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bring back the good times

Welcome to the world of CCS64. This a software emulator for the Commodore 64 computer. You may say this is not the first program trying to emulate the C64. But this is planned to be the final C64 emulator. I have worked in several years with this product, studying the C64 into its innermost secrets. This shareware version should run perfectly with all one-parted games or demos.

In near future, versions of this emulator is planned for other platforms, like Apple Macintosh and UNIX. Registered users can get the current version without sound support for SUN-SPARC or DEC-ALPHA, for free.


Registration

As this is SHAREWARE, if you like and use this program you are supposed to register it. Of course you then will get a registered version of this program with additional features and bonuses. At the moment the register fee is 30 USD, or equal amount in GBP(20),DEM(50) or SEK(200). Credit cards or checks can not be used.

To register you send a postal money order or cash money, together with your name,address and/or e-mail to:

Per Håkan Sundell
Sundell Consulting
Nygatan 5A IV
S-231 43 TRELLEBORG
SWEDEN

System requirements


Information

The registered version is on the working stage and will be ready as fast as users register. Thus, more support from you gives better program.


Proof

Here are some actual screen shots from games and demos running with the emulator. As you can see even the most advanced effects are properly displayed.

    Demo:
  • AFLI-Action - 1991 Flash Inc.
  • Uses hires screen mode and changes the screen Y offset each raster line and thus forcing the DMA circuits to fetch color data more often. In this mode each 8x1 pixel cell can content two separate colors. Original hires screen mode only offers two separate colors for each 8x8 pixel cell.
    Demo:
  • The End - 1991 Flash Inc.
  • Scrolls a two screen wide multicolor hires image horizontally. This is done by changing the screen Y offset in the middle of the upper raster lines and forces the DMA circuits to fetch a selectable amount of graphics data and thus makes an offset.
    Demo:
  • New Limits - 1988 The Supply Team
  • Uses sprites over whole screen including borders. This is done by switching between 38 and 40 column modes each raster line. Also uses digital samplings in music by changing the master volume very rapidly.
    Demo:
  • Visions - 1991 Vortex 42
  • Scrolls a multicolor hires image vertically. This is done by preventing the DMA circuits from fetching graphics data a variable amount of raster lines. Also uses sprites in side borders. This is done by switching between 38 and 40 column modes each raster line.
    Game:
  • Delta (C) 1987 Thalamus
  • Uses multiple number of sprites by rapidly setting the sprite control registers. Also uses sprites in upper and lower borders.
    Game:
  • Pitstop II (C) 1984 Epyx
  • Uses numerous interrupts to change screen offsets, colors and character sets.
    Game:
  • Wizball (C) 1987 Ocean
  • Uses multiple number of sprites by rapidly setting the sprite control registers. Also uses sprites in upper and lower borders.
    Game:
  • Time Zero (C) 1985 CBI
  • Uses sprites in upper and lower borders. Also uses digital samples by changing the master volume very rapidly.


Known problems & bugs


Contact


Fatal Design 1996/97