C64emu new release with TAP support and more
- Krestage 3 now works
- The mounted D64/G64 image now being saved to state files (please read section "Known bugs/limitations")
.: Improvements :.
- Better quality bezel refletion
- Optimized SIDemu handling causing overall speedup
- More advanced synchronization of the emulation and rendering thread
- More precise framerate timing
- Auto frame sync in forced VSYNC mode for high refreshrate monitors (you can use forced VSYNC with 100Hz monitors without speeding up the emulation)
.: New features :.
- TAP file support (press ALT+CTRL+P to play/stop the tape
- Fast loading (pushing to RAM) PRG files and optionally (not always work properly) files from D64 file selector with CONTROL+ENTER (with BASIC line pointer fixup and device number at address $ab)
.: Minor changes :.
- Display emulation CPU core usage in percent above FPS (press ALT+CTRL+F to always show FPS)
- 6581 filter algo finetuned a little
- New menu item: Acknowledgments
.: Known bugs/limitations :.
- Tape/disk changes and reset are not yet handled by the gameplay recorder
- Disk states currently not being saved to state files so if you save state (or close the emulator) while loading from disk, it will be corrupted (when loading from tape, it is safe to save)
As always, feel free to leave a comment.
Cheers,
DaemonPig


Wohoo! Thanks for the update! ๐
ReplyDeleteNow I shall start by testing every tape image I have... ๐
My most recent recording: Last Ninja 2.
(I had it recording at the same time. Didn't open the emulator menu once, and it saved it all the png images perfectly.) ๐
https://www.youtube.com/watch?v=TmU4bwfgsNw
First step of testing every tape image I have, done! Very nice. ๐
DeleteDid a full cassette load of Enigma Force, with flashing border that looks excellent reflected in the bezel. I've uploaded it to YouTube:
https://www.youtube.com/watch?v=jhOFLkvF9Bg
That was all recorded with OBS. I'll try out the built-in recording options now and see if there are any issues. ๐ But yeah, an excellent update. I like the option to inject the file to RAM to make loading quicker. (On VICE that would also let you load files bigger than.. 204 blocks or something? Those don't work with the built-in Commodore loading routines, but work with things like the Action Replay cartridge.)
My only requests: (There are always requests, right?) ๐ An option to make only the first fire-button fire, so I can program the other joystick functions in JoyToKey for multi-button games. eg: Commando, Spy Hunter, Renegade, Airborne Ranger.) Also, is there a way to hide all the pop-up text? It gets in the way of my OBS recording. hehe.
Okay! Time to test more tapes! ๐ Thanks again for fitting in an update at this busy time of year. ..Has it been submitted to the C64 Scene Database too? Last I looked there was only the first release there. I have no csdb account, so couldn't point people these updates. They might like these new features.
Second test: The Last Ninja on cassette! ๐ This one went really well. It's how everyone should experience The Last Ninja, so they get to hear all the excellent loading tracks:
Deletehttps://www.youtube.com/watch?v=w-jJIlHZoaA
Really loving the tape image support. ๐ ..The cassette-insert and drive-motor noises you've put in there are a nice touch. (Is there a way to turn those off, or adjust their volume? I wanted to focus on the music for this particular video. But when I'm feeling nostalgic, I might want them louder too.)
Three tapes tried! Only 1,814 to go! ๐
Hi Nathan,
DeleteThanks for the quick feedback, and of course, I always enjoy watching your new videos! :)
You're absolutely right, joystick customization is definitely a must-have, so I'll move it up on my to-do list. I wanted to make the tape sounds optional, but being the idiot that I am, I forgot to create a menu item for it before the release... I hope I'll have time to fix these little things this year.
In the meantime, I got accepted to the CSDb (huge thanks to them!), and at the same time, a helpful fellow member uploaded my newer C64emu releases, but from now on, I'll be able to upload the newer releases myself :)
Cool! I just happened to notice that it was only the first version of C64emu that was listed on the C64 Scene Database. Didn't want people to get a bad opinion because they want features that are now here. ๐
DeleteI found a bug! ๐ฎ Slow Motion (Alt+F1, 50% Speed) is broken. On my Intel GFX Win11 Laptop it works, but goes a little juddery, as if the last two frames are presented out of order. OBS-captured footage here:
https://www.youtube.com/watch?v=3n3OWEIDt2U
On my Win10 PC with NVidia RTX GFX, and Win11 PC with NVidia Quadro GFX, it alternates between a frozen frame and the slow-mo frame. The bottom-right text (35% CPU core usage, 25.062 FPS, 50%) is only shown on every second frame, so it flickers. This is how it looks recorded on iPhone:
https://www.youtube.com/watch?v=Q68l_SLPr0g
I recorded four different games with OBS, but it only seems to grab the frozen frame, not the alternating frame that's still updating at 25 FPS. Here's how that looked, but bear in mind that — looking at the screen — every game is actually flickering between a frozen frame and the slow-mo frame, just like you see in the iPhone video:
https://www.youtube.com/watch?v=4s5sZXkRdU0
I did go back to the previous version of C64emu, just to verify it wasn't a recent Windows update. Nope. The previous version of C64emu does slow-mo (50%) just fine. It's only the latest version that has this bug.
But yeah, don't feel you have to change your priorities based on what I'd like to see. Keep working on the stuff that interest you most with C64 emu. I'm enjoying seeing the updates. That cassette support is excellent, as is the code-injection quick-loading of .prg files. ๐
Oh... looks like one of my "improvements" went wrong ("Auto frame sync in forced VSYNC mode for high refreshrate monitors"). Seems like the method I choose for frame skipping is works differently with different drivers. I'm currently working on backporting my GLSL shaders to shader language version 1.2, because under Wine on my Mac Mini M4 the available OpenGL version just 2.1 and the screen completely falls apart because the shaders are not being compiled.
DeleteIt's going quite well, but sometimes the image freezes, and until now I didn't understand why, but I think you've found the reason. :)
Good catch, thank you, I will check this out! ;)
Excellent. Glad it made sense to you. ๐
DeleteSome of the harder games I'll slow down, then speed back up later before uploading, so it's not a boring video where I die fifty times in five minutes.
I should get a new Mac sometime. (I've got one, but it's an old Intel one.) Would be fun to program on, and try teaching an AI to play retro games. ๐
I realised I hadn't done a Last Ninja Remix playthrough recently. Just a .crt image this time, not .tap, but it was fun all the same:
https://www.youtube.com/watch?v=u07d2ypqxi0
For now, I've just commented out this 100Hz monitor support until I figure out how to fix it properly.
DeleteI'm a little behind on my work right now, but sometime this week I might have time to upload a quick fix version with the other minor fixes, such as tape sound and OSD disable option.
Yeah. It can't be easy to work towards displaying this at any arbitrary resolution, and then calculating where the next Windows frame is between the upcoming C64 frame and the previous to apply the appropriate blend between the two. ๐คจ
DeleteThanks for thinking of the OSD disable option. Will make it easier to record in OBS while getting the game to do its own internal recording so I can test that more. (Currently I've been editing the text in the executable to abbreviate some of the OSD messages so they don't reach across to the part of the screen that OBS is recording.) ๐
Anyway, keep doing what you're doing. Happy to see an update any time you can find the time for it. No hurry. ๐