

---------------------------------

---------------------------------

---------------------------------

My Internet email address:


---------------------------------

Date and signature:


-----------------------------------------




[Register\Belgium ]

To:
Raf van de Vreugde
Mechelsesteenweg 60E
B-2500 Lier
Belgium




I hereby order the registered version of Personal C64:

(x) Emulators for both DOS and Windows       1000 BFr.
( ) X1541 cable LPT-1541/1571/1581, 2m        300 BFr.
( ) Adaptor for C64 joystick on LPT, 60cm     350 BFr.

Ordering cables alone is not possible. I pay by:

( ) Eurocheque.
( ) Cash. The money in Belgian Francs is included.

Please deliver to:


---------------------------------

---------------------------------

---------------------------------

---------------------------------

My Internet email address:


---------------------------------

Date and signature:


------------------------------------------------



[Register\France ]

A:
Romuald Ferrand
108 avenue du mont gaillard
76620 le havre
France




I hereby order the registered version of Personal C64:

(x) Emulators for both DOS and Windows          170 Fr

Please use the order form "Other Countries"
if you want the cables, too.

( ) Envoi normale                                20 Fr
( ) Envoi recommande                             30 Fr

Mon addresse :                      


---------------------------------

---------------------------------

---------------------------------

---------------------------------

Mon adresse email internet :


---------------------------------

Signature et Date :


------------------------------------------------





[Register\Deutschland ]

An
Wolfgang Lorenz
Gundekarstr. 4
Mühlstetten
91187 Röttenbach




Hiermit bestelle ich die Vollversion von Personal C64:

(x) Emulatoren für DOS und Windows            DM  49,-
( ) PC64-Kabel LPT-Userport, 2.5m             DM  20,-
( ) X1541-Kabel LPT-1541/1571/1581, 2m        DM  14,-
( ) Adapter für C64-Joystick an LPT, 60cm     DM  17,-

Summe zur Kontrolle                           DM    ,-

Einzelbestellung von Kabeln ist nicht möglich.
Die Bezahlung erfolgt:

( ) per Nachnahme. Keine zusätzlichen Kosten.
( ) per Vorkasse. Ein Verrechnungsscheck liegt bei.
( ) per Rechnung. Zahlbar innerhalb von 14 Tagen.
( ) bar in Scheinen und/oder Briefmarken.

Meine Adresse lautet:


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[Register\Österreich und Schweiz ]

An
Wolfgang Lorenz
Gundekarstr. 4
Mühlstetten
D-91187 Röttenbach




Hiermit bestelle ich die Vollversion von Personal C64:

(x) Emulatoren für DOS und Windows            DM  50,-
( ) PC64-Kabel LPT-Userport, 2.5m             DM  20,-
( ) X1541-Kabel LPT-1541/1571/1581, 2m        DM  20,-
( ) Adapter für C64-Joystick an LPT, 60cm     DM  20,-


Die Bezahlung erfolgt:

( ) per Euroscheck.
( ) bar in DM-Scheinen.
( ) per Nachnahme (Schweiz minus 15%          DM  20,-
    deutsche MWSt plus lokale MWSt).

Summe zur Kontrolle                           DM    ,-

Meine Adresse lautet:


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[Register\Sweden ]


Hans Persson
Domaregatan 8
S-586 63 Linköping





I hereby order the registered version of Personal C64:

(x) Emulators for both DOS and Windows         SEK 250
( ) X1541 cable LPT-1541/1571/1581, 2m         SEK  80
( ) Adaptor for C64 joystick on LPT, 60cm      SEK  80

Sum over all for control:                      SEK

Ordering cables alone is not possible.  I pay by:

( ) Check
( ) Postal giro to account number 670803-1973
( ) Cash by mail

Please deliver to:


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My Internet email address:


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Date and signature:


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[Register\United Kingdom ]

Lee Taylor
75 Milburn Ave
Thornton Cleveleys
Lancashire
FY5 2LD
United Kingdom



I hereby order the registered version of Personal C64:

(x) Emulators for both DOS and Windows            £ 19
( ) X1541 cable LPT-1541/1571/1581, 2m            £ 10
( ) Adaptor for C64 joystick on LPT, 60cm         £ 10

Sum over all for control:                         £

Ordering cables alone is not possible. I pay by:

( ) Cash.
( ) Cheque with order (payable to Lee Taylor).

Please deliver to:


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My Internet email address:


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My phone number:


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Date and signature:


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[Register\USA and Canada ]

To:
Ted Drude
103 Belle Circle
Madison AL 35758
USA




I hereby order the registered version of Personal C64:

(x) Emulators for both DOS and Windows         $ 29.95

Please use the order form "Other Countries"
if you want the cables, too.

( ) Check.  No extra costs.
( ) COD (US only).                             $  4.00

Sum over all for control:                      $

Terms: Shipping is US first class mail.  Payment in US funds only.  Personal checks take five working days to clear.

Please deliver to:


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My Internet email address:


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[Register\Venezuela ]

Gilberto Mehtar
P.O. BOX. 7493.
C.P. 4101
City: Coro
State: FALCON
Venezuela



I hereby order the registered version of Personal C64:

(x) Emulators for both DOS and Windows         $ 39.00

Payment can be in Bolivares, with the official exchange with the Braddy Dollar. / El pago puede ser en Bolivares, con la tasa oficial de cambio del dolar Braddy.

( ) X1541 cable LPT-1541/1571/1581, 2m     Bs. 4500.00
( ) Adaptor for C64 joystick on LPT, 60cm  Bs. 2500.00

Ordering cables alone is not possible.  I pay by:

( ) Check
( ) Bank Deposit (Call for Bank and Account number)
( ) COD (Sended by MRW, 24h in Venezuela)  Bs. 1500.00

Terms: Personal checks take five working days to clear.

Please deliver to:


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My Internet email address:


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Date and signature:


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[Register\Other Countries ]

To
Wolfgang Lorenz
Gundekarstr. 4
91187 Roettenbach
Germany



I hereby order the registered version of Personal C64:

(x) Emulators for both DOS and Windows          50 DEM
( ) X1541 cable LPT-1541/1571/1581, 2m          20 DEM
( ) X1541 cable outside Europe                  30 DEM
( ) Adaptor for C64 joystick on LPT, 60cm       20 DEM
( ) Joystick adaptor outside Europe             30 DEM

Ordering cables alone is not possible. I pay by:

( ) Eurocheque.
( ) Cash. The money in DEM is included.
( ) COD (Cash On Delivery) in local currency.   20 DEM

COD is not possible to the UK, Greece, Ireland and Turkey.

Sum over all for control:                          DEM

Please deliver to:


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My Internet email address:


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Date and signature:


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[History]
Press <Cursor right> for a list of version changes.




[History\Beta 2.00 to Beta 2.01]
D64 disk images and fast loaders.

Setup program and WinG added.

HTML file for easy online links added.




[History\Beta 2.01 to Beta 2.02]
Game database with 4000 games added.

DirectDraw is supported (Windows 95 and Windows NT 4.0).

Fullscreen modes added (DirectDraw under Windows 95 only, not under NT 4.0).




[History\Beta 2.02 to v2.10]
Sound added.

Control Center added.

DIBSection support added.

Joysticks added (registered users only).

Illegal CPU commands added.

Writing to disk images supported.




[History\v2.10 to v2.11]
Fixed two bugs with DirectDraw.




[History\v2.11 to v2.12]
Fixed a bug with License.dat. Because Visual C++ v1.52 is a 16 bit compiler and Visual C++ v4.1 is a 32 bit compiler, about 5% of the License.dat files have not been recognized as valid.




[History\v2.12 to Beta 2.13]
Basic parts of PC64Win have been rewritten using the EDK. This is like changing the foundation of a house which has already been built, and also the reason for making 2.13 a Beta again. But there is no chance to get a 100% compatible emulator without the EDK.

EDK published for Third Party developers.

Ability to load extensions added (registered users only). The Simons' Basic cartridge and a MIDI cartridge are provided as examples.




[History\Beta 2.13 to v2.14]
Fixed most bugs which have been introduced by the EDK.

C64 Emulator Test Suite published.

Illegal CPU commands fixed (see Test Suite).

01 MMU emulation improved (see Test Suite).

Userport extension added. Maps DD01 to LPT.

Freezer extension added. Writes memory snapshot into file when CPU executes a given address.

MIDI extension has been tested with Scoretrack from C-Lab. MIDI extension can now output to external MIDI hardware (Control Center).

LPT joysticks are now working under Windows NT. This feature uses DirectNT.sys from the German c't magazine 1'97 on page 312.

The setup program will detect the other emulators ALE C64, C64S, CCS64 and PC64Dos. It then creates Windows context menus. This way you can run any C64 file format with any C64 emulator by clicking on the file name with the right mouse button. Note that, to run a program from the database, the other emulator must support the command line syntax described in the Developers section.




[History\v2.14 to v2.15]
System clock ø2 is now divided into high and low phase. This is a key feature of cycle exact emulation.

The EDK has been re-designed to allow several clocks running at different speed, e.g. the C64 at 985248 KHz and the VIC1541 at 1 MHz, or the CPU8510 in a C128 in fast mode at 2 MHz. This feature is not implemented in PC64Win  yet because it costs 20% performance, but it can be activated at any time without changing the design.

It is now possible to implement an user defined bidirectional connection between port pins and/or lines, for example to implement a loopback connector for the userport.

Control Center texts have been translated to Italian. Many thanks to Mauro Grauso.

The CIA6526 timers have been rewritten to be cycle exact. See the Test Suite for verification programs. An internal model of the CIA6526 has been published with the EDK. Re-engineering the CIA6526 costed so much time, and was responsible for the 3 month delay of v2.15.

The Userport extension can now read inputs, too.







[Bug List]
The primary goal is 100% compatibility. Other bugs have less priority.

- Should be optimized to run on the Pentium 75
- Debuggers not implemented
- Freezer not implemented
- Rollback not implemented
- NTSC not implemented

CPU:
- IRQ, NMI and DMA timing not tested
- DMA isn't delayed on writes
- Cycle exact reads/writes not tested

CIAs
- Timers only partially implemented
- Realtime clock not implemented
- Serial port not implemented

VIC and display:
- F9 in full screen mode on a Cirrus Logic PCI Super VGA doesn't show changing disk dialog
- Full mode on a Matrox Millenium shows scrambled image
- DirectDraw, DIBSection and WinG show no image at all on a Diamond Stealth with old drivers
- Sprite stretching doesn't work correctly
- Sprites move sometimes up/down one line
- Switching screen mode at certain times will crash the emulator
- PC64Win crashes after changing Windows screen resolution or color depth
- Delayed DMA within one line not implemented
- Open X borders not implemented
- Sprite collisions outside frame area don't work
- Screen is green when pressing F9 in fullscreen mode on a Elsa Winner 2000AVI

SID and Sound:
- Filters not implemented
- Paddles not implemented
- Mouse not implemented
- OSC3 and ENV3 are only updated at sound frequency resolution
- OSC3 with NoSound returns always X * 13 + 1, not the original values
- ENV3 with NoSound returns always 0
- Synchronizing works only with sound frequency resolution
- Voice 1 synchronization is one sound frequency behind
- QuickSound keeps playing in a loop at F10 or if an error message is displayed
- Sound is still on when PC64Win looses focus
- No check for free Sound when PC64Win gets focus

Joysticks:
- No LPT joysticks under NT
- Mouse tracker not implemented (sprite is following Windows mouse pointer)

Disk images and file access:
- Error map of D64 Disk Images not supported
- GCR disk images not implemented
- T64 tape images not implemented
- LYNX support not implemented
- Format with ID has been redirected to format without ID. Temporary GCR format required
- Option to disable fastloading from D64 images needed
- Wildcards * and ? do not work with directories
- Floppy LED not implemented
- Floppy motor and stepper noise not implemented

Changing disks with F9:
- Creating new disk images not implemented
- Doesn't work for directories, only disk images
- Should use the new style dialog

PC64Win switch "More Performance But Less Compatibility":
- Illegal pointer access when screen mode is changed
- Fort Apocalypse doesn't scroll correctly
- Warhawk intro is running slowly

Control Center:
- Text settings and numeric settings are not compatible
- Local settings not implemented
- Moving into the edit field with TAB flashes the text. This one seems to be very hard to fix
- Window has fixed size, splitter bar not movable
- Format should be changed from raw text to HTML

Database:
- C64S v2.5, ALE C64 1.12h and CCS64 1.02 are not supported
- No way to update Programs.doc with PC64Win updates. AutoMerge.doc needed
- File size and checksum not implemented
- ZIP and LHA archives not implemented
- High Voltage CD 1 Utils directory must be catalogized
- High Voltage CD 2 must be catalogized
- C64-CD'96 must be catalogized

Programs which crash PC64Win "This program has performed an illegal operation and will be shut down":
- Most games with EA loaders
- Babylon 3 Demo
- Censor Design Demo Intro
- Beyond Zero Demo
- Demo from Copy Party in Veenendaal October 88, Part 1

I've experienced your C64 emulator with the game Pirates!
It seemed to work perfectly until the program asked for disk 2; then, it seemed to be blocked.
Is it due to the fast loading sequence that occured after I changed the disk?

Mach' doch in der INI-Datei ZWEI Sektionen fuer die Bildschirmparameter (insbesondere den Border!): Einmal fuer das maximierte und einmal fuer das normale Fenster. So koennte man den Rahmen bei der Vollscreendarstellung abschalten (um Zeit zu gewinnen) und bei der normalen (wo die zu beschreibende Bildschirmflaeche nicht so gross ist) einschalten.
Ueberhaupt solltest Du dann in der Datenbank auch aufnehmen, ob bei einem Spiel nun ein Border benoetigt wird (und wenn ja, welcher Border!) oder nicht.

And here's antoher suggestion... Would it be too difficult to make the emulator automatically switch the CPU speed to maximum while the 1541 is loading a file

Bei Bubble Bobble erscheinen keine Extras mehr, bzw. nur ein billigExtra, aber die ganzen SuperExtras, sowie Wasser, Feuer, Blitz und Buchstabenblasen erscheinen nicht mehr. Sowohl in der Dos als auch in der Win-Version

Habe mir gestern nebst dem 2.11'er-Update die "Torture"-Demo von Padua 'runtergeladen und gerade ausprobiert. Nach dem dritten Teil (glaube ich) stuerzt der Emulator ab (Dieses Programm wurde aufgrund blah, blah...)

Wieso ist da immer noch kein Button in der Fileauswahl auf Disk-Images mit der Beschriftung "Load "*",8,1" ?

Pentium 75, ATI Mach 64 PCI mit Treiber-Version 2.22, Soundblaster 16, Windows 95 inklusive DirectX: Nach jedem Start des Emulators das Fenster so dargestellt, dass im oberen Fensterviertel je links und rechts ein Abklatsch des eigentlichen Inhalts zu  sehen ist, darunter ist nur Muell. Verschiebt man des Fenster, wird der Inhalt korrekt angezeigt.

In fullscreen only the upper part of the screen is used. Hm.. Let me see how to explain. Mach64 DD is a bit special in Full screen mode, other cards have an 320x200 array that is displayed. On mach64 there is 320 bytes then X bytes that is not suposed to be used, then another 320 bytes. Like modulo on the Amiga.

Mein absolutes Lieblingsspiel war M.U.L.E. Leider funktioniert bei mir nur die Steuerung mit dem "linken" Joystick (also rechte CTRL-Taste und Nummernblock). Die eigentlich vorhanden Tastatursteuerung für die weiteren Mitspieler scheint nicht zu funktionieren. (PC64Dos: <Q> für Button, manchmal auch <Alt+Q> oder <Alt>. PC64Win: Klappt nicht, ist ein Bug)

I found another bug. It's again mach64 graphic card.
If i disable Graphic video ram at 1*1 and n*n there actualy is
an error message.
Line 700 in C64Display.h.
pDisplay->Blt(&rcDisplay,pOffscreen,&rcOffscreen,0,NULL);
DDERR_EXCEPTION.

Project Firestart läuft als einziges mit PC64win. Der einzige Emulator, der es bis zum Intro (und darüber hinaus) schafft! Bug: Nur leider werden die Sprites nicht korrekt dargestellt. Und zwar in dem Maße, als ob das Spiel auf den falschen Speicherbereich zugreifen würde, in dem natürlich nur willkürliche Bytes stehen.

Neuen Videomodus hinzufügen bei dem jede zweite Zeile schwarz ist. Sieht super aus!

I have a problem with Zak McKracken.... the great Lucasart adventure. The problem is that I can't get the load/save screen, and you can image how unplayable is an adventure game if you can't save! I tryed in every way, I thougth that in the dos version you can save directly the entire memory, but the game doesn't work in the c64 version, maybe cause it doesn't support fastloader. It works only with the 2.12 version for Windows. I post a message in comp.emulator.cbm and meny people said that the key to get the save/load screen is F2 ( someone said CBM+F2 ) but it doesn't work!

Waere als Option wirklich ganz angebracht, ob der Emulator vor dem Laden die Timer mal willkuerlich durcheinanderbringen soll ("Eine Chance fuer den Zufall")

Wie waer's mal mit einer EINFACHEN Pause-Funktion (klar, ich kann auch jedes Mal F10 druecken und Fensterle verschieben) zum Grabben von Screenshots, oder noch besser: gleich einem Dumper, der auch fuer Bilder gleich die Filenamen des geladenen P00-Files benutzt?

Also could you add an option to LOAD"*",8,1 when using disk images as this is the only way to load alot of games.

Bei thrust "stirbt" das raumschiff auch, wenn es mit den sternen oder dem "rauch" von explosionen kollidiert.

Barbarian II freezes when either you or the monster first attack one another.

Mit der Matrox Mystique gibt es Probleme. ORIGINAL Windows-Treiber (16-Farben), da gerade neu installiert, KEINE Programme ausser den Standardtools von Microsoft installiert. PC64/Win installiert, gestartet, Muell im Bild. Bis der Rahmen zum ersten Mal vergroessert oder verkleinert wurde, DA wurde dann richtig geupdated.

Das Farb-RAM bei der Schriftrolle in Soul Crystal's Intro ist auf einmal im Eimer - war's bei v2.12 nicht.