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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
Minimum requirements:
- Pentium processor or equal.
- 8 Mb of internal memory.
- VGA graphics.
- DOS 5.0 or later.
Additional support:
- Soundblaster 8/16 or compatibles.
- Gravis Ultrasound.
- Windows 95.
Information
The emulation of the C64 computer supports:
- 99% 6510 CPU. All imaginable programs should work. The emulation of CPU is
cycle exact and considers all strange side-effects.
- 99% 6567 VIC - PAL. All imaginable graphics modes and effect should work.
The emulation of VIC is pixel exact and considers all strange effects, both
known and unknown, as it emulates the inner workings of the VIC chip.
- 6581 SID. Nearly 100% except for filters. The emulation of SID is cycle
exact and constructs fully synthetic samples in 8 or 16 bits resolution.
- 99% 6526 CIAS. All features of the I/O circuits. The emulation of CIA is
cycle exact.
- C64 Keyboard. All keys including Restore.
To make it easier to use the program supports:
- Graphics output for VGA in resolutions 384x282,384x246,368x240 and
320x200.
- Sound output for Soundblaster or Ultrasound in quality up to the maximum
the soundcard manages (45454 Hz in 16 bit).
- 'Reset and Load' of one-parted programs in .PRG,.P00,.D64 or .T64 file
formats.
- Screen snap-shot, saves an image of the whole current C64 screen (504x312
pixels).
- Joystick emulation, both with keys and real PC joysticks.
- Machine code monitor using cartridge emulation.
- Options menu.
The registered version of the program will in near future
support:
- Better options menu.
- Making wave-files from C64 music.
- Cartridge support.
- True tape emulation including turbotape and tape images (use originals on
tape).
- 1541 emulation supporting .D64 file format.
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.
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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.
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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.
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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.
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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.
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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.
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Game:
- Pitstop II (C) 1984 Epyx
- Uses numerous interrupts to change screen offsets, colors and
character sets.
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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.
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Game:
- Time Zero (C) 1985 CBI
- Uses sprites in upper and lower borders. Also uses digital samples
by changing the master volume very rapidly.
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Known problems & bugs
As these problems have come to my knowledge, I am now working on them as
fast as possible.
- Gravis Ultrasound. The emulator crashes on many systems with this
soundcard.
- Emulation bugs. There may still be some bugs left that causes some for me
unknown one-parted game not to work correctly.
- Intro bugs. Some trainers and intros assumes a special version of the C64
Kernal ROM, and uses special facitilities of this version, which can cause a
blank screen on old versions of C64. Known games of this type is Giana
Sisters.
Contact
Fatal Design 1996/97
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