Classic C64 Software
d64 Disk Images for Commodore 64 Emulators
All Programs Written and Produced by Bill Buckels
In Aztec C for the C64 in the
Windows XP Cross-Development Environment
This web page offers a number of d64 disk images for download which will
run in the WinVice Commodore 64 (C64) emulator and
presumably others that support this format. The programs on these
diskimages were created by Canadian Software Developer Bill Buckels.
They are also available complete with all their bits and pieces and programs and source code and
the Aztec64 C Compiler that
was used to create the programs.
If you already have this compiler installed then you already have these diskimages.
However if you are somewhat saner than I am you may not wish to download
old compilers and create diskimages for the C64... just to run them.
If that is the case I congratulate you on your sanity and I won't even ask
you why a truly sane person would be bothering with old programs in the first place.
That can be a discussion for another day.
No matter what your intentions may be (other than malicious of course) you may
freely download, use, and distribute any of the diskmages available from this
webpage, provided you do not take credit for them, and provided you do not charge
any fee of any kind for them.
If you are interested in diskimages for the C64, you may also be interested in C64 Graphics.
The ClipShop program for Windows XP also
written by Bill Buckels
provides support for conversion from several IBM-PC compatible graphics file formats
to many C64 graphics file formats, and for loading and saving these directly.
ClipShop also has a "Split Commodore Image" feature, provided primarily
for Commodore 128 Emulator Enthusiasts, which creates a file package
including a loader program written in BASIC 7 and the split pieces of the original image.
If you have the c1541 disk image utility that comes with the
VICE emulator installed and on-path, you can run the batch file that
is created with the file package to create a d64 disk image by clicking on the batchfile.
ClipShop does not load these split images. They are created for
Commodore Emulator Enthusiasts as a fun activity to help keep them occupied
with re-living their past, and there is really no purpose in inflicting the rest of us
with yet another C64 Image Format.
Aside from ClipShop, at least one more editor is available in Windows for C64
Images; ConGo (Converter for GoDot), a
graphic viewer and converter for (mainly) Commodore C64 images written by Matthias Matting.
It has some really neat features that to an expert user might make ClipShop's General
Purpose support for C64 Images seem like a "parlour trick". ClipShop is complicated
enough for most folks, but for an expert user who would prefer
more specific control and additional features, give ConGo a try.
Neither ConGo nor ClipShop provide the special purpose features that a programmer
might need to put together a graphics program like some of the programs on this
webpage. The graphics (and sound) utilitities that come with
the Aztec64 C Compiler form
the major part of a C64 C programmer's full editing suite when used in
conjunction with the custom link library that also comes with the compiler.
C64 BASIC 2 and C128 BASIC 7 programmers can use some
of these tools as well, but programming bitmapped
graphics (and sound) in Commodore BASIC 2 is a chore when compared to writing
the equivalent C64 programs in C using the AztecC64 compiler under Windows XP, or
writing the equivalent C128 programs in BASIC 7.
If you don't understand most of this talk about C64 graphics and you want to learn more,
review the Wikipedia
Article BSAVE
(graphics image format) by Bill Buckels as a starting point.
"What Time Is It?" was (and is) an Apple II program written by Canadian
Software Developer Bill Buckels and was once distributed in the early 1990's
by a publisher called Class Software in Winnipeg, Canada in both an English
and a French Version. Class Software is now gone.
"What Time Is It?" was intended for use as "CourseWare" in Canadian Classrooms
for teaching Elementary School children how to "tell time" using various
analog and digital clock representations.
The French Version of "What Time Is It?" was (and is) called
"Quelle heure est-il?".
Both English and French Versions for the Apple IIe are available for free
download as Apple IIe emulator diskimages at:
"What Time Is It?" was originally developed for use on the IBM-PC by French
Canadian "CourseWare" developers Denis Coulombe and Robert Boivin on behalf of
Centre de recherche appliquée pour l'ordinateur (CRAPO) in 1989 and marketed
to schools across Canada as part of a six program set called "Collection Les
Petites espadrilles".
The Apple II version was written by Canadian Software Developer Bill Buckels on
the IBM-PC in the C programing language using the Manx Aztec C 6502
Cross-Compiler for Apple IIe ProDOS 8. It was completed in mid-1991.
In mid-2007 Bill Buckels resurrected the Apple IIe versions of his programs
from "Collection Les Petites espadrilles". and released them as Apple II
Emulator DiskImages, rebranding them "The Little Running Steps Collection".
In early 2008 as part of his efforts to produce a Windows XP based C programming
language environment for the Commodore 64 (C64), complete with sample programs, the
developer of the Apple II version of "What Time Is It?", Bill Buckels, decided
that he would create an English-only version for the C64 as a demonstration
program in the C programming language using an obsolete C64 compiler program
called "Aztec C".
The C64 Version runs at the same speed as the Apple IIe version in
less memory, with equal or better graphics, and better sound.
It runs nicely in the WinVICE C64 Emulator in Windows XP (it has never been
tried on a real C64), and is as complete in every way as the other versions,
accounting for differences between the C64, the Apple IIe, and the IBM-PC.
"What Time Is It?" requires a Commodore with 64K of memory and a floppy
disk. It runs under the BASIC 2 Operating System.
It can also be run from a disk image file in an C64 emulator. It has been
tested in Windows XP using WinVICE, and probably works in others using the
d64 diskimage format.
Starting "What Time Is It?"
Put the "What Time Is It?" disk in the floppy drive and start the computer.
Type "LOAD "*",8" and press [Return]. After the program loads, type "RUN" and
press [Return] and wait until the Main Menu Screen appears.
If you are running "What Time Is It?" in an emulator, follow the same basic
steps. In WinVICE just click-on the diskimage if you have file associations
set, or select it from within WinVICE and autostart, or from within your cmd
window if you have file associations set, type time.d64 and press enter and it
will autostart. If you are running in the WinVICE emulator in WarpMode the Sound
will not work since it is time based; use WarpMode only to switch between screens
if you use it all.
The Arrow Keys are used to navigate the menus and to select choices during
activities (Game Play).
The [RETURN] Key or the Space Bar can be interchangeably used to enter
selections.
The X Key is used to return to the Main Menu and to Exit the program.
The Sound Toggle Key - S toggles the sound on or off at the Main Menu
or during any of the activities.
The 3 Key - Pressing the number 3 at the Main Menu will use 3 digital clocks
for the first 10 screens of multiple choice answers during activities (Game
Play). This is "level 1". After the first 10 screens, 5 digital clocks will be
used. This is "level 2".
The 5 Key - Pressing the number 5 at the Main Menu will use 5 digital clocks
for 20 screens of multiple choice answers during activities (Game Play). This
effectively skips "level 1" and goes directly to "level 2".
Note: Each time the Main Menu is displayed the default of 3 digital clocks is
reset. There should be no need to press the 3 key unless the 5 key has been
pressed and needs to be reset back to 3 digital clocks before starting a new
activity (Game).
The AlphaNumeric Keyboard keys are used where required to enter information
during activities (Game Play) in all programs in the "Collection Les Petites
espadrilles" including "What Time Is It?".
"What Time Is It?" has 3 Learning Activities (Games) which can be selected
from the Main Menu by moving the Snail Cursor with the Arrow Keys to the
desired activity then started by pressing the [RETURN] Key.
Each Learning activity is a Game based on a different type of analog clock
formatted as a series of 20 screens presenting the time on the analog clock as
a question and 3 or 5 multiple choice answers in digital clock format.
For the first 10 screens 3 digital clocks are displayed. This is "level 1".
For the following 10 screens 5 digital clocks are displayed. This is "level
2".
The student selects the answer for each screen, and when 10 screens are
complete, the Student is presented with a musical reward. After the reward for
completing 20 screens, the student is returned to the Main Menu.
Activities followed by musical rewards is the basic format of all the programs
in the "Collection Les Petites espadrilles".
The fourth Main Menu choice exits the Main Menu and ends the program
and returns to BASIC. It is the equivalent of pressing the X Key.
Sound can be toggled on or off at the Main Menu or during any of the
activities by pressing S.
The 12-hour clock is a convention of time keeping in which the day runs from
midnight to noon, then from noon to midnight, and is divided into 2 periods
of 12 hours, numbered from 0 to 12.
The 12-hour clock is only dominant in a handful of countries, particularly the
United States and Canada (except Quebec). The 24-hour clock is the most
commonly used time notation in the world today.
Game Play
This activity teaches hours in the 12-hour clock time format. For each screen,
a random time is displayed on the 12-hour analog clock.
To the right of the analog clock is a multiple choice menu of different times
in digital clock format, with only one that matches the time that is displayed
on the analog clock.
For each screen, when the Snail Cursor is to moved to the digital clock that
matches the analog clock, and the [RETURN] Key is pressed, a section of the
Drain Pipe on the left of the screen will fill with water. For every 10
screens the water will empty from the drain pipe, and give the Snail a "bath".
The 24-hour clock is a convention of time keeping in which the day runs from
midnight to midnight and is divided into 24 hours, numbered from 0 to 23. This
system is the most commonly used time notation in the world today. The 12-hour
clock is only dominant in a handful of countries, particularly the United
States and Canada (except Quebec).
24-hour notation is in the US and Canada also referred to as military time or
astronomical time, and in Australia as army time. In some parts of the world,
it is called railway time. It is also the international standard notation of
time (ISO 8601).
Game Play
This activity teaches hours only in the 24-hour clock time format. For each
screen, a random time is displayed on the 24-hour analog clock. The analog
clock is in the form of a "cuckoo clock". To the right of the analog clock is
a multiple choice menu of different times in digital clock format, with only
one that matches the time that is displayed on the analog clock.
For each screen, when the Snail Cursor is to moved to the digital clock that
matches the analog clock, and the [RETURN] Key is pressed, a section of the
Hour Glass on the left of the screen will fill with sand.
After the first 10 screens ("level 1") the hourglass will be half-filled with
sand and the cuckoo will come out of the clock and "sing".
After the next 10 screens ("level 2") the hourglass will be completely filled
with sand and the cuckoo will come out of the clock and "sing", then the
student will be returned to the Main Menu.
To make the activity more challenging in "level 2", the higher-order numbers
on the clock face will disappear every time the time changes. If the wrong
answer is pressed however, they re-appear until the time changes again.
Activity 3: 12 Hour Analog Clock - Hours and Minutes
Background
The other two activities in "What Time Is It?" present time in an "Hours Only"
format. Adding a second objective of minutes introduces an additional base of
60 to the base 12 and base 24 arithmetic that the student must perform in
order to tell time in hours.
The approach that "What Time Is It?" uses is to break the minutes into 5
minute intervals which allows the student to count by 5's and 10's to gain a
relative framework for the base 60 arithmetic that minutes and seconds
require.
Game Play
This activity teaches hours and minutes in 5 minute intervals. For each
screen, a random time is displayed on the analog clock.
To the right of the analog clock is a multiple choice menu of different times
in digital clock format, with only one that matches the time that is displayed
on the analog clock.
For each screen, when the Snail Cursor is to moved to the digital clock that
matches the analog clock, and the [RETURN] Key is pressed, a light bulb on
the left of the screen will be "turned-off". There are 10 light bulbs.
After the first 10 screens ("level 1") all the light bulbs will be turned-off
and the Snail will take a "bite" out of the apple on the lower left of the
screen, and an angry worm will appear from the apple, music will play, and all
the light bulbs will re-appear.
After the next 10 screens ("level 2") all the light bulbs will be turned-off
again and the Snail will take another "bite" out of the apple on the lower
left of the screen, then the student will be returned to the Main Menu.
This zip file consists of Commodore 64 d64 disk image files of Graphics
Programs that I have written in Aztec C. They can be run in the VICE
emulator. They are also distributed with the Aztec64 Windows XP C64
compiler environment complete with source code and graphics and sound
library routines available from my website at:
If you already have this compiler you likely already have these.
While being less than spectacular by today's standards, they demonstrate
what a programmer can write for the Commodore 64 from the comfort of the
C programming languages in Windows XP or MS-DOS without needing to
resort to messy programs written in Commodore BASIC or machine language.
CBINLODE - bitmapped graphics file loader
This is a bitmapped graphics viewer program for C64 HIRES and MultiColor
BSaved screens. These screens can be created on the C64 if you are so
inclined to write a program to do so, or from both IBM-PC and C64 Image
Sources by using my ClipShop program for Windows XP available from my
website at:
The programming tools that I distribute with Aztec64 will also create these
(and other C64 graphics) from IBM-PC graphics. This program also handles
HIRES Doodle Draw and HIRES Art Studio and MultiColor Koala Painter Screen
Images that can also be created in ClipShop as well as by a variety of other
sources.
VECTOR - vector graphics demo
This program demonstrates the basic functionality of my Aztec C graphics
routines that are not related to bitmapped graphics. It draws lines, boxes,
and circles in both HIRES and MultiColor modes and is generally a vector
drawing demo using graphics primitives routines that are included in my
B64NAT.LIB Aztec C link library for the C64.
SPRITES - Aztec C rewrite of the 3 "Hot Air" Sprite Demos
These are the three hot air baloon examples from the C64 manual rewritten
in Aztec C. They are reasonably faithful as rewrites go although they
really don't do much except move a sprite around the screen when you
press the keyboard.
Sprites are fast and a neat feature of the C64 but really too small for the
type of animations that I like to do. If you want to write a game of some
kind using sprites, the source code for these demos would probably give you
a starting point.
This zip file consists of Commodore 64 d64 disk image files of SID
Chip Music Programs that I have written in Aztec C. They can be run
in the VICE emulator. They are also distributed with the Aztec64
Windows XP C64 compiler environment complete with source code
and graphics and sound library routines available from my website at:
If you already have this compiler you likely already have these.
While being less than spectacular by today's standards, they demonstrate
what a programmer can write for the Commodore 64 from the comfort of the
C programming languages in Windows XP or MS-DOS without needing to
resort to messy programs written in Commodore BASIC or machine language.
SONGSTER - song playback - simplified user interface
Simple stand-alone simple text interface with 10 built-in bit-music
SID songs with midi-sequencor style controls and voice change etc.
SONGDIR - song playback - advanced user interface
Full featured text interface with a diskimage filled with
bit-music SID songs, and with the same midi-sequencor style
controls and voice change etc. but slicked-up quite a bit compared
to SONSTER which is fun too.
PIANO - Aztec C rewrite of the SID Pianokey program
This keyboard piano is an introduction to the SID chip and music
on the C64.
There is much fancy-stuff going-on here behind the scenes although it is
only a simple text screen interface. If you are a programmer, reviewing
all of this (especially the source code) is a must-do. The pianokey
programs was originally presented as a sample in the C64 manual.