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From: R.Alphey@dce.vic.gov.au (Russell Alphey)
Newsgroups: comp.emulators.cbm
Subject: COMP.EMULATORS.CBM: Emulation FAQ for Commodore 8bit Computers (2/4)
Supersedes: <cec.faq2_793258780@dce.vic.gov.au>
Followup-To: comp.emulators.cbm
Date: 4 Mar 1995 04:01:19 +1100
Organization: Department of Conservation and Natural Resources, Vic., Aust.
Lines: 1228
Sender: rja@dce.vic.gov.au
Approved: emulators@qualcomm.com
Message-ID: <cec.faq2_794250062@dce.vic.gov.au>
References: <cec.faq1_794250062@dce.vic.gov.au>
NNTP-Posting-Host: robin.dce.vic.gov.au
Summary: Emulation FAQ for Commodore 8bit Computers.
Keywords: cbm commodore 8bit emulation faq CBM FAQ



Archive-name: 8bit-emulation-faq-part2
Comp-answers-archive-name: commodore/8bit-emulation-faq-part2
News-answers-archive-name: commodore/8bit-emulation-faq-part2
Comp-emulators-cbm-archive-name: 8bit-emulation-faq-part2
Comp-sys-cbm-archive-name: 8bit-emulation-faq-part2
Version: 2.20
Author: Russell Alphey (R.Alphey@dce.vic.gov.au)

  CBM EMULATION FAQ - (Version 2.20 02 Mar 95)
  =================

  This FAQ is usually posted twice a month on the 4th and 19th of the month
  to comp.emulators.cbm.  Since comp.emulators.cbm was set up to remove the
  emulator discussion from comp.sys.cbm, this FAQ will not be posted to
  comp.sys.cbm.

  Lines preceeded by a '+' have been added or modified since the last version
  was posted.

+ This FAQ is in four parts due to its size.
+ Part 1 is general information and a list of available emulators.
+ Part 2 is questions and answers.
+ Part 3 is essentially data.
+ Part 4 is basically reviews of various emulators.

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

   3. Questions & Answers
   ----------------------

   A section to answer common questions that emulator users pose.  Please
   forward any questions or answers you think would be appropriate for this
   section to the faq maintainer, or just post to the newsgroup!

+ 3.1 General.

+  Q: The ftp sites are down/unreachable.  Can somebody post XYZ to the
+     newsgroup please?
+  A: No!  If you do, some NewsServers will drop this NewsGroup!  Besides,
+     sending probably copyrighted material around is sure to raise the ire
+     of certain individuals/organisations, who might otherwise turn a blind
+     eye to the whole emulator concept.
   Q: I haven't used a C64 in years, and I've forgotten how to get a disk
      directory listing!
   A: Shame on you!  :)
      Try: load"$",8 - when that finishes, list

   Q: I can't connect to Watson via anonymous ftp.
   A: 1. It's a busy place, try again later.
      2. It runs OS/2 ftp, so things aren't exactly as you might expect - try
         doing a dir instead of ls
      3. After logging on, you need to cd .. before you will be able to see
         anything.
      Note that watson now runs linux much of the time, so points 2 and 3
      may no longer be applicable.
      4. Try using one of the mirror sites to relieve the traffic.

   Q: Why would you want to emulate a CBM 8 bit computer?
   A: 1. Why not?
      2. As an intellectual exercise, to prove it can be done.
      3. Nostalgia.
      4. Convenience - why pull out the old 64, disk drive, and monitor, when
         you can just boot up the emulator?

   Q: I have recently downloaded a C64 emulator. It does not however allow me
      to read C64 disks. Is there a way to read a C64 disk on an IBM PC drive?
   A: No.  The PC's floppy disk system is too "dumb" to be able to be
      programmed to read non-MFM disks.  The C64 uses GCR.  This limitation
      is why the PC cannot read Amiga disks either.

   Q: How do I get my old 64 games across from the 64 to the emulator?
      (AKA: How do I read my 1541 formatted disks on a XXX?)
   A: Firstly, the PC *cannot* read 1541 formatted disks, no way, no how.
      The Amiga might be able to(?).  But, the best way to transfer files
      (not whole disks) is to set up a NULL MODEM cable between the 64 and
      the emulator machine, and use a serial transfer.  If you have a 1571 or
      1581, then you can use either the Big Blue Reader (BBR) or the Little
      Red Reader (LRR) to read/write DOS formatted disks.  There are
      packages available that allow you to access a 1541 drive from your
      emulator machine, eg X1541, DISK64E.  It is possible to read/write DOS
      formatted disks with a 1541, which requires a small hardware
      modification to the 1541, and a program like 1541-dos.  Finally,
      utilities like 64NET allow you to copy files from the 64 to the PC's
      disk drives, and as a matter of convenience allow you to access your
      D64 files from the 64.

   Q: Which is the best emulator?
   A: You really know how to start a flame war, don't you?  :)
      Opinion varies, naturally.  Comp.emulators.cbm is a good place to
      watch, not ask!  The merits and quirks of the various emulators are
      discussed there regularly.
      The main two PC emulators used are C64S and PC64 (aka C64NEU & MC64).
      The fact that C64S's author previously was impossible to contact is seen
                as a negative for that program, although some users insist
it's a better
                emulator for some programs.  Others maintain that the lack of
English
+     documentation, and the fact that it's commercial, make PC64 worse.
      Recent report indicate that Seattle Labs (marketers of C64S) are very
      responsive and helpful.
      My advice is try both and see which you prefer!

   Q: What ever happened to Ron Hubbard?  :)
   A: 1. Rob Hubbard, who wrote lots of great music tracks on the C64 now
         works on Sega (?) systems.
      2. L. Ron Hubbard (author, and founder of Scientology) is dead.
      Note that this has nothing to do with emulators, but the topic sure
      is alive and well in comp.emulators.cbm!

   Q: Has game X been converted to filetype Y and uploaded anywhere?
   A: Your best option is to have a look in the index files kept on each
      site.

   Q: Would somebody please upload my favourite program X to Watson?
   A: There's an unofficial "Most Wanted" list moderated and updated by
      Dave Smith (dave@marsbar.demon.co.uk).  Please read that list if you
      are looking for a particular program and can't find it - email Dave
      if you want to add a program.  Feel free to reduce the list by
      uploading something that's been requested!  :)

   Q: I'm writing my own emulator for machine "X".  Where can I get
      information about the undocumented 65xx opcodes?
   A: The following sources are good places to start!
      1. Description of the full insruction set
         ftp.funet.fi: /pub/cbm/documents/64doc
      2. C= Hacking, Issue 1
         (some inaccuracies)
         ccnga.uwaterloo.ca: /pub/cbm/hacking.mag/Issue1.Z
      3. C64 Programmer's Reference Guide, pp. 416-417
         (Standard instructions only.)

+  Q: How to use more than one disk at a time on either pc64 or the c64s
+     emulators? I can't use games that uses more than one disk.
+  A: Have both disks in your dir, for instance:
+        disk-1.d64
+        disk-2.d64
+     when the game asks for disk 2, hit F9 and change disk to disk-2.d64 or
+     whatever the diskname. When hitting enter on the disk, it will change
it.

+  Q: Is there anyone who knows if an where I can download C64 and Spectrum
+     games for my emulators on Compuserve?
+  A: for C64 shareware games and graphics, try GO CBMAPP and GO CBMART.

+  Q: How do I get a listing of what's contained in my C64 games archives?
+     The utility DIR64.EXE works similar to the DOS dir command, but goes
+     into D64 and T64 files and lists their contents. It also lists the
+     PC64/P00 files with their full 16 char name. To get a complete listing
+     of all your C64 programs, type
+        dir64 c:\ /s >c64.dir
+     at the DOS command line. You can then look into C64.DIR with a text
+     browser when you search a certain C64 file.

+  Q: How are the keyboard keys laid out? I know the cursor keys seem to
+     be the joystick movement, but what about fire etc.?
+  A: C64S these are user definable.   PC64 one of the alt keys is used
+     for fire.

+  Q: Can I use a joystick and/or gamepad?
+  A: Yes

+  Q: How do you use a multidisk game? I tried Below the Root. It
+     boots up, then asks for disk 2.
+  A: On both emulators you can press F9 and change the disk image, 
+     then return to the program and continue on your way.


+ 3.2 C64S.

+     Note that most of these answers have been provided
+     by C64S author, Miha Peternel, to comp.emulators.cbm.

   Q: Some letters don't appear when I press the keyboard in c64s09c
   A: Press F8 and turn off keyboard joystick emulation!

   Q: Is there a program out there that will allow me to capture
      screens from one of the C64 emulators and dump it into a PCX file or
      something?  I tried to run C64S in a window under both Windows and OS/2
      to use a capture program there, but apparently C64S uses a slightly
      abnormal VGA mode, because it wouldn't run either way.
   A: 1. A64 V2.x and 3.x support screen captures directly. Although the
         default format is Amiga IFF, it can be easily converted to PCX with
         the many graphics conversion programs.
      2. For C64S, on a PC, use Screen Thief.  It's capable of nicking *any*
         screen (almost, only prog not working with it is FC's Second Reality
         demo).  I've used it, and it works OK with C64S.
         Found under name ST101.ZIP or similar on BBS's, shareware.
+     3. Just thought you might like to know that even Screen thief will not
get
+        anything on the new version of C64S. They must have done something...
+        (From Scott Hagie <hagie@netcom.com>)

   Q: How do I run other .d64 files with the C64S emulator demo version?
   A: Just rename the .d64 file you are interested in to testdisk.d64.  It
      will work just fine under c64s10cd.  Multi-disk games are out though.
:-(
      [Not necessarily!  By placing each of the multi-disks on separate
       floppies, and running C64s10cd to read from floppy you should be able
       to do it!  :) ]
      Another way of running multi part games comes from PATRICK
      (pcwitteman@et.tudelft.nl).  He writes:
      Create a number of sub-directories, containing the .d64 files of the
      game you want to play in the c64s10ed. rename them all to testdisk.d64
      (use trans64 1.14 to create the new format). Use the subst command in
      DOS to substitute those sub-dirs with drive letters.
      For example: subst e: c:\c64s\disk2
      When your game asks you to change the disk, use the CD command in
      the alt-F9 disk menu to change the disk and press E. Then return to
      the game and press space or whatever to continue loading.

+  Q: Which is faster, PC64 or C64S?
+  A: C64S reaches 100% speed on a 486-33, but with lowered frame rate.
+     On a 486-66 it runs at 100% with 1/1 or 1/2 frame rate, depending on
+     the program. Of course, you can set the speed to maximum which is
+     up to 500% on a 486-66 with screen refresh disabled, that is 250%+
+     with lower frame rate like 1/17. I wish VGA's were faster.

+  Q: There are some objects on the screen that you will just pass through
+     as if they didn't exist.  I noticed it on Miner 2049'er and Jumpman.
+     Is this fixable or just a bug?  I e-mailed the author (Miha) but
+     have not heard back yet.
+  A: Read the docs! If the screen refresh is not set to Original, some games
+     may not detect all collisions correctly.

+  Q: Do anyone know when the new version of the c64s is coming out? Miha (the
+     programmer) mentioned a new version capable of running Fort Apocalypse,
+     and some other improvements, some time ago.
+     Info on price and date appreciated.
+  A: The new version will come out as soon as fastloaders work ok. This
+     is the most critical emulation problem at the moment, I think most
+     of you will agree. Apart from that many graphics problems were
+     solved (including the one with Fort Apocalypse) and the problem with
+     PC printer (this one can be solved by upgrading ROMCODE.C64).
+     The new version will also introduce a new .D64 format (it will
+     use/make the old one, too), so a disk image will also contain GCR
+     coded tracks where necessary (yeah, this will copy protections, too).
+     I'll post "New D64" format in a few days, so everyone can comment
+     it and I can add a few fields before making it official.

+  Q: I'm trying to use the image (.d64) files on frodo on C64s emulator,
+     with no success... I'm running 1.0E unregistered... I changed the
+  A: 1.0E only works with TESTDISK and TESTTAPE. Grab the latest shareware
+     version from FTP.SEATTLELAB.COM.

+  Q: Shouldn't it be possible to stick all the C64 games in one HUGE .T64
+     file, and thus have easy access w/ descriptions to all the games?
+  A: Theoretically it is possible to put nearly 64 kilo files in one .T64.
+     For practical reasons (DOS is low on memory) C64S limits the max
+     number to 64 or something. If someone feels the number is too low,
+     I can make it higher.


+ 3.3 PC64.

+     Note that most, if not all, of these answers have been provided
+     by PC64's author, Wolfgang Lorenz, to comp.emulators.cbm.

   Q: Has anyone got "jammin'" to work? ... PC64 gives me a File Not Found
      error when I try to run it (it's only one .p00 file)
   A: Try NEWNAME.EXE.  This utility corrects the old 16-to-8 name mapping
      which was not CD-ROM compliant (no ' are allowed, only A-Z, 0-9 and _).
+     Jammin' works fine, if you increase the <Options / Timing / Update
+     screen every x. vertical refresh> from 2 to 3 or 4, because
      the flashing colors strain the screen cache.

   Q: I don't know how to use the fire joystick with the keyboard
   A: Fire is <Right Ctrl>, and the directions are the white arrows. Switch
      <Num-Lock> off, or you are entering numbers.

   Q: Is there a converter from .p00 to normal c64 files that A64 understands?
   A: In PC64, <Manager / Exportieren> will remove the P00 header and save it
      as a standard DOS file.  If you don't have PC64, you'll have to strip
the
      26 header bytes somehow, e.g.  with a debugger.  They are necessary 
      because DOS allows only 8.3 file names.

   Q: I was wondering if you can print inside of PC64 to a printer hooked to
      your pc
   A: You can connect the devices 4..7 either to a device like PRN or a DOS
      file.  There are 4 code mappings CBM -> ASCII:
         channel 0 = big letters, channel 7 = small, rest = unchanged
         all big letters
         all small letters
         leave everything unchanged
     If you want mapping *AND* graphics, you can open 2 files with
     different channels (e.g. 7 and 1).

   Q: Does anyone know how to swap disks under PC64?
   A: Press <F9>, then select disk with <Up>/<Down> and press <Enter> to
      confirm.

   Q: Can PC64 do PC speaker sound?
   A: Sorry, no. The SID voices 1 to 3 are mapped to the Adlib FM part of a
      Soundblaster compliant card, and the samples over $D018 go to the DSP.

   Q: Is there a way to get an analog IBM compatible joystick to work in pc64?
      There seem to be settings for it under OPTIONEN/JOYSTICK, but its greyed
   A: IBM analog joysticks on a game card and C64 digital joysticks on the
PC64
      cable are supported only in the licensed version. The other Shareware
      restriction is no file transfers to a real C64 over the PC64 cable.
      You'll have to use Trans64 or X1541 for this.

   Q: To speed up the german emulator, find the emulator configuration window
      (german word starting with Z..) and change the number at the top (2) to
a
      bigger number like 3 or 4..
   A: That's <Options / Timing / Update screen every x. vertical refresh> in
the
      English version.

   Q: I recently downloaded c64neu and 64copy20.  I also got some games
      in the *.t64 and *.d64 formats.  My question is when I convert (using
      64copy20 I turn the .t64 and .d64 files into .P00, c64neu says they are
      incompatable and don't work.  Any suggestions??
   A: Forget C64NEU, its name is Personal C64 now (PC64.ZIP or the English
      version PC64_E.ZIP). For T64 to P00 conversion use T64TOP00.EXE. It
comes
      with PC64.  D64 disk images can be used in PC64 like normal directories.

   Q: There are some differences between the beta releases of PC64 and the
      release.
   A: You should use the original 16-to-8 name mapping function. It's
      ReduceName() in T64TOP00.CPP. The Beta 10 and 11 used a slightly
      different name mapping which allowed other characters than [A-Z0-9_].
      This is illegal on CD-ROMs. The program NEWNAME.EXE corrects all P00
      files on your harddisk to the new name mapping so that PC64 can load
them.

   Q: Does ISEPICed files work with PC64?
   A: ISEPICed files work with PC64 if they not on a D64 disk image but simple
      P00 files. The loader tries to read some location in the floppy via
"M-R",
      and if this fails he will load the data file with the standard IEC
      routines. For C64S, use the ISEPIC replacement loader earlier in this
      thread.

+  Q: How is the sound support?
+  A: PC64 maps SID voices 1 to 3 to Adlib and digitized samples to
+     Soundblaster DAC. Voice synchronisation, ring modulation and filters
+     aren't supported. The Adlib sounds a little different from the original,
+     but the tunes are cleaner than the sample approach of C64S, C64Alive and
+     SIDPlay. Digital drums and noises sound good, but digitized speech has
+     timing problems if the <Options / Timing / Update screen every x.
+     vertical refresh> is higher than 1. It sounds like a croaking raven
+     then. <g>

+  Q: ...but there is no sound
+  A: The SID-to-Adlib mapping cannot output sound to a PC speaker, it needs a
+     real sound card. Under Windows 3.1 Enhanced Mode, the BETA 12 keeps
+     quiet because some old SBPFM.DRV together with VSBD.386 caused two error
+     messages when accessing the Adlib and Soundblaster IO registers ("The
+     sound card is used by another application", or so). In the meantime,
+     I've downloaded the updated drivers from the CompuServe Blaster forum,
+     and now the sound also works under Windows 3.1 Enhanced Mode. The
+     release version contains an additional checkbox <Options / Desktop /
+     Sound in Windows Enhanced Mode> to prevent the error messages for users
+     with old sound drivers.

+  Q: I have found nothing that won't work with the version of C64NEU
+  A: As a rule of thumb, copy protected original software (except simple read
+     errors) and fast loaders don't work. Almost every disk image based game
+     and some freezed programs have built-in fast loaders. There is also a
+     problem with the synchronisation between CPU and VIC. Instead of running
+     parallel, the emulator switches them every 64 us. For a real-time 1 us
+     task emulation, a 486DX2-66 is too slow -- or I'm not good enough to
+     write it. <g>

+  Q: ...it's a little slow
+  A: The recommended CPU for PC64 is a 486DX2-66 with a VLB or PCI VGA card.
+     You could try to insert additional blank screens with <Options / Timing
+     / Update screen every x. vertical refresh> or switch of the screen cache
+     with <Options / Desktop / VGA has VL or PCI bus>.

+  Q: I finally found one game, Bruce Lee, that doesn't work perfectly under
+     PC64.
+  A: Bruce Lee seems to have a problem and sometimes even crashes my real
+     C64. This happens if you enter the 3rd screen. Just restart the game.

+  Q: Are there any rom-patches which would make loading programs from the
+     (emulated) drive and showing directories a little easier?

+  A: PC64 comes with several ROMs, e.g. the 64'er System V1 from the German
64'er
+     Magazine. It has some nice features: F1=Dir, F2=Sys4096*, F3=List,
F4=Old,
+     F5=Run<Return>, F6=Off, F7=Load<Return>, F8=Dev#8/9, @=floppy wedge.
There
+     is another extended DOS called Exos V3 which comes with PC64, and you
can
+     patch Jiffy DOS 6.01 (or 6.03?) with the instructions in SPIELE.TXT.

+     If you merge one of the *.64K files into ROMCODE.C64, they may work on
C64S,
+     too. The convention for PC64 is to no more use C64 commands but to
handle
+     all file operations in the manager.

+  Q: I really can't tell how good the joystick controls will be?
+  A: In BETA 12, the joystick was read over the BIOS. The versions 1.x and
+     above read the port at 0201h directly which is 50 times faster. The
+     thresholds are a little closer to the center than in C64S, so you
+     don't have to move the joystick so much. But this is only a slight
+     difference. The joysticks are centered automatically each time you
+     enter the emulation with <F5>.
+     In C64S, you have to press <Alt+F10>.

+  Q: Or a patch for the PC64 emulator?
+  A: PC64 1.x has a built-in virus checker which doesn't allow patches.

+  Q: how to use more than 1 disk at a time on either pc64 or the c64s
+     emulators?
+  A: In PC64, press <F9>, then <Down> for the next *.D64 image and <Enter>
+     to confirm. Most multi-disk games have a built-in fast loader and
+     won't work with PC64 1.x.

+  Q: Isn't it possible to use a PC, X1541-cable and a real C64 to emulate a
+     1541 diskdrive on your HD?
+  A: Such a program exists. It makes a IBM PC with a harddisk look like a CBM
+     harddisk to the C64. I think it's name is CMD Swift Link (about $60),
but
+     I'm not sure.

+     Sorry, that was not correct. The program which makes a PC look like a
+     harddisk to a C64 is called 64NET. The Australian distributor for 64NET
is
+     Russell Alphey, keeper of the FAQ in this newsgroup. (hey, that's me! :)

+     CMD Swift Link is a fast RS232 cartridge, I believe <g>.

+  Q: I'm looking for this emulator.... [c64neu.zip]
+  A: C64Neu/MC64 has been renamed to Personal C64 (PC64). You can find the
+     latest version 1.10 on ftp.rz.uni-hildesheim.de, amongst other places.

+  Q: I would also like to know whether you can re-configure the keys used for
+     joystick.
+  A: in version 1.x, there is no way to change the keys for the joystick
+     emulation.  But you can map both joysticks to the keyboard in the
+     <Options/Joysticks> dialog and exchange the keyboard between the
players.
+     The windows version 2.0 (fall '95) can handle individual keyboard and
+     joystick mappings for each program.

+  Q: I would be very pleased to receive any future changes to my document
that
+     you find, especially with any new versions of PC64.
+  A: The Version 2.0 for Windows will come out in Fall '95. It will support
+     fast loaders, open borders and some GCR-based copy protection. I haven't
+     started to write it yet... <g>

+  Q: Is there somewhere outside the US or Europe that people can register
PC64?
+  A: That's a big problem for me, as the German customers take already 50% of
+     my developement time away (orders, buying parts, building cables,
+     delivering, support at the customer's site when he encounters hardware
+     problems). So I've decided to sell the registered version to Germany,
+     Austria and Switzerland only.
+     Negotiations are underway with potential US and Australian distributors.

+  Q: How many PC emulators include the actual 64 ROM images, including
+     Microsoft BASIC?
+  A: Personal C64 (ftp.rz.uni-hildesheim.de /pdsoft/pub/c64/emulation/pc64
+     pc64e112.zip) comes with several system ROMs:
+       r1.64k, r2.64k, r3.64k different revisions of kernal
+       original.64k           kernal r3 with load default #8 and short RAM
test
+       sx64.64k               kernal from SX 64
+       64ersys1.64k           extended kernal from 64'er magazine
+       exosv3.64k             another extended kernal from 64'er magazine
+       original.64b           Microsoft Basic V2
+       original.64c           4K character ROM
+       vc1541.64d             16K VC1541-I floppy ROM

+     I've asked both the German sites of Commodore and Microsoft if they will
+     allow me to distribute their ROMs with PC64. One week later, Commodore
+     Germany directed me to Commodore USA. After this time I didn't hear
+     anything from the two companies. So I decided to deliver the ROMs
without
+     explicit permission.  This strategy can be changed at any time, because
+     PC64 has a built-in feature to read the ROMs from a connected C64
+     (the <Manager / Read ROMs> command). This newsgroup's FAQ contains also
+     references to programs which write the images to a 1541 disk if someone
+     uses Trans64 or the Star Commander.

+  Q: Can you please list the extra commands / features of the two kernal
+     replacements listed above?
+  A: I don't know much about EXOS V3 as I'm mostly working with the 64'ER
+     SYSTEM V1. Its features are:
+     - Fast loader, about 6 times (useless on the emulators <g>). You need
+       a second ROM for the 1541.
+     - Additional keys:
+       F1 = (directory)
+       F2 = sys4096*
+       F3 = list<CR>
+       F4 = old, restores Basic programs after reset
+       F5 = <CLS>run<CR>
+       F6 = off, disables extensions
+       F7 = load<CR>
+       F8 = dev#8/9, sets default drive
+       Ctrl+CursorDown = go to last screen line
+       LeftShift = Stop scrolling
+     - Shift+Run/Stop default is floppy
+     - "Wedge", i.e. floppy commands and status with @
+     - The 1541 @ replace bug has been fixed

+  Q: Re. ISEPICed files:
+  A: ISEPICed files work with PC64 if they not on a D64 disk image but simple
+     P00 files. The loader tries to read some location in the floppy via
+     "M-R", and if this fails he will load the data file with the standard
+     IEC routines. For C64S, use the ISEPIC replacement loader earlier in
+     this thread.

+  Q: can you speed up PC64 like you can C64s?
+  A: The recommended computer for PC64 is a 486DX2-66 with VL or PCI bus.
+     You can set <Options / Timing / Update screen at every x. vertical
+     refresh> to 3 or 4, because the VIC consumes 80% of the PC's horse
power.
+     Klick <Default for new emulator windows> to use the current setting for
+     all programs which are not in the program data base (PC64.PDB contains
+     the individual settings for C64 programs).

+  Q: I have a P90 and can only get atound 3 to 4 times faster than a C64
+  A: For time consuming applications which don't require fast screen updates,
+     set the screen updates to 60 (one times a second) and raise the CPU
limit
+     from 100 to 10000. Your programs should now run 9 times as fast as on a
+     original C64 (this is an estimated value, I have only a 486DX2-66 which
+     gives me about 500 percent).

+  Q: I just wish that someone would write an English version of PC64 so I
+     could understand what the errors mean
+  A: "Der Befehl $xx an Adresse $yyyy hat einen Absturz der 6510 CPU bewirkt"
+     = CPU jam: opcode = $xx, address = $yyyy.
+     "Es ist kein Platz mehr fuer die LOG-Datei <name> vorhanden"
+     = Not enough HD space for the LOG file <name>.
+     Or do you mean the messages in protocol mode? Do you have the english
+     version pc64*e*112.zip?

+  Q: Does anyone know if PC64 supports ".T64" files?
+  A: PC64 does not support T64 files in the current version, but comes with a
+     converter called T64toP00.exe. It will simply make P00 copies of all the
+     T64 files in the specified directory tree, except memory snapshots.

+  Q: All the emulators on net are demos, and do not work completely,
+     isn't that so?
+  A: The 3 limitations in the Shareware version of PC64 are:
+     - No built-in transfer between PC and C64 (use Trans64, the Star
+       Commander...)
+     - No external joysticks, use the white arrows and right ctrl
+     - Nag screen at exit

+  Q: Has anyone had any experience setting up the C64s emulator on a Linux
+     box? Or, does anyone know of a C64 emulator for Linux?
+  A: This is an excerpt of the PC64 user manual (thanks to Marko Makela):
+       Linux dosemu
+     The emulator has been used on Linux with kernel versions 1.1.64 to
1.1.73
+     and dosemu 0.53.35.  If you get a newer version of dosemu, you may need
to
+     upgrade the Linux kernel as well.
+     This instruction assumes that dosemu is already running.  Note that the
+     configuration file /etc/dosemu.conf must be edited to allow graphics.
+     Disable the video BIOS shadowing and use the setting
"allowvideoportaccess
+     on". Uncomment the "video" line that corresponds to your display
adapter.
+     You should be able to start PC64 from the DOS command line, just like
you
+     would do in MS-DOS.  If you want to use the joysticks or the L64 link,
you
+     may need to edit /etc/dosemu.conf to grant access to the corresponding
I/O
+     ports.  The sound is not likely to work, even though you grant access to
+     the AdLib or Soundblaster registers.  The SoundBlaster registers are at
+     0x210-0x29f, depending on the jumper settings.
+     ports { 0x201 }                      # analog joystick
+     ports { 0x378 0x379 0x37a 0x37b }    # LPT1
+     ports { 0x3bc 0x3bd 0x3be 0x3bf }    # LPT2
+     ports { 0x278 0x279 0x27a 0x27b }    # LPT3
+     ports { 0x2bc 0x2bd 0x2be 0x2bf }    # LPT4
+     ports { 0x388 0x389 }                # AdLib
+     Note that there is a bug in dosemu: If a DOS program is running in
+     graphics mode, and you switch to another console with Ctrl+Alt+Function
+     key (F1-F8) and back to dosemu, the graphics screen will not be updated.
+     If you haven't set the option "VGA card on local bus" in Options /
+     Desktop, you have to press ESC and F5 after switching back to PC64 in
+     order to refresh the C64 screen.

+  Q: I am the author of the "1942" Commodore 64 game
+  A: if you want to run 1942 on PC64, you must set the <Options / Timing /
+     Algorithm> to 3, otherwise the scrolling will flicker. The rest of the
+     game seems to run fine. :)

+  Q: The D64 is required for certain games, thus they do not run on
+     PC64, which does not as of yet have D64 support.
+  A: PC64 is supporting D64 disk images since version 1.00 which has been
+     released in October last year. Simply select a disk image in the
directory
+     tree, press <tab> to go into the file list and run the program with
+     <enter>.

+  Q: Some games will try to read the disk header, e.g. the disk name, to find
+     which disk is in.
+  A: Those games run fine on disk images, if they don't have a fast loader or
+     access the floppy's hardware directly.

+  Q: and the next version will have built-in .T64 support, supposedly.
+  A: Yes, I'm planning to add this feature in version 2.0, although neither
T64
+     tapes nor P00 files are longer necessary under Windows '95 and Windows
NT.
+     Both OSs can handle file names with more than 16 characters. The naming
+     conversion will be probably published in Summer '95 (DOS does not allow
+     all characters in a file name and even NT handles files like
+     con.something as devices so there must be an escape character)

+  Q: I have not observed any video flicker on it, either.
+  A: You should try Paper Boy <g>. It's scrolling is very jumpy.

+  Q: The registered version ... also allows you to connect a real Commodore
+     drive and use it instead of the .P00 files.
+  A: Note that you connect the drive not to the PC's LPT but to the C64 or
C128
+     and then connect the LPT with the C64 Userport via the PC64 cable. This
+     approach allows you to use CBM floppies and HDs which are connected to a
+     parallel IEC module in the expansion port. It's main purpose, however,
was
+     to read the ROMs from the C64 with the <Manager / Read ROMs> command
+     because when writing the emulator, it was not clear if Commodore and
+     Microsoft were allowing us to distribute their Software.

+     You can start programs directly from the external drive on the C64 but
this
+     is not recommended. This feature is only for programmers who want to
save
+     the object file to drive #9 directly from the assembler on the PC.

+     PC64 2.0 for Windows will support the X1541 cable, as it has become a
+     standard. For the approximately 5% of the LPT cards which do not work
with
+     it (the EPP consortium recommends the control lines to be no longer open
+     -collector), I will develop an alternative.

+  Q: The most recent version is 1.12
+  A: Version 1.13 is out since 2 weeks.  (Note, this response applies to any
+     version number question, so always check to see if a new version is
+     available!).

+  Q: I have not played with C64NEU
+  A: Forget that, it's an old Beta version of PC64. There is another emulator
+     out there called C64Alive, but it runs only on some PCs.

+  Q: PC64 appears to have support for cartridge images
+  A: Currently only the ROMs are emulated. Version 2.1 will allow
customizable
+     hardware too, like Simons' Basic banking register at $DE00.

+  Q: and video refresh is sometimes smoother
+  A: PC64 has a built-in screen cache which transfers only the changes to the
+     screen. This gives you an 100% speed increase on slow VGA cards in the
ISA
+     bus.

+  Q: and it wins by far on sound since it supports GUS
+  A: Unfortunately, there will be no additional sound support in PC64 1.x,
+     because all energy now flows into PC64 2.0 for Windows.

+  Q: I have not gotten sound to work
+  A: Look into <Options / Sound>. What does the detection say? Is the Adlib
+     there? I'm using the original detection algorithm from Adlib, but if it
+     doesn't work, I can add another switch to <Options / Desktop>. This is
+     treated as an error, and errors will continue to be fixed in Version
1.x.

+  Q: How can I load the p00 files that I have converted from the tape
+     images(the .t64)?
+  A: <Manager / New>, select the directory with the cursor keys, press <tab>
to
+     go into the file list, select the program and press <enter>. Or
associate
+     the extensions .P00, .C64 and .D64 with PC64.EXE if you are using a DOS
or
+     Windows shell.

+  Q: How can I speed it up?  I have a dx280 and donkey kong is running a
+     little slow compared to c64s.
+  A: Both Donkey Kongs from Nintendo and Ocean don't use heavily scrolling so
+     you should get about 200% with a 486DX2-80. PAL is about 4% slower than
+     NTSC. If you have set <Options / Timing / Update screen every nth
vertical
+     refresh> to 1, set it back to 2. The setting 1 is only necessary for
0.5%
+     of the games. You may also try to increase the <Options / Timing / Limit
+     6510 performance to n percent> from 100 to 110 or somewhat.

+  Q: I sometimes get the same error (CPU jam) when I run C64S (usually on EA
+     games) ... Is this a problem with fastloaders or disk copy protection?
+  A: There are certain illegal opcodes ($02, $22, ...) which halt the 6510
+     CPU. Neither IRQ nor NMI can change this state, only a RESET works.
+     When the emulators encounter such an illegal opcode, they print out
+     an error message (PC64 uses some of the opcodes as ROM traps).

+     If a CPU jam happens, first copy the disk image back to a 1541 and run
+     the program on a real C64. If it doesn't work, it's either a copy
+     protection or your disk image has been crippled. Some transfer programs
+     between 1541 and PC do not use checksums.

+     If the program runs on a real C64 but not on PC64, it is using C64
+     features which aren't emulated yet. Try it then on C64S or C64Alive.
+     The quality of the emulation in PC64 1.x will no longer be improved
+     because all energy now flows into Personal C64 2.0 for Windows. The
+     new versions 1.12, 1.13 and so on contain only bug fixes and
+     solutions for hardware conflicts.

+     You can easily detect a fast loader in PC64: Run the program and wait
+     till it hangs, then press ESC once. Nothing happens? Then it has a fast
+     loader. You must press ESC again to go back to the desktop. If the first
+     ESC works, restart the program with SHIFT+F5. Wait 2 seconds and press
+     ESC. Now watch the protocol: Are there many red lines "Userport und
+     serieller IEC-Bus werden nicht unterstuetzt"? Then again, it's a fast
+     loader. You can go to the next and previous error with F4 and SHIFT+F4.

+     If it has no fast loader, it could hang in an endless IRQ loop. Press I
+     to go to the next IRQ event. Is the command above a RTI? If yes, the
+     program either uses some undocumented trick to issue an EOI or it is
+     timing dependent. As the disk access on the emulator is so much faster,
+     a program which expects an IRQ to clear $DC0D in the meantime will not
+     always run. I'm trying to make PC64 2.0 more compatible so that most of
+     the programs will run. PC64 2.0 will probably come out in Fall '95.

+  Q: Wasteland doesn`t load at all (fastloader ?) and Impossible Mission
+     crashes when you leave a room.
+  A: Impossible Mission works if you increase <Options / Timing / VIC report
+     new line at x percent> from 80 to 100. This is automatically done if the
+     name of the game is IMPOSSIBLE MISS. and you start it from the manager.
+     If your Impossible Mission has another name, PC64 will remember the
+     settings the next time and set the 100 percent itself. Just run it from
+     the manager and not by typing in LOAD"IMP*",8 by hand.

+     I don't know Wasteland, but you can recognize a fast loader the
+     following way in PC64: Run the program and wait
+     till it hangs, then press ESC once. Nothing happens? Then it has a fast
+     loader. You must press ESC again to go back to the desktop. If the first
+     ESC works, restart the program with SHIFT+F5. Wait 2 seconds and press
+     ESC. Now watch the protocol: Are there many red lines "Userport und
+     serieller IEC-Bus werden nicht unterstuetzt"? Then again, it's a fast
+     loader. You can go to the next and previous error with F4 and SHIFT+F4.

+     The next version of C64S and the new PC64 2.0 for Windows (Fall '95)
+     will both support fast loaders.

+  Q: also does anyone know how to utilize *.p00 files with pc64?
+  A: Open a new manager window and select the directory in the tree view.
+     Press <Tab> to go to the file list. Move the cursor onto the program
+     you want to run and press <Enter>.

+  Q: Any hints how to run Pc64 on a Notebook
+  A: The registered version of PC64 supports a digital C64 joystick connected
+     to the LPT port. This is ideal for laptops. If you want to stay
+     unregistered, you can get C64S. It has a time limit of 10 minutes but
+     allows you to re-define the keys for cursor emulation. PC64 2.0 for
+     Windows which comes in Fall '95 will have a complete user-definable
+     keyboard layout.

+  Q: How are the keyboard keys laid out? I know the cursor keys seem to
+     be the joystick movement, but what about fire etc.?
+  A: Grey arrows are cursor, white arrows are joystick, right ctrl is fire,
+     end is <-, tab is stop, F12 is restore.

+  Q: Can I use a joystick and/or gamepad?
+  A: The registered version supports IBM analog, IBM digital and C64 digital
+     joysticks.

+  Q: How do you use a multidisk game? I tried Below the Root. It
+     boots up, then asks for disk 2.
+  A: Press F9, go one down to the next disk, press enter to go back to the
+     game and confirm the disk change to the game.

+  Q: can someone tell me where to find the new version of pc64 that
+     supports d64 and t64 images?
+  A: PC64 doesn't support T64 images in version 1.x. Version 2.0 for Windows
+     which comes in Fall '95 will do. You will find the latest versions of
PC64

+  Q: 1st, what are all the timing settings(what do they do and mean?)...
+  A: I don't speak English very well, so ask again if you don't understand
+     these explanations:

+                    Update screen every nth vertical refresh
+     A C64 updates the screen 50 (PAL) or 60 (NTSC) times per second. One
+     Update is called "vertical refresh". As the VIC consumes 80% of the
+     emulation time, you can increase speed by increasing this value. If
+     you set it to 60, the screen updates once per second. Then you get 500
+     percent on a 486DX2-66. This is only useful for applications. For games,
+     use settings between 1 and 5. The default is 2 which means 25 fps
+     (frames per second).

+                      Limit 6510 performance to n percent
+     A C64 is always 100 percent fast. The emulator will run as fast as
+     possible, e.g. 150 percent on a 486DX2-66 with schreen refresh 1:2.
+     To get original C64 speed, you should set this value to 100 percent.
+     The PC will then waste the 50 percent difference between 150 and 100
+     with waiting.

+                         Use VideoCounter algorithm #n
+     If a game doesn't scroll correctly (Boulder Dash, Rambo, 1942), then
+     try settings 2 or 3.

+                       Start of interrupt consumes n cycles
+                      VIC[12h]: Report new line at n percent
+     The first setting is for Raster IRQ, the second for Raster Polling.
+     Change them if there is a single wrong line at the beginning or at
+     the end of a screen switch (scolling region <-> non scrolling region
+     or text <-> graphics) or if there is a single flickering line. The
+     shortcuts are <Ctrl+Grey+/-> and <Alt+Grey+/->.

+                            Enable char and sprite DMA
+     Takes away 43 cycles from the CPU on a bad line and 2 cycles for
+     each visible sprite in the current line. Switch it on if a game uses
+     C(h?)opper Bars, i.e. every raster line has another background. It
+     will also remove ghost sprites on some games.

+                                      Video
+     Leave that to PAL and switch it only to NTSC if a game doesn't run.
+     PAL consumes less time for VIC emulation.

+                                     Real time
+     If the emulation doesn't run with 100 percent, you can set certain
+     IO chips to work with real time. I.e. if you run with 500 percent
+     and your program uses IRQ music, you can hear it at original speed by
+     selecting real time for Timer 1A.

+                          Default for new emulator windows
+     If you click this checkbox and press OK, the current settings will
+     be the new default settings for all unknown programs, e.g. <Emulator /
+     New>. Otherwise only the settings for the program in the title bar
+     of the dialog box will be saved.

+  Q: How do I load the p00 files into the emulator.
+  A: <Manager / New>, select the directory with cursor keys, press <tab>,
+     select the program and press <enter>.

+  Q: Is there a way to directly load c64 games?
+  A:.From a D64 disk image on your harddrive: Exactly the same as P00. A
+     D64 disk image is treated the same as a DOS directory.
+    .From a CBM file on your harddisk: <Manager / New>, <tab> to enable
+     import, <Manager / Import>, select source directory and file, OK,
+     enter 16 char name and type, OK. Now you have a P00 file. Press
+     <enter> to start it.
+    .From an external drive: Only in the registered version, and not with
+     all multi-file games. This feature is only for C64 developers who
+     want to program on the emulator and run on the real C64.

+  Q: Are there plans to optimize some of the code?
+  A: The code is already written in optimized 32 bit 386 assembler. As the
+     big performance killer is the VIC, you can increase <Options / Timing /
+     Update screen every nth vertical refresh> to 3 or 4.

+  Q: why not include in your next version the option of assigning the
+     second PC joystick button
+  A: this feature will be implemented in PC64 2.0.


+ 3.4 Other emulator specific.

   Q: I downloaded three emulators, c64alive, c64sally and c64s09c
      and only c64sally seems to work in my machine, 486DX/33. C64alive
      stops to on XMS-error. That happens even after when I had removed my
      autoexec.bat and config.sys. And c64s09c stucks my PC completely.
   A: (part 1) c64s09c requires that you also get 'romcode.c64', which should
      be in watson.mbb.sfu.ca, /emulator.  C64S 1.0CD comes with the ROM
      code, so you would probably be better off grabbing that.
 
      (part 2) You should download C64S09A.ZIP, unpack it, copy C64S09C.EXE to
      the _same_ directory, copy all programs (.D64 and .T64 files) _also_ to
      the same directory, and then run C64S09C.EXE; it's more like an update
      than a stand-alone program. And you are probably better off using
C64S09B.
         I even went one step futher: I unpacked C64S09A.ZIP to a directory,
and
      renamed the executables C64S.EXE and C64S386.EXE to C64SA286.EXE and
      C64SA.EXE.  Then I unpacked C64S09B.ARJ to the same directory and
renamed
      the executable C64S.EXE to C64SB.EXE.  Finally, I copied C64S09C.EXE to
      the same directory and renamed it to C64SC.EXE.  The result: I have all
      distinct versions of the C64S simulator in the same directory, and I may
      run them with a command C64S[A|B|C].  I also have the 286-version of
C64A
      ready, although I never use it (I own a 386).
      (Thanks to Frodo Looijaard (frodol@sci.kun.nl) for this explanation.)

   Q: I have problems extracting the sidtunes from the AMIGA .lha archives
      on watson.mbb.sfu.ca and other sites on my PC running DOS !
   A: Use lha, lzh or lharc with option -m2 to enable renaming of double
      files, caused by the conversion from the AmigaDOS file-system to the
      limited filename length (filename.ext <=> 8.3) of the DOS file-system.

   Q: How do I load .d64 files into the A64 emulator on the Amiga?
   A: From 00Index.txt in watson's c64/emulator directory:
      tape2bin.lzh    Converts .t64 files to binary (runs on Amigas)
      und64_374.lha   Extracts and lists files from .d64 images (runs on
Amigas)

      Both of these ran on my A3000/25/50, WB2.04.  Tape2bin extracts a
useable
      binary for TheA64Package, v2.

   Q: How do I convert PO0 files to T64, D64 or any other Amiga unpackable
      format?
   A: There is a section of this faq dedicated to conversions, check there.

   Q: Has anyone been able to get the A64 emulator for the Amiga running?
      Every time I start it up, the system crashes.
   A: What version? If it's V2, then it always crashes under Kickstart 3.1.
      V2 works under Kickstart 3.0, but not if you use the OCS/ECS chips
      (using AGA scrambles the display :-P). Can someone please fix this?
      To be sure of getting A64 to work you have to use Kickstart 2.0.

   Q: Anyone ever get C64 Alive working?  I can't seem to figure out what to 
      call the ROM files, and the docs are of no help.  Thanks much in
advance.
+  A: (Part 1) You don't have to call ROM files, just type 'c64alive.exe' - if
+     this doesn't work - for me it works fine - there must be some other
+     problem like the extended video mode (on my Speedstar 24 (ET4000)) C64S
+     does not run instead ...
      BTW, c64a09ah.zip is a shareware demo version that terminates after 5
min.
+     (Part 2) Load NO drivers except himem.sys.  It worked fine from there.
+     It only loads single files, and in raw format which trans64 converted
+     fine.  (from George A Neal <gneal916@netcom.com>)

   Q: I have TheA64Package... it looks pretty good but I could not get a *.t64
      file going on it.
   A: Get "UNT" and extract the file(s) from the .t64 archive. It will run 
      after that.

   Q: Do the *.d64 files work on this emulator? What files do work with this 
      emulator?
   A: Get UND64. It will extract any standard files. Anything that accesses 
      tracks or sectors directly will not extract/work with A64.

   Q: How can I move a disk image to an actual C64 disk?  I'd like to play
      some of the games on my C64, but don't know how to get a .D64 file to
      a C64 disk.  
   A: My method of choice is running d64zipcode by Tony Ambardar.  I got it
      off of watson, in the emulators directory.  I convert the .d64 file to
      Zipcode files, transfer them over, and use Zipcode 2.0 to put them on a
      floppy.  [Thanks Dan Nelson (dnelson@xnet.com) for this answer.]

+  Q: What is this "mac 64" thing? I've got a mac classic II and am an old C64
+     user.  Does this thing allow the mac drive to emulate a 1581?

+     I have a ton of text files on my 64 that I'm converting to my mac, but
+     in order to do it, I first have to use a program that converts 64 files
to
+     ibm dos format, then put the ibm disk in my mac. it takes forever!
+     if I could just pop my 64 disks into the mac this would save lots o
time.
+  A: I am in the process of writing a program for the Mac which does just
that.
+     It will allow you to use standard .d64 image types (that are used on
with
+     both the IBM emulators and the Mac64 emulator) and manipulate them on
the
+     Mac (basically a DT64 program for the Macintosh), however, it will also
+     convert many of the standard Commodore 64 wordprocessor formats (Easy
+     Script, Speedscript, PaperClip).

+     Most of the program is done, and depending on how much work I get done
+     over Thanksgiving (most people sit around and watch football, I
+     program...go figure :) ) it should be in a beta form to distribute for
+     public testing.

+     The initial featurs will be coping files to and from diskimage to the
Mac
+     in both binary and ASCII form - (ASCII form will have the conversions
done
+     automatically).

+     Future features (implemented after the initial version is being banged
on
+     by interested parties, unless I get real productive) will include direct
+     copying between images, deleting, and renameing files).

+     Anyone interested in beta copying or wanting more information can send
me
+     email and I will inform you when it is completed (or if you wish to help
+     test, when it is in beta).

+     Documentation for the program will be sparse at first (i.e. beta version
+     there will be very little) but I think the program will be pretty
+     self-explanatory.

+     Email me at jlsuker@uci.edu if you are interested...Johnathon

+  Q: Those who have purchased A64 v3 and have an AGA Amiga may find that
+     sprites on some games are messed up.
+  A: Questronix fix: Set your sprite pointer to lo-res.
+     BETTER FIX: Use PD utility KILLAGA to trick your Amiga!
+        1) From the CLI, type ED A64!     (Be sure to specify directory!)
+        2) Type    KILLAGA A64            (specify directory of KILLAGA)
+        3) Save A64!                      (In same place as A64)
+        4) Go into ICONEDIT and save A64!.icon as a PROJECT
+        5) Go to Workbench and get info on A64!. Enter ICONX as the default
+           tool.
+     (from mac4jbg@cabell.vcu.edu (James B. Grubic))

+  Q: Re: Trans64
+  A: Don't just press the "test" button once, press it ten times and 
+     if any one of the test's fail then adjust your delay. I use 10 because
+     if your delay is not long enough it will show up in one of the 10 tests.
+     I have the delay set to 40. The machine I have is a 486 DX/2 66 and
+     my parallel port comes off one of these vesa local bus ide multi i/o 
+     cards. 
+     If I drop the delay to less than 40 then sometimes I get unpredictable
+     result with the test.
+     In trans64 I also have the turbo mode enabled and my drive is a 1571.
+     (From Mike Paull <mike@dino.eng.monash.edu.au>)

+  Q: Hi, I have a question about the commodore 64 emulator for the Amiga;  
+     How fast will it run on a stock 68000 A500?  Is it worth using or is it 
+     going to be hideously slow?
+  A:    A64 2.0
+        A64 3.0
+        The 64 Emulator
+        The 64 Emulator 2
+        GO64!
+        Frodo
+        AXP-64
+     WHICH C64 Emulator for the Amiga are you talking about?
+     Frodo is slow, but VERY compatible. A64 x.x is fast (and will convert
the 
+     code to native 680x0 code for VERY fast execution) but the hardware
+     emulation (sprites, rasters, etc.) is poor. AXP-64 is a nice start, but 
+     very rough around the edges and doesn't support much. The rest - I don't
+     know about performance, but they aren't as compatible as later ones.
+     (From Maxwell Daymon <mdaymon@rmii.com>)


+ 3.5 How-to... (moved from Appendix B).

+    Here's how to perform some task that might be moderately involved!

+    1. Infocom adventures with PC64
+    2. Playing multi-disk-image games with C64S 1.0C
+    3. Using VIC-EMU.
+    4. Mule, and other multi-parters.

   ==========================================================

+    1. Infocom adventures with PC64

        Author Peter Yew (p.yew@BoM.GOV.AU)

+  I have figured out how to save and restore Infocom adventure games in PC64.
   Now I don't have to do the game in one sitting (- gee, that was hard).

   This is what I did:

   ==========================================================
   To save and restore adventure games on separate disk images
+  (particular full disk Infocom story) in PC64

+  First in PC64 directory, create a clean sub-directory: Infocom
   In that put gamename.d64 (as the STORY disk) and a clean save.d64 (as the
   SAVE disk).

   To load game:
+  1) Choose Manager, select New
   2) Find and click Infocom directory
   3) Find and click gamename.d64 and double click it to load the game.
      (Answer N at "Loading from a C1541 disk drive?" prompt)
+     While in PC64 , press f5 as often as needed to refresh directory
      reading.

   To save game while adventuring:
   1) Type save
   2) At "Position 1-5 (Default 1)>", type 1 (or what you can remember later)
   3) At "Drive 8 or 9 (Default 8) >", type 8 (don't try 9, or it will
crash)^?
   4) At "Are You Sure (Y/N) >", type y (why waste time if you answer no?)
   5) At "Insert SAVE disk into Drive 8. Press [RETURN] to continue >",
+     press alt + f9 to PC64 dialog box, click save.d64, click OK and
      come back to C64 game screen, then press ENTER key. You
      should have "saving position 1 ..." message and then
   6) At "Insert STORY disk into Drive 8. Press [RETURN] to continue >",
+     press alt + f9 to PC64 dialog box again, click gamename.d64, OK and
      come back to C64 game screen, then press ENTER key.
      Now you can continue the game.

   To restore game anytime:
   1) Type restore
   2) Give number of position: 1 (if you can remember?)
   3) Give number of drive: 8 (don't try 9, or it will crash)
   4) At Are You Sure (Y/N): y (why waste time if you ask no?)
   5) At Insert SAVE disk .....: press alt + f9, click save.d64, click OK &
      come back to C64 game screen, then press ENTER key. You
      should have position restoring .... message.
   6) At Insert STORY disk ...: press alt + f9, click gamename.d64, OK &
      come back to C64 game screen, then press ENTER key.
      Now you can continue the game.
   
+  Instead of saving to a separate disk, one can also use <Emulator / Save as>
+  to "freeze" the virtual C64 into a *.C64 file. Later you can <Emulator /
+  Open> this file or simply type it at the command line. This works also for
+  games which have no built-in saving capabilities. A shortcut for Save is
+  <Shift+F11>. If you lost your life and want to restore the game to the last
+  saved state, simply press <F11>.

+  ---------------------------------------------------------------------------

     2. Playing multi-disk-image games with C64S 1.0C

  Author: J. Kevin Wells - nstn1297@fox.nstn.ca
          "I am Ohm of Borg.  Resistance is
          voltage divided by electric current."
  There is a method of playing multi-disk-image games with C64S 1.0C
shareware.
  The method is a bit cumbersome and works best with games that involve
  infrequent disk changes.

  1. Copy the first disk-image file as TESTDISK.D64.
  2. Start C64S.
  3. Load and play the game until you are prompted for a new disk.
  4. Press F9 to bring up the utility options. Press Alt-T to enter the 
     tape-image section and press enter on TESTTAPE.T64.
  5. Press F to select the Freeze option and type in a file name. Your game 
     will be saved to the tape drive. If the tape drive is full, delete a file
     you do not need. 
  6. Press ESC to exit to the C64 emulator.
  7. Press CTRL-BREAK to quit C64S and exit to DOS.
  8. If the game has altered the disk-image in any way (saved your game to the
     disk, for example), copy TESTDISK.D64 back to its original file name from
     step 1.
  9. Copy the requested disk-image file (usually Disk 2) to TESTDISK.D64
  10. Start C64S again.
  11. Press F9. Press Alt-T to enter the tape-image section and press enter on
      TESTTAPE.T64.
  12. Select the file you froze in step 5. Press ESC to exit to the emulator.
  13. Press Shift-TAB to load and run the frozen program. The game should be 
      at the point where it is requesting the disk change. Follow the
program's 
      instruction for signaling that you've changed the disk.
  14. When prompted for another disk, repeat the process at Step 4.

  One thing to keep in mind is that the Frozen program is kept on the tape 
  drive until you delete it. You might want to delete the frozen file when 
  you're finished playing the game, or between disk swaps. Remember that you 
  can use this frozen file to restore your game at the point it was frozen 
  again and again. The Freeze option is a very powerful feature, similar to 
  the Snapshot cartridge on the original C64. You can use it to save virtually
  any program at any point - even games that don't have a save function.

  I haven't tested this method of using multiple disks with every game out 
  there, but the ones I did try seemed to work. Try the method out with a 
  particular game, if possible, before getting into any heavy gaming sessions.

+  ---------------------------------------------------------------------------

+    3. Using VIC-EMU.

+  Question:
+  Hi, I'm currently trying to use Peiter van Leuven's VIC-EMU to run some 
+  VIC-20 software on my AMIGA.  I have some VIC files on Amiga Formatted 
+  floppy's as well, but the documentation doesn't say how to run it with the 
+  emulator!  It does suggest that you have to use memory addresses, but how 
+  do us non-programmers know what memory addresses to use for a binary file 
+  or a BASIC file?  I've had no success.  The command structure is like this;

+  vic-00 $???? filename

+  What is the proper address for ???? in order to get a program to run?

+  Answer 1:
+  Well, you might be asking about at what position Basic starts on the VIC.
+  On an unexpanded machine, it starts at $1000 (and load file at $1001).
+  On a +3k machine (as the emulator default), it starts at $0400 ($0401)
+  On a +8k machine and more, Basic starts at $1200. (load at $1201)

+  Binary files normally load with LOAD "name",device,1 and you have to
+  find out where to load it yourself. (I know there's a method by looking
+  at the first bytes of the file, but I don't know how).

+  BTW: The version of VIC-EMU doesn't seem to load files inside the emulator
+       good (e.g the load-command hangs, and there's no RESTORE key)

+  Answer 2:
+  Well, Pieter sent me a message letting me know how to load a BASIC or 
+  disk image file into the VIC-EMU.  There is a way to find out what position
+  a file starts at, you look at the first four bytes of the file and then 
+  switch them around, or something to that effect.  Once you have done that
you
+  use that number as the memory address:

+  vic-20 $1000 filename

+  Then from the VIC emulator screen you type LOAD "filename",8 and it will 
+  load it.  However, my problem is that from the CLI command, I'm not clear 
+  on what filename I'm supposed to include!  The filename for the program I 
+  want to load or what?  The emulator won't activate unless you include a 
+  filename in the CLI command, but putting the filename for the disk-image 
+  file you want doesn't seem to do anything, you still have to load it the 
+  old fashioned way (LOAD "",8) to get it to show up.  I guess my question 
+  is; how do I just make the emulator activate (i.e. just like a vic after 
+  power up) without having it run a program, etc

+  ---------------------------------------------------------------------------

+    4. Mule, and other multi-parters.

+  Question:
+  Hold on a sec..Ive got this version of the c64s thingy and renaming the
+  d64 disk images to testdisk.d64 works fine with mine-ive been able to
+  load all files on all the disks ive tried.
+  The tape files aren't encrypted either.
+  My version is not registered-and it works fine.
+  Why not try c64s09c? Its got the disk selection bit and a more sensibly
+  placed (although not arranged) joystick emulator on the keyboard.(The
+  space isn't used so games like green beret (using spacebar) can be
+  played a little better,if you are a contorsionist(?)).

+  Answer:
+  you must be thinking of the wrong version...

+  There is indeed ONE version of C64S which DOES do that encryption.  I'm 
+  pretty sure it was 1.0e  One of the programs that makes disk images MAKES 
+  ENCRYPTED .D64 FILES.  So if your other file is already encrypted, it 
+  will work.  Go check the FAQs on multidisk play with the emulators..

+  I very distinctly remember that when I tried to use a different tape, 
+  renamed to testtape, it DID NOT WORK.  When I tried to do the same with a 
+  working disk image, it DID NOT WORK.

+  I prefer tape images to disk, as they read really fast. :)

+  I actually made myself a version of MULE that would work off the .t64 
+  image.  After the selections were made, you then had to reset the 
+  emulator with ctrl-alt-ins, then load thecurrent tape file, then run it.  
+  But it works!  I changed the "disk error" message to read "Press 
+  <ctrl-alt-ins> then press <shift-tab> to complete loading."  If you do 
+  that, it works!  It's real easy to do this yourself.

+  1) export all three files (assuming you have the version in 
+  /pub/c64/games/m on frodo or watson while it was up)

+  2) when you export, export them as mule1, mule2, and mule3

+  3) import mule1, mule2, mule1 again (important step), then mule3 onto the 
+  tape image, in that order.

+  4) Give the files in the tape image appropriate names.

+  5) position the cursor on the first one.

+  6) press l to load (or press shift-tab from blue screen)

+  You end up at the title screen.  Do option setting.

+  7) Computer hangs with am error message.  Pressing ctrl-alt-delete won't 
+  work.  But pressing ctrl-alt-INS WILL work, and return you to the blue 
+  screen.

+  8) Pres shift-run/stop (the tab key is run/stop)

+  9) Sit back as MULE completes loading in a split second. (assuming you 
+  have it on your hard disk, and not a floppy. flppys take longer..)

+  If you want the descriptive message, just hex-edit the .t64 file, and 
+  find the string text of the error mesage.  Be sure not to stray out of 
+  the length of each original line of text. 

+  If I had access, I'd put it up at frodo if it isn't there already.

+  I have hacked many games with ml loaders to work off tape.  One good way 
+  to do this is look for the hex sequence A2 08 and change the 8 to a 1.  
+  sometimes this will be a false alarm, so keep a backup, but it works 
+  pretty well.
+  If you cannot find that sequence, you don't even need to change it!  That 
+  means that it is using the active device instead.  Then you just need to 
+  import files to tape in order of loading process.  Much better than 
+  "freezing" the game to tape, as the freeze takes up lots of space.

+  some basic loaders actually check the active device.  Every loader ever 
+  written by this certain pirate did this.  You will know these loaders in 
+  that they always displayed two lines.  One was a few lines above center 
+  of scren, and stated "loading <game mane>.."  The other stated "* use 
+  joystick in port #x" where x was either 1 or 2.  This pirate also never 
+  plastered his name all over the game. Once loaded, such a game is 
+  indistinguishable from the real thing.  His loaders had useful 
+  information, looked good, and worked from any device number. 

+  ===========================================================================
-- 
| You are now the proud recipient of a genuine Ralphey .sig! Gomez/Menace |
| Accept no imitations!  Keeper of the comp.emulators.cbm.FAQ!!           |
| R.Alphey@dce.vic.gov.au : Ph. +61-3-651-3057  Fax +61-3-651-4073        |
-- 
| You are now the proud recipient of a genuine Ralphey .sig! Gomez/Menace |
| Accept no imitations!  Keeper of the comp.emulators.cbm.FAQ!!           |
| R.Alphey@dce.vic.gov.au : Ph. +61-3-651-3057  Fax +61-3-651-4073        |
