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 Post subject: CCS64 V3.6 release...
PostPosted: Thu Aug 21, 2008 9:58 pm 
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Joined: Wed Aug 20, 2003 2:46 pm
Posts: 786
Location: East Yorkshire, England
CCS64 V3.6 has been released. The following bug-fixes/enhancements have been made:

- FIX: To fix an array over-flow error in the re-implemented collision-detection routine, which meant that collisions at the right-hand side of the emulated screen were not being detected properly.
- FIX: To re-implement the DirectX drawing routines, using off-screen graphical buffering, due to some graphics drivers being poorly-implemented, causing low frame rates to be observed.
- FIX: Corrected the C64 character display of the D64 image file title.
- FIX: Corrected some minor T64 image filename display issues.
- ADD: Experimental automatic detection of C64 joystick ports in use. (So the user can use the cursor keys for C64 Joysticks in Port 1 and/or Port 2 and still use the cursor keys normally in BASIC. Joystick inputs are only triggered when the C64 program actively checks for it. Works OK for most games.)
- ADD: To make the Graphics Filter option "Scale" work with higher screen resolutions.
- ADD: Support for the new sound card HardSID 4U with cycle-accurate real-time playback.

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Stuart Toomer.


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PostPosted: Fri Aug 22, 2008 4:57 am 
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Joined: Fri Apr 18, 2008 10:07 pm
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Congrats! Hopefully I'll get a chance to take a look at this over the weekend. I'm very happy about the scaling for higher resolutions.


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PostPosted: Fri Aug 22, 2008 12:09 pm 
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Joined: Tue Aug 26, 2003 12:31 pm
Posts: 17
Stuart Toomer wrote:
CCS64 V3.6 has been released. The following bug-fixes/enhancements have been made:
- ADD: Experimental automatic detection of joystick ports in use. (So the user can use the cursor keys for Joysticks in Port 1 and/or Port 2 and still use the cursor keys normally in BASIC. Joystick inputs are only triggered when the C64 program actively checks for it. Works OK for most games.)


Hi Stuart,

Does the above addition affect the issue brought up here regarding input/joysticks?
viewtopic.php?f=13&p=2075

Thanks,
Trebor


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PostPosted: Fri Aug 22, 2008 9:23 pm 
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Site Co-Admin

Joined: Wed Aug 20, 2003 2:46 pm
Posts: 786
Location: East Yorkshire, England
Trebor wrote:
Stuart Toomer wrote:
CCS64 V3.6 has been released. The following bug-fixes/enhancements have been made:
- ADD: Experimental automatic detection of joystick ports in use. (So the user can use the cursor keys for Joysticks in Port 1 and/or Port 2 and still use the cursor keys normally in BASIC. Joystick inputs are only triggered when the C64 program actively checks for it. Works OK for most games.)


Hi Stuart,

Does the above addition affect the issue brought up here regarding input/joysticks?
viewtopic.php?f=13&p=2075

Thanks,
Trebor


A response from Hakan:

That feature has nothing to do with real joysticks. It is all about the problem that some C64 games use Joystick Port 2 and some other use Joystick Port 1. This feature tries to detect in run-time what Joystick Port the game is currently using. In other words, you don’t have to press Alt+F10 to switch ports, it is done automatically. The feature also avoids the interference between joysticks and keyboard on the C64 – if the game only uses the keyboard, joystick input (real or emulated with keys or whatever) to the C64 are simply disabled.

I hope that clears it up. Sorry it's not the answer you were looking for...

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Stuart Toomer.


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PostPosted: Fri Aug 22, 2008 11:22 pm 
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Joined: Tue Aug 26, 2003 12:31 pm
Posts: 17
Thanks, Stuart.

Hopefully, Hakan will fix this issue. It is quite frustrating that CCS64 only recognizes the first two game controller devices connected. It should be able to recognize all game controller devices as they all are listed under Windows "Game Controllers". As I stated in the aforementioned sited post, VICE does recognize all game controllers, but I do prefer to use CCS64.

Oh well, I'll just be patient and hope for the best.

-Trebor


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