OneLoad64 Games Collection v5 is here!

C64 website updates, new releases of games, demos, tools etc.

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OneLoad64 Games Collection v5 is here!

Post by StatMat »

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Intro

I've had the intention of putting together a C64 single-load PRG games collection for a long time. Spending more time at home recently as a result of the COVID-19 pandemic has given me the impetus to finally make my idea a reality. And thus the OneLoad64 Games Collection is born. Although I have primarily created this collection for my own personal use, I thought it'd be worthwhile to share it, as there may to be other Commodore 64 fans who will find it useful. It currently contains over 2000 unique games.

The key objectives of this project are:
  • Have single-load games that can be loaded quickly in C64 emulators.
  • Make the loading experience feel a little more like using cartridge images.
You can download the games from the version 4 YT video here:



Background

I do enjoy and appreciate scene releases with the extras they contain such as great intro effects and tunes, trainers, fixes and docs (especially the more recent 'jewel' releases). But as I've recently been playing C64 games with my 8 year old son, I wanted a collection without additional menus and decrunching steps to minimise the fuss of playing games. And although it's rather nostalgic watching games load from tape when going for that truly authentic experience, the vast majority of the time I just want to load and play the games as quickly as possible. I also wanted the collection to be a little more frontend and cab friendly. This allows me to enjoy my childhood favourites with my kids and friends more easily.

Whilst there are of course some excellent existing resources that provide some games that start directly (i.e. cartridge dumps or examples within collections such as the famous Blast from the Past series and other more recent curated fan collections), I wanted a collection where every PRG worked this way. I've written a tiny loader stub in 6502 assembly which utilises the technique of modifying the C64s jump vector table for auto-loading, which complements the ability of C64 emulators to inject them directly into the emulated C64s RAM for fast loading.

The Collection

This is just the first release and I plan to continue adding new games over time. Each entry includes the original image file (.TAP, .D64, .G64), the memory dump, an XML metadata file recording the dump specifics (e.g. initial memory bank and interrupt setup, patching notes etc), plus two PRG files:
  • The first contains the tiny loader stub and is to be used with emulators. These are not intended for use on real hardware due to their size (they represent almost the full 64kb of memory). They may also not play nicely with other hardware such as cartridges due to their arbitrary modification of the system jump vector table.
  • The second is a crunched self-extracting version which can be used on real hardware, using floppies or newer storage solutions such as the BackBit, EasyFlash cartridge, SD2IEC, 1541 Ultimate, Tapecart etc. These are created with the fantastic Exomizer compression tool which adds an additional short decrunching step when loading and are denoted by the trailing "-[ex]" in their filename.
I have focused on producing dumps of the original games rather than re-cracking or removing intros/trainers from existing scene releases (which of course is generally frowned upon anyway). Some may argue this means the games do not contain some of the fixes or tweaks which have been produced since they were released, but to me this feels the more appropriate way to create this collection. As the project effectively documents the dumping steps for each game, this is something that could be re-visited in the future.

It is also important to point out that these are not cracks, although some of the games have been patched to alter their behaviour such as within intro routines or remove protection/obfuscation mechanisms. Fortunately most are dumped from original tape images, so in reality most don't have any real protection to speak of. I have however used disk images as the original source where either a tape version wasn't available, or it provided a better copy of the game than any of the available alternatives.

The games have been dumped from the C64s memory using emulators and their built-in machine code monitors (I've use both CCS64 and VICE for this task). The general process involves finding a games starting address and dumping memory right at the point the game is about to start. This allows a clean start of the game without any of the glitchiness associated with dumps or snapshots created just after the game has started running. It should be said however that this process has been made much simpler with the use of emulators than it ever was back in the day. I have not focused on stripping out memory sections which are unused or left over from the loading process, unless this was necessary to allow the game to run properly.

But before anybody feels the need to decry this as a "lamer gamer release" because it does not follow scene release standards, this method of dumping is wholly intentional, as I want to work through the huge single-load C64 game library as quickly as possible. As the games will be primarily used on emulators or devices with a significantly larger amount of storage than plain old floppies, I don't feel this represents any significant issue.

Obviously as the majority of games are dumped from tape images, they are mostly intended for use on European PAL systems where tape usage was far more prevalent than in North America. There are a few NTSC titles included where either this was the best or only version available. Whilst some of the PAL games may run fine on NTSC systems (if a little fast), many may not work properly on an NTSC C64, whether emulated or not.

And finally...

Apologies for the somewhat long-winded blurb! Hopefully it'll make sense to those who didn't feel a sense of TL;DR higher up this post!

Special thanks go out to the following people for their contributions and support:
  • karokin and Pezz82 for helping me track down the issues with the quick-loading PRGs on the C64 MiSTer core
  • Per Håkan Sundell for his CCS64 emulator
  • The VICE Team for their C64 emulator
  • Magnus Lind for his excellent Exomizer crunching tool
  • The Gamebase64 Team for providing many of the original game images
  • The Lemon64 Team for their comprehensive database
Anyway, I hope some of you will enjoy! Have fun! :D

The Included Games

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Last edited by StatMat on Sun Dec 31, 2023 5:02 pm, edited 19 times in total.
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Post by mrr19121970 »

Looks great, download link over YouTube.
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Post by edwardar »

This looks brilliant - thank you!

I recently noticed that games load even faster on my SD2IEC when they are uncompressed (ie they load so fast that the decompression time outweighs the shorter loading time). I assume I can decompress the files with exomizer - I'll give it a try!
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Post by LastChance »

Sounds excellent, thanks for the effort! I'll go and try the -ex'd files on my BackBit right away! :D
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Post by StatMat »

edwardar wrote:This looks brilliant - thank you!

I recently noticed that games load even faster on my SD2IEC when they are uncompressed (ie they load so fast that the decompression time outweighs the shorter loading time). I assume I can decompress the files with exomizer - I'll give it a try!
No worries. Happy to share. But on the SD2IEC you're going to need to use the crunched versions I'm afraid as the uncrunched ones are too big to be loaded into memory that way. But still, Exomizer is a great cruncher, so it only takes a few seconds anyway! ;)
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Post by StatMat »

LastChance wrote:Sounds excellent, thanks for the effort! I'll go and try the -ex'd files on my BackBit right away! :D
Actually, I've just been speaking to Evie and in fact the BackBit can support loading upto the full 64kb of memory, so you should be able to use the uncrunched versions! She also said that my loader overwriting the jump table vectors shouldn't cause a problem. Please let us know your results! :)
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Post by LastChance »

Oh, that's even better! I'll have a go at the uncrunched versions a bit later on - I just spend a good couple of hours testing out the exomized versions, all of which worked (at least those that I tried out). I'll let you know when I have tested the uncrunched ones. :)
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Post by LastChance »

Just had a quick burst of booting up games from # to B, and found some games that didn't boot up on BackBit. Don't really know if it matters if you have other peripherals attached to the back, but I do have a tape and disk drive both plugged in.

The games (# to B) that wouldn't boot up as uncrunched:

- 180!
- Archon
- BC II: Grog's Revenge
- BC's Quest for Tires
- Bomb Uzal
- Boulder Dash

Also, Arkanoid II's music was played in hyperspeed, and Beamrider was corrupted somehow, can't explain exactly how, but it got as far as the Get Ready screen, but it was kinda garbled.

I'll make further reports when I can.
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Post by LastChance »

More uncrunched games that don't work:

- Cauldron
- CJ in the USA
- Critical Mass (there was a bit of text on the screen saying clearly that a loading error had occurred)
- Cyberdyne Warrior
- Donald Duck's Playground
- Elite
- Enigma Force
- Enlightenment: Druid II

Also, some games have minor or major problems:

- Cauldron II (the Palace Software Presents screen is corrupted)
- Dizzy Down The Rapids (crashes after a minute)
- Express Raider (crashes after a minute)

I'll continue going through the list in the morning, and will also try out at least some of the exomized versions of the games that didn't work uncrunched. I already know of some that have worked exomized, like 180 and Arkanoid II, so I'm pretty certain the problem is somewhere in the crunched files, but there could be exceptions, so I'll go through them as systematically as I can bother. :lol:
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Post by StatMat »

Many thanks for testing! That's really appreciated. Although some are failing, that's actually a very high success rate.

But as you've now tested a large section of games, I think we can safely say that there are currently going to be issues using a small number of the uncrunched versions with BackBit.

One thing I had to tweak for the C64 MiSTer core was to add a little larger delay in my loader which is called through the IRQ vector at $0314. This is because the uncrunched PRGs overwrite the system vector table (this is how they autostart). With the MiSTer, the IRQ was firing before the framework had managed to fully inject the PRG into RAM (it writes it in 4kb chunks, so the first part of the PRG, including the vector table goes into memory on the first write). This is not that surprising really given that we know the raster IRQ fires 50 times a second on a PAL C64 and 60 on NTSC. So, to help with that, I increased the delay before my loader jumps to the games entry point a little to 500ms.

It may be possible that a similar tweak can help here. Therefore I have rebuilt 5 versions of each of the games you've reported not to be working with increasing delays from 1 - 5 seconds. It will be really interesting to see if this helps at all.

The test versions can be grabbed here:

https://drive.google.com/file/d/1OhYsTa ... sp=sharing
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Post by LastChance »

Okay, I'll test them out when I have time for it later today. For now, here's my findings for this morning's test session:

Archon doesn't work at all on BackBit, even with the exomized version. Neither does Football Manager. Everything else so far works in either version that I've tested so far - from # to H.

Other games from F to H that didn't work uncrunched:
- Falcon Patrol II (crashes a bit after you start the game)
- Feud (corrupt graphics)
- Flip & Flop
- Gateway to Apshai (freezes after selecting dungeon)
- Green Beret
- Hard Hat Mack (has graphical problems, also with exomized version)
- Head Over Heels (freezes in the second menu screen)
- Heartland (crashes when entering any screen from the one you start from)

Also, Footballer Of The Year (1) has some very minor graphical glitches uncrunched compared to exomized.
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Post by josepzin »

Really good work!!
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Post by StatMat »

LastChance wrote:Okay, I'll test them out when I have time for it later today. For now, here's my findings for this morning's test session:

Archon doesn't work at all on BackBit, even with the exomized version. Neither does Football Manager. Everything else so far works in either version that I've tested so far - from # to H.

Other games from F to H that didn't work uncrunched:
- Falcon Patrol II (crashes a bit after you start the game)
- Feud (corrupt graphics)
- Flip & Flop
- Gateway to Apshai (freezes after selecting dungeon)
- Green Beret
- Hard Hat Mack (has graphical problems, also with exomized version)
- Head Over Heels (freezes in the second menu screen)
- Heartland (crashes when entering any screen from the one you start from)

Also, Footballer Of The Year (1) has some very minor graphical glitches uncrunched compared to exomized.
Great to see that the overall success rate with the BackBit remains pretty high (around 88% of the ones you've tried).

I have replicated the issue with the Exomised version of Football Manager (well, it drops back to the ready prompt after displaying the first message), but the uncrunched version works fine in VICE, so it seems there's something I need to sort there.

Could you perhaps try the Exomised versions with issues from floppy instead? Does that make any difference at all?

And once again, thank you for your assistance, it is really appreciated. :)
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Post by LastChance »

StatMat wrote:Great to see that the overall success rate with the BackBit remains pretty high (around 88% of the ones you've tried).

I have replicated the issue with the Exomised version of Football Manager (well, it drops back to the ready prompt after displaying the first message), but the uncrunched version works fine in VICE, so it seems there's something I need to sort there.

Could you perhaps try the Exomised versions with issues from floppy instead? Does that make any difference at all?

And once again, thank you for your assistance, it is really appreciated. :)
Sure thing, glad to be of service :)

I'll have to check the real floppy thing during the weekend, but here's the latest:

I've noticed some more really minor graphical glitches on quite a few of the uncrunched games when loading from BackBit. They're usually just in the title screens (i.e. Jack the Nipper II) or, like in the case of Fist II/Tournament and Fist Plus, you can see a glitch in one animation frame of a certain move. But I haven't bothered listing all of those, because I didn't feel them important enough. But these glitches are still noticable enough to see they aren't featured in the exomized versions.

Those 5 test versions with delays for each of the non-working games: the delays had no effect whatsoever. It could be either BackBit related, or the model of C64 I have, which is a PAL C64C. Or both combined.

From I to K, these uncrunched games haven't worked:
- Impossible Mission (go to any room other than the lift, and things get really properly weird)
- Intensity (freezes on boot)
- International 3D Tennis (heavily corrupted graphics)
- Kikstart II (lower player screen is broken)
- Krakout (freezes when you press fire button in game)
- Kung-Fu Master (this is just a huge mess)
- Kwik Snax (freezes on boot)

All of the above work as exomized, though.
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Post by MagerValp »

This is great, and thank you for including the originals and patching notes.
READY.
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