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frank70

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Everything posted by frank70

  1. I tried to DM you with this, but the board says you cannot receive messages, so I'll post it here hopefully not annoying anyone who doesn't give a hoot about Flight Simulator II: Attached are two PDF files of the manual. They are identical except for the cover page. One has the black-and-white cover page shown above, while the second has a bastardized color cover page from the equivalent Atari manual (from the Internet Archive) with the "AT" changed to "CM" at the top. Please use whichever one you want. Because my paper manual was missing 4 pages, I reconstructed pages 20/21 and 30/31 which results in the following minor anomalies. 1. On page 21 the second word of the first paragraph is "Atari" when it should be "C64". Had to clip this page from the Atari manual, but other than that one word, pages 20/21 are identical to the C64 manual. 2. On page 30/31 the page numbers are missing, and the figure numbers ("Figure 7" and "Figure 7 (Continued)") are missing from the bottom of each page - but it is the correct keymap for the C64. FS2-Manual-C64-Final-4.pdfFS2-Manual-C64-Final-4a.pdf
  2. Hi Zom, Today I actually did run across a case where it is required to hold down CTRL and hit another key repeatedly (and quite quickly) as a keyboard control. That is in Flight Simulator II by Sublogic. This is remarkably sophisticated though the C64 graphics just can't do it justice. Because of the myriad of controls necessary to fly the airplane and adjust the instrumentation, the keyboard needs to be used quite extensively. This is documented here: FS2-ReferenceCard-C64. For example, as you can see on the back side of the card, certain CTRL keys must be bashed repeatedly and very quickly to select which digits of the NAV radio, COM radio, ADF, or TRANSPONDER will be increased/decreased by subsequent presses on the > and < keys (actually the , and . keys as they are used unshifted). For example, holding CTRL and rapidly tapping T 3 times will cause > and < to increase/decrease the 3rd digit of the TRANSPONDER. But when the CTRL key only takes effect on the first key pressed while it is held down, tapping T 3 times selects the 1st digit and then sends the elevators down two increments; likewise, CTRL-NN, instead of selecting the NAV radio's lower digits, selects the high digits and then sends the flaps down one increment. A plane crash typically follows . Also, the manual that you've included is actually the companion flight physics manual, and not the actual FS2 manual. The FS2 manual available via a cursory search of the internet is unfortunately marked up and scanned somewhat crookedly. I have a significantly cleaner copy (but with no fancy color cover, see below) I could scan and send you if you are interested.
  3. You're absolutely correct! Microsoft snuck that in on me. The official key combo for this function according to Microsoft is Windows+Alt+R. Guess some keyboards couldn't handle 3 keys at once, so they added an undocumented shortcut. Anyway, it's fixed in my post above (both the image and the PDF). F4 is back being F4.
  4. C64 Dreams Key Mapping The key mapping in emulation mode (RetroArch) seems to be partially documented here-and-there over the previous 42 pages of this forum. I skimmed the forum and tried to fill in the rest by typing every key combo and seeing what it did. Here is what I got for the unshifted and combo key functions (the functions for C=+key and SHIFT+key are fairly well known, and very hard to draw, so I'll leave them to your imagination) I've attached a PDF here: C64 Dreams Keys.pdf so you can save/print it. The Windows keys just pass thru and perform their usual Windows functions. I'm sure I missed something, so please post if there are any keys that need to be added or corrected.
  5. Minor Bug Report I'm observing a couple things (nothing major) that seem a little off in C64 Dreams - they could be something about my system, or they could affect everybody. So, I'll report them here just in case they are real bugs that can be fixed in the next release or via Hotfix: 1. The Commodore key (left ctrl) and the CTRL key (tab) are not persistent. By that I mean that if I hold one of them down (like the Shift, Combo, or Windows keys which work fine) they only take effect on the first keystroke after one of them is depressed - after that, it's as if they are not depressed. This is in contrast to the C64 where they behave the same way as Shift, having their effect as long as held down. 2. The text adventure game entitled "Zork - The Undiscovered Underground" loads and runs fine but during play certain keys do not work (either do nothing, enter something random, or enter the wrong character); minimally these are the I, J, K, M, N, O, 9, 0 keys though there may be more. These same keys behave properly when playing any of the other "Zork" adventure games.
  6. Very generic joystick with very generic USB adapter didn't work - found a fix. Many thanks to Zombeaver for this fantastic project! I had downloaded it about a week ago and hoped it would work with my old Kraft joystick that I'd used for many years on the C64 back in the day; it is interfaced to Windows via a USB adapter called the Retro Fun made by electronica4u. But though it works fine in VICE and Launchbox, it didn't work in emulation mode . Instead, it gave the following error at the bottom of the screen: 100%: e4you Retro Fun (1155/36869) not configured After about a day's experimentation, looking at other files, and many trial-and-error attempts, I came up with the following solution which I suspect will work (with minor modification) for any generic Atari-style joystick interfaced to Windows via a USB adapter: In the directory "C64 Dreams\C64 Dreams\Retroarch\autoconfig\dinput", I added a file called "Retro Fun.cfg" which is a text file containing these 9 lines: input_driver = "dinput" input_device = "e4you Retro Fun" input_vendor_id = "1155" input_product_id = "36869" input_b_btn = "0" input_up_axis = "-1" input_down_axis = "+1" input_left_axis = "-0" input_right_axis = "+0" The meager documentation here: https://www.retroarch.com/index.php?page=controller-autoconfig doesn't give a lot of clues to the meaning of the first line and the last 5 lines in this file. Why "dinput"? Why in the "dinput" directory and not one of the other ones (which do not work)? Why "0" for input_b_btn (it turns out that the string can be literally anything and it still works)? What is this axis stuff? All pretty confusing, but I'm glad I stumbled upon this solution since I can now actually play the games that require a joystick. Anyway, I hope this info will be of benefit to anyone who wants to use C64 Dreams like it was a real C64 rather than with a buttons-up-the-wazoo modern-day game controller that could have never been interfaced to a C64.
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