Graphic glitch in tape loading screen

Reports of emulation bugs discovered in CCS64.

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Michael Plate
Posts: 10
Joined: Sun Oct 15, 2006 1:51 pm

Graphic glitch in tape loading screen

Post by Michael Plate »

I noticed a graphic glitch in a loading screen when loading the TAP image with CCS64 v3.1 but I cannot see this glitch when loading it with WinVICE v1.20.

Here's the CCS64 screenshot (take a look at the last letter of the word 'LIMITED'):
Image

Here's how it looks with WinVICE:
Image

The tape can be fetched here!
emulator
Posts: 9
Joined: Fri Jul 13, 2007 12:47 am

Post by emulator »

The bug is still there in the v3.3.
Stuart Toomer
Site Co-Admin
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Location: East Yorkshire, England

Post by Stuart Toomer »

I have passed this on to Hakan for investigation/fixing.
Kind regards,

Stuart Toomer.
Stuart Toomer
Site Co-Admin
Posts: 786
Joined: Wed Aug 20, 2003 2:46 pm
Location: East Yorkshire, England

Post by Stuart Toomer »

I am informed that this is fixed if you change the Memory Reset Pattern setting, so the game must be relying upon some particular hardware configuration of memory data.
Kind regards,

Stuart Toomer.
emulator
Posts: 9
Joined: Fri Jul 13, 2007 12:47 am

Post by emulator »

Stuart Toomer wrote:I am informed that this is fixed if you change the Memory Reset Pattern setting, so the game must be relying upon some particular hardware configuration of memory data.

Could it be it relies on the REAL C64 memory pattern? For some odd reason, what is called a "normal" memory pattern in CCS64 is actually INVERSED to that of the real thing. So there is a 00 instead of FF, and conversely, FF instead of 00. I fail to see any sense in it. What is worse, there's no way to choose a truly normal pattern. :|
Stuart Toomer
Site Co-Admin
Posts: 786
Joined: Wed Aug 20, 2003 2:46 pm
Location: East Yorkshire, England

Post by Stuart Toomer »

emulator wrote:
Stuart Toomer wrote:I am informed that this is fixed if you change the Memory Reset Pattern setting, so the game must be relying upon some particular hardware configuration of memory data.

Could it be it relies on the REAL C64 memory pattern? For some odd reason, what is called a "normal" memory pattern in CCS64 is actually INVERSED to that of the real thing. So there is a 00 instead of FF, and conversely, FF instead of 00. I fail to see any sense in it. What is worse, there's no way to choose a truly normal pattern. :|


Different revisions of the C64 hardware had different patterns of 'initialised' memory data, which is why that option exists in CCS64. I guess it was just due to the cheapness of the hardware when the different C64 revisions were manufactured. Some games rely upon certain patterns of 'initialised' memory data.
Kind regards,

Stuart Toomer.
zaphod
Posts: 78
Joined: Fri Oct 03, 2003 12:19 pm
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Post by zaphod »

Actually, the c64 performs NO initialization of RAM whatsoever! At least mine. if you flick the power off and back on,it will usually be similar to what it had before but not identical.

The c64 does not clear memory on reset or on poweron, except for the start of basic and the needed vectors to boot to basic.
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