The entire game runs off the CPU. However, the music routine generally runs once per frame due to the interrupt functionality. The SID is technically affected, but only in the sense that the code now runs fast enough to shorten the delay between individual register writes during each call to the music player to the point where it's most likely hitting SID regs on every 1MHz cycle.
Too bad the motions of the game weren't based on the time clock rather than CPU clock cycles. If it was then it would have nice smooth motion at a normal pace rather than running like a VCR on fast forward. I have to wonder if SubLOGIC's Flight Simulator II also speeds up ridiculously fast on the SuperCPU or if it achieves full motion video speed with a realistic sense of time.
Only way you'll stand even a small chance at that rate, is to use AUTOFIRE on the joystick (maybe even fiddle with the autofire circuit to up the hit rate?)
@Pommes1983 it was a great chip too bad they never developed it further ..6502 chips were faster than Intel chips they could execute instructions faster with less clock cycles than Intel x86 chips..faster speed and made into a 32 or 64 bit chip etc woulda been awesome
@redrumloa Probably because the music runs off the vertical interrupt, while the main game logic just runs continuously except for when the music interrupts it.
This is because the CPU is affected by the extra speed. The CPU controls how fast the guy moves and how fast the sprites sequence. The SID is unaffected by the extra clock speed because it isn't relying on CPU calls to make the sound. So the SID is running at normal speed as is the VIC, but the CPU is running turbo if that makes any sense.
@mirabilis It's likely because the music is timing based whereas the game is cycle based. In other words, Kareteka was programed to work with the C64's 1MHz CPU as apposed to the 20MHz of the SuperCPU.
Actually most old games don't work in turbo mode, this is the rare one that does but is unplayable. Luckily the SuperCPU has a switch to enable/disable turbo mode on the fly.
The entire game runs off the CPU. However, the music routine generally runs once per frame due to the interrupt functionality. The SID is technically affected, but only in the sense that the code now runs fast enough to shorten the delay between individual register writes during each call to the music player to the point where it's most likely hitting SID regs on every 1MHz cycle.
localhbci 1 month ago
and to think... people are paying over $400 for super cpu's right now on ebay....
greenganja 4 months ago
Don't you think that's a bit TOO FAST?!
HoneycombAgent 4 months ago
retrodundant
jjovereats 7 months ago
Too bad the motions of the game weren't based on the time clock rather than CPU clock cycles. If it was then it would have nice smooth motion at a normal pace rather than running like a VCR on fast forward. I have to wonder if SubLOGIC's Flight Simulator II also speeds up ridiculously fast on the SuperCPU or if it achieves full motion video speed with a realistic sense of time.
00Skyfox 9 months ago
Why I think this is the as prince of percia?
ElectronicsPubVideos 1 year ago
wouldn't freescape and vector 3d be better suited it would just increase the frame rate rather than make sprites impossibly fast?
mercenary elite starglider gyron sentinel revs?
cholo tau ceti
rogerjowett 1 year ago
So that's the nightmare difficulty level!
makipri 1 year ago
Hahah! Looks like a girly slap fight.
seph200x 1 year ago
te cagaron a piñas flaco
sergito1983 1 year ago
D*mn that *IS* fast! Karateka-3D anyone? :-D
Only way you'll stand even a small chance at that rate, is to use AUTOFIRE on the joystick (maybe even fiddle with the autofire circuit to up the hit rate?)
dosgamer74 2 years ago
Did I get it right now? This machine owns 16 MB(!) of RAM??? The game would really be too fast for me
SlightlyDeath 2 years ago
16 MB of RAM and 20MHz!!!
Pommes1983 2 years ago
@Pommes1983 20mhz like 6502 20mhz not z80 20mhz which is at least one quarter of teh equivalent 6502 speed?
rogerjowett 1 year ago
@rogerjowett no, a 16 bit 6502 (68156) much faster than 6502 (which is 8 bit)
So it is a lot faster than a Z80 on 20MHz.
Pommes1983 1 year ago
@Pommes1983 it isn't a 65156 ir is a WDC W65C816
xadam2dudex 1 year ago
@xadam2dudex That is correct. Sorry
Pommes1983 1 year ago
@Pommes1983 it was a great chip too bad they never developed it further ..6502 chips were faster than Intel chips they could execute instructions faster with less clock cycles than Intel x86 chips..faster speed and made into a 32 or 64 bit chip etc woulda been awesome
xadam2dudex 1 year ago
@xadam2dudex That is why PPC came out.. And nowadays the modern processors are faster..
Pommes1983 1 year ago
god whoever is playing this sucks!!!
sw1tched 2 years ago
Hey, *YOU* try playing at 20x normal speed! ;-)
redrumloa 2 years ago 5
L-O-L
I always wanted to see Karateka with a bit more fluid sprites for the C-64, but damn!
AFTrash 2 years ago
Bitchslaps :-)
shreddingjoris 2 years ago
how come the music isn't affected? :)
mirabilis 2 years ago
Something in the way it was coded, I suppose. You would have to ask the original programmers!
redrumloa 2 years ago
@redrumloa Probably because the music runs off the vertical interrupt, while the main game logic just runs continuously except for when the music interrupts it.
localhbci 1 year ago
@localhbci and the music runs in another chip (SID) that is not overclocked with SuperCPU
nicolunacba 1 year ago
@mirabilis
This is because the CPU is affected by the extra speed. The CPU controls how fast the guy moves and how fast the sprites sequence. The SID is unaffected by the extra clock speed because it isn't relying on CPU calls to make the sound. So the SID is running at normal speed as is the VIC, but the CPU is running turbo if that makes any sense.
FedorovAvtomat 1 year ago
@FedorovAvtomat yes, the SID registers are normally updated during vertical blanking, right? That's 50 times a second.
mirabilis 1 year ago
@mirabilis It's likely because the music is timing based whereas the game is cycle based. In other words, Kareteka was programed to work with the C64's 1MHz CPU as apposed to the 20MHz of the SuperCPU.
ShaneTheRaccoonDog 10 months ago
bastard i want the super cpu and ramlink, how rare are they?
ericaesop 3 years ago
Watching this video demonstrates why I wouldn't want a Super CPU (65000 instead of 6502). I want to be able to play games at a normal speed.
Also I had the double speed version of the 6502 (on a 128), and it really wasn't much use.
harleykman 2 years ago
Actually most old games don't work in turbo mode, this is the rare one that does but is unplayable. Luckily the SuperCPU has a switch to enable/disable turbo mode on the fly.
redrumloa 2 years ago
Could be worth the value of today's game or more to collectors :)
Realmasterorder 3 years ago
i have the original floppy disk (5.25) for the C64 in mint condition. does anybody know how much its worth?
AFNYOAQIS 3 years ago
not much, $20-$30 at the most. the aren't a very rare item so they aren't worth much. most common price on ebay is $10
racindeere65 2 years ago
great game on the c64 but ran too slow and was way too hard. At least the first problem is solved here.
kolobas2 3 years ago
the game I like was Fist Karate III for Commodore 64
xxbox619 3 years ago
ROFL! This is great! You finally beat the first guy - now only like 50 more!
gapenisbruzas 3 years ago 2