Frodo was developed to reproduce Commodore 64 video with a higher degree of precision than existing emulators at the time. It has now been superceded by projects such as VICE, but nevertheless still provides a solid and functional emulation.

The C64 emulator Frodo was ported to C64. A few years ago I created an ISO based on Frodo and a full set of games for the Commodore 64. Burn it on a CD-R by using Padus DiscJuggler (Mode 1/DVD, 2352 blocks, Raw+Overburn options), and you are able to enjoy a lot of C64 games on your Dreamcast! Read more about Dreamfrodo on this page.


Frodo C64 Emulator Download


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c64-network.org is a Commodore 64 emulator written by Christian Bauer ( ). It was ported to the Wii by Simon Kagstrom, and many C64 games are fully playable on the Wii with it. So go ahead and beat your friends in International Karate, Boulder Dash or Bomb Jack. This version is not the same as Troy Davis implementation, but Troys work is available in a branch in the subversion tree.

The emulator works in 480i, 480p and 576i mode. The emulation itself is not perfect, so not all games will run under Frodo. Unfortunately, I cannot do very much about this since I haven't written the emulator - just ported it. If you have multiple versions of a game, try each of them as often at least one will work.

Put .t64, .d64, prg or p00 files in /frodo/images on your SD card or in any directory on an usb fat disk (in the latter case you should enable the relevant option). The in-game menu allows you to insert disks/tapes, load them and configure the display, joystick ports etc. Saves will be stored on the SD card. You can save and load game state. When you save the game state also some preferences are saved in the state (joystick buttons, screen format, joystick port, 1541 emulation, rumble). The whole set of preferences is saved from the main in-game menu and it is loaded on Frodo start-up. Wiimote 1 is by default the joystick in port 1 and wiimote 2 the joystick in port 2, but you can swap this. If rumble is enabled, the wiimote rumbles each time the fire button is pressed. You can also load games from your computer through SMB protocol. You should configure and activate the connection in the network menu. See the tinysmb page for additional information and troubleshooting.

Fix 12-bit wrapping behavior in YM2608/2610 ADPCM_A decoding, fixes some glitches in certain samples in the metal slug series, and likely other games. [Lord Nightmare, madbr]DolphinDescription: Gamecube/Wii emulator

Highres QVGA rendering forgot horizontal offset resulting in single-color lines,

fix it as wellVita: Add buildQNX: Add buildAtari800Description: Atari 800 emulator

I very recently got the homebrew channel working on my Wii (yay!), and promptly discovered the frodo port on the homebrew browser app. Very excited by the prospect of playing all my old c64 games on my TV again, I fired it up, only to find it would immediately crash back to the Homebrew channel.

Well, a while back, about five years I guess, I tried to get a C64 emulator running. Unfortunately, what was out didn't work good, or at all, now I got a better computer, and I assume the emulators are better now as well, what are some suggestions for ones to get?

Just so everyone is clear on what being 'shareware' entails for this emulator. On every 10th use, one small Window pops-up prior to the emulator starting up stating the number of times you have used the emulator and requests for you to please register the emulator. You click 'OK' and that's it...Emulator launches.

Hey, how do I get multi disc games to boot in CCS64? I tried loading below the root (forgot it was a multi disc game) the other games I play are just "drag and drop" but Below the root geets about half way into loading and says "insert disc two" and when I try to drag that, it reboots, even if I drop it in the active window. I tried dragging both discs to the emulator, but it still gets half way in and says Insert disc two...

Anyhow, been playing a few games, most seemto use really weird key combos, and I haven't tried a USB pad yet (though with most emulators, they simply don't work) so eh...Some games use really funky key sets to work.

Cool, thanks. I assume I'm supposed to put all the desired discs into the folder with the 64 emulator? now I just have to try saving....though honestly, I can't think of a single game I own that you can save on :~

As a stickler for using original hardware and software for gaming, etc., this is the only incidence where i'm thrilled to use an emulator to the real stuff (MAME is the obvious exception). No spiking power supplies (blew out THREE C64's in those days), floppy disks and cassettes with 20 min. load times (that fail half the time - telengard anyone?).

Late last week, I cracked open the Commodore 64 emulatorcode once again, in preparation to post it. However, I had tohave a change made to the source control on CodePlex, so I had afew days to make some changes. So far, it's shaping up quitenicely:

I went back to the latest version of the Frodo C64emulator source code and decided to port some of their changesover to this version. Frodo is written in C and C++, and makes veryheavy use of pointers (and not always safe use of them, as therewas at least one logical overrun). In the previous version, I hadreplaced pointers with array manipulation, but I did it in a waythat resulted in an awful lot of array copies floating around. Thearrays were small, so this wasn't a big deal memory-wise, but thecopies all took time in an otherwise time-critical application.

It starts to get really powerful when you consider that apointer to a structure could also be considered a pointer to anumber of bytes. That allows you to, for example, read a bunch ofbytes from a disk, look at the first couple bytes to figure outwhat you have, and then cast the remaining X bytes as the pointer adirectory structure or something. The original C++ C64 emulatorcode does a ton of that.

In addition to pointers to structures in byte buffers, frododoes a lot of string parsing using pointers. In particular, the1541 drive emulation code uses this for command parsing. In thatcode, the first character is often some command identifier, thenext is a delimiter (like a colon) and then some number ofcomma-separated values.

The C64 code has a number of places where it has memoryallocated in chunks. The most obvious is the main memory of thesystem (64K), but there's also 2K in the VIC-1541 drive. Beyondthose, there are several chunks of ROM code which get loaded up andthen mapped into various address locations (cartridges too). In theemulator code, these are just large arrays of bytes.

I had the pleasure of interviewing Pete Brown this last week and talking about the Silverlight 3 Commodore 64 Emulator he's been working on. He just launched the CodePlex site a few minutes ago (my time), but I've had the code for a while to play with. You can read Tim Heuer's blog post for details on how to get started with Silverlight 3 Beta and the tools you'd need or see some video of the emulator in action.

There's a file format in the world of C64 emulators that everyone has standardized on called .d64. The D64Drive.cs file contains the meat of the code to read these image files. "The *.D64 file format is a 1:1 copy of all sectors as they appear on a floppy disk."

The usual issue with home computers is emulating a keyboard with just the few buttons a PSP has to offer. Most Commodore games seem to work fine without keyboard inputs though, so the main annoyance here is dealing with the wonky game-loading process. No matter which emulator you choose, you will see a lot of seizure-inducing screens.

Vice-PSP is another emulation work by Akop Karapetyan. Like other Karapetyan works, it was kept alive in recent years by other developers - DelayedQuasar and rsn8887, in this case. The most recent version of this emulator was released in December 2019 - which by the standards of the PSP homebrew scene, might as well be yesterday.

Vice-PSP offers the most polished interface among the emulators on this list, reusing the excellent framework from Karapetyan. The scaling options are basic, but adequate: x1, horizontal stretch and vertical stretch. The real drawback of this emulator is the awful loading speed. It can be improved somewhat by disabling True Drive Emulation, but even then it remains quite bad. There is a setting to show activity indicators on screen - and good thing too, as too often the system feels dead frozen otherwise.

Count the various forks and unofficial builds, and the PSP can boast over 200 emulators. The vast majority were only updated for a few weeks though, after which they were abandoned to themselves. c64psp by Urchin is a case in point - version 0.3 was its last release, and it came out in time for Christmas 2005. Unlike the other two, c64psp is based on Frodo, rather than the Vice emulator.

Lamb is the same developer responsible for porting the Mupen64 Nintendo 64 emulator to run on the Ouya. His goal is to make it work with both the Ouya game controller as well as with a plug-in keyboard. Right now Forod C64 is really designed for devices with touchscreen displays (which covers most Android devices, but not the Ouya).

It is possible to run an official Psion emulator on Wine, which generates files in the offical formats. Many users have files on Compact Flash cards that would benefit from being made more accessible and/or converted into an Open Standard Format.

Longtime technophiles who miss their first computer are finding new ways to use modern gizmos to relive their geeky childhoods. Some hackers have started porting emulators for old systems like the Amiga or Commodore 64 into their cellular phones and PDAs. ff782bc1db

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