C64emu new release (quick fix)



This version just a quick fix based on Nathan's feedback, regarding disabling device 8 may fix compatibility issues with some tape loaders. I know I have a lot of shortcomings and requests on my to-do list, but unfortunately, that's all I had time for right now 🫣

.: Download link :.

C64emu releases


.: SIDemu improvements :.
  • 6581 filter finetuning (as always, so I probably don't even need to mention this 🙂)

.: Minor changes :.
  • You can now disable device 8 if some tape or cartridge doesn't like it (EMULATION MENU > DEVICE MENU > DEVICE 8)

.: "New" features :.
  • Virtual CRT monitor housing (PREFERENCES > VIDEO SETTINGS > SHOW CRT MONITOR HOUSING - In fact, it doesn't a new feature, it just wasn't listed in the menu and the config file, because I wasn't satisfied with it, but this time I chose a slightly darker shade, so it's not quite as shocking than before. You may like it or not, but it can be disabled.)

.: 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)
  • Not every sprite mode-split situation handled correctly
  • Sprite collision flags not half-clock accurate (spritevssprite.prg)
  • In 100Hz video mode, forced VSYNC could be 50Hz if a VIC-II frame were displayed only every two frames, but instead, emulation is currently running at double speed
  • There is no full 1541 emulation yet

.: To-do list :.
  • Complete the implementation of command line options for the VICE testbench
  • Joystick customizations
  • Add frameskip option to the image sequence recording
  • Write debugger steps to .csv file optionally
  • VIC-II PHI1 description for the debugger
  • Corrent handling of 100Hz video modes in forced VSYNC mode
  • Save disk/tape changes into gameplay recordings
  • SID template customization from the menu
  • Rewrite the sprite renderer to correctly handle sprite mode-split situations
  • Implement pixel clock-based sprite collision (spritevssprite.prg)
  • 1541 full emulation
  • Native linux/macOS versions

As always, feel free to leave a comment.

Cheers,
DaemonPig

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