PC Engine core

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Re: PC Engine core

Postby Sorgelig » Wed Aug 29, 2018 8:21 pm

i've release the binaries.
Thanks for contributions!

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Re: PC Engine core

Postby GreyRogue » Thu Aug 30, 2018 3:48 am

Newsdee wrote: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...)

SF2 memory mapper pull request created. Pretty straight forward.

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Re: PC Engine core

Postby Sorgelig » Thu Aug 30, 2018 9:14 am

wow! that was quick!

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Re: PC Engine core

Postby Newsdee » Thu Aug 30, 2018 9:52 am

Amazing!

Does this info help with adding support for 6 button pads? ("Avenue6")
https://gamesx.com/controldata/turbocont.htm

I am still trying to find details on Multitap schematics (for 2+ players)

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Re: PC Engine core

Postby Newsdee » Thu Aug 30, 2018 10:16 am

For the SF2 hardcore fans, here is a super detailed comparison of the three versions across PCE, Genesis amd SNES:
https://www.superpcenginegrafx.net/sfii ... _main.html

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Re: PC Engine core

Postby Sorgelig » Thu Aug 30, 2018 10:36 am

Newsdee wrote:Amazing!

Does this info help with adding support for 6 button pads? ("Avenue6")
https://gamesx.com/controldata/turbocont.htm

I am still trying to find details on Multitap schematics (for 2+ players)

Multitap(Turbotap) is already supported by this core.

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Re: PC Engine core

Postby Sorgelig » Thu Aug 30, 2018 11:30 am

GreyRogue wrote:SF2 memory mapper pull request created. Pretty straight forward.

Does SF2 1MB version use the same mapper or just direct map to 1MB of CPU address?
It's displayed as halfway shifted to the right.

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Re: PC Engine core

Postby Sorgelig » Thu Aug 30, 2018 12:05 pm

There is another 1M ROM: Bomberman '94
It looks like working, but at first level when starship's head exploded and some creature trying to get out, the game freezes with garbage on screen. Is it mapping problem or something else? Is 1MB ROM should be mapped directly without shuffling the addresses and without banks?

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Re: PC Engine core

Postby Sorgelig » Thu Aug 30, 2018 12:19 pm

The Street fighter with 1MB ROM is actually Strip Fighter, lol :) My eyes getting old :)

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Re: PC Engine core

Postby mattsoft » Thu Aug 30, 2018 11:17 pm

This is a pretty tremendous update -- so many games are now working. Thanks GreyRogue and Sorgelig!!!

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Re: PC Engine core

Postby GreyRogue » Thu Aug 30, 2018 11:45 pm

Sorgelig wrote:Does SF2 1MB version use the same mapper or just direct map to 1MB of CPU address?
It's displayed as halfway shifted to the right.

Sorgelig wrote:There is another 1M ROM: Bomberman '94
It looks like working, but at first level when starship's head exploded and some creature trying to get out, the game freezes with garbage on screen. Is it mapping problem or something else? Is 1MB ROM should be mapped directly without shuffling the addresses and without banks?

I don't know enough about the system to say, but I'd be surprised if either of these are mapper issues. I assume 1MB should just map directly.

I just created a pull request for interrupt mask reading. It fixes the sound in Air Zonk. It's still broken while playing, though. You can actually play the game if you stay on the bottom half of the screen. If you go a couple of pixels higher than where you start it will crash.

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Re: PC Engine core

Postby hyperterminal » Fri Aug 31, 2018 6:00 am

Thank you GreyRogue for your work on the PC Engine core. This is very much appreciated.

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Re: PC Engine core

Postby GreyRogue » Sat Sep 01, 2018 2:51 am

VDC interrupt timing changes.
Fixes Air Zonk crashes.

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Re: PC Engine core

Postby Sorgelig » Sat Sep 01, 2018 4:31 am

GreyRogue wrote:VDC interrupt timing changes.
Fixes Air Zonk crashes.

PCE getting better and better! Zonk works fine.
I've discovered it has a lot of shmups games. I'm a big fan of them. So PCE is paradise for shmups fans :)

Many games have vertical line at the right edge. Is it shifting problem or blanking is too late?

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Re: PC Engine core

Postby hyperterminal » Sat Sep 01, 2018 6:59 am

GreyRogue, do you know why the game Ninja Warriors doesn't start? Is it a mapping problem?

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Re: PC Engine core

Postby Newsdee » Tue Sep 04, 2018 6:03 am

Anybody would like to help with the compatibility spreadsheet? I can give you write access.

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Re: PC Engine core

Postby GreyRogue » Wed Sep 05, 2018 3:03 am

Sorgelig wrote:
GreyRogue wrote:VDC interrupt timing changes.
Fixes Air Zonk crashes.

PCE getting better and better! Zonk works fine.
I've discovered it has a lot of shmups games. I'm a big fan of them. So PCE is paradise for shmups fans :)

Many games have vertical line at the right edge. Is it shifting problem or blanking is too late?

It's a shifting problem. I've just issued a pull request that fixes it and a couple other graphical glitches caused by indexing errors.
Fixes at least two separate glitches that show up in Bomberman 94 and a different glitch in Neutopia.

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Re: PC Engine core

Postby GreyRogue » Wed Sep 05, 2018 6:12 am

hyperterminal wrote:GreyRogue, do you know why the game Ninja Warriors doesn't start? Is it a mapping problem?

It's not a mapping problem. It requires VRAM DMAs which somehow is missing a step in the state machine code. It's fixed now in the pull request.

EDIT: Looks like Bomberman 94 crashing at the end of the first level was the same issue. It works now as well.

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Re: PC Engine core

Postby albconde » Wed Sep 05, 2018 7:52 pm

I've tried with the quartus lite the last change, and there are more games that work, like Batman, Ninja Gaiden, Volflied and Soldier Blade.
Time for a new rbf?

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Re: PC Engine core

Postby GreyRogue » Thu Sep 06, 2018 1:22 am

albconde wrote:I've tried with the quartus lite the last change, and there are more games that work, like Batman, Ninja Gaiden, Volflied and Soldier Blade.
Time for a new rbf?

The DMA fix is really strange. There is a bunch of code in there that works great, it just was missing one line of code to transition states. It seems like it must have been working at one point and then the one line was accidentally deleted. It does seem like the change does fix several games that were crashing.

I just created a new pull request. I redid the last vertical column fix to not move the display over one pixel, so the image is now centered again.

I also added support for 6 button gamepads (or do run and select make 8?). There's a setting in the OSD to set choose which controller type to use.

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Re: PC Engine core

Postby Sorgelig » Thu Sep 06, 2018 1:53 am

all buttons are count. So, it's 8 buttons.
Is there incompatibility to have lower count buttons?

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Re: PC Engine core

Postby GreyRogue » Thu Sep 06, 2018 1:59 am

Sorgelig wrote:all buttons are count. So, it's 8 buttons.
Is there incompatibility to have lower count buttons?

Many games don't know how to handle 8 button controllers and will not work correctly with them. That's why I added the setting for 2/6 (or 4/8, I suppose).

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Re: PC Engine core

Postby Sorgelig » Thu Sep 06, 2018 2:10 am

ok. I see.
So, it's time for new release i suppose?

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Re: PC Engine core

Postby GreyRogue » Thu Sep 06, 2018 2:37 am

Sorgelig wrote:ok. I see.
So, it's time for new release i suppose?

I'm testing one more fix, if you want to give me an hour.

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Re: PC Engine core

Postby Sorgelig » Thu Sep 06, 2018 2:38 am

No problem. Will wait as much as you need.


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