About

Welcome to my console dev blog site. Primarily PCE Dev, but no limited to.

I’m Tomaitheous, btw 🙂

If you need to contact me via the digitalest mailest of netest, call yonder tomaitheous which be-ith at-ith the most pcedev-ith of dotting net-ith.

10 Responses to “About”

  1. Ethan Forsythe Says:

    Hey, I’ve been looking for the SGX/Hsync library that you put together a few years ago. Every link that I find for it turns out to be 404 – is there any possible way I could get that library from you? I’d really appreciate it.

  2. Hi there, I’m Delek, the DefleMask’s developer. I added Samples support for PC-Engine to DefleMask in the latest update. Maybe you could help me to spread the word.
    I will done a hes exporter soon.

    Regards, and awesome site btw.

  3. Nice blog! Been a fan of yours for a while now. I was doing some Internet research on the SGX Strider and happened across your comment here:

    http://www.sega-16.com/forum/showthread.php?14883-strider&p=318679&viewfull=1#post318679

    If you’ve got the time, I’d like to know a little more about the remnants scattered throughout that data track. Hit me up via email and let’s chat.

    Keep up the great work!

  4. Hey Tom! This is Jay See Double You from the Sega-16 Forums! Neat blog! I’m gonna have to subscribe and read up.

    Meanwhile, I tried to reply to your PM on S-16, but your inbox was full. In short, part 6 is submitted already, but I do have til 08/25 to submit any changes, so your feedback would still be useful. Also, part 5 is now published. 1-5 can’t be modified, but I’d still welcome your feedback. Here’s the link to part 5, which contains links to parts 1-4.

    http://www.retrogamingtimes.com/magazine/?issue=111&page=204&theme=red

    Thanks again, Tom! And I look forward to getting caught up on your blog!

    Cheers!

    -J

  5. Hi Tomaitheous,

    i am payk. i was actually homebrew developing for the nintendo ds a few years back. did some nice 3d stuff and light effect ect back then and now i am looking for some 2D fun. But i couldn’t get any rom build using HuC (under windows 10 its not compatible and under linux it simply shows version number after issuing command but stops there. doesnt matter what filename i gave it. it only complained that it wouldnt find a. file when using non capital letters)

    do you have any alternative c compiler worming or can you point me to any source how to setup huc?

    i have some ideas for simulating 3 layers and stuff which i really want to try out.

    i would be thankfull for any hind/help/link to forum or whatsoever. it sucks beeing stuck at the first step and not finding any informations about it.

    greetings,
    payk

  6. Hi Tomaitheous,

    i am payk. i was actually homebrew developing for the nintendo ds a few years back. did some nice 3d stuff and light effect ect back then and now i am looking for some 2D fun. But i couldn’t get any rom build using HuC (under windows 10 its not compatible and under linux it simply shows version number after issuing command but stops there. doesnt matter what filename i gave it. it only complained that it wouldnt find a. file when using non capital letters)

    do you have any alternative c compiler worming or can you point me to any source how to setup huc?

    i have some ideas for simulating 3 layers and stuff which i really want to try out.

    i would be thankfull for any hind/help/link to forum or whatsoever. it sucks beeing stuck at the first step and not finding any informations about it.

    greetings,
    payk

    • For windows 10, I’m not sure. I haven’t messed with HuC in a few years. All my stuff is in ASM. CC65 could be adapted for PCE, but there are no libraries even if someone did get it working. HuC’s libraries are very general and slow. It was more equivalent to BASIC in that respect (the developers never meant anything serious by it). It takes quite a bit of code to speed things up in HuC, and that requires in depth knowledge of ASM. At which point, most people just stick with ASM. A small handful of people use HuC to prototype their code before converting stuff over to ASM, but HuC still puts restrictions on other things (limitations on page layouts and such).

    • There may be some tools being developed by the fan-translation teams on RomHacking dot net, but I haven’t checked back there in several months, so I didn’t link directly (for all I know the site could be dead by now, and I’m too lazy to check, sorry).

      They were people making patching assemblers, and some experiments with alternatives to IDA. By the way, IDA is an expensive set of tools but apparently the industry standard for retrocoding and such.

  7. Hello there! How are you doing?
    There’s a few questions I’d like to ask about the PC engine hardware and how feasible some effects are on the system:

    1 – Scaling: I’ve seen some PCE games do scaling both in sprites and in the BG layer, the examples that come to my mind are every time you die in Valkyrie no Densetsu, the refueling plane and aircraft carrier on After Burner II and every time you finish a stage in Star Parodier there’s some scaling, as well as in some bosses, I know there’s more examples but I can’t remember any right now, But I know it can be done, the question is how exactly is it being done and how CPU intensive is it?

    2 – Wave-Phasing: Off the top of my head I can’t think of any PCE games that do wave-phasing in their music (By that I mean changing the wavetable in any channel a lot of times really fast to produce almost sample-like sound) but I’ve tested with it a little bit in Deflemask, but I’d sure like to know how feasible would it be on a playable game to have one or more instrument that changes between several wavetables every time it plays…

    3 – Can a HuCard game in any way, shape or form take advantage of the CD unit? Can it at least use ADPCM channel to play samples on top of the 6 channels it already has? If so, can it store the samples it’s going to use on the 64KB of sound RAM the CD unit adds? I know you’ll probably say “Why not just use a CD if you wanna take advantage of the add-on?” but what I have in mind is: What if there was a HuCard game that would work on a base PC engine model, but then took advantage of the CD add-on if detected, kinda like some Game Boy games take advantage of the Super Game Boy when detected?

    I’d really love to know these things, thanks in advance if you answer!

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