News: 11 March 2016 - Forum Rules, Mobile Version
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - tomaitheous

Pages: 1 2 3 4 [5] 6 7 8 9
Personal Projects / Re: Megaman 1 and 2 for PC-Engine upgrade/hack
« on: October 23, 2012, 12:38:54 am »
Megaman 2 is up and running (and beatable).

No front page news about this? Sad.....

Personal Projects / Re: Megaman 1 for PC-Engine upgrade/hack
« on: March 09, 2012, 04:25:31 pm »
I was getting a little dismayed by the lack of doc/info on the game. I mean, the partial disassembly doc is great (and that other one too that gives offsets to specific data) - but they're not complete. I had found the routine that takes the map meta-tile and gets the real tiles from - but not the upper level format. Thanks to Rock and Roll Megaman editor by Dan, I was able to binary compare mods and fill in the missing gaps of info I needed. So I think I have everything I need to hack the tilemap format to extend the total tiles from 256 (8x8) to 768. I should be able to run a hook that'll access alternate room format data to add extended attribute functions (upper tiles, higher number BG subpalette, etc) as it decodes. Hmm.. gonna see if I can get rid of the NES attribute block with something cleaner. Just gotta figure out how I'm gonna break it...


 Ok, I think I got this figured out. The tilemap routine writes a packet of data to a buffer. The buffer contains X number of packets to update vram with during vblank. Format: ppu address, tilemap data (16bytes), ppu attribute address, attribute byte. The hook reads an alt room data that shadows the current selected room, and if the alt room data points to extended tiles and/or attribute data - it alters the ppu *addresses* in the packet. I will use invalid ppu address that the backend emulation code would read and alter the tilemap and attribute data on the fly as it converts it to native PCE tilemap data. So for example: address $279f would become $479f or 679f etc.

Personal Projects / Re: Megaman 1 for PC-Engine upgrade/hack
« on: March 07, 2012, 09:59:58 am »
Neither : When I click on the exe, nothing happens. I think I've also tried to do it from the command line and nothing happened either. I haven't tried this for a while and I don't think I've tried to attach file extensions, so I should maybe try again.

 Ahh, yeah. Running without any parameters on the command line (or having windows run it with file associated with it), it'll do nothing, Like someone else mentioned, there is a GUI frontend program for it, but to be honest it's pretty minimal and once you setup the file extension to be associated with the mednafen executable - it's not even needed. So yeah; just right click the PCE file and clock 'open with', then select browse and find the mednafen.exe file. If you never associated a project for the file type windows, then 'open with' won't show up as an option. In that case, just double click the file and choose 'select from program list', then proceed to browse for file the mednafen.exe and choose it.

 Most stuff can be setup in the .CFG, but gamepad setup can be done in the emulator itself once it's running a rom. Just press F1 for directions once it's up and running. Alt+d gets you into the debugger and alt+1, 2,3, or 4 switches the viewable window/overlay (there's a document explaining all the debugger options and such).

Personal Projects / Re: Megaman 1 for PC-Engine upgrade/hack
« on: March 06, 2012, 11:46:06 pm »
Medfaden is probably the best PCE Emulator, it's just that for some unknown reason it completely refuses to run on my PC, not even an error message or anything, it just does nothing when I try to launch it.

 For hucard roms or for CD ISO games? For roms, I just associate the file extension in windows to the exe file. Cutting out the need for command line options. Of course I have everything setup in the CFG file for filtering and scanlines too.
For CD games, you need to setup the command line just once, or at least manually edit the CFG once - for the BIOS rom to run them. Then, do like with PCE files and just associate CUE files with the mednafen.exe file in windows. Instant launch when you double click the CUE file. If the emulator itself has a problem trying to load/run a game, it outputs a std.txt or err.txt or some file like that. And it's usually placed in the directory of the file you're trying to run (assuming you've setup the EXE as an association file type for the rom).

 Yeah, that emulator Bizhawk looks like it's for TAS type stuff - not a debugger. I recognize one authors on the project too, that hangs out in the mednafen channel.

 A little demo of the sprite work:

 I originally was hacking the meta tile related stuff for the sprites, but I've decided that I'm just gonna put a hook in there instead and read from my own tables - to write to $200 for sprite DMA (NES side).

Personal Projects / Re: Megaman 1 for PC-Engine upgrade/hack
« on: March 06, 2012, 11:07:26 am »
The project sounds cool, but I don't have a PCE and I don't even know anything about the hardware so I'm afraid I can't be of much help.
Is there any good PCE debuggers (I means emulators with advanced debug options) around ? I remember that the set of PCE emulators was extremely limited, none of them ran really well on my computer and this made me loss the interest in this platform.

 The current WIP of mednafen is the only real debugger for the PCE. It takes a little bit to get used to the single window overlay (you have to switch through windows/overlay) as opposed to multiple window layout, but it's a pretty powerful debugger once you get past that. That, and mednafen is the most accurate emulator so far for PCE/TG16. I'm dev'ing for the real console, so that means a lot to me. I don't know what the requirements are for it, but I'm sure it's higher than some of the other PCE emulators like Magic Engine or such.

 As far as a PCE, the CD base systems is where the worth of the system as... and unfortunately it gets expensive for CD setups. If you interested, I have a spare TG16. The HuC6280 is just a modified R65C02S, so you'd feel right at home with having 6502 experience. The single BG layer makes for some nice challenges IMO, similar to the NES.

Yeah, the original hucards used gloptop roms:

 But I was looking into using tsop flash rom. From what I've seen for measurements of TSOP 28F series, they're supposedly 1mm in height. That's 0.040 inches. And from what I measure, it looks like I have 0.050 room. If I need more room than that (thinner bottom), I'll have to go the Arcade Card (hucard) route/method and just have a complete whole through the plastic but with a thin metal cap to cover it up on the bottom. Like so:

Except I wouldn't need such a long PCB.

Personal Projects / Megaman 1 and 2 for PC-Engine upgrade/hack
« on: March 05, 2012, 04:34:49 pm »
I'm creating a project thread just for this game. Instead of the other thread that's about all NES conversions.

 Anyway, this thread is about upgrading Megaman 1 for the PCE with new sprites and tile abilities, adpcm sound FX (and psg as well), and CDDA or new PCEPSG sound track. Basically a hack for the hack ;)

 Please note, I'm looking for people that have experience with hacking Megaman on the NES. Low level hacking experience (changing code and such). I've seen some impressive hack work done out there for MM1 and I'd like to add some features to MM1 as well. Two completely new bosses would be nice (maybe like the Powered Up ones, I dunno). If you're interested, then lets talk. Or if you know someone with the skills, send them over here or to my blog (here would probably be better). You/they/him/her don't need to have PCE knowledge or experience. I'll handle that side of things. For them, it would be no different than hacking the original NES rom.

I don't need pixel artists just yet, I'll use place holder graphics to test out the upgraded functions meantime. I'll put out a want ad for that once I'm ready for that. I'm also gonna modify an existing sound engine for the PCE and use it for PCEPSG. So I'll be looking for some chiptune talent to make PCEPSG music remixes. Yeah, CDDA (red book) will be an option - but I happen to like the PCE sound chip and would to do something with it for this game.

 The game's primary platform is SuperCD. I do plan to make a hucard version (though it'll lack ADPCM and red book upgrades) for the mere fact that I'm going to be making some of my own hucards by hand/DIY project. I've love to have a hucard of the upgraded game for myself.

 The actual WIP stuff so far:

 - New title intro sequence (animation and such)
 - Easy mode for wusses ;)
 - save feature
 - 16 color sprites and tile
 - 16x16,32x16,32x32 sprite cell sizes
 - extended palette num to 8 for sprites
 - ADPCM sound fx
 - red book audio

It might be hard to notice at first, but the debugger pic there is showing off the 16x16,32x16, 32x32 sprite hacking that I've already started doing (old pic yeah, I'm too lazy to post something more recent).
I hacked the meta sprite table to just reference a single 32x32 sprite frame in memory. It means the sprite work is no longer limited to 8x8 cells of the original meta table.

 Edit: blog @

Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: February 11, 2012, 06:51:31 pm »
You're gonna call it TurboGrafx instead of PC Engine, right? That's what Nintendo did on the VC. BTW, the Japanese VC release has the original intro.

 Just a bit of info. TTi switched the name form TurboGrafx-16 to Turbo Duo for Super CD games (when the Super CD card and Duo system came out in the US). TG16CD or TGCD are usually terms for CDROM (2.0) games. They were trying to rebrand the name of the system and new softs.

Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 26, 2012, 12:58:22 pm »
Hmm. I thought I'd left off ending punctuation for the other ferryman and was doing the same for consistency, but that appears to be incorrect. I'll add it in (there's room for it).

 But the center alignment just seems strange to me for some standard dialogue. Other games don't do normal in game text boxes with center alignment (that I'm aware of off hand, though I'm sure there are exceptions. And probably good reasons for the exceptions). At least, for direct dialogue. And especially for only two lines of text. If there were no ending punctuation, I guess then center alignment would look a little more appropriate.

 I ripped the SJIS directly from the ISO for the end credits:

堀川 仁
鉄炮塚 葉子
本田 あつ子
村田 博美
安田 亜紀江
石丸 博也
( )

Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 25, 2012, 11:21:48 pm »

It has to do with how the game loads sections of the level from the CD. I originally had it coded and tested with Maria, and the main call hook as still there for Richter, but the receiving end of the hook wasn't there on Richter's section. So the game just crashed. And since Richter's SAT sheets are bigger than Maria's, I couldn't just replicate the hook routine in the same spot/sector for his data/chunk. So I moved it somewhere else that has no tie to either of them. It's fixed now.

Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 25, 2012, 09:41:20 pm »
PM'd patch.

Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 25, 2012, 07:52:21 pm »
Ok, I figured out the problem and fixed it. But before I send the patch, we should figure out the text (since it's now hack-isk ascii because of space constraints). The question "Are you ready?" seems out of place. Especially since it's a whole 'nother screen (screen change) before he asks it. Nothing that happens before it, gives it any sort of context. There's no pause or in-game event preceding it that gives hint. I guess it's a forewarning of sorts, as a question. But it just seems odd. "Be on your guard" or "Be on your guard..." seems to fit fine. Although the "..." is probably way overused, it seems to fit here IMO.

 As for the first string, it doesn't necessarily have to be the same as stage 4. The ferryman in stage 2' skips you to stage 3, completely avoiding the boss in stage 2'.   I mean, he's actually taking you somewhere different. Unlike the one in stage 4' who only takes you across.


Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 25, 2012, 05:59:48 pm »
Um, I just found a game braking bug. When you get to the ferryman as Richter the game freezes.

 Hahahaha. So I see.

Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 25, 2012, 04:01:31 pm »
The alignment thing isn't visible per se. But, instead of the text box being two rows of 16 characters - it's now a top row of 18 and a bottom row of 14 (so I could get the "?" on the same line in the next screen). I can change it as needed. "Allow me to take you across" and "Be on your guard, traveller!". Or "Ready yourself, traveller" or "Prepare yourself, traveller!". Etc (yeah, I used the British spelling of the word). I dunno.

 Also, I see you had a bit of trouble getting to the ferryman - :laugh:

 Edit: Oh, I forgot. The second phrase as less room for text(string space) than all the others for the ferryman. So you don't have a total of 32 chars like normal. Might be best to leave it as "Are you prepared?".

 Edit2: Yeah, "Are you prepared?" or "Be on your guard." are about what fits for the second screen.

Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 25, 2012, 12:44:16 pm »
I have ferryman stage 2' finished, but there's an alignment problem.  "Are you prepared?" is 17 characters long. I can modify the SAT for that many chars, but if you decide something different  - I'll have to rehack it again.

 Edit: PM'd patch.

Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 22, 2012, 10:24:28 pm »
Sweet! That's going in my portfolio.

 Burnt Lasagna: PM'd finished work.

Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 22, 2012, 11:41:47 am »
That's what SAT hacking is for ;)

 I'll convert and insert the new palette when I get home later this evening.

Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 21, 2012, 08:29:04 pm »
Was there a problem with the previous peke title screen mock ups? Size or such? I can rework the SAT is size is a problem.

I resized Vanya's version to fit:

 Though I would have to still modified the SAT since it's 240 pixel instead of the original 224p wide.

ROM Hacking Discussion / Re: Variable Width Font? War of the Dead
« on: January 20, 2012, 11:18:16 am »
The problem is, there's not enough room for all the english text I want to insert.

 In the rom or on the screen? If it's a rom space issue, VWF won't help with that. Either rom expansion (and probably minor hacking to use the additional rom space) or some custom compression like 2 or 3 word look up ( ASM hacking/writing involved). If the japanese font is 8x8, then it's probably the old tilemap method. Where all the tiles are already in vram and the print routine just updates the tilemap as to which tile to point to - for showing on that line. Setting up a VWF routine would probably entail taking that area reserved for tiles and using it directly for a pseudo-bitmap buffer (like most PCE CD games do). That's a pretty advanced type of hack IMO.

Personal Projects / Re: Rondo of Blood PSP dub for PC-Engine.
« on: January 19, 2012, 09:53:29 pm »
Ok. Done and patch PM'd.

Pages: 1 2 3 4 [5] 6 7 8 9