Archive for November, 2012


Posted in Uncategorized on November 21, 2012 by pcedev

Work (RL) has gotten crazy recently (no days off, long hours), so things are gonna slow down for a bit on the PCE front. But I’ll fit it in where I can.

Ghosts n Goblins NES

Posted in NES2PCE on November 15, 2012 by pcedev

Guess I’ll take a look a this, this weekend. But I’ll need testers 😉

MM2 update

Posted in Megaman, NES2PCE on November 15, 2012 by pcedev

Oops. Fixed a small bug in the audio emulation in Megaman2. Updated in Download and Links section (version 0.87).

Megaman2 public release

Posted in Megaman, NES2PCE with tags , , , , , , , , , , , on November 11, 2012 by pcedev

Find it in the ‘Download and Links‘ section. There are two roms in the zip file, the ‘headerless’ one is for some flashcards that require a ‘raw’ rom.

Also, the NES2PCE page on the right column, is for any requests (features or games), general comments, bugs, whatever.


Posted in Audio, music with tags , , , , on November 9, 2012 by pcedev

DefleMask version 8 is out. It’s a multisystem tracker, with huc6280 support, for all you tracker fans out there 😉

I hope we see some Battleofthebits compo’s for huc6280 now 🙂

Oh and it has sample support (all six channel if you need it).

MM1 / MM2

Posted in Megaman, NES2PCE with tags , , , , on November 9, 2012 by pcedev

Been pretty busy the last week and will be for a bit. But I’m slowly chugging away at stuffs. I got this weekend coming up, so I need to prioritize what pce related stuffs I should do. I’ve got a lot (DX still needs ending credits, Spriggan Mark 2 need ADPCM offsets to tracks to go to BL for english dub prep, Motteke Tamago needs the new title screen inserted, etc).

Megaman 2 is getting an overhaul to the audio emulation code, so that is holding back the public release. Thanks to Drakon for testing out Megaman CDDA version. I fixed a few bugs. I also added an easy mode to MM1 (people seem to think this game is hard 😛 ). I need to fix the CDDA track loading screen (it looks like crap when the tracks load). So these two games will be getting public releases soon.

Also, Megaman 2 with CDDA tracks. Or hell, just a version that’s on CD as-is. It’s gonna be difficult. The game is 256k as is. But CDRAM for SuperCD is 256k (plus 8k for system ram). At minimum I need an extra 8k free bank to put my emulation code in and for CDDA track code, I need another 8k free bank. I thought about removing some graphic data from the game, and load that in when it’s needed (like at the start of a level), but none of the graphic segments start exactly on an 8k page boundary. I.e. there are no clean breaks where I can do this. It’s definitely going to be tricky to say the least.

And finally, not MM related, Dragon Warrior. I never publicly released this game. It’s on CD. I’m gonna redo some the emulation code because this game was the very first NES2PCE project that I ever did, then release it publicly. I’ll have to figure out BRAM syscard lib and make a save option too.