PC Engine core

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Newsdee
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PC Engine core

Postby Newsdee » Thu Oct 26, 2017 12:09 am

Sorgelig, thank you very much for porting this core. It's one of my favorite cores for the MiST and the changes to use BRAM fixed a weird palette glitch that I saw with many games (e.g. R-Type). Much appreciated!

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Re: PC Engine core

Postby amadama » Wed Feb 21, 2018 3:05 am

Using core TurboGrafx16_20171025 and Mister_20180115 on DE10-Nano with SDRAM card (no I/O board)
I'm encountering some games that don't work or crash on the TG16/PCE core:

D&D: Order of the Griffon, music plays but only black screen
Air Zonk, no sound and game crashes shortly after start
Battle Royale, just black screen
Bonk's Adventure, corrupt graphics
Cadash, crashes after entering character name
Dungeon Explorer, crashes after game start with multi-colored flashing screen
Raiden, game freezes after 30 seconds of game play
Talespin, freezes right as title is about to start

All games mentioned above are USA roms (same roms work ok on Mednafen emulator)
Can someone else verify these games to see if they have any issues like I describe above?
Thanks!

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Re: PC Engine core

Postby Newsdee » Wed Feb 21, 2018 11:40 pm

I think there is a flag in the OSD menu that you can turn on before loading TG16 games.

Also some larger ROMs like Air Zonk aren't supported.

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Re: PC Engine core

Postby rittwage » Wed May 09, 2018 1:18 am

Also noted many games do not work. Blazing Lazers for one... It just plays the music, there is no graphic output.

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Re: PC Engine core

Postby Newsdee » Sat May 12, 2018 6:09 am

rittwage wrote:Also noted many games do not work. Blazing Lazers for one... It just plays the music, there is no graphic output.

Try loading the Japan or American version, usually one works.

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Re: PC Engine core

Postby rittwage » Sat May 12, 2018 2:05 pm

Newsdee wrote:
rittwage wrote:Also noted many games do not work. Blazing Lazers for one... It just plays the music, there is no graphic output.

Try loading the Japan or American version, usually one works.


Nope, Japanese version is "Gunhed" also with the same problem. ROM is fine, this is some issue with the core..

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F12, then Load (...) not working?

Postby Bernd » Thu Jul 19, 2018 4:46 pm

Hi,

I am new to MISTer and wondering why I can't swap between different romfiles pressing F12 and then selecting 'Load...' for selecting a different ROM using the PC Engine core?
Instead of showing the file selection dialog nothing happens.
Is this only happening on my MISTer? Am I doing something wrong? It only starts a rom when I rename it to boot.rom.
Same happens with the Atari2600 while e. g. C-64 and Amstrad work fine: There I can change between different roms easily.

Do I need to worry or is this happening on your machine as well?

Thanks,
Bernd.

SOLVED:
On these cores you have to press SPACE or joystick button to start select. "Return" does not work. Sorry for bothering.

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Re: PC Engine core

Postby cacophony » Tue Jul 24, 2018 5:27 pm

Has release 20180304 improved the stability/accuracy much? What percentage of roms are fully playable at this point?

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Re: PC Engine core

Postby Slade » Wed Jul 25, 2018 10:06 am

cacophony wrote:Has release 20180304 improved the stability/accuracy much? What percentage of roms are fully playable at this point?


I tested quite a few games and the vast majority run fine.

After Burner II crashes during the intro
Aoi Blink doesn't load (black screen)
Batman doesn't load (black screen)
Benkei Gaiden doesn't load (black screen)
Bomberman 94 has a blue line running down the right of the screen, but otherwise seems ok
Burning Angels has corrupted graphics
Bosou Keiji - Burning cross (black screen)
Cadash (freeze on Taito screen)
Champion Wrestler (black screen)
City Hunter (black screen)

I stopped there... There are enough playable games, but a fair few that still don't load. Feel free to test some yourself.

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Re: PC Engine core

Postby cacophony » Wed Jul 25, 2018 5:51 pm

Slade wrote:
cacophony wrote:Has release 20180304 improved the stability/accuracy much? What percentage of roms are fully playable at this point?


I tested quite a few games and the vast majority run fine.
...
I stopped there... There are enough playable games, but a fair few that still don't load. Feel free to test some yourself.


Thanks for the info. I'd test myself, but I'm trying to decide whether to take the plunge and purchase MiSTer + SDRAM board.

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Re: PC Engine core

Postby cacophony » Fri Jul 27, 2018 7:10 am

Slade wrote:
cacophony wrote:Has release 20180304 improved the stability/accuracy much? What percentage of roms are fully playable at this point?


I tested quite a few games and the vast majority run fine.

After Burner II crashes during the intro
Aoi Blink doesn't load (black screen)
Batman doesn't load (black screen)
...

I stopped there... There are enough playable games, but a fair few that still don't load. Feel free to test some yourself.


It looks like you were going alphabetically, so out of curiosity did Bonk's Adventure and Blazing Lazers work?

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Re: PC Engine core

Postby Slade » Sat Jul 28, 2018 6:38 am

cacophony wrote:
Slade wrote:
cacophony wrote:Has release 20180304 improved the stability/accuracy much? What percentage of roms are fully playable at this point?


I tested quite a few games and the vast majority run fine.

After Burner II crashes during the intro
Aoi Blink doesn't load (black screen)
Batman doesn't load (black screen)
...

I stopped there... There are enough playable games, but a fair few that still don't load. Feel free to test some yourself.


It looks like you were going alphabetically, so out of curiosity did Bonk's Adventure and Blazing Lazers work?


I was going alphabetically. At this point in time, I can't recall those two games, specifically. I did only rudimentary testing on most of the games. I'm not at home at the moment, and won't be until late Sunday evening, but will be able to check either late Sunday or Monday and get back to you. I'm reasonably certain I got the games from the TOSEC archive on the Internet Archive. So if the files are in there, then I may have briefly tested them and they worked.

Remind me to check the games in a day or two and I'll have a second look when I'm back in front of my MiSTER.

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Re: PC Engine core

Postby gnasher666 » Sat Jul 28, 2018 8:49 am

Bonk's Adventure loads but I can only see Bonk, the number of lives and the score. No level graphics are displayed.

Blazing Lazers only plays the audio and no video output.

Hope that helps.

cacophony wrote:
Slade wrote:
cacophony wrote:Has release 20180304 improved the stability/accuracy much? What percentage of roms are fully playable at this point?


I tested quite a few games and the vast majority run fine.

After Burner II crashes during the intro
Aoi Blink doesn't load (black screen)
Batman doesn't load (black screen)
...

I stopped there... There are enough playable games, but a fair few that still don't load. Feel free to test some yourself.


It looks like you were going alphabetically, so out of curiosity did Bonk's Adventure and Blazing Lazers work?

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Re: PC Engine core

Postby Slade » Thu Aug 02, 2018 10:36 am

gnasher666 wrote:Bonk's Adventure loads but I can only see Bonk, the number of lives and the score. No level graphics are displayed.

Blazing Lazers only plays the audio and no video output.

Hope that helps.



Hey, thanks for testing. I didn't have either of those games in my original rom set on the microSD card. I've grabbed several different copies of the games and concur. Neither game works properly and displays as you've described.

Edit: I thought I'd test a few more games:

Coryoon - Child of Dragon - crashes starting a game
Cyber Core - black screen on start up, invalid graphics when starting new games, broken collision detection
Daichi Kun Crisis - black screen on start up, invalid graphics when starting new games
Darius Alpha - black screen
Devil Crash - Black screen
Don Doko Don - black screen
Download - sprites flicker but is playable (just)
Dragon Egg - black screen / frozen audio
Dungeon Explorer - graphical glitches

Ok, that's the D's done of the main rom set I have. There are a lot more playable games than unplayable, that's for sure.

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Re: PC Engine core

Postby Newsdee » Fri Aug 03, 2018 12:27 pm

A long time ago I made this spreadsheet for MiST:
https://docs.google.com/spreadsheets/d/ ... p=drivesdk

If anybody wants to take over send me an edit request and I can add you to it :)

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Re: PC Engine core

Postby GreyRogue » Sun Aug 26, 2018 1:28 pm

I've been working on something else that still needs more work, but I took a break and looked at this.

I've just submitted a small pull request that looks like it fixes 384K games. You can grab it from my fork if you want to test it right now. I also added mirroring for several other sizes, but I don't know that they're actually needed.

Special thanks to alanswx for the I/O board which made this and the other thing I'm working on much less painful.

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Re: PC Engine core

Postby Sorgelig » Sun Aug 26, 2018 2:32 pm

Thanks!
I'm glad to see collaborations.

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Re: PC Engine core

Postby GreyRogue » Mon Aug 27, 2018 5:08 am

While I was messing around with this, I decided to add save support. A pull request has been created.
Neutopia file cabinet support appears to work now.

In case it wasn't clear, the 384K fix above fixes at least Bonk's Adventure, Blazing Lazers and Neutopia.

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Re: PC Engine core

Postby Sorgelig » Mon Aug 27, 2018 5:51 am

Thanks!
I will finish my current task and will back to PCE to test your changes.

Did you use the automount .sav files like it's done for NES?

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Re: PC Engine core

Postby Newsdee » Mon Aug 27, 2018 9:19 am

This is great! So happy to see some love to this great core, thanks a lot!

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Re: PC Engine core

Postby PhantombrainM » Mon Aug 27, 2018 7:28 pm

Blazing Laser's!!! Thank you GreyRogue and Sorgelig!
Two beer or not two beer? - Shakesbeer.

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Re: PC Engine core

Postby GreyRogue » Mon Aug 27, 2018 11:41 pm

Sorgelig wrote:Thanks!
I will finish my current task and will back to PCE to test your changes.

Did you use the automount .sav files like it's done for NES?

Yes. I mostly just copied and pasted from the NES code. I just made a small change to allow formatting of the save file from the OSD. I don't think all games let you format in game, so this seemed like it could be useful. It replaces the formatting I was doing when loading a ROM (not the save; loading the save would overwrite this formatting with whatever the contents of the file were).

Feel free to fix any mistakes I might have made here. I believe saves are 2048 bytes (for the entire console; not per game). They weren't part of the games like NES carts. There were some consoles that had the 2048 bytes built in, and others used 2048 byte memory cards, or at least that's my understanding. I'm not super familiar with the system. If you think it makes more sense to use a single file for all games, feel free to change it.

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Re: PC Engine core

Postby Newsdee » Wed Aug 29, 2018 4:12 am

Saves on PCE are a bit weird. There were 2K (IIRC) of memory on the console, powered by a capacitor. No game had battery backup on the cart, and later games where on CD.

The saves could get deleted if you didn't power on the console for a long time! So devices came out to backup the data to a special SRAM card (with battery backup) that held 8K if I'm not mistaken. The most famous devices were the Tennokoe Bank I and II. 8K is not much though, and you had to get extra SRAM cards if you had a lot of games to backup.

For simplicity I think it would make sense to allocate 2K (separate save file) per game. I don't think anybody would be interested in the "realism" of switching 2K virtual cards for backup. Except maybe to load existing saves from emulators.

(by the way, you can run the Tennokoe cards in the core, but wom't do much except show a menu and maybe show internal memory status)

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Re: PC Engine core

Postby Sorgelig » Wed Aug 29, 2018 9:03 am

Using a single memory card for several games is a bad idea.
Current implementation of .sav per game is much better. We are not limiting by memory carts amount like 30 years ago :)

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Re: PC Engine core

Postby Newsdee » Wed Aug 29, 2018 10:18 am

Indeed. And if anybody wants to spend further time on the core, I'd rather have CD support or SF2' [*] support over complicated save schemes. ;)

[*] The game plays but it needs a custom mapper logic for character graphics, and support two 6 button pads (otherwise you have to press Select to switch from punches to kicks...)


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